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COMPETITIVE Brawl+: Code Agenda

Ulevo

Smash Master
Joined
Dec 5, 2007
Messages
4,496
Location
Unlimited Blade Works
Hold on, let me figure this out.

After the teching window and kb code, will we be able to go gold?
In theory, we could. But I wouldn't want to. I'd prefer to try and wait out for Gecko 2.0's release, or another alternative to increase coding space, so that we can be more expansive with our changes. There are plenty of things we could improve that we're just ignoring right now purely due to lack of room. I don't like the idea of going Gold after a half *** job.

This also has to do with the impression on the community as well. The more refined and polished the game looks when we do in fact go Gold and start hosting tournaments, the better the impression we will make on the rest of the Smash community.
 

Finns7

Smash Ace
Joined
Aug 1, 2008
Messages
896
Dark sonic I was tapping it in all directions.

It might of been the buffer/online? I also think brawls friction is fine and shouldnt be changed.

We should be careful about lowering hitstun I personally think it would be fine with a better teching code. But with the tumble ad code the juggling aspect gets kinda @_@ (online maybe). If we lower hitstun too much some characters might lose out.
 

GPDP

Smash Ace
Joined
Dec 29, 2008
Messages
927
Yeah, I concur with the tumble. It was probably the online lag. I have no problems here.
 

spunit262

Smash Journeyman
Joined
Oct 15, 2008
Messages
421
I think the FF code it causing the crash, as it's hook is in the same function as DC.
 

leafgreen386

Dirty camper
Joined
Mar 20, 2006
Messages
3,577
Location
Playing melee and smash ultimate
Ok... a couple things here...

1) Sanuzi: Shut up. We don't need you trolling members here who are actually interested in this project and in contributing to it.

2) The dash cancel is something we intentionally put in as a code. The sliding is greater than melee because of the higher traction. However, it is otherwise the same mechanic.

3) Yes, the low friction sucks for a lot of characters. We need to get a char spec version, though, otherwise we screw over all the ones that it doesn't suck for.

4) No, we're not going gold just because we have all the codes that we can use at this moment that together make a "good" game. We're going to try to wait until gecko 2.0 or some other substitute for increasing line space comes up. If this means putting off gold for a few months, so be it. This time will enable us to do some hardcore testing on one set, which will enable us to know exactly what codes to tweak on the final beta, which afterward will then become our (highly polished) first gold release. The fact that so many things can change between 256 lines of code and some much larger number of lines should be reason enough to hold off. Once we go gold, it's going to become much harder to change things, and those changes will need to be heavily tested. Going gold holds a certain amount of permanence with it, and is something we should not rush.

5) You only need to press left or right once in order to escape tumble. Not up. Not down. Not up and to the side or down and to the side. Just left or right. And only one time after you have left hitstun. If there is truly a problem with getting out of the tumble to airdodge, then it's probably because of the hitstun, not the tumble. If you need to test if it's impossible to escape something, go into training mode with a friend, get them to DI and try to follow up and see if the combo count increases. If it does, then it's a combo and you can't do anything to escape it. If it does not, then you could've jumped, thrown out an aerial to outprioritize the attack, or wiggled out and airdodged. Don't forget to try various forms of DI, even if you know that you can reach them no matter what direction they go, it's possible that you have to go far enough to do so that they would already be out of hitstun.
 

spunit262

Smash Journeyman
Joined
Oct 15, 2008
Messages
421
Dash Cancel V2.1 [Phantom Wings, spunit262]
C2764EBC 00000007
90810014 54846CFE
2C0417E5 41A00024
809EFFFC 80A4007C
80A50038 2C050005
40A20010 3C004F00
80840014 90040040
60000000 00000000

Init-Dash Cancel V2.1 [Phantom Wings, spunit262]
C2764EBC 00000007
90810014 54846CFE
2C0417E5 41A00024
809EFFFC 80A4007C
80A50038 2C050005
41A10010 3C004F00
80840014 90040040
60000000 00000000

