• 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!

New Values (NEW CHAR SPECIFIC CODE)

shanus

Smash Hero
Joined
Nov 17, 2005
Messages
6,055
Yeah, that's true. I think a more universal approach is better after all this.
What if we used a much more narrow distrubution. Like 1.15, 1.17, 1.20 for gravities and adjust SHs as necessary. This will keep the FFs a slightly faster feel to them but will make for a much easier balancing set and less complicated overall.
 

leafgreen386

Dirty camper
Joined
Mar 20, 2006
Messages
3,577
Location
Playing melee and smash ultimate
I also wish that almas had put BETA in the title of that thread. People keep calling it the "official" codeset, which honestly, is not a good thing. It's not meant to be an official set everyone should be using for showing new people the game and stuff. It's a beta test and not ready for release for the "market," so to speak. Plus, it sounds a lot worse when someone says "the official set sucks" than when they say "the beta set sucks."

Another thing that's annoying me is a lot of people just keep saying "oh I'm sad I lost this but oh well" instead of saying "you need to fix this." People need to be more assertive >_>

Anyway, I think we should use 1.15 grav as a baseline, and have maybe a .02 fluctuation either way at most for fine-tuning except for extreme cases (ie. ganon/sonic/maybe link if we don't use the link upB code). Fastfalls don't have to be super huge, either. A lot of characters lose their ability to use ff'ing to mix up their recovery when we use high ff values.
 

shanus

Smash Hero
Joined
Nov 17, 2005
Messages
6,055
I also wish that almas had put BETA in the title of that thread. People keep calling it the "official" codeset, which honestly, is not a good thing. It's not meant to be an official set everyone should be using for showing new people the game and stuff. It's a beta test and not ready for release for the "market," so to speak. Plus, it sounds a lot worse when someone says "the official set sucks" than when they say "the beta set sucks."

Another thing that's annoying me is a lot of people just keep saying "oh I'm sad I lost this but oh well" instead of saying "you need to fix this." People need to be more assertive >_>

Anyway, I think we should use 1.15 grav as a baseline, and have maybe a .02 fluctuation either way at most for fine-tuning except for extreme cases (ie. ganon/sonic/maybe link if we don't use the link upB code). Fastfalls don't have to be super huge, either. A lot of characters lose their ability to use ff'ing to mix up their recovery when we use high ff values.
Can we use a uniform FF value of something like 1.15? Then vary gravities by .05?, so 1.1, 1.15, 1.20? These values worked fine before we implemented this char specific code (we had 1.25 downgrav and 1.15 grav before). Something like this should keep the feel we were aiming for but should hopefully keep the edgegame intact?
 

leafgreen386

Dirty camper
Joined
Mar 20, 2006
Messages
3,577
Location
Playing melee and smash ultimate
The upgrav and ff are what are killing the edgegame. Upgrav is giving greater gravity on jumps, so while we may have boosted them so they still get decent height, they're still falling faster as it wains. I actually think we might have to do something like 1.1 upgrav/1.15-1.2 dgrav, and tbh, I think fast falls for a lot of chars should be as low as 1.1.
 

shanus

Smash Hero
Joined
Nov 17, 2005
Messages
6,055
The upgrav and ff are what are killing the edgegame. Upgrav is giving greater gravity on jumps, so while we may have boosted them so they still get decent height, they're still falling faster as it wains. I actually think we might have to do something like 1.1 upgrav/1.15-1.2 dgrav, and tbh, I think fast falls for a lot of chars should be as low as 1.1.
Yeah, your probably right. Tomorrow if I have some free time I'll try and draft up a set. Been really busy though between girlfriend anniversary, classes, exams, and a job though haha.
 

KishSquared

Smash Master
Joined
Jun 4, 2003
Messages
3,857
Location
Osceola, IN
Hey guys, has anyone actually playtested Fox yet? He's a freaking anvil when off the edge. He can't get back for anything. He's easily edge-guarded because he can't air-dodge without plummeting too far, and he can rarely use his over-B because he's almost always below the stage now.

Anyway, just thought I'd toss my opinion out there that his grav is very, very high.
 

shanus

Smash Hero
Joined
Nov 17, 2005
Messages
6,055
Hey guys, has anyone actually playtested Fox yet? He's a freaking anvil when off the edge. He can't get back for anything. He's easily edge-guarded because he can't air-dodge without plummeting too far, and he can rarely use his over-B because he's almost always below the stage now.

Anyway, just thought I'd toss my opinion out there that his grav is very, very high.
Yeah we are gonna reduce it, but his onstage game is incredible to say the least.
 

