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COMPETITIVE Brawl+: Code Agenda

Almas

Smash Lord
Joined
Jul 6, 2008
Messages
1,588
Oh right. No, not without looking at the code. I'd have to save the values into float registers, and I don't know which ones are safe to write to. Otherwise I really COULD bork someone's wii (although I risked a divide by 0 error in my first botched code without realising).
 

GPDP

Smash Ace
Joined
Dec 29, 2008
Messages
927
I'm getting mixed results. Drills get the same hitlag as normal, but Marth's tipper is definitely reduced.

Maybe I should mess with the values a bit? Should I add 1 instead of 2?
 

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
7,002
Location
Playing Melee
Oh right. No, not without looking at the code. I'd have to save the values into float registers, and I don't know which ones are safe to write to. Otherwise I really COULD bork someone's wii (although I risked a divide by 0 error in my first botched code without realising).
You can brick wiis with these codes if they are not done right? What happened to the safe values you can play with? And what does a borked wii act like exactly?
 

Almas

Smash Lord
Joined
Jul 6, 2008
Messages
1,588
Drills SHOULD have the same hitlag as normal. They probably have around 4 frames, and half of 4 plus 2 is four again. This code has a larger impact on moves with more hitlag.

It's VERY hard to brick a wii with a bad code. Once I managed to write a code that makes the game think the CD isn't in. The shorthop code, actually. Turns I was writing it to the wrong place. The worst that code could have caused was a freeze, which isn't so bad, all things considered. I don't think you can bork a wii - either it breaks or it doesn't.

There was a safe value in PWs code, but I can't use it for non-integer things. There are two kinds of register - one which stores integers, and one which stores floats. I don't know which float registers are safe at that point in memory.

I would recommend:

Hitlag Divide/Add [Phantom Wings, 6 lines]
C2771EC0 00000005
39C00002 2C040004
41800010 7C8473D6
38840001 48000008
38800002 90830010
60000000 00000000

adds 1, any attack with 1, 2 or 3 frames of hitlag has 2 frames instead, everything else has half hitlag+1 frame.

1-> 2
2-> 2
3-> 2
4-> 3
5-> 3
6-> 4

etc. etc.
 

GPDP

Smash Ace
Joined
Dec 29, 2008
Messages
927
I thought so.

Well, the code works. I tried with 1, and drills are now faster, but not as fast as when not hitting the opponent like kupo pointed out. I tested it with Pit's uair, and it works nicely. Falcon's nair is also faster. And moves strong in hitlag like the tipper are greatly reduced.

Good work, Almas. Kupo, why not give this one a try?
 

GPDP

Smash Ace
Joined
Dec 29, 2008
Messages
927
Hitlag Divide/Add [Phantom Wings, 6 lines]
C2771EC0 00000005
39C00002 2C040004
41800010 7C8473D6
38840001 48000008
38800001 90830010
60000000 00000000
 

Almas

Smash Lord
Joined
Jul 6, 2008
Messages
1,588
Hitlag Divide/Add [Phantom Wings, 6 lines]
C2771EC0 00000005
39C00002 2C040004
41800010 7C8473D6
38840001 48000008
38800002 90830010
60000000 00000000

adds 1, any attack with 1, 2 or 3 frames of hitlag has 2 frames instead, everything else has half hitlag+1 frame.

1-> 2
2-> 2
3-> 2
4-> 3
5-> 3
6-> 4
 

MBlaze

Smash Champion
Joined
Jun 11, 2008
Messages
2,236
Location
Copiague, New York
Sooooooo what value are we looking for here? Seeing as I was playing Brawl and wasn't following now I have no idea in hell how to work that code. :p

Any of them = to 30% less hitlag?
 

shanus

Smash Hero
Joined
Nov 17, 2005
Messages
6,055
kupo after u incorporate it you mind posting the gct so i can toy with it as well?
 

leafgreen386

Dirty camper
Joined
Mar 20, 2006
Messages
3,577
Location
Playing melee and smash ultimate
If you don't have all the CDs in the game yet, you should definitely use it. Just go into training and spawn a ton of them, collect them, spawn a ton more, collect, and repeat until you collect them all. It's pretty sweet. For those that don't want to d/l and would rather put it on manually:

Franklin badges are CDs
4A000000 8098D528
D2000000 00000003
2C060001 40820008
38C0000B 60000000
90DD08C0 00000000

And that looks great almas. Gotta try it out.
 

