MuBa
Smash Lord
Dash speed increase better be in the final code set. This is going to be one of the main things that will enable more people, at least from the Melee side, to like Brawl+
Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!
You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!
Olimars pikmin don't speed up with him is the only problem.Dash speed increase better be in the final code set. This is going to be one of the main things that will enable more people, at least from the Melee side, to like Brawl+
Probably because hardly anyone saw dash speeds as too slow before Brawl+. It's just code space that could be used for more important things like fixing grab releases or jab/icicle/laser locks.I think that's because people are abandoning the dash speed increase code :-P.
Umm... A LOT of people complained about Brawl being too slow and stopped playing because of that. The dash speed increase speeds up the game quite a bit. Also, it's ONE LINE OF CODE. Big whoop.It's just code space that could be used for more important things like fixing grab releases or jab/icicle/laser locks.
It didn't seem to affect my friend's performance today with him. He was still able to toss them and camp like a ***** just fine. He wasn't running around too much though. I'll play around with him a bit and see if that is actually a "problem."Olimars pikmin don't speed up with him is the only problem.
Well, you can go straight to the character without having to click on sheik to change to her. Plus, it looks better imo with the way the characters are aligned. Also, that one was for if MK were to be banned, and we'd end up having an extra spot left over. If you'll notice, in all the others I have zelda/sheik as one character.@leafgreen: Is it really necessary to have Zelda and Sheik as separate character slots? They can't be separated(well, I'm sure they CAN be, but what's the point) unlike P.Trainer (where its actually useful).
I didn't know that people were using up gravity cause of the recovery nerfs. I wouldn't mind it too much as long as the nerf is slight, cause upgravity made stuff a lot less floaty.so are we in a consensus that we are going to be using a 1.05 up gravity coupled with 1.1 down gravity?
1.2 was awesome fun, but I'm going to start testing 1.17. I think 1.2 is a good jump off point for people to test.oh btw, has anyone tried the dash speed code? i wanna know what value feels good.
I love the dash speed code! It adds so much more speed and possibilities to the game. I tend to think that a overall change code is much more important. Locks like jab/icicle/lazer locks can easily have limits on them in the tourney rule sets and save code space for something we can fix with rules.Probably because hardly anyone saw dash speeds as too slow before Brawl+. It's just code space that could be used for more important things like fixing grab releases or jab/icicle/laser locks.
yeah you will hardly notice any huge game breaking nerf.I didn't know that people were using up gravity cause of the recovery nerfs. I wouldn't mind it too much as long as the nerf is slight, cause upgravity made stuff a lot less floaty.
This is true. Also, the jab/icicle/laser locks are only "bad" on stages with walls. In the tournament scene, we wouldn't even think it's broken then, cause if you miss the tech or whatever and land into it then it's your own fault. Wobbling was in Melee, and most people didn't ban it. It shouldn't have been banned, as it's not broken. This is much less effective and situational than Wobbling, so I don't see why we should focus so much time on it.Locks like jab/icicle/lazer locks can easily have limits on them in the tourney rule sets and save code space for something we can fix with rules.
I use 8.5% hitstun on my set and it's good to go. Cause of the dash increase it feels more like Melee's stun. Before when i was using 10% without the down grav, dash speed, and buffering it felt like everyone could break out of everything. Now when things are faster paced and you actually have to TIME things instead of having free frame perfect attacks then hitstun isn't as important to combo.if i try out the dash speed at 1.15, you think i should lower the hitstun to 9-9.5% or maybe lower?
i know this. however, both of us had the same gct, and for whatever reason, i didnt have an independent pokemon selected.Yea. 1.2 is a good starting point for the dash speed. Wouldn't go any higher than that. But a x2 modifier would be glorious if it just affected Sonic while leaving everyone else on 1.2, or whatever.
@Jiang: If other players dont have the code active, they're game expects the next Pokemon to get spawned. Your game says one thing, their game says another, so no pokemon gets spawned. It works the same way with saved replays too.
Not sure if it works if both sides have the same codes.
I agree with this. Some characters need it but it hurts others. This will actually make floaty characters and fast fall characters. That would be SWEET.Until we get a code that exempts certain characters from upgrav, I don't think we should use it. It wrecks ganon's thunderstorming (speaking of which, THIS IS WHAT IT IS ACTUALLY CALLED! NOT THUNDERSTOMPING!) and I really don't think we should be taking away stuff like that that characters could already do.
