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COMPETITIVE Brawl+: Code Agenda

spunit262

Smash Journeyman
Joined
Oct 15, 2008
Messages
421
hex; 360 is 0x168, most attacks have a launch angel of 0x169 (361 aka 20)

@Kupo: nether code was, I just added info.
 

spunit262

Smash Journeyman
Joined
Oct 15, 2008
Messages
421
Where's the complete and utter annihilation code?
R.O.D. (Rest of Doom, 1 Frame, 255 Damage, 255 KB Growth, 255 Base KB)
Code:
Frame Speed Mod Data [spunit262]
065A9400 00000008
25010115 4F000000

Hitbox Property Mod Data [Phantom Wings, spunit262]
065A9800 00000018
250F4B64 0E058115
FFFFFF00 00580000
FFFFFFFF 00000000
 

Shell

Flute-Fox Only
Joined
Feb 7, 2007
Messages
2,042
That's a joke, right?

Sorry but I'm unaware of most of what the BR talks about, if they've deemed that necessary.
 

spunit262

Smash Journeyman
Joined
Oct 15, 2008
Messages
421
Spunit, can you explain how to find the original values with the gecko?
PM sent to Almas.
spunit262 said:
Almas said:
I was wondering if you could tell me your method of finding hitbox data. I guess I could just put a break on the location in which your code is active and check the registers which contain them? Or do you have a more optimal solution?
Set a Breakpoint on the very last instruction (mr r3,r28, or any after or including addi r8,r2,1228), the values need will all be neatly pack in to r6 and r7 in the right format (the first half of the code is spent doing that)
 

Rikana

Smash Champion
Joined
May 16, 2006
Messages
2,125
You're awesome spunit. We're able to go so much farther now with that code.

Oh and, would an aerial ledge cancel code be hard to do? Aerials and upB's? It'd be nice to try it out in Brawl+ in my opinion.
 

Shell

Flute-Fox Only
Joined
Feb 7, 2007
Messages
2,042
It seems like that would interfere with ledgehopped arials.

Edit: Also, can someone in the BR confirm that they're making Jiggz rest a frame 1 instant kill regardless of percent? Or was that just a request?

o_O
 

CloneHat

Smash Champion
Joined
Jan 18, 2009
Messages
2,130
Location
Montreal, Quebec
It seems like that would interfere with ledgehopped arials.

Edit: Also, can someone in the BR confirm that they're making Jiggz rest a frame 1 instant kill regardless of percent? Or was that just a request?

o_O
I guess that's kinda cheap, I was expecting it to kill at like 20-30% or something.
 

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
7,002
Location
Playing Melee
You're awesome spunit. We're able to go so much farther now with that code.

Oh and, would an aerial ledge cancel code be hard to do? Aerials and upB's? It'd be nice to try it out in Brawl+ in my opinion.
Actually, I think a better meteor canceling code should be first. Here are the details on making the code. I have no idea how the game handles meteor cancels as in the coding process that would help in making this code.

http://www.smashboards.com/showpost.php?p=6951192&postcount=9210

EDIT; Actually, I think making teching a button press should be first to get that code perfected. Spunit made a beta form which froze on me
 

Shell

Flute-Fox Only
Joined
Feb 7, 2007
Messages
2,042
Ah. Thanks. I would have been surprised to see the BR go from "no buff" a couple weeks ago to instant OHKO.

The sound mod really is the icing on the cake. I can't wait to change the sound of Ganon's jab to something quicker and more insulting (Forgive me -- I know, this move is all I ever seem to talk about :p, it was my favorite of any in Melee). Good to see Ness's bat sound already.
 

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
7,002
Location
Playing Melee
kupo, what is this teching button press you refer to?
Right now, you have to hold the shield button for the full x frames of the teching code for it to work. It should be a one time button press that buffers those x frames. I also think there is no punishment window so you can spam tech if you think you missed the first time but Im not sure
 

Revven

FrankerZ
Joined
Apr 27, 2006
Messages
7,550
Location
Cleveland, Ohio
Right now, you have to hold the shield button for the full x frames of the teching code for it to work. It should be a one time button press that buffers those x frames. I also think there is no punishment window so you can spam tech if you think you missed the first time but Im not sure
ALSO, he needs to make it so Ganon's murder choke cannot be teched.
 

Shell

Flute-Fox Only
Joined
Feb 7, 2007
Messages
2,042
(And please fix Sonic's SDJ momentum if you get a chance, thanks!)
 

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
7,002
Location
Playing Melee
ALSO, he needs to make it so Ganon's murder choke cannot be teched.
Yea, the changes to the teching code are:

Button press
Punishment window
Ganon's side b is untechable (both on ground and in air)


Changes to the momentum code are:

Do not affect sonic's specials
 

spunit262

Smash Journeyman
Joined
Oct 15, 2008
Messages
421
Yea, the changes to the teching code are:

Button press
Punishment window
Ganon's side b is untechable (both on ground and in air)


Changes to the momentum code are:

Do not affect sonic's specials
Didn't I fix the first 2???
 

shanus

Smash Hero
Joined
Nov 17, 2005
Messages
6,055
Also, footstools need to be untechable for a certain time window.


