• 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!

COMPETITIVE Brawl+: Code Agenda

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
7,002
Location
Playing Melee
Major contributors

Coders: Without the following people, brawl+ would not even exist. These guys deserve a lot of credit for the time they spend dealing with us and making awesome codes. Thank you very much for all of your hard work and dedication!

[Nuke]*
brkirch
*
svpe*
Phantom wings*
sp unit262*
Dantarion*
Almas*
ShortFuse*
Y.S.*
Paprika_killer*
Igglyboo
KirbyisCool

*Denotes significant contribution

Project organizers: These people work closely with the coders by telling them what codes we need and how it will work. They have made invaluable threads and
spend a lot of time keeping it updated so this project can thrive and succeed.

kupo15
Shanus
Team Giza

Special Thanks:

Magus420
The Cape
leafgreen386
Falco400
Makkun
Jiangjunizzy
Dark Sonic
Project-05
MookieRah


Links
PAL CODES(wip)

Gathering hitbox data


Animation ID labels

Complete Universal Subaction List

Action ID labels
Character ID labels

SFX and attack types ID

Stage list


Hex converter
IRC channel ------IRC help
Code reference



1st post-FUTURE CODES
2st post-NEW CODES TO TEST
3nd post-FINISHED CODES
4rd post-BETA CODES
 

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
7,002
Location
Playing Melee
Future codes

Future codes

Orange mechanics are what have been discussed which should get in the next build

-Fast falling specials

Enable Fast falling on lasers, thunder shocks and fireballs

-DIable specials

Enable air control on fox and falco's lasers


-Sonic's triple jump glitch
http://www.youtube.com/watch?v=eSOiGOvTzws

-Meteor cancels MOD


-Map footstooling on another button

Jump with one button, footstool with another button

-No non affecting footstools

No footstooling attacking opponents


-Stale damage

Damage gets stale, but knockback does not

-Lucario up b glitch


-Powersheilding

Reflect Projectiles

-CC
(Brawl+ style)

JC+ Grab


-Ledge size shrinking


-Dodge reworking

-Swimming mechanic reworked

-Sliding techs


Cstick codes


-Cstick doesn't do tilts

-Map smash DI (SDI) to the cstick
___________________________________________________________________________
Beta section

-No auto sweet spotting when your up b hits something
-No Side B auto sweet spots
-No auto Jabs
 

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
7,002
Location
Playing Melee
New Codes


New Codes to test


Code:
PAL
 
 	Code:
 	Throw Modifier [The Paprika Killer]
C273FD40 00000011
3C008180 811B0008
8108FFFC 7C080000
4080006C 81080030
80BE0008 5105C00E
801E0000 5005821E
801E0010 5005442E
80FE0004 3D008058
61085000 85480010
81680004 7D405B79
41820034 7C0A2800
4082FFEC 7C0B3800
4082FFE4 88080008
90030000 88080009
90030020 8808000A
90030018 A008000E
90030014 80030030
60000000 00000000 
write adress: 805A9BF0
 
NTSC
 
 	Code:
 	Throw Modifier [The Paprika Killer]
C2744D40 00000011
3C008180 811B0008
8108FFFC 7C080000
4080006C 81080030
80BE0008 5105C00E
801E0000 5005821E
801E0010 5005442E
80FE0004 3D008058
61085000 85480010
81680004 7D405B79
41820034 7C0A2800
4082FFEC 7C0B3800
4082FFE4 88080008
90030000 88080009
90030020 8808000A
90030018 A008000E
90030014 80030030
60000000 00000000 
 
adress: 805A7E30
or: 065A7E30 BYTECOUN
 
FORMAT
[COLOR=red]XX[/COLOR][COLOR=lime]YY[/COLOR][COLOR=royalblue]ZZ[/COLOR][COLOR=yellow]WW[/COLOR] 0000[COLOR=purple]VVVV[/COLOR]
[COLOR=cyan][COLOR=magenta]RR[/COLOR][COLOR=orange]SS[/COLOR][COLOR=cyan]TT[/COLOR][/COLOR][COLOR=silver]00[/COLOR] 0000[COLOR=plum]UUUU[/COLOR]
 
[COLOR=red]XX[/COLOR] = character ID
[COLOR=lime]YY[/COLOR] = DMG
[COLOR=royalblue]ZZ[/COLOR] = BKB
[COLOR=yellow]WW[/COLOR] = KBG
[COLOR=purple]VV[/COLOR] = angle 
change to:
[COLOR=magenta]RR[/COLOR] = DMG
[COLOR=orange]SS[/COLOR] = BKB
[COLOR=cyan]TT[/COLOR] = KBG
[COLOR=plum]UU[/COLOR] = angle
 
 
I will update the code soon to include element adjustment, which would be written after [COLOR=cyan]TT[/COLOR]
Code:
[COLOR=Yellow][B]Ganondorf/C.Falcon U/D-b Fixes:[/B][/COLOR] [Phantom wings]
80000000 80623320
80000001 00000000
60000006 00000000
60000003 00000001
4A001000 00000000
4A101001 00000000
30000000 00000009
66000001 00000000
30000001 00000014
58010000 00000004
DE000000 80008180
58010000 00000060
DE000000 80008180
90010002 00000000
48001002 0000007C
30000038 00000114
48001002 00000018
92210003 00000040
48001002 00000088
58010000 0000002C
94210003 0000004C
48001002 0000007C
30000039 00000115
48001002 00000070
58010000 00000020
58010000 0000000C
14000004 00000001
E2000001 00000000
80100001 00000008
62000000 00000001
E200000F 00000000
80000001 00000000
80100000 00000244
62000000 00000000
E0000000 80008000
[COLOR=LightBlue]
-Fixes Up-B so that it maintains momentum regardless of direction.
-Fixes Down-B so that it returns the second jump after use.[/COLOR]
 

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
7,002
Location
Playing Melee
Perfect Codes

