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COMPETITIVE Brawl+: Code Agenda

WeirdoZ Inc.

Smash Apprentice
Joined
Nov 14, 2008
Messages
165
Location
Melbourne, Australia
I'm a fan of the dash speed on 1.2. I personally wouldn't go any lower than 1.1, unless the modifier is just ignored completely. Though I gotta say Sonic just begs to have his own speed set to 1.8-2. So much fun (In SSE too).
 

cobaltblue

Smash Journeyman
Joined
Nov 8, 2007
Messages
455
Sketch: Added bleak under your name since you'll be doing the talking. Also does this forum support the tag for hide/show? If so what is it as I don't want to drag out the pages any more than I have to.
 

johe

Smash Apprentice
Joined
Aug 30, 2008
Messages
100
Location
Slumming in General Brawl Discussion
Sketch: Added bleak under your name since you'll be doing the talking. Also does this forum support the tag for hide/show? If so what is it as I don't want to drag out the pages any more than I have to.
I would suggest that you create a new thread for testers to share what they discover in. You can put the list of testers in the OP and that way you don't have to keep reposting it here.
 

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
7,002
Location
Playing Melee
UUVWXYZ0

UU
is the character ID.
V is sh height.
W is full jump and double jump height
X is fast fall speed
Y is downgrav
Z is full grav
 

Alopex

Smash Ace
Joined
Mar 24, 2008
Messages
909
I added another code for character specifics because he really needs it. It has ****ty programming and that move is worthless as it stands!!
I... don't see anything new in the OP?

What are you referring to kupo?

EDIT: I see it. Homing Attack. But... that's character buffing... soon you'll have people clamoring to make Falcon's knee easier to sweetspot, so-and-so attack stronger or faster... etc... I dunno if you should have that in the OP. Best to wait until we reach the character buffing phase before you open up the gateway to that sort of traffic in here.

Also, while you're here, a question, which I asked Starscream earlier and you may have missed:

If the hitlag mod isn't properly affecting elemental moves like Lucas' Dsmash, why is the hitlag mod a perfect code in your OP? Shouldn't it still be a beta or WIP?
 

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
7,002
Location
Playing Melee
Wait, what? I thought Sonic was good now.
I... don't see anything new in the OP?

What are you referring to kupo?

EDIT: I see it. Homing Attack. But... that's character buffing... soon you'll have people clamoring to make Falcon's knee easier to sweetspot, so-and-so attack stronger or faster... etc... I dunno if you should have that in the OP. Best to wait until we reach the character buffing phase before you open up the gateway to that sort of traffic in here.

Also, while you're here, a question, which I asked Starscream earlier and you may have missed:

If the hitlag mod isn't properly affective elemental moves like Lucas' Dsmash, why is the hitlag mod a perfect code in your OP? Shouldn't it still be a beta or WIP?
The knee works. The homing attack just does not!

I don't think that particular code will be responsible for the electric moves on the attacked. I think we need another code. Idk, someone please decipher this..
Phantom Wings said:
kupo15 said:
Thanks, the bugs are fixed but there is one thing thats missing. The hitlag of the person attacked with electric moves. So the best move to test would be ganon's dair.

Thanks!
I tested it with ganondorf's Dair and I'm sure it took affect(I also tested it with Pikachu's Dsmash and it definitely took affect there). While it's true that electric moves add a bit of hitlag(I've tested using the Hit Effect modifier) I'm pretty sure it adds to the total amount of hitlag(which in turn is affected by the code) so there shouldn't be anything to worry about.

Because both of the codes are applied to the same space in the ASM code, you won't be able to apply them both at the same time, I'll try and see about making variations that can work with each other.

Unfortunately, because all hitlag is stored in Hex instead of Floating Point, it is entirely impossible to modify it using the same - the only way that would be possible would be to completely reprogram every aspect of hitlag into floating point...

I'll see about getting those variation codes out tomorrow so you can use more than one of them at once.
 

Osi

Smash Ace
Joined
Jul 1, 2007
Messages
580
Location
In a dream
I would love a page for character findings, but I think it's too early. A lot of stuff we would post will change with new codes. I think a character tech/combos page would be better to start after we have the standard tourney set out.
 

