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EX Brawl Codeset BETA (Now Taking Community Suggestions)

GenoGar

Smash Apprentice
Joined
Feb 26, 2008
Messages
126
Location
California
EX code should remove random tripping. It's stupid and serves no purpose. You aren't changing the game, you're removing a random element that should never have even existed anyways!
If someone were to play a replay of a match that had tripping, and you had the No-Tripping code on, the replay would get unsynced because player A is supposed to trip but didn't... and soon you'll have 2 players doing random nonsense... thus creating a divide between Ex Brawl and vBrawl... which I'm sure isn't the intent of Ex Brawl...


Is there a PAL version of this?
I'm curious if there's a NTSC-J version as well... unless it already works on it.
 

metaXzero

Smash Champion
Joined
Jan 9, 2008
Messages
2,586
Location
Under the ground.
It does effect game play in how easy moves could be pulled off.

For example some people prefer to leave tap jump on because of the fact it allows certain combos to be performed easier than if tap jumping was off. I think lucas' pk fire jump is one move effected by this. Now a tilting dpad may not have any added benefits but its better than to err on the side of cation than have someone win a tournament simply because they discovered some leet combos abusing the dpad.

Plus assuming dpad tilts would work like the handicap code (forcing everyone to have to use **** when taunt is assigned to the pad) this would also mean no one could do samus>zsamus or the lugi spike. And yes some people actually do this in play.
It's player preference. Some like to do things this way, some don't. Doesn't make one setting better then the other (or at least to some game changing amount). D-pad tilting doesn't yield anything that regular tilting can't already do.

Universal button mapping would just add to the control customization thing. It doesn't change the default you silly...

Though I never was fighting for this to be in. I just don't see the game changing aspect since players aren't looking at each others hands. If their were some benefits from setting things to normally unsettable buttons outside of player preference (even something like how C-stick aerials allow retreating F-airs) I'd understand but...
 

ZelinFenrir

Smash Rookie
Joined
Jan 30, 2009
Messages
5
Really like this project.
Allows our weekly smashing group to use texture hacks and replay and camera fun, but doesn't change the gameplay, because half of the group hates brawl+.

I personally use no tripping, but I understand why the project creator wants it to stay in.

Either way, good job.
 

FrozenHobo

Smash Hero
Joined
Mar 26, 2007
Messages
5,272
Location
Nowhere Land
question: would it be possible to set certain stages automatically to random? like only have FD, YI, BF, and SV on random when you load the codes?
 

FSLink

Smash Journeyman
Joined
Aug 5, 2005
Messages
259
NNID
FSLink
but i'm lazy. and why do something yourself when you can program it to do it for you?
To add to this, how about a custom Stage Selection screen that has Neutrals on Brawl stage screen, and Counterpicks/Bans on Melee stage screen?
 

Kix

Smash Journeyman
Joined
Oct 14, 2007
Messages
352
Lets also just remove a pawn's ability to move 2 spaces forward at the start because that's totally stupid.

you can go ahead and run whatever codes you want to on top of EX Brawl, but the point is that the game will play exactly the same on two different wiis (including on a wii w/o EX Brawl).

Quite frankly tripping is part of the game and removing it is changing the game, so your argument is completely invalid. I'm not going to stop you from adding a no tripping code on top of EX Brawl, but adding that code defeats the purpose of the codeset.
Yes because the non-random movement of a pawn = random disadvantage.
 

stingers

Smash Obsessed
Joined
Oct 21, 2006
Messages
26,796
Location
Raleigh, NC
Okay, look.

The whole point of Ex-Brawl is that....if you saved the replay of a match, and played it on a Non-Modded Wii, would the match have exactly the same result as when it were played on the modded Wii?

Setting Dtilt to attack? Obviously something ****ed up is gonna happen there.
Removing tripping? Same deal.

This isn't hard to understand...
 

MK26

Smash Master
Joined
Jun 29, 2008
Messages
4,450
Location
http://www.mediafire.com/?zj2oddmz0yy for ZSS fix!
Okay, look.

The whole point of Ex-Brawl is that....if you saved the replay of a match, and played it on a Non-Modded Wii, would the match have exactly the same result as when it were played on the modded Wii?

Setting Dtilt to attack? Obviously something ****ed up is gonna happen there.
Removing tripping? Same deal.

This isn't hard to understand...
Actually...not really

The game remembers the output (ie attack, special, jump, movement to the left) not the input (pressing the a button, b button, x button, control stick). So if I were to set the dpad to tilts, an old replay of mine where i taunt-kill wouldnt be changed to a dtilt. Really, the only valid reason for not including UBM is:

Because if it touches gameplay in even the SLIGHTEST possible manner, it will create a gameplay inconsistency amongst stations that aren't using codes and ones that are using EX Brawl. Which goes against the goal of EX Brawl - A codeset that improves Brawl but still has the same exact gameplay.

To be frank, I don't understand what's so difficult to understand about this.
But, it is a valid reason...
 

GenoGar

Smash Apprentice
Joined
Feb 26, 2008
Messages
126
Location
California
The game remembers the output (ie attack, special, jump, movement to the left) not the input (pressing the a button, b button, x button, control stick). So if I were to set the dpad to tilts, an old replay of mine where i taunt-kill wouldnt be changed to a dtilt.
I was going to counter this, but I realized you can change any button to any setting normally and the replay will be intact. No tripping would mess up the replay though.

