clubbadubba
Smash Master
- Joined
- Apr 27, 2011
- Messages
- 4,086
Huh I've always considered smash di to be "real" di and that other stuff to be "fake". Meh I think smash di only is best for this game
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"purists" wouldn't want this to begin with
"purists" wouldn't want this to begin with
PLEASE search! On the main post for the project I have a list of codes 'll need, take a look over there for ideas. I'll take your stages input to mind, for the first version it would be silly to mess with stages, I should just be getting a product out.Capps I noticed that you already have obtained many codes. If you are missing anything in particular, I have the brawl+ codeset and could quickly search it or better yet post it if it isn't available elsewhere.
Thing is smash 64's DI isn't about influencing a direction, so it technically has no DI. Which doesn't mean other games aren't fake games. Pwn.Huh I've always considered smash di to be "real" di and that other stuff to be "fake". Meh I think smash di only is best for this game
Just call it whatever you want. As long as most people know what you're talking about it should be fine. I often call some matchups mirror matchups because I think dittos sounds silly and mirror matchup is what it's called in every other fighting game ever. Everyone knows what I'm taking about when I say it, so it doesn't matter.I also prefer L-cancel to the Z, but that deserves a thread on its own
i'll make a thread for it after this post
Prediction: this will never be released ever.
- Peach's Castle [remove bumper, remove angled platforms,
- Congo Jungle [lighten up stage so dark characters can be seen]
- Hyrule Castle [remove tornado]
- Planet Zebes [remove acid]
- Yoshi's Island [remove clouds, reduce size slightly]
- Dream Land
- Sector Z [remove firing Arwings, reduce stage size]
- Saffron City [remove hazards, rearrange stage to decrease camping ability, reduce size slightly]
- Mushroom Kingdom [possible serious redesign]
- Final Destination
- Duel Zone
- Meta Crystal
This is copied from a promotional thread Capps made in the Brawl workshop, I figured I'd critique it here as this has become the theory thread.
- Peach's Castle hazards aren't mapbreaking (not overpowered or random) and actually add to the map in my opinion. Every been b-aired tipper u-aired by falcon into the bumper which knocks you into the angled platforms where falcon is ready for an up-b? I'm sure there's many other similar combos with other chars.
- Hyrule should be made less campy, maybe smaller is better? I haven't seen the P:M one.
- Yoshi's Island without clouds exists within N64 via 1p mode Yoshi team, dunno if that helps to make it.
- Sector Z's wall on the right side is also an issue
- I personally think saffron is a great map if not for the Pokemon hazards, maaaybe raise the leftmost building or lower the others slightly to reduce camping
"His π is really good". Also z-cancel >>> l-cancel. Except if you talk about taunt cancelling.'directional' to me was always one name for the stick you use to DI
hence I never had problems with the term Directional Influence
but even if
PI is just not sonorous
I also prefer L-cancel to the Z, but that deserves a thread on its own
i'll make a thread for it after this post
Yeah obviously, that's what nomenclature is all about. But even if it's all fine between us, we can't expect someone from outside the 64 microcosm to use the same terminology as us (ie a Mêlée player talking about smash DI or something). As I said, some even use DI to describe the direction you go when falling after hitstun wears off... Conventions overcome silly naming, but confusion can be expected if no global consensus has been established.Just call it whatever you want. As long as most people know what you're talking about it should be fine. I often call some matchups mirror matchups because I think dittos sounds silly and mirror matchup is what it's called in every other fighting game ever. Everyone knows what I'm taking about when I say it, so it doesn't matter.
-Peach's Castle: on the contrary, I think the goal of this is to have competitively fair stages, not fun ones.- Peach's Castle hazards aren't mapbreaking (not overpowered or random) and actually add to the map in my opinion. Every been b-aired tipper u-aired by falcon into the bumper which knocks you into the angled platforms where falcon is ready for an up-b? I'm sure there's many other similar combos with other chars.
