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COMPETITIVE Brawl+: Code Agenda

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
7,002
Location
Playing Melee
This is what I wanted clarified. If you haven't already, please fix the post to say you can use other recovery options if you're attacked out of gliding. If they only see UpB available, they may misunderstand and be reluctant to even try out the code.
sure thing. Sorry about that
 

.MaRiO

Smash Cadet
Joined
Jan 11, 2009
Messages
37
Guys I am trying to add HAD to my codeset but every time I try to load it, it freezes at startup. I seen a post that said you have to replace some of the lines and i did that and it just does not start up.
I dont know if anyone is playing with Had still or if they have tried it out
This is the code i am putting in...
48000000 80B87C28
58010000 00000154
58010000 00000000
90010000 00000030
80000001 00000000
60000006 00000000
60000003 00000001
4A001000 00000000
4A101001 00000000
36000000 00000032
58010000 00000004
DE000000 80008180
58010000 00000060
DE000000 80008180
92210002 00000014
92210003 00000068
92210004 00000070
92210006 0000007C
92210009 00000018
58010000 00000088
92210007 00000064
92210008 00000058
48001004 00000024
92210005 0000000C
48001004 00000020
92210004 00000014
4A001004 00000000
32000018 00000000
4A001006 00000000
30000038 00000021
4A001002 00000000
36000040 41000000
4A001003 00000000
9221000A 00000038
9221000B 0000003C
4A001005 00000000
3000000C 00000000
1400000C 00000001
9421000A 00000010
9421000B 00000014
4A001004 00000000
14000014 00000000
E2000001 00000000
4A001005 00000000
9221000A 00000010
9221000B 00000014
86A0000A 40000000
86A0000B 40000000
4A001007 00000000
9421000A 00000008
4A001008 00000000
9421000B 0000000C
4A001002 00000000
34000041 41000000
36000040 42000000
4A001007 00000000
14000008 00000000
4A001008 00000000
1400000C 3E000000
34000041 41C00000
4A000000 805A0100
9221000A 00000000
4A001002 00000000
9001000B 00000040
8891000B 0000000A
34000041 42100000
4A001004 00000000
14000018 00000000
E2000005 00000000
4A000000 805A0100
9221000A 00000000
4A001004 00000000
36000014 42000000
9001000B 00000014
8891000B 0000000A
4A001006 00000000
32000038 00000021
4A001004 00000000
14000018 00000000
E2000001 00000000
34000015 41FFFFFF
4A001009 00000000
3000014C 00000000
4A001004 00000000
14000018 00000001
E2000002 00000000
80100001 00000008
62000000 00000001
E200000F 00000000
80000001 00000000
80100000 00000244
62000000 00000000
E0000000 80008000
 

SketchHurricane

Smash Ace
Joined
Mar 21, 2008
Messages
669
Location
Winter Park, FL
I support nerfing the glide as outlined earlier. MK and Pit still have superior air options over most of the cast. Char could definitely use a buff in return. The speed idea is nice, but I kind of like the idea of Zard's glide being really slow, as it seems to fit him as a character. Making it a spike (possibly a very good one) could make up for the slowness, but he might end up needing the speed anyway.

Here's an idea that I had for all gliders, but could be exclusively for Zard - give him the ability to glide from the first jump. It would give him another approach option combined with a speed increase.
 

CloneHat

Smash Champion
Joined
Jan 18, 2009
Messages
2,131
Location
Montreal, Quebec
I usually never get a chance to use Charizard's glide in a match, his jumps don't get him high enough. :p

I support this idea, however, because if you use a glide, you get a free recovery-without-recovery, and there's a high-priority aerial to cover you. Also, MK glide>5/4/whatever jumps>Up B glide is ridiculous, it gives him a grand total of like, 300 recovery plans.
 

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
7,002
Location
Playing Melee
I usually never get a chance to use Charizard's glide in a match, his jumps don't get him high enough. :p

I support this idea, however, because if you use a glide, you get a free recovery-without-recovery, and there's a high-priority aerial to cover you. Also, MK glide>5/4/whatever jumps>Up B glide is ridiculous, it gives him a grand total of like, 300 recovery plans.
That's exactly what I was thinking about when I thought of idea for the code. Its a free recovery.
 

goodoldganon

Smash Champion
Joined
Mar 17, 2008
Messages
2,946
Location
Cleveland, Ohio
What exactly does each Action ID do to a move? I mean like how moves are considered electric, darkness, slash, laser, etc. More specifically what does Darkness do?
 

