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Fall Special code (and more...)

D

Deleted member

Guest
I finally finished the fallspecial code, it now allows for move specific settings (yay) but it also gives us some other options.

since the code basically changes the action you make (freefalling) with something else (normal falling) and only if a certain action has been done before (ie sideB).

with a minor rewtrite we can swap any action with any other (depending on situation, you can't stand in the air etc) this might open up some possibilities (someone asked this anyway)
done, though it needs a test

thanks almas for the edit!
XX00YYYY ZZZZWWWW
XX = char ID
YYYY = previous move check
ZZZZ = current move check
WWWW = what current is replaced with

UPDATED: wildcard added, to affect every char use FF (as usual)

for normal fallspecial: Z = 0010 , W = 000F

PAL
Code:
Conditional Action Modifier [The Paprika Killer, Almas]
C277A780 0000000F
2C030000 41820060
3C008180 80BF0008
80A5FFFC 7C050000
4080004C 80A50030
80DE0038 3CE08058
60E70800 85070008
7D09C671 41820034
2C09FFFF 41A2000C
7C092800 4082FFE8
5509043E 7C093000
4082FFDC 81070004
5509843E 7C09E000
4082FFCC 551C043E
60000000 939E0038
60000000 00000000
data write starts at 80580808

NTSC (untested)
Code:
Conditional Action Modifier [The Paprika Killer, Almas]
C277F780 0000000F
2C030000 41820060
3C008180 80BF0008
80A5FFFC 7C050000
4080004C 80A50030
80DE0038 3CE08058
60E70800 85070008
7D09C671 41820034
2C09FFFF 41A2000C
7C092800 4082FFE8
5509043E 7C093000
4082FFDC 81070004
5509843E 7C09E000
4082FFCC 551C043E
60000000 939E0038
60000000 00000000
data adress should be 80580808
but this is once again untested

Almas Edit: First line of data code is 06580808 BYTECOUN for the illiterate amongst you.

pk edit: thanks almas for the clarification, also updated with wildcard

DATA section

wolf upB fix
Code:
2C000117 01180010
changes the endlag to freefall so you don't fall a lot before you can DI

DDD minion throwing
Code:
20000000 00960024
20000001 00960027
20000012 00960029
DDD will not throw a minion when standing, walking or crouching

EDIT: updated the code to allow more changes, also updated the data adresses!
 

MuBa

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Awesome stuff man!

Okay so far the Special B that needs to be fixed are DKs Punch, Ganon and Ike's F+B....and make Pika's D+B put him into fall special.

Anything else you guys can think of?
 
D

Deleted member

Guest
anoying thing is that all special endings have IDs like 1CE (that DD canceled upB)
 

Revven

FrankerZ
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Awesome stuff man!

Okay so far the Special B that needs to be fixed are DKs Punch, Ganon and Ike's F+B....and make Pika's D+B put him into fall special.

Anything else you guys can think of?
I don't think we agreed on Pika Down B or Ganon side B, those still need to be talked about more. DK's punch is about the only one we agreed on, along with Ike's Side B, Lucario's Up B, and Zelda's Din's Fire.

But those might even need more discussion. Let's not jump on this code and start giving people things until we agree on what's needed.
 

MuBa

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I don't think we agreed on Pika Down B or Ganon side B, those still need to be talked about more. DK's punch is about the only one we agreed on, along with Ike's Side B, Lucario's Up B, and Zelda's Din's Fire.

But those might even need more discussion. Let's not jump on this code and start giving people things until we agree on what's needed.
I am very aware of that we need to discuss this. I'm simply merely giving ideas that would give something to spin off. Sorry if my statement looked like I assumed we agreed.
 

Almas

Smash Lord
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Jul 6, 2008
Messages
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You forgot to put the location of the data code. Lemme change the format for you though to include rlwimi. Hang on.

Errr... Got any more free registers I can use?

Code:
C277A780 0000000C
2C030000 41820054
3C008180 80BAFFFC
7C050000 40800044
80A50030 80DE0038
38E2FE08 85070008
7D1FC671 41820028
7C1F2800 4082FFF0
551F043E 7C1C3000
4082FFE4 81070004
551F843E 7C1FE000
4082FFD4 551C043E
939E0038 00000000
This code will not function.

Uses r31 in place of a free register, just swap one in once you find it and it -should- work fine using

XX00YYYY ZZZZWWWW
 
D

Deleted member

Guest
not ones that I'm sure of.

r9 looks safe
and before you start rewriting, I'm updating again, now. (some loading bug fix)

EDIT wow, that was quick.

yeah it looks easy to copy paste etc that to something working
 

Almas

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Eugh. Too late ;p. If you can see the changes made it should be an easy fix, but I'm cooking for a while so I can't update myself.
 

