by the way, why is the modified code restricted to 256 characters? is there any way that can be changed?
I would also like to know this, as it has confused me. In the Gameshark days, this was not an issue with memory hot swapping, so I would assume it is just an issue with the Ocarina program. Could we not just try and get someone to make a new one that fixes this limitation?
No, it is the Wii's RAM, blame the Wii for our limitations as its the leftover RAM after the game has been completely loaded. We'll be able to have MORE space through patching unused memory when Gecko OS 2.0 comes out but, that's only 255 patches (which is a lot) and is only temporary and would require you to have two files for Brawl+, a .gct (for codes) and a .gpf (for the patching).
There's no way to change the limit, sorry guys.
Also, I seriously doubt that in the end, we're going to use HAD or MAD or whatever the hell you want to call it. The game is fine the way it is without either of those, I don't see WHY we need it. Tell me WHY we need it, WHY, is it really necessary? Does it REALLY balance the game the same way the other codes do? I just played Brawl+ last night just fine and the people I played as did pretty awesome without WD'ing, WHY would the game need it? It doesn't.
I'm not against WD'ing, I just don't see the need for it in Brawl+. We've got enough ground options with Dash Dancing and Dash canceling, do we
really need a third option? We've nerfed the defenses already, shield stun stops a lot of shield grabbing, srsly. Do we need WD'ing to get past defenses?! NOOOOOOO. What we have now is fine enough, is the point guys.
You can use HAD or MAD if you WANT TO, it's your choice for fun, but, don't be surprised if it isn't in the final (as it shouldn't be).
Just like for vB, Brawl+ can be played any way you want to play it, which means without HAD or with HAD, as long as you don't try to force it on others (which is what we'd be doing if it was in the final, which is what we DON'T want to do) then it's cool mangz.