FF Anytime V1.1 [spunit262, Phantom Wings]
C27651BC 00000008
887E007C 2C030000
40A20030 809E0014
54846CFE 2C0417E5
41A00020 809EFFFC
80840070 80840024
8084001C 80A40000
60A50004 90A40000
60000000 00000000

FF during tumble V2.1 [spunit262, Phantom Wings]
C27651BC 0000000A
887E007C 2C030000
40A20040 809E0014
54846CFE 2C0417E5
41A00030 809EFFFC
80A4007C 80A50034
2C050049 40A2001C
80840070 80840024
8084001C 80A40000
60A50004 90A40000
60000000 00000000

The DC code are just shortened, but the FF codes shouldn't cause a crash anymore. *crosses fingers*

Edit: Forgot one.

DD Sheild V1.1 [spunit262, Phantom Wings]
C2764F38 00000005
809EFFFC 80A4007C
80A50038 2C050003
40A20010 3C004F00
80840014 90040040
60600008 00000000
 

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
7,002
Location
Playing Melee
I'd be careful with friction. Increasing it would nerf a few character's DACUS, and it'd substantially change Luigi to.
Falcon can afford to have his DACUS shorter. I feel low traction hurts him specifically. Idk who else though
Dark sonic I was tapping it in all directions.

It might of been the buffer/online? I also think brawls friction is fine and shouldnt be changed.

We should be careful about lowering hitstun I personally think it would be fine with a better teching code. But with the tumble ad code the juggling aspect gets kinda @_@ (online maybe). If we lower hitstun too much some characters might lose out.
Finnz, as I said before. Please try this stuff out offline before complaining about codes. Our main focus is offline first. Improperly working codes for online play is not a valid reason in scrapping a code for offline play.


Spunit: Wow, big updates of joy! Going to test!

It all works spunit!!! Right before my fest! Great timing!

Also, I'm going to post the FF anytime and the DC in int dash in the other code agenda thread because I doubt it will be used for competitive play
 

Sanu

Smash Champion
Joined
Dec 22, 2005
Messages
2,179
Ok... a couple things here...

1) Sanuzi: Shut up. We don't need you trolling members here who are actually interested in this project and in contributing to it.
XD, the use of the word "trolling" is thrown around so much these days that people just use it to justify insults. The bottom line is; Dark Peach was coming off as an ignorant and selfish person. The fact that he didn't want to post his "amazing" technique before uploading videos to secure it as his own is proof that he would jump on any opportunity for the spotlight and his own gain; hence, selfish character. Sorry if I have the balls to call people out for being smartasses.

Will be testing the new codes today + super feedback yay.
 

Ulevo

Smash Master
Joined
Dec 5, 2007
Messages
4,496
Location
Unlimited Blade Works
XD, the use of the word "trolling" is thrown around so much these days that people just use it to justify insults. The fact is, Dark Peach was coming off as an ignorant and selfish person. The fact that he didn't want to post his "amazing" technique before uploading videos it is proof. Sorry if I have the balls to call people out for being smartasses.

Will be testing the new codes today + super feedback yay.
Sanzui, the point he was trying to make was that you deliberately went out of your way to provoke Dark.Pch when you could have easily ignored him, and only managed to create spam amongst the thread.

If he's being a smart ***, just ignore him. It's not complicated.
 

shanus

Smash Hero
Joined
Nov 17, 2005
Messages
6,055
Auto-Jab Fix [spunit262, Phantom Wings]
04784774 547B003C
Sick. Do you think there is any way you can figure out how to get tech window to work. The buffer code just didn't work well enough :-(

And its also our single biggest complaint regarding in game physics.
 

GPDP

Smash Ace
Joined
Dec 29, 2008
Messages
927
So many awesome codes, so little time.