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
8.5% 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 41080000
* 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
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
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 2.5/5) (12 Lines)
* C28753EC 00000007
* 40200000 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
Shield Stun 3 (11 Lines)
C28753EC 00000006
48000009 40400000
FC20F890 839F007C
A39C0006 2C1C001A
41820010 7F8802A6
C03C0000 FC2107F2
FC00081E 00000000
C277F78C 00000002
2C1C001D 41820008
B39E0006 2C1CFFFF
60000000 00000000
Short hop/Dash 120%/Fastfall 110% (12 Lines)
* 045A930C 3F8CCCCC
* 045A9304 3F800000
* 045A9308 3F999999
* C285765C 00000008
* 3FC0805A 3BDE7304
* 2C002F20 4082000C
* C3FE2000 EC3F0072
* 2C002F00 4082000C
* C3FE2004 EC3F0072
* 2C002F5C 4082000C
* C3FE2008 EC3F0072
* 4E800020 00000000
I thought Brawl was slow because of the floatiness, the hitlag, no combos so people lived till forever, no l-canceling so attacks have huge aerial lag, the campiness that made matches drag on. I don't think I ever heard people say that characters don't run fast enough. Hey, guess you learn something each day.Umm... A LOT of people complained about Brawl being too slow and stopped playing because of that. The dash speed increase speeds up the game quite a bit. Also, it's ONE LINE OF CODE. Big whoop.
It's a multiplier, basically, stored in floating point. If you want to have a dash speed of 1.1x, throw that in on the decimal to hex converter (it comes out as 3F8CCCCD btw) and then plug in the new value into where the placeholder values are on the dash speed code.THe first couple of posts don't explain how to use the dash speed mod.
Ganon's thunderstorming can be preserved as long as he isn't affected by 1) upward gravity or 2) shorter short hops. Those are the only two things that have come up that would conflict with autocanceling (besides the buffer which I think should be kept at a value above zero regardless if possible). If we implement higher upgrav, then shorter short hops won't even be necessary, so it's just a matter of exempting him and others who have similar problems from the code.zxeon said:It's unrealistic to think we can preserve Ganon's thunderstomp auto-cancel. Some only barely exist in a very controlled enviornment. They are affected by almost everything if it's not one thing it'll be the next three.
Have you tried the new values I posted some pages back with the 10-line code?I still like the 1 Line shieldstun code the most, it's codespace friendly, it actually does not change the stuntimer from shielding, instead it only pushes shielders away, I like that.
I tried the latest value posted here with the v2 shieldstun code, and it felt basically the same as my 1 Line value, only that you won't get out of the shield immediatly after blocking, did anybody menton before that this is actually a bad thing for Marth's f.B or Links double f.smash? because if the enemy blocks the first hit, he automatically blocks the following hits.
For me it's just the fact that the hitstun code (at least at 10%) completely gets rid of chaingrabs from Dedede and Falco, thus making the jab/laser/icicle locks the only things really making stages like Mario Circuit bannable.This is true. Also, the jab/icicle/laser locks are only "bad" on stages with walls. In the tournament scene, we wouldn't even think it's broken then, cause if you miss the tech or whatever and land into it then it's your own fault. Wobbling was in Melee, and most people didn't ban it. It shouldn't have been banned, as it's not broken. This is much less effective and situational than Wobbling, so I don't see why we should focus so much time on it.
