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COMPETITIVE Brawl+: Code Agenda

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
7,002
Location
Playing Melee
wow, this value of shieldstun is worlds better than previously before. I'm realllllly liking this codeset kupo.
How about the upwards gravity? I'm not sure I like having that in the OP at this point in time.
Hey guys, I hate to be a noob but I need some help.

Whenever I try to run Brawl with the codes in the original post (Unofficial Brawl+ standard code set) it freezes my wii on a black screen.

I Have been copying and pasting the this whole page: http://www.codecrater.com/misc/kupos_brawl+/Brawl_.txt and saving it as a Text file in notepad, then opening it in codemgr selecting each box, and then exporting it to my SD card, then I put my sd card in my wii and run the home brew channel, go to Gecko OS and launch game, it says Applying codes, flashes green, then freezes on a black screen.

I have been successful with running other codes like Wind Owl's original compilation of Brawl+

Can someone tell me where I'm going wrong?

P.S. Sorry if this is the wrong place.
You should not have a line limit if you didn't check codes that were unchecked.



I think im moving down to 9% stun on the shear fact that falcon should not be able to combo his dash attack with another dash attack with another dash attack when the opponent DI's away and you have to run to get to him..
 

shanus

Smash Hero
Joined
Nov 17, 2005
Messages
6,055
How about the upwards gravity? I'm not sure I like having that in the OP at this point in time.

You should not have a line limit if you didn't check codes that were unchecked.



I think im moving down to 9% stun on the shear fact that falcon should not be able to combo his dash attack with another dash attack with another dash attack when the opponent DI's away and you have to run to get to him..

the 1.05 gravity upwards is a nice touch I think. It is very subtle, but corrects the height of jumps and recoveries just a little. Also, I personally think 10% is nice. Have you tried all the proper DI protocols for that, I'd imagine someone with good DI would have no issue with getting out of it. Also forget multiple dash attacks, dash attack nair knee or dash attack knee is much more appropriate :D
 

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
7,002
Location
Playing Melee
the 1.05 gravity upwards is a nice touch I think. It is very subtle, but corrects the height of jumps and recoveries just a little. Also, I personally think 10% is nice. Have you tried all the proper DI protocols for that, I'd imagine someone with good DI would have no issue with getting out of it. Also forget multiple dash attacks, dash attack nair knee or dash attack knee is much more appropriate :D
I dash attack them, they DI left and go almost completely left, I dash attack again and again. I have it on tape to show you when I get to it
 

shanus

Smash Hero
Joined
Nov 17, 2005
Messages
6,055
I dash attack them, they DI left and go almost completely left, I dash attack again and again. I have it on tape to show you when I get to it
Do they know quarter circle DI or other methods? Have they tried DI'ing up to see if they can have enough time to AD it? Its hard to say exactly if its broken or not I guess till I know all the details. Also, which characters does it work on?
 

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
7,002
Location
Playing Melee
Do they know quarter circle DI or other methods? Have they tried DI'ing up to see if they can have enough time to AD it? Its hard to say exactly if its broken or not I guess till I know all the details. Also, which characters does it work on?
They should know quarter circle DI. It worked on sonic and if they DI up, its a knee. I'll be looking back at it to see the situation again.
 

MookieRah

Kinda Sorta OK at Smash
Joined
Mar 7, 2004
Messages
5,384
Location
Umeå, Sweden
Ok, I'm about to play on the new settings for the shield stun code. Also, I realized this whole time I was playing on 9% hitstun when I thought I was on 10%, and I felt it was too much with Falcon. I don't want to lower it too much, so I'm knocking it down to 8.5%. With the dash code people are fast enough to combo better with less stun, so yeah, should work out fine.
 

Jiangjunizzy

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

no one else gets the same strange errors as me??
 

ShortFuse

Smash Lord
Joined
May 23, 2007
Messages
1,523
Location
NJ/NYC
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

no one else gets the same strange errors as me??
I think you have to replace FASTFALL SHORTHOP and DASHDASH with the values you want in UINT32 format like you have to with stale move negation. He never really stated but that's my guess.
 

Almas

Smash Lord
Joined
Jul 6, 2008
Messages
1,588
I since updated that code. I had overwritten the hitstun constant. Let me find it.

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
 

peachfvl

Smash Apprentice
Joined
Mar 4, 2008
Messages
182
Location
Costa Rica
in the shieldstun v2 code is the formula:

a) (The old_frames_stuned*X+Z)/Y=new_frames_stunned
b) ( The old_frames_stuned*X)+Z/Y=new_frames_stunned

and could you recommend me the values for X,Z,Y plz?
 