I'll be testing these in a bit, once my bro gets off CoD4.
 

trojanpooh

Smash Lord
Joined
Oct 23, 2007
Messages
1,183
What is the auto jab? Does holding do nothing, or does it prevent lightning jabs as Snake?
 

spunit262

Smash Journeyman
Joined
Oct 15, 2008
Messages
421
Sick. Do you think there is any way you can figure out how to get tech window to work. The buffer code just didn't work well enough :-(

And its also our single biggest complaint regarding in game physics.
It sound like PW really dug into the game code and failed, but I just got an idea that I need to test before answering.

What is the auto jab? Does holding do nothing, or does it prevent lightning jabs as Snake?
Meta-knight's A and Falcon's AAA will still continue forever as long as you hold A, but Falcon's A won't continue forever as long as you hold A and don't hit anyone. So ya Snakes multi jab is gone.
 

GPDP

Smash Ace
Joined
Dec 29, 2008
Messages
927
Teching and super footstools remain the only things that bother me. Think you can also look into the later, spunit?

Anyway, hope you find a solution to the tech code.
 

goodoldganon

Smash Champion
Joined
Mar 17, 2008
Messages
2,946
Location
Cleveland, Ohio
I never really understood why people didn't like the lightning jabs, except maybe Pika's which was causing locks still, but whatever it's one line.
 

spunit262

Smash Journeyman
Joined
Oct 15, 2008
Messages
421
I never really understood why people didn't like the lightning jabs, except maybe Pika's which was causing locks still, but whatever it's one line.
They look horrible.
They remove the need to time your jabs.
Only some characters have one.
They look horrible.

Edit: Oh, I forgot one, They look horrible.
 

K1T3

Smash Lord
Joined
Dec 7, 2005
Messages
1,312
Location
San Antonio, Texas
By chance can anyone look into a code to allow the input of an aerial for heavy characters immediatly from a jump. Requiring you to buffer or not do the move at all or really late just seems wrong.

Ie. you should be able to do Ganon's SH AC dair by inputting it immediately as jumping but it will not accept the input unless you buffer it.

P.S. This code list is looking super amazing now, good job guys.
 

shanus

Smash Hero
Joined
Nov 17, 2005
Messages
6,055
It sound like PW really dug into the game code and failed, but I just got an idea that I need to test before answering.



Meta-knight's A and Falcon's AAA will still continue forever as long as you hold A, but Falcon's A won't continue forever as long as you hold A and don't hit anyone. So ya Snakes multi jab is gone.
If you figure it out and are in the northeast i buy you a beer. :p
 

The_Guide

Smash Journeyman
Joined
Jun 27, 2008
Messages
395
Location
Maryland
Why does the thread title say there is an update to the camera code? As far as I can tell, its the same thing, set at its defaults.
 

leafgreen386

Dirty camper
Joined
Mar 20, 2006
Messages
3,577
Location
Playing melee and smash ultimate
By chance can anyone look into a code to allow the input of an aerial for heavy characters immediatly from a jump. Requiring you to buffer or not do the move at all or really late just seems wrong.

Ie. you should be able to do Ganon's SH AC dair by inputting it immediately as jumping but it will not accept the input unless you buffer it.

P.S. This code list is looking super amazing now, good job guys.
Not sure if you knew this or not, but there is one frame immediately after you jump (the first frame you're in the air) in which you cannot do anything. It just plain doesn't register inputs. No move can be executed in this frame, you can't buffer anything, and any buffer that would come out that frame gets moved to the next frame (if it was at its limit, then it's just discarded). This goes for all characters. It's theorized that this was included to stop you from landing the same frame you leave the ground. Perhaps this is something we should look into taking out?
 

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
7,002
Location
Playing Melee
Why does the thread title say there is an update to the camera code? As far as I can tell, its the same thing, set at its defaults.
I said except the camera code.

Spunit I found a glitch. The jab fix doesn't allow you to charge smashes anymore (64 replica ppl, take note)
 

goodoldganon

Smash Champion
Joined
Mar 17, 2008
Messages
2,946
Location
Cleveland, Ohio
They look horrible.
They remove the need to time your jabs.
Only some characters have one.
They look horrible.

