Reality 64: A Smash 64 Mod For Brawl [Not Quite The End | Page 26]

Joined
Jul 17, 2013
Messages
635
#1


Introduction

We have Melee. We have Brawl. We have Project M to bring the best of Melee to Brawl. We have Smash 64 other time to finally make the dream of bringing the best of it to Brawl.

The N64 when under development was called "Project Reality". Seeing as how similar projects have been attempted and never become a reality, the name really fits.

The goal of 64 Reality is to create a mod that will emulate Smash 64 closely in terms of game design while have more stages and some small updates to the game.
How This Will Finally Be A Reality
Those who have followed similar mods in the past just to watch them fail have hope! Having studied these projects (Super Smash Bros. Classic, Brawl 64 and the other Brawl 64) I have studied the issues they came across and have plans to make this project finally be a reality by doing the following.

Better Organization:

Previous attempts to create a Smash 64 mod have had little to no organization. I plan as the project director to have scheduled meetings for the team to discuss work and regular updates to keep fans excited and informed.

Deadlines:

Other projects never had a strong deadline structure which lead to the projects slowly going off course and being neglected and forgotten. With our better organization, I will also have set deadlines for certain aspects of the project to be done to keep things focused and driven towards the goal of completion.

More Resources:

Many of these previous projects where done much longer ago, and today code they were trying to create is now made and readily available. Many fans of Smash 64 have created stages in their likeness, textures to match 64, and even animated characters to have their old moveset. Some of these old projects even have some of these files and code connected to them still to work with. With so much more to work with many things other projects attempted to do have already been done for us and given us a major head start!
Why Make This Project?
The idea has been well received previously when attempted, and for fans of Smash since 1999 this would be an incredible experience to have. With the success of Project M it is easy to see that something similar for N64 could be taken seriously, be played competitively, and be just plain FUN to play! Think of a fun nostalgic look at what Smash 64 would be with a much larger cast and a few improvements. That is what we wish to create.
New and Old Features
I want to keep this as close to Smash 64 as possible. However, there are a few things I do hope to add to the game. Here is a simple list of mechanics that will be taken out of Brawl or kept that weren't in Smash 64. Italics will indicate new features that weren't in Smash 64.


  • No chargeable smash attacks*
  • N64-esque hitstun
  • N64-esque physics
  • Keep 4 Taunts
  • Implement Taunt Canceling
  • No fastfalling on aerials
  • Original 64 Movesets (changing back to 64 moves ex. Mario Tornado replacing F.L.U.D.D.)
  • Removing "jank" from some stages to make them playable
  • Remove Air Dodge*
  • Remove Spot Dodge*
  • Remove Wall/Cieling Teching*
  • Remove Pummel*
  • Remove Grab Release
  • Remove Wall Jump
  • Remove Perfect Shield*
  • Remove Light Shield
  • Remove Tethering
  • Remove Brawl's Ledge Mechanics
  • Remove Tripping
  • Remove Ledge Jump*
  • Remove Meteor Canceling*
  • Implement Teleport
  • Implement Crouch Canceling
  • Implement Smash 64 DI*
  • Better Stage Selection
  • Appropriate stage boundaries to reflect Smash 64 DI
  • Have Timers
  • Be able to turn off pausing during matches
*Indicates things we already have code to do. If you know code for anything we don't yet have, post it here and let us know!



If I managed to miss anything about mechanics that must be altered please let me know and I will get them on the list, I did the best I could researching other threads to try and create that list.
Why Should You Be The Director?
Fair question! I am not the most amazing hacker in the world by any means, but I do have lots of experience managing and working on big projects. I have experience working in a circus for 4 years during which I helped organize the Circus World Museum Gala, a large charity massing hundreds of thousands of dollars, as well as managing some functions for the Great Circus Parade and transportation of wagons and props for the movie Water For Elephants.
How Can I Help?

Great question! I can't do this on my own and succeed, this will take a great team to manage and produce this fabulous project. If you have any skills working on Brawl and would like to join the team, please post here or PM me.

If you have any codes that we may not have yet, .pacs of characters with their 64 moveset, 64 stage hacks etc. get us a link in this thread! We'll be sure to give credit where credit is due!

We do need some people good at editing stages for sure to help us get some stages changed. Anyone skilled in animating, coding, or hacking in general is greatly needed!
I Can't Hack! How Can I Help?

Don't worry! There are other ways to help!


There are a few non-hacking things we'll need help with for sure including:

Digital Art: We'll need an artist to help us with making logos and such so this project keeps looking good
Website Designer: We want to have an informative website about the project at some point.

SUPPORTERS!