Dan_X

Smash Lord
Joined
Mar 14, 2008
Messages
1,335
Location
Boston, MA
okay, so I'm going to test the gravity codes. My goal with them is to reduce the floaty nature of Brawl.

I'm already using a fastfall code with a value of 1.25.

now about the up/down grav code.

04641520 XXXXXXXX (up) here I'm going to use a value of 3F733333, or .95. As this will not increase the pull downwards but lessen it a bit so that jump heights and recoveries will be compensated.

04641524 YYYYYYYY (down)... should I be using this one? If so, what value? I'm only trying to slightly make Brawl less floaty.

Oh yeah, i'm also going to try a short hop of .90
 

Alopex

Smash Ace
Joined
Mar 24, 2008
Messages
909
@kupo

Well, the Homing Attack may not be too good of an actual attack, but it's still useful for recoveries.

I mean, we're getting into the subjective realm here when we discuss what "works".

What about Jigglypuff's Sing? That attack definitely doesn't work then. I mean... there's something wrong with a move when 0% of that character's players use it...
And Jigglypuff's Rest doesn't work anymore either. Not even with hitstun is it properly fixed.
What about those?

What about Yoshi's Egg Roll? Homing Attack for sure works better than that one too.

See the issue with starting that debate now, when we don't even know if we'll have line space for it?


And about PW, maybe you should tell him to test Lucas's Dsmash specifically since it seems to be the attack that has the most noticeable problem with the hitlag mod.
 

johe

Smash Apprentice
Joined
Aug 30, 2008
Messages
100
Location
Slumming in General Brawl Discussion
The knee works. The homing attack just does not!

I don't think that particular code will be responsible for the electric moves on the attacked. I think we need another code. Idk, someone please decipher this..
Wait, what exactly is wrong with homing attack, and why is it so bad that we should spend lines to buff a character who by all accounts doesn't need a buff?
 

Jiangjunizzy

Smash Lord
Joined
Nov 9, 2006
Messages
1,188
Location
irvine, CA
kupo, perhaps you should consult the HIVEMIND before you toss in something you want for yourself!!!

and regarding the grav.. all i really, really want from upgrav is the shorter short hops and the nice, quicker jumps you get from upwards gravity. it feels better and controls better.
 

Zilactic

Smash Cadet
Joined
Jan 11, 2009
Messages
47
Location
San Diego, CA
i agree with jiang. i cant picture brawl+ without the upwards gravity. i think that once you try it theres no turning back. mwahaha.
 

WeirdoZ Inc.

Smash Apprentice
Joined
Nov 14, 2008
Messages
165
Location
Melbourne, Australia
okay, so I'm going to test the gravity codes. My goal with them is to reduce the floaty nature of Brawl.

I'm already using a fastfall code with a value of 1.25.

now about the up/down grav code.

04641520 XXXXXXXX (up) here I'm going to use a value of 3F733333, or .95. As this will not increase the pull downwards but lessen it a bit so that jump heights and recoveries will be compensated.

04641524 YYYYYYYY (down)... should I be using this one? If so, what value? I'm only trying to slightly make Brawl less floaty.

Oh yeah, i'm also going to try a short hop of .90
Use either 1.1, 1.2 or 1.3 (or even 1.15 or 1.25) for downward gravity since they seem to be the standard values that people can't seem to agree on (some prefer 1.1, others 1.3, etc). Just find a value YOU like.

On the subject of fastfall, that should scale with the downward gravity (in theory), so after adding downward gravity you may need to tone that down a little. A value between 1.1 and 1.2 is probably the way to go.
 

zxeon

Smash Lord
Joined
Apr 11, 2006
Messages
1,476
Location
Indianapolis, Indiana
kupo, perhaps you should consult the HIVEMIND before you toss in something you want for yourself!!!

and regarding the grav.. all i really, really want from upgrav is the shorter short hops and the nice, quicker jumps you get from upwards gravity. it feels better and controls better.
i agree with jiang. i cant picture brawl+ without the upwards gravity. i think that once you try it theres no turning back. mwahaha.
I think I'll give this a shot.
 

