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COMPETITIVE Brawl+: Code Agenda

shanus

Smash Hero
Joined
Nov 17, 2005
Messages
6,055
Alopex, think of pillaring in melee. While Dair on a shield with falco was in fact punishable without proper planning, it was very strong move which i would say in your words, power to the offense. You could punish it, but it was an excellent approach, but not game breaking. Odds are some action will be taken, but both come out neutral. This is exactly what we want. Encouraging offense with smart moves with planning.

Not the best analogy, but im watching jack bauer own some ****.
 

Almas

Smash Lord
Joined
Jul 6, 2008
Messages
1,588
If you test with version 1, people will copy your version 1 code. The same will happen with other codes. Soon, people will be over the line limit, and making comments such as 'gee, we really need to find a way to reduce code length, huh', when there's already a couple of ways they can skim a few lines without any particular difficulty. Soon, a rampaging horde of fairly useless posts will take over one overpopulated, hard to keep up with thread, disrupting any chance of progress.

I got carried away.
 

Alopex

Smash Ace
Joined
Mar 24, 2008
Messages
909
But is it really the same? Pillaring put Falco right there in the face of the opponent, an easily punishable spot. It was a powerful approach that would get you screwed if you messed up. Part of that mess up came from missing the L-cancel.

Well that L-cancel is done for you now, so that leaves less margin for error = Less margin for punishment = More powerful approach with no upgrade to defense to retain the old balance.

But even then, let's forget the L-cancel and just focus on positioning. We've already covered the positional risk of Pillaring.

But what risk is there with a retreating Bair? Like, for example, DK's retreating Bair.
It's already almost completely safe and the shieldstun will just make it safer.

I just fear that other Bairs will follow this low-risk path and they'll outshine any good, smart new approaches that come from it.
 

MookieRah

Kinda Sorta OK at Smash
Joined
Mar 7, 2004
Messages
5,384
Location
Umeå, Sweden
There are a lot of strong aerials that can be spammed with no fear if strong aerials "reset the opponent". As Ness, I could use Bairs all day and not be afraid because no matter what, I'll be safe - at worst, it'll be neutral, at beat I'll hit the opponent. No real drawback.
It's an approach move. It was standard in melee. It's not nearly as bad as you think. Trust me on this, it was never dominating by any means. This is just basic shield pressure. If you don't have something like this it makes it hard to get inside a character like Marth/Ike/etc in higher levels of play. You need to have something to fall back on that is effective.
 

zxeon

Smash Lord
Joined
Apr 11, 2006
Messages
1,476
Location
Indianapolis, Indiana
With the old shieldstun code, you put floating hex values into XXXXXXXX and YYYYYYYY. Let's call the normal amount of hitstun you would receive S, the value stored in XXXXXXXX X, and the value stored in YYYYYYYY Y. So normally, S=S (shieldstun = shieldstun).

With the code active, S=(S*X)+Y. Shieldstun is normal shieldstun multiplied by X, then Y is added on top.

With the new code, we have XXXX, YYYY and ZZZZ, where all four are integer hex values. So, for example, 0001 is 1, 0010 is 16 and 010F is 271.

Now, S=(S*X+Z)/Y. The normal shieldstun is multiplied by X, then Z is added, then the result of these sums is divided by Y.

The new code can achieve virtually any set of values that the old one could, and takes up less lines.
Thanks for the explaination.
 

zxeon

Smash Lord
Joined
Apr 11, 2006
Messages
1,476
Location
Indianapolis, Indiana
It's an approach move. It was standard in melee. It's not nearly as bad as you think. Trust me on this, it was never dominating by any means. This is just basic shield pressure. If you don't have something like this it makes it hard to get inside a character like Marth/Ike/etc in higher levels of play. You need to have something to fall back on that is effective.
Hey mookie what values are you testing right now? Let me lend you a hand. My brother and I could test the values.
 

