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actually i dont play melee at all or 64 . i played them both from the day they came out until the day the next smash did... and i thought melee was to **** fast. and brawl is just a tad to slow and smash 64 was perfect i was going for 64 speed and this code will do that for me.Just becaue its not melee fast does not mean you cant make a brawl match fast. Some standard brawl matches are played fast, well depending on the characters and who is using them, and with brawl+ I play fast with everyone. You prob play melee more than brawl so im more used to brawl attacks at the moment they dont feel slow to me as much.
I tried the 2 seperate codes before i tried the 4 line code, the 2 seperate does like nothing for me. :/maybe use the 6 line one I'll double check if I made it right
Yeah, my brawl disc is scratched. Battle field has no music occasionally -.-^^ watching rite now, would be nice if u had music on
It's just plain not working. I set it to 512 (44000000), which was posted as being the highest you should go. There was no change in the characters' speed. The level speed modifier was working fine, though (hence my "I THINK I SHOULD BE NOTICING A DIFFERENCE BETWEEN THIS AND REGULAR BRAWL BESIDES THE BACKGROUND BEING PRETTIER" comment).Wait, what doesn't work about it? Is it giving no functionality at all all of a sudden? Or are you just referring to the glitchiness?
QFT.I was reading the discussion regarding speeding up the game, and people suggested hitstun should be lowered because of it:
Does no-one realise that speeding up the game doesn't change it at all? It will be exactly the same game, just faster. Timing changes but that is it: I can't believe how many people are acting like it's an actual change to gameplay. All it is is a code to make the game go a bit faster, not adding anything to the game but helping to alleviate the feeling of sluggishness of Brawl. Absolutely nothing else needs to be changed to compensate for the "effects" of changing the speed: in real terms, these "effects" don't exist, unless I'm missing something and the speed mod only affects movement speed, not attack duration or something like that, which is not the impression I'm getting from the comments.
You're right, there is no need for compensation.I was reading the discussion regarding speeding up the game, and people suggested hitstun should be lowered because of it:
Does no-one realise that speeding up the game doesn't change it at all? It will be exactly the same game, just faster. Timing changes but that is it: I can't believe how many people are acting like it's an actual change to gameplay. All it is is a code to make the game go a bit faster, not adding anything to the game but helping to alleviate the feeling of sluggishness of Brawl. Absolutely nothing else needs to be changed to compensate for the "effects" of changing the speed: in real terms, these "effects" don't exist, unless I'm missing something and the speed mod only affects movement speed, not attack duration or something like that, which is not the impression I'm getting from the comments.
Im really sorry, but you need to take off MAD if you want room for the other more vital codes..I'm not against speed codes because they are a bad idea. I am against it just because I've run out of room. If the shield stun code is short as Kupo expects then it will barely fit in my code set. With the new edge codes added in I am now pretty much full. I think I'm somewhere near 245ish right now. I can still remove 2 from my replay code for the shorter version, and hopefully MAD being edited will take some more off.
I have no intention of booting MAD or any other code from my set for a speed code. I do like the idea of a faster game though, and it joins the long list of little codes that could be fun but wont make my list due to 256.
something that will make a positive change in the gameplay without drastically changing the game. Things like hitstun and ALC and shield stun are examples of vital codes. If in addition to the codes we have now, shield stun and DDing and the fixed glitches bump MAD out because of line restrictions, then MAD should not force its way to replace such codes. MAD is not needed for a competitive game and should have no place in brawl+ especially if it bumps codes like shield stun, hit stun, DD, ledges, fixed glitches....Its really only a preference code that people want because they want it.define vital, and can some1 give a list of codelengths here?
Your forgetting shield stunI think with the faster falling codes, the l-canceling codes, and hopefully a Melee like Dash Dancing Code, the game should run plenty fast. At least fast enough. The rest should be a result of the players. It may have been a while, but if you watch casuals play Melee, it isn't that naturally fast. The speed increase is the result of players technical play.
