• 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!

The Brawlplusery - Brawl+ Codeset - Updated 3rd April

Status
Not open for further replies.

shanus

Smash Hero
Joined
Nov 17, 2005
Messages
6,055
I have no idea if we can look into making buffer go over 10, but thats a possible avenue we can explore as well to make it even easier. (if that works, that is)
 

goodoldganon

Smash Champion
Joined
Mar 17, 2008
Messages
2,946
Location
Cleveland, Ohio
Just some food for thought. I'll be lurking the boards here and there over the next few days, but no real testing. Madworld and RE5 look too sweet. I'll be back Monday or Tuesday for serious work. Hopefully you guys can get beta 3.3 out since it was so full of win when I tested it the past few days.
 

Eaode

Smash Champion
Joined
Jun 4, 2006
Messages
2,923
Location
Glen Cove/RIT, New York.
I really didn't notice teching being easier at all..?

Also, I'm absolutely sure that you can tech out of hitstun, or did you mean that the buffer doesn't register in hitstun? I wouldn't be very concerned about teching unless I was in hitstun anyway <_>, if you're not in hitstun you can do something else anyway and teching would probably not be that beneficial.

Maybe the supposed decrease in difficulty was a bit of a ... placebo effect? I could be wrong, but I really didn't notice any more ease in teching than usual at all.
 

Eaode

Smash Champion
Joined
Jun 4, 2006
Messages
2,923
Location
Glen Cove/RIT, New York.
really? Am I going crazy here? does the game really hold your shield input until you're in tech range? it doesn't make much sense to me and I didn't notice it. This is weird <_<;
 

shanus

Smash Hero
Joined
Nov 17, 2005
Messages
6,055
really? Am I going crazy here? does the game really hold your shield input until you're in tech range? it doesn't make much sense to me and I didn't notice it. This is weird <_<;
Not sure :p

We'll see later at seeing if an absurdly high buffer (if the game lets us do it) lets us tech much earlier
 

grim mouser

Smash Journeyman
Joined
Jan 15, 2009
Messages
464
Location
Michigan
I had 2 buffer, then tried the Tech Fix. I didn't feel teching was easier. In fact, it seemed tougher for me to tech LOL. Maybe I was just overestimating how well the code would work? =\
 

Green Squiggly

Smash Rookie
Joined
Mar 5, 2009
Messages
6
I don't want to come off as impatient, when is 3.3 supposed to be released and if so what changes or additions?
 

Almas

Smash Lord
Joined
Jul 6, 2008
Messages
1,588
We discovered a slight mishap in one of the codes about two minutes ago, just before we were about to release. We're going to see if we can resolve the problem now, and if we can't we'll release without the offending code. But by Balthazar's Beard, there WILL be a release!
 

shanus

Smash Hero
Joined
Nov 17, 2005
Messages
6,055
So that version where you said teching was harder. it was cuz the code was broken lol
 

alvicala

Smash Cadet
Joined
Feb 2, 2009
Messages
67
Location
ARGENTINA
YESZ!!! Beta 3.3 =D!!
whaaaaat?! even though it says 255 lines, the code manager gives me an over-256 error. this isnt funny, halp!!
 

Almas

Smash Lord
Joined
Jul 6, 2008
Messages
1,588
Okay, we're done!

It was quite a gruelling wait for the newest codeset, and we had to work through quite a few fixes and tweaks. But it's now available for y'all to download and use!

We'll have a comprehensive writeup available in the next couple of days - pending Shanus bothering to.

Special thanks to Paprika_Killer for all of his help with porting codes - his expertise made it a lot easier for me to finish what he started, and also to Tri_Brow from the chat, who gave me the old code manager free from the linecount glitch whilst everyone else instead chose to idly chat about when they thought the release would be made. You know who you are -.-

I hope you enjoy it!
 

Ulevo

Smash Master
Joined
Dec 5, 2007
Messages
4,496
Guys, I don't know who is responsible for the new tumble coding, but I love you. Be mine please.
 

GPDP

Smash Ace
Joined
Dec 29, 2008
Messages
927
Did you end up fixing the error that was holding up the release? Or did you decide to leave the code out?
 

shanus

Smash Hero
Joined
Nov 17, 2005
Messages
6,055
its fixed

please report any problems


also, buffer is at 2, OP is being updated
 

trojanpooh

Smash Lord
Joined
Oct 23, 2007
Messages
1,183
Great job everyone. Do you plan on nerfing the tornado again if space ever permits again? Personally, I don't think it needs to be nerfed that bad, maybe halfway in between normal and old nerf.
 

Iamthemovie

Smash Journeyman
Joined
Aug 4, 2005
Messages
341
Awesome, new codeset.