Shell

Flute-Fox Only
Joined
Feb 7, 2007
Messages
2,042
As far as I know it's just a visual effect.

(Also, in case you're thinking of the choke we can't find its Hitbox data and thus can't change it in any way)
 

CountKaiser

Smash Lord
Joined
Jan 16, 2009
Messages
1,370
Location
In space
In all honesty, MK seems to be being made into a comboer/gimper, like shiek.

If anyone fits the role of glass cannon, its G&W. If people were to make him lighter, he'd be a true glass cannon.
 

Clever_Sleazoid

Smash Apprentice
Joined
Mar 9, 2008
Messages
188
^^ that was done in the past, but I think it was done away with, he has other more direct nerfs now
He never had that. He had something that would send him father from attacks, not something that gave him more % damage from attacks.

MK is still waaay too good, and if he stays the rabid comboer and gimper he is now, he HAS to be a glass cannon.

I also think his upB needs like 50% more startup time (which if you observe how little it is now, it's not doing much).
 

Phyvo

Smash Journeyman
Joined
Jul 17, 2007
Messages
289
I support nerfing the glide as outlined earlier. MK and Pit still have superior air options over most of the cast. Char could definitely use a buff in return. The speed idea is nice, but I kind of like the idea of Zard's glide being really slow, as it seems to fit him as a character. Making it a spike (possibly a very good one) could make up for the slowness, but he might end up needing the speed anyway.

Here's an idea that I had for all gliders, but could be exclusively for Zard - give him the ability to glide from the first jump. It would give him another approach option combined with a speed increase.
For Zard's glide attack to be at all useful his glide would have to be much faster, or his hitbox much bigger. I've never seen anyone land it in a match, so it doesn't matter if it kills at 999% or 0%. It just never works.

Just buffing it so that people could indeed land it, I feel, would be enough.

goodoldganon said:
It annoys me to no end. Ivysaur might be female, but Charizard and Squirtle are totally dudes.
I can almost understand calling Ivysaur female until I hear that voice actor. Fictional pokemon creature aside, that is not a female voice in the slightest.
 
Joined
Jun 29, 2006
Messages
1,255
Location
Oklahoma City
Forgive my ignorance, but is there currently any plan to do anything about the single Climber CG?

0-50% chain grabs with little to no thought required personally annoy me, but if it's already been argued and decided upon, I'll just deal with it.
 

Azurie

Smash Cadet
Joined
Mar 3, 2009
Messages
29
I've been playing a bit lately and I'm really impressed. Everything keeps moving in the right direction. In my codeset before 4.0 I was running "hold L for stage freeze". I don't remember if that was part of the brawlplussery or not. Anyway, after playing the new Luigi's mansion, I think a code of that sort is needed. I know it was kind of glitchy, but more options are awesome.

I assume more stages are going to be altered in time, likely to reduce hazard damage or to get rid of them completely. I think it would be awesome if the altered stages became the defaults, and a player could hold L when selecting it to play the original Brawl version. A reversed version of the "hold L for stage freeze"!
 

Clever_Sleazoid

Smash Apprentice
Joined
Mar 9, 2008
Messages
188
I've been playing a bit lately and I'm really impressed. Everything keeps moving in the right direction. In my codeset before 4.0 I was running "hold L for stage freeze". I don't remember if that was part of the brawlplussery or not. Anyway, after playing the new Luigi's mansion, I think a code of that sort is needed. I know it was kind of glitchy, but more options are awesome.

I assume more stages are going to be altered in time, likely to reduce hazard damage or to get rid of them completely. I think it would be awesome if the altered stages became the defaults, and a player could hold L when selecting it to play the original Brawl version. A reversed version of the "hold L for stage freeze"!
Luigi's mansion only has problems with 4 players, no? Where sometimes they spawn RIGHT in front of each other, and once I had Charizard frozen in the air until he was hit and it was fine.

Also, I would rather have a "hold R to play original stage" in effect.

fix'd
10fixes
But since they don't have a chance of being either genders each match... I'm just gonna call em 87.5% dudes XD.
 