But I'm wondering about the vBrawl players that want D-Pad tilts but can't get homebrew. You can sorta consider it an unfair advantage that affects gameplay... Without UBM, vBrawl and xBrawl are pretty much on the same terms...
 

metaXzero

Smash Champion
Joined
Jan 9, 2008
Messages
2,586
Location
Under the ground.
^It's about as unfair as those playing on a Wii with custom textures instead of boring old color swaps...

I just can't agree with the logic against UBM unless their was something genuinely better about certain buttons set for certain actions (ala C-stick aerials are better then A-button+Analog stick aerials and C-stick Smashes are faster then A button+Analog stick Smashes).

But thats just me.
 

jokey665

Smash Ace
Joined
Oct 31, 2004
Messages
913
Location
Cleveland, Ohio
^It's about as unfair as those playing on a Wii with custom textures instead of boring old color swaps...

I just can't agree with the logic against UBM unless their was something genuinely better about certain buttons set for certain actions (ala C-stick aerials are better then A-button+Analog stick aerials and C-stick Smashes are faster then A button+Analog stick Smashes).

But thats just me.
Textures don't change how the game is played. Textures don't make the game play differently than on Wiis that don't have textures. Either you're really dense or you're trolling.
 

metaXzero

Smash Champion
Joined
Jan 9, 2008
Messages
2,586
Location
Under the ground.
Textures don't change how the game is played. Textures don't make the game play differently than on Wiis that don't have textures. Either you're really dense or you're trolling.
I could make the argument that certain character textures could mesh better with stages (or certain stage textures) and it WOULD be effecting the players ability to percieve stuff normally...

Unless UBM has some button->action combination that's different (i.e. better) in someway vs. the norm outside of player preference, I'm not seeing the big (or small) gameplay alteration...
 

jokey665

Smash Ace
Joined
Oct 31, 2004
Messages
913
Location
Cleveland, Ohio
I could make the argument that certain character textures could mesh better with stages (or certain stage textures) and it WOULD be effecting the players ability to percieve stuff normally...

Unless UBM has some button->action combination that's different (i.e. better) in someway vs. the norm outside of player preference, I'm not seeing the big (or small) gameplay alteration...
I know I'd love to have up tilt on up on the dpad, I play with tap jump on and I'll occasionally either jump or just jab from pressing too much/little. This would eliminate that all together, and generally change my playstyle and remove errors that I would otherwise make.
 

metaXzero

Smash Champion
Joined
Jan 9, 2008
Messages
2,586
Location
Under the ground.
^That sounds more like player inability then D-pad tilts>Analog tilts. Unless every player with tap jump on commonly makes those mistakes (meaning, the longtime players have been making these errors all these years). Though, wouldn't those tilt->jump errors be solved by turning tap jump off?
 

jokey665

Smash Ace
Joined
Oct 31, 2004
Messages
913
Location
Cleveland, Ohio
^That sounds more like player inability then D-pad tilts>Analog tilts. Unless every player with tap jump on commonly makes those mistakes (meaning, the longtime players have been making these errors all these years). Though, wouldn't those tilt->jump errors be solved by turning tap jump off?
I need tap jump on for certain other things I do. It's not like it happens often, maybe once or twice a tournament, but that means I get punished one or two more times than I would if I had it mapped to the dpad.
 

Ruse

Fox
Joined
Aug 13, 2008
Messages
1,447
Location
Pensacola, FL
Suggestion: Implementing Melee's random selection alongside of Brawl's (picking a blank space sends your token-thing to a random character).

Sorry if that's already been suggested.
 

UncleSam

Smash Master
Joined
Oct 14, 2008
Messages
3,809
Location
Troy, NY
I took a gander at your .txt and you should be using file replacement 2.1a
It uses less lines of code
that and it allows CSP's
 

Xeedoc

Smash Cadet
Joined
Jan 24, 2009
Messages
40
Location
Butthole, B'ham, Bama
Is there any way to disable the custom character selection? Or at least fix it so I can always pick who I want to be instead of it disabling half of the bottom row.
 

MK26

Smash Master
Joined
Jun 29, 2008
Messages
4,450
Location
http://www.mediafire.com/?zj2oddmz0yy for ZSS fix!
Is there any way to disable the custom character selection? Or at least fix it so I can always pick who I want to be instead of it disabling half of the bottom row.
That's a glitch involving the use of 'none' slots in the CSS

To change it, you have to edit the txt file and include a different CSS, such as the plussery's latest (found in here) or one found in the CSS thread. I recommend my Vertical Groupings v3.1, which is the second one on this post
 
D

Deleted member

Guest
so is this EX brawl actually used often? just wondering.
 

Dark Sonic

Smash Hero
Joined
Jun 10, 2006
Messages
6,021
Location
Orlando Florida
textures are located in seperate files (all the GCT does is read from them), so yes, you'll be able to keep your textures.

As for storing multiple GCTs, I suggest simply making some extra folders to store them in (since they all have the same name and thus cannot be stored in the SAME folder, unles you want to keep renaming them every time you switch them around).

For instance, I have a folder called "GCTs" in my codes folder. Inside of this folder are a bunch of subfolders named after what GCT is in it (Roy set, Brawl+ nightly set, Brawl+ official set, Ex Brawl set, ect, ect) with the corrosponding GCTs located in each folder. So when I want to switch sets, I go into the folders and copy/paste them into the root of the codes folder (overwritting the previous GCT)
 
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