Edit: Oh, I forgot one, They look horrible.
Wavedashing looked horrible, stupid, and unnatural in melee. Once again this is a stupid argument, I just didn't see what the problem was with them. There are far more pressing issues to debate. (Get it? Since now you have to PRESS A more? HAR HAR HAR)
 

The_Guide

Smash Journeyman
Joined
Jun 27, 2008
Messages
395
Location
Maryland
Maybe you should re-word the no freeze glitch after it. The way I looked at the title, I thought that you had added cam code+ no freeze glitch as an emphasis for some of the bigger announcements. I was probably foolish for not getting your original meaning (with the parenthesis and all), but others might make the same mistake as I did.
 

CloneHat

Smash Champion
Joined
Jan 18, 2009
Messages
2,130
Location
Montreal, Quebec
Spunit I found a glitch. The jab fix doesn't allow you to charge smashes anymore (64 replica ppl, take note)
If the anti-jab code stops charging smashes, I think it's easily more important to leave it out than to give up smash attacks.
 

spunit262

Smash Journeyman
Joined
Oct 15, 2008
Messages
421
Auto-Jab Fix V2 [spunit262, Phantom Wings]
C2784774 00000004
7C7B1B78 809C007C
80840034 2C040024
40A20008 547B003C
60000000 00000000

4 extra lines just to check the action id...
 

Blank Mauser

Smash Champion
Joined
Jul 16, 2008
Messages
2,904
Location
Iowa
My only concern with the rapid fire removal is with characters like Pit. If you hold A he does his 3 hit combo, but tapping it causes that little spinny move. So how will you do the three hit jab combo now?
 

trojanpooh

Smash Lord
Joined
Oct 23, 2007
Messages
1,183
Metaknight is okay right? I'm not even sure if it is possible to tap fast enough to continuously attack with him.
 

K1T3

Smash Lord
Joined
Dec 7, 2005
Messages
1,312
Location
San Antonio, Texas
Not sure if you knew this or not, but there is one frame immediately after you jump (the first frame you're in the air) in which you cannot do anything. It just plain doesn't register inputs. No move can be executed in this frame, you can't buffer anything, and any buffer that would come out that frame gets moved to the next frame (if it was at its limit, then it's just discarded). This goes for all characters. It's theorized that this was included to stop you from landing the same frame you leave the ground. Perhaps this is something we should look into taking out?
Fixing that would be nice...
I don't know if it's the same thing, but it seems with heavy character like DK there is an even bigger window that it does not allow one to input a move than with smaller characters. I mean without buffering the move that is.
 

spunit262

Smash Journeyman
Joined
Oct 15, 2008
Messages
421
My only concern with the rapid fire removal is with characters like Pit. If you hold A he does his 3 hit combo, but tapping it causes that little spinny move. So how will you do the three hit jab combo now?
Just tap A a bit slower.

Metaknight is okay right? I'm not even sure if it is possible to tap fast enough to continuously attack with him.
I already said he wasn't affected.
 

trojanpooh

Smash Lord
Joined
Oct 23, 2007
Messages
1,183
I was kinda just verifying, I really don't know why I felt the need to. I'm really tired, sorry. Can't wait to try this one out
 

spunit262

Smash Journeyman
Joined
Oct 15, 2008
Messages
421
I think I figured out teching. I just need to know the condition needed to preform each type of tech so I can replicate them.

Ground, wall and ceiling are just the shield button and good timing. Roll tech is holding a direction while doing a ground tech. But what about Jump teching?

Also I remember some discussion on ledge teching or something, I think it was decided against it but as long as I'm reinventing the tech system I want to try it out.
 

shanus

Smash Hero
Joined
Nov 17, 2005
Messages
6,055
ledgeteching we need too. Jump teching off the wall is holding up direction or jump while teching against the wall.
 
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