The Cape

Smash Master
Joined
May 16, 2004
Messages
4,478
Location
Carlisle, PA
Honestly I loved it before. The only real changes we needed were Samus SH, Ganon SH, and Link recovery.

That was REALLY it. Why couldnt we just go with the few changes and make this work?

Seems overall grav is really heavy, and the lack of buffer hurts.

Guess I need more time with it.

Chars like spacies feel TOO heavy. Lead boots. Sheik too
 

shanus

Smash Hero
Joined
Nov 17, 2005
Messages
6,055
Honestly I loved it before. The only real changes we needed were Samus SH, Ganon SH, and Link recovery.

That was REALLY it. Why couldnt we just go with the few changes and make this work?
Define before. As in with everyone at 1 upgrav and 1.25 downgrav and individual SH changes?

Edit: Yeah, I think dropping upgrav to like 1.1 or lower should be a nice change. And then only modify the downgrav values ina tight range.
 

The Cape

Smash Master
Joined
May 16, 2004
Messages
4,478
Location
Carlisle, PA
Back with Kupo's set with none of this individual stuff. Only two chars were really a problem because it actually hurt their game. Even Samus SH isnt too much of a problem with the increased FF.
 

shanus

Smash Hero
Joined
Nov 17, 2005
Messages
6,055
What I'm thinking might be good is the following:

Upgravity: Values range from 1 to 1.1 (much lighter than we have now). Gets rid of the iron boots feeling so to say.

Downgravity: Max value: 1.175 or 1.2

Adjust SHs and FHs accordingly.

I just made a really rough version for falcon to demo this:

09258A80

If you like the feel for this, let me know. I've gotten positive feedback in the IRC for it, and ifyou think its a go, I'll try this massive reformation to drop the upgravs to the whole cast
 

The Cape

Smash Master
Joined
May 16, 2004
Messages
4,478
Location
Carlisle, PA
Go ahead and code it all Shanus. I can do some testing tomorrow after work to help you iron out the FHs and SHs.

Then we can try Beta 2.
 

shanus

Smash Hero
Joined
Nov 17, 2005
Messages
6,055
Go ahead and code it all Shanus. I can do some testing tomorrow after work to help you iron out the FHs and SHs.

Then we can try Beta 2.
I'll try and get it out tomorrow in the early afternoon. But for now, I shall sleep.
 

Almas

Smash Lord
Joined
Jul 6, 2008
Messages
1,588
Just tell me what to do, and I'll do it ;p. I'm the hacker, not the player. Y'all have to bear that in mind. I think part of it is people getting overexcited by having a new code and wanting to push it to it's limits before realising a more conservative approach is needed - the same thing happened with hitstun.

Anyway, I'm probably not going to code for a couple of days, but when I do I'll get to work on a damage reduction code for Bowser, and have a peek at some of the other velocities I can modify. It occurs to me that characters who are not modified from a baseline don't need a constant write part (I'd have to tweak the code around them, but it's not a huge issue).

If you have any other requests for me when I start up again I can probably fulfill them. I can boost Link's recovery - at the moment he's set to have 1 grav while using Up+B but that can be changed to a lower value. It makes it a more floaty rise, but at small differences you don't really notice. I don't know if he needs it or if it's people wanting him to be uberstrong.
 

shanus

Smash Hero
Joined
Nov 17, 2005
Messages
6,055
Just tell me what to do, and I'll do it ;p. I'm the hacker, not the player. Y'all have to bear that in mind. I think part of it is people getting overexcited by having a new code and wanting to push it to it's limits before realising a more conservative approach is needed - the same thing happened with hitstun.

Anyway, I'm probably not going to code for a couple of days, but when I do I'll get to work on a damage reduction code for Bowser, and have a peek at some of the other velocities I can modify. It occurs to me that characters who are not modified from a baseline don't need a constant write part (I'd have to tweak the code around them, but it's not a huge issue).

If you have any other requests for me when I start up again I can probably fulfill them. I can boost Link's recovery - at the moment he's set to have 1 grav while using Up+B but that can be changed to a lower value. It makes it a more floaty rise, but at small differences you don't really notice. I don't know if he needs it or if it's people wanting him to be uberstrong.
Ill try and whip up a new chart for you prolly within a few hours.
 

KishSquared

Smash Master
Joined
Jun 4, 2003
Messages
3,857
Location
Osceola, IN
It occurs to me that characters who are not modified from a baseline don't need a constant write part (I'd have to tweak the code around them, but it's not a huge issue).
Can someone explain a very high-level view of what constants do? I don't need to know the nitty-gritty, but as it stands I have no clue what all these constant writes do.
 