Please strike that code out. You can't use an action mod for that code. Your also forgetting that we can combine certain codes together. Like me personally atm I don't use the Dash code so atm I have 156ish lines when I combine themNintendo should release an expansion pack or something...remember the 64's? lol
So most who don't use MAD probably have this setup:
No Tripping: (2)
Inf Replay(2)
TJ glitch fix (6)
Down speed modifier(1) - most dont use the up
Auto l canceling(32)
Hitstun 2.0(34)
No Sweetspotting(v1.0): (45)
Fast Edges(v1.0) (51)
No Dash Lag (6) - I think most use this over Dash Cacnel atm
179 total
77 left
Yea same. Here was his explanation of the lagless ledgesWow, those edge codes are monsters. I figured they'd be short and simple =/
here is how he ended the PM:The way the edges worked was just a bit different than I thought they would have been... With the edges there isn't actually a timer but rather the system is directly linked to the "catch edge" action there isn't really a way I could speed it up unless I directly skipped or sped up that action(that looks sloppy, and I don't like sloppy)
Now, I would originally fall back onto the possibility of just overwriting the flag that disallows you to do anything while grabbing an edge. That, however, was also out of the question as well because it turned out that the edge grab system completely overwrites the entire input system instead of just disabling a part of it like most things do.(I imaging because of the fact that you have to have a specific piece of terrain present to do the edge grab action that they had to be very strict on the possible outcomes of the function)
Thus, with me being out of options, the only thing I could fall back onto was a direct overwrite of the action itself linked to a joystick input - and that takes a few more lines of code than normal...
We may be seeing an updated lagless ledge code to include the invincibility which he said will add 4 lines.I'll see about those other codes, but right now I'm taking a quick break from Brawl+ codes.
I know. Seems like a simple code, but it ended up taking many lines. It's a shame though, since the edge game really needs it I think.Wow, those edge codes are monsters. I figured they'd be short and simple =/
Its good that they share the same code type that has the most lines to combine with.I know. Seems like a simple code, but it ended up taking many lines. It's a shame though, since the edge game really needs it I think.
Just to be clear, by combining codes you mean in the end we can have one large code with all the lines in it, where similar lines only need to be there once, correct?Its good that they share the same code type that has the most lines to combine with.
http://www.smashboards.com/showpost.php?p=6183146&postcount=640
Correct. But we will still have several codes to check because not all codes share the same start. The group with the ledge codes all share the same first 7 lines which only needs to be stated once and they all share the very last line as well.Just to be clear, by combining codes you mean in the end we can have one large code with all the lines in it, where similar lines only need to be there once, correct?
I just pmed asking.. It prob will solve the invincibility problem alsoIf that's the case then could he maybe make an alternate code that simply modifies the speed of the edgegrab animation anyway? Does it really look that sloppy even when it's by an even amount like 2x/4x speed? The game does this with the speed of animations all the time in gameplay
Even if it does look a little weird sped up, if it makes the difference of like 20-40 lines to be able to fit in some other important codes I don't think people would mind.
It helps add speed to the game and makes characters like Ganon stand a better chance at having more options to get back onto the stage, in normal Brawl he's SO limited on the ledge its not even funny.Honestly, I don't get why you're so keen on the lagless edges code. I don't see it completely changing gameplay, nor does it really affect the balance of the game.
Am I missing something about it?
But you're also helping the chars who already had good edge options... it doesn't seem to be be worth it. We need those lines of code to shield nerfs, dash dancing, no triple jump glitch...It helps add speed to the game and makes characters like Ganon stand a better chance at having more options to get back onto the stage, in normal Brawl he's SO limited on the ledge its not even funny.
If it comes down to it, I think the lagless edges code will be the first code to go. But if it's possible to fit it, then I think it should be included. It makes the ledge a way more powerful position to be in than before, which imo is a good thing.But you're also helping the chars who already had good edge options... it doesn't seem to be be worth it. We need those lines of code to shield nerfs, dash dancing, no triple jump glitch...