Perfect codes

Table of contents (USA CODES)
Misc
-Tripping rate modifier
-Infinite replay
-No decay system
-Custom decay system
-Default settings MOD
-Custom CSS
-Default CPU lvl
-Debug code
-Unrestricted Button mapping
-Tags in replays
-No lightening jabs
-Snapshot line limit
-Camera MOD
Glitches
-Triple jump glitch
-No FF on C stick
-Jump grab return
Stun/Tumble
-Hit stun
-Shield stun
-Hitlag MOD
-Electric hitlag MOD
-Fastfalling in tumble
-No air dodging in tumble
-Tech window
Canceling
-Auto l canceling
-S canceling
-Dash canceling (with crouch)
-Grab range
Ledges
-Lagless ledges
-No auto sweetspot ledges
-Ledge invincibility duration
Stages
-Stage freeze
-On the spot stage freeze
-Death boundaries MOD
-Luigi's mansion flatlands
-Corneria Size mod
-Yoshi's island (brawl) size mod
Movement
-Buffer MOD
-Buffer handicap scale
-Dash dancing
-Jump momentum
-Ukemi Roll Speed MOD
-Scar jumping
-Shield during dash dance
Shields
-Perfect shield MOD
-Shield max
-Shield reset
-Shield damage
-Shield gain
-Shield loss
Jump/gravity/Friction
-Jump/Fast fall MOD
-Up/Down Gravity modifier
-Universal friction MOD
Character Specific
-PT infinite stamina
-PT down b switch only
-PT no pokemon switch
-Glide stop
-Icarus wings
Combination codes
-Frame Speed Mod
Air dodging
-Hybrid Air dodge

~~~~~~~~~~Misc.~~~~~~~~~~~


Code:
[COLOR=Yellow][B]No Random Tripping[/B][/COLOR] [Y.S.]
 0481CB34 EC210828

Code:
[B][COLOR=Red][COLOR=Yellow]Infinite replay[/COLOR][/COLOR][/B][COLOR=Red][COLOR=Yellow][COLOR=White] unknown[/COLOR][/COLOR][/COLOR][COLOR=White] (1 line)[/COLOR][B][COLOR=Red][COLOR=Yellow]
[/COLOR][/COLOR][/B]040EB804 60000000


[B][COLOR=Red][COLOR=Yellow]Infinite replay[/COLOR][/COLOR][/B][COLOR=Red][COLOR=Yellow][COLOR=White] unknown[/COLOR][/COLOR][/COLOR][COLOR=White] (3 lines)[/COLOR][B][COLOR=Red][COLOR=Yellow]
[/COLOR][/COLOR][/B][COLOR=Silver]040E5DE8 60000000
04953184 60000000
04953224 60000000
[COLOR=LightBlue][B]
Shows "Save Replay" IMG[/B][/COLOR]  [/COLOR]


Code:
[B][COLOR=Yellow]No Stale Moves[/COLOR][/B] 1 line (spunit262) 

02FC0988 00130000

**Removes both knockback and damage decay.
[COLOR=Yellow][B]
No stale moves with a fresh bonus[/B][/COLOR] 1 line (spunit262) 

02FC098A 00110000
Code:
[COLOR=Yellow][B]Stale Move Ratio Modifier[/B][/COLOR] 6 lines  (spunit262) 
[COLOR=White]
[/COLOR] [COLOR=White]06FC0988 [/COLOR][COLOR=White]00000028 
[/COLOR] [COLOR=White]3D4CCCCD [/COLOR][COLOR=White]3DCCCCCD[/COLOR][COLOR=White]
[/COLOR] [COLOR=White]3DB851EC [/COLOR][COLOR=White]3DA3D70A[/COLOR][COLOR=White]
[/COLOR] [COLOR=White]3D8F5C29 [/COLOR][COLOR=White]3D75C28F[/COLOR][COLOR=White]
[/COLOR] [COLOR=White]3D4CCCCD [/COLOR][COLOR=White]3D23D70A[/COLOR][COLOR=White]
[/COLOR] [COLOR=White]3CF5C28F [/COLOR][COLOR=White]3CA3D70A[/COLOR][COLOR=Blue]
[COLOR=Yellow][COLOR=White]
Brawl's default
***Individually mods stale move values
[/COLOR][/COLOR][/COLOR][U][B]3/4 power stale system[/B][/U]
06FC0988 00000028
3D4CCCCD 3D8CCCCD
3D6E147B 3D63D70A
3D428F5C 3D35C28F
3CF851EB 3CE3D70A
3C8CCCCC 3C63D70A
[COLOR=Blue][COLOR=Yellow][COLOR=White] 
[U][B]1/2 power stale system[/B][/U]

[/COLOR][/COLOR][/COLOR]06FC0988 00000028
3D4CCCCD 3D4CCCCD
3D23D70A 3D23D70A
3CF5C28F 3CF5C28F
3CA3D70A 3CA3D70A
3C23D70A 3C23D70A


[COLOR=Blue][COLOR=Yellow] __________________________________________________[/COLOR]
[/COLOR]Stale Move Ratio Modifier (EXPLANATION)

Brawl's default

[COLOR=Red]06FC0988 [/COLOR][COLOR=Blue]00000028 [/COLOR]Code initiation line (must be here)
[COLOR=Red][COLOR=Lime]fresh [/COLOR]3D4CCCCD[/COLOR] [COLOR=Blue][SIZE=1][COLOR=Lime]1[/COLOR][/SIZE] 3DCCCCCD[COLOR=White]---- [/COLOR][/COLOR][COLOR=Red]5%(Fresh bonus when not in queue)[/COLOR], [COLOR=Blue]0.1[/COLOR]
[COLOR=Red][COLOR=Lime]2[/COLOR] 3DB851EC [COLOR=Lime]3 [/COLOR][/COLOR][COLOR=Blue]3DA3D70A[/COLOR][COLOR=Red] [COLOR=White]---- [/COLOR]0.09[/COLOR], [COLOR=Blue]0.08[/COLOR]
[COLOR=Red][COLOR=Lime]4[/COLOR] 3D8F5C29 [/COLOR][COLOR=Blue][COLOR=Lime]5[/COLOR] 3D75C28F[COLOR=White]----- [/COLOR][/COLOR][COLOR=Red]0.07[/COLOR], [COLOR=Blue]0.06[/COLOR]
[COLOR=Red][COLOR=Lime]6[/COLOR] 3D4CCCCD [/COLOR][COLOR=Blue][COLOR=Lime]7[/COLOR] 3D23D70A[COLOR=White]----- [/COLOR][/COLOR][COLOR=Red]0.05[/COLOR],[COLOR=Blue] 0.04[/COLOR]
[COLOR=Red][COLOR=Lime]8[/COLOR] 3CF5C28F [/COLOR][COLOR=Blue][COLOR=Lime]9[/COLOR] 3CA3D70A [/COLOR][COLOR=Red][COLOR=White]----[/COLOR]0.03[/COLOR],[COLOR=Blue] 0.02[/COLOR]

[COLOR=Lime]Green[/COLOR]=Number in stale queue 

So stale moves are:
Fresh (105%), 100%, 90%, 80%....20%

To make your own values use this
[URL="http://babbage.cs.qc.edu/IEEE-754/Decimal.html"][SIZE=4][B]Hex converter[/B][/SIZE][/URL]

example:
10%=.1=[COLOR=Blue]3DCCCCCD[/COLOR]
[COLOR=Yellow][B]
DO NOT EXCEED A FLOAT VALUE OF 0.1
[/B][/COLOR]
Code:
[COLOR=Yellow][B]Default Settings Modifier[/B][/COLOR][Igglyboo, Brkirch, and FMK]
24494A98 80000000
20523300 00000000
04523300 DEADBEEF
42000000 90000000
0417F360 0000[COLOR=Lime][B]XX[/B][/COLOR][COLOR=Yellow][B]YY[/B][/COLOR]
0417F364 [COLOR=Indigo][B]FF[/B][/COLOR][COLOR=Magenta][B]GG[/B][/COLOR][COLOR=DarkOrange][B]ZZ[/B][/COLOR][B][COLOR=LightBlue]NN[/COLOR][/B]
0417F368 [COLOR=Red][B]KK[/B][/COLOR][COLOR=Plum][B]TT[/B][/COLOR][COLOR=Blue][B]PP[/B][/COLOR][COLOR=DarkRed][B]SS[/B][/COLOR]
0417F36C [COLOR=Cyan][B]JJ[/B][/COLOR]000000
E0000000 80008000

[COLOR=Yellow][B]YY [/B][/COLOR]= Time counter(Infinite time is 00)
[COLOR=Indigo][B]FF[/B][/COLOR]= Stock counter
[COLOR=Red][B]KK[/B][/COLOR] = Stock Time Limit(Infinite Time is 00)

[COLOR=Lime][B]XX[/B][/COLOR] = Game Type
Timed Match = 0
Stock Match = 1
Coin Match = 2

[COLOR=Magenta][B]GG[/B] [/COLOR]= Handicap
Off = 0
Auto = 1
On = 2

[B][COLOR=DarkOrange]ZZ [/COLOR][/B]= Damage Ratio
Just move the decimal place over and act as if its in hex.
For Example, if you want 
.8 = 08
1.6 = 10
2.0 = 14

[B][COLOR=LightBlue]NN[/COLOR][/B] = Stage Choice
Choose = 00
Random = 01
Turns = 02
Ordered = 03
Loser's Pick = 04

[COLOR=Plum][B]TT[/B][/COLOR] = Team Attack
Off = 00
On = 01

[COLOR=Blue][B]PP[/B][/COLOR] = Pause
Off = 00
On = 01

[B][COLOR=DarkRed]SS[/COLOR][/B] = Score Display
Off = 00
On = 01

[B][COLOR=Cyan]JJ[/COLOR][/B] = Damage Gauge
Off = 00
On = 01

Code:
[B][COLOR=Yellow]Default CPU Level Modifie[/COLOR][/B]r[Igglyboo]
C2693A70 00000002
3880000[COLOR=Yellow][B]X[/B][/COLOR] 909E01D4
60000000 00000000

CPU Level - 0-8
(level 9 would be X=8, [U][B]don't go over 8[/B][/U])
Code:
[COLOR=Yellow][B]Debug Pause[/B][/COLOR]:-(GCC)
80000000 805B8A08
0402E5AC 8819000B
4A000000 804DE470
38000000 EFFF1000
86410000 00000001
E2000001 00000000
4A000000 805B8A08
3A000002 00FF0000
12000002 00000001
E2000001 00000000
4A000000 804DE470
38000000 FFEF0010
4A000000 805B8A08
3A000002 FF000000
12000002 00000100
E2000002 00000000

Press Start to freeze the game(don't worry, the music and sounds are unaffected).
Press Z to step through frame by frame.
Press Start again to unfreeze the game.
(The new Start command is X+D^)

[COLOR=Yellow][B]Button Modifier:[/B][/COLOR]
041E6CD8 4BE1C128
041E6D1C 4BE1C114
06002E00 00000068
9421FF80 BC410008
7CE4402E 7CE738F8
7CE73039 3864FFC0
7CE3412E 7CC4412E
B8410008 38210080
60000000 481E3EB0
9421FF80 BC410008
7C03202E 3DC01000
7DCE70F8 7C007039
740E0408 3DE00408
7C0E7800 40820008
64001000 B8410008
38210080 481E3EBC
[COLOR=LightBlue][B]
Must be used with the Debug Pause Code.[/B][/COLOR]
Code:
[B][COLOR=Red][COLOR=Yellow][SIZE=4][COLOR=DarkOrange]
[/COLOR][/SIZE][/COLOR][/COLOR][COLOR=Yellow]Unrestricted Button Mapping Editing[/COLOR][/B] [spunit262]
211973CC 7CC6F82E
051973CC 38C20060
05197468 38620060
05197574 38820060
05197680 38E20060
051976B4 38620060
051978CC 38E20060
065A9380 0000000A
00010203 04050A0B
0C0D0000 00000000
E0000000 80008000

[COLOR=LightBlue][B]Hacked by Y.S. For NTSC-J, ported by spunit262[/B][/COLOR].
Code:
[COLOR=Yellow][B]Tags in Replays v3[/B][/COLOR] [Y.S.]
0404B140 38A00000
Code:
[COLOR=Yellow][B]Auto-Jab Fix [/B][/COLOR][spunit262, Phantom Wings]
C2784774 00000004
7C7B1B78 809C007C
80840034 2C040024
40A20008 547B003C
60000000 00000000
Code:
[COLOR=Yellow][B]Load & Execute Codes from Snapshot v2 [/B][/COLOR][Y.S, Phantom wings]
040C7348 83A40004
20570000 00D0C0DE
20570004 00D0C0DE
04001848 80570008
64000000 00000000
E0000000 80008000
C20C7348 00000009
80A40008 3CC000D0
60C6C0DE 80E50000
7C063800 40820028
80E40004 3CC08057
60C60000 81050000
91060000 38C60004
38A50004 34E7FFFC
41A1FFEC 83A40004
60000000 00000000
Code:
[B][U]
[SIZE=3][URL="http://www.smashboards.com/showpost.php?p=6128402&postcount=405"]Kupo's Beta 1[/URL][/SIZE][/U] 
[/B]  
[COLOR=Yellow][B]Camera Bubble Modifier[/B][/COLOR][B]:[/B][Phantom Wings]
C27BC6D0 00000009
9421FF80 BC410008
7C4802A6 48000005
7C8802A6 7C4803A6
C2650004 C2440040
EE7304B2 D2630018
C2650008 C2440044
EE7304B2 D263001C
B8410008 38210080
60000000 00000000
66200001 00000000
[COLOR=Yellow]FRFRFRFR [COLOR=Red]3F800000[/COLOR][/COLOR]

[COLOR=Yellow]FRFRFRFR [/COLOR]Distance in front
[COLOR=Red]BKBKBKBK [/COLOR]Distance in back
[COLOR=LightBlue][B]
Keep the back defaulted to float 1.[/B][/COLOR]

If the values are too large, the camera will be forced to compensate by 
zooming out - keep your values somewhere between 3F800000 and 40800000.


[COLOR=Yellow][B]Camera properties [/B][/COLOR][spunit262; phantom wings] 

48000000 80b8a428
De000000 80008180
58010000 00000078
De000000 80008180
16000010 00000030
[B][COLOR=DarkRed]42a60000[/COLOR] [COLOR=Red]447a0000[/COLOR]
[COLOR=Magenta]3d4ccccd[/COLOR] [COLOR=Pink]3d4ccccd[/COLOR]
[COLOR=DarkOrange]00000000[/COLOR] [COLOR=Olive]00000000[/COLOR]
[COLOR=DarkOrchid]00000000[/COLOR] [COLOR=Lime]Bdb2b8c2[/COLOR]
[COLOR=Teal]3f060a92[/COLOR] [COLOR=Silver]3f800000[/COLOR]
[COLOR=Blue]3f800000[/COLOR] [COLOR=DarkOrchid]3f800000[/COLOR][/B]
E0000000 80008000

[B][COLOR=DarkRed]Zoom In Restriction:[/COLOR][/B] Limits how far the camera is allowed to zoom in.
[B][COLOR=Red]Zoom Out Restriction:[/COLOR][/B] Limits how far the camera is allowed to zoom out.
[B][COLOR=Magenta]Y Angle Restriction:[/COLOR][/B] Limits how far the camera is allowed to angle itself on the Y axis.
[B][COLOR=Pink]X Angle Restriction:[/COLOR][/B] Limits how far the camera is allowed to angle itself on the X axis.
[B][COLOR=DarkOrange]X Offset:[/COLOR][/B] Offsets both the camera and death boundaries along the X axis.
[B][COLOR=Olive]Y Offset:[/COLOR][/B] Offsets both the camera and death boundaries along the Y axis.
[B][COLOR=DarkOrchid]Unknown:[/COLOR][/B]
[B][COLOR=Lime]Camera Base Y Coord:[/COLOR][/B] Sets the base Y coordinate for the camera.
[B][COLOR=Teal]Aspect Ratio:[/COLOR][/B] Adjusts the aspect ratio for the field of vision.
[B][COLOR=Silver]Camera Move Speed:[/COLOR][/B] Sets the speed in which the camera is allowed to move at.
[B][COLOR=Blue]Display Restriction:[/COLOR][/B] Sets the minimum amount of the battle that must be displayed at all times.
[B][COLOR=DarkOrchid]Unknown[/COLOR][/B]

If you want the camera to display more excess of the field ([I]i.e. when you're character faces towards the side of the screen.[/I]) just increase the Display Restriction value to something like 40200000.