Team Giza

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Would it be possible to make a version of this code were putting in FF into the character section will effect everyone?

This code is amazing. I love it. I will be using it for various things for ages to come.
 

kupo15

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what is the difference between the code in the op and the one almas posted? What is the difference between fall 1 and 2 and land 1 and 2? I also can't get a lot of things to work with the code in the OP
 

shanus

Smash Hero
Joined
Nov 17, 2005
Messages
6,055
i love this code. God, its so perfect. Nice work.

so far i have:
TESTING OUT PAPRIKAS NEW SPECIAL FALL CODE:
-DK punch
-Yoshi sideB
-Ness PKT1 (doesn't work, need to replace with 0A00011A 011B000F)
-Zelda SideB
-Pit upB
-Ivysaur upB
-Lucario upB
-Ike sideB (only when he swings, not on no swing)
 
D

Deleted member

Guest
Would it be possible to make a version of this code were putting in FF into the character section will effect everyone?

This code is amazing. I love it. I will be using it for various things for ages to come.
yes I thought about that, should not be too hard to add, will update the code today

what is the difference between the code in the op and the one almas posted? What is the difference between fall 1 and 2 and land 1 and 2? I also can't get a lot of things to work with the code in the OP
the one in the OP has a small loading bug fixed, though it has the updated system almas provided.
in short use OP version

also you have to make sure you use the right action IDs
often the ending for a upB is 11C or 11B. I will extend the general action ID list in the procces


EDIT: updated for wildcard, check the OP
I'm also gonna mess with some values to see if I can make a pseudo CC (for testing purpose, not actual use)
 

kupo15

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EDIT: updated for wildcard, check the OP
I'm also gonna mess with some values to see if I can make a pseudo CC (for testing purpose, not actual use)
neat, I was trying to make one of those. Also, there are sooooo many IDs to the same knockdown animation. Which one do I use? Would you be able to only make tumble hits go into the knockdown animation? I hope it would be untechable.
 
D

Deleted member

Guest
I used knockdown or something. it's untechable, starts workign on about 50% (hitstun thing) and doesn't affect every attack (usually not jabs, and specials, though warlock punch is).

basically you trade the knockback for lying on the floor, so if the opponent isn't using an attack with extreme winddowm you can expect a Dtilt, though you might just roll away fast enough.

crouch cancel test
FF000012 0045004A

test however you want but don't make this code public yet plz, still needs more testing (and I might add an option that the previous action doesn't matter, or that the current doesn't matter)
 

kupo15

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awesome and sure thing! Thanks!

Does anyone know why I can't use aerial attack lag (018) as landing lag for air dodges? It kind of glitches out.

FF000021 00160018

I guess the question is, do I use land 1, land 2, or standing animation?

Haven't tried with zairs which is 07F
 

kupo15

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Just use land disabled, like melee.
I thought melee used "special landing" which is a uniform 10 frames for everyone because everyone has their own unique land disabled animation. Also, if I want to experiment with falling state after air dodges, I am fairly certain but not positive that the landing lag during a fall special from an air dodge is shorter than the landing lag from an up b. I wonder how exit shield might work...

Also, can someone test this out?

2000000 01290024
2000001 01290027
2000012 01290029

Rethrow from standing
Rethrow from walking
Rethrow while crouching (not sure if DDD rethrows from a crouch)

This should disable DDD from being able to rethrow dees/doos that are on the ground.

Also, is this code compatible with pws action mod? There probably is no use for that code anymore but just wondering
 

Yeroc

Theory Coder
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Nah, I'm pretty sure everyone lands from special fall in the same animation, and there's a different animation if they land during up B cooldown. Take Sheik. If you land just after reappearing from Vanish, you have over a half second of landing lag. But if you Vanish way up high and actually enter special fall before you hit the ground, your landing lag is much, much lower. Fox's landing lag from Firefox was so low that it's actually shorter than landfallspecial, which is what the special fall landing lag was called, and what was used for landing both during and after ADs.
 

The Cape

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So I have a few ideas for the CAM code:

Wolf sideB no freefall (should get only one and gives him alot more options including recovery and a combo finisher and a chase move)

Ganon sideB no freefall instead of down B rejump, has more uses overall and is really helpful in many ways. No more suicides for accidental sideBs off the stage, it has straight horizontal movement, doesnt give almost infinite jumps, and can improve his recovery by putting a suicide move out there (which also doesnt give the broken down B edgeguards that I keep hearing about).
 

goodoldganon

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So I have a few ideas for the CAM code:

Wolf sideB no freefall (should get only one and gives him alot more options including recovery and a combo finisher and a chase move)
I feel this would be Ike recovery 2.0 Wolf would go from an atrocious (probably worst in the game in my opinion) to a great recovery. Wolf is very average so I'm not against giving him buffs but just some food for thought.