KishSquared

Smash Master
Joined
Jun 4, 2003
Messages
3,857
Location
Osceola, IN
Okay, so is the idea that we write specific values to memory, then reference those constants in a "compressed" code that saves us codespace?
 

Almas

Smash Lord
Joined
Jul 6, 2008
Messages
1,588
The codes work as follows:

1) Scoop up the ID of the character performing the action
2) Compare this ID with each of the IDs in the condensed constants block until it finds a match
3) Takes another piece of information from this constants ID block, and uses it to draw a value from the second set of constants.
4) The resulting value is multiplied by the game's value of the variable being observed to create a different variable which is used in its place.
 

Almas

Smash Lord
Joined
Jul 6, 2008
Messages
1,588
We can compare notes! Oh, the joy! Catch me on IRC when you decide on something ;p.
 

shanus

Smash Hero
Joined
Nov 17, 2005
Messages
6,055
Easy way to make new codesets with values. Make a spreadsheet organized like the code values should be.

After all changes have been made, copy into a new spreadsheet:


Use Find/Replace All Command and for each value, find 1.0 and replace w/ 4, etcetc

All values instantly converted to appopriate letters, copy and paste each line, remove spaces, tada!
 

The Cape

Smash Master
Joined
May 16, 2004
Messages
4,478
Location
Carlisle, PA
Ok, I think I have them all good to go. I just need a dash speed code and I am good. Was thinking something a bit faster than what we had last time.

Any way to change this?

Code:
Spunit Constants for Merger(Dash Spd 1.17/Fast Fall 1/15/IJump 1.15/Throw Spd 1.25 + ALR, Ledge grab) 5 Lines
* 065A9300 00000020
* 3F800000 3F947AE1
* 3F8F5C29 4F000000
* 40800000 3FC00000
* 3F800000 BF266666
Short hop: 1
Dash Spd 1.16
Fast Fall 1.12
Jump 1.5
Throw Spd 1
ALR
Ledge grab
Was looking for FF to be at 1. Rest the same.
 

Almas

Smash Lord
Joined
Jul 6, 2008
Messages
1,588
Just say what you want dash speed to be, I'll write it in. I don't want to tweak with jump speed until the code is definitely stable.
 

shanus

Smash Hero
Joined
Nov 17, 2005
Messages
6,055
Here is my Table of new Values. I tried to make 3 groups of feels to the characters that were much less Lead-bootsish(1 grav, 1.05grav, 1.1 grav)

Code:
Chara	ID	SH	FH	FF	DGrav	Grav	Filler
Mario	0	0.9	1.025	1.2	1.175	1.05	0
DK	1	0.85	1	1.4	1	1	0
Link	2	0.95	1.025	1.2	1.175	1.05	0
Samus	3	0.8	1.025	1.3	1	1	0
Yoshi	4	0.95	1.025	1.2	1.175	1.05	0
Kirby	5	0.9	1	1.3	1	1	0
Fox	6	0.9	1.1	1.15	1.2	1.1	0
Pikachu	7	0.95	1.025	1.2	1.175	1.05	0
Luigi	8	0.9	1	1.2	1	1	0
Falcon	9	0.9	1.1	1.15	1.2	1.1	0
Ness	A	0.95	1.025	1.2	1.175	1.05	0
Bowser	B	0.9	1	1.4	1	1	0
Peach	C	0.95	1.025	1.2	1.175	1.05	0
Zelda	D	0.95	1	1.2	1	1	0
Sheik	E	0.95	1.025	1.2	1.15	1.05	0
Clim 	F	0.8	1.05	1.3	1	1	0
Marth	11	0.95	1.025	1.2	1.175	1.05	0
G&W	12	0.95	1	1.2	1	1	0
Falco	13	0.9	1.1	1.15	1.2	1.1	0
Ganon	14	1	1	1.3	1.25	1	0
Wario	15	0.95	1.025	1.2	1.15	1.05	0
MK	16	0.95	1	1.3	1	1	0
Pit	17	1	1.025	1.2	1.15	1.05	0
ZSS	18	0.9	1.025	1.2	1.15	1.05	0
Olimar	19	0.95	1.025	1.2	1.175	1.05	0
Lucas	1A	0.95	1.025	1.2	1.15	1.05	0
Diddy	1B	0.95	1.025	1.2	1.15	1.05	0
Chariz	1D	1	1.025	1.2	1.15	1.05	0
Squirt	1E	0.9	1.05	1.3	1.05	1	0
Ivysaur	1F	0.95	1	1.4	1	1	0
Dedede	20	0.95	1	1.4	1	1	0
Lucario	21	0.9	1.025	1.2	1.175	1.05	0
Ike	22	0.95	1.1	1.2	1.15	1.05	0
ROB	23	0.95	1.025	1.2	1.15	1.05	0
Jiggs	25	0.95	1	1.3	1	1	0
Toony	29	0.95	1	1.3	1.15	1	0
Wolf	2C	0.9	1.1	1.15	1.2	1.1	0
Snake	2E	0.95	1.025	1.2	1.175	1.05	0
Sonic	2F	0.85	1	1.3	1.25	1	0
Converting to codeset now.
 