WeirdoZ Inc.

Smash Apprentice
Joined
Nov 14, 2008
Messages
165
Location
Melbourne, Australia
Upward gravity >1 will make jumps and recoveries shorter and possibly faster. Will probably add to the shorthop modifier.

Upward gravity <1 will make jumps and recoveries higher and possibly slower. Will probably subtract from the shorthop modifier.
 

xicsrh

Smash Cadet
Joined
Nov 3, 2008
Messages
54
For those who were discussing earlier about the CSS code, imo this code:

Code:
Don't 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
41A20028 2C03001D
40A20008 3860001E
2C03001F 40A20008
38600020 2C030021
40A20008 38600022
987400B8 00000000
works really well with it. To use PT with this, select your starter Pokemon and then hold shield.
 

xicsrh

Smash Cadet
Joined
Nov 3, 2008
Messages
54
The code title says DON'T hold shield. You say opposite. I'm confused.
I meant regular PT. Using the independent Pokemon is the same as selecting any other regular character (ie without holding shield).
 

lamelikemike

Smash Cadet
Joined
Jan 25, 2007
Messages
39
So i thought of a possible code to work in if it would be small and easy to do. I don't main, or even want to main samus or zss, but it might be cool to change one of their taunts to just switch between them instead of taunting.
 

Shadic

Alakadoof?
Joined
Dec 18, 2003
Messages
5,695
Location
Olympia, WA
NNID
Shadoof
...So if I made a CSS that had both the Pokemon and Pokemon Trainer, I'd have to press Shield when Selecting PT for them to be independent, but not if I select the Pokemon on their own?
 

WeirdoZ Inc.

Smash Apprentice
Joined
Nov 14, 2008
Messages
165
Location
Melbourne, Australia
That code is essentially the reverse Independent Pokemon code. You have to hold shield to get the Trainer, otherwise you get the Indy PKMN.

I personally think this is a bad idea, since it's effectively rewarding Indy PKMN mains while making the Trainer himself an outcast.
 

goodoldganon

Smash Champion
Joined
Mar 17, 2008
Messages
2,946
Location
Cleveland, Ohio
Has anyone had any luck with Ganondorf? I played a few one on ones with him today and he was very underwhelming. Still a very poor character IMO.

I was finding that C. Falcon seemed much better now. A shade of his Melee self, but at least a respectable fighter. His Raptor Boost and Falcon Kick seem to be very solid, safer moves and his u-tilt is beast. I was having trouble connecting with the knee though.

EDIT: Oh, teching (ukemi) seems to be very difficult. I'm glad Brawl has more combos and that's great, but I didn't want it to come in the shape of impossible teching. Has there been any discussion of lengthening the window in which you can tech?
 

Jiangjunizzy

Smash Lord
Joined
Nov 9, 2006
Messages
1,188
Location
irvine, CA
ganon has combo setups every %. his forward b goes through shield. his recovery is decent. and his dash kills. i think he's good.
 

Osi

Smash Ace
Joined
Jul 1, 2007
Messages
580
Location
In a dream
Ganon is a pretty beastly character on brawl+. I've found a lot of combos that do 50-80 % without a chance to tech really, and all you can do is try to DI hehe. He stacks so much damage with each hit. Stomp -> up smash -> back air -> back air = 70% lmao, too sexy (video proof in my vid "without hope"). He has a lot of options, nice recovery, kills low % with the fair, and the bair/nair/uair/stomp are awesome for combos. The only big downsides for him I've seen are he is big making him easy to combo on, he is slow, and any AoE attacks that sweep below the edge can edge guard his up B so easy (peach downsmash being a example).
 

Team Giza

Smash Lord
Joined
Mar 5, 2006
Messages
1,119
Location
San Diego, CA
Don't forget how good his murder choke becomes amazing without scale moves there. Choke to shin breaker becomes amazingly powerful. Ganondorf is a combo machine, the best comboer of the big characters for sure. He tech chases like a monster and when he get catches someone its likely they are going to take at least 50% if they are at low %s when it starts and if you are at high %s then they are dead.