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
7,002
Location
Playing Melee
I GOT MY WII BACK!

but now I need TP :urg:

Also, I really like 60% hitlag:

C2771EC0 00000004
39C0000A 2C040002
4180000C 1C840006
7C8473D6 90830010
60000000 00000000
 

Jiangjunizzy

Smash Lord
Joined
Nov 9, 2006
Messages
1,188
Location
irvine, CA
ok i am still having trouble with almas' ff/sh/dash thing. so we DON'T use the normal hex editor for the values?? what do we input instead??

this is what i am using now and it causes all kind of strange errors:
045A9300 3F8CCCCD
045A9304 3F666666
045A9308 3F933333
C285765C 00000008
3FC0805A 3BDE7304
2C002F20 4082000C
C3FE2000 EC3F0072
2C002F00 4082000C
C3FE2004 EC3F0072
2C002F5C 4082000C
C3FE1FFC EC3F0072
4E800020 00000000
 

Almas

Smash Lord
Joined
Jul 6, 2008
Messages
1,588
ok i am still having trouble with almas' ff/sh/dash thing. so we DON'T use the normal hex editor for the values?? what do we input instead??

this is what i am using now and it causes all kind of strange errors:
045A9300 3F8CCCCD
045A9304 3F666666
045A9308 3F933333
C285765C 00000008
3FC0805A 3BDE7304
2C002F20 4082000C
C3FE2000 EC3F0072
2C002F00 4082000C
C3FE2004 EC3F0072
2C002F5C 4082000C
C3FE1FFC EC3F0072
4E800020 00000000
I updated that code.

Then, when you complained earlier tonight, I replied with the updated code 15 minutes later. Here's the updated code again.

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
 

storm92

Smash Ace
Joined
Feb 6, 2008
Messages
844
Location
SoCal
I don't know, it sounds like it could be a good idea, just a bit of dash speed might make it easier to combo, and therefore we can reduce hitstun.

10Idisagrees
But why do we need to add things to lower hitstun.
It's not as if we're trying to lower hitstun, the hitstun goes with whatever codes we're using.
The dash speed code is simply unnecessary, it's just speeding up the game artificially.
 

Eaode

Smash Champion
Joined
Jun 4, 2006
Messages
2,923
Location
Glen Cove/RIT, New York.
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.
Well I have WiiConnect24 off anyway. If possible I'd like to keep it on 3.4 so I can play Call of Duty lawl
 

johe

Smash Apprentice
Joined
Aug 30, 2008
Messages
100
Location
Slumming in General Brawl Discussion
But why do we need to add things to lower hitstun.
It's not as if we're trying to lower hitstun, the hitstun goes with whatever codes we're using.
The dash speed code is simply unnecessary, it's just speeding up the game artificially.
But isn't that what hitlag is, and downwards gravity, and ALC.

all those are is speeding up some aspect of the game artificially and I say, if the Dash speed code feels good, why not try it and see if we can lower hitstun some more.

The reason I think we need to lower hitstun is simple, combos are a bit too easy right now. I want to get a feeling of accomplishment when I pull off a combo, not a feeling that that is common place, also, if hitstun was lowered, wouldn't that also make MK edgegaurding just a bit less OP? Maybe if we lower hitstun enough, we won't even need to ban him, and a nerf will suffice.
 

storm92

Smash Ace
Joined
Feb 6, 2008
Messages
844
Location
SoCal
But isn't that what hitlag is, and downwards gravity, and ALC.

all those are is speeding up some aspect of the game artificially and I say, if the Dash speed code feels good, why not try it and see if we can lower hitstun some more.

The reason I think we need to lower hitstun is simple, combos are a bit too easy right now. I want to get a feeling of accomplishment when I pull off a combo, not a feeling that that is common place, also, if hitstun was lowered, wouldn't that also make MK edgegaurding just a bit less OP? Maybe if we lower hitstun enough, we won't even need to ban him, and a nerf will suffice.
But the thing is hitlag, ALC, and downwards gravity are needed. They're fixes to things people have been complaining about.
Increasing a dash speed is simply unnecessary as far as I see it; how much have people been complaining of the slow dash speeds in Brawl? AFAIK, it's just that the game overall is slower, but we speed it up with other codes.
Also, we lower hitstun proportionally. We don't lower it to make combos more difficult, but when we add codes which make combos insane (like grav mod and 11.75%) we then lower it down to what it would be with the new code. The goal here isn't low hitstun, it's a hitstun value that matches the codes we use.
 
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