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Brawl+ (Competitive Hacks): Codes, Videos, and Discussion (THREAD OUT OF DATE)

matt4300

Smash Ace
Joined
Dec 23, 2007
Messages
821
Location
USA-AL
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.
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.
 

trojanpooh

Smash Lord
Joined
Oct 23, 2007
Messages
1,183
Can someone who found good values please help me. I can't figure out how to set the stage speed correctly.
 

KayJay

Smash Ace
Joined
Apr 19, 2008
Messages
530
Location
Austria
NNID
KayJay84
3DS FC
1848-1677-7521
Ok i was messing around with this 4 line speed code with different values, all i got is that the level background is speeding up but the characters stay the same. I just want the characters at a speed of 1.125 (3F900000) with normal background speed and without glitches. Is there ANY way to get this, or anybody who knows the exactly values?
 

Almas

Smash Lord
Joined
Jul 6, 2008
Messages
1,588
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?
 

Finns7

Smash Ace
Joined
Aug 1, 2008
Messages
896
I dont have matches up yet but let me tell you that Meta does get a nerf in his recovery but gets a huge buff in his edgeguarding, now it is to early to say that he is overpowered broken because granted I was using link (lol) but not being able to instant grab sucks D in some instances.
 

leafgreen386

Dirty camper
Joined
Mar 20, 2006
Messages
3,577
Location
Playing melee and smash ultimate
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?
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).
 

BrutalBrutal

Smash Cadet
Joined
Nov 7, 2008
Messages
64
Location
Australia
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.
 

Starscream

Smash Ace
Joined
Oct 22, 2006
Messages
636
Location
Burnaby, BC
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.
QFT.

And in response to an earlier post about speed hacks, you're right that it doesn't add any real depth to Brawl+ besides requiring you to be quicker in your reactions. But I think Brutal has point and "sluggish" describes regular Brawl's speed pretty well. Plus it's just plain more fun.
 

SketchHurricane

Smash Ace
Joined
Mar 21, 2008
Messages
669
Location
Winter Park, FL
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.

As for the people saying speeding up the game is a terrible idea, are you saying the overall speed of the game has no bearing on gameplay? If so, that is simply not true. The speed of the game effects one critical thing: timing. Immediately after the hitstun code came out and I started practicing combos, I noticed that occasionally I would mess up due to premature button presses. Since brawl is so slow overall, it's easy to get ahead of yourself and mistime an input. This is why people feel like the game becomes so much smoother when it is speed up.

So far all the feedback I've seen concerning the old buggy char speed code has been nothing but enjoyment of the increased speed, and enjoyment should definitely be important. Intensity and excitement is a good thing, whether it effects core gameplay or not. Why do you think there is a such thing as speed chess? Chess is by nature a slow methodical game (a lot like Brawl?), yet people felt the need to create something like speed chess...

Take dash dance for another example of a speed critical mechanic. A big complaint for Brawl is that the DD window is too small. It's often compared to Melee's which is more lenient. Think about why that is. Melee is a faster game, so the DD window would have to be more lenient than in a slower game like Brawl. If the window in Melee was similar to Brawl, you would have great difficulty DDing consistently since the game is faster and would require such rapid left/right sticking. In this particular case, a better DD is sort of a side effect of the faster game, but the main point is again that overall speed is an important factor in how the game operates.

Still think a faster game does nothing for actually gameplay? What about reading the opponent's actions? This is obviously harder in a faster setting. Think combos are too easy? Speeding up the game would make reading DI harder.

We say we want a more offensive game? A faster game is naturally more offensive! How is this? Imagine a game even slower than Brawl. In a game like this, you could see a lot of things coming before you are required to commit to a counter attack. Now why would you bother going on the offensive in a game where it's so easy to simply wait and react, knowing that you had more than enough time to do so? The attacker would always be at a disadvantage, and this is the case with to an extent with Brawl. By speeding up the overall gameplay, you create an environment where waiting and reacting can be dangerous given the shorter window to do so.