~~~~~~~~~~~~~~Glitches~~~~~~~~~~~~~~
Code:
[COLOR=Yellow][B]Triple Jump Fix:[/B][/COLOR] Phantom Wings,spunit262 (1 line)
04858DCC 38830003
Code:
[COLOR=Yellow][B]No FastFall on C-stick[/B][/COLOR] [spunit262, Phantom Wings]
0485E27C 40A20008
0485E278 2C000001

[COLOR=LightBlue][B]I made it so that you only FF if you hold down for 4 consecutive frames.[/B][/COLOR]

[COLOR=Yellow][B]FastFall on C-stick MOD[/B][/COLOR] [spunit262, Phantom Wings]

0485E27C 40A20008
0485E278 2C00000[COLOR=Yellow][B]X[/B][/COLOR]
[COLOR=LightBlue][B]
 You can change the number of frames you have to hold down [/B][/COLOR]
set it 0 and you can only FF with the C-stick.

Code:
[COLOR=Yellow]
[B]Grab Jump Return:[/B][/COLOR] [Phantom wings]
C29131B0 00000005
8095007C 80840038
2C04003D 40820014
38800001 80B40020
80A5000C 90850004
809900AC 00000000[COLOR=LightBlue][B]

-Returns all jumps if grabbed out of the air.
-Will not work with Glide Stop.[/B][/COLOR]([I]I will merge the two of them if it 
is necessary.[/I])
~~~~~~~~~~~~~~~Stun/tumble~~~~~~~~~~~

Code:
[COLOR=Yellow][B]Shield Stun V8 +break[/B][/COLOR] [spunit262]
C28753FC 00000006
83810034 2C1C[COLOR=DarkOrange][B]VVVV[/B][/COLOR]
40810020 8083013C
2C040000 41810014
1F9C[COLOR=Yellow][B]XXXX[/B][/COLOR] 3B9C[COLOR=Red][B]ZZZZ[/B][/COLOR]
3880YYYY 7F9C23D6
60000000 00000000

[COLOR=Yellow][B]Shield Stun V8[/B][/COLOR] [spunit262]
C28753FC 00000005
83810034 8083013C
2C040000 41810014
1F9C[COLOR=Yellow][B]XXXX[/B][/COLOR] 3B9C[COLOR=Red][B]ZZZZ[/B][/COLOR]
3880[COLOR=Lime][B]YYYY[/B][/COLOR] 7F9C23D6
60000000 00000000
[B]
(Old shield stun*[COLOR=Yellow]X[/COLOR]+[COLOR=Red]Z)[/COLOR]/[COLOR=Lime]Y[/COLOR]=new shield stun[/B]
[COLOR=LightBlue][B]Prelim values:[/B][/COLOR]
[B][COLOR=LightBlue]X=11
Z=22
Y=5[/COLOR][/B]
Code:
[B][COLOR=Yellow]Hitstun [/COLOR][/B][Phantom Wings, spunit262] (2 lines)[COLOR=Lime][B][URL="http://i44.photobucket.com/albums/f11/jiangjunizzy/brawlhitstunvalues.gif"]
Hitstun values chart[/URL][/B][/COLOR] 
02B88F48 00030001
04B87AA8 [COLOR=Yellow][B]3ECCCCCD[/B][/COLOR]

The Bold value is the Hitstun Constant
Code:
[COLOR=Yellow][B]Hitlag Modifier[/B][/COLOR] [Phantom Wings, Almas, spunit262] 8 lines
C2771EAC 00000004
2C04[B][COLOR=Orange]VVVV[/COLOR][/B] 41800010
1C84[B][COLOR=Yellow]XXXX[/COLOR][/B] 3884[COLOR=Red][B]ZZZZ[/B][/COLOR]
39C0[COLOR=Lime][B]YYYY[/B][/COLOR] 7C8473D6
2C040000 00000000
C2876220 00000004
2C04[COLOR=Orange][B]VVVV[/B][/COLOR] 41800010
1C84[COLOR=Yellow][B]XXXX[/B][/COLOR] 3884[COLOR=Red][B]ZZZZ[/B][/COLOR]
39C0[COLOR=Lime][B]YYYY[/B][/COLOR] 7C8473D6
80660064 00000000

[COLOR=DarkOrange][B]V[/B][/COLOR] is the break point

(H*[B][COLOR=Yellow]X[/COLOR][/B]+[B][COLOR=Red]Z[/COLOR][/B])/[B][COLOR=Lime]Y[/COLOR][/B]
[COLOR=LightBlue][B]Prelim values:
X=6
Z=0
Y=A
(60%)
[/B][/COLOR]
Code:
[COLOR=Yellow]
[/COLOR] [B][COLOR=Yellow]Electric Hitlag Constant[/COLOR]:[/B][Phantom Wings]
04B87B10 [COLOR=Yellow][B]3FC00000[/B][/COLOR]
[COLOR=LightBlue][B]
Recommended float 1 (3F800000)[/B][/COLOR]
Code:
[COLOR=Yellow][B]No AD in tumble[/B][/COLOR] [spunit262, Phantom Wings]
C2781310 00000006
80980000 2C040021
40A20020 8097007C
80840034 2C040042
41A00010 2C040049
41A10008 38600000
39610040 00000000
Code:
[COLOR=Yellow][B]FF during tumble v2.1 [/B][/COLOR][spunit262, Phantom Wings]
C27651BC 0000000A
887E007C 2C030000
40A20040 809E0014
54846CFE 2C0417E5
41A00030 809EFFFC
80A4007C 80A50034
2C050049 40A2001C
80840070 80840024
8084001C 80A40000
60A50004 90A40000
60000000 00000000
Code:
[COLOR=Yellow][B]Tech Window v.05[/B][/COLOR]  [spunit262]
C277F190 00000012
80810010 2C040046
41A00080 2C04004C
41A10078 80BF0068
88C5008F 2C0600[COLOR=Yellow][B]0F[/B][/COLOR]
41A10068 88E5008E
7CC63A14 2C0600[COLOR=Red][B]32[/B][/COLOR]
41800058 2C040049
41820050 41A00008
3884FFFC 3884FFBA
5484083C 38840060
2C040062 41810030
41820010 80C50038
54C66D3E 48000014
80E50074 50E4EFFE
80C5003C 7CC69E70
2C0607E5 41A00008
60840001 90810010
60000000 00000000
C2765394 00000005
88C30058 2C0600[COLOR=Red][B]32[/B][/COLOR]
41A10014 7C060214
2C0000FF 41800008
380000FE 98030058
60000000 00000000
[COLOR=Yellow]
Teching window[/COLOR] [COLOR=Yellow](15)[/COLOR]
[COLOR=Red]Missed teching window[/COLOR] (teching window included) (35)
~~~~~~~~~Canceling~~~~~~~~~~~

Code:
-[COLOR=Yellow][B]Auto l canceling[/B][/COLOR] Phantom Wings (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


Code:
-[B][COLOR=Yellow]S canceling[/COLOR][/B] Phantom wings (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 0000007C
58010000 0000007C
58010000 0000002C
92210003 00000004
4A001002 00000000
34000038 00000015
36000038 00000019
4A001003 00000000
10000084 00000080
E2000002 00000000
80100001 00000008
62000000 00000001
E2000003 00000000
80000001 00000000
80100000 00000244
62000000 00000000
E0000000 80008000

Code:
[COLOR=Yellow][B]Dash Cancel V2.1[/B][/COLOR] [Phantom Wings, spunit262]
C2764EBC 00000007
90810014 54846CFE
2C0417E5 41A00024
809EFFFC 80A4007C
80A50038 2C050005
40A20010 3C004F00
80840014 90040040
60000000 00000000

~~~~~~~~~~~Ledges~~~~~~~~
Phantom Wings said:
For modifying the edge snap distances, you'll need to open the character's .pac file in a hex editor and go to:

[[[[0x64] + ([0x68] * 0x4) + 0x80] + 0x90] + 0x94] + 0x80

Square brackets represent the value inside the address indicated.

From there the values are:

+0x4 Minimum distance below edge before edge snap.
+0x8 Distance window away from edge.
+0xC Distance window after minimum distance below edge.

The 0x8 value allows you to modify the distance, but it affects both forward and back edge snapping. You can use the global multiplier for backwards edge snapping to adjust that, but it will apply to all characters. (likely courtesy of the fighter.pac file)
Code:
[COLOR=Yellow][B]Reverse Edge Snap Modifier[/B][/COLOR]: [Phantom Wings]
4A000000 80B883A8
14000000 [COLOR=Yellow]XXXXXXXX[/COLOR]

Where XX is a floating point value.
Just remember that it only modifies the horizontal distance, so if you manage to be exactly under the edge, you will still snap to it.
Code:
[B][COLOR=Yellow]Lagless ledges:[/COLOR][/B] Phantom wings (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 [B][COLOR=Yellow]40800000[/COLOR][/B]
E2000001 00000000
80100001 00000008
62000000 00000001
E200000F 00000000
80000001 00000000
80100000 00000244
62000000 00000000
E0000000 80008000
Code:
[COLOR=Yellow][B]No Auto Sweetspotting [/B][/COLOR][Phantom Wings, spunit262] (7 lines)
C27812B0 00000006
2C04000A 40A20020
8181003C 816C0018
C00B0010 C02B001C
FC000840 40A10008
38000000 5400CFFF
60000000 00000000
[B][COLOR=LightBlue]
Does not work for Ness, Lucas, and Lucario as they are write protected.
Slight glitches may occur with Wolf's side B
You may have to aim more carefully with Diddy's Up B[/COLOR][/B]
Code:
[COLOR=Yellow][B]Ledge Invincibility Duration[/B][/COLOR] (Y.S.)
04B88EB4 0000XXXX
[COLOR=LightBlue][B]Default: 0017[/B][/COLOR]

~~~~~~~~~~~Stages~~~~~~~~~~

Code:
[COLOR=Yellow][B]Level Freezer[/B][/COLOR] [Phantom Wings/Almas]
  42000000 90000000
  0416A904 00000000
  2A180F3A 00000015
  0416A904 3F240000
  2A180F3A 00000031
  0416A904 BF800000
  2A180F3A 00000014
  2A180F3A 0000001C
  0416A904 3F800000
  E0000000 80008000
[COLOR=LightBlue][B]
Works with gct loader code[/B][/COLOR]
Code:
[COLOR=Yellow][B]Level freeze/reversed (Specific Stages)[/B][/COLOR] (5+X lines) [Phantom Wings/Almas]
[B]1416A904 00000000[/B] Frozen line
22623090 000000[B]XX[/B] (levels frozen)
[B]1416A904 BF800000[/B] Reversed line
22623090 000000[B]XX[/B] (levels reversed)

