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The Brawlplusery - Brawl+ Codeset - Updated 3rd April

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leafgreen386

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One of the big problems with PS is that it is SO easy to do unintentionally.

If you hold your shield right as you are going to be attacked chances are you will powershield it without even meaning to. It's very common to just be wanting to shield a Smash or tilt, a situation where you are going to press and hold the shield, and you end up accidentally PSing.

The way it should be, is that you have to hold the shield down at the right time and release it within a few frames, but with Brawl it isn't that way... :\
If that ever became possible to do, I would love it but good luck convincing everybody that it is a good thing...
Yes, the problem right now is that you can hold shield during your lag and when it comes up, it will have PS properties. We'd like to make it so that you have to actually time the button press, meaning you'd have to hit it when you were out of lag.
 

Sph34r

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Hi, I have a quick question. Say I want just ONE feature from the hitbox code, specifically, Falcon's reverseable knee, but not anything else.

How do I go about editing the code so that it only has that effect on attacks? If someone who understands this stuff knows how to edit it can you post it?
 

Almas

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Sp34r, the Hitbox code only modifies specific hitboxes as defined by the data code. Information on customizing the data code can be found in the code agenda OP.
 

Sukai

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Yes, the problem right now is that you can hold shield during your lag and when it comes up, it will have PS properties. We'd like to make it so that you have to actually time the button press, meaning you'd have to hit it when you were out of lag.
I don't think that can be fixed, especially if it's just being buffered. it seems like players should start trying to grab their opponents out of the air, it's a viable option and will teach players to think twice about their vulnerability upon landing.
Perhaps for balance, bring down the ALR For the "good" characters, so they can be punished easier.
This seems like the sort of thing that players should develop on before they complain. I'm sure in due time, a buffered shield would be an "lol u n00b" kind of tactic.
 

leafgreen386

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I don't think that can be fixed, especially if it's just being buffered. it seems like players should start trying to grab their opponents out of the air, it's a viable option and will teach players to think twice about their vulnerability upon landing.
Perhaps for balance, bring down the ALR For the "good" characters, so they can be punished easier.
This seems like the sort of thing that players should develop on before they complain. I'm sure in due time, a buffered shield would be an "lol u n00b" kind of tactic.
First off, if the PS properties were changed how I stated, then the shield would still come out to block the move, but it wouldn't give the shielding player an advantage for doing so. It's "just" a matter of changing what the PS window is tied to. A code that checked if the frame the shield came out was the same frame that you had pressed the button and negates the PS frames if you fail this check would remove buffered PSing. Also, the shield isn't buffered like most moves are. Even on 0 buffer, you can hold down the shield button during your lag and it'll come up. I don't have any problem with that, but it shouldn't also bring up the PS.

As for ALR... frick no. The wbr is going to be using damage to nerf characters whenever possible. We haven't handed out many nerfs yet, but when we start getting to the fine-tuned balancing of this game, damage is going to be the primary way to do it.
 

Yanoss1313

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i don't see a problem with the "accidental ps"... if your expecting it, just grab > combo

Edit: besides, if it starts happening a lot... to me that say you need a tighter punish game or combo game
 

XSilvenX

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i don't see a problem with the "accidental ps"... if your expecting it, just grab > combo

Edit: besides, if it starts happening a lot... to me that say you need a tighter punish game or combo game
I actually agree. To me it's not such a big deal, I'm just happy it's 2 frames now instead of 4.
 

Magus420

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Unless it's character or attack specific it's definitely 3. Everytime I've seen something blocked on frames 1, 2, or 3 it was PSed, and everytime something was blocked on 4+ it was always shielded normally.
 

shanus

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actually, the default in the code is 4 Magus. However, if I remember, its some weird shenanigans where that signifies its ending frame or something, so it might actually be 3. All i know is the code default is 4 :p
 

Sukai

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I actually agree. To me it's not such a big deal, I'm just happy it's 2 frames now instead of 4.
We're on the same page.
Is a buffered Powershield really that large of an issue?
Keep it and let a metagame at least try to develop around something, everything is always changing.
Seriously, how many people are actually complaining?
Compared to those who aren't?
This is something that should go under consideration and used in a nightly build, but don't make it a "set in stone" change.
 

XSilvenX

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Yeah and we're also forgetting that people don't play stupid with Brawl shields anyway. This ain't melee so nobody is gonna be within grab range for their aerials anyway. If it's me, they powershield and they get a free roll out and escape my jab pressure...that's all it is. I don't usually get grabbed.

Now if you wanna throw out fairs directly in front of people's shields, then that's a different story...

So ummm, can we close the chapter on this non-issue or are people still upset about getting grabbed out of stuff when they think they shouldn't have?
 
D

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i was playing on Luigi's Mansion with the code to break the house instantly...we were both meta knight. there's this weird glitch where our character panes (the picture of metaknight that is behind your %) would grey out. They would just fade slightly, and only in certain spots, typically in the upper corners of where the house should be.

Not really a huge glitch; and if this is intended for some reason, then whatever, it just was weird having my character pane flash around a bit.
 

