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COMPETITIVE Brawl+: Code Agenda

Almas

Smash Lord
Joined
Jul 6, 2008
Messages
1,588
Serves me right for trying to code in my sleep

Code:
Short Hop Height/Dash Speed/Fastfall Speed Multiplier [Almas, 12 Lines]
045A9300 FASTFALL
045A9304 SHORTHOP
045A9308 DASHDASH
C285765C 00000008
3FC0805A 3BDE7304
2C002F20 4082000C
C3FE2000 EC3F0072
2C002F00 4082000C
C3FE2004 EC3F0072
2C002F5C 4082000C
C3FE1FFC EC3F0072
4E800020 00000000
 

storm92

Smash Ace
Joined
Feb 6, 2008
Messages
844
Location
SoCal
as long as he has the buffer at 1 it won't go all slip and slide. You need to keep up with the facts.
I thought we were friends now zxeon? =P
I am aware that stacking is more difficult with 1 frame buffer, I've played with it.
Doesn't change how MAD will almost surely not be included in the final codeset.
You have to agree not having no ASL is pretty bad.
 

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
7,002
Location
Playing Melee
Ugh, turns out 3/5 shieldstun isn't quite as perfect as I thought it was now that I'm testing other characters. Mainly because of certain weak hits.

I'll stay on it and keep you guys posted.

Also, the Version 1 and Version 2 codes aren't as similar as they first seem. You'd think that plugging in the same value for X and Z and then making Y=1 would give you exact results, but it actually doesn't for some reason. Using 3/5 and 3/5/1, Version 2 actually gave less hitstun all around.

I'm going to work exclusively with Version 2 from now on since it's clear that a conversion from Version 1 to Version 2 won't really give same results, so it's best to just stick to one code throughout.

Saving two lines it is!
Ok like which ones?
Serves me right for trying to code in my sleep

Code:
Short Hop Height/Dash Speed/Fastfall Speed Multiplier [Almas, 12 Lines]
045A9300 FASTFALL
045A9304 SHORTHOP
045A9308 DASHDASH
C285765C 00000008
3FC0805A 3BDE7304
2C002F20 4082000C
C3FE2000 EC3F0072
2C002F00 4082000C
C3FE2004 EC3F0072
2C002F5C 4082000C
C3FE1FFC EC3F0072
4E800020 00000000
edited

Everyone, how is the perfect codes post organized? Good bad ugly?
 

lamelikemike

Smash Cadet
Joined
Jan 25, 2007
Messages
39
i thought it looked good, kupo.
I know this is probably gonna sound lazy, but maybe it would be easier to get people to test new codes if someone(likely kupo, for front page treatment) uploaded text files with multiple values already plugged in and separated by its effect. I say this because i know i personally test 2-3 values and then settle for whatever i like and move on. It seems like if we could streamline testing the new codes a bit, we could have more people testing a wider range of values. Its not vital, but it would make testing more efficient
 

Team Giza

Smash Lord
Joined
Mar 5, 2006
Messages
1,119
Location
San Diego, CA
Just was abotu to say, tried out 3/5, definitely wasnt right. I shieldblocked mario's fireball, was trying to grab as i was right next to him, he got off a partially charged upsmash before i could grab. i think it needs some more tweaks hah
I don't see whats wrong with this situation.
 

zxeon

Smash Lord
Joined
Apr 11, 2006
Messages
1,476
Location
Indianapolis, Indiana
Serves me right for trying to code in my sleep

Code:
Short Hop Height/Dash Speed/Fastfall Speed Multiplier [Almas, 12 Lines]
045A9300 FASTFALL
045A9304 SHORTHOP
045A9308 DASHDASH
C285765C 00000008
3FC0805A 3BDE7304
2C002F20 4082000C
C3FE2000 EC3F0072
2C002F00 4082000C
C3FE2004 EC3F0072
2C002F5C 4082000C
C3FE1FFC EC3F0072
4E800020 00000000
I just tested ×2 and ×10 and at ×10 Sonic can keep up with the machines on Big blue and out run them after a while. Sonic's acceleration is crap. It takes him forever to reach top speed.

I'm about to test ×9001

Oh, I should also mention that jump speed remains the same even when I am moving at top speed at ×10 dash I still jump like a snail.
 