MookieRah

Kinda Sorta OK at Smash
Joined
Mar 7, 2004
Messages
5,384
Location
Umeå, Sweden
I'm not testing anything right now, but I'll post my current code list. Hopefully my roommate will be back soon, I thought he was going to a class at like 5 and he hasn't come back yet O_o.

Code:
RSBE01
Smash Bros Brawl (US)

Dash Dancing (5 Lines)
* C271F474 00000004
* 81830058 2C0C000E
* 4182000C C0230040
* 48000008 FC20D090
* 60000000 00000000

Lagless Ledges (24 Lines)
* 80000000 80623320
* 80000001 00000000
* 60000006 00000000
* 60000003 00000001
* 4A001000 00000000
* 4A101001 00000000
* 36000000 00000032
* 58010000 00000004
* DE000000 80008180
* 58010000 00000060
* DE000000 80008180
* 92210002 00000014
* 58010000 0000007C
* 30000038 00000074
* 86000002 00000040
* 86910002 40800000
* E2000001 00000000
* 80100001 00000008
* 62000000 00000001
* E200000F 00000000
* 80000001 00000000
* 80100000 00000244
* 62000000 00000000
* E0000000 80008000

No Tripping (2 Lines)
* 0481CB34 C0220020
* 045A9340 00000000

Infinite Replay (3 Lines)
* 040E5DE8 60000000
* 04953184 60000000
* 04953224 60000000

9% Hit Stun (33 Lines)
* 42000000 80000000
* 80000000 80623320
* 80000001 00000000
* 60000006 00000000
* 60000003 00000001
* 4A001000 00000000
* 4A101001 00000000
* 32000000 0000001C
* 36000000 00000032
* 58010000 00000004
* DE000000 80008180
* 58010000 00000060
* DE000000 80008180
* 92210002 00000070
* 58010000 0000007C
* 34000038 00000042
* 36000038 00000049
* 4A001002 00000000
* 58010000 00000024
* 58010000 0000000C
* 1400001C 00000088
* 14000018 00000088
* E2000002 00000000
* 80100001 00000008
* 62000000 00000001
* E200000F 00000000
* 80000001 00000000
* 80100000 00000244
* 62000000 00000000
* E0000000 80008000
* 045A9300 3EFAE147
* C276CCD4 00000002
* C022FFE0 EF7C0072
* 60000000 00000000

Auto L-cancel (32 Lines)
* 80000000 80623320
* 80000001 00000000
* 60000006 00000000
* 60000003 00000001
* 4A001000 00000000
* 4A101001 00000000
* 36000000 00000032
* 58010000 00000004
* DE000000 80008180
* 58010000 00000060
* DE000000 80008180
* 92210002 0000007C
* 92210003 00000014
* 58010000 000000C4
* 92210004 00000010
* 4A000000 805A0100
* 92210005 00000000
* 88A00004 00000005
* 4A001002 00000000
* 30000036 00000018
* 4A001003 00000000
* 92210005 00000040
* 88900005 00000004
* 94210005 00000040
* E2000001 00000000
* 80100001 00000008
* 62000000 00000001
* E200000F 00000000
* 80000001 00000000
* 80100000 00000244
* 62000000 00000000
* E0000000 80008000

Dash Cancel (27 Lines)
* 80000000 80623320
* 80000001 00000000
* 60000006 00000000
* 60000003 00000001
* 4A001000 00000000
* 4A101001 00000000
* 36000000 00000032
* 58010000 00000004
* DE000000 80008180
* 58010000 00000060
* DE000000 80008180
* 92210002 00000014
* 92210003 00000068
* 58010000 0000007C
* 30000038 00000005
* 4A001003 00000000
* 3400003C BF266666
* 4A001002 00000000
* 14000040 4F000000
* E2000002 00000000
* 80100001 00000008
* 62000000 00000001
* E200000F 00000000
* 80000001 00000000
* 80100000 00000244
* 62000000 00000000
* E0000000 80008000