Ganondorf's edgeguarding is strong as well. I feel lack of autosnapping helps him more then it hurts him. He can punish poor off the edge decisions pretty easily and with great force. His up+tilt might even have some pretty good usage now. He has good set up nice range attacks that are pretty safe on contact with a shield (when spaced correctly). He seems to have a good frame advantage when he thunderdrops a shield, but I don't know for sure.
 

CyberGlitch

Smash Journeyman
Joined
Nov 13, 2005
Messages
450
Location
Wisconsin
As long as Kupo doesn't actually put the code on his gct (implying that it's been accepted by the community as a necessary inclusion), it's ok. That's what the character specific codes are for, and it foreshadows the next possible step in Brawl+: character balance. Just letting people know that moves can be fixed is encouraging.

Alright so I've tested all the new codes. Here are my thoughts.

Shorthop/fastfall modifier
I didn't think I'd like or need this. With downward gravity falls seemed pretty fast already. Well this gave them the extra umpth they needed without sacrificing on recovery. I set it at 1.1, which worked well with my downward gravity of 1.1.

I tried .9 and .95 for the shorthops. Gosh does it make a difference. So many aerial moves are made useful by this, or more useful. Many feel more natural with this code than with VB. If you're going to use this, you gotta go below .95 for it to really make a difference (.9 worked well for me). Marth's forward air is much cooler, as is Luigi's. Falcon's up air hits behind him much easier. The list goes on and on. Almost every character benefits. DK is my big main, but I'd gladly give up double back airs for this. I find his back air almost as useful because it's high aiming hitbox stays low. Sorry 'bout the thunderstomp, but this one's a keeper.

Hitlag (halved, plus one)
Brawl is much more fluent now. Love it. The Lucas glitch is the only real thing to worry about. I'm not sure what version of the code I have (mine takes up 7 lines). I remember Almas posting a version of the code that saves a line because it doesn't need a multiplier. Could anyone share that with me?

Shield stun (3/5), seemed to work well, but may be a tad overpowered at these settings (as seems to be the general consensus).

Dash cancel makes me forget about Wavedashing.

Stage Freeze/Reverse Picto, Castle Siege/Warioware, PS2, Norfair, Pirate Ship
I have a friend who constantly complains about these stages because of the way they change and throw random stuff at you. He will be very pleased by this code, as am I. Anyone think Rainbow Cruise is worth adding to this code?

1 frame buffer worked well. I got used to it, though I'd be interested in trying 3 frame buffer if the glitches with it get worked out (my past experiences yielded random rolling and similar things to with my two friends who were playing with me. I didn't have any problems. They were control ports 1 and 2, while I was 3, in case that gives any clue to what the problem is). No more stupid suicides or sloppy controls.

Dash dancing works surprisingly well, but I'm not convinced it's a necessary component of Brawl+. Fortunately, it doesn't take many lines.

I messed with a few shield gain modifier values. 0.05 seemed to slow the gain too much. 0.06 is just about right, especially with the new shield stun codes.


Here is my current code list with a few options and my preferred values on. I'm out of lines for the TJG fix, currently I use 254 lines. Hopefully code combinations will alleviate this.
HTML:
RSBE01
Smash Bros Brawl (US)

Dash Dancing (5 Lines)
* C271F474 00000004
* 81830058 2C0C000E
* 4182000C C0230040
* 48000008 FC20D090
* 60000000 00000000

Lagless Ledges (24 Lines)
* 80000000 80623320
* 80000001 00000000
* 60000006 00000000
* 60000003 00000001
* 4A001000 00000000
* 4A101001 00000000
* 36000000 00000032
* 58010000 00000004
* DE000000 80008180
* 58010000 00000060
* DE000000 80008180
* 92210002 00000014
* 58010000 0000007C
* 30000038 00000074
* 86000002 00000040
* 86910002 40800000
* E2000001 00000000
* 80100001 00000008
* 62000000 00000001
* E200000F 00000000
* 80000001 00000000
* 80100000 00000244
* 62000000 00000000
* E0000000 80008000