4A000000 90000000
[B]1416A904 00000000[/B]
22623090 000000[B]XX[/B]
1416A904 3F800000
E0000000 80008000

[URL="http://www.smashboards.com/showpost.php?p=6137331&postcount=2084"]XX=Stage you want frozen (list)[/URL]
[U]
HOW TO ADD LEVELS[/U]

4A000000 90000000
1416A904 00000000
22623090 000000XX[COLOR=Red]
-----------------------[/COLOR]
1416A904 3F800000
E0000000 80008000

Add 22623090 000000XX in the [COLOR=Red]----------[/COLOR]

[URL]http://www.smashboards.com/showpost.php?p=6279319&postcount=1390[/URL]
Code:
[COLOR=Yellow][B]Hold L for Level Freeze [/B][/COLOR][6 Lines] Almas
215E25D8 00000000
8000000F 3F800000
284DE4B0 000001C0
8000000F 00000000
E2000002 80008000
8420000F 9016A904

Do this during the level select screen
Code:
[COLOR=Yellow][B]Death Boundary Mod V2[/B][/COLOR][spunit262]
C2931438 0000001D
3C004248 90010008
C0610008 3C004B00
60000800 90010008
C0210008 3C809018
A0640F3A 88840F3C
811D0020 38A2FCD8
84C50008 80E50004
54C0463E 7C001800
40A2009C 54C0673E
2C00000F 41A2000C
7C002000 40A20088
54C0E53F 4182001C
68000800 B001000A
C0010008 FC000828
FC80182A D0880000
54C0452E 50E0463F
4182001C 68000800
B001000A C0410008
FC420828 FC821828
D0880004 54E0A53F
4182001C 68000800
B001000A C0C10008
FCC60828 FC861828
D0880008 54E0053F
4182001C 68000800
B001000A C0E10008
FCE70828 FC87182A
D088000C 7CC03B79
4082FF50 00000000
[B][COLOR=Yellow]Death Boundary Mod Data[/COLOR] [/B][spunit262]
065A9000 000000[COLOR=DarkOrange][B]ZZ[/B][/COLOR]
[COLOR=Yellow][B]XX[/B][/COLOR][COLOR=Red][B]Y[/B][/COLOR]0[COLOR=Lime][B]LLL[/B][/COLOR][COLOR=DeepSkyBlue][B]R RR[/B][/COLOR][COLOR=DarkOrchid][B]TTT[/B][/COLOR][COLOR=Sienna][B]VVV[/B][/COLOR]

[COLOR=DarkOrange][B]Z[/B][/COLOR]=it the byte count of the data, It's 8*number_of_lines **IN HEX**.
[COLOR=Yellow][B]X[/B][/COLOR]=stage
[COLOR=Red][B]Y[/B][/COLOR]=sub-id,(F=all)
[COLOR=Lime][B]LLL[/B][/COLOR]=left-boundary in hex.
[COLOR=Cyan][B]RRR[/B][/COLOR]=right-boundary in hex.
[COLOR=DarkOrchid][B]TTT[/B][/COLOR]=top-boundary in hex.
[COLOR=Sienna][B]VVV[/B][/COLOR]=bottom-boundary in hex

1 Custom Block=20 units or 0x14 hex
[B][COLOR=LightBlue]
0 is default[/COLOR][/B]
Code:
[COLOR=Yellow][B]Luigi's Mansion Flatlands:[/B][/COLOR]'(Phantom wings)
4A000000 90180F3A
38000000 FF000004
48000000 805B8ADC
DE000000 80008180
1400020C 4F000000
3000024C 00000000
1400024C 01010101
3000024D 03030303
1400024C 00000000
E2000001 00000000
14000250 41C00000
14000254 41C00000
1400025C C1C00000
14000260 41C00000
90010000 00000000
58010000 FFFFFDF0
10000150 00000007
14000154 4F000000
4A001000 00000000
58010000 FFFFFDFC
10000150 00000007
14000154 4F000000
E0000000 80008000
Code:
[COLOR=Yellow][B]Corneria Stage Size etc. Modifier[/B][/COLOR] (Y.S)
48000000 80B84EB0
DE000000 80008180
58010000 0000000C
58010000 00000390
300000E4 00000031
58010000 000000DC
58010000 00000008
1600000C 00000030
XXXXXXXX XYXYXYXY
XZXZXZXZ OXOXOXOX
XYXYXYXY YYYYYYYY
ZYZYZYZY OYOYOYOY
ZXZXZXZX ZYZYZYZY
ZZZZZZZZ OZOZOZOZ
E0000000 80008000


Following values are floating point number.

XXXXXXXX    Size X (Default : 3F800000)
XYXYXYXY    Rotation in X-Y plane (Default : 00000000)
XYXYXYXY    Rotation in X-Z plane (Default : 00000000)
OXOXOXOX    Offset X (Default : 00000000)
XYXYXYXY    Rotation in X-Y plane (Default : 00000000)

YYYYYYYY    Size Y (Default : 3F800000)
ZYZYZYZY    Rotation in Z-Y plane (Default : 00000000)
OYOYOYOY    Offset Y (Default : 00000000)
ZXZXZXZX    Rotation in Z-X plane (Default : 00000000)
ZYZYZYZY    Rotation in Z-Y plane (Default : 00000000)

ZZZZZZZZ    Size Z (Default : 3F800000)
OZOZOZOZ    Offset Z (Default : 00000000)




For other regions, replace 48000000 80B84EB0 with the following;

NTSC-JPN
48000000 80B84A10

PAL
48000000 80B80EB0
Code:
NTSC-USA[B][COLOR=Yellow]
Yoshi Island Size etc. Modifier [/COLOR][/B][Y.S.]
4A000000 90180F38
38000002 FF00000D
48000000 80B84EB0
DE000000 80008180
58010000 0000000C
58010000 00000390
300000E4 0000000D
92210000 000000DC
48001000 0000000C
1600000C 00000030
XXXXXXXX XYXYXYXY
XZXZXZXZ OXOXOXOX
XYXYXYXY YYYYYYYY
ZYZYZYZY OYOYOYOY
ZXZXZXZX ZYZYZYZY
ZZZZZZZZ OZOZOZOZ
48001000 00000018
1800000C 40000000
20020014 00000000
1600000C 00000030
XXXXXXXX XYXYXYXY
XZXZXZXZ OXOXOXOX
XYXYXYXY YYYYYYYY
ZYZYZYZY OYOYOYOY
ZXZXZXZX ZYZYZYZY
ZZZZZZZZ OZOZOZOZ
E0000000 80008000





Following values are floating point numbers.

XXXXXXXX    Size X (Default : 3F800000)
XYXYXYXY    Rotation in X-Y plane (Default : 00000000)
XYXYXYXY    Rotation in X-Z plane (Default : 00000000)
OXOXOXOX    Offset X (Default : 00000000)
XYXYXYXY    Rotation in X-Y plane (Default : 00000000)

YYYYYYYY    Size Y (Default : 3F800000)
ZYZYZYZY    Rotation in Z-Y plane (Default : 00000000)
OYOYOYOY    Offset Y (Default : 00000000)
ZXZXZXZX    Rotation in Z-X plane (Default : 00000000)
ZYZYZYZY    Rotation in Z-Y plane (Default : 00000000)

ZZZZZZZZ    Size Z (Default : 3F800000)
OZOZOZOZ    Offset Z (Default : 00000000)

~~~~~~~~~Movement~~~~~~~~~


Code:
[COLOR=Yellow][B]Dash Dancing: [/B][/COLOR] Phantom wings (5 lines)
C271F474 00000004
81830058 2C0C000E
4182000C C0230040
48000008 FC20D090
60000000 00000000
Code:
[COLOR=Yellow][B]Buffer Modifier:[/B][/COLOR] (16 lines) Phantom Wings; Almas 
0485B784 386000[COLOR=Yellow][B]02[/B][/COLOR]

 Frames allowed for the Buffer (0-A)
[COLOR=LightBlue][B]"A" is the default and maximum.[/B][/COLOR]
Code:
[COLOR=Yellow][B]
Ignore Handicap (offline play) [/B][/COLOR][Y.S.] 
04050550 38000000

[COLOR=Yellow][B]Handicap Disable (online play)[/B][/COLOR] [spunit262]
046F3DA4 60000000

[COLOR=Yellow][B] Buffer scale = Handicap scale[/B][/COLOR] [Y.S, Phantom Wings, spunit262] 

C285B784 00000006
807F002C 3C809018
806300F4 60840FDC
1C63005C 7C83202E
3860000A 2C040064
40800008 7C641BD6
60000000 00000000
[COLOR=LightBlue][B]
Handicap [%]    Buffer [Frames][/B][/COLOR]
  0         0
 10         1
 20         2
 30         3
 40         4
 50         5
 60         6
 70         7
 80         8
 90         9
100~300        10
Code:
[B][COLOR=Yellow] Momentum Capture V4.3[/COLOR][/B] [Phantom wings, spunit262]
C28669D8 00000013
3C008180 809D0008
8084FFFC 7C040000
4080000C 80840030
48000008 3880FFFF
807D007C A0E30006
80630038 2C03000B
40A20044 3C004540
901B000C C05B000C
38A2FE5C 84C50004
7CC0C671 4180000C
7C002000 4082FFF0
54C0027E 6C004540
901B000C C01B000C
FC001028 C03B0008
FC210032 2C030022
41800014 2C04002F
40A20010 2C070112
41A00008 D03B0008
60000000 00000000
C277F794 00000002
801E0034 B01E0006
801E0048 00000000
[B][COLOR=LightBlue]
no momentum on sonic spin dash[/COLOR][/B]

[COLOR=Yellow][B]Momentum Capture V4 Data [/B][/COLOR][spunit262]
065A9180 000000[COLOR=DarkOrange][B]20[/B][/COLOR]
[COLOR=PaleGreen]14000D9A 21000C00
0E000C00 20000B33
07000C00 2F001C00
1800119A FF000E66

 Values:
-Momentum V4
Lucario: 75%
Sheik: 75%
D3: 70%
MK: 75%
Pika: 85%
Sonic: 175%
ZSS: 110%

Global 90%
[/COLOR]

[COLOR=PaleTurquoise][B] Float 2048+X[/B][/COLOR] 
[B][COLOR=DarkOrange]20[/COLOR][/B] is byte count

Needs "Character Id Fix".
Format is 
[COLOR=Yellow][B]XX[COLOR=Red]YYYYYY[/COLOR][/B][/COLOR]

[COLOR=Yellow][B]XX [/B][/COLOR]is character id, FF is for everyone not listed, and ends the list.
[COLOR=Red][B]YYYYYY [/B][/COLOR]is a "23-bit fixed-point" to convert to it add 2048 to your value
 and use the last 6 digts after puting it though a 32-bit floating-point
 converter, also the first 3 digtes are just regular hex.
Code:
[B][COLOR=Yellow]Ukemi Roll speed Modifier[/COLOR][/B] Phantom wings (27 lines)

80000000 80623320
80000001 00000000
60000006 00000000
60000003 00000001
4A001000 00000000
4A101001 00000000
36000000 00000032
58010000 00000004
DE000000 80008180
58010000 00000060
DE000000 80008180
90010002 00000000
48001002 0000007C
30000038 00000061
48001002 00000014
90010003 00000040
4A000000 805A0100
92210004 00000000
86A00004 [B][COLOR=Yellow]3F800000[/COLOR][/B]
88910003 00000004
80100001 00000008
62000000 00000001
E200000F 00000000
80000001 00000000
80100000 00000244
62000000 00000000
E0000000 80008000
[B][COLOR=LightBlue]
Recommended Value : Float .5[/COLOR][/B]
Code:
[COLOR=Yellow][B]scar jumping[/B][/COLOR] [Cross1955, spunt262]
04b88efc 00000000
Code:
[B][COLOR=Yellow]Shield during dash dance[/COLOR] [/B][spunit262, Phantom Wings]
C2764F38 00000005
809EFFFC 80A4007C
80A50038 2C050003
40A20010 3C004F00
80840014 90040040
60600008 00000000
~~~~~~~~~~Shields~~~~~~~~~~