Downwards Gravity 1.25% (1 Line)
* 04641524 3FA00000

Upwards Gravity .75% (1 Line)
04641520 3F400000

No Auto Sweetspot (45 Lines)
* 80000000 80623320
* 80000001 00000000
* 60000006 00000000
* 60000003 00000001
* 4A001000 00000000
* 4A101001 00000000
* 36000000 00000032
* 32000000 0000000F
* 58010000 00000004
* DE000000 80008180
* 58010000 00000060
* DE000000 80008180
* 92210002 0000007C
* 92210003 00000018
* 58010000 0000007C
* 58010000 0000002C
* 92210004 00000004
* 4A001002 00000000
* C078172C 0000000B
* 9421FF80 BC410008
* 3C808000 60841808
* 80A40008 80C4000C
* 80E40010 C0060010
* C026001C FC000840
* 40810014 890700D4
* 7108007F 990700D4
* 4800000C 890700D5
* 990700D4 B8410008
* 38210080 4E800020
* 60000000 00000000
* 34000038 00000111
* E2000001 00000000
* 80100001 00000008
* 62000000 00000001
* E200000F 00000000
* 80000001 00000000
* 80100000 00000244
* 62000000 00000000
* E0000000 80008000
* C278172C 00000002
* 98030001 80010014
* 60000000 00000000
* C27816E0 00000002
* 98030001 80010014
* 60000000 00000000

No Frame Buffer (23 Lines)
* 80000000 80623320
* 80000001 00000000
* 60000006 00000000
* 60000003 00000001
* 4A001000 00000000
* 4A101001 00000000
* 36000000 00000032
* 58010000 00000004
* DE000000 80008180
* 58010000 00000060
* DE000000 80008180
* 58010000 00000068
* 30000154 00000009
* 1400015C 00000000
* 14000150 00000000
* E2000001 00000000
* 80100001 00000008
* 62000000 00000001
* E200000F 00000000
* 80000001 00000000
* 80100000 00000244
* 62000000 00000000
* E0000000 80008000

Stage Freeze/Reverse Picto, Castle Siege/Warioware, PS2, Norfair, Pirate Ship (11 Lines)
* 4A000000 90000000
* 1416A904 00000000
* 22623090 00000024
* 22623090 00000019
* 1416A904 BF800000
* 22623090 00000009
* 22623090 0000000B
* 22623090 00000014
* 22623090 0000001C
* 1416A904 3F800000
* E0000000 80008000

Hold L for Independent Pokemon (16 Lines)
* 06407BD0 0000000E
* 04030F0D 1E1B1F1B
* 201B211B 221B0000
* 046847C4 60000000
* C268482C 00000003
* 3800003F 981400B8
* 2C1D0003 40A20008
* 3BA00004 00000000
* C2684964 00000007
* 881400B8 2C00003F
* 40A20028 2C03001D
* 40A20008 3860001E
* 2C03001F 40A20008
* 38600020 2C030021
* 40A20008 38600022
* 987400B8 00000000

Short Hop Height (100%)/Faster Fast Fall (120%) (9 Lines)
* 045A9304 3F800000
* 045A9308 3F999999
* C285765C 00000006
* 3FC0805A 3BDE7304
* 2C002F20 4082000C
* C3FE2000 EC3F0072
* 2C002F5C 4082000C
* C3FE2004 EC3F0072
* 4E800020 00000000

Hitlag Modifier (Divided by two add 1) (7 Lines)
* C2771EC0 00000006
* 39C0000A 2C040001
* 41800014 1C840005
* 7C8473D6 38840001
* 48000008 38800001
* 90830010 60000000
* 60000000 00000000

New Shield Stun 3/5) (12 Lines)
* C28753EC 00000007
* FC20F890 4800000D
* 40400000 40A00000
* 839F007C A39C0006
* 2C1C001A 41820014
* 7F8802A6 C03C0000
* C05C0004 FC2117FA
* FC00081E 00000000
* C277F78C 00000003
* 2C1C001D 41820008
* B39E0006 2C1CFFFF
* 60000000 00000000

No Stale Moves (1 Line)
* 02FC0988 00130000
I will test the dash faster code whenever my other roommate is not watching something on his computer. I couldn't find my SD card reader at the house, so I have to go through his computer to do anything. It's really gay, I'm going to pick up one soon though.
 