Ganon sideB no freefall instead of down B rejump, has more uses overall and is really helpful in many ways. No more suicides for accidental sideBs off the stage, it has straight horizontal movement, doesnt give almost infinite jumps, and can improve his recovery by putting a suicide move out there (which also doesnt give the broken down B edgeguards that I keep hearing about).
Nope sorry, gotta disagree here. I disagree it has more uses. I think the down-b extra jump gives more variety and it makes the Wiz Truck spike more reliable and more manageable to recover from. You also can't suicide off the stage with over-b, unless you are talking about the aerial choke. On the ground if you go over the edge just hold back to the stage. Ganon doesn't move as fast as Falcon and he can grab backwards.

On the note of Wiz Truck spikes I'd like for use to test around with it more. It certainly twists some matchups pretty one sided but I don't think it's that powerful. As the metagame develops people will find a way around it.
 

Revven

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I feel this would be Ike recovery 2.0 Wolf would go from an atrocious (probably worst in the game in my opinion) to a great recovery. Wolf is very average so I'm not against giving him buffs but just some food for thought.
This is why I kinda wanted to try Up B with Wolf even though it is uncanny for a spacie to be able to Up B and then jump and then Side B, let's face it, his Up B is the WORSE of the three (yes, worse than Falco's). What do you think about Up B instead, GoG? He gets combo'd pretty easily and if his recovery was a bit more above average, he'd be perfect.
 

goodoldganon

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As always I'm up for experimenting with different setups. Up-b to over-b seems more reasonable, but we'd have to see. But ya, Wolf's recovery is the special kind of terrible where you can't mark it up as a character weakness, but rather an inherent flaw in the design (like Samus's inability to kill was)
 
D

Deleted member

Guest
ok I thought it would be broken to do either of wolf recoveries, both after testing I can say it only becomes a slight issue if we did BOTH.

if you upB straight up, you would fall half that height before you can do it again.
the side B has about the same falling distance thus losing about the height you won when the hitbox ends.

these value are in vBrawl so all we need to do is decide which one fits him better rather than which would be more usable since they both still suck.

gonna run a test with B+ physics now.

okay the physics didn't have a too major effect, upB now goes down to about 3/8th before he can do it again.
it took me about 6 upBs to get under and aroung FD, of which 2 had to be straghit up to cover my height losses on the others (I also came very, very close to dying). not advised to do in an actual match


I think upB would be best since inf side B would onlt result in the upB redoing the height loss after the sideB.
 

kupo15

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I used knockdown or something. it's untechable, starts workign on about 50% (hitstun thing) and doesn't affect every attack (usually not jabs, and specials, though warlock punch is).

basically you trade the knockback for lying on the floor, so if the opponent isn't using an attack with extreme winddowm you can expect a Dtilt, though you might just roll away fast enough.

crouch cancel test
FF000012 0045004A

test however you want but don't make this code public yet plz, still needs more testing (and I might add an option that the previous action doesn't matter, or that the current doesn't matter)
It works pretty well. Is there a way you can make the animation fall on your back instead of your face?

Also, does powershielding only happen during the shield up animation? Or is there an animation ID for it? If you look in meleemaster's thread on the second page, search for "action mod" that list has a ? next to powershielding. I think we can solve our auto power shielding problems with this code but it would be easier if there was a NOT function or else we would need to program every single animation that we don't want auto PSing to occur and there are sooo many more animations we don't want it that it would be easier if it only happens during the ones we do want. I think this is what you meant in your () paprika?

Also, I think we really need to find a clever animation for air dodge landing lag seeing how I can't get ALR to work. Playing melee, I confirmed that zair lag is the same as land disabled, but ADing high then landing has like 5 frames of lag and the same is true for up bs high above the stage which both give more lag than necessary right now. Maybe use shield drop?
 
D

Deleted member

Guest
yes that was what in my ( ) was, so you dump FFFF in one of the parameters (not the last ofcourse) and that will be ignored.

this gives the option of always swapping a certain action with another (FFFF in the previous action)
or alsways have a certain action after a speciafic one (FFFF in current)

or course putting FFFF in both would be bad.

on antother note I found the DDD values, dunno where yours came from since it was totally diferent.
the only was I found so far you still throw is doing a dash attack over a waddle or dropping through a platform and then pressing A while there was a waddle on the platform.
will post values later along with the requestred wolf modification (change endlag to freefall to allow early DI)
 

kupo15

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yes that was what in my ( ) was, so you dump FFFF in one of the parameters (not the last ofcourse) and that will be ignored.

this gives the option of always swapping a certain action with another (FFFF in the previous action)
or alsways have a certain action after a speciafic one (FFFF in current)

or course putting FFFF in both would be bad.
And this isn't available yet, right?
on antother note I found the DDD values, dunno where yours came from since it was totally diferent.
the only was I found so far you still throw is doing a dash attack over a waddle or dropping through a platform and then pressing A while there was a waddle on the platform.
will post values later along with the requestred wolf modification (change endlag to freefall to allow early DI)
That sounds fantastic

Two questions:

I have a lot of trouble with this code as in sometimes when I edit it, momentum gets all messed up. I realized that I can't FF things that is char specific like gliding but I added lag to links zair and things got messed up even though samus' only worked fine. It may be just me but I seem to have a lot of trouble with this code for some reason. Are there any guidelines I must follow for it not to mess things up?