GHNeko

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i was playing on Luigi's Mansion with the code to break the house instantly...we were both meta knight. there's this weird glitch where our character panes (the picture of metaknight that is behind your %) would grey out. They would just fade slightly, and only in certain spots, typically in the upper corners of where the house should be.

Not really a huge glitch; and if this is intended for some reason, then whatever, it just was weird having my character pane flash around a bit.

Its not really a glitch. Its a feature. the character portraits fade in and out to help the players see better. its just that the detection is weird.

Try it. Go into training mode and set it to zoom. Its pretty obvious.

EDIT: Why the **** am I still up.
 

BEES

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You could wing it and rename the US file to RSBJ01 and see how much works. Considering how massive Brawl+ is getting, this might be a bad idea now. It would probably crash a lot.
 

leafgreen386

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You could wing it and rename the US file to RSBJ01 and see how much works. Considering how massive Brawl+ is getting, this might be a bad idea now. It would probably crash a lot.
Um... no.

That doesn't work and I just explained why. Codes only work for the region that they're made for. It doesn't matter if you have everything else right; if you're using a code from a region not your own it just plain won't work.
 

CountKaiser

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An extension from leaf's post

The reason WHY it won't work is because the code must be written to a different place in memory according to the region. Otherwise it just doesn't work.
 

cman

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Um... no.

That doesn't work and I just explained why. Codes only work for the region that they're made for. It doesn't matter if you have everything else right; if you're using a code from a region not your own it just plain won't work.
Unrelated to b+, but what is the point of that? Wouldn't it be easier for the original developers to just code it all once and let every region use the same version?
 

Blank Mauser

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Games for different regions also store their data in different places in the memory. They're offset a bit and obviously have other differences I'm probably unaware of. To put it simply, a code that will work on one version will not work on another without some tinkering.
 

Plum

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Unrelated to b+, but what is the point of that? Wouldn't it be easier for the original developers to just code it all once and let every region use the same version?
Honestly I have no idea why the hell Nintendo wanted the Wii to be region locked.

Why in the world would they prevent themselves from making more money by allowing North Americans and Europeans to get Japanese games?
Tatsunoko vs Capcom has a legit excuse because Tatsunoko is having problems with copy rights and outside regions, but any other game is just stupid that it is region locked.

They would make so much money releasing Smash 64 to everyone for instance. I would GLADLY buy it of the VC, but because of some stupid rule I have to go and pirate it and remove the region lock just to play a game that should be available for everyone. Your loss Nintendo.
 

GHNeko

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Honestly I have no idea why the hell Nintendo wanted the Wii to be region locked.

Why in the world would they prevent themselves from making more money by allowing North Americans and Europeans to get Japanese games?
Tatsunoko vs Capcom has a legit excuse because Tatsunoko is having problems with copy rights and outside regions, but any other game is just stupid that it is region locked.

They would make so much money releasing Smash 64 to everyone for instance. I would GLADLY buy it of the VC, but because of some stupid rule I have to go and pirate it and remove the region lock just to play a game that should be available for everyone. Your loss Nintendo.

Tatsu is coming to US now.

I'm pissed i payed 90 dollars for it now. e___e
 

Yanoss1313

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Tatsu is coming to US now.

I'm pissed i payed 90 dollars for it now. e___e
lol, i feel your pain! it cost me $100 to get it to Australia, but then again.... I've been playing it for a good long time, so, i don't regret.

oh also, although i despise region locking (i had to import a US brawl) the main reason is (as far as Australia goes anyway) is that Nintendo of America, Nintendo of japan, and Nintendo of Australia and so on, are all independent sub-companies with separate profit margins...

****ers.... :(
 

Yanoss1313

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hehe, i guess theres "one" thing about region locking that i liked, it's the reason i got homebrew... hence the reason i was able to get brawl+, woot! hooray for irony!
 

Raoh

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It ruins team play if you have to stay out of each others way the whole time. What a stupid standard.
 

Sukai

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It ruins team play if you have to stay out of each others way the whole time. What a stupid standard.
Scrub Alert.
Team Attack On teaches a balance of control and trust between your team mate and you.
It helps support real teamwork and viable winning strategies, as well as void alot of really broken and completely unacceptable spam moves, which ruins the doubles metagame.
With Team Attack off, you can't save your opponent from off stage if they can't recover, you can use G&W's bucket, you can't do a lot of really effective strategies that involves physical contact with your partner.
You will have to watch out for their attacks, but if you're a good player, that shouldn't be a worry, because you'll be handling your current foe and jumping in to help your team mate when they need it.
It also helps when you're the last remaining team member left, if your opponent is down for the count, would you like two Falco's laserlocking you with no effort? Or a wild barrage of Snake tilts or Mach Tornadoes? They can spam moves twice as much because it garners no consequence.

Overall Team Attack on is the most balanced form of doubles, it is an accepted approach to team play, and really only noobs, spammers and scrubs complain about it.

Just turn it off. I've never seen someone nit pick about a small feature in Brawl+ before.
 
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