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
7,002
Location
Playing Melee
i thought it looked good, kupo.
I know this is probably gonna sound lazy, but maybe it would be easier to get people to test new codes if someone(likely kupo, for front page treatment) uploaded text files with multiple values already plugged in and separated by its effect. I say this because i know i personally test 2-3 values and then settle for whatever i like and move on. It seems like if we could streamline testing the new codes a bit, we could have more people testing a wider range of values. Its not vital, but it would make testing more efficient
ppl would need to tell me what other values I should put up there
 

lamelikemike

Smash Cadet
Joined
Jan 25, 2007
Messages
39
i don't know if it is a result of my own stupidity, or a problem with the code, but i just tested the new, FF speed, SH height, and DASH speed code, and it resulted some how in the characters falling with no chance to recover unless they hit the ground.

could someone who isn't having problems post the values they are testing with this new code?



-the dash part seemed to work fine, though and if it is included in final code we might have to deal with camera issues,
(unless as a community we think its ok being able to run out of view, i haven't tested it much because falling to my death was getting frustrating)
 

Jiangjunizzy

Smash Lord
Joined
Nov 9, 2006
Messages
1,188
Location
irvine, CA
I just tested ×2 and ×10 and at ×10 Sonic can keep up with the machines on Big blue and out run them after a while. Sonic's acceleration is crap. It takes him forever to reach top speed.

I'm about to test ×9001

Oh, I should also mention that jump speed remains the same even when I am moving at top speed at ×10 dash I still jump like a snail.
that code doesn't affect jump speed.
 

Alopex

Smash Ace
Joined
Mar 24, 2008
Messages
909
We have a problem.

Some characters have completely unfixable jabs.

I'm talking jabs that cause so little shieldstun that there's just no way to fix them without destroying the game.

I'm talking jabs that, even when the values were 3 and 40, could STILL get shield-dodged before the second jab hit.

I'm talking characters like Zamus, Sheik, Sonic, and Fox.

I'm talking Fox's Laser does more shieldstun than all of those combined.

I'm talking... ugh.

EDIT: I'm talking 3/40 is huge amount and left people stunned for like 3 seconds after a Smash, but those jabs were still shield-dodged. Not shieldgrabbable, mind you, but make the value much lower (as it most *definitely* has to be) and they'll be shieldgrabbed for sure.

I'm talking that some characters barely made it at 3/40 and lower values would make them the same as the above four.
Characters like Kirby and Squirtle.

I'm talking that there are a lot of jabs that won't be fixed because the right amount of hitstun for everything else will still make those jabs shieldgrabbable.
 

Jiangjunizzy

Smash Lord
Joined
Nov 9, 2006
Messages
1,188
Location
irvine, CA
almas, your code is bugged. whenever you get attacked, you don't get a jump.. or you get it really, really late.

also, it makes more of your attacks shake the screen.. ie bowser's landing.
 

spunit262

Smash Journeyman
Joined
Oct 15, 2008
Messages
421
Ugh, turns out 3/5 shieldstun isn't quite as perfect as I thought it was now that I'm testing other characters. Mainly because of certain weak hits.

I'll stay on it and keep you guys posted.

Also, the Version 1 and Version 2 codes aren't as similar as they first seem. You'd think that plugging in the same value for X and Z and then making Y=1 would give you exact results, but it actually doesn't for some reason. Using 3/5 and 3/5/1, Version 2 actually gave less hitstun all around.

I'm going to work exclusively with Version 2 from now on since it's clear that a conversion from Version 1 to Version 2 won't really give same results, so it's best to just stick to one code throughout.

Saving two lines it is!
Probably should have mention that. The integer version is slightly less accurate as any fractional part is lost which could make a different of up X (X-1 if X is an integer) frames.
 

Almas

Smash Lord
Joined
Jul 6, 2008
Messages
1,588
almas, your code is bugged. whenever you get attacked, you don't get a jump.. or you get it really, really late.

also, it makes more of your attacks shake the screen.. ie bowser's landing.
That is truly quite bizarre if it is correct. Which code did you use, and are you absolutely sure that it cannot be caused by anything else?
 

GPDP

Smash Ace
Joined
Dec 29, 2008
Messages
927
We have a problem.

Some characters have completely unfixable jabs.

I'm talking jabs that cause so little shieldstun that there's just no way to fix them without destroying the game.