The Cape

Smash Master
Joined
May 16, 2004
Messages
4,478
Location
Carlisle, PA
I need you to help me clean this up so its a bit nicer and write in a 1.17 dash speed overall.

I think the values are good otherwise.

Changes:

Mario: Faster FF
Peach: Faster FF
Bowser: FF
DK: FF
Link: up grav and jumps
Zelda: FF
Ganon: FH and SH boosts
Toon Link: FF 1 lvl
Samus: FF and SH changes
ROB: Gravs and FF
Dedede: Faster FF
Olimar: Down grav
Wolf: FF
Charizard: FF 2 stages
Sonic: FF and SH
Ganon: FH boost
Snake: FH
ZSS: FF
Fox: Gravs, FH, and FF
Falco: Gravs, FH, FF
Jiggs: FF
Lucario: SH and FF
Ivysaur: Grav and jumps
Ike: Jumps and gravs
Falcon : Shanus style!

Code:
Jump/Grav Values [29 Lines]
065A9200 000000DC
00446440 0144C440
02545540 0324C440
04444440 05444440
06468660 07444440
08444440 09444440
0A444440 0B44C440
0C446440 0D445440
0E444440 0F444440
11444440 12444440
13488660 14568440
15444440 16444440
17444440 18448440
19444540 1A444440
1B444440 1D446440
1E444440 1F555550
2044C440 21346440
22466550 23446550
2544A440 29445440
2C446440 2E466440
2F446440 3F4CCCCD
3F59999A 3F666666
3F733333 3F800000
3F833333 3F866666
3F89999A 3F8CCCCD
3F900000 3F933333
3F966666 3F99999A
3FA00000 3FA66666
3FB33333 00000000
Snake FF changes, but not his full hop. I just wanted to raise that move V.V (Snake with 8 value to FF and E to FH)

Just so I know is this?
254444E0

First 2 = ID
Next 1 = Grav
Next 1 = D Grav
Next 1 = FH
Next 1 = SH
Next 1 = FF
Next 1 = nothing

Is that right?

Looking for this codeset:
Code:
Codeset:
No tripping
Inf Replay
Default Seetings
TJ fix
ALR
Lagless Edges
No autosweetspot
No decay + fresh
2 frame buffer
Hitstun .485
Sheild Stun X=11 Z=22 Y=5
Hitlag .5 break 2
Dash Speed 1.17
2 Frame PS
No FF on C stick
Infinite PT stamina
PT no switch on death
 

The Cape

Smash Master
Joined
May 16, 2004
Messages
4,478
Location
Carlisle, PA
Well ****, that screws my whole list up.

I will have to go through and fix them all after work. Ignore my list.

Almas, where does FF go in there?
 

shanus

Smash Hero
Joined
Nov 17, 2005
Messages
6,055
New Codeset to test: REMEMBER MY SHORT HOPS / FULL HOPS MIGHT BE OFF SINCE I CHANGED ALMOST EVERYTHING
Code:
RSBE01
Smash Bros Brawl (US)

Brawl+

WiiRD Codes

Default Settings Modifier [9 lines]
24494A98 80000000
20523300 00000000
04523300 DEADBEEF
42000000 90000000
0417F360 00000104
0417F364 04000A00
0417F368 08010101
0417F36C 01000000
E0000000 80008000

