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Brawl+ (Competitive Hacks): Codes, Videos, and Discussion (THREAD OUT OF DATE)

SketchHurricane

Smash Ace
Joined
Mar 21, 2008
Messages
669
Location
Winter Park, FL
edit3: YAYYUZ!!!!

Code:
Global Speed Modifier [original by Heinermann, ported by leafgreen386]

4A000000 90180F08
14000068 XXXXXXXX
E0000000 80008000
Tested it and it works. =D
So this works along side everything else, correct? So to get faster characters, you increase the global and dial down the level accordingly, right?

Would that code work with the level speed code if you wanted to completely stop the stage as well? I'm not sure what the X's on that particular one are if it's supposed to stop the level.

Code:
Level Speed Modifier (Stops stage) [Phantom Wings]
4A000000 90000000
1416A904 XXXXXXXX
E0000000 80008000
 

SGX

Smash Journeyman
Joined
Mar 10, 2007
Messages
232
It doesn't work properly.

Any value over 1.0 will make the game 1.5x speed.

There's no in between =/
 

KayJay

Smash Ace
Joined
Apr 19, 2008
Messages
530
Location
Austria
NNID
KayJay84
3DS FC
1848-1677-7521
@paprika killer
Can you port the codes in the future for NTSC JP too? 1 friend of mine got the jp version and it's sad that he can't have any access to Brawl+.
 

TonyTH07

Smash Cadet
Joined
Jan 21, 2008
Messages
36
So guys, I'm having a little rouble with this hex to decimal converter stuff. Can anyone just tell me the value I need to put in for 1.2 gravity, and show me a good converter as well? I'd appreciate it.
 
D

Deleted member

Guest
http://babbage.cs.qc.edu/IEEE-754/Decimal.html

that's a converter just put your number in the "decimal" field and press not rounded.


no I can't port to JP cuase I need te game I'm porting to and I don't have the JP version.

laggless and no ASL seem straightforward, so I'm gonna try porting those now. I have tried MAD but It gives me inf. airdodges turning it into a perfect recovery :p:p.
 

SketchHurricane

Smash Ace
Joined
Mar 21, 2008
Messages
669
Location
Winter Park, FL
The level stop code is awesome so far! Some things to note:

- Absolutely no hazards are in place as far as I know, except for the exceptions I found...
- The mansion cannot be destroyed, but everything else that is breakable on other stages seems to break, just without disappearing afterward.
- Moving water still moves you (Japes, Pirate Ship)
- Lylat doesn't tilt!
- The platform on Smashville stays on the far right
- The left blocks on Green Greens always explode if hit, yet do not show up as bombs...
- 75 m still has the flame dudes, but they don't move
- Lava on Brinstar still rises
- Yoshi's starts on a random season, but makes an annoying buzz sound all game...

All in all, it creates some cool possibilities for competition, but I really hate that Smashville's platform stays on the right and that Green Greens has the exploding left blocks. If it weren't for those two, I'd so no problem adding this to Brawl+.
 

storm92

Smash Ace
Joined
Feb 6, 2008
Messages
844
Location
SoCal
We need the ability to fast fall at any time.
What...?
If I understand you correctly where you want to be able to FF anywhere in a SH/jump, you realize that would literally break the game right?
You could literally have DJC-esque SHFFLs for EVERY character.

EDIT: Unless you mean during a B move?
 

TonyTH07

Smash Cadet
Joined
Jan 21, 2008
Messages
36
http://babbage.cs.qc.edu/IEEE-754/Decimal.html

that's a converter just put your number in the "decimal" field and press not rounded.
Still having a problem. I put the value for 1.2 and my character floated and flew WAAAY too high. Did I do something wrong again?

Edit: I put 1.2 in the converter and got 01111111. And yet they float instead of fall faster. What's the deal? And if one of you could, just tell me what number you all have and save me a little trouble.
 

leafgreen386

Dirty camper
Joined
Mar 20, 2006
Messages
3,577
Location
Playing melee and smash ultimate
We should see if we can get a code that specifically stops certain levels. Each additional level should only take up an extra line at most, and it could make a ton of more levels viable.

@Tony: 1.2 should be 3F99999A. 01111111 is well... this: 2.6644538431798720e-38, which is really REALLY small. You're copying from the wrong location. You're supposed to copy from where it says "hexadecimal."
 