Revven

FrankerZ
Joined
Apr 27, 2006
Messages
7,550
Location
Cleveland, Ohio
Luigi's mansion only has problems with 4 players, no? Where sometimes they spawn RIGHT in front of each other, and once I had Charizard frozen in the air until he was hit and it was fine.

Also, I would rather have a "hold R to play original stage" in effect.
The problem with freezing Luigi's Mansion is that the mansion doesn't disappear when you destroy it. It's still "there" but it acts like it's not there when destroyed but the mansion is still up, it never actually doesn't go away as it still comes back. Holding L for freezing wouldn't fix all the stages so why bother using it? =\
 

trojanpooh

Smash Lord
Joined
Oct 23, 2007
Messages
1,183
I really agree that we have to get more "fun codes" in Brawl+. Things that just make the game cooler. Add some dark effects to Ganon, Screech to Ness's Bat, anything that would add to the personalities of the characters.
 

Cyan_Blau

Smash Apprentice
Joined
Nov 13, 2007
Messages
99
@ trojanpooh: IDK if you just knew, but @ board.GSCentral.org they already can support with the SD Textures code and can direct to some of the effect files and where you have to place them. But I guess the SD Textures don't work with the double GCT method.

;------------------------------------------------------------------------------------------------------------------------

I've a few questions:

1. what exactly does the "merger" code?, Example plz!

2. Is the "short hop, dash speed, etc" code just another kind of the Jump Grav Values, or not?

3. Does the SD Textures code really don't work together with snapshot codes or double GCT?

4. I tried using SSBM Air Doge and for any reason it didn't work with the codes I added via Brawl+ 4 Beta, why?

I hope you guys won't hate me, and could plz answer my questions.


/AX)
 

Almas

Smash Lord
Joined
Jul 6, 2008
Messages
1,588
Hey, welcome to the boards.

I'm not quite sure what you mean by the "merger" code. I wrote one a while ago that brought together the effects of many of the codes Phantom Wings wrote, but that is now obsolete.

The Launch Speed Modifier and Grav Values Modifier code are kind of like "engines" for the values code. They extract the information for each character to decide how their jumps etc. should change. All three codes are necessary to get the desired effect (taking just two of them will result in some distorted values).

I believe some people have gotten the Textures codes to work with the double GCT method.

If you used the SSBM airdodge with the double gct method, it wouldn't work because it shifted the location of some things. I believe spunit developed a workaround, you should be able to find it in the double gct thread.
 

.MaRiO

Smash Cadet
Joined
Jan 11, 2009
Messages
37
I tried to work around to get in the HAD airdodge and it does not work. It freezes when starting up
 

Cyan_Blau

Smash Apprentice
Joined
Nov 13, 2007
Messages
99
Hey, welcome to the boards.

I'm not quite sure what you mean by the "merger" code. I wrote one a while ago that brought together the effects of many of the codes Phantom Wings wrote, but that is now obsolete.

The Launch Speed Modifier and Grav Values Modifier code are kind of like "engines" for the values code. They extract the information for each character to decide how their jumps etc. should change. All three codes are necessary to get the desired effect (taking just two of them will result in some distorted values).

I believe some people have gotten the Textures codes to work with the double GCT method.

If you used the SSBM airdodge with the double gct method, it wouldn't work because it shifted the location of some things. I believe spunit developed a workaround, you should be able to find it in the double gct thread.
Ok, I still use the textures with double GCT, but The loader GCT I use wasn't that hard created, was it?

I used the one which where together with Brawl+ 4.0 BETA, on the same account.

I'll look how it works xD

But really thanks for your support ^^!
 

jalued

Smash Lord
Joined
Mar 16, 2008
Messages
1,813
Location
somewhere cold and dreary
why do people keep saying that brawl+ is trying to be like melee 2.0? its not, its trying the be the best smash game possible incorporating everything that nintendo should have done to smash but were too lazy/careless to do.
 

FrozenHobo

Smash Hero
Joined
Mar 26, 2007
Messages
5,272
Location
Nowhere Land
i have some problems with PT and the whole pokemon switch codes. shouldn't you just leave regular PT's switch out mechanic how it is (when one dies the next automatically comes in) instead of the whole 'hold r to switch' thing? additionally, why do the single pokemon still have a working down b? i thought the point of using the single pokemon was so you could just use them and not have to switch....
 