Code:
[COLOR=Yellow][B] Perfect shield window MOD[/B][/COLOR] Spunit262 (1 line)
04B88F20 0000000[COLOR=Yellow][B]4[/B][/COLOR]
[COLOR=LightBlue][B]
Yellow is brawls default in frames[/B][/COLOR]
Code:
[COLOR=Yellow][B]Shield Max[/B][/COLOR] [spunit262]
04B88440 [B][COLOR=Yellow]42480000 [/COLOR][/B]
[COLOR=LightBlue][B]Default Float 50[/B][/COLOR]

[COLOR=Yellow][B]Shield Reset[/B][/COLOR] [spunit262]
04B88458 [B][COLOR=Yellow]41F00000 [/COLOR][/B]
[COLOR=LightBlue][B]Default Float 30[/B][/COLOR]

[COLOR=Yellow][B]Shield Loss[/B][/COLOR] [spunit262]
04B88450 [COLOR=Yellow][B]3E8F5C29 [/B][/COLOR]
[B][COLOR=LightBlue]Default Float 0.28[/COLOR][/B]

[B][COLOR=Yellow]Shield Gain[/COLOR][/B] [spunit262]
04B88454 [COLOR=Yellow][B]3D8F5C29 [/B][/COLOR]
[COLOR=LightBlue][B]Default Float 0.07[/B][/COLOR]

[COLOR=Yellow][B]Shield damage ratio[/B][/COLOR] [spunit262]
04B8847C [COLOR=Yellow][B]3E99999A [/B][/COLOR]
[COLOR=LightBlue][B]Default Float 0.3[/B][/COLOR]
[COLOR=Wheat][B]
attack_damag*(1-X)=shield_damage[/B][/COLOR]

~~~~Jump/Gravity/Friction~~~~

Code:
[COLOR=Yellow][B]Upwards Gravity Modifier[/B][/COLOR] (paprika_killer original, Almas port NTSC-U)
04641520 [COLOR=Yellow][B]XXXXXXXX[/B][/COLOR]

[COLOR=Yellow][B]Downwards Gravity Modifier[/B][/COLOR]
04641524 [COLOR=Yellow][B]XXXXXXXX[/B][/COLOR]

You don't need both, you can use each one separately, it'll just mean the other one will be the default gravity.
[URL="http://babbage.cs.qc.edu/IEEE-754/Decimal.html"]
Use to calculate floating points[/URL]

Some Floating Points for Testing
1.05: 3F866666
1.10: 3F8CCCCD
1.15: 3F933333
1.20: 3F99999A
1.25: 3FA00000
1.30: 3FA66666
1.35: 3FACCCCD

Test with either upwards or downwards, but, you mostly want downwards because that is fallspeed and thus, does not nerf recoveries or jumps.

Code:
[code][COLOR=Yellow][B]Short Hop Height/Fast Fall Speed Multiplier [/B][/COLOR][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

Where [COLOR=Yellow]Yellow [/COLOR]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 [COLOR=Red]Red [/COLOR]is 
Brawl's default for fastfall speed (a higher value 
corresponds to a faster fastfall).
Code:
[COLOR=Yellow][B]Global Friction Modifier[/B][/COLOR][Igglyboo]
04520100 [COLOR=Yellow][B]XXXXXXXX[/B][/COLOR]
C2857658 00000006
9421FF80 BC410008
3EC08052 C3360100
C023D134 3AC02EF0
7C00B000 40820008
EC21C82A B8410008
38210080 00000000

Adds a [B][COLOR=Yellow]XXXXXXXX[/COLOR][/B](floating point) to the default friction(more friction = less sliding).
Here are a few examples of some default frictions.

Luigi:    0.022000
Captain Falcon:  0.050000
Bowser:  0.057700
Kirby:    0.049300
Code:
[COLOR=Yellow][B]Charactor Id Fix[/B][/COLOR] [spunit262]
C28152E4 0000000[COLOR=White]2[/COLOR]
819E003C 907EFFFC
60000000 00000000
[COLOR=LightBlue][B]
Just add this code[/B][/COLOR]
~~~~Character Specific~~~~
Code:
[COLOR=Yellow][B]P.Trainer Infinite Stamina:[/B][/COLOR] [Phantom Wings, spunit262] (1 line)
04A8BDAC 60000000
Code:
[B][COLOR=Yellow] PT No Swap on Death[/COLOR][/B] [Y.S., Phantom Wings, spunit262]
C2816B1C 00000004
7FA4EB78 2C1A0000
40A00010 2C170115
40820008 8883000A
60000000 00000000
Code:
[COLOR=Yellow][B]Only Swap by Down-B[/B][/COLOR] [Y.S., Phantom Wings, spunit262]
C2816B1C 00000004
 7FA4EB78 2C170115
 41820010 2C1A0023
 41820008 8883000A
 60000000 00000000
Code:
[COLOR=Yellow][B]Press Shield for No Swap V1.1[/B][/COLOR] [Y.S., Phantom Wings, spunit262]
C2816B1C 0000000C
7FA4EB78 88A3000A
54A61838 7CC33214
80C60034 80C60060
80C60068 80C60074
70C00008 41820034
80E30030 2C07001F
41A10028 2C070003
4182001C 2C070018
41820014 2C07001C
41A00010 2C170115
41820008 7CA42B78
60000000 00000000
[COLOR=LightBlue][B]
This is during the match at death. Pkmn auto swap unless you hold shield[/B][/COLOR]

[COLOR=Yellow][B] Press Shield to allow Swap V1.1[/B][/COLOR] [Y.S., Phantom Wings, spunit262]
C2816B1C 0000000C
7FA4EB78 88A3000A
54A61838 7CC33214
80C60034 80C60060
80C60068 80C60074
70C00008 40A20034
80E30030 2C07001F
41A10028 2C070003
4182001C 2C070018
41820014 2C07001C
41A00010 2C170115
41820008 7CA42B78
60000000 00000000[COLOR=LightBlue][B]

This is during the match at death. Pkmn don't auto swap unless you hold shield[/B][/COLOR]
Code:
[COLOR=Yellow][B]Glide Stop: [/B][/COLOR][phantom wings]
C29131B0 00000005
8095007C 80840038
2C040084 40820014
388000FF 80B40020
80A5000C 90850004
809900AC 00000000[COLOR=LightBlue][B]

-Attacking or canceling the glide always goes into
 the fall state as if it were the last jump

-You lose all your jumps when you glide so if 
your hit out, you only have your other recoveries to save you[/B][/COLOR]
Code:
[COLOR=Yellow][B]Multiuse Icarus Wings:[/B][/COLOR] [phantom wings]
80000000 80623320
80000001 00000000
60000006 00000000
60000003 00000001
4A001000 00000000
4A101001 00000000
30000000 00000017
58010000 00000004
DE000000 80008180
58010000 00000060
DE000000 80008180
58010000 00000070
58010000 00000020
58010000 0000001C
90010002 00000004
86410002 20000000
80100001 00000008
62000000 00000001
E200000F 00000000
80000001 00000000
80100000 00000244
62000000 00000000
E0000000 80008000
[COLOR=LightBlue][B]
Allows pit to use his Icarus Wings multiple times, but the 
amount of time left degrades on a cumulative scale.[/B][/COLOR]

[COLOR=Yellow][B]Multiuse Icarus Wings:[/B][/COLOR] [phantom wings] [COLOR=Magenta][B](compatible for double gct method)[/B][/COLOR]

