DragonBlade
Smash Journeyman
- Joined
- Aug 22, 2005
- Messages
- 273
It's still in the early stages now, but pretty soon we will be setting the tripping probability to 0, the hitlag to X, the gravity to Y, etc. Brawl may have replayability after all. Here is the website and the forum.V1.0 Beta Five (Change log)
1. Wii Mode hooks (can hook Wii Games as well as Gamecube Games)
2. Gamecube and Wii Cheat engine with own custom code types (upload cheat code patches Gamecube and Wii!)
3. Cheat Engine running with debugging engine to allow realtime code edits (Run list)
3. Upload code added to Remote debugger (can now upload binary files to running memory)
4. Hex Mode added to debugger (Switch from Asm to HEX etc, can scroll up and down hex windows also in memory!)
5. Wii Screen shots working
Cheat code system, code types and information can be found on the forums, tutorials for these will be added to the site download section very soon.
We could feasibly set a group of codes as a competitive standard, and it could very easily be better. I hope people are open to the idea, even though we didn't need to in Melee. We can no longer deny Sakurai programmed Brawl as an exclusively party game, but we can now undo it bit by bit, memory value by memory value...
Goals for 'official' physics changes:
Goal Set 1 (no balance testing necessary and straightforward to implement)
- remove tripping
I don't think this requires balance testing and should be doable.
Goal Set 2 (heavy balance testing necessary and straightforward to implement, probably)
- increase hit lag
- increase shield lag and/or decrease shield hit stun
- increase overall gravitational constant
These changes are intended to shift the ratio of offensive to defensive options and restore true combos. Right now this ratio is too low. The increased hit stun would make it easier to string attacks together (i.e. combo) and encourage players to approach more. The second change is intended to increase the lag while shielding an attack and/or decrease the delay the attacker experiences when hitting a shield in order to reduce the overall effectiveness of shielding slightly. The gravity increase will make escaping from a combo and recovering slightly more difficult. It is likely the new gravity will be somewhere between heavy Brawl's and normal Brawl's gravity. People say this is not a good idea because characters with multiple jumps will become less effective. However, I think the increased hit lag can balance this out. The shorter jumps these characters have should balence out the ability to chain multiple aerials together because of the new hit lag if these values are set appropriately.
Both the character hit lag values and the gravitational constant can vary already in the game (stickers? that modify hit lag and heavy/light Brawl), so it should be possible to find these values in memory and change them as necessary. Hopefully, the shield attributes can be changed in a similar way.
Goal Set 3 (light balance testing necessary and difficult to implement, probably)
- take out the "auto recovery" feature
(reduce the "edge size" (maximum distance the edge can be grabbed) slightly)
(disable B moves from snapping to the edge before the end of the move)
- allow characters to immediately drop from the edge after grabbing and reduce the invincibility time gained from grabing the edge to balance this
- leave edge occupied for a short period of time after a character rolls back on the stage
- restore dash dancing
The auto recovery just removes an important element of smash games. Forcing people to think about how they recover and time properly will only add to the game. Dash dancing will allow for players more options in terms of spacing, and may possible restore the Melee style pivot also.
The basis of dash dancing is there in Brawl, but it does not let you gain distance, fixing this part could store the functionality as seen in Melee and the Brawl demo. Since characters cannot grab the edge out of most attacks, there must be some attribute they gain while attacking that prevents this. This attribute needs to be applied during recovery moves. The "edge size" probably an other value or values in the memory.
Goal Set 4 (probably too awesome to actually happen, but worth investigating)
- restore L cancel like functionality
Enough said.
Regarding possible character balance changes:
I would like to work towards making a large majority of characters playable competitively and prevent any single strategy from being completely broken. Basically, make changes only when characters are completely unusable or there are strategies that completely broken. Trying to take out tiers is unrealistic, imo.
Beyond these, I do not expect to make any more 'official' changes to the physics, because I think it would be best to keep it simple as possible while making the game more competitive, but I cant predict what people will find so it could change. If there is code that will restore wavedashing and it works well in a balanced way, I don't see a problem with adding it, and there might be more things like that in the future.
Why do these changes look like we are trying to turn this game into Melee?
Short answer: Because, we are.
Long answer: We are simply trying to make Brawl more competitive with as little changes as possible. Instead of pulling random ideas out of our heads that could make the game more competitive and testing them for long periods of time, it is easier to use what has been successful in the past (Melee). If we do run across something completely unique that makes Brawl more competitive without imbalancing the game, we may add it also.
Other Goals:
- debug menu?
- get frame data
- make the neutral stages from subspace selectable from versus mode
- increase replay time limit to 8-10 minutes
- enable full shield even on light button press (if there is no analog shield implemented)
Probably will be a lot more of these types of projects as more people start working on it.
Disclaimer: These changes may not be possible or may just never happen. They are just goals to focus on.