- Hyrule should be made less campy, maybe smaller is better? I haven't seen the P:M one.
- Yoshi's Island without clouds exists within N64 via 1p mode Yoshi team, dunno if that helps to make it.
- Sector Z's wall on the right side is also an issue
- I personally think saffron is a great map if not for the Pokemon hazards, maaaybe raise the leftmost building or lower the others slightly to reduce camping
Totally agree. Let's first focus on making the game as similar as possible, then we can think about ways to improve things.Noted. I'm thinking it may really be smarter for the first version to just get the stages in there before editing them around, but I'm really happy for feedback on the idea. I know how much of a strain it is in 64 with having good stages to play on so I want to provide more of them.
hadn't thought of it as an acronym, haha!"His π is really good". Also z-cancel >>> l-cancel. Except if you talk about taunt cancelling.
I figured out how to say it, I'll just roar the name like this guy. Mistaken-for-a-native here I come.Mêlée
Yeah, seriously, what's up with that? The designers obviously put a lot of time into making it look like the original, but the sizing is way off, and kind of ruins it.hype!
hyrule is too small in P:M imo
Yeah, seriously, what's up with that? The designers obviously put a lot of time into making it look like the original, but the sizing is way off, and kind of ruins it.
^this completely.Having physics that feels like 64 is WAY more important than stage sizes. No one should even be thinking about stages at all yet. What stages we play on doesn't matter if we don't have a game.
Ya it's pretty hard to even tell what the code does. Having a float to hex calculator will help you for any codes that use constants. It looks like most of those codes are instructions though, so someone would have to write the hex code in an assembler to see what it does.^this completely.
I posted the codes that modify things like gravity and hitstun in the other project thread, but I don't know how to tweak them.
Also, I have a hacked wii with an external hdd and Brawl. Would there be any convenient way for me to transfer the game to my laptop? If not, I'll have to just download it using my school net.
IIC you want to keep Side Special attacks? Thats way too much of a game changer.
Thanks for the info. I find that weird how codes could work on emulator and not the real system. Assembly is pretty straightforward. I've had experience in making custom N64 and Super Nintendo codes, and I know most of the N64 codes I made worked on N64. I guess when you try to exploit glitches, it could work differently. I look forward into playing with dolphin.I don't know about inserting/changing asm in realtime, though.. The only problem with Dolphin is that it's not a very accurate emulator. Codes that would do nothing on, or even crash, a real Wii run fine in Dolphin. Having said that, Brawl should be pretty well understood (although not well documented, it seems), so it might not be necessary to make too many original codes.
Would this actually be hard? I don't have much insight into this but it seems like this would be one of the easiest things to manipulate in this whole project... Maybe the way its done makes it difficult?2. Some character's neutral specials were changed to be their side-specials. I don't see how you could get Pk fire or the boomerang back to neutral B.
Having side Bs like Fox Illusion or Luigi/pikas missiles are a gamechanger in that they affect overall character performance. That's a fact not a claim.3. Don't make claims against a game that is only in the rough planning stages. If you are interested, give Capps support, and when a playable build comes out, then provide input.
I think its safe to say that overall character performance will be completely different no matter what upon first release of this project. That being said, side-b's that actually move a character certainly change the game a bit more than side-b's that are only another hitbox. I'm cool with either way, though probably partial to having side-b's.Having side Bs like Fox Illusion or Luigi/pikas missiles are a gamechanger in that they affect overall character performance. That's a fact not a claim.
Since PM was able to completely change Marios FLUDD to his original tornado, Id assume it shouldnt be too hard to change some neutral B to their 64 counterpart and then remove Side Bs alrogether as Capps stated there is already a code for that.
This really. While I do think sidespecs largely interfere with the game as 64 players are used to aiming the stick in either direction without expecting the Nspec to become an entirely different move, all this stuff is secondary taken the project's current development.This is all a bit premature though. Gotta get that physics engine working before moves matter at all.