ALR/Lagless Ledges/Dash Cancel Merge [Phantom Wings/Almas, 46 Lines]
80000000 80623320
80000001 00000000
60000006 00000000
60000003 00000001
4A001000 00000000
4A101001 00000000
36000000 00000032
58010000 00000004
DE000000 80008180
58010000 00000060
DE000000 80008180
92210006 00000014
92210008 00000068
9221000A 0000007C
9001000E 00000000
58010000 000000C4
9221000C 00000010
4A000000 805A0100
9221000D 00000000
88A0000C 0000000D
4A00100A 00000000
30000036 00000018
4A001006 00000000
9221000D 00000040
8890000D 0000000C
9421000D 00000040
E2000001 00000000
4800100E 0000007C
30000038 00000005
4A001008 00000000
3400003C BF266666
4A001006 00000000
14000040 4F000000
E2000002 00000000
4800100E 0000007C
30000038 00000074
86000006 00000040
86910006 40800000
E2000001 00000000
80100001 00000008
62000000 00000001
E200000F 00000000
80000001 00000000
80100000 00000244
62000000 00000000
E0000000 80008000

Level Freezer[Phantom Wings/Almas, 8 Lines]
4A000000 90000000
1416A904 BF800000
22623090 00000014
22623090 0000001C
22623090 0000000B
22623090 00000009
22623090 00000015
22623090 00000006
1416A904 3F800000
E0000000 80008000

ASM Codes

Dash Dancing [Phantom Wings, 5 Lines]
C271F474 00000004
81830058 2C0C000E
4182000C C0230040
48000008 FC20D090
60000000 00000000

Shield Stun [spunit262, 6 Lines]
C28753FC 00000005
83810034 8083013C
2C040000 41810014
1F9C000B 3B9C0016
38800005 7F9C23D6
60000000 00000000

P.Trainer No Swap on Death [Y.S./Phantom Wings, 11 Lines]
C2816AF4 0000000A
3E408062 3A523320
3A60FFFF 3E730001
7E732038 1E730244
7E529A14 80120000
2C00001D 41800024
2C000022 4181001C
2C170115 41820014
38A5FFFF 2C050000
40800008 38A00002
7C0802A6 00000000

Autosweetspot Ledges [spunit262, 7 Lines]
C27812B0 00000006
2C04000A 40A20020
8181003C 816C0018
C00B0010 C02B001C
FC000840 40A10008
38000000 5400CFFF
60000000 00000000

Hitlag Modifier [Phantom Wings/Almas/spunit262, 8 Lines]
C2771EAC 00000003
1C840005 3884000B
39C0000A 7C8473D6
2C040000 00000000
C2876220 00000003
1C840005 38840014
39C0000A 7C8473D6
80660064 00000000

Character Specific Launch Modifiers [Almas, 29 Lines]
C285765C 0000001C
3FA0805A 63BD92C4
2C002F00 4082000C
C3FD0000 480000BC
2C002F20 4082000C
8083C594 48000034
2C002F14 4082000C
8083C59C 48000024
2C002F40 4082000C
8083C574 48000014
2C002F5C 41820008
4E800020 8083C558
3FA0805A 63BD9200
83DD0000 57C5463E
7C052000 4182001C
3BBD0004 3FE0805A
63FF929C 7C1DF800
4082FFE0 4E800020
2C002F20 4082000C
57C0673E 48000028
2C002F14 4082000C
57C0873E 48000018
2C002F40 4082000C
57C0C73E 48000008
57C0A73E 1C000004
3FA0805A 63BD929C
7FBD0214 C3FD0000
EC3F0072 4E800020
60000000 00000000

Character Specific Gravity Modifier [Almas, 14 Lines]
C281CAD0 0000000D
2C080000 4182003C
2C09FFFF 41820034
8088F5A0 3D80805A
618C9200 80AC0000
54A3463E 7C032000
4182001C 398C0004
3C00805A 600092A0
7C0C0000 4082FFE0
4E800020 54A5E73E
1CA50004 3D80805A
618C92A0 7D8C2A14
C2EC0000 EC370072
4E800020 00000000