Alopex

Smash Ace
Joined
Mar 24, 2008
Messages
909
If you test with version 1, people will copy your version 1 code. The same will happen with other codes. Soon, people will be over the line limit, and making comments such as 'gee, we really need to find a way to reduce code length, huh', when there's already a couple of ways they can skim a few lines without any particular difficulty. Soon, a rampaging horde of fairly useless posts will take over one overpopulated, hard to keep up with thread, disrupting any chance of progress.

I got carried away.
Err... OK... alright... so... first things first:

-Version 1 equation: S1=(S*X)+Y
-7.2 equation: S1=(S*X+Z)/Y

Now, suppose I wanted to solve for Z using basic algebra.

Using (S*X)+Y=(S*X+Z)/Y and knowing the values of X and Y, I'd be able to do so. But only if the Y and X values are the same variable in both equations, which I get the feeling they are not.

So how should I go about the conversion?

I'd have no problem posting everything I find in 7.2 code, but I'd prefer to do actual testing in Version 1, so I'd need to know how to go from one to the other.



@Mookie

Understood. But only because you brought up Marth and I hate Marth and will do anything to get in his face.

I'm still worried about retreating Bairs since they weren't anywhere near as prevalent in Melee as they are in Brawl, but I guess we'll tackle that if and when it becomes an issue.


EDIT:
OOOOOOOOOOOOOOOOF....

26 lines for Triple Jump Glitch fix? I'm having a hard time swallowing that.
 

Dark Sonic

Smash Hero
Joined
Jun 10, 2006
Messages
6,021
Location
Orlando Florida
But is it really the same? Pillaring put Falco right there in the face of the opponent, an easily punishable spot. It was a powerful approach that would get you screwed if you messed up. Part of that mess up came from missing the L-cancel.
And when they got good at the game and stopped missing L-cancels (seriously, what kind of Falco misses L-cancels during a pillar?)

It still wasn't OP even after it was made litterally unpunishable (as in, there was nothing you could do that could straight up beat the pillar, you had to retreat in some fashion and then punish Falco if he continued trying to do the pillar after you retreated.)
Well that L-cancel is done for you now, so that leaves less margin for error = Less margin for punishment = More powerful approach with no upgrade to defense to retain the old balance.
That old balance was not balanced. Characters need to have some approaches that are safe on block, and this is just giving more characters more of those. You do realize that most of these approaches are punishable if whiffed right? So the counter to someone who constantly tries to approach with them is to simply dash out of range (and dash back in now that DD is back)
But even then, let's forget the L-cancel and just focus on positioning. We've already covered the positional risk of Pillaring.
What positional risk? Falco is in his best position while Pillaring. As long as he doesn't mess up, it is unpunishable with a very large reward if any part of the pillar connects.
But what risk is there with a retreating Bair? Like, for example, DK's retreating Bair.
It's already almost completely safe and the shieldstun will just make it safer.
So? How about if he straight up misses the bair? Then he's left wide open as a result of his failed approach. Did you know that Ganondorf had approaches that were safe on block thanks to shieldstun in melee? A move being safe on block does not make it OP.
I just fear that other Bairs will follow this low-risk path and they'll outshine any good, smart new approaches that come from it.
Umm...they definitely won't, shielding as a whole will just be a little bit nerfed (which is exactly what we want). You'll still have to develop smarter approaches, as simple approaches often have simple counters (even Marth's shffl'd fair approach had counters. And it had only 7 frames of lag!)

I'm still worried about retreating Bairs since they weren't anywhere near as prevalent in Melee as they are in Brawl, but I guess we'll tackle that if and when it becomes an issue.
Jigglypuff.

