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The Brawlplusery - Brawl+ Codeset - Updated 3rd April

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shanus

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What's the difference between the beta3 from the 12th and 13th?
beta3 worked fine. Something got modified by our coder which was trying to fix an error which happened with loading gigabowser, and he went to a tourney and hasn't surfaced yet. It causes crashes, so work with just Beta3 for now. 3.1 has some balancing additions, but it crashes with sheik and bowser.
 

Revven

FrankerZ
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beta3 worked fine. Something got modified by our coder which was trying to fix an error which happened with loading gigabowser, and he went to a tourney and hasn't surfaced yet. It causes crashes, so work with just Beta3 for now. 3.1 has some balancing additions, but it crashes with sheik and bowser.
The 3.1 on your site is from the 12th, before it got modified by Almas so, I think that one is safe (I've used it online, no crashes, I didn't try Sheik or Bowser though). So, either use Beta3 or Beta 3.1 from shane's site.

Edit: nvm, apparently it does freeze with the one from the 12th (3.1), so yeah just use Beta 3.
 

BEES

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Weight=/=Fall speed. Saying Falcon is too heavy means that he should die easier.
The problem is not just the falling, but the hitstun. Weight affects hitstun, and Falcon's weight makes it too easy for most of the cast to combo him. He wouldn't die any sooner with lower downgrav. Maybe sooner off the top, but he would gain some survivability against horizontal KOs to balance it out.

I do like his short hop and fast fall. It's just that down gravity that's too high.

He never fell like a brick off the edge in Melee or 64. This is totally counterintuitive to his playstyle. You don't NEED to fall that fast anymore. His short hop puts you just above the ground, and you can DJC and fastfall an aerial to get blinding speed regardless of the gravity.
 

BEES

Smash Lord
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I'm saying the ratio of built-in weakness to strengths is lopsided.

Falcon has a weak approach and weak priority. Naturally to make up for it he should have slightly better combos on his opponents than they do on him. Currently, it is the reverse. Most characters can combo Falcon pretty easily, while Falcon struggles with many of them.
 

BEES

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I would gladly sacrifice that if it meant I could take more risks off the stage. That's the way Falcon used to play, but right now he feels more like a space animal. If I wanted to play a space animal I would. We have 3 characters that already fill that niche pretty well.

Where's our air supremacy Falcon?
 

CountKaiser

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He left along with Air momentum. :(

I see what you're saying, though. Falcon does fall rather fast, making edgeguarding risky. It never seemed that risky in Melee.
 

BEES

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Code:
Chara	ID	SH	FH	FF	DGrav	Grav	Filler
Falcon	9	0.90	1.10	1.15	1.20	1.10	0
Falco	13	0.90	1.05	1.15	1.20	1.10	0
Ganon	14	1.025	1.05	1.10	1.00	1.00	0
Let's just look at this for reference. Falcon plays a lot more like Falco than Ganondorf. Look at the physics for the two: nearly identical, even though Ganondorf is the clone with similar hitboxes and knockback properties. But in my opinion it does NOT suit Falcon's moveset. Falcon should fall right in between the two.

Code:
Chara	ID	SH	FH	FF	DGrav	Grav	Filler
Falcon	9	[u]0.875[/u]	1.10	1.15    [u]1.10[/u]	1.10	0
Falco	13	0.90	1.05	1.15	1.20	1.10	0
Ganon	14	1.025	1.05	1.10	1.00	1.00	0
 

CountKaiser

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Am I reading that correctly? His FASTFALL is slower than his REGULAR FALL?

That is a problem. Have you tried your suggested values yourself?
 

Shell

Flute-Fox Only
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You guys are forgetting that these are modifications of each character's original values, not a global standard. 1.0 gravity from vBrawl for Jiggz did not equal 1.0 gravity for fox.

Thus, you can't really directly compare the changes. Plus, FF is a multiplier, not a gravity value.

And after Falcon gets his momentum back, I think you'll find his off the stage game better than ever.
 

BEES

Smash Lord
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Alright 1.1 is a bit too low. It does lose the 'fun speed activate'. I'll try 1.15, with a bit more fastfalling as well. Should get the job done.

0928BA80
 

stingers

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I love Side B

If your opponent is trying to gimp you, you're gonna get gimped. Like my friend was just using Mario. It's basically impossible to get back unless you're playing on Yoshi's Island and the ghost is out.

And if you're on FD, you're never gonna get back because you can't scar though that stage. >_<
 

cAm8ooo

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I disagree. We need to buff what absolutely needs it, and nerf what we have too. Were not here to cover everyone's weaknesses. Wolf is not a bad character and his recovery is still better then many others. If we boost his, then we would have to buff lots of others which will require even more lines.
 

