COMPETITIVE Brawl+: Code Agenda

Alopex

Smash Ace
Joined
Mar 24, 2008
Messages
909
I tested 2/4/1 Yeroc, and Fox's Lasers still shieldlock the opponent.

The catch is that they only do it while they are in the 3 damage range. So close to mid.

At mid to far, when they start doing 2 damage, the Lasers are no longer capable of shieldlocking and the shieldstun actually ends after only 1 laser hit at that range.

This data actually supports Leaf's previous theory that damage is the key factor in determining shieldstun.


I'll go retest my previous values and see if this remains true for the 2/3 damage shieldstun difference.
 

Revven

FrankerZ
Joined
Apr 27, 2006
Messages
7,551
Location
Cleveland, Ohio
This is a general Wii hack question, but is there a way to downgrade from 3.4 yet?
You can downgrade from 3.4 back to 3.3 if you really wanted to, or even down to 3.2! I'm pretty sure there's a safe method of doing so... there are tutorials on how to do it on Youtube I believe. But, yeah, the Twilight Hack works for 3.4 so you don't have to worry (as said earlier to you).
 

plasmatorture

Smash Journeyman
Joined
Oct 29, 2007
Messages
331
Location
Oregon
You can downgrade from 3.4 back to 3.3 if you really wanted to, or even down to 3.2! I'm pretty sure there's a safe method of doing so... there are tutorials on how to do it on Youtube I believe. But, yeah, the Twilight Hack works for 3.4 so you don't have to worry (as said earlier to you).
No, you do have to worry. Downgrade from 3.4. 3.4 allows Nintendo to update your Wii to a new version without your consent.

It's best to be at 3.2, because then you can use Starfall, which among other useful things disables the Wii from asking for updates.
 

cAm8ooo

Smash Lord
Joined
Dec 22, 2005
Messages
1,059
Location
Kentucky
This data actually supports Leaf's previous theory that damage is the key factor in determining shieldstun..
I've been gone all day, so im not exactly sure what all the testing goin on is about till i go back and read but i agree that damage is the key factor. Just look at Bowser's fsmash and see how much stun that has. It's crazy.
 

shanus

Smash Hero
Joined
Nov 17, 2005
Messages
6,055
Would it be possible to try and make a shieldstun code which directly scales with the damage of the attacker or hitlag of the attackers move? I.e. 2-4 dmg, 2 frames of shield stun

orrr

we take the value of calculated hitlag and set that as the shieldstun value for certain windows.

i.e. Jab hitlag = shieldstun
damage of 7-10 = hitlag - 1 frames shieldstun to be punished with shield grab
strong attack = hitlag + 1 or something.

Just throwing out random ideas
 
Joined
Jun 10, 2006
Messages
6,022
Location
Orlando Florida
I recently found a jab lock infinite with Sonic, with a semi reliable setup (posted it on the last page as well)
Setup: Side B hop->footstool->up B->auto cancel dair (don't hit them with the dair)->jablock
Infinite: during jab lock dash past your opponent and do a pivot jab (this must be done quickly, the window is pretty tight).

You can also lay a spring under your opponent immediately after a dash attack at medium percentages without them being able to get out of it, you can then get an easy aerial on them (although the opponent does not suffer any lag from the spring and they can, so this is only recommended for catching the opponent off guard.

I want to find what kind of Awesome combos and shield pressure setups Pit can get from Wing Canceled ground level aerials (since they now have low lag as well). Or the chains that TL can get by mixing in bombs, boomerangs, and Zairs.

Should we have a thread to report our findings to or something (you know, for the really out of the box ideas that are being tested). I think it could be a real boost to the character's individual metagames in brawl+
 

leafgreen386

Dirty camper
Joined
Mar 20, 2006
Messages
3,577
Location
Playing melee and smash ultimate
okiyama said:
There's the possibility that they will find a way for your wii to get confused and use the SD card as extra ram.

On real computers you can but USB ram, it's not as fast but the system does recognize it as ram.
That would truly be amazing if they could get that to work.

And since we're all listing who we play, I guess I'll say mine.