48000000 80B87C28
58010000 00000154
58010000 00000000
90010000 00000030
80000001 00000000
60000006 00000000
60000003 00000001
4A001000 00000000
4A101001 00000000
30000000 00000017
58010000 00000004
DE000000 80008180
58010000 00000060
DE000000 80008180
58010000 00000070
58010000 00000020
58010000 0000001C
90010002 00000004
86410002 20000000
80100001 00000008
62000000 00000001
E200000F 00000000
80000001 00000000
80100000 00000244
62000000 00000000
E0000000 80008000


~~~~Combination Codes~~~~
Code:
[COLOR=Yellow][B]Frame Speed Mod Engine V3.1[/B][/COLOR] [spunit262, Phantom Wings]
C2766C20 00000012
3C008180 807D0008
8063FFFC 7C030000
4080000C 80630030
48000008 386000FF
809D0014 C0240040
FC40081E 81240058
61298000 D8410008
8001000C 80BD007C
80A50038 38C200D8
84E60008 2C070000
41820038 7CE8C671
41A0000C 7C081800
4082FFE8 54E8863E
7C004000 41A0FFDC
54E8043E 7C082800
4182000C 7C084800
4082FFC8 C0060004
D01F0010 00000000
C2766FB8 00000003
2C1D0001 4182000C
C0230010 48000008
C02283C8 00000000

[COLOR=Yellow][B]Frame Speed Mod Data V3.1
[/B][/COLOR]065A9400 000000[COLOR=DarkOrange][B]58[/B][/COLOR]
FF000018 [B][COLOR=yellow]ARIALLAG[/COLOR][/B]
FF000074 [B][COLOR=Red]LEDGELAG[/COLOR][/B]
FF00000A [B][COLOR=yellow]JUMPSTAR[/COLOR][/B]
FF000061 [B][COLOR=red]UKEMROLL[/COLOR][/B]
XXXXXXXX XXXXXXXX

Format is
[B][COLOR=Yellow]XX[/COLOR][COLOR=Lime]YY[/COLOR][COLOR=Red]ZZZZ[/COLOR][/B] [COLOR=DeepSkyBlue][B]LLLLLLLL[/B][/COLOR]

[COLOR=Yellow][B]XX [/B][/COLOR]is [URL="http://www.smashboards.com/showpost.php?p=5950239&postcount=174"]Character ID labels[/URL]
[COLOR=Lime][B]YY [/B][/COLOR]is the first frame the speed mod is applied (experimental).
0[COLOR=Red][B]ZZZ[/B][/COLOR] is the [URL="http://www.smashboards.com/showpost.php?p=6616551&postcount=6628"]action id
[/URL] 8[COLOR=Red][B]ZZZ[/B][/COLOR] is the [URL="http://www.smashboards.com/showpost.php?p=6915851&postcount=8857"]animation id[/URL]
[COLOR=DeepSkyBlue][B]LLLLLLLL [/B][/COLOR]is the multiplier for frame speed.

[COLOR=DarkOrange][B]58[/B][/COLOR] is the byte count in hex. (Number of following lines X 8)
Code:
[COLOR=Yellow][B]Hitbox Property Mod Engine V1.1 [/B][/COLOR][Phantom Wings, spunit262]
C2744930 00000017
3CA08180 80FC0028
81070008 8108FFFC
7C082800 40800098
81080030 80DE0020
5106C00E 80BE0000
50A6821E 80BE0018
50A6442E 80E7007C
80E70038 813E0030
5127C0CE 80BE0014
50A76226 390204CC
85480014 81680004
7D455B79 41820050
7C0A3000 4082FFEC
7C0B3800 4082FFE4
88A80008 90BE0000
88A80009 90BE0018
88A8000A 90BE0020
88A8000B 50A906FE
913E0030 A0A8000C
90BE0014 80A80010
2C05FFFF 41820008
90BE0034 7F66DB78
60000000 00000000

[COLOR=Yellow][B]
Hitbox Property Mod Data[/B][/COLOR] [Phantom Wings, spunit262]
065A9800 00000014
[COLOR=Red][B]GG[/B][/COLOR][COLOR=Magenta][B]HH[/B][/COLOR][COLOR=Lime][B]II[/B][/COLOR][COLOR=DarkOrange][B]JJ[/B][/COLOR] [COLOR=Purple][B]KK[/B][/COLOR][COLOR=DeepSkyBlue][B]LLL[/B][/COLOR][COLOR=Sienna][B]MMM[/B][/COLOR]
[COLOR=Pink][B]NN[/B][/COLOR][COLOR=PaleGreen][B]OO[/B][/COLOR][COLOR=SandyBrown][B]PP[/B][/COLOR][COLOR=Plum][B]QQ[/B][/COLOR] [COLOR=LightBlue][B]RRRR[/B][/COLOR]0000
[COLOR=Navy][B]SSSSSSSS [/B][/COLOR]00000000

[COLOR=Red][B]GG [/B][/COLOR]character id
[COLOR=Magenta][B]HH [/B][/COLOR]original damage
[COLOR=Lime][B]II [/B][/COLOR]original KB gain
[COLOR=DarkOrange][B]JJ [/B][/COLOR]original Base KB
[COLOR=Purple][B]KK [/B][/COLOR]original Element
[COLOR=DeepSkyBlue][B]LLL [/B][/COLOR]original launch angle
[COLOR=Sienna][B]MMM [/B][/COLOR]action id
[COLOR=Pink][B]NN [/B][/COLOR]new damage
[COLOR=PaleGreen][B]OO [/B][/COLOR]new KB gain
[COLOR=SandyBrown][B]PP [/B][/COLOR]new Base KB
[COLOR=Plum][B]QQ [/B][/COLOR]new Element
[COLOR=LightBlue][B]RRRR [/B][/COLOR]new launch angle
[COLOR=Navy][B]SSSSSSSS [/B][/COLOR]new SFX[COLOR=LightBlue][B]

Launch angle is in degree and some values over 360 have special 
meaning (361=20, 362=0, 363=270, 364=10? 365=no launch)[/B][/COLOR]

[COLOR=Yellow][B]Reverse Knee fix[/B][/COLOR]
09065023 00169033
135D1E03 00200000
85A00000 
[COLOR=Yellow][B]
Ness' Bat[/B][/COLOR]
0A123E32 0016902C
123E3200 01690000
8BA05276 0A143E32
0016902C 143E3200
01690000 8BA05276
0A163E32 0016902C
163E3200 01690000
8BA05276 0A183E32
0016902C 183E3200
01690000 8BA05276
[COLOR=Yellow][B]
Rest values[/B][/COLOR]
250F4B64 0E058115
1F328005 002D0000
FFFFFFFF
[COLOR=Yellow][B]
Giga bowsers in Bowser's skin
[/B][/COLOR]http://www.smashboards.com/showpost.php?p=5952535&postcount=183
~~~~Air dodging~~~~

Code:
[B][COLOR=Yellow]Hybrid Air Dodge:[/COLOR] (90 Lines) [Phantom Wings][/B]
[SIZE=3][COLOR=red][SIZE=2][COLOR=White]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
92210004 00000070
92210006 0000007C
92210009 00000018
58010000 00000088
92210007 00000064
92210008 00000058
48001004 00000024
92210005 0000000C
48001004 00000020
92210004 00000014
4A001004 00000000
32000018 00000000
4A001006 00000000
30000038 00000021
4A001002 00000000
36000040 41000000
4A001003 00000000
9221000A 00000038
9221000B 0000003C
4A001005 00000000
3000000C 00000000
1400000C 00000001
9421000A 00000010
9421000B 00000014
4A001004 00000000
14000014 00000000
E2000001 00000000
4A001005 00000000
9221000A 00000010
9221000B 00000014
86A0000A 40000000
86A0000B 40000000
4A001007 00000000
9421000A 00000008
4A001008 00000000
9421000B 0000000C
4A001002 00000000
34000041 41000000
36000040 42000000
4A001007 00000000
14000008 00000000
4A001008 00000000
1400000C 3E000000
34000041 41C00000
4A000000 805A0100
9221000A 00000000
4A001002 00000000
9001000B 00000040
8891000B 0000000A
34000041 42100000
4A001004 00000000
14000018 00000000
E2000005 00000000
4A000000 805A0100
9221000A 00000000
4A001004 00000000[/COLOR][/SIZE][SIZE=2][COLOR=White] 
36000014[/COLOR][/SIZE][SIZE=2][COLOR=Red][B] 42000000[/B][/COLOR][/SIZE][SIZE=2]
[/SIZE] [SIZE=2][COLOR=White]9001000B 00000014
8891000B 0000000A
4A001006 00000000
32000038 00000021
4A001004 00000000
14000018 00000000
E2000001 00000000[/COLOR][/SIZE][SIZE=2]
[/SIZE] [SIZE=2][COLOR=White]34000015[/COLOR][/SIZE][SIZE=2][COLOR=Cyan][I] 41FFFFFF[/I][/COLOR][/SIZE][SIZE=2]
[/SIZE] [SIZE=2][COLOR=White]4A001009 00000000
3000014C 00000000
4A001004 00000000
14000018 00000001
E2000002 00000000
80100001 00000008
62000000 00000001
E200000F 00000000
80000001 00000000
80100000 00000244
62000000 00000000
E0000000 80008000
[/COLOR][/SIZE][/COLOR][/SIZE]
Note: For modifying the timer delay for the code, all you need to do is change the [B][COLOR=Red]Bold[/COLOR][/B] value to the amount of time(in floating point) and the [I][COLOR=Cyan]Italicized[/COLOR][/I] value the[COLOR=Red][B] Bold [/B][/COLOR]value -1.

[B]Supports:[/B]
-A single Melee Air Dodge until you make contact with the ground again.
-A timer delay that will force you to wait a few frames if you're Melee Air Dodge is interrupted([I]Wavedash[/I]).
-Single direction Air Dodge.
-Everything that the original Melee Air Dodge Code had.

 

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
7,002
Location
Playing Melee
BETA codes

BETA CODES
Code:
[COLOR=Yellow][B]Tech window[/B][/COLOR] [spunit262, Phantom Wings]
04B88EC0 [B][COLOR=Yellow]00000014
[/COLOR][/B]
[B][COLOR=Yellow] [COLOR=LightBlue]Default is 6[/COLOR][/COLOR][/B]

Code:
[COLOR=Yellow][B]Manual l canceling [/B][/COLOR](53 lines) Phantom Wings  **BETA

Halves the landing lag from aerials by pressing shield before landing

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
92210004 0000007C
58010000 000000C4
92210006 00000010
4A000000 805A0100
92210007 00000000
88A00006 00000007
88A00007 00000006
86A00007 BF800000
4A001004 00000000
32000036 00000018
4A001003 00000000
360000C4 80000000
92210005 000000C4
88900005 00000007
94210005 000000C4
360000C9 80000000
92210005 000000C8
88900005 00000007
94210005 000000C8
340000C5 80000000
38000076 FFF70008
140000C4 42140000
140000C8 40E00000
E2000003 00000000
4A001004 00000000
30000036 00000018
4A001003 00000000
360000C8 80000000
4A001002 00000000
92210005 00000040
88900005 00000006
94210005 00000040
E2000002 00000000
80100001 00000008
62000000 00000001
E200000F 00000000
80000001 00000000
80100000 00000244
62000000 00000000
E0000000 80008000

[quote]Things to fix:
-Make timing closer to ground[/quote]
Code:
-[COLOR=Yellow][B]Melee Air dodging [/B][/COLOR](Phantom wings) 88 lines **BETA

42000000 80000000
80000000 80623320
80000001 00000000
60000006 00000000
80000002 806212BC
4A001000 00000000
36000024 00000007
92210003 00000024
86100003 000001C4
88000002 00000003
4A001002 00000000
92210002 00000000
4A001002 00000000
DE000000 80008180
92210003 00000010
92210004 00000014
86A00003 40000000
86A00004 40000000
60000003 00000001
4A001000 00000000
4A101001 00000000
36000000 00000032
58010000 00000004
DE000000 80008180
58010000 00000060
92210006 0000007C
92210007 00000014
58010000 00000088
92210008 00000058
92210009 00000064
4A001006 00000000
30000038 00000021
4A001007 00000000
36000040 41C00000
4A001006 00000000
58010000 0000002C
58010000 00000004
100000E4 00000001
1000010C 00000001
10000120 00000001
10000134 00000001
10000170 00000001
4A001008 00000000
1400000C 3E300000
4A001007 00000000
36000041 41000000
4A001008 00000000
94210004 0000000C
4A001009 00000000
94210003 00000008
4A001007 00000000
34000041 41000000
4A001009 00000000
14000008 00000000
4A001007 00000000
34000041 41000000
9001000A 00000040
4A000000 805A0100
92210005 00000000
86A00005 3FC00000
8891000A 00000005
E2000002 00000000
4A001006 00000000
32000038 00000021
32000038 0000007F
32000038 00000080
32000038 00000083
58010000 0000002C
58010000 00000004
100000E4 00000000
1000010C 00000000
10000120 00000000
10000134 00000000
10000170 00000000
E2000004 00000000
80100001 00000008
62000000 00000001
E200000F 00000000
80000001 00000000
80100000 00000244
62000000 00000000
C27816DC 00000004
8963FFFC 2C0B0001
40820008 48000010
39600000 9963FFFC
98030000 00000000
E0000000 80008000
 

Anth0ny

Smash Master
Joined
Oct 14, 2007
Messages
4,061
Location
Toronto, Ontario
How about hookshot to anywhere on stage instead of it auto sweet spotting the ledge?

Also, some personal things I'd like to **** around with:

Fox can jump out of his shine, Falcon's knee always sweetspots.
 

MuBa

Smash Lord
Joined
Nov 4, 2005
Messages
1,958
Location
Dragon Kick you into the Milky Way!
I agree with zxeon that the Melee Airdodge is to be considered perfect.