No Tripping (2 Lines)
* 0481CB34 C0220020
* 045A9340 00000000

Infinite Replay (3 Lines)
040E5DE8 60000000
04953184 60000000
04953224 60000000

9% Hit Stun (33 Lines)
42000000 80000000
80000000 80623320
80000001 00000000
60000006 00000000
60000003 00000001
4A001000 00000000
4A101001 00000000
32000000 0000001C
36000000 00000032
58010000 00000004
DE000000 80008180
58010000 00000060


DE000000 80008180
92210002 00000070
58010000 0000007C
34000038 00000042
36000038 00000049
4A001002 00000000
58010000 00000024
58010000 0000000C
1400001C 00000088
14000018 00000088
E2000002 00000000
80100001 00000008
62000000 00000001
E200000F 00000000
80000001 00000000
80100000 00000244
62000000 00000000
E0000000 80008000
045A9300 3EFAE147
C276CCD4 00000002
C022FFE0 EF7C0072
60000000 00000000

9.5% 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 3EE04189
* 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 1.1% (1 Line)
* 04641524 3F8CCCCD

Upwards Gravity .95% (1 Line)
04641520 3F733333

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

1 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 00000001
* 14000150 00000001
* E2000001 00000000
* 80100001 00000008
* 62000000 00000001
* E200000F 00000000
* 80000001 00000000
* 80100000 00000244
* 62000000 00000000
* E0000000 80008000

Stage Freeze/Reverse Picto, Castle Siege/Warioware, PS2, Norfair, Pirate Ship (11 Lines)
* 4A000000 90000000
* 1416A904 00000000
* 22623090 00000024
* 22623090 00000019
* 1416A904 BF800000
* 22623090 00000009
* 22623090 0000000B
* 22623090 00000014
* 22623090 0000001C
* 1416A904 3F800000
* E0000000 80008000

Hold L for Independent Pokemon (16 Lines)
* 06407BD0 0000000E
* 04030F0D 1E1B1F1B
* 201B211B 221B0000
* 046847C4 60000000
* C268482C 00000003
* 3800003F 981400B8
* 2C1D0003 40A20008
* 3BA00004 00000000
* C2684964 00000007
* 881400B8 2C00003F
* 40A20028 2C03001D
* 40A20008 3860001E
* 2C03001F 40A20008
* 38600020 2C030021
* 40A20008 38600022
* 987400B8 00000000

Short Hop Height (90%)/Faster Fast Fall (110%) (9 Lines)
* 045A9304 3F666666
* 045A9308 3F8CCCCD
* C285765C 00000006
* 3FC0805A 3BDE7304
* 2C002F20 4082000C
* C3FE2000 EC3F0072
* 2C002F5C 4082000C
* C3FE2004 EC3F0072
* 4E800020 00000000

Short Hop Height (95%)/Faster Fast Fall (110%) (9 Lines)
045A9304 3F733333
045A9308 3F8CCCCD
C285765C 00000006
3FC0805A 3BDE7304
2C002F20 4082000C
C3FE2000 EC3F0072
2C002F5C 4082000C
C3FE2004 EC3F0072
4E800020 00000000

Hitlag Modifier (Divided by two add 1) (7 Lines)
* C2771EC0 00000006
* 39C0000A 2C040001
* 41800014 1C840005
* 7C8473D6 38840001
* 48000008 38800001
* 90830010 60000000
* 60000000 00000000

New Shield Stun (3/5) (12 Lines)
* C28753EC 00000007
* FC20F890 4800000D
* 40400000 40A00000
* 839F007C A39C0006
* 2C1C001A 41820014
* 7F8802A6 C03C0000
* C05C0004 FC2117FA
* FC00081E 00000000
* C277F78C 00000003
* 2C1C001D 41820008
* B39E0006 2C1CFFFF
* 60000000 00000000

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

0.06 Shield Gain [spunit262]
* 04B88454 3D75C28F

0.05 Shield Gain [spunit262]
04B88454 3D4CCCCD

25% Decay modifier (6 lines)
* 06FC0988 00000028
* 3D4CCCCD 3CCCCCCD
* 3CB851EC 3CA3D70A
* 3C8F5C29 3C75C28F
* 3C4CCCCD 3C23D70A
* 3BF5C28F 3BA3D70A

No Stale Moves (1 Line)
02FC0988 00130000

Triple jump fix (26 lines)
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
[/QUOTE]

In light of the line shortage, I doubt there will be room for CSS customizations, but I could be wrong. I still appreciate the codes. Codes like it should be added to a compilation appealing to more casual Brawl fans, those that like to see improvements on the game without major mechanics changed (Pokemon infinite stamina, stage builder mods, infinite replay, css mods, and glitch fixes would apply).