At the risk of sounding like Facebook, give this post a like and we'll add you to the list of supporters! A lot of names will keep us motivated and show others there is so much interest in this project.
Where Is Capps?
Well since Capps has a kid to take care, and is usually busy in general he has assigned me in charge of the OP and the other posts below! So expect the OP to be updated A LOT more!
Social Media
Twitter: http://twitter.com/Reality64game
YouTube: http://youtube.com/reality64game
Facebook: http://facebook.com/reality64game
TwitchTV: http://www.twitch.tv/Reality64game

Thank you SO much for reading this, let's make this a reality!​
 
Last edited:
Joined
Jul 17, 2013
Messages
635
#2
Current Team Members


Supporters

$hEiCk^
<Fruity>
Aidebit
Afrodude
Amida64
Aliami Armador
andalsoandy
B1ackJack
Brawler610
Crownly
Crush
Diraga
DiZZ
Doomolish
DoubleYooToo
emiguelsv
EmptySky00
Falkoopa
Hawt Salsa
Hazygoose
Hippopotasauce
Jade_Rock55
Kati
Kenshen
khlx
KingofPhantoms47
KnitePhox
LockableFaceman
Mechawave
Mr. Bushido
Mr. Jackpot
Mr. Random
Mr. Universe
MVP
NovaSmash
Nyoouber
Oddyesy
Rage83
Rock & Roller Wabbit
Rood
S2rulL
Sangoku
Sedda
sluigi123
SpiderMad
SuperBrawler
sushifreAk
The Revolutionary Café
TheGrunyan
TopTierPichu
Tybis
Vale
Wiisnake
XKCP
Yi-shioon
Yobolight
Zenyore
Zero2570

Goals For Version 0.5

Implement the original cast of 12 giving them their original movesets.
  • Mario
  • Donkey Kong
  • Link
  • Samus
  • Yoshi
  • Kirby
  • Fox
  • Pikachu
  • Luigi
  • Captain Falcon
  • Ness
  • Jigglypuff

Implement these stages and attempt to make the better for competition if necessary. Allow play on the three inaccessible stages for 1v1. Attempt to have original stage music play during these stages.




Changes: No tornado, size slightly reduced.
Competitive Ver.
Huge layout overhaul. Will be significantly smaller in size in comparison to the Casual Ver.
Casual Ver.
Size increased by 8%.

Changes: The very left building is elevated upwards, and the yellow moving platforms will move a bit differently to compensate it.


Competitive Ver.
Two buildings are moved forward with three platforms in a row down the center. The top one moves from left to right, not going off screen.



Changes: Now the N64 version for you to play on!
Reverted back to its original size.



Changes: Duel Zone is not quite Battlefield, the dimensions are slightly different. Plus you can now use it for competitive matches!
All three platforms have been given slightly higher elevation.
Top Camera boundary was lift higher slightly.



Changes: Now playable!
Top Platform Moved up slightly.



Changes: Grabable ledges on the sliding platforms, no bumper and the little triangles high up are gone.
Competitive Ver.
Will be getting a huge overhaul. In other words, will be redone for no hazards, and no moving platforms. Will give you a pic of it once it's ready.
Casual Ver.
The Bumper and the Side Ramps will be having a different movement pattern.



Changes: No clouds!
Competitive Ver.
Size increased by about 10%.
Better wall collisions on both ends of the base platform. (Book)
Casual Ver.
Top platform moved up significantly higher. A cloud will be moving around the top platform at a decent speed to compensate it.
Shy Guys will appear with food, just like from Melee, and Brawl.


Competitive Ver.
Huge Layout Overhaul. Significantly smaller than the Casual Version.
Base platform with slightly slanted edges.
An Arwing will be moving around the stage in some sort of pattern, but it'll NOT shoot at all throughout the entire match.
Casual Ver.
Readjusted the Arwings' routes.
Updated the Entire Stage to really look like in 64.

  • Congo Jungle [lighten up stage so dark characters can be seen]
  • Planet Zebes [remove acid]
    Competitive Ver.
    Huge layout overhaul. Will be significantly smaller in size in comparison to the Casual Ver.
    Casual Ver.

    Is now 81% the original size.
  • Dream Land
    Competitive Ver.
    Top platform has moved up slightly, to the point that Captain Falcon would have to Double Jump, just to get up to that platform.
    No Wind.
    Casual Ver.

    Whispy Woods will now spawn Apples onto the stage, just like from Green Greens from Melee.
    Floating Platforms have been inverted layout-wise.
  • Mushroom Kingdom [possible serious redesign]
  • Subspace Emissary
    Competitive Version
    Will be using the GOLD ver. upon this stage's next update.
    Casual Version

    Will be using the Crazy ver. upon this stage's next update.
  • Rice Beach Competitive Ver.
    Huge layout overhaul. Will be slightly smaller in size in comparison to the Casual Ver.
    Will NOT be having the floating barrel appearing.
    Casual Ver.

    Barrel's Size got significantly increased.
    Half of the top platform is now slanted downwards towards the center stage.

Implement some mechanics changes to more accurately present gameplay in Smash 64. Attempt to make the physics as closely as possible.
 
Last edited:
Joined
Jul 17, 2013
Messages
635
#3
I'll be keeping codes we use here in this post for easy access. Feel free to test them out and Smash 64ify your Brawl experience!