SketchHurricane

Smash Ace
Joined
Mar 21, 2008
Messages
669
Location
Winter Park, FL
Could somone look into a way to partialize the stop level code so it only applies to certain levels?
We should see if we can get a code that specifically stops certain levels. Each additional level should only take up an extra line at most, and it could make a ton of more levels viable.
Seriously, this. A lot of good stages could be playable.

Pictochat is a wide FD with no underside
Port Town is a small FD with destructive floors (ridiculous spike combos, anyone?)
Warioware is like a wider Brinstar
Pirate Ship, Delfino, PK Stadium 2, Castle Siege, Distant Planet and Flat Zone 2 could all be neutral, too
No gay shyguys or magical platform saves on Yoshi's
No gay tilt on Lylat
No killer lava on Norfair

Stages that should still move:
Smashville - the platform is coo
Maybe Yoshi's and Lylat, if you have no probs with em
Halberd - it's just flat at 0 speed, which makes it chain-grab killable
Frigate - it's interesting
Mansion - also interesting, and too stall-y at 0 speed

I might take snaps of all the stages frozen...
 
D

Deleted member

Guest
not too hard but makes the code very long as you take the code add a conditional in front of it and repeat that for every single stage you want to freeze, thus 5 stages would be 5*(3+1) = 20 not so bad but I see well over 10 stages for this making the codes LONG.

the first line might be done single and the last ine too makinf it 2+X*2 where X is the number of levels.
then the problem occurs what happens when you play a normal stage afterwards but that is 1 single line extra. total 3+(2*X)
 

Almas

Smash Lord
Joined
Jul 6, 2008
Messages
1,588
Hmm... I thought making level speed codes specific to certain levels would take up lots of lines, but it's actually simpler than I thought... Maybe.

Code:
Stagelist

00 (0) - Battle
01 (1) - BattleField (Battlefield)
02 (2) - Final (Final Destination)
03 (3) - Dolpic (Delfino Plaza)
04 (4) - Mansion (Luigi's Mansion)
05 (5) - MarioPast (Mushroomy Kingdom)
06 (6) - Kart (Mario Circuit)
07 (7) - Donkey (75 m)
08 (8) - Jungle (Rumble Falls)
09 (9) - Pirates (Pirate Ship)
0A (10) - Zelda2 (Bridge of Eldin)
0B (11) - Norfair (Norfair)
0C (12) - Orpheon (Frigate Orpheon)
0D (13) - Crayon (Yoshi's Island)
0E (14) - Halberd (Halberd)
0F (15) - TestHalberd_00
10 (16) - TestHalberd_01
11 (17) - TestHalberd_02
12 (18) - Karby2
13 (19) - Starfox (Lylat Cruise)
14 (20) - Stadium (Pokémon Stadium 2)
15 (21) - Tengan (Spear Pillar)
16 (22) - Fzero (Port Town Aero Dive)
17 (23) - Ice (Summit)
18 (24) - Gw (Flat Zone 2)
19 (25) - Emblem (Castle Siege)
1A (26) - TestEmblem_00
1B (27) - TestEmblem_01
1C (28) - Madein (WarioWare, Inc.)
1D (29) - Earth (Distant Planet)
1E (30) - Palutena (Skyworld)
1F (31) - Famicom (Mario Bros.)
20 (32) - Newpork (New Pork City)
21 (33) - Village (Smashville)
22 (34) - Metalgear (Shadow Moses Island)
23 (35) - Greenhill (Green Hill Zone)
24 (36) - Pictchat (PictoChat)
25 (37) - Plankton (Hanenbow)
26 (38) - ConfigTest
27 (39) - Viewer
28 (40) - Result
29 (41) - DxShrine (Temple)
2A (42) - DxYorster (Yoshi's Island)
2B (43) - DxGarden (Jungle Japes)
2C (44) - DxOnett (Onett)
2D (45) - DxGreens (Green Greens)
2E (46) - DxPStadium (Pokémon Stadium)
2F (47) - DxRCruise (Rainbow Cruise)
30 (48) - DxCorneria (Corneria)
31 (49) - DxBigBlue (Big Blue)
32 (50) - DxZebes (Brinstar)
33 (51) - Oldin
34 (52) - Homerun (Homerun Contest)
35 (53) - Edit (Stages made using the Stage Builder.)
36 (54) - Heal (All-Star Resting Stage)
37 (55) - OnlineTraining
38 (56) - TargetBreak (Break The Targets)
39 (57) - CharaRoll
3A (58) - General
3B (59) - Adventure
3C (60) - Adventure0
3D (61) - Adventure2
3E (62) - AdvMeleeTest
3F (63) - AdvMelee
40 (64) - BattleS
41 (65) - BattleFieldS
42 (66) - Max
43 (67) - Unknown
Code:
Level Speed Modifier (Specific Stages) [Phantom Wings/Almas]
4A000000 90000000
1416A904 00000000
32181128 000000XX
32181128 000000YY
32181128 000000ZZ
1416A904 3F800000
E0000000 80008000
You can repeat the 32181128... line as many times as you want. In XX/YY/ZZ, put the stage IDs of the stages you WANT to slow down (use the Hex one - that is, the first one of the two numbers given in the list).