I guess you could call this idea Brawl 1.1

A particular code I'd like to see for this would be one that disables loading of the intro video. I'm impatient, and while the video is cool it's not worth my time to wait for it to load each time I start the game.
 

Dan_X

Smash Lord
Joined
Mar 14, 2008
Messages
1,335
Location
Boston, MA
I've seen a few of your matches, great gameplay! Your code set looks intriguing... especially the shorthop / gravity codes. Could you post those 3 codes with the values plugged in? I don't know what I did with my grav codes, but they don't look to be as good as what I saw in your videos.

Basically, I want you to copy / paste the codes you're using for shorthop / any grav codes. also, what fast fall speed are you using?

Thanks Jiang!
 

zxeon

Smash Lord
Joined
Apr 11, 2006
Messages
1,476
Location
Indianapolis, Indiana
I've seen a few of your matches, great gameplay! Your code set looks intriguing... especially the shorthop / gravity codes. Could you post those 3 codes with the values plugged in? I don't know what I did with my grav codes, but they don't look to be as good as what I saw in your videos.

Basically, I want you to copy / paste the codes you're using for shorthop / any grav codes. also, what fast fall speed are you using?

Thanks Jiang!
I too would like your GCT in my Wii.
 

Jiangjunizzy

Smash Lord
Joined
Nov 9, 2006
Messages
1,188
Location
irvine, CA
Gee-Ang.

http://rapidshare.com/files/183084652/Jan13_JiangGCT.gct

here's my GCT.

Here's my TXT.
HTML:
RSBE01
Smash Bros Brawl (US)

Brawl+

==No Brainers==

Tripping Rate Modifier
* 0481CB34 C0220020
* 045A9340 00000000

==Stun/Attacks==

Hitlag -50%+1, Almas 5 Lines
* C2771EC0 00000004
* 39C0000A 2C040002
* 4180000C 1C840006
* 7C8473D6 90830010
* 60000000 00000000

Shield Stun [spunit262] 12 lines Vers 1
* C28753EC 00000007
* FC20F890 4800000D
* 40400000 40800000
* 839F007C A39C0006
* 2C1C001A 41820014
* 7F8802A6 C03C0000
* C05C0004 FC2117FA
* FC00081E 00000000
* C277F78C 00000003
* 2C1C001D 41820008
* B39E0006 2C1CFFFF
* 60000000 00000000

Hitstun V2.0 (+8% Hitstun)    ***ALL HS CODES ARE 33 LINES***
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

Hitstun V2.0 (+8.75% Hitstun)
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 3EF9999A
C276CCD4 00000002
C022FFE0 EF7C0072
60000000 00000000

Hitstun V2.0 (+9% Hitstun)
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 3EFAE148
C276CCD4 00000002
C022FFE0 EF7C0072
60000000 00000000

Hitstun V2.0 (+10% Hitstun)
* 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 3F000000
* C276CCD4 00000002
* C022FFE0 EF7C0072
* 60000000 00000000

Hitstun V2.0 (+11% Hitstun)
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 3F028F5C
C276CCD4 00000002
C022FFE0 EF7C0072
60000000 00000000

Hitstun V2.0 (+11.75% Hitstun)
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 3F047AE1
C276CCD4 00000002
C022FFE0 EF7C0072
60000000 00000000

==Mechanics==

Auto-Canceling (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

No Stale Moves 1 line (spunit262)
* 02FC0988 00130000

3/4 Stale System 6 lines
06FC0988 00000028
3D4CCCCD 3CCCCCCD
3CB851EC 3CA3D70A
3C8F5C29 3C75C28F
3C4CCCCD 3C23D70A
3BF5C28F 3BA3D70A