Code:
04FB2A28 00000012
04FB2C40 00000012
04FB2D28 00000012
Code:
04FAF748 00000012
Code:
04FB6630 00000012
04FB6648 00000003
0481CB34 C0220020
045A9340 00000000
C27812B0 00000006
2C04000A 40A20020
8181003C 816C0018
C00B0010 C02B001C
FC000840 40A10008
38000000 5400CFFF
60000000 00000000
Code:
4A000000 90000000
1619A500 00000028
00000002 80FC3708
00000002 9019A510
07020000 00000000
02010200 80FAB64C
00090100 9019A500
06FC3700 00000008
00090100 9019A508
4A000000 8077F780
D2000000 00000008
2C030000 41820010
2C1C0021 40820008
3B800033 60000000
2C1C0084 40820008
3B80000E 60000000
2C1C00B5 40820008
3B8000B6 60000000
939E0038 00000000
Code:
C2784774 00000004
7C7B1B78 809C007C
80840034 2C040024
40A20008 547B003C
60000000 00000000
C271F474 00000004
81830058 2C0C000E
4182000C C0230040
48000008 FC20D090
60000000 00000000
Code:
Shield Max [spunit262]
04B88440 XXXXXXXX
Default: 42480000 (50 HP)
Code:
Shield Reset [spunit262]
04B88458 XXXXXXXX
Default: 41F00000 (30 HP)
Shield goes back to "X" HP when it breaks.
Code:
Shield Loss [spunit262]
04B88450 XXXXXXXX
Default 3E8F5C29 (0.28)
Speed the shield loses HP when in use.
Code:
Shield Gain [spunit262]
04B88454 XXXXXXXX
Default 3D8F5C29 (0.07)
Speed the shield gains HP when not in use.
Code:
Shield Damage Ratio [spunit262]
04B8847C XXXXXXXX
Default 3E99999A (0.3)
Reg. DMG * (1 - X) = Shield's Damage
Instead of yourself taking "Reg. DMG", the
shield takes the "Shield's Damage" instead,
when using the shield.
Code:
Ganondorf/C.Falcon U/D-b Fixes [Phantom Wings]
80000000 80623320
80000001 00000000
60000006 00000000
60000003 00000001
4A001000 00000000
4A101001 00000000
30000000 00000009
66000001 00000000
30000001 00000014
58010000 00000004
DE000000 80008180
58010000 00000060
DE000000 80008180
90010002 00000000
48001002 0000007C
30000038 00000114
48001002 00000018
92210003 00000040
48001002 00000088
58010000 0000002C
94210003 0000004C
48001002 0000007C
30000039 00000115
48001002 00000070
58010000 00000020
58010000 0000000C
14000004 00000001
E2000001 00000000
80100001 00000008
62000000 00000001
E200000F 00000000
80000001 00000000
80100000 00000244
62000000 00000000
E0000000 80008000
- Fixes Up-B so that it maintains
momentum regardless of direction.
- Fixes Down-B so that it returns
the second jump after use.
Code:
Grab Jump Return [Phantom Wings]
C29131B0 00000005
8095007C 80840038
2C04003D 40820014
38800001 80B40020
80A5000C 90850004
809900AC 00000000
- Returns all jumps if grabbed
out of the air.
Code:
No Fast fall on C-Stick [spunit262, Phantom Wings]
0485E27C 40A20008
0485E278 2C000001
-Can only FF if you hold down for 4 consecutive frames.
Code:
Lagless Ledges [Phantom Wings]
80000000 80623320
80000001 00000000
60000006 00000000
60000003 00000001
4A001000 00000000
4A101001 00000000
36000000 00000032
58010000 00000004
DE000000 80008180
58010000 00000060
DE000000 80008180
92210002 00000014
58010000 0000007C
30000038 00000074
86000002 00000040
86910002 40800000
E2000001 00000000
80100001 00000008
62000000 00000001
E200000F 00000000
80000001 00000000
80100000 00000244
62000000 00000000
E0000000 80008000
Code:
S-Canceling [Phantom Wings]
80000000 80623320
80000001 00000000
60000006 00000000
60000003 00000001
4A001000 00000000
4A101001 00000000
36000000 00000032
58010000 00000004
DE000000 80008180
58010000 00000060
DE000000 80008180
92210002 0000007C
58010000 0000007C
58010000 0000002C
92210003 00000004
4A001002 00000000
34000038 00000015
36000038 00000019
4A001003 00000000
10000084 00000080
E2000002 00000000
80100001 00000008
62000000 00000001
E2000003 00000000
80000001 00000000
80100000 00000244
62000000 00000000
E0000000 80008000
I'll show you guys the list of codes I found...:
Code:
Shield Max [spunit262]
04B88440 XXXXXXXX
Default: 42480000 (50 HP)
Code:
Shield Reset [spunit262]
04B88458 XXXXXXXX
Default: 41F00000 (30 HP)
Shield goes back to "X" HP when it breaks.
Code:
Shield Loss [spunit262]
04B88450 XXXXXXXX
Default 3E8F5C29 (0.28)
Speed the shield loses HP when in use.
Code:
Shield Gain [spunit262]
04B88454 XXXXXXXX
Default 3D8F5C29 (0.07)
Speed the shield gains HP when not in use.
Code:
Shield Damage Ratio [spunit262]
04B8847C XXXXXXXX
Default 3E99999A (0.3)
Reg. DMG * (1 - X) = Shield's Damage
Instead of yourself taking "Reg. DMG", the
shield takes the "Shield's Damage" instead,
when using the shield.
Code:
Ganondorf/C.Falcon U/D-b Fixes [Phantom Wings]
80000000 80623320
80000001 00000000
60000006 00000000
60000003 00000001
4A001000 00000000
4A101001 00000000
30000000 00000009
66000001 00000000
30000001 00000014
58010000 00000004
DE000000 80008180
58010000 00000060
DE000000 80008180
90010002 00000000
48001002 0000007C
30000038 00000114