That is all.
 

shanus

Smash Hero
Joined
Nov 17, 2005
Messages
6,055
running edge FF knee at +10% is already low down, it seems that with your current codeset, itd be pretty rough falling speeds

edit: thanks dark sonic, you saved me a lot of writing :p
 

Alopex

Smash Ace
Joined
Mar 24, 2008
Messages
909
Hmmm... alright, I'll concede and continue testing for values that leave strong aerials safe on block.

EDIT: How many people do you think will see my previous post, miss this one, and still type a wall despite that fact that I've conceded that you guys were right?
 

shanus

Smash Hero
Joined
Nov 17, 2005
Messages
6,055
Hmmm... alright, I'll concede and continue testing for values that leave strong aerials safe on block.

EDIT: How many people do you think will see my previous post, miss this one, and still type a wall despite that fact that I've conceded that you guys were right?
2-3 more.


<- Former falco main in melee, didn't mean to get you going :O
 

Dark Sonic

Smash Hero
Joined
Jun 10, 2006
Messages
6,021
Location
Orlando Florida
EDIT: How many people do you think will see my previous post, miss this one, and still type a wall despite that fact that I've conceded that you guys were right?
7.

Why?

Because that's the number of Chaos Emeralds, Dragon Balls, *insert shiny mystical item set here,* ect.:laugh:
 

plasmatorture

Smash Journeyman
Joined
Oct 29, 2007
Messages
331
Location
Oregon
Err... OK... alright... so... first things first:

-Version 1 equation: S1=(S*X)+Y
-7.2 equation: S1=(S*X+Z)/Y

Now, suppose I wanted to solve for Z using basic algebra.

Using (S*X)+Y=(S*X+Z)/Y and knowing the values of X and Y, I'd be able to do so. But only if the Y and X values are the same variable in both equations, which I get the feeling they are not.

So how should I go about the conversion?

I'd have no problem posting everything I find in 7.2 code, but I'd prefer to do actual testing in Version 1, so I'd need to know how to go from one to the other.
Conversion is very simple.

In verison one, S is multiplied by X, and then Y is added to it.
In version two, S is mulitplied by X, and then Z is added to it. And then it's divided by Y. But who cares about the division? We all know that any number divided by 1 = the same number. Thus, for easy conversion we can always set Y to 1 in the new code, which makes:

V1: S=SX+Y
V2: S=SX+Z

tl;dr: Use your X value from code one as X, use Y from code one as Z, and set code two's Y to 1.

That help?
 

Alopex

Smash Ace
Joined
Mar 24, 2008
Messages
909
Conversion is very simple.

In verison one, S is multiplied by X, and then Y is added to it.
In version two, S is mulitplied by X, and then Z is added to it. And then it's divided by Y. But who cares about the division? We all know that any number divided by 1 = the same number. Thus, we always set Y to 1 in the new code, which makes:

V1: S=SX+Y
V2: S=SX+Z

tl;dr: Use your X value from code one as X, use Y from code one as Z, and set code two's Y to 1.

That help?
Wow, yeah... why didn't I think about dividing by 1? It's extremely easy in hindsight.

Alright. All my testing will now be done using the 7.2 code.

Hopefully I'll get it to catch on and get adopted and thus prevent the apocalyptic scenario Almas prophesied...
 

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
7,002
Location
Playing Melee
K, everyone who is going over the limit, we need to combine codes. There are 6 codes that when combined will save us about 50 lines
 

osh77

Smash Cadet
Joined
Jan 12, 2009
Messages
41
Location
Elysburg PA
FINALLY I CAN POST ON HERE!

I've been following this whole project and keeping my code set up to date as much as I can (still kinda confused on some of the more math heavy ones). My current code set is at its breaking point with 255 lines!!!
It includes:
+No tripping (2 lines)
+Wavedash 2.1 (88 lines) *90 total
+Auto L-Cancle (32 lines) *122 total
+Hitstun 10% (34 lines) *156 total
+Infinite Replays (1 line) *157 total
+No Stale Moves (1 line) *158 total
+1 Frame Buffer (23 lines) *181 total
+upwards(1.10) downwards(1.25) gravity modifier (2 lines) *183 total
+Dash Dancing (5 lines) *188 total
+lagless edges (24 lines) *212 total
+Hitlag subtraction (5 lines) *217 total
+New Triple jump fix (26 lines) *243 total
+Complete shield stun 3/5 input (12 lines) *255 total !!!!!!!!!!