Fox
Pika
Sheik
Ganon
Ness
DK
Jiggs

I was thinking of picking up mario and/or luigi, but for now these 7 are the ones I mess with the most (and falcon, but everyone plays falcon lol). I only picked up ness and jiggs with brawl+, but these are the characters I'm playing right now. I don't think it's that important that people had to have already played the characters before, since their options change so drastically, anyway, it's practically like learning a new character.

Also, does anyone else think we should use a custom CSS code for brawl+ if we have enough room left at the end? It'll give brawl+ that little finishing touch that distinguishes it from regular brawl even further. This is the current CSS code that I'm using now:

Code:
Custom CSS [spunit262]
0668310C 00000040
387E006C 3B600000
3C808068 38840DE0
7CBB20AE 7CA50775
41800020 2C050029
40A10008 38A00028
94A30004 3B7B0001
2C1B0032 4180FFDC
48000028 60000000
04690338 48000068
066900d8 00000008
2c170028 41820168
02680DE0 0022FFFF
06680DE0 00000024
00090C0D 0515011A
0A171012 22030616
1F180713 250B190E
02241408 231B2011
21262729 00000000
The arrangement I'm using is:
mario, luigi, bowser, peach, yoshi, wario, dk, diddy, falcon
pit, ICs, gaw, rob, samus, kirby, mk, ddd, olimar
fox, falco, wolf, ness, lucas, zelda, link, tl, ganon
pikachu, jiggs, PT, lucario, marth, ike, snake, sonic, random

If mk gets banned we can even add ZSS to the select screen without messing it up ;)

I basically made the select screen more like the melee select screen and put characters from the same series lined up horizontally rather than vertically. Imo it looks more streamlined. Only thing I don't like about it is the placement of samus, which I'm not sure if she would be better off where she is now or to the right of DDD.
 

Shadic

Alakadoof?
Joined
Dec 18, 2003
Messages
5,698
Location
Olympia, WA
NNID
Shadoof
I like how mine's set up:


Some German guy apparently liked my code enough to post it, and get a screenshot of the actual character select screen. Awesome.
Code:
Custom CSS [spunit262] 
0668310C 00000040
387E006C 3B600000
3C808068 38840DE0
7CBB20AE 7CA50775
41800020 2C050029
40A10008 38A00028
94A30004 3B7B0001
2C1B0032 4180FFDC
48000028 60000000
04690338 48000068
066900d8 00000008
2c170028 41820168
02680DE0 0022FFFF
06680DE0 00000028
00022401 03050618
0823090E 071A0410
16151D20 0D0F1311
0B171F27 1E220C14
2521190A 12261C29
 

WeirdoZ Inc.

Smash Apprentice
Joined
Nov 14, 2008
Messages
165
Location
Melbourne, Australia
The only problem with the Custom Character Select Screen is that adding ZSS, Sheik, Squirtle, Ivysaur and Charizard is completely superficial. If you put your cursor/counter on one of those characters, it simply moves to the base character. Cursor moves from ZSS to Samus, Sheik to Zelda/Sheik, etc. The character window and announcer does show/say the correct character though.

But the worst thing is, even if your window shows ZSS, you still have to hold shield on the way to the match, otherwise you just get spawned as regular Samus. Same goes for the Pokemon if your using the Independent Pokemon code.

That is, of course, if they haven't fixed it since I tried it.
 

Shell

Flute-Fox Only
Joined
Feb 7, 2007
Messages
2,041
Our codes must be different. I spawned as ZSS without holding anything.

Custom CSS Complete 19 lines [spunit262 + Shadic]
0668310C 00000040
387E006C 3B600000
3C808068 38840DE0
7CBB20AE 7CA50775
41800020 2C050029
40A10008 38A00028
94A30004 3B7B0001
2C1B0032 4180FFDC
48000028 60000000
04690338 48000068
066900d8 00000008
2c170028 41820168
02680DE0 0022FFFF
06680DE0 00000028
00022401 03050618
0823090E 071A0410
16151D20 0D0F1311
0B171F27 1E220C14
2521190A 12261C29
 

leafgreen386

Dirty camper
Joined
Mar 20, 2006
Messages
3,577
Location
Playing melee and smash ultimate
I didn't know that about the ZSS/pokemon thing. I haven't experimented with adding them yet. That's too bad.

edit: Wait, I have the 19 line version, too. It probably does work for ZSS. I'll need to try that now...