48001002 00000018
92210003 00000040
48001002 00000088
58010000 0000002C
94210003 0000004C
48001002 0000007C
30000039 00000115
48001002 00000070
58010000 00000020
58010000 0000000C
14000004 00000001
E2000001 00000000
80100001 00000008
62000000 00000001
E200000F 00000000
80000001 00000000
80100000 00000244
62000000 00000000
E0000000 80008000
- Fixes Up-B so that it maintains
momentum regardless of direction.
- Fixes Down-B so that it returns
the second jump after use.
Code:
Grab Jump Return [Phantom Wings]
C29131B0 00000005
8095007C 80840038
2C04003D 40820014
38800001 80B40020
80A5000C 90850004
809900AC 00000000
- Returns all jumps if grabbed
out of the air.
Code:
No Fast fall on C-Stick [spunit262, Phantom Wings]
0485E27C 40A20008
0485E278 2C000001
-Can only FF if you hold down for 4 consecutive frames.
Code:
Lagless Ledges [Phantom Wings]
80000000 80623320
80000001 00000000
60000006 00000000
60000003 00000001
4A001000 00000000
4A101001 00000000
36000000 00000032
58010000 00000004
DE000000 80008180
58010000 00000060
DE000000 80008180
92210002 00000014
58010000 0000007C
30000038 00000074
86000002 00000040
86910002 40800000
E2000001 00000000
80100001 00000008
62000000 00000001
E200000F 00000000
80000001 00000000
80100000 00000244
62000000 00000000
E0000000 80008000
Code:
S-Canceling [Phantom Wings]
80000000 80623320
80000001 00000000
60000006 00000000
60000003 00000001
4A001000 00000000
4A101001 00000000
36000000 00000032
58010000 00000004
DE000000 80008180
58010000 00000060
DE000000 80008180
92210002 0000007C
58010000 0000007C
58010000 0000002C
92210003 00000004
4A001002 00000000
34000038 00000015
36000038 00000019
4A001003 00000000
10000084 00000080
E2000002 00000000
80100001 00000008
62000000 00000001
E2000003 00000000
80000001 00000000
80100000 00000244
62000000 00000000
E0000000 80008000
I'll show you guys the list of codes I found...:
Code:
Shield Max [spunit262]
04B88440 XXXXXXXX
Default: 42480000 (50 HP)
Code:
Shield Reset [spunit262]
04B88458 XXXXXXXX
Default: 41F00000 (30 HP)
Shield goes back to "X" HP when it breaks.
Code:
Shield Loss [spunit262]
04B88450 XXXXXXXX
Default 3E8F5C29 (0.28)
Speed the shield loses HP when in use.
Code:
Shield Gain [spunit262]
04B88454 XXXXXXXX
Default 3D8F5C29 (0.07)
Speed the shield gains HP when not in use.
Code:
Shield Damage Ratio [spunit262]
04B8847C XXXXXXXX
Default 3E99999A (0.3)
Reg. DMG * (1 - X) = Shield's Damage
Instead of yourself taking "Reg. DMG", the
shield takes the "Shield's Damage" instead,
when using the shield.
Code:
Ganondorf/C.Falcon U/D-b Fixes [Phantom Wings]
80000000 80623320
80000001 00000000
60000006 00000000
60000003 00000001
4A001000 00000000
4A101001 00000000
30000000 00000009
66000001 00000000
30000001 00000014
58010000 00000004
DE000000 80008180
58010000 00000060
DE000000 80008180
90010002 00000000
48001002 0000007C
30000038 00000114
48001002 00000018
92210003 00000040
48001002 00000088
58010000 0000002C
94210003 0000004C
48001002 0000007C
30000039 00000115
48001002 00000070
58010000 00000020
58010000 0000000C
14000004 00000001
E2000001 00000000
80100001 00000008
62000000 00000001
E200000F 00000000
80000001 00000000
80100000 00000244
62000000 00000000
E0000000 80008000
- Fixes Up-B so that it maintains
momentum regardless of direction.
- Fixes Down-B so that it returns
the second jump after use.
Code:
Grab Jump Return [Phantom Wings]
C29131B0 00000005
8095007C 80840038
2C04003D 40820014
38800001 80B40020
80A5000C 90850004
809900AC 00000000
- Returns all jumps if grabbed
out of the air.
Code:
No Fast fall on C-Stick [spunit262, Phantom Wings]
0485E27C 40A20008
0485E278 2C000001
-Can only FF if you hold down for 4 consecutive frames.
Code:
Lagless Ledges [Phantom Wings]
80000000 80623320
80000001 00000000
60000006 00000000
60000003 00000001
4A001000 00000000
4A101001 00000000
36000000 00000032
58010000 00000004
DE000000 80008180
58010000 00000060
DE000000 80008180
92210002 00000014
58010000 0000007C
30000038 00000074
86000002 00000040
86910002 40800000
E2000001 00000000
80100001 00000008
62000000 00000001
E200000F 00000000
80000001 00000000
80100000 00000244
62000000 00000000
E0000000 80008000
Code:
S-Canceling [Phantom Wings]
80000000 80623320
80000001 00000000
60000006 00000000
60000003 00000001
4A001000 00000000
4A101001 00000000
36000000 00000032
58010000 00000004
DE000000 80008180
58010000 00000060
DE000000 80008180
92210002 0000007C
58010000 0000007C
58010000 0000002C
92210003 00000004
4A001002 00000000
34000038 00000015
36000038 00000019
4A001003 00000000
10000084 00000080
E2000002 00000000
80100001 00000008
62000000 00000001
E2000003 00000000
80000001 00000000
80100000 00000244
62000000 00000000
E0000000 80008000