Constants

No Stale Moves/Keep Fresh Bonus [spunit262]
02FC098A 00110000

Tripping Rate Modifier [KirbyIsCool]
0481CB34 C0220020
045A9340 00000000

Buffer Modifier [Phantom Wings, spunit262]
0485B784 38600001

Triple Jump Fix [Phantom Wings, spunit262]
04858DCC 38830003

P.Trainer Infinite Stamina: [Phantom Wings, spunit262]
04A8BDAC 60000000

Hitstun [Phantom Wings, spunit262]
02B88F48 00030001
04B87AA8 3EF851EC

No FF on C stick [spunit262]
0485E27C 40A20008

PS Mod [spunit262]
04B88F20 00000002

Infinite Replays [3 lines]
040E5DE8 60000000
04953184 60000000
04953224 60000000

Jump/Grav Values [29 Lines]
065A9200 000000DC
0025CB60 0114F440
0235CB60 0305E440
0435CB60 0524E440
0628AC80 0735CB60
0824C440 0928AC80
0A35CB60 0B24F440
0C35CB60 0D34C440
0E35CA60 0F06E440
1135CB60 1234C440
1328AC80 1444ED40
1535CA60 1634E440
1745CA60 1825CA60
1935CB60 1A35CA60
1B35CA60 1D45CA60
1E26E640 1F34F440
2034F440 2125CB60
2238CA60 2335CA60
2534E440 2934EA40
2C28AC80 2E35CB60
2F14ED40 3F4CCCCD
3F59999A 3F666666
3F733333 3F800000
3F833333 3F866666
3F89999A 3F8CCCCD
3F900000 3F933333
3F966666 3F99999A
3FA00000 3FA66666
3FB33333 00000000
 

shanus

Smash Hero
Joined
Nov 17, 2005
Messages
6,055
This new set feels fantastic.

Note: Marth can double fair in a SH, cept its frame perfect ;-)
 

shanus

Smash Hero
Joined
Nov 17, 2005
Messages
6,055
As im about to go to class, with my new codeset:

Marth– feels great, SH double fairs are possible, very narrow window
Falcon – very nice flow, like it a lot
Wolf–*feels great, double bairs from full hop, nice flow
Luigi – double bairs from fullhop, nice FF speed
Fox –*Amazing
Sonic –*Felt good
Ike – ledgehop height felt right, everything felt good about him
ROB –*SH double fairs are possible, very narrow window, very nice flow


Notes from beta testers:
increase Toonlinks SH by 5% for arrow cancels and double bairs
Increase marth SH by 5% to widen his double aerial window from near frame perfect to a bit more usable
Wolf– should we increase his SH so he can Autocancel his fair, or leave him with a shorter short hop for a low hitting fair and a low bair which is quite nice


Possibly increase ganons full hop height?
 

The Cape

Smash Master
Joined
May 16, 2004
Messages
4,478
Location
Carlisle, PA
Got mine coming soon. Testing to be sure. Maybe we can combine.

Here are mine. Love em:

Code:
ID	Character	SH	FH	FF	DGrav	Grav
0	Mario	1	1	1.05	1	1
1	DK	1	1	1.2	1	1
2	Link	1	1.025	1.05	1.05	1
3	Samus	0.9	1	1.2	1	1
4	Yoshi	1	1	1	1	1
5	Kirby	1	1	1	1	1
6	Fox	1	1.025	1.1	1.125	1
7	Pikachu	1	1	1	1	1
8	Luigi	1	1	1	1	1
9	Falcon	0.95	1.025	1.1	1.05	1
A	Ness	1	1	1	1	1
B	Bowser	0.95	0.95	1.2	1.025	0.95
C	Peach	1	1	1.05	1	1
D	Zelda	1	1	1.05	1	1
E	Sheik	1	1	1	1	1
F	Icers	1	1	1	1	1
11	Marth	1	1	1	1	1
12	GW	1	1	1	1	1
13	Falco	0.95	1.025	1.05	1.2	1.075
14	Ganon	1.025	1.05	1.1	1	1
15	Wario	1	1	1.05	1	1
16	MK	1	1	1	1	1
17	Pit	1	1	1	0.95	1
18	ZSS	0.9	1	1.1	1        1
19	Olimar	1	1	1.05	1.025	1
1A	Lucas	1	1	1	1	1
1B	Diddy	1	1	1	1	1
1D	Charizard	1	1	1.05	1	1
1E	Squirtle	1	1	1	1	1
1F	Ivysaur	1.025	1.025	1.025	1.025	1.025
20	Dedede	1	1	1.2	1	1
21	Lucario	0.9	1	1.05	1	1
22	Ike	1	1.05	1.05	1.025	1.025
23	R.O.B.	0.95	0.95	1.05	1.025	1
25	Jiggly	1	1	1.15	1	1
29	T. Link	1	1	1.05	1	1
2C	Wolf	1	1	1.05	1	1
2E	Snake	1	1.3	1.05	1	1
2F	Sonic	1	1	1.05	1	1
The codelist:
Code:
RSBE01
Smash Bros Brawl (US)

Brawl+

WiiRD Codes

Default Settings Modifier [9 lines]
* 24494A98 80000000
* 20523300 00000000
* 04523300 DEADBEEF
* 42000000 90000000
* 0417F360 00000104
* 0417F364 04000A00
* 0417F368 08010101
* 0417F36C 01000000
* E0000000 80008000