Shadic

Alakadoof?
Joined
Dec 18, 2003
Messages
5,695
Location
Olympia, WA
NNID
Shadoof
why do people keep saying that brawl+ is trying to be like melee 2.0? its not, its trying the be the best smash game possible incorporating everything that nintendo should have done to smash but were too lazy/careless to do.
Ignorance is easier than thinking. Tied into that, people are fanboys.
 
Joined
Jun 29, 2006
Messages
1,255
Location
Oklahoma City
i have some problems with PT and the whole pokemon switch codes. shouldn't you just leave regular PT's switch out mechanic how it is (when one dies the next automatically comes in) instead of the whole 'hold r to switch' thing? additionally, why do the single pokemon still have a working down b? i thought the point of using the single pokemon was so you could just use them and not have to switch....
I was going to come in here and make an argument, but ^^this dude^^ already did it for me. xD
 

Almas

Smash Lord
Joined
Jul 6, 2008
Messages
1,588
Making the PT force switch raises the question why anyone would play PT. It is trickier to manage the three characters, you're guaranteed to have atleast one of them who is weak against your enemy (and swapping is no easy business), and stamina makes you weaker at any individual pokémon.

PT is a tricky character to make decisions regarding. While it would be nice to preserve him as a character, the desires of many people to just play one of the pokémon must be considered. I'm beginning to lean towards the viewpoint that he should be forced to play as a normal character.
 

cAm8ooo

Smash Lord
Joined
Dec 22, 2005
Messages
1,059
Location
Kentucky
But if the individual pokemon can switch then whats the purpose of playin PT? They should not be given the option to change, only PT should have it.

Edit: Here's how i think this should work.

PT should have the option to switch pokemon or not switch (by holding R) BUT there is a stamina. This would help to broaden the options of PT while meanwhile the indivisual pokemon or "wild pokemon" have no stamina but are forced to stay that pokemon for the entire match.

People would play Pt for the ability to change during game and force their opponent to change thier playstyle or cause them to have a worse matchup but at the same time they cant stay at this advantage forever. A "wild pokemon" mainer doesnt have to eventually change. This kind of person would feel comfortable with only one pokemon who he feels is his best option but against a bad matchup he cant switch.
 

FrozenHobo

Smash Hero
Joined
Mar 26, 2007
Messages
5,272
Location
Nowhere Land
Making the PT force switch raises the question why anyone would play PT. It is trickier to manage the three characters, you're guaranteed to have atleast one of them who is weak against your enemy (and swapping is no easy business), and stamina makes you weaker at any individual pokémon.

PT is a tricky character to make decisions regarding. While it would be nice to preserve him as a character, the desires of many people to just play one of the pokémon must be considered. I'm beginning to lean towards the viewpoint that he should be forced to play as a normal character.
if anything you should only use the 'hold R at death to stay the same poke' code for regular PT and leave out the down b change for each of the individual pokes as the play chose them to be that pokemon, not one of the others.

additionally, keep the stamina in for regular PT but go on keeping the individual pokes how they have been (again, sans the bown b change)


EDIT: i agree with what cAm8ooo said too. people play PT so they can use all the pokes and people pick the individual pokemon so they only have to worry about using that single poke. with these latest code additions you've blurred the line between full PT and individual pokemon. they need to stay as two (4?) different character options each with their own pros and cons.
 

Almas

Smash Lord
Joined
Jul 6, 2008
Messages
1,588
But... If I want my opponent to have a bad matchup, I'll just counterpick them with one specific pokémon. They'll either have to swap to a character they're worse with, or play with a disadvantage. The only benefit that the trainer conveys is that if you don't know which character your opponent will pick, you'll be good against him some of the time.

I seriously doubt that PT has enough strong points in true competitive play. The "versatility" of being able to play as more than one character in a game doesn't really translate well, I feel, past a few trivial mindgames.
 

Shell

Flute-Fox Only
Joined
Feb 7, 2007
Messages
2,042
Just a pipe dream:

Imagine them swapping tag-team style instantaneously mid-combo -- Squirtle shellshift in for the grab, up throw to uair, fair, Ivy pops in for the fair to launch them up a little more, Charizard pops in for a final uair to up-B kill.

Of course I know this is ridiculous, not technically possible with the loading system, doesn't fit within the traditional style of PKMN fighting, and would be a ***** to balance. Just a fun what-if thought I had.
 
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