@Shadic: I don't like the way your CSS separates some of the series. Wario and yoshi are both basically mario world characters, and even DK is related back to the mario world. And how did you change the number of portraits per line? I couldn't find a modifier for that, which is why I didn't try implementing ZSS or the pokemon yet.
 

Kix

Smash Journeyman
Joined
Oct 14, 2007
Messages
352
I would like you guys to read about my argument for MAD. I don't think I've read about anyone recognizing the potential unblockables from footstool jump and the delayed invincibility for getting through attacks.
 

Shadic

Alakadoof?
Joined
Dec 18, 2003
Messages
5,698
Location
Olympia, WA
NNID
Shadoof
Frogles - Really? Hot ****. I'm gonna use that, then.

@leafgreen Wario and Yoshi are probably something that I could work on. I may shuffle things around, then. Good ideas.

As for the extra column, the CSS is dynamic, it resizes and spaces based on who you've added.
 

Shell

Flute-Fox Only
Joined
Feb 7, 2007
Messages
2,041
Could someone tell me how to replace the zelda/sheik with the solo zelda that Frogles just posted in the 19 liner I'm using? Thank you.

Edit: I'll let you work it out Shadic. I look forward to the results.
 

leafgreen386

Dirty camper
Joined
Mar 20, 2006
Messages
3,577
Location
Playing melee and smash ultimate
Frogles - Really? Hot ****. I'm gonna use that, then.

@leafgreen Wario and Yoshi are probably something that I could work on. I may shuffle things around, then. Good ideas.

As for the extra column, the CSS is dynamic, it resizes and spaces based on who you've added.
Oh? Sweet. Time to make a CSS using all the characters now. =)

I'll also try and get a pic up of mine later.

@shell: I'd guess that it just replaces zelda/shiek with zelda
 

Shell

Flute-Fox Only
Joined
Feb 7, 2007
Messages
2,041
Yes. Even if the icon is only zelda, or only sheik, the character portrait at the bottom will be the same, letting you choose between the two. The same is true for the pokemon trainer.
 

WeirdoZ Inc.

Smash Apprentice
Joined
Nov 14, 2008
Messages
165
Location
Melbourne, Australia
Yea, my bad. Turns out I was just using an old one a while back. This one works great. But I find the Individual Pokemon kinda pointless unless they work like ZSS and give you the Individual Pokemon without holding shield. But if it could work like that, plus adding regular Trainer back in the mix, then you've got yourself a select screen.
 

Alopex

Smash Ace
Joined
Mar 24, 2008
Messages
909
Disclamer: the following post is probably completely wrong but here goes.

Why does it matter if Fox's laser shieldlocks? He shouldn't be using it upclose because of the endlag, and if he does manage to get you in the lock by predicting you, is it really any worse than pound? The way I see it, all this means is that you shouldn't shield when fox is laser camping you and should just approach, and that occasionally, fox will hurt my shield to near breaking, but then I can just treat it like pound and not shield for a while.
Well, thanks to Yeroc, I found out that the shieldlock only occurs within the range that the laser does 3 damage.

At the range, you're not likely to shield Fox's lasers, you're likely to charge in since it has to flinch.

So really, it's not actually much of a problem anymore. It's just that initially I thought it would shieldlock from any distance, and that would've been ridiculous.


@Yeroc

2/4/1 actually felt pretty good. I'm testing 5/9/2 (2.5/4.5/1) now to see if it makes some more strong attacks safe and maybe some jabs more guaranteed.


@ Guys making custom character select:

It would be AWESOME if the announcer still said their names on selecting the character. We all know the sound is in the game, but can that interaction be coded?
 

spunit262

Smash Journeyman
Joined
Oct 15, 2008
Messages
421
Yea, my bad. Turns out I was just using an old one a while back. This one works great. But I find the Individual Pokemon kinda pointless unless they work like ZSS and give you the Individual Pokemon without holding shield. But if it could work like that, plus adding regular Trainer back in the mix, then you've got yourself a select screen.
It's already been requested.
 

johe

Smash Apprentice
Joined
Aug 30, 2008
Messages
100
Location
Slumming in General Brawl Discussion
Well, thanks to Yeroc, I found out that the shieldlock only occurs within the range that the laser does 3 damage.