I'm talking jabs that, even when the values were 3 and 40, could STILL get shield-dodged before the second jab hit.

I'm talking characters like Zamus, Sheik, Sonic, and Fox.

I'm talking Fox's Laser does more shieldstun than all of those combined.

I'm talking... ugh.

EDIT: I'm talking 3/40 is huge amount and left people stunned for like 3 seconds after a Smash, but those jabs were still shield-dodged. Not shieldgrabbable, mind you, but make the value much lower (as it most *definitely* has to be) and they'll be shieldgrabbed for sure.

I'm talking that some characters barely made it at 3/40 and lower values would make them the same as the above four.
Characters like Kirby and Squirtle.

I'm talking that there are a lot of jabs that won't be fixed because the right amount of hitstun for everything else will still make those jabs shieldgrabbable.
SAKURAAAAAAAAAAAAAIIIIIIIIIIIIIII

So, what the hell can we do about this? Make a code to power up jabs?
 

Almas

Smash Lord
Joined
Jul 6, 2008
Messages
1,588
It would be possible to add a few lines to the code to make it such that any attack with sufficiently low shieldstun followed a different ratio. One would have to check things like the shieldstun of Fox' laser beforehand to avoid abuse.
 

GPDP

Smash Ace
Joined
Dec 29, 2008
Messages
927
So, basically do what was done with hitlag, but instead of excluding low values, intensifying them even more?
 

Jiangjunizzy

Smash Lord
Joined
Nov 9, 2006
Messages
1,188
Location
irvine, CA
SAKURAAAAAAAAAAAAAIIIIIIIIIIIIIII

So, what the hell can we do about this? Make a code to power up jabs?
actually, leaf mentioned that the hitstun equation contains the threshold for what the game considers 'weak hits' and what the game considers 'strong hits', as of now, attacks like sheiks f tilt and probably all those jabs you mentioned are considered weak hits, meaning they are un SDI-able. i think it's plausible to assume that weak hits are also designated a certain amount of shield stun (none lolz).

leaf also mentioned that this is 100% changeable.

@almas: yes. i am currently running the game without your new shorthop/ff/dash code, and i don't get those strange errors from before. i don't know why it's causing such specific problems.
 

Alopex

Smash Ace
Joined
Mar 24, 2008
Messages
909
Good news!

Turns out the problem was actually with the code, the Version 1.

I popped in a 10/21/1 Version 2 code and everything was fine!

All those weak jabs were doing plenty of shieldstun and were definitely not dodgeable.

I'm going to retest them both to be absolutely certain, but if everything works out as it just did, we can say good-bye to shieldstun Version 1 for good.
 

zxeon

Smash Lord
Joined
Apr 11, 2006
Messages
1,476
Location
Indianapolis, Indiana
that code doesn't affect jump speed.
I know I thought that jump speed was dependent on your running speed, but thank god that isn't true

almas, your code is bugged. whenever you get attacked, you don't get a jump.. or you get it really, really late.
This. It affects hitstun and DI. It makes hitstun soar and you can't DI during it.

I think there is a limit on how fast you can run. I'm about to test FFFFFFFF.
 

Starscream

Smash Ace
Joined
Oct 22, 2006
Messages
636
Location
Burnaby, BC
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.
So is having faster fast falls really necessary? I mean, you're using 1.25 downwards gravity, I find fast falls plenty fast with that gravity setting. You think we really need it?
 

WeirdoZ Inc.

Smash Apprentice
Joined
Nov 14, 2008
Messages
165
Location
Melbourne, Australia
Here's an odd question. Would it be possible to stop the cars from appearing on Big Blue. 'Cause it would be good to have a running race on the track without the cars stopping the running animation.

Just a silly thought.
 

zxeon

Smash Lord
Joined
Apr 11, 2006
Messages
1,476
Location
Indianapolis, Indiana
Lol okay, trying FFFFFFFF probably wasn't the bes of Ideas because the second you reach your dash animation your character's model gets streched across the screen diagonally. It was quite disturbing when I streched Sonic and Marth.
 

Alopex

Smash Ace
Joined
Mar 24, 2008
Messages
909
Ok, brand new data.

This is both interesting and somewhat disappointing at the same time.

Here we go:

There is nothing wrong with Version 1.