ALR/Lagless Ledges/Dash Cancel Merge [Phantom Wings/Almas, 46 Lines]
* 80000000 80623320
* 80000001 00000000
* 60000006 00000000
* 60000003 00000001
* 4A001000 00000000
* 4A101001 00000000
* 36000000 00000032
* 58010000 00000004
* DE000000 80008180
* 58010000 00000060
* DE000000 80008180
* 92210006 00000014
* 92210008 00000068
* 9221000A 0000007C
* 9001000E 00000000
* 58010000 000000C4
* 9221000C 00000010
* 4A000000 805A0100
* 9221000D 00000000
* 88A0000C 0000000D
* 4A00100A 00000000
* 30000036 00000018
* 4A001006 00000000
* 9221000D 00000040
* 8890000D 0000000C
* 9421000D 00000040
* E2000001 00000000
* 4800100E 0000007C
* 30000038 00000005
* 4A001008 00000000
* 3400003C BF266666
* 4A001006 00000000
* 14000040 4F000000
* E2000002 00000000
* 4800100E 0000007C
* 30000038 00000074
* 86000006 00000040
* 86910006 40800000
* E2000001 00000000
* 80100001 00000008
* 62000000 00000001
* E200000F 00000000
* 80000001 00000000
* 80100000 00000244
* 62000000 00000000
* E0000000 80008000

Level Freezer[Phantom Wings/Almas, 8 Lines]
* 4A000000 90000000
* 1416A904 BF800000
* 22623090 00000014
* 22623090 0000001C
* 22623090 0000000B
* 22623090 00000009
* 22623090 00000015
* 22623090 00000006
* 1416A904 3F800000
* E0000000 80008000

ASM Codes

Shield Stun [spunit262, 6 Lines]
* C28753FC 00000005
* 83810034 8083013C
* 2C040000 41810014
* 1F9C000B 3B9C0016
* 38800005 7F9C23D6
* 60000000 00000000

P.Trainer No Swap on Death [Y.S./Phantom Wings, 11 Lines]
* C2816AF4 0000000A
* 3E408062 3A523320
* 3A60FFFF 3E730001
* 7E732038 1E730244
* 7E529A14 80120000
* 2C00001D 41800024
* 2C000022 4181001C
* 2C170115 41820014
* 38A5FFFF 2C050000
* 40800008 38A00002
* 7C0802A6 00000000

Hitlag Modifier [Phantom Wings, Almas, spunit262] 8 lines
* C2771EAC 00000004
* 2C040002 41800010
* 1C840005 38840000
* 39C0000A 7C8473D6
* 2C040000 00000000
* C2876220 00000004
* 2C040002 41800010
* 1C840005 38840000
* 39C0000A 7C8473D6
* 80660064 00000000

Character Specific Launch Modifiers [Almas, 29 Lines]
* C285765C 0000001C
* 3FA0805A 63BD92C4
* 2C002F00 4082000C
* C3FD0000 480000BC
* 2C002F20 4082000C
* 8083C594 48000034
* 2C002F14 4082000C
* 8083C59C 48000024
* 2C002F40 4082000C
* 8083C574 48000014
* 2C002F5C 41820008
* 4E800020 8083C558
* 3FA0805A 63BD9200
* 83DD0000 57C5463E
* 7C052000 4182001C
* 3BBD0004 3FE0805A
* 63FF929C 7C1DF800
* 4082FFE0 4E800020
* 2C002F20 4082000C
* 57C0673E 48000028
* 2C002F14 4082000C
* 57C0873E 48000018
* 2C002F40 4082000C
* 57C0C73E 48000008
* 57C0A73E 1C000004
* 3FA0805A 63BD929C
* 7FBD0214 C3FD0000
* EC3F0072 4E800020
* 60000000 00000000

Character Specific Gravity Modifier [Almas, 14 Lines]
* C281CAD0 0000000D
* 2C080000 4182003C
* 2C09FFFF 41820034
* 8088F5A0 3D80805A
* 618C9200 80AC0000
* 54A3463E 7C032000
* 4182001C 398C0004
* 3C00805A 600092A0
* 7C0C0000 4082FFE0
* 4E800020 54A5E73E
* 1CA50004 3D80805A
* 618C92A0 7D8C2A14
* C2EC0000 EC370072
* 4E800020 00000000