At the range, you're not likely to shield Fox's lasers, you're likely to charge in since it has to flinch.

So really, it's not actually much of a problem anymore. It's just that initially I thought it would shieldlock from any distance, and that would've been ridiculous.


@Yeroc

2/4/1 actually felt pretty good. I'm testing 5/9/2 (2.5/4.5/1) now to see if it makes some more strong attacks safe and maybe some jabs more guaranteed.
Oh, well nevermind then.

*stealthily edits post*
 
Joined
May 25, 2006
Messages
734
Location
Washington D.C
Can someone explain how to work this code. I'm a noob at these codes, I take them as I see them. It says I should set it to at least 0.8, but I have no idea how to do that. Please Explain.

Short Hop Height/Fast Fall Speed Multiplier [Almas, 9 Lines]
045A9304 3F800000
045A9308 3F800000
C285765C 00000006
3FC0805A 3BDE7304
2C002F20 4082000C
C3FE2000 EC3F0072
2C002F5C 4082000C
C3FE2004 EC3F0072
4E800020 00000000

Where Yellow is Brawl's
default for short hop height (a lower value
corresponds to a lower height, I recommend at
least 0.8 else some characters don't even leave
the ground), and Red is
Brawl's default for fastfall speed (a higher value
corresponds to a faster fastfall).
 

shanus

Smash Hero
Joined
Nov 17, 2005
Messages
6,055
It would be AWESOME if the announcer still said their names on selecting the character. We all know the sound is in the game, but can that interaction be coded?
Screw that, make every character selection say Show Me your Moves!


That or just make it only for Captain Falcon.
 

Frogles

Smash Ace
Joined
Dec 14, 2006
Messages
536
Location
kuz's house
The announcer says every chars name on that css. It's pretty much complete other than the portraits but that isn't really a big deal. Unless you want different icon positions anyway.
 

WeirdoZ Inc.

Smash Apprentice
Joined
Nov 14, 2008
Messages
165
Location
Melbourne, Australia
Can someone explain how to work this code. I'm a noob at these codes, I take them as I see them. It says I should set it to at least 0.8, but I have no idea how to do that. Please Explain.
Code:
Short Hop Height/Fast Fall Speed Multiplier [Almas, 9 Lines]
045A9304 [COLOR="Yellow"]3F800000[/COLOR]
045A9308 [COLOR="Red"]3F800000[/COLOR]
C285765C 00000006
3FC0805A 3BDE7304
2C002F20 4082000C
C3FE2000 EC3F0072
2C002F5C 4082000C
C3FE2004 EC3F0072
4E800020 00000000
Use the calculator at this link to determine the values. Your put in your value, click "rounded" or "not-rounded" then scroll down to a input field that's labeled "hexadecimal". For instance, 0.8 equals 3F4CCCCD. You would put that value in place of the yellow numbers.
 

Alopex

Smash Ace
Joined
Mar 24, 2008
Messages
909
Update, it looks like Fox's Laser shieldlocks at both damage values at the 5/9/2 (2.5/4.5/1) setting.

It's funny, but it's looking like the main culprit here is the multiplier value.

I'm going to try 2/4.5 and 2/5 to see if the 2% Laser shieldlock remains.

If it doesn't, it'll be very interesting that such a weak hit is more affected by the multiplier.
 

leafgreen386

Dirty camper
Joined
Mar 20, 2006
Messages
3,577
Location
Playing melee and smash ultimate
If others want to make their own CSS, here's the code for it:
Code:
Custom CSS V3 [spunit262] [18 lines]
0668310C 00000030
387E006C 3B600000
3C808068 38840DE0
7CBB20AE 7CA50775
41800014 94A30004
3B7B0001 2C1B0032
4180FFE8 48000038
04690338 48000068
066900d8 00000008
2c170028 41820168
02680DE0 0022FFFF
06680DE0 000000YY
ZZZZZZZZ ZZZZZZZZ
YY is the number of characters on the select screen (in hex, and you can't exceed 50 characters), which includes none and random.