Yoshi's Island 64
Final Destination 64
Sector Z
 
Last edited:
Joined
Jul 17, 2013
Messages
635
#4
UPDATES
Update: May 5th, 2014

We've decided to make an update today to give everyone a better feeling of the work we've gotten done recently. We also want to break down where we're going from here--feel free to offer input on this.

Completed
  • As we talked about earlier, we believe our character attributes (e.g. weight, air speed) are at exact or near-exact values.
  • In addition, we've had some codes active for a while, such as no air dodging. Rather than providing a full list of things we do have, we'll note what we're working on later in the post.
  • We have the following Smash 64 Stages implemented: Duel Zone (Battlefield), Final Destination (Final Destination), Hyrule Castle (Bridge of Eldin), Sector Z (Corneria), Brinstar (Norfair), Yoshi's Story (Yoshi's Island - Brawl), Congo Jungle (Jungle Japes).
  • We have begun reverting character and stage icons. So far, we have currently implemented the stage icons and are working on the ones for characters.
  • Custom music has been used for some of the stages. This isn't something I'm directly working on, but I believe it includes the original Smash 64 bgms and custom choices by other team members.
  • Pikachu's back air animation, Yoshi's up tilt animation, and Falcon's fsmash/usmash animations have been reverted to their Smash 64 incarnations. NOTE: These are not our original animations and we would like to give thanks to the people who have publicly designed them previously. Upon our release, we will be listing a full credits. If any animations creators wish us to remove their credited work from the mod, we will do so. On that note, animations is still one of the trickiest areas for all members of our team. Feel free to throw us some recommendations, whether it be a guide so we can do things ourselves or a person who may be interested in working with us.
Known Bugs
  • Ness can still enter the charging animation for his up and down smash. He doesn't glow and the rest of the smashes seem to work with our global "no charging" code.
  • My build is having trouble with stages like Saffron City (Pictochat) and Peach's Castle (Rainbow Cruise). Others have it working, so I'll update this with strikethrough when I fix mine up. This works now.
  • Double Jump Cancelling in Brawl works differently than in Smash 64 and as a result feels quite odd.
  • The animations have started to be reverted, but they still retain their Brawl properties. This leads to things such as Pikachu's bair being a multihit attack and Falcon's fsmash having a laughable range. I'm working on learning how to edit this.
Misc.
  • Right now, we have a code called "s-cancelling." In Smash 64, pressing a shield button would put you into the normal 5 frame landing lag. Our s-cancel code, however, activates by interrupting landing lag with a shield input. While this isn't exactly like Smash 64, we believe that the code should be suitable, at least for now.
TODO: prior to the first public release - These are the updates you should be looking for from us. When we finish up everything in this list, we should be getting ready to make a release.
  • We're missing some important codes. We want to be able to remove spotdodging at the very least. Side-b removal seems to be a popular choice as well, so we're looking for a way to do that.
  • We plan on switching the side-b and neutral-b moves of characters that have had their moves changed (e.g. Ness), regardless of if we get the side-b removal code for our first release.
  • Most of the shield mechanics work similarly to Smash 64. However, we're missing one major component: shield stun. We have the base form of this code and are figuring out the proper numbers to use.
  • Remove survival DI, but keep Smash DI.
  • Lastly, we'll need to determine how to make this usable from different sources- vanilla Wii, homebrew Wii, etc.
  • Implement a custom stage CSS code.
TODO: important things which may not be included in the first public release
  • Although we're working on changing the icons, we're not sure if the retro costumes will be completed before our release. The Brawl models of characters may be used instead.
  • At some point, we will be conducting a poll on the popularity of things that have been added since Smash 64, such as meteor cancelling (all characters), crawling (e.g. Luigi, Pikachu) and z-airs (Samus, Link). We are considering removing them at some point in the future and would like to hear from the people who plan on playing the mod.
  • Remove running grabs (replace with regular standing grabs).
  • We want to continue getting Smash 64 moves the way they worked. We want to get out a build relatively soon, so we may not have extensive animation work done, along with some important move attributes like hitstun/speed of Fox's laser.
TODO: Misc.
  • Finalize music choices and create a changelist for it.
  • Add in additional stages and redesign the stage CSS.
  • Unrestricted camera.

Another important note: @ Sluigi123 Sluigi123 is taking a break to work on the project, and I'm personally in the middle of exams. We may slow down a bit, but other team members will still be working on it and I will also have at least some free time to contribute.

If I left anything important out that we're ready to publicly reveal, I'd like to ask the other team members to fill it in.



-- Vale
 
Last edited by a moderator:

Kati

Smash Lord
Joined
Mar 22, 2010
Messages
1,471
#7
Goals For Version 0.5


Implement these stages and attempt to make the better for competition if necessary. Allow play on the three inaccessible stages for 1v1. Attempt to have original stage music play during these stages.

  • 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
Hazards for these stages can't be replicated even if you wanted them; therefore, hyrule castle doesn't have a tornado, peach's castle doesn't have a bumper etc.

Mushroom kingdom has already been redesigned.

M22k is working on a new Sector Z. His current version is a resized corneria which does not function as well as the original.