Constants

Bundle 1 (12 lines)
* 0481CB34 C0220020
* 045A9340 00000000
* 040E5DE8 60000000
* 04953184 60000000
* 04953224 60000000
* C271F474 00000004
* 81830058 2C0C000E
* 4182000C C0230040
* 48000008 FC20D090
* 60000000 00000000
* 0485E27C 40A20008
* C27812B0 00000006
* 2C04000A 40A20020
* 8181003C 816C0018
* C00B0010 C02B001C
* FC000840 40A10008
* 38000000 5400CFFF
* 60000000 00000000
No tripping
Inf replay
Dash dancing
No FF on Cstick
No auto sweet spot

No Stale Moves/Keep Fresh Bonus [spunit262]
* 02FC098A 00110000

buffer (1 line)
* 0485B784 38600002
2 frame

Triple Jump Fix [Phantom Wings, spunit262]
* 04858DCC 38830003

P.Trainer Infinite Stamina: [Phantom Wings, spunit262]
* 04A8BDAC 60000000

Hitstun [Phantom Wings, spunit262]
* 02B88F48 00030001
* 04B87AA8 3EF5C28F

PS Mod [spunit262]
* 04B88F20 00000002

Infinite Replays [3 lines]
* 040E5DE8 60000000
* 04953184 60000000
* 04953224 60000000

Jump/Grav Values [29 Lines]
* 065A9200 000000DC
* 00446440 0144C440
* 02456640 0324C440
* 04444440 05444440
* 06458940 07444440
* 08444440 09358640
* 0A444440 0B33C530
* 0C446440 0D446440
* 0E444440 0F444440
* 11444440 12444440
* 13356C70 14568440
* 15446440 16444440
* 17444340 18248440
* 19446540 1A444440
* 1B444440 1D446440
* 1E444440 1F555550
* 2044C440 21246440
* 22466550 23336540
* 2544A440 29446440
* 2C446440 2E4E6440
* 2F446340 3F4CCCCD
* 3F59999A 3F666666
* 3F733333 3F800000
* 3F833333 3F866666
* 3F89999A 3F8CCCCD
* 3F900000 3F933333
* 3F966666 3F99999A
* 3FA00000 3FA66666
* 3FB33333 00000000

tech roll
* 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 3F800001
* 88910003 00000004
* 80100001 00000008
* 62000000 00000001
* E200000F 00000000
* 80000001 00000000
* 80100000 00000244
* 62000000 00000000
* E0000000 80008000

Others

Almas 
* C285765C 00000007
* 2C002F20 4082000C
* C002FFE0 EC200072
* 2C002F00 4082000C
* C002FFE4 EC200072
* 2C002F5C 4082000C
* C002FFE8 EC200072
* 4E800020 00000000

throw and jump
* C2766C20 00000006
* 807D007C 80630038
* 2C03000A 40A2000C
* C022FFF4 FC000072
* 2C03003C 40A2000C
* C022FFF8 FC000072
* D01F0010 00000000

spunit
* C2766C24 0000000C
* 807F0030 809D007C
* 80840038 80BD0014
* C0250040 A0050040
* 80DD0068 2C040018
* 40A20008 FC21002A
* 2C040074 40A20010
* 2C000000 40A20008
* C022FFF0 2C040005
* 40A20018 C046003C
* C062FFFC FC021840
* 41A10008 C022FFEC
* D0250040 00000000

constant
* 065A9300 00000020
* 3F800000 3F933333
* 3F800000 48000000
* 40800000 3FC00000
* 3F800000 BF266666
Lovin it
 

The Cape

Smash Master
Joined
May 16, 2004
Messages
4,478
Location
Carlisle, PA
Try it out. I love how it plays. Will definetly test yours tomorrow.

Everyone feels so right on this setup. Once we get the air momentum code finished, it will work even better.
 

shanus

Smash Hero
Joined
Nov 17, 2005
Messages
6,055
I know what your feeling. Just wait till your try falcon with my codeset. Its just, perfect :O. Publics lovin it too so far.

I'll give it a swing maybe tomorrow. I have exams on wednesday i need to prep for.
 

The Cape

Smash Master
Joined
May 16, 2004
Messages
4,478
Location
Carlisle, PA
I need to fix my dash and jump speeds, hopefully before then.

As for the aerial momentum, that may help this set out alot too.

Still has a kind of floaty feeling, but I think I nailed Falcon good on it too :)

Fixed it. Looks good.
 

shanus

Smash Hero
Joined
Nov 17, 2005
Messages
6,055
Cape, I tried out your set and it was just too floaty for me for the time being. Maybe with aerial momentum it'll feel better. I have a feeling when all is said and done, the final set will be some middle-ground between mine and yours.
 
Top Bottom