I haven't used V5 of the tech code due to line constraints and I had a crash on the 10 min i did use it.
 

storm92

Smash Ace
Joined
Feb 6, 2008
Messages
844
Location
SoCal
kupo, are we sure we want to make the MC system like Melee's?
Just in my own opinion, the MC system made meteors basically...well, stupid, to use in Melee. You would wait a few frames then cancel it as if nothing happened, which made the meteors really not all that useful when you could use a Bair/Fair to knock them farther away offstage.
I don't know, I just feel it truly separates spikes and meteors way too much, where spikes are excellent killers while meteors don't do all too much unless your opponent doesn't know how to MC.
 

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
7,002
Location
Playing Melee
Didn't I fix the first 2???
I thought it crashed when I tried it? I'll go dig it up and retest it I guess

kupo, are we sure we want to make the MC system like Melee's?
Just in my own opinion, the MC system made meteors basically...well, stupid, to use in Melee. You would wait a few frames then cancel it as if nothing happened, which made the meteors really not all that useful when you could use a Bair/Fair to knock them farther away offstage.
I don't know, I just feel it truly separates spikes and meteors way too much, where spikes are excellent killers while meteors don't do all too much unless your opponent doesn't know how to MC.
how would you suggest to go about it then? Meteors are even worse in brawl
 

Shell

Flute-Fox Only
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Feb 7, 2007
Messages
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In melee, meteors could be canceled (think thunderstomp) but spikes couldn't (think Marth dair)

There's no difference in brawl. Everything is cancelable
 

storm92

Smash Ace
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Feb 6, 2008
Messages
844
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SoCal
What's the difference between a meteor and a spike, anyway?
You can meteor cancel a meteor, spike you cannot.

I'm not sure kupo.
I just think that Melee's system would be worse than the current one. You can cancel it almost immediately.
 

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
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Playing Melee
You can meteor cancel a meteor, spike you cannot.

I'm not sure kupo.
I just think that Melee's system would be worse than the current one. You can cancel it almost immediately.
Brawl's is worse because you can mash up b without punishment and the MC window stays open forever instead of closes. Melee MCing takes skill, brawl's does not
 

CyberGlitch

Smash Journeyman
Joined
Nov 13, 2005
Messages
450
Location
Wisconsin
There are no true spikes in Brawl, to my knowledge.
EDIT: : Seems SHeLL already pointed this out.

...concerning the new codes...somebody must be making deals with the devil, sheesh.
 

storm92

Smash Ace
Joined
Feb 6, 2008
Messages
844
Location
SoCal
So it's just nintendo's opinion?
Either that or some speculated spikes were unintentional in Melee.
They were Falco's Dair, Ganon's downB midair, and Marth's Dair sweetspot (at least, the truly used ones).
I don't like the Melee MC system, at all.
 

trojanpooh

Smash Lord
Joined
Oct 23, 2007
Messages
1,183
We need more lines pronto, somebody in the plusery proposed that we modify Ikes down taunt to "I fight for my friends". Also, this is an important code, but yeah....
 

storm92

Smash Ace
Joined
Feb 6, 2008
Messages
844
Location
SoCal
I would say we find a medium between Brawl's and Melee's system.
While you're correct that it takes skill in Melee rather than mashing buttons, I also feel that Melee's system makes meteors basically stupid to use. That's why (besides the move last longer, I think) we would see something like Ganon edgeguard with a Fair/Bair/tipman rather than Dair in Melee. When you can cancel a meteor so quick, it makes it less attractive for the attacker to use.
On the other hand, Brawl's system is dumb too. You can mash it to MC. I don't like that, but at least in Brawl the system has it so meteors actually do something when they connect off-stage.

That's why I say we mix the two. We take Melee's system, but make MCs able to be performed at a later frame date, so meteors still punish and are still an attractive option to the attacker.
 

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
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Playing Melee
The only problem with making the window pop up later is consistency. If the window is not the same every time, it makes canceling meteors basically impossible. The only thing I can think about is have a cutoff so that its a true spike at a certain percent or when it reaches a certain launch speed
 

Magus420

Smash Master
Joined
Dec 13, 2003
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Close to Trenton, NJ Posts: 4,071
Meteors are even worse in brawl
Definitely not. Looking at your video, Brawl's MC system almost seems like a nerfed version of it just with longer delay before you can MC. Anyone figure out how it works exactly using the frame advance code? If it's still a universal delay on knockback before you can cancel you could just increase it. Maybe like Melee's being 7, and if Brawl's is like 15, then make it 20 something if you want to nerf it further, or inbetween if you want to buff it a little.



Edit: Oh, so the the thing you want to nerf is how you can mash up-b to do it in Brawl? That makes more sense since I don't see much of a problem with the effectiveness of the cancel itself in Brawl. You still need to go a good amount of the distance before it becomes cancelable.
 
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