Although it's very debatable that an autocancelable aerial may become an issue. I'd say we just get a bigger time window for pressing L to half the lag of aerials.
 

Jiangjunizzy

Smash Lord
Joined
Nov 9, 2006
Messages
1,188
Location
irvine, CA
you don't need to agree with kupo. he's just trying to advertise his preferred version of brawl. this is apparent by the omission of the melee airdodge code lol. you can use whatever hacks you want.
 

5ive

Smash Champion
Joined
Mar 13, 2008
Messages
2,008
Location
USA USA USA
We are starting to near the time where we need to find a standard,
and debating will help that.
 

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
7,002
Location
Playing Melee
lol you guys. Maybe you should read the whole post
Where does the current melee air dodge code place?
I didnt add the melee air dodge code because I dont know where it goes! So...where does it go???????

omfg, what has this project come to...
Now your thinking of making auto l cancel which takes out HALF of the tech skill we want to achieve?

No sweetspot ledges? I thought we wanted to keep this Brawl...
Let's please try to keep the unique features of Brawl.

Kupo, no offence, but ever since I've seen you post about this stuff, all I see is you taking over, and adding things that make just no sense.

Again no offence, but let's try to keep this Brawl <_<.

Also, let's try to stay away from character modifications >_<
Umm, we actually have been debating auto l canceling for a long time. You should read the S vs L cancel thread.

And apparently you haven't been reading my posts as carefully as you say. How many times have I said I want to keep brawl as much as brawl as possible? Several times. This is one reason why I am against melee air dodging, but you are for it? Thats odd...

Duh stay away from character mods.

I am not trying to take charge, I am just not content with sitting on my *** hoping that the codes we want get made. I have asked ppl what codes I am missing so I am not the leader of the project. Im trying to help organize it, unless you like a glitchy l cancel and hitstun code....>_>

You actually can trust me to keep brawl's best interest at heart, but you don't so w/e

slighlty speed up overall gameplay (1.25 times?)

and you forgot these codes:

melee airdodge
s-cancel
Right, forgot s canceling.

you don't need to agree with kupo. he's just trying to advertise his preferred version of brawl. this is apparent by the omission of the melee airdodge code lol. you can use whatever hacks you want.
lol, not at all. This is a non biased list. This is just to organize what codes we want and which needs to be perfected. Its just for organization. The biased part comes where what I think has the most priority for getting fixed/made.
 

5ive

Smash Champion
Joined
Mar 13, 2008
Messages
2,008
Location
USA USA USA
lol you guys. Maybe you should read the whole post

I didnt add the melee air dodge code because I dont know where it goes! So...where does it go???????



Umm, we actually have been debating auto l canceling for a long time. You should read the S vs L cancel thread.

And apparently you haven't been reading my posts as carefully as you say. How many times have I said I want to keep brawl as much as brawl as possible? Several times. This is one reason why I am against melee air dodging, but you are for it? Thats odd...

Duh stay away from character mods.

I am not trying to take charge, I am just not content with sitting on my *** hoping that the codes we want get made. I have asked ppl what codes I am missing so I am not the leader of the project. Im trying to help organize it, unless you like a glitchy l cancel and hitstun code....>_>

You actually can trust me to keep brawl's best interest at heart, but you don't so w/e



Right, forgot s canceling.



lol, not at all. This is a non biased list. This is just to organize what codes we want and which needs to be perfected. Its just for organization. The biased part comes where what I think has the most priority for getting fixed/made.
Very well then.
I just don't want this to get out of hand.
 

MBlaze

Smash Champion
Joined
Jun 11, 2008
Messages
2,236
Location
Copiague, New York
Needed:

Names in replays in addition to limitless
Pervect hitstun
Perfect (Manual) L cancelling
Shield Stun
1 Brawl air dodge

No need for:
Melee Air dodge
Auto L cancel
Screwing with characters, getting out of hand

imo
 

SGX

Smash Journeyman
Joined
Mar 10, 2007
Messages
232
In all honestly, manual L cancel makes brawl more like melee... You're not giving the players more options, you're forcing them to press L every time they do an aerial.

If you want to keep Brawl like Brawl, but make it play better, I'd highly suggest auto L cancel.

I also think if a) enough people want it and b) we cannot prove that it breaks the game, wavedashing/melee air dodge should stay. It already seems like enough people want it, so lets give it a fair test.


Need list:
Dash Dancing
game speed code
faster falling code
 

Sosuke

Smash Obsessed
Joined
Aug 3, 2007
Messages
25,073
Switch FC
8132-9932-4710
Umm... >_>
That one thing where your recovering from the ledge with R or L makes the ledge unavailable for a long time.
<__<
YOU KNOW WHAT I MEAN!
 

Starscream

Smash Ace
Joined
Oct 22, 2006
Messages
636
Location
Burnaby, BC
No sweetspot ledges? I thought we wanted to keep this Brawl...
Let's please try to keep the unique features of Brawl.
At the expense of a watered down edge-guarding game? No thanks. Just because it's unique doesn't mean it's good. Besides, both preceding Smash Bros games didn't have so it's not just about making it "like Melee" (just incase someone brings up that point).

Melee air dodge code is perfect in the sense that it has no real bugs or glitches. But it is a bit stupid what with all the stackable wavedashes and everybody having wavedash lengths that are about the same as Melee Luigi. Not to mention that it looks stupid. >.<

Having only 1 Brawl air dodge sounds like an awesome idea. I think this should be tested.

And shield stun is a definite must.
 

BrutalBrutal

Smash Cadet
Joined
Nov 7, 2008
Messages
64
Location
Australia
Physics are the most important thing

With everyone focusing on the more obvious things to be added/fixed in Brawl+, no one seems to want to address some of the more core issues.

First off, characters are way too floaty; floatiness is a combination of several factors:
- Slow fall speed
- High aerial manoeuverability
- Low aerial inertia
- Low maximum horizontal aerial velocity

To remedy this, every character would need to fall faster, but their fall speed shouldn't be increased by the same amount for each character: it should be dependant on their current fall speed, but the gap between the slowest- and fastest-falling characters should be widened. This would help to alleviate the normalisation of each character's physics in Brawl.

Aerial manoeuvaribility is simple: characters should have (slightly) more difficulty in changing directions in mid-air.

Aerial inertia is a complicated one, but very important. In melee, when most characters jump while running, they maintain the same velocity in the air as if they were still running. In Brawl, characters slow down dramatically after their jump. This should be fixed. Characters should also be able to move faster horizontally in the air.

Shield stun should be added, as some other people mentioned, but not as much as in melee. Crouch-cancelling would be nice too.

As a last note, while it's a good idea to look back at melee in order to figure out how to improve Brawl, I think some entirely new techs should be created which are unique to Brawl+: this would give us something new and fresh, and would be an exciting addition to the game.
 

MBlaze

Smash Champion
Joined
Jun 11, 2008
Messages
2,236
Location
Copiague, New York
In all honestly, manual L cancel makes brawl more like melee... You're not giving the players more options, you're forcing them to press L every time they do an aerial.

If you want to keep Brawl like Brawl, but make it play better, I'd highly suggest auto L cancel.

I also think if a) enough people want it and b) we cannot prove that it breaks the game, wavedashing/melee air dodge should stay. It already seems like enough people want it, so lets give it a fair test.


Need list:
Dash Dancing
game speed code
faster falling code
How does that make it more like Melee? We had to press it in 64 too for S cancel so what makes it any different from pressing it in Brawl? And your just taking away more skill needed for timing on L cancelling, does Brawl really need to be any easier?

And why would we mess with the game speed? That's just going way too far in. >_> I'm all for this, but many of you really need to know where to draw the line because this is getting really ridiculous.

-Melee air dodge doesn't blend in Brawl

-Auto L cancel, how is it not fair that one character has to press L and another doesn't? Is it fair that some characters have projectiles and others don't? And how is it not fair and say your "forcing" adv techs on a person when they go to tourneys? It's THEIR freakin job to learn these things when they go, we don't have to dumb it down for them.

-Faster gameplay is just going way too far and that's making it more like Melee than pressing a button to lag cancel an areial. Changing the speed of Brawl would just defeat the purpose Brawl being more like 64 and having leads for hitstun.

Plus we already have enough people on our a$$ already for making it more like Melee and hacks in general by changing stuff we shouldn't. Why prove them right?
 

MuBa

Smash Lord
Joined
Nov 4, 2005
Messages
1,958
Location
Dragon Kick you into the Milky Way!
You know what? Who cares if the game looks more like Melee!

That game is the epitome of competitive excitement throughout the smash scene so why not follow the same formula and bring it on Brawl+?

If people wanna call it Melee 2.0 then fine, so be it. As long as they like Brawl+ then it should be okay. Besides with faster falling speed edgeguarding becomes a bit easier.

Brawl already has a couple of unique quirks such as glide tossing and being able to grab the ledge even when facing away from it. Seriously to me all I want is a more exciting version of a Smash Bros. game with more excitement like it was in Melee/64.
 

Espy Rose

Dumb horse.
Joined
May 31, 2006
Messages
30,577
Location
Texas
NNID
EspyRose
At the expense of a watered down edge-guarding game? No thanks. Just because it's unique doesn't mean it's good. Besides, both preceding Smash Bros games didn't have so it's not just about making it "like Melee" (just incase someone brings up that point).

Melee air dodge code is perfect in the sense that it has no real bugs or glitches. But it is a bit stupid what with all the stackable wavedashes and everybody having wavedash lengths that are about the same as Melee Luigi. Not to mention that it looks stupid. >.<

Having only 1 Brawl air dodge sounds like an awesome idea. I think this should be tested.

And shield stun is a definite must.
I don't see a problem with this so long as you can still do stuff out of it.

Sonic is vulnerable after his UpB's tumble animation with the Melee Airdodge code on.

Oh, and Melee-esque edge grabbing = lame. It's bad enough that we have some gimptastic character like MK already. You're just making him God-Mode off the level if you take away our auto-sweetspotting.
 

Minato

穏やかじゃない
Joined
Sep 8, 2007
Messages
10,513
Location
Corona, CA
Oh, and Melee-esque edge grabbing = lame. It's bad enough that we have some gimptastic character like MK already. You're just making him God-Mode off the level if you take away our auto-sweetspotting.
Agreed. While I liked it in Melee, it wouldn't work well in Brawl. Since a lot of characters already have really great recoveries, it's only going to hurt some bad characters even more.
 

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
7,002
Location
Playing Melee
We are starting to near the time where we need to find a standard,
and debating will help that.
I don't see that happening anytime soon since we dont have all of our codes the way we want them
Melee air dodge code is perfect in the sense that it has no real bugs or glitches. But it is a bit stupid what with all the stackable wavedashes and everybody having wavedash lengths that are about the same as Melee Luigi. Not to mention that it looks stupid. >.<

Having only 1 Brawl air dodge sounds like an awesome idea. I think this should be tested.

And shield stun is a definite must.
I agree with your wavedash assessment.
How does that make it more like Melee? We had to press it in 64 too for S cancel so what makes it any different from pressing it in Brawl? And your just taking away more skill needed for timing on L cancelling, does Brawl really need to be any easier?