Anyways, I'm just wondering... Did any of you try playing with the Damage Ratio with Brawl+? Right now, it seems to me that everybody dies really early. I never actually tested how Damage Ratio works but I'm just throwing this idea out there so people can try it out, see what works without using hacks (seeing that we have only 2 lines left...)
 

Almas

Smash Lord
Joined
Jul 6, 2008
Messages
1,588
I think the key thing is that many people die FASTER. This is caused by the increase combo potential and edgeguarding game. I recommend playing 4 stock games, it certainly increases the pace.

The old codemanager has been placed on the site.

A changelist has been posted.

Given linespace, I'd love to put the change to MK's tornado back in. I think there's a little dispute, but we'll have to see once the issue is more pertinent.
 

ShortFuse

Smash Lord
Joined
May 23, 2007
Messages
1,523
Location
NJ/NYC
You guys speed up the game play? It feel faster now. The tech fix is great for me. I'll let you know about the shield stun in a few minutes. I'm a Marth main and shieldbreaking was too easy.
 

Cero

Smash Lord
Joined
Apr 19, 2008
Messages
1,142
Location
Pembroke Pines, FL
Yeah, you guys sped up the dash speeds.
What were they before again? Like, 1.15 I think.

OMG, Captain Falcon feels SO good with momentum and faster dash speed. :chuckle:

Can't wait for Gecko 2.0.
 

Shadic

Alakadoof?
Joined
Dec 18, 2003
Messages
5,695
Location
Olympia, WA
NNID
Shadoof
I've been playing the old codeset with an old momentum code until now, I can't wait to test this out tonight.
 

StarshipGroove

Smash Journeyman
Joined
Apr 30, 2007
Messages
488
YES!! The EU codeset is ready!! Thank you so much, Paprika Killer, Almas, Spunit, and everyone involved in the project!

Aw, the Buffer modifier freezes my game when loading a stage, anyone else experiencing that?
Also, the characters clearly gain more momentum from a running jump when going left.
 

Rikana

Smash Champion
Joined
May 16, 2006
Messages
2,125
I think the key thing is that many people die FASTER. This is caused by the increase combo potential and edgeguarding game. I recommend playing 4 stock games, it certainly increases the pace.

The old codemanager has been placed on the site.

A changelist has been posted.

Given linespace, I'd love to put the change to MK's tornado back in. I think there's a little dispute, but we'll have to see once the issue is more pertinent.
Don't forget, we don't have decay moves which leads to faster deaths too! :p

YES!! The EU codeset is ready!! Thank you so much, Paprika Killer, Almas, Spunit, and everyone involved in the project!

Aw, the Buffer modifier freezes my game when loading a stage, anyone else experiencing that?
Also, the characters clearly gain more momentum from a running jump when going left.
Almas, remember that for life. Your name appeared.

Anyways, awesome work as always. You guys are awesome. I have yet to try B+ though. :( **** essays that are worth 40%.
 

cAm8ooo

Smash Lord
Joined
Dec 22, 2005
Messages
1,059
Location
Kentucky
Also dont forget the fact that you cant slow your self down as well now due to still being in hitstun.
 

Ulevo

Smash Master
Joined
Dec 5, 2007
Messages
4,496
Great job everyone. Do you plan on nerfing the tornado again if space ever permits again? Personally, I don't think it needs to be nerfed that bad, maybe halfway in between normal and old nerf.
Why do you want to nerf Tornado again? It's perfect the way it is. It's been downgraded to a good move, not an absurd move. I love the current change it has now. I wouldn't touch it.
 

GPDP

Smash Ace
Joined
Dec 29, 2008
Messages
927
Why do you want to nerf Tornado again? It's perfect the way it is. It's been downgraded to a good move, not an absurd move. I love the current change it has now. I wouldn't touch it.
In case you didn't notice, they removed the nerf entirely.
 

cAm8ooo

Smash Lord
Joined
Dec 22, 2005
Messages
1,059
Location
Kentucky
ulevo- the newest codeset took off the nado nerf. He is simply saying he wants it back. If your tornado is not acting normal then your playing with an outdated code

edit: dang, beat to it :)
 

Adetque

Smash Apprentice
Joined
Feb 21, 2009
Messages
149
Why exactly did you take out auto l-canceling? It makes things so much faster.
 

GPDP

Smash Ace
Joined
Dec 29, 2008
Messages
927
Why exactly did you take out auto l-canceling? It makes things so much faster.
Uh, no one took it out. It's just not its own code anymore. Instead, lag reduction is done through the Frame Speed Mod code.
 
Status
Not open for further replies.
Top Bottom