What is the animation ID for glide attack? Hopefully I can give that Aerial lag, if not, then it will have to be shield raise lag =\
 

kupo15

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What happens if you speed up the up b instead of replacing it? Does he get more distance like lucario did?
 

kupo15

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Does anyone experience the same problems I do? I change the data portion or add stuff and the momentum goes all out of wack. Does anyone know why I get problems editing this code?

This would be my codes that work fine

Code:
FallSpecial Mod V3 [The Paprika Killer]
* C277F780 0000000E
* 2C030000 41820060
* 3C008180 80BF0008
* 80A5FFFC 7C050000
* 4080004C 80A50030
* 80DE0038 38E2FE00
* 85070008 7D09C671
* 41820034 2C09FFFF
* 41A2000C 7C092800
* 4082FFE8 5509043E
* 7C093000 4082FFDC
* 81070004 5509843E
* 7C09E000 4082FFCC
* 551C043E 60000000
* 939E0038 00000000

Conditional Modifier Data [8 lines]
* 065A9128 00000058
* 01000130 0010000F
* 0400011A 0010000F
* 0D000118 0010000F
* 1700011D 0010000F
* 2100011C 0010000F
* 2200011C 0010000F
* FF000021 00160019
* FF000021 00170019
* FF000010 0019001C
* 0300007F 00160019
* 0300007F 00170019
I want to change it to this but I expect problems.
Code:
Conditional Modifier Data [8 lines]
* 065A9128 00000088
* 01000130 0010000F
* 0400011A 0010000F
* 0D000118 0010000F
* 1700011D 0010000F
* 2100011C 0010000F
* 2200011C 0010000F
* 23000021 00160016
* 23000021 00170017
* 0300007F 00160019
* 0300007F 00170019
* 0200007F 00160019
* 0200007F 00170019
* 2900007F 00160019
* 2900007F 00170019
* FF000021 00160019
* FF000021 00170019
* FF000010 0019001C
 

Almas

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Momentum data is stored at 5A9180. If you have more than 11 changes on the Conditional Action Modifier, you'd experience an overflow into the Momentum Data region.
 

kupo15

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So we can only have 11 changes in the fall special code? I see.

Just to make sure. I can FF an action ID like Zairs (something not everyone has) and there won't be any problems to the characters who can't zair? I'm pretty sure seeing how ROB doesn't have 019 (land disabled) yet the game ran smoothly until that condition was tested
 

Almas

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Well, the location can be moved. But I don't know where is safe. Paprika will do it once he reads this.
 
D

Deleted member

Guest
ofcourse I will move it. I never expected to change more than a few fallspecial changes.
before where it currently writes there is plenty room, I'll move it back a few pages (0x200 or something)

btw does this problem not occur when we have too many framespeed changes, since the hitbox data is after that?

EDIT: done, this allows for 64 more changes, which I doubt will ever be used (total 75)
 

Almas

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Well, there's room for 128 Frame Speed changes in the current setup. But even if it did overlap, the Hitbox Code has very specific checks before it actually operates. So the first couple hitboxes may be ignored, but there would be negative effects.

By comparison, the Momentum Code only checks character ID, which is at the same place in the Conditional Action Modifier anyways.
 
D

Deleted member

Guest
hm right, but I was more worried the other way round, in which the frame speed would start to check every hitbox change, because it wouldn't see any zeroes.
because that would be very bad proccesor wise
 

kupo15

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Great. Thanks for the extra room! And do your data section stuff actually work? Was the new data line converted for us "illiterate" and updated?
 
D

Deleted member

Guest
yes all data lines have been updated, but do tell me what are you trying that takes so much lines?
 

kupo15

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Add landing lag to air dodges which require 4 lines
Add landing lag to zairs which requires 3 (1 line if I can FF it. Can I?)
Adding landing lag to glairs which requires 3 (1 line if I can FF it. Can I?)
Removing tripping from bananas via walking or rolling requires 2 lines

All of this plus the several one's already implemented.

Its basically all of the changes we wanted to add to before it was possible (minus the banana thing which leaf brought up and its an interesting idea worth testing)
 
D

Deleted member

Guest
IMPORTANT
adresses have been updated to work with new engine codes, update you data adresses and code
 
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