And why would we mess with the game speed? That's just going way too far in. >_> I'm all for this, but many of you really need to know where to draw the line because this is getting really ridiculous.

-Melee air dodge doesn't blend in Brawl

-Auto L cancel, how is it not fair that one character has to press L and another doesn't? Is it fair that some characters have projectiles and others don't? And how is it not fair and say your "forcing" adv techs on a person when they go to tourneys? It's THEIR freakin job to learn these things when they go, we don't have to dumb it down for them.

-Faster gameplay is just going way too far and that's making it more like Melee than pressing a button to lag cancel an areial. Changing the speed of Brawl would just defeat the purpose Brawl being more like 64 and having leads for hitstun.

Plus we already have enough people on our a$$ already for making it more like Melee and hacks in general by changing stuff we shouldn't. Why prove them right?
I agree with certain views.

Ill tell you why I think auto l cancel is the way to go. I would have no problem keeping the l cancel like melee like you want if there weren't characters with l canceled moves already. When we add codes, they should be balanced codes that help everyone fairly and within their own character limits. Manual L cancel does not do this.
MK
Peach
Samus
Pit
pika
etc

They don't really need l canceling to compete. But other characters like
Ganon
Ike
DK
Charizard
Bowser
etc

need l canceling. Why force other characters to learn this technique to be better when there are characters out there that dont need to? How is it ok that some characters have the chance of losing a combo because they missed the l cancel and some combo all the time because there is no chance?

When you look at the character's and their l canceled aerials, it is all over the map. It ranges from 0 l canceled moves to 5 l canceled moves and everything inbetween. Manual l cancel is not a balanced mechanic due to the way characters were programmed. Your basically saying that char like peach, mk, and samus have the right to not worry about laggy moves, but ganon, ike, and bowser dont have the right as if they are less important.

Its not ok for characters like bowser, ike, and ganon to have to work harder with a universal technique Characters already have weaknesses they have to deal with (except MK) and saying that only a select numbers of characters have to learn an additional tech than the rest is like segregation. Its not fair or balanced and characters should have to overcome their own weaknesses in addition to overcoming a technical weakness that is not shared by everyone.

I agree that wavedashing doesn't work with brawl

You know what? Who cares if the game looks more like Melee!

That game is the epitome of competitive excitement throughout the smash scene so why not follow the same formula and bring it on Brawl+?

If people wanna call it Melee 2.0 then fine, so be it. As long as they like Brawl+ then it should be okay. Besides with faster falling speed edgeguarding becomes a bit easier.


Brawl already has a couple of unique quirks such as glide tossing and being able to grab the ledge even when facing away from it. Seriously to me all I want is a more exciting version of a Smash Bros. game with more excitement like it was in Melee/64.
my problem is, ppl want it to be more like melee for the wrong reasons. I think that if we try to keep it more like brawl, it will be a more solid game than trying to fight the programming at every aspect of the game.
 

zxeon

Smash Lord
Joined
Apr 11, 2006
Messages
1,476
Location
Indianapolis, Indiana
If we take make auto L-cancel doesn't that same logic apply to all timed button presses? What is so different about L-canceling that people would concider making it auto when they wouldn't even fathom making the Ukemi, Wall tech, or even shielding auto? Are we just getting lazy?
 

5ive

Smash Champion
Joined
Mar 13, 2008
Messages
2,008
Location
USA USA USA
There just isn't logic in adding auto l cancelling as it takes away from half the techskill...

Don't we want this to be more competitive? Why take away the skill?
 

MBlaze

Smash Champion
Joined
Jun 11, 2008
Messages
2,236
Location
Copiague, New York
There just isn't logic in adding auto l cancelling as it takes away from half the techskill...

Don't we want this to be more competitive? Why take away the skill?
Perfect way to describe this. If auto was in that **** would just be horrible, I probably wouldn't even play Brawl+ if half this outrageous crap gets in.. (auto l cancel, gameplay speed up, gravity mods)

What we also need in instead of no auto sweet spotting is a homing tethers like in Melee because most characters that have them in this game don't even work right and their regular recoveries can be gimped/edgehogged the easiest like Link, Sheik and Lucas just to name a few.
 

Delta_BP26

Smash Ace
Joined
Aug 23, 2008
Messages
606
Location
NYC
Everyone has to get that this isn't trying to make Brawl more competitive, per se, but make it Melee 2.0. So shouldn't we keep the Melee air dodge instead of making it just one Brawl air dodge. Add in all the Melee things, then we can work on making a Brawl 2 or something where it's made more competitive.

Or am I wrong?
 

Deadandlivin

Smash Apprentice
Joined
Dec 2, 2007
Messages
77
Location
Sweden
Some code for fixing the overall speed.

Faster jumps, shorter short hops. Ehm.

ALOT faster fall speed.

Remove Auto L-Cancel.

Ehm. Climbable(Wording) walls on FD(Like in melee). Though might not be manageable ^^

Well, melee 2.0 would fit accordingly ! \o/
 

MBlaze

Smash Champion
Joined
Jun 11, 2008
Messages
2,236
Location
Copiague, New York
Everyone has to get that this isn't trying to make Brawl more competitive, per se, but make it Melee 2.0. So shouldn't we keep the Melee air dodge instead of making it just one Brawl air dodge. Add in all the Melee things, then we can work on making a Brawl 2 or something where it's made more competitive.

Or am I wrong?
You just pretty much stated the opposite of everything that we're trying to do here.
 

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
7,002
Location
Playing Melee
If we take make auto L-cancel doesn't that same logic apply to all timed button presses? What is so different about L-canceling that people would concider making it auto when they wouldn't even fathom making the Ukemi, Wall tech, or even shielding auto? Are we just getting lazy?
No not really. Its because everyone has to tech no matter what. Teching is not built into every character automatically. L canceling however, is built into some or all moves of a lot of characters, some none. Why should characters be at a predisposition to learn a harder tech than the rest? The predisposition should be from natural weaknesses your character has against other characters, NOT from an implementation of a game mechanic.

I was on your side guys but I switched over. However, I wouldn't mind a better l canceling timing. A less glitchy l cancel is more important to me than auto cancel because at least I have the option to half my lag

You just pretty much stated the opposite of everything that we're trying to do here.
lol, QFT
 

Delta_BP26

Smash Ace
Joined
Aug 23, 2008
Messages
606
Location
NYC
Okay, so you're keeping it unique and not a Melee clone... But making it more competitive? Okay then... But I still say keep the wavedashing. Maybe try the one Brawl air dodge code to see what it's like?
 

Starscream

Smash Ace
Joined
Oct 22, 2006
Messages
636
Location
Burnaby, BC
Agreed. While I liked it in Melee, it wouldn't work well in Brawl. Since a lot of characters already have really great recoveries, it's only going to hurt some bad characters even more.
While I disagree, it wouldn't hurt to at least try it if a code can be made that removes auto-sweet spotting with the exception of tether recoveries. And it's not just a Melee thing, it was this way in Smash 64 as well. Brawl is the odd man out on this (and a lot of other things too).

And regarding the last couple posts about teching, it's near useless at the moment. You almost always just airddoge before you hit the ground when you try to tech, with or without the hitstun code. What we need is a hitstun code that won't allow you to airdodge until you escape tumble either through attacking after hitstun, jumping after histun or tapping the control stick.

Also, no to higher overall gravity as this affects jump heights. However, YES to higher falling gravity if it's possible.
 

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
7,002
Location
Playing Melee
Well, teching is more predominant now with the hit stun code, although we are looking for more stun time. Yes, the teching isnt as effective at higher percents, but you see an increase in teching at the lower/mid percents.

I would like to try the no auto sweetspot code out.

I am for faster fast falls.

NOTE TO ALL:

This is not a thread to discuss the standards. This thread is made to speed along codes we want to even reach the point of discussing a standard even if they wont be added.
 

ChronoPenguin

Smash Champion
Joined
May 26, 2007
Messages
2,971
Location
Brampton Ontario, Canada
3DS FC
4253-4494-4458
I'm going to simply say my opinion.

Faster Fast falls = Fine.
Faster falls in general, I'd prefer to say no. Even though people want options and thats fine, in a standard.
I simply have to say 1 name.
Link.
Faster falls would ruin him more than he is now, going off the stage 1 could kill him.
Im aware people are trying to make it so, it's not just higher gravity overall (which would kill sonic too along with Link). However unless there was some kinda upward momentum bonus for Link. You end up boosting characters and nerfing one, if you apply it to anything other than fast falls.
Well others would be nerfed by this, not just Link, some would see considerable boosts in play, but well...I think you may get my point.

Auto Sweet spotting ledges.
I think this should stay, yes the ledge game is ....weaker, however in a game where the gap between good recoveries and bad ones is quite apparent, due to some stupid decisions and lack of AT's to make up for it (Link.... Tethers, Yoshi, Ganondorf), I say it should stay. Just think of other things to improve, which im sure the minds here are capable of doing.


Im Confused to this Gimp Mode, thing your talking about Kupo......free fall as in what exactly?

Also would it not be smarter to just build off 1.2, and implement any features from 1.1 if needed?


Anyways, is there a specific code for Super Armor?
Is it possible to make a global Super Armor thing?
What if Air Dodges....well this is just hypothetical....but a code I'd like to see (even if it didn't get used), Instead of being Invincible and what not, you just had SA when doing it.

Also I know people love their melee airdodge but what if there was something where we kept multi air dodging, with SA ...or just singular with SA.

....just saying some other codes.
 

SGX

Smash Journeyman
Joined
Mar 10, 2007
Messages
232
I honestly don't think the people who are demanding that L-canceling stay manual have any idea how real fighting games work, or what the purpose of a "cancel" is. =/

When there is no advantage to NOT canceling, it's an extremely pointless technique.

It's like "Hey guys, Guilty Gear would be so much more competitive if we had to manually cancel every aerial to do combos."

...no

Besides, I really feel like manual L-canceling would alienate a good portion of newer Brawl players, and I don't think that should be our goal.

Why don't we see how broken auto L-cancel is or isn't when we have a code to do it?
 

SketchHurricane

Smash Ace
Joined
Mar 21, 2008
Messages
669
Location
Winter Park, FL
I honestly don't think the people who are demanding that L-canceling stay manual have any idea how real fighting games work, or what the purpose of a "cancel" is. =/

When there is no advantage to NOT canceling, it's an extremely pointless technique.

It's like "Hey guys, Guilty Gear would be so much more competitive if we had to manually cancel every aerial to do combos."

...no

Besides, I really feel like manual L-canceling would alienate a good portion of newer Brawl players, and I don't think that should be our goal.

Why don't we see how broken auto L-cancel is or isn't when we have a code to do it?
I'd take auto L-cancel over S-cancel any day. The people who are actually serious about S-cancel should have no problems whatsoever with auto L. It still achieves the goal without ****** the lag differences that make the moves unique.

But to ask you a question...was there an advantage to not L-canceling in 64/Melee? Or are you saying they should not have had it either...
 
Top Bottom