(How the code works: it sets the speed of all maps to 0, then runs a series of IF codes. If the map is NOT XX or YY or ZZ then the stage speed is instead set to 1).

No guarantees!
 
D

Deleted member

Guest
I suppose 32 is not equal codetype?

and please don't use the po codes when inappropriate
42000000 90000000
0416A904 00000000
22181128 000000XX
22181128 000000YY
22181128 000000ZZ
0416A904 3F800000
E0000000 80008000
 

Almas

Smash Lord
Joined
Jul 6, 2008
Messages
1,588
Aha, you're probably write with the PO thing paprika, I was just working off someone else's version. I always thought it was a bit silly how people did it. Can I ask why changing the BA is more valid? Can't we eliminate that first line completely by just doing writes to the 90000000 region (I believe adding 1 to all of the commands bumps up the BA for them in that way - atleast it does for some write codes).
 
D

Deleted member

Guest
no too bad it can't. you can make it write to 8100... by using 05 instead of 04 for example.

the use of ba is not more correct in terms of working but just more standard since this is no pointer coding.
 

TonyTH07

Smash Cadet
Joined
Jan 21, 2008
Messages
36
Glad to see people are noticing how great some stages are without hazards. Was wondering if I was the only one wanting that. Too bad it screws up some things.

Only thin I can't figure out now is the music modifier. I don't suppose there could possibly be a way to put every song on the game on a list for every level? Out of the question? Just throwing ideas around.
 

Almas

Smash Lord
Joined
Jul 6, 2008
Messages
1,588
Ah right, that's what increasing the thing by 1 does.

I think your question is somewhat deviating away from the 'competitive' hacks that this thread is about, Tony.
 

SketchHurricane

Smash Ace
Joined
Mar 21, 2008
Messages
669
Location
Winter Park, FL
Eh...yeah. Sorry. Just kinda having fun with all these codes and got carried away.
Don't let it happen again...naw j/k

Hmm... I thought making level speed codes specific to certain levels would take up lots of lines, but it's actually simpler than I thought... Maybe.

Code:
Level Speed Modifier (Specific Stages) [Phantom Wings/Almas]
4A000000 90000000
1416A904 00000000
32181128 000000XX
32181128 000000YY
32181128 000000ZZ
1416A904 3F800000
E0000000 80008000
You can repeat the 32181128... line as many times as you want. In XX/YY/ZZ, put the stage IDs of the stages you WANT to slow down (use the Hex one - that is, the first one of the two numbers given in the list).

(How the code works: it sets the speed of all maps to 0, then runs a series of IF codes. If the map is NOT XX or YY or ZZ then the stage speed is instead set to 1).

No guarantees!
Is there a way to reverse how the code works? Like instead of setting stages not in the list back to 1, set stages that are in the list back to 1? Really, the usefulness of that depends on how many stages you want frozen. The point being, if you want many stages frozen, it would make the code shorter. Just wondering if it was possible?
 

Almas

Smash Lord
Joined
Jul 6, 2008
Messages
1,588
It is possible, yes. Too lazy to do it right now, but it's fairly elementary. However, I'd fear glitchiness in certain places with that code (to do with certain non-standard maps). Have you tested the code yet? I'm interested to see if it works.

EDIT: Code not functional - doesn't seem to make any difference at all. No idea why at the moment, but I've based it on someone else's code so it might be that theirs was invalid.
 

adumbrodeus

Smash Legend
Joined
Aug 21, 2007
Messages
11,321
Location
Tri-state area
I still don't understand why everybody in the smash community is so obsessed with creating a need for more tech skill. It's just a barrier to exercising tactical ability. The more you obsess over tech skills, the more difficult it is to get past the plateau you hit when you've learned all the relevant techs.


Granted, there are legitimate reasons to add more tech skills, and even make them more difficult, when it adds depth. But if there's no disadvantage to not performing a tech, make it automatic. Otherwise it's just arbitrarily adding difficulty to the game.