No Sweetspotting(v1.0) Phantom Wings 24 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

Buffer Modifier: (23 lines) 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

Hold SHIELD for Independent Pokemon +no wreck My Music [spunit262] 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

==Glitches/Fixes==

Triple Jump Fix: Phantom Wings (26 lines)
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

==Movement==

Fast Edges Type 2 (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 40400000
* E2000001 00000000
* 80100001 00000008
* 62000000 00000001
* E200000F 00000000
* 80000001 00000000
* 80100000 00000244
* 62000000 00000000
* E0000000 80008000

Dash Dancing (Phantom Wings) 5 Lines
* C271F474 00000004
* 81830058 2C0C000E
* 4182000C C0230040
* 48000008 FC20D090
* 60000000 00000000

Run Cancel + Out Of Shield Cancel 12 lines
* 4A000000 8077F780
* D2000000 0000000A
* 2C030000 41820010
* 2C1C0005 40820008
* 3B800000 60000000
* 2C030000 41820010
* 2C1C0008 40820008
* 3B800000 60000000
* 2C030000 41820010
* 2C1C001C 40820008
* 3B800000 60000000
* 939E0038 00000000

Fastfall Speed Multiplier/Short Hop Height/Dash Speed [Almas, 12 Lines]
045A9300 3F8CCCCD
045A9304 3F666666
045A9308 3F933333
C285765C 00000008
3FC0805A 3BDE7304
2C002F20 4082000C
C3FE2000 EC3F0072
2C002F00 4082000C
C3FE2004 EC3F0072
2C002F5C 4082000C
C3FE1FFC EC3F0072
4E800020 00000000

Short Hop Height (100%)/Faster Fast Fall (120%) (9 Lines)
* 045A9304 3F666666
* 045A9308 3F8CCCCD
* C285765C 00000006
* 3FC0805A 3BDE7304
* 2C002F20 4082000C
* C3FE2000 EC3F0072
* 2C002F5C 4082000C
* C3FE2004 EC3F0072
* 4E800020 00000000

==Gravity==

Gravity Down (D+5%)
04641524 3F866666

Gravity Down (D+10%)
04641524 3F8CCCCD

Gravity Down (D+15%)
04641524 3F933333

Gravity Down (U+16.5%)
04641524 3F951EB8

Gravity Down (D+20%)
04641524 3F99999A

Gravity Down (D+25%)
* 04641524 3FA00000

Gravity Down (D+30%)
04641524 3FA66666

Gravity Down (D+35%)
04641524 3FACCCCD

Gravity Down (D+50%)
04641524 3FC00000

Gravity Up (U+5%)
* 04641520 3F866666

Gravity Up (U+10%)
04641520 3F8CCCCD

Gravity Up (U+12.5%)
04641520 3F900000

Gravity Up (U+15%)
04641520 3F933333

Gravity Up (U+16.5%)
04641520 3F951EB8

Gravity Up (U+20%)
04641520 3F99999A

==Misc.==

Unrestricted Camera In Pause (Clel) ?
* 4A000000 80000000
* 040A7D60 4E800020
* 04109D88 38800001

Allow Replays Longer Than Three Minutes (brkirch)
* 040EB804 60000000

Allow More Than 1000 Replays/Stages/Snapshots - by brkirch
* 040C464C 48000184

PokemonStadium2 and Warioware Freeze 6 lines
* 4A000000 90000000
* 1416A904 00000000
* 22623090 00000014
* 22623090 0000001C
* 1416A904 3F800000
* E0000000 80008000

CD Hack
* 4A000000 8098D528
* D2000000 00000003
* 2C060001 40820008
* 38C0000B 60000000
* 90DD08C0 00000000
Franklin badges are CDs

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

Control Loser on Victory Screen (MASTERLINKX)
4A000000 8077F908
D2000000 00000003
2C1e0110 40820008
3BC0010E 60000000
93DD0038 00000000

Stage Editor Place Anywhere v2
4A000000 81000000
30653264 01010101
10521D58 00000001
E2000001 80008000