Almas

Smash Lord
Joined
Jul 6, 2008
Messages
1,588
For those who use my shorthop, fastfall code, here's a bandaid fix:

Code:
Short Hop Height Multiplier [Almas, 6 Lines]
045A9308 XXXXXXXX
C285765C 00000004
2C002F20 40820014
3FC0805A 3BDE7304
C3FE2004 EC3F0072
4E800020 00000000
Code:
Short Hop Height/Fast Fall Speed Multiplier [Almas, 9 Lines]
045A9304 XXXXXXXX
045A930C YYYYYYYY
C285765C 00000006
3FC0805A 3BDE7304
2C002F20 4082000C
C3FE2004 EC3F0072
2C002F5C 4082000C
C3FE2008 EC3F0072
4E800020 00000000
Xs are shorthop, Ys are grav. No guarantees.
 

shanus

Smash Hero
Joined
Nov 17, 2005
Messages
6,055
using kupo's gct i just got now, i feel the value for strong hits on shield stun was way too high. I got dashed attack by ganondorf and i couldnt do anything against it for the longest time while holding the shield. I think the strong value has to be dropped a bit.

i think he uses 4/2 right now, and it seems to be too long. whats everyone's agreed upon values?
 

plasmatorture

Smash Journeyman
Joined
Oct 29, 2007
Messages
331
Location
Oregon
For those who use my shorthop, fastfall code, here's a bandaid fix:

Code:
Short Hop Height Multiplier [Almas, 6 Lines]
045A9308 XXXXXXXX
C285765C 00000004
2C002F20 40820014
3FC0805A 3BDE7304
C3FE2004 EC3F0072
4E800020 00000000
Code:
Short Hop Height/Fast Fall Speed Multiplier [Almas, 9 Lines]
045A9304 XXXXXXXX
045A930C YYYYYYYY
C285765C 00000006
3FC0805A 3BDE7304
2C002F20 4082000C
C3FE2004 EC3F0072
2C002F5C 4082000C
C3FE2008 EC3F0072
4E800020 00000000
Xs are shorthop, Ys are grav. No guarantees.
But it should, in theory, play nicely with the new shield stun?

I have a pretty great match I'm in the process of editing and uploading, featuring Metaknight's absolute retardedness in B+ and Marth and also there's times when the sliding of the old shield stun actually mattered, so I'd love to switch to this new version.
 

Starscream

Smash Ace
Joined
Oct 22, 2006
Messages
636
Location
Burnaby, BC
Tried the newest Hitlag code with the additive. Meh, I liked just 1/2 more but I can live with this one I guess. Why change attacks with 1 frame of hitlag to 2?
 

poklin

Smash Apprentice
Joined
Jun 16, 2006
Messages
133
Location
MI
jiang there is some thing wrong with that when i tryed to open it it was all jibberish.
 

Almas

Smash Lord
Joined
Jul 6, 2008
Messages
1,588
what was the issue with the shorthop and shieldstun? it worked fine for me?
A glance at spunit's code told me there shouldn't be a problem with it either, actually. I just shifted some memory values just in case. Someone said the old one stopped working with new shieldstun. I guess they were mistaken.
 

GPDP

Smash Ace
Joined
Dec 29, 2008
Messages
927
Can someone show me how to use this freakin Hitlag code please? :p I wanna try out 30% less stun, not 50% because that's too much.
There's no way to do it with that code, not proportionally at least. The lowest number you can divide by is 2, obviously. Why not try dividing by 2 and adding a frame? I find it feels pretty good.
 

GPDP

Smash Ace
Joined
Dec 29, 2008
Messages
927
Use this code:

Hitlag Divide/Add [Phantom Wings, 6 lines]
C2771EC0 00000005
39C00002 2C040004
41800010 7C8473D6
38840001 48000008
38800001 90830010
60000000 00000000
 

Almas

Smash Lord
Joined
Jul 6, 2008
Messages
1,588
You should be able to get things like 30% off by doing multiplications then divisions. e.g. 0.7 = 1*7/10.

I'm going to sleep though, it is 6am brit time and I am playing brawl later "today".
 

Almas

Smash Lord
Joined
Jul 6, 2008
Messages
1,588
It's possible to put in a multiplication, yes. There's nothing in there at the moment for it.

Sigh... FINE. THEN I'll sleep.
 

ChronoPenguin

Smash Champion
Joined
May 26, 2007
Messages
2,971
Location
Brampton Ontario, Canada
3DS FC
4253-4494-4458
Buffering allows you to input your next action when the game is not ready for it, remember what that is for 10 frames and perform it when the game allows it. 10 frames is too big which makes the controls sloppy so bringing down to 1 makes it so you need to know when your animations end and input the next action at the exact moment the game is ready to perform it within 1 frame of error. You can changed this to any number less than 10 but we found those to be glitchy except 0 and apparently 1


Can someone confirm for me that in order to halve the hitlag in the division one that you put a 2 for the x?
wtf was this done for difficulties sake or because it was difficult already and this was simply trying to make things less "sloppy"?
I'll never understand some of you -_-.
Well maybe I will....awaiting response.
 

.MaRiO

Smash Cadet
Joined
Jan 11, 2009
Messages
37
Hey everybody
I remember someone saying that they were getting glitches with the new shield stun code and i am not sure if they got that fixed. I saw that they were trying to replicate it and they could not. Me and my friend have it happen to us almost every single game. It happens when you perfect shield olimar's utilt.
Anyone else encounter this problem?
 
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