BEES

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0928BA80 seems closer to ideal for captain falcon. Maybe 0928AC80 once the horizontal air speed code is in. I could see that bringing back the edge game. It doesn't change the fact that everyone else feels floaty as hell though.

Where's the beta 2 codeset? I might try that. Giving everyone higher ~.05 higher dgrav and just buffing recoveries and horizontal airspeed should do it I think.
 

Almas

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Okay, sorry about the slow fix. I was at a smash tourney over the weekend, so I couldn't really fix it. The problem -should- be resolved now, as well as removing some of the less frequent crash glitches you were getting (e.g. during some transformations, after some matches).

EDIT: To sort out some things mentioned, DGrav and FF are both completely separate variables. Gravity affects both of them in a multiplicative manner, but they have no impact on each other.
 

CountKaiser

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So if FF was 1.1 and Dgrav was 1.2, a character's normal fall would be faster than the fast fall, right?

Also, how the tourney go? Did you show anyone brawl+?
 

trojanpooh

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Glad to see the problem is now fixed. I can now go back to a code set with loving care put into every character.
 

Greenpoe

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Can you change the shield variables of individual characters? It would be interesting to give certain characters unique shield properties, such as Samus having a very strong shield, but takes a long time to regenerate, or MetaKnight with rapid shield-loss and shield damage, or Lucario with high shield loss but low shield damage.
 

ph00tbag

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If the codeset in the OP is the most current as of about an hour ago, it still needs work.

I was testing out some combos with Olimar against a dummy Bowser on FD. I had knocked Bowser off the right side of FD (don't remember the move) and after Bowser had begun air controlling back to the stage, I landed and the game froze.
 

CountKaiser

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Guys, I think I found a problem.

In the Frame speed code, the LLLLLLLL acts as a divisor. For example, If a move take 10 frames to come out, a divisor of 2 would cause it to come out in 5 frames, whereas a divisor of 0.5 would cause it to come out in 20 frames.

The problem lies in G&W's aerial lag. Normally it is set to the default 50% of the original value. In order to get it to 75% of the original, the new value should be divided by 2/3 in order to achieve this. Instead, from what I can see, the value is being divided by 4/3, which makes the aerial lag approximately 37.5% the original value, make the key and case spam worse.

Instead of 3FAAAAAB, you should be using 3F2AAAAB.
 

Almas

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3FAAAAAB = Float 1.33333

Most characters have:

40000000 = Float 2

Huh, interesting Phoot... Nothing is ever easy =/.
 

Shell

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Hey Almas, you're aware of the fact that speeding up an attack doesn't change the hitbox, right?

Any ideas if this is changeable, or do you suspect it's hardcoded? Thanks!
 

CountKaiser

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You mean it doesn't change when the hitbox comes out?

So the Lightning punch isn't a true lightning punch?
 

Shell

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Correct. Although the reduction of cool down is still a great boon.
 

shanus

Smash Hero
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Hopefully the freezes will be addressed soon enough. Thank you all for testing and feedback! Hope everyone is having a great long weekend, as well.

We are also taking note that people seemed to enjoy the higher speeds offered in Beta2 as well, and are trying to take in everyones thoughts and ideas to take the best of Beta3 and 2 and make it into a great combination. Hope everyone is enjoying the mods so far!
 

Shell

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As someone pointed out, good job keeping your ear to the ground. My initial fears of a reclusive back room are wonderfully unfounded so far.
 

Almas

Smash Lord
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Yeah, we're aware of the hitbox thing. I'm sure it'll be fixed soon enough. It can still be used to make attacks more laggy at the end, though.

Alright, I've updated again. I playtested for about 5 minutes and it seemed fine. Someone told me that my last update was fine too, though.
 

ph00tbag

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Ok, so I was using Beta 3.1, and I've switched to Beta3, and it works fine. What I was able to find was that the freezing was happening with a lot of aerial recovery specials (Fox Illusion, Whirling Fortress, Cape, etc.) That'll be something to look into.
 

Almas

Smash Lord
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Is this with the most recent update? (As of 30 minutes ago, 21 lines again instead of 22).

When I read through the last borked one it became apparent why it was breaking, which somewhat raises question about the fact that someone on IRC said they tested it and it was working perfectly.
 

Blank Mauser

Smash Champion
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Yeah I tested the new codeset by following your directions on IRC and it worked fine with no freezing. Did you guys get the newest update?
 

stingers

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Sorry, I wasn't aware there was a new update. I was still talking about the old one.

Disregard that, then
 

peachfvl

Smash Apprentice
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so the newest codeset is updated in the 2nd post and it doesn´t freeze ?
if not send me a link where i can get it plz
 
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