I want to post some of my extra thoughts on this whole thing, since its following is just so great and the community behind it is just so amazing.

Also I want everyone to know that I SUPPORT MAD.

Also big thanks to all of the people contributing time to these talks and the actual work that goes into these codes. You guys deserve so much more recognition than what you're getting. Great job!

edit: FIRST POST! ON THIS AWESOME SITE!
 

SketchHurricane

Smash Ace
Joined
Mar 21, 2008
Messages
669
Location
Winter Park, FL
Hmmm... alright, I'll concede and continue testing for values that leave strong aerials safe on block.

EDIT: How many people do you think will see my previous post, miss this one, and still type a wall despite that fact that I've conceded that you guys were right?
I think the fact that you can PS through any of those examples given is also a factor. Remember, PS'ing is actually a viable attempt to stop an approach in Brawl, unlike Melee. I predict that with proper shield stun, people will hold block less, and attempt to PS or simply spot dodge a lot more to stay inside. You only really hold block when you are unsure. If the opponent is mixing it up enough, it makes sense that they should keep you at a disadvantage in your insecurity, right?

BTW, is any work being put into fixing the glitches of the buffer code? I still think 2 or 3 would be better than 1. It's still way less than 10 and you can work around accidental SHFFL ducking.
 

plasmatorture

Smash Journeyman
Joined
Oct 29, 2007
Messages
331
Location
Oregon
Sounds awesome kupo.

Could you change the OP post on the new shieldstun from the current:

Code:
[COLOR=Yellow][B]Shield Stun 2.0[/B][/COLOR][spunit262] 10 lines [COLOR=Red][B]Vers 2[/B][/COLOR]
C28753FC 00000005
83810034 809F007C
A0840006 2C04001A
41820014 1F9C[COLOR=Red]XXXX[/COLOR]
3B9C[COLOR=Lime]ZZZZ[/COLOR] 3880[COLOR=Yellow]YYYY[/COLOR]
7F9C23D6 00000000
C277F78C 00000003
2C1C001D 41820008
B39E0006 2C1CFFFF
60000000 00000000
[U][B]
The old_frames_stuned*[COLOR=Red]X[COLOR=White]+[/COLOR][COLOR=Lime]Z[/COLOR][/COLOR]/[COLOR=Yellow]Y[/COLOR]=new_frames_stunned[/B][/U]
to this?

Code:
[COLOR=Yellow][B]Shield Stun 2.0[/B][/COLOR][spunit262] 10 lines [COLOR=Red][B]Vers 2[/B][/COLOR]
C28753FC 00000005
83810034 809F007C
A0840006 2C04001A
41820014 1F9C[COLOR=yellow]XXXX[/COLOR]
3B9C[COLOR=Red]ZZZZ[/COLOR] 3880[COLOR=Lime]YYYY[/COLOR]
7F9C23D6 00000000
C277F78C 00000003
2C1C001D 41820008
B39E0006 2C1CFFFF
60000000 00000000
[U][B]
The old_frames_stuned*[COLOR=Yellow]X[COLOR=White]+[/COLOR][COLOR=Red]Z[/COLOR][/COLOR]/[COLOR=lime]Y[/COLOR]=new_frames_stunned[/B][/U] 
If you use [color=lime]Y[/color]=1, you can change the values from the old code from float point to hex and directly move them over to the new code ([COLOR="Yellow"]X[/COLOR]->[COLOR="#ffff00"]X[/COLOR],[COLOR="Red"] Z[/COLOR]->[COLOR="#ff0000"]Z[/COLOR])

Basically, just change it so the colors are coordinated properly and a poorly written sentence about how to easily bring values from the old code to this one (feel free to rewrite it). :)
 

Alopex

Smash Ace
Joined
Mar 24, 2008
Messages
909
Is lagless ledges even finalized? I thought it needed more invincibility still?

