SymphonicSage12
Smash Master
- Joined
- Feb 6, 2009
- Messages
- 3,299
Oh, god, please not here.ike fights for his friends
i thought this was obv
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Oh, god, please not here.ike fights for his friends
i thought this was obv
ITT: Something's wrong with the G-diffuser.
yes. I can still double jump cancel and everything.Do you have the .pac? If this was omitted, I doubt it was intentional.
http://www.mediafire.com/?mmdwlk2zot1Anyway, what changes are in the common5.pac? If there are images for WWR and SSE to replace the original ones, can someone post a mediafire link? I don't want to overwrite my CSP's.
Random noob question but I'm just a tad confused here.http://www.mediafire.com/?mmdwlk2zot1
Some of them need to be put in multiple locations in the common5.pac. I left the filenames in there though so they shouldn't be too hard to find. In the common5.pac Rumble Falls (Online Training Room/Wifi Waiting Room) is listed as stage "_____07" in one place and "_____08" in another. Temple (SSE - Jungle) is always "_____50" though.
The stage is stored on the SD card. Don't worry.Random noob question but I'm just a tad confused here.
Does Brawl+ load the wifi training room and SSE jungle stage from SD card? I'm asking this purely because I'm a PAL user and I'm (attempting tomorrow ... **** parents) using a copied NTSC Brawl disc that apparently doesn't include SSE (or at least the rumours are that cutscenes and stuff are missing.)
Obviously if that's the case then the stages won't work, unless you've put them on the install/SD card and added file replacement code for the stages (this I don't know, being a noob)
I've played the PAL Brawl and I love it, so I decided to try to make the NTSC version work. (yay for Updatifier).
And great work. :D
Thanks for the speedy reply! :DThe stage is stored on the SD card. Don't worry.
www.brawlplus.net/dl2.php?maclinux=1So any news on the Mac autoupdater? I remember the one for the official build worked perfectly, it just needs to link to the right files.
It does? I don't recall seeing them in the videos and in SSE, though that may be due to my poor memory.1) WWR is loaded by code. Junglefield is loaded from SD, in STGDXSHRINE.pac.
2) WWR does NOT work online and may never will, unless all players have a modified .pac to act as WWR.
3) The SSE Stadium (the how to play stadium and the first SSE stage are the same) has been considered, but was deemed too flat and would only provide another neutral. Though I believe we could use different stages outside of competitive play anyway, it probably won't be added.
Though, what people do not know is that the SSE stadium DOES have platforms. They are included in different modeldata as Battlefield's are.
Really? I tried to do that and it DJC'd anyway. I guess I'll have to look into that a bit more. =/If you hold jump while aerialing, no DJC.
I know for a fact they're there. I think Dantarion didn't bring over the platform modeldata, most likely because WWR has no platform modeldata and adding them might spike the filesize.It does? I don't recall seeing them in the videos and in SSE, though that may be due to my poor memory.![]()
I know for a fact you're wrong.I know for a fact they're there. I think Dantarion didn't bring over the platform modeldata, most likely because WWR has no platform modeldata and adding them might spike the filesize.
if you hold down jump while doing an ariel it wont DJC so yoshi can saftly recoverIt does? I don't recall seeing them in the videos and in SSE, though that may be due to my poor memory.
Thanks for the info. I'm a lot more confident now of not having game freezes with using a hacked DVD-R as media (the disc is sitting besides me lol. I need to test it tomorrow).
By the way, I have to applaud you guys for how you buffed Ganondorf. His jab is INSANE. I got a bunch of friends of mine to play it with me yesterday and I was actually KO'd by his jab.... embarrassing.
Also I would like to take this moment to add some feedback and such. Why did you add in Yoshi's double-jump cancel on his aerials? I've played/mained Yoshi on Brawl for a long time and on the original copy of Brawl+ that Almas gave me, the addition of hitstun along with Yoshi's ability to float up whilst performing a buffered double jump and an aerial meant that such combos as a triple U-air to KO were very possible. However, the addition of the doublejump cancel means that Yoshi's aerial combo game is somewhat marred - especially his ledge game, as attempting to recover by a reversed rising B-air results in death.
Basically, compared to vBrawl, Yoshi's air and offstage game is severely limited to his single jump and egg spamming. I loved the ability to perform aerials during his doublejump on vBrawl.
Is there not a way to incorporate the DJ cancel and the regular rising aerial? I do agree that DJ cancelling can come in handy but for combos being able to perform rising aerials is just as important to me.
(this isn't a whine or a rant, just a simple question regarding the project.)
Uh... dude, machine gun jabs = holding A when not hitting anything and just having the first hit fire off over and over again. Very different from auto jabs which is just holding A to perform the jab combo after you've already hit someone.machine gun jabs only work if you actually hit something.
if you don't hit anything, they don't work.
You must have a messed up set if it's still working all the time.
http://www.mediafire.com/?hgjmqzmy02vCouple questions:
What do I have to delete to get rid of "Fun Speed Activating..."?
Thanks, I'm taking care of it now!Best thing you can do is to back up your data on your computer and then reformat. What it does is allows your card to (basically) read its data in the right order again.
Errors on the cards from replacing the data too often happens and can definetly be remedied by reformats.
link's bombs got less base knockback, which makes them better combo utilities, especially at mid and high percents.For some reason when I downloaded using the installer, the "buffer" still says " Handicap" and machine guns still seem to take place.
Also I was wonder, what exactly is changed about Link's bombs in this build?
Ah, yup, I thought something seemed off when the enemy went nowhere off Bomb-throw upward -> u-tilt -> uair into bomb.link's bombs got less base knockback, which makes them better combo utilities, especially at mid and high percents.