What was the actual problem, then?

Well, turns out that if you shield just before the opponent's attack connects, but not soon enough to Perfect Shield, you'll have DRASTICALLY reduced shieldstun. Not as much as a Perfect Shield, but almost as much.

This happens to everyone, not just the 4 I mentioned above. And it explains why I sometimes got inconsistent results.

It's a surprising mechanic. It's like a... Near-Perfect Shield.

I don't really know what to make of this.

But it does leave me wondering if it is somehow tied to the Perfect Shield window or not.

Either way, it's pretty interesting. It's disappointing because, well, it means that no matter the shieldstun, it can be circumvented by Perfect Shield or Near-Perfect Shielding now.
 

Almas

Smash Lord
Joined
Jul 6, 2008
Messages
1,588
Oh. My code overwrote the hitstun constant. I thought the shieldstun constant was held there, and it had become unused space as a result of the changes to the code spunit did. Guess I should place mine somewhere else ;p.

Short Hop Height/Dash Speed/Fastfall Speed Multiplier [Almas, 12 Lines]
045A930C FASTFALL
045A9304 SHORTHOP
045A9308 DASHDASH
C285765C 00000008
3FC0805A 3BDE7304
2C002F20 4082000C
C3FE2000 EC3F0072
2C002F00 4082000C
C3FE2004 EC3F0072
2C002F5C 4082000C
C3FE2008 EC3F0072
4E800020 00000000

Also explains why I didn't see it - I don't use the fastfall modifier.
 

Dan_X

Smash Lord
Joined
Mar 14, 2008
Messages
1,335
Location
Boston, MA
Good news!

Turns out the problem was actually with the code, the Version 1.

I popped in a 10/21/1 Version 2 code and everything was fine!

All those weak jabs were doing plenty of shieldstun and were definitely not dodgeable.

I'm going to retest them both to be absolutely certain, but if everything works out as it just did, we can say good-bye to shieldstun Version 1 for good.
Great! Could you give me the code with the values plugged in! :)

I'd love to use it! Thanks
 

SketchHurricane

Smash Ace
Joined
Mar 21, 2008
Messages
669
Location
Winter Park, FL
Good news!

Turns out the problem was actually with the code, the Version 1.

I popped in a 10/21/1 Version 2 code and everything was fine!

All those weak jabs were doing plenty of shieldstun and were definitely not dodgeable.

I'm going to retest them both to be absolutely certain, but if everything works out as it just did, we can say good-bye to shieldstun Version 1 for good.
Having read that, I'm going to go ahead and say I think the multiplier of 3 is a tad high. Stuff like the knee does quite a bit of stun - I'm okay with it being un-punishable, but it should only be so because of push back. I think you should be able to act slightly before the attacker on big hits, because the push back will prevent you from an easy shield grab anyway. It should be a semi reset, not a complete one IMO.

For instance, DDD fsmash on VB would provide just enough knockback to where you could jab or tilt any retaliation, even though they recovered before you. It should be a bit closer to that, I think.
 

Yeroc

Theory Coder
BRoomer
Joined
Feb 28, 2004
Messages
3,273
Location
In a world of my own devising
I don't seem to be having the problem you guys are having here. I'm testing the new 2.0, 3/5, and to test I jab as ZSS against a shielded Pika and immediately pause the game to get my bearings. I hold shield for ZSS, then still holding shield for Pika I unpause and try to shield grab. I can't grab before ZSS's shield comes up, even just for maybe a frame or 2. The jab combo certainly can't be interrupted. I have it on 0 buffer, could that make a difference?

Edit: Oh, nevermind. On that note, I'm quite satisfied with 3/5. It's got a lot of new timings to learn, for which moves to what sort of stun. But I think we've stumbled on a rather workable change.
 

Alopex

Smash Ace
Joined
Mar 24, 2008
Messages
909
@Everyone

Please read my previous post just before this for new data on what the exact problem was.

Welcome to the mysterious Near-Perfect Shielding.

And yes, it can be done on EVERY attack, not just jabs.

And it happens with both codes.
 

Dan_X

Smash Lord
Joined
Mar 14, 2008
Messages
1,335
Location
Boston, MA
So, does the TJG code work? I haven't had a chance to test it. I heard some mention something about "YES!" and Falcon, with regard to this code, does anyone know what they're talking about??