@Plasma

There's a typo in what you typed in the box.

It should be Y->Z. Just pointing it out, heh. Save on confusion.
 

Jiangjunizzy

Smash Lord
Joined
Nov 9, 2006
Messages
1,188
Location
irvine, CA
ok, so assuming that we can combine the following codes because some share ending and beginning lines, i have come to about 103 lines total.

-Hitstun 33 lines
-Buffer * 23 lines
-Triple Jump Glitch * 26 lines
-Fast Edges v2 * 24 lines
-No Auto Sweetspot 24 lines
-Auto L Cancel * 32 lines
=162 lines

All codes share the same beginning 7 lines. Meaning that we can shave off 35 lines if they are combined

All codes with a * share the last 8 lines, meaning we can shave off 24 lines if they are combined.

They normally take up 162 lines uncombined, but if we combine them based on their beginning lines only, we can shave it down to 127. If we can shave down the last lines, we can bring it all down 103.
 

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
7,002
Location
Playing Melee
Sure thing plasma

Is lagless ledges even finalized? I thought it needed more invincibility still?

@Plasma

There's a typo in what you typed in the box.

It should be Y->Z. Just pointing it out, heh. Save on confusion.
Yes we will be getting a separate code for that so the lagless code is in its complete form
 

plasmatorture

Smash Journeyman
Joined
Oct 29, 2007
Messages
331
Location
Oregon
thanks kupo!

@Plasma

There's a typo in what you typed in the box.

It should be Y->Z. Just pointing it out, heh. Save on confusion.
Yeah I thought so too, but the OP has X and Z for the variables for the old code. I mean if Kupo wants he can switch the old code to X and Y and switch Y and Z around in the new one, but I figured this was easier to just change one code rather than both... I dunno. I don't see it as a big deal at least, as they're just variables.

Who knew math would come to use to me as a japanese/music major? ;)
 

plasmatorture

Smash Journeyman
Joined
Oct 29, 2007
Messages
331
Location
Oregon
But music theory is all math!
Man, I knew that was coming. Was even tempted to put an "inb4 music is math" :laugh:

It is true, but it's not somethign I have to apply to daily life outside of counting bars of rest, y'know? Pitchwise knowing the 3rd of a chord needs to be X cents flat, etc. is definitley based on math but in practice it just comes down to memorization (as in play that note a little more flat). If I were into the physics of sound and whatnot I'd totally be immersed in it, but I'm just performance with a little education mixed in. Most music theory that most music majors take is more like "a german augmented sixth chord is based off of #4, b6, the root, and the 3rd", which I'm sure has a math basis but we never bother with it. ;)

To make this remotely on topic, um, I can't wait for the codes to be combined because I'm at 255 and haven't updated my list in a few days (which means I'm missing qutie a few things). Also aren't there SEVEN codes that can be combined, then? Hitstun, lagless ledges, No ASL, ALC, Buffering, Triple jump, and Dash cancel?
 

Yeroc

Theory Coder
BRoomer
Joined
Feb 28, 2004
Messages
3,273
Location
In a world of my own devising
Straight combining codes using the last lines only once doesn't seem to produce the desired result. I made a combination Fast edges/0 buffer code last night, and it didn't work :(. I didn't try just using the first 7 lines though.
 

storm92

Smash Ace
Joined
Feb 6, 2008
Messages
844
Location
SoCal
+Wavedash 2.1 (88 lines) *90 total
+Auto L-Cancle (32 lines) *122 total
+Hitstun 10% (34 lines) *156 total
+Infinite Replays (1 line) *157 total
+No Stale Moves (1 line) *158 total
+1 Frame Buffer (23 lines) *181 total
+upwards(1.10) downwards(1.25) gravity modifier (2 lines) *183 total
+Dash Dancing (5 lines) *188 total
+lagless edges (24 lines) *212 total
+Hitlag subtraction (5 lines) *217 total
+New Triple jump fix (26 lines) *243 total
+Complete shield stun 3/5 input (12 lines) *255 total !!!!!!!!!!