Therefore, I suggest not directing any effort to stages besides experimenting with resizing, but even that seems unnecessary.
 

Kati

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#9
There already is a larger version of Hyrule castle. M22k made two versions.
 

LiteralGrill

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#10
If people have preferences with stages, let me know. If you know of a stage hack for one of the Smash 64 stages I could use PLEASE post it here and save me some looking. I know they aren't impossible to find, but it does save some work when I'm looking for other rarer/possibly nonexistant codes.
 

Kati

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#11

  • No chargeable smash attacks [got code!]
  • Implement Taunt Canceling [got code!]
  • No fastfalling on aerials
  • Remove Air Dodge [got code!]
  • Remove Spot Dodge
  • Remove Wall/Cieling Teching
  • Remove Pummel [got code!]
  • Remove Grab Release
  • Remove Wall Jump
  • Remove Perfect Shield
  • Remove Light Shield
  • Remove Tethering
  • Remove Brawl's Ledge Mechanics [got code!]
  • Remove Tripping [got code!]
  • Remove Ledge Jump [got code!]
  • Remove Meteor Canceling
  • Implement Teleport
  • Implement Crouch Canceling
  • Implement Smash 64 DI
Unfortunately I don't think the codes I found in the brawl+ codeset will alleviate these concerns unique to ssb64. Are you planning on keeping the c-stick for smashes?
 

LiteralGrill

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#12
Unfortunately I don't think the codes I found in the brawl+ codeset will alleviate these concerns unique to ssb64. Are you planning on keeping the c-stick for smashes?

Hmm, I'm unsure. It would depend on what worked better really. I know some of the other codes do exist and I just have to find them, but I bet some things like Teleport may be just about impossible to create.
 

Kati

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#13
If this project ends up balancing the characters better than the original, then I don't think teleport will be that sorely missed.

All of the ssb64 stages are found in M22k's vault I think, but brawlvault is a terribly glitchy website. I couldn't find final destination, but I do know that it has not been fully replicated.

Stage links:

 

Kati

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#15
And I see that you had already found fd64, good stuff.

Default Settings Modifier


This is the one taken from brawl-

* 24494A98 80000000
* 20523300 00000000
* 04523300 DEADBEEF
* 42000000 90000000
* 0417F360 00000100
* 0417F364 04000A00
* 0417F368 08010100
* 0417F36C 01000000
* E0000000 80008000
4-Stock, 8 Minutes
Handicap OFF
Damage Ratio 1.0
Stage Choice - Choose
Team Attack ON
Pause ON
Score Display OFF
Damage Gauge ON

this is tutorial to know how to customize your own (maybe to make 5 or 3 lives the default)
http://www.smashboards.com/threads/...o-use-it-and-modfiy-it-pal-code-added.243156/



The following codes are from brawl+. I realized though that there are so many, so I'm just going to post a link to the codeset itself rather than copy them all out here.

http://www.mediafire.com/download/fmxklz01c7n1ke0/brawl+_7.0_codes.txt

The following are examples of what you will find in it:

Launch power modifier

C285765C 0000001B
3BE2FF7C 2C002F00
4082000C C3E2FFA4
480000BC 2C002F20
4082000C 38A3C594
48000034 2C002F14
4082000C 38A3C5A0
48000024 2C002F40
4082000C 38A3C574
48000014 2C002F5C
41820008 4E800020
38A3C558 80850010
2C040017 4082000C
38800003 48000008
80850000 3BA2FEDC
87DD0004 57C5463E
7C052000 41820010
7C1DF800 4082FFEC
4E800020 2C002F20
4082000C 57C0673E
48000028 2C002F14
4082000C 57C0873E
48000018 2C002F40
4082000C 57C0C73E
48000008 57C0A73E
1C000004 7FFF0214
C3FF0000 EC3F0072
4E800020 00000000



gravity value modifier

C281CAD0 00000014
3802FF7C 2C080000
40800090 3982FEDC
8088F5B0 2C040017
4082000C 38800003
48000008 8088F5A0
2C040016 40820024
38627000 38634CB8
2C170117 4182000C
7C171800 4082000C
C2EC00D4 48000048
2C09FFFF 40820014
2C040002 4082000C
C2EC00A8 48000030
84AC0004 54A3463E
7C032000 41820010
7C0C0000 4082FFEC
4E800020 54A5E73E
1CA50004 7D802A14
C2EC0000 EC370072
4E800020 00000000


Animation engine

C2766C20 00000017
3C008180 807D0008
8063FFFC 7C030000
4080009C 80630030
809D0014 C0240040
FC40081E 81240058
61298000 D8410008
8001000C 80BD007C
80A50038 1CE30010
3CC08058 7CE63378
80C60008 2C060000
4080004C 38C6FFF8
84E60008 2C070000
4182003C 7CE8C671
41A0000C 7C081800
40A20028 54E8863E
7C004000 41A0FFDC
54E8043E 7C082800
4182000C 7C084800
4082FFC8 C0060004
48000014 2C0300FF
4182000C 386000FF
4BFFFF94 D01F0010
60000000 00000000
C2766FB8 00000003
2C1D0001 4182000C
C0230010 48000008
C02283C8 00000000