In addition, I truly don't think we should be concerned with getting a code to remove locks, I actually like locks. It's a good reward for when an enemy misses a tech, and they are somewhat situational. I don't think it's worth removing this, 6-8 characters have locks, and even now it isn't horribly broken with that many locks.

I don't know if you guys have noticed this but, seeing as how teching is more important in Brawl+ than VB, I've been getting much better at the timing for teching. I almost always execute the tech properly, unless somehow I mess up or had to little time to react and tech. Either way, it's something that I do more in Brawl+ than I've ever done in VB. With that said, being that many of us are getting better with techs, it's safe to say that we will often avoid locks entirely thanks to teching. I think this is an interesting factor in Brawl, and I don't think we should remove it. ICs for one rely on their lock more than most other characters, so it's stupid to remove it.

All in all, if you missed a tech, you deserve to be punished-- I think we should take this coude off of the agenda list but hey, that's me...
 

Almas

Smash Lord
Joined
Jul 6, 2008
Messages
1,588
If you're going to have a divide of 1, i'll remove the line for you:
Code:
Shieldstun Modifier [spunit262, 9 lines]
C28753FC 00000004
83810034 809F007C
A0840006 2C04001A
4182000C 1F9C<-->
3B9C<--> 00000000
C277F78C 00000003
2C1C001D 41820008
B39E0006 2C1CFFFF
60000000 00000000
The first gap is multiply, the second is add. So for 3/5, which is supposedly amazing:

Shieldstun Modifier [spunit262, 9 lines]
C28753FC 00000004
83810034 809F007C
A0840006 2C04001A
4182000C 1F9C0003
3B9C0005 00000000
C277F78C 00000003
2C1C001D 41820008
B39E0006 2C1CFFFF
60000000 00000000

EDIT: Orca, what about things like the Ice Climbers dthrow->fair->icelock, which is nigh on impossible to tech? That said, I can't think of a way to fix it without fundamentally changing the game. I guess you could give more invulnerability frames at the start of the 'get up' animation, though I have no idea how feasible that is.
 

Jiangjunizzy

Smash Lord
Joined
Nov 9, 2006
Messages
1,188
Location
irvine, CA
i believe in melee, instead of a lock occuring, your character got up.

and locks are lame. if locks are a factor, any stage with a wall becomes potentially bannable.
 

Starscream

Smash Ace
Joined
Oct 22, 2006
Messages
636
Location
Burnaby, BC
There isn't anything wrong with punishing a missed tech but why go to such an extreme where if they miss a tech they deserve to be put into an inescapable lock? Seems a bit ridiculous.
 

Alopex

Smash Ace
Joined
Mar 24, 2008
Messages
909
So for 3/5, which is supposedly amazing:

I wouldn't say amazing, but it's a good starting point.

Also, spunit mentioned this:

Probably should have mention that. The integer version is slightly less accurate as any fractional part is lost which could make a different of up X (X-1 if X is an integer) frames.
Because I tested 3/5 on both codes and the results weren't the same. It follows what spunit said, though.

This means it's best to just work strictly with one code since a conversion is not doable due to the lost accuracy.

But hey, you just shaved off 2 more lines! More reason to work strictly with that version.


Either way, Near-Perfect Shielding will make out lives harder regardless of the code. I'll test this 9-line code, but I doubt it somehow removed Near-Perfect Shielding.
 

Osi

Smash Ace
Joined
Jul 1, 2007
Messages
580
Location
In a dream
Hi all,

So I'm a bit lost on codes. My previous sets crashed all day, and I'm finally home to update my set. I plan to use .9 on the SH code, but all the rest will be the same as the 4 below from mookie's set. I was also wondering what the difference between fast fall and the down gravity codes are.

Are there any known issues with these 4 being used together?:


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 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

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
 

zxeon

Smash Lord
Joined
Apr 11, 2006
Messages
1,476
Location
Indianapolis, Indiana
I just got done testing ×1,000,000 and ×(-2),

Well, ×1,000,000 is faster than ×9001 and ×10 but not by a whole lot. There seems to be a drop off somewhere in the topspeed equasion. At ×(-2) once you hit your run animation you freeze in place in the middle of your run animation. Once you let go of the control stick you can move again.
 
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