Stage Editor Unlimited Parts v2.1
4A000000 81000000
30653264 01010101
14529E5C 00000000
E2000001 80008000

No Shield Bubbles:
4A000000 80F59A40
12000000 00050000
E0000000 80008000

==Old Codes==

Wavedash 2.1 (Phantom Wings)
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

S-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
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

Character Speed Modifier
04766C20 60000000
48000000 8063D9E0
DE000000 80008180
140000A8 3F900000
E0000000 80008000

Fast Edges v1.2:
80000000 80623320
80000001 00000000
60000006 00000000
60000003 00000001
4A001000 00000000
4A101001 00000000
36000000 00000032
58010000 00000004
DE000000 80008180
58010000 00000060
DE000000 80008180
92210008 0000002C
92210002 00000014
92210003 00000018
92210004 00000068
92210005 0000007C
58010000 0000007C
58010000 0000002C
58010000 00000004
92210006 00000018
80000007 BF800000
4A001005 00000000
30000038 00000074
4A001002 00000000
34000040 40100000
C0000000 00000014
9421FF80 BC410008
3C808000 60841808
80A40008 80C4000C
80E40010 81040014
81240018 81440020
C004001C C0270044
FC010040 40810010
C027003C FC010040
4081002C C0460040
C0270040 EC2100B2
FC010040 40810014
C0270038 EC2100B2
FC010040 40810008
4800002C 39600001
B1690008 3960000E
B169000E 3960FFFF
B1690010 39600002
996AFFEB 39600017
996AFFEF B8410008
38210080 4E800020
E2000002 00000000
80100001 00000008
62000000 00000001
E200000F 00000000
80000001 00000000
80100000 00000244
62000000 00000000
E0000000 80008000

Shield Stun [spunit262] 11 lines
C28753EC 00000006
48000009 40600000
FC20F890 839F007C
A39C0006 2C1C001A
41820010 7F8802A6
C03C0000 FC2107F2
FC00081E 00000000
C277F78C 00000002
2C1C001D 41820008
B39E0006 2C1CFFFF
60000000 00000000

Shield Stun pt2 [spunit262] 1 line
04B88468 40300000

Shield Stun beta 5 [spunit262] 12 lines
C28753EC 00000007
FC20F890 4800000D
40700000 40800000
839F007C A39C0006
2C1C001A 41820014
7F8802A6 C03C0000
C05C0000 FC2117FA
FC00081E 00000000
C277F78C 00000002
2C1C001D 41820008
B39E0006 2C1CFFFF
60000000 00000000
I currently use 25% grav down, 5% grav up.

I am currently using the 9 line short hop/ff modifier as it doesn't have all those wierd glitches. i forget what values i use :p
 

KayJay

Smash Ace
Joined
Apr 19, 2008
Messages
530
Location
Austria
NNID
KayJay84
3DS FC
1848-1677-7521
I like how mine's set up:


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

Edit: Here we go:


 

Alopex

Smash Ace
Joined
Mar 24, 2008
Messages
909
So, it seems everyone has been coming to the consensus that the old 3/5 shieldstun was a tad too much.

I've since agreed with that and have been spending all my testing time only on shieldstun in search for that ideal value.

Now, I still have to discuss it with Yeroc and possibly Mookie so that we can share and compare results and get everything down perfectly, but I do believe I got it.

Here it is:

Shield Stun 2.0 11/22/5 [spunit262]
C28753FC 00000005
83810034 809F007C
A0840006 2C04001A
41820014 1F9C000B
3B9C0016 38800005
7F9C23D6 00000000
C277F78C 00000003
2C1C001D 41820008
B39E0006 2C1CFFFF
60000000 00000000

It's using Version 2, as you can see, and the values are 11/22/5.

For me, it works wonderfully.
But I don't use any gravity or dash speed codes, so I don't know how it'll work out for everyone else.

Still, give it a whirl.


Furthermore, a VIDEO!

Of what? Why, of the Near Perfect Shield in action!

See for yourself what the deal is with this thang.

http://www.youtube.com/watch?v=LJnHumS4Wac
 
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