The character select screen is dynamic, so it adjusts itself to fit however many icons you want to include (again, up to 50). Basically, the game rearranges the icons as such:

36 icons = 4 rows, 9 columns
37-40 icons = 4 rows, 10 columns
41-45 icons = 5 rows, 9 columns
46-50 icons = 5 rows, 10 columns

The game does not like having fewer than 4 rows or more than 5, so you can figure out what the arrangements for other numbers will be from that. Typically, for less than 36 icons, you'll just be reducing the number of columns.

You probably want to be using the maximum values for these to make it look pretty and symmetrical and stuff, so the hex values to use for each of those are as follows:

36 in decimal = 24 in hex
40 in decimal = 28 in hex
45 in decimal = 2D in hex
50 in decimal = 32 in hex

I don't know why you would use 50 icons, but it's possible. If you want to use 45 slots without repeating a character icon you'll already need to use multiple none and/or random slots, so yeah... most CSSs are probably going to use one of the first three.

Now, ZZ is for the character IDs. You just fill them in one right after the other. So a proper line of code would read 00010203 06070811. That's what the first line of the ZZ section should look like if you wanted to keep the first 8 characters the same as in vanilla brawl (those are the character IDs for mario, dk, link, samus, kirby, fox, pika, and marth). Note that although you can only fit 8 characters on a line, you will still end up with the proper number of characters on each row of your CSS. Just keep adding them and make sure you have the order right. It should come out fine. If you need to complete the last line due to the number of icons you're using not being a multiple of 8 (so basically any number of icons besides 40), just fill in the extra space with 0s. I don't think it really matters what you put as the filler, but whatever.

Now, there are a few more codes we can use with this before you get off to CSS making. One of which is a code that will turn the zelda/sheik icon into a standalone zelda icon. This way you can put in zelda and sheik as separate characters on your select screen.

Code:
 Regular Zelda Icon (CSS) [spunit262]
046900E8 60000000
Additionally, if you're planning on splitting zelda and sheik, or even samus and zss (or both) you will need to include this code:
Code:
CSS fixes for Samus/ZSS and Zelda/Shiek V2 [spunit262]
80693D50 38800004
06693D6C 00000008
38000000 3880000F
046900E8 60000000
04697F58 60000000
04697EEC 60000000
Now, if you want to be able to pick an independent pokemon without having to use the hold shield code, add these codes to your code list, which will turn each individual pokemon portrait into an independent pokemon (this code does not touch the original PT, so you can still use him as normal):

Code:
Independent Pokemon Engine +no wreck My Music V2 [spunit262]
06407BD0 0000000E
04030F0D 1E1B1F1B
201B211B 221B0000
C2684964 00000007
881400B8 2C00003F
41A00028 2C03001D
40A20008 3860001E
2C03001F 40A20008
38600020 2C030021
40A20008 38600022
987400B8 00000000

CSS fixes for Giga and Company V2 [spunit262]
C2684940 00000002
9BB400B8 57BD06BE
2C1D001B 00000000
040AF8D4 546025B6
040AF964 546025B6
040AF830 546025B6
040AF528 546025B6
040AF810 546025B6
040AF880 546025B6
040AF848 546025B6
Yes, you need to use both. Note that you are supposed to use the 5C, 5D, and 5E IDs for the pokemon with this code, and not the 1C, 1D, and 1E ones.

And now... finally... the character IDs:

Code:
00 Mario
01 Donkey Kong
02 Link
03 Samus
04 Zero Suit Samus
05 Yoshi
06 Kirby
07 Fox
08 Pikachu
09 Luigi
0A Captain Falcon
0B Ness
0C Bowser
0D Peach
0E Zelda
0F Sheik
10 Ice Climbers
11 Marth
12 Mr. Game & Watch
13 Falco
14 Ganondorf
15 Wario
16 Metaknight
17 Pit
18 Pikmin & Olimar
19 Lucas
1A Diddy Kong
1B Pokemon Trainer
1C Charizard
1D Squirtle
1E Ivysaur
1F Dedede
20 Lucario
21 Ike
22 Robot
23 Jigglypuff
24 Toon Link
25 Wolf
26 Snake
27 Sonic
28 None
29 Random