I want to post some of my extra thoughts on this whole thing, since its following is just so great and the community behind it is just so amazing.

Also I want everyone to know that I SUPPORT MAD.

Also big thanks to all of the people contributing time to these talks and the actual work that goes into these codes. You guys deserve so much more recognition than what you're getting. Great job!

edit: FIRST POST! ON THIS AWESOME SITE!
I can't tell if you're truly in favor of this project or are a troll.

Also, most of the community isn't in favor of Super Smash Bros. Slip n Slide, so you might want to take MAD out of your code list.
And no ASL? Come on now.
 

MookieRah

Kinda Sorta OK at Smash
Joined
Mar 7, 2004
Messages
5,384
Location
Umeå, Sweden
mookie is the coolest mod ever imo.
LOL, I appreciate that, but I'm actually no longer a mod. I was the mod of a specific area that I haven't modded for over a year and a half, I actually told them to relieve me of my mod status a long long while ago. It wasn't till MLG came in and I sent them a PM saying I don't mod my section any more and what not.

I like it better this way, people often would be afraid to argue with a mod, so now I don't have to worry about that. I also don't get PMed to do random crap that I don't want to do as well xD.
 

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
7,002
Location
Playing Melee
Man, I knew that was coming. Was even tempted to put an "inb4 music is math" :laugh:

It is true, but it's not somethign I have to apply to daily life outside of counting bars of rest, y'know? Pitchwise knowing the 3rd of a chord needs to be X cents flat, etc. is definitley based on math but in practice it just comes down to memorization (as in play that note a little more flat). If I were into the physics of sound and whatnot I'd totally be immersed in it, but I'm just performance with a little education mixed in. Most music theory that most music majors take is more like "a german augmented sixth chord is based off of #4, b6, the root, and the 3rd", which I'm sure has a math basis but we never bother with it. ;)
Music theory destroys music. I abs love german 6th chords. Italian 6th are just eh because its missing the 5th from the german (thieves) and French 6ths are just weird but cool I guess. Debussey likes them...(I wonder why ;))
 

Alopex

Smash Ace
Joined
Mar 24, 2008
Messages
909
Yeah I thought so too, but the OP has X and Z for the variables for the old code. I mean if Kupo wants he can switch the old code to X and Y and switch Y and Z around in the new one, but I figured this was easier to just change one code rather than both... I dunno. I don't see it as a big deal at least, as they're just variables.
Wait, so then, if I'm using the codes in the OP then

Conversion is very simple.

In verison one, S is multiplied by X, and then Y is added to it.
In version two, S is mulitplied by X, and then Z is added to it. And then it's divided by Y. But who cares about the division? We all know that any number divided by 1 = the same number. Thus, for easy conversion we can always set Y to 1 in the new code, which makes:

V1: S=SX+Y
V2: S=SX+Z

tl;dr: Use your X value from code one as X, use Y from code one as Z, and set code two's Y to 1.
Should I be using Y1 as Y2 and setting Z to 1 instead given the first quote?
 

plasmatorture

Smash Journeyman
Joined
Oct 29, 2007
Messages
331
Location
Oregon
Wait, so then, if I'm using the codes in the OP then



Should I be using Y1 as Y2 and setting Z to 1 instead given the first quote?

If you're using the code directly from the OP you'll notice there IS no Y in the first code. Given the update kupo has now made for me, you want to use your Z1 as Z2, and X1 as X2, and Y = 1, as I said in that update.

Z1 = what we used to think was Y1 assuming X was the multiplier and Z (aka Y) was the additive in the first code.

Sorry that I made it more confusing @_@

@kupo:
Yeah, the german ones are my favorite, which isn't so surprising since in general I prefer "german music" or whatever (<3 the three B's), although Vivaldi has a special place in my heart. Not that I have any disdain for other country's music, but man do I love Brahms, haha.
 
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