These are just some points in support of a faster game. I know that I personally had great fun testing the buggy char speed code. I would never recommend it for Brawl+ in it's buggy state, but if a bug-free alternative like the overall speed vs level speed combo actually works, this is something that should definitely be considered. Personally, I can live without a speed increase. I enjoyed Brawl before at a slower pace, we all did. But I'd be surprised if someone actually tries the game sped up and still says they prefer it slow.
 

Osi

Smash Ace
Joined
Jul 1, 2007
Messages
580
Location
In a dream
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.
 

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
7,002
Location
Playing Melee
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.
Im really sorry, but you need to take off MAD if you want room for the other more vital codes..
 

matt4300

Smash Ace
Joined
Dec 23, 2007
Messages
821
Location
USA-AL
ive been counting them up as i add them and this is my entire list.. fun codes and competitive
Global Speed/level speed Ratio Modifier(5)
No Tripping Code: (2)
Up/Down speed modifier(2)
Auto l canceling(32)
Auto L Cancelling: (online)(53) (doesnt work offline)
Hitstun 2.0(34)
No Sweetspotting(v1.0): (45)
Fast Edges(v1.0):(51)
P.Trainer Infinite Stamina(28)
P.Trainer No Swap(11)
Stale Moves modifier(6)
Character speed modifier(5)
L-Cancel:(53)
-Melee Air dodging(80)
S canceling(28)
Dash Cancel(27)
Unlimited objects(2)
Allow Overlapping(2)
Custom Stages On Wifi Test(8)
Unrestricted pause camera(2)
Infinite replay (unknown)(3)

EDIT: lol it made sad faces
 

Problem2

Smash Champion
Joined
Jun 12, 2006
Messages
2,318
Location
Crowley/Fort Worth, TX
NNID
Problem0
I 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.
 

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
7,002
Location
Playing Melee
define vital, and can some1 give a list of codelengths here?
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.
I 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.
Your forgetting shield stun :)


Here are the codes I feel are unquestionable vital both present and future codes:
no tripping
L canceling
Hit stun
Lagless ledges
no ASL

DDing
Shield stun
Power shield nerf
Better teching
Triple jump glitch fix
 

SketchHurricane

Smash Ace
Joined
Mar 21, 2008
Messages
669
Location
Winter Park, FL
Nintendo 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) - Can it be edited to work with the others?
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

173 total
83 left
 

Oracle

Smash Master
Joined
Apr 15, 2008
Messages
3,471
Location
Dallas, TX
I think we still need MAD for a more competitive game, but there are other options.

How about making a code that gives you the option to airdodge only once in the air?
 

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
7,002
Location
Playing Melee
Nintendo 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
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 them
Wow, those edge codes are monsters. I figured they'd be short and simple =/
Yea same. Here was his explanation of the lagless ledges
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...
here is how he ended the PM:
I'll see about those other codes, but right now I'm taking a quick break from Brawl+ codes.
We may be seeing an updated lagless ledge code to include the invincibility which he said will add 4 lines.

:\
 

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
7,002
Location
Playing Melee
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?
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.

Paprika killer, correct me if I am wrong
 

Magus420

Smash Master
Joined
Dec 13, 2003
Messages
4,541
Location
Close to Trenton, NJ Posts: 4,071
If 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 :confused:

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.
 

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
7,002
Location
Playing Melee
If 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 :confused:

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.
I just pmed asking.. It prob will solve the invincibility problem also
 

Almas

Smash Lord
Joined
Jul 6, 2008
Messages
1,588
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?
 

Revven

FrankerZ
Joined
Apr 27, 2006
Messages
7,550
Location
Cleveland, Ohio
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?
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.
 

Me_Aludes

Smash Apprentice
Joined
Aug 9, 2008
Messages
144
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.
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...
 

leafgreen386

Dirty camper
Joined
Mar 20, 2006
Messages
3,577
Location
Playing melee and smash ultimate
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...
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.
 
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