RSBE01
Super Smash Bros. Brawl (NTSC-US)
No Tripping
* 0481CB34 C0220020
* 045A9340 00000000
Allow Replays Longer Than Three Minutes
* 040E5DE8 60000000
* 04953184 60000000
* 04953224 60000000
Unrestricted Pause Camera
* 040A7D60 4E800020
* 04109D88 38800001
Hold L for Level Freeze [Almas]
* 215E25D8 00000000
* 8000000F 3F800000
* 284DE4B0 000001C0
* 8000000F 00000000
* E2000002 80008000
* 8420000F 9016A904
Upwards/Downwards Gravity Modifier [paprika_killer original, Almas port NTSC-U]
* 04641520 3F733333
* 04641524 3FA66666
0.95 up
1.3 down
Hitstun 2.0 [Phantom Wings]
* 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 3EF5C28F
* C276CCD4 00000002
* C022FFE0 EF7C0072
* 60000000 00000000
+8% (.48)
Hold SHIELD for Independent Pokemon +no wreck My Music [spunit262]
* 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
1/2 power stale system [spunit262]
* 06FC0988 00000028
* 3D4CCCCD 3D4CCCCD
* 3D23D70A 3D23D70A
* 3CF5C28F 3CF5C28F
* 3CA3D70A 3CA3D70A
* 3C23D70A 3C23D70A
Buffer Modifier [Phantom Wings]
* 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 00000001
* 14000150 00000001
* E2000001 00000000
* 80100001 00000008
* 62000000 00000001
* E200000F 00000000
* 80000001 00000000
* 80100000 00000244
* 62000000 00000000
* E0000000 80008000
1 frame
Lagless Ledges
* 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 40000000
* E2000001 00000000
* 80100001 00000008
* 62000000 00000001
* E200000F 00000000
* 80000001 00000000
* 80100000 00000244
* 62000000 00000000
* E0000000 80008000
Dash Cancel [Phantom Wings]
* 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
Dash Dancing [Phantom Wings]
* C271F474 00000004
* 81830058 2C0C000E
* 4182000C C0230040
* 48000008 FC20D090
* 60000000 00000000
Hitlag Modifier v2 [Phantom Wings/Almas]
* C2771EC0 00000004
* 39C0000A 2C040003
* 4180000C 1C840005
* 7C8473D6 90830010
* 60000000 00000000
Values >2 are halved
Fast-Fall/Short-Hop/Dash Speed Multiplier [Almas]
* 045A930C 3F8CCCCD
* 045A9304 3F666666
* 045A9308 3F99999A
* C285765C 00000008
* 3FC0805A 3BDE7304
* 2C002F20 4082000C
* C3FE2000 EC3F0072
* 2C002F00 4082000C
* C3FE2004 EC3F0072
* 2C002F5C 4082000C
* C3FE2008 EC3F0072
* 4E800020 00000000
1.1 Fastfall
0.9 Shorthop
1.2 Dash
New Shield Stun
C28753EC 00000007
FC20F890 4800000D
40400000 40A00000
839F007C A39C0006
2C1C001A 41820014
7F8802A6 C03C0000
C05C0004 FC2117FA
FC00081E 00000000
C277F78C 00000003
2C1C001D 41820008
B39E0006 2C1CFFFF
60000000 00000000
3/5
Shield Stun 2.0 [spunit262]
* C28753FC 00000005
* 83810034 809F007C
* A0840006 2C04001A
* 41820014 1F9C000B
* 3B9C0016 38800005
* 7F9C23D6 00000000
* C277F78C 00000003
* 2C1C001D 41820008
* B39E0006 2C1CFFFF
* 60000000 00000000
11/22/5
-----Optional Codes-----
Triple Jump Fix [Phantom Wings]
80000000 80623320
80000001 00000000
60000006 00000000
60000003 00000001
4A001000 00000000
4A101001 00000000
36000000 00000032
58010000 00000004
DE000000 80008180
58010000 00000060
DE000000 80008180
92210002 00000070
58010000 0000007C
30000038 00000073
4A001002 00000000
58010000 00000020
92210002 0000001C
86310002 FFFFFFF7
E2000001 00000000
80100001 00000008
62000000 00000001
E200000F 00000000
80000001 00000000
80100000 00000244
62000000 00000000
E0000000 80008000
Auto L Canceling [Phantom Wings]
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
No Auto Sweetspotting(v1.0) [Phantom Wings]
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
Shadic's CSS + Zelda Icon [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
00010207 11030617
0823091A 24132104
160A1D20 0D050E25
180B1F27 1E220C15
0F141019 12261C29
046900E8 60000000
Okay, which values are the place holder values (it doesn't say in the OP.) Would it be the DASHDASH part?It's a multiplier, basically, stored in floating point. If you want to have a dash speed of 1.1x, throw that in on the decimal to hex converter (it comes out as 3F8CCCCD btw) and then plug in the new value into where the placeholder values are on the dash speed code.
Yes.Okay, which values are the place holder values (it doesn't say in the OP.) Would it be the DASHDASH part?
It's unrealistic to think we can preserve Ganon's thunderstomp auto-cancel and the like. Some only barely exist in a very controlled enviornment. They are affected by almost everything if it's not one thing it'll be the next three.
@dark sonic: Yes.me said:Ganon's thunderstorming can be preserved as long as he isn't affected by 1) upward gravity or 2) shorter short hops. Those are the only two things that have come up that would conflict with autocanceling (besides the buffer which I think should be kept at a value above zero regardless if possible). If we implement higher upgrav, then shorter short hops won't even be necessary, so it's just a matter of exempting him and others who have similar problems from the code.
I never meant to make it seem like you had made a mistake. I was just making it clear what I meant.I knew what you meant. Which is why I said:
@dark sonic: Yes.