5C Charizard (Trainer Independent)
5D Squirtle (Trainer Independent)
5E Ivysaur (Trainer Independent)
And one more thing that will be important if you use multiple randoms and/or don't put random as the last slot... you'll need to use the custom random code or else you'll encounter frequent freezes:

Code:
Custom Random V1 [spunit262]
06685824 0000000C
3C608068 7C630214
88630E80 00000000
046857F0 3AE000YY
06680E80 000000YY
ZZZZZZZZ ZZZZZZZZ
Fill this out just like you would with the CSS code. YY is the number of characters included in the random select, and ZZ is the character list. Just fill out all the character IDs you want to include (so basically just copy/paste over your CSS and omit any random or none IDs). The order the characters are listed in doesn't matter, but it's important you don't include either "none" (28) or "random" (29) in the list, since that would defeat the purpose of using the custom random code to begin with.

And that should be all you need to create your own custom character select screen!



























The rest of this post only concerns you if you want to include one or more of the following on your CSS (lol gimmicks):

Code:
50 Popo
62 Nana
4C Giga Bowser
55 WarioMan
4A ZakoRed (Red Alloy)
4E ZakoBlue (Blue Alloy)
40 ZakoYellow (Yellow Alloy)
46 ZakoGreen (Green Alloy)
Just like with the independent pokemon code, you'll need to enable a few codes to make it work:
Code:
CSS fixes for Giga and Company V2 [spunit262]
C2684940 00000002
9BB400B8 57BD06BE
2C1D001B 00000000
040AF8D4 546025B6
040AF964 546025B6
040AF830 546025B6
040AF528 546025B6
040AF810 546025B6
040AF880 546025B6
040AF848 546025B6

Giga and Company Engine V2 [spunit262]
C2684964 00000013
881400B8 2C00003F
41A00088 2C030010
40A20008 38600011
2C030026 40A20008
38600012 2C03001D
40A20008 3860001E
2C03001F 40A20008
38600020 2C030021
40A20008 38600022
2C03000C 40A20008
3860002C 2C030017
40A20008 3860002D
2C03000A 40A20008
3860002E 2C03000E
40A20008 3860002F
2C030000 40A20008
38600030 2C030006
40A20008 38600031
987400B8 00000000
Needs "Alloys don't crash and Others don't wreck My Music V2" for safety.

Alloys don't crash and Others don't wreck My Music V2 [spunit262]
06407BD0 0000000E
04030F0D 1E1B1F1B
201B211B 221B0000
C2815524 0000000D
7C641B78 2C030011
4182000C 2C030012
40A20008 38600010
2C03002C 40A20008
3860000C 2C03002D
40A20008 38600017
2C03002E 40A20008
3860000A 2C03002F
40A20008 3860000E
2C030030 40A20008
38600000 2C030031
40A20008 38600006
4E800020 00000000
C29472D8 00000003
2C04002E 4180000C
90810058 38000000
9801005D 00000000
The first one is one you should've already had on if you're using independent pokemon. The other two are new. Someone mentioned that this doesn't work, but I haven't tested it myself. If there is something I'm wrong about and I'm notified about it, I'll change it, but otherwise I can't really say I care enough about these characters to figure it out myself. After all, none of them are tourney viable characters...

And that should completely cover it!
 

izzy24

Smash Ace
Joined
Jul 9, 2007
Messages
597
Location
Land of Clouds and Spikes
just finished testing the new codes:

Good: DD + dash cancel combi is the most amazing thing i have experienced in Brawl+ and i don't think it's OP, but rather to be one of the best AT's to master in this game, It gave me so much control and spacing that was needed from the old brawl. melee (wavedash+dd)=brawl+(dd+dc).

My controller went from going "click....click..click click.......click" to "clickclickclickclickclickclickclcik" (sounded just like melee days) :)

Bad: Although the hitlag code is awesome there was one thing that really shook me about it. I'm GAW at one END of YOSHI'S when i got dsmash by lucas at ~90%!!! and by the time all three hits connected i was able to DI the whole move and survive, i barely went bubble....it was crazy. I heard there was a problem for lucas dsmash but wow this is really a big nerf for him.
 
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