Animation engine initialization


2057FFF8 00000001
2057FFFC 00000001
C0000000 00000009
3D408058 614B1000
806B0000 7C65C670
1CA50010 7D2A2A14
91690008 84AB0008
2C050000 40820008
4E800020 7CA5C670
7C051800 4182FFE8
38650000 4BFFFFD4
4E800020 00000000
0457FFF8 00000002
E0000000 80008000


Hitbox property mod engine

C2744A3C 00000019
3C008180 80FC0028
81070008 8108FFFC
7C080000 408000A8
81080030 80DE0020
5106C00E 801E0000
5006821E 801E0018
5006442E 80E7007C
80E70038 813E0030
5127C0CE 801E0014
50076226 390204C8
85480018 81680004
7D405B79 41820060
7C0A3000 4082FFEC
7C0B3800 4082FFE4
88080008 90030004
88080009 9003001C
8808000A 90030024
8808000B 500906FE
91230034 A008000C
90030018 80080010
2C00FFFF 41820008
90030038 C0080014
C03E0010 EC010032
D0030014 7F83E378
60000000 00000000


hitlag modifier

C2771EAC 00000004
2C040004 41800010
1C840006 38840000
39C0000A 7C8473D6
2C040000 00000000
C2876220 00000004
2C040004 41800010
1C840006 38840000
39C0000A 7C8473D6
80660064 00000000



electric hitstun constant <---- Madao pointed out that this is hitlag, not hitstun.

04B87B10 3F800000


Momentum Capture V4.3 [Phantom wings, spunit262]

C28669D8 00000013
3C008180 809D0008
8084FFFC 7C040000
4080000C 80840030
48000008 3880FFFF
807D007C A0E30006
80630038 2C03000B
40A20044 3C004540
901B000C C05B000C
38A2FE5C 84C50004
7CC0C671 4180000C
7C002000 4082FFF0
54C0027E 6C004540
901B000C C01B000C
FC001028 C03B0008
FC210032 2C030022
41800014 2C04002F
40A20010 2C070112
41A00008 D03B0008
60000000 00000000
C277F794 00000002
801E0034 B01E0006
801E0048 00000000


Tech Window v.05 [spunit262]

C277F190 00000012
80810010 2C040046
41A00080 2C04004C
41A10078 80BF0068
88C5008F 2C06000F
41A10068 88E5008E
7CC63A14 2C060032
41800058 2C040049
41820050 41A00008
3884FFFC 3884FFBA
5484083C 38840060
2C040062 41810030
41820010 80C50038
54C66D3E 48000014
80E50074 50E4EFFE
80C5003C 7CC69E70
2C0607E5 41A00008
60840001 90810010
60000000 00000000
C2765394 00000005
88C30058 2C060032
41A10014 7C060214
2C0000FF 41800008
380000FE 98030058
60000000 00000000

 

Madao

Moderator
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Messages
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#18
Electric attacks should be 1.5x for hitlag (that's how it is in SSB64). I read on ssb wiki that electric attacks already do 1.5 in Brawl, but if you wanted to use the code just incase, it would be
electric hitlag constant
04B87B10 3FC00000
 

LiteralGrill

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#21
PROGRESS!

I'll have to get to adding these codes into the posts up there, this is good stuff. I admit I'm not sure how to manipulate all the codes myself, but it seems some people here are going to try and figure some of that out.

Excellent work everyone!
 

Galaga

Smash 3 Dev Team
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Feb 8, 2013
Messages
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3DS FC
4940-6585-2366
#24
Wow, I was thinking about a concept exactly like this today and a few hours later I find this thread!

Looking forward to progress on this, sounds like it could be some fun.

EDIT: Post #100! Woot!
 

Madao

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#28
I would love to help with anything I can. You don't need playtesters?
Ya we could use your help with testing. It's just that we haven't done that much so far, so things won't happen for a while.

I tried looking at landing detection and ledge grabbing yesterday and got very lost so I don't think I will even bother. I'm guessing it's simply coordinate based though. If anyone knows how to debug on n64 and would like to know some breakpoints to look at, let me know.

What other stuff related to physics should I look into? After tomorrow, I'm going to be busy again, so I'd like to do what I can now since I'm taking a break from my school work.
 

Kati

Smash Lord
Joined
Mar 22, 2010
Messages
1,471
#29
An interesting proposal...



Not much too it, a single platform on one side, would it really add much?
Asymmetry is very rare in competitive stages, due to the increased likelyhood of extreme hazards or general layout, and there are plenty of brawl stags at no one will miss. People can always add it in themselves if they feel it is worth testing.

Playtesting at this point would just involve general codes that don't deal with the physics and feel of the game (besides the lack of airdodge I suppose).
 

Gene

You're a vegetable
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3DS FC
3411-0266-8945
NNID
Fairlight92
#31
I 100% support this! I've been wanting a smash 64 mod for brawl for so long and now it's finally happening. Just one thing I want to mention, if Ganondorf gets added to the roster then PLEASE don't make him fight like Captain Falcon. It's Sakurai's mistake and it makes no sense to this day. End rant.
 

Kati

Smash Lord
Joined
Mar 22, 2010
Messages
1,471
#32
The team is rather small at the moment, so it would be best to advertise and find people with hacking expertise. Animators and psa users I think are needed.

Capps, I think Brawl already has an option to turn off pause, and just as there are ssb64 stages ready to go, there are brstms to accompany them, so you can take those off of the to-do list.

edit

I found this:

http://www.smashboards.com/threads/...oman-independent-pokemon-and-more-pal.318528/

I'm going to go test this specifically:

SSB64 CSS V3 [spunit262]
0667A88C 00000030
387E006C 3B600000
3C808068 38848560
7CBB20AE 7CA50775
41800014 94A30004
3B7B0001 2C1B0032
4180FFE8 48000038
04687B64 48000068
06687904 00000008
2C170028 41820168
02678560 0022FFFF
06678560 0000000C
09000102 030A0B05
06070823 00000000
 

Sluigi123

R64/Brawl- Dev; AI Coder; Balancer
Premium
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Sluigi123
#33
I've done a lot of research on everything about SSB64's physics, inside and out, including the Sakurai-Angle, Camera Boundary to Blast-Line difference, Hitsun, Shield Strength, everything. Literally. I also know a couple things on stage modifying, character modifying, and balancing tactics all on my own, though all of this took me 5 years (in total; you heard me) to get all of my math to the most accurate. I've modified over 16 characters and over 10 stage hacks in my mod for multiple physics closer to 64's.

If there is space for me to be a part of your team, I'm 100% willing to help. Heck, I'll add in my latest Subspace Emissary stage hack along with this project. ;)

Also, I have lots of ideas for the 64 stages including Saffron City, and Mushroom Kingdom 64. Also can't wait to here your teams ideas as well!
 

Madao

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#34
I've done a lot of research on everything about SSB64's physics, inside and out, including the Sakurai-Angle, Camera Boundary to Blast-Line difference, Hitsun, Shield Strength, everything. Literally. I also know a couple things on stage modifying, character modifying, and balancing tactics all on my own, though all of this took me 5 years (in total; you heard me) to get all of my math to the most accurate. I've modified over 16 characters and over 10 stage hacks in my mod for multiple physics closer to 64's.

If there is space for me to be a part of your team, I'm 100% willing to help. Heck, I'll add in my latest Subspace Emissary stage hack along with this project. ;)

Also, I have lots of ideas for the 64 stages including Saffron City, and Mushroom Kingdom 64. Also can't wait to here your teams ideas as well!
Nice. I've got down most of the knockback and jumping physics. I'm having a hard time with angle stuff. I know Sakurai-Angle, but things like ground spiking and wall bouncing change the angle for knockback deceleration and it's where I'm stuff at. You are definitely welcome on our team. Basically as far as physics go, the only thing left are the small things like ground spiking and bouncing off walls. We already have the following information about SSB64, Blastline specs, Handicap formula, Hitstun, Hitlag, most of Angle, jumping, most of knockback, Z canceling, Hitbox mode (for SSB64), DI, most of the moveset data (but we are lacking data on projectiles), and most of the character physics stats. If you know about anything I didn't cover or anything that we don't have complete knowledge about, then please share your knowledge :) .

Edit: One thing we haven't figured out yet is landing detection in SSB64.
 

Kati

Smash Lord
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Mar 22, 2010
Messages
1,471
#35
^yeah I can vouch for this guy. His work on the subspace stage was quite pleasant.
 

LiteralGrill

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#36
I've done a lot of research on everything about SSB64's physics, inside and out, including the Sakurai-Angle, Camera Boundary to Blast-Line difference, Hitsun, Shield Strength, everything. Literally. I also know a couple things on stage modifying, character modifying, and balancing tactics all on my own, though all of this took me 5 years (in total; you heard me) to get all of my math to the most accurate. I've modified over 16 characters and over 10 stage hacks in my mod for multiple physics closer to 64's.

If there is space for me to be a part of your team, I'm 100% willing to help. Heck, I'll add in my latest Subspace Emissary stage hack along with this project. ;)

Also, I have lots of ideas for the 64 stages including Saffron City, and Mushroom Kingdom 64. Also can't wait to here your teams ideas as well!

You are MORE then welcome aboard!
 

Sluigi123

R64/Brawl- Dev; AI Coder; Balancer
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Sluigi123
#37
Thank you! The Luigi is now in! :cool:

I might be able to do a livestream of the WIP weird version of my Subspace stage soon. I've thought of a few more weird platform layouts since it's right now at the 8 min. mark, but I'm lacking a few more layout ideas.

@Madeo: What do you mean "angle stuff?"

Also, I'm working on the N64 SFX as well, just to let you know.
 

Madao

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#38
@Madeo: What do you mean "angle stuff?"

Also, I'm working on the N64 SFX as well, just to let you know.
Nice, I love the N64 SFX!

I know that the game uses sin and cos for calculating angles, but I get lost because it uses a long formula all the angle calculations. So anything that modifies angle (bouncing off objects after already being hit), is extremely difficult for me to calculate. For ordinary scenarios, I can simply convert the angle from degrees to radian, then do sin or cos and I'm able to precisely calculate the angle. I'm basically doing this so i can have a deeper understanding of the game. I already made myself a calculator for knockback, damage, hitlag, hitstun, etc, although it's not completely finished and the precision for total X and Y distance isn't perfect yet either, but it's more accurate than using a regular calculator. In the meantime, I'm collecting data on moves and writing it down.

Also, have you figured out landing detection?
 

Madao

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#40
Both types of landing, since we don't know how the game determines whether you are in the air or ground. They say the landing detection is different in Brawl so some people want to change it to SSB64's method. I honestly don't even know if the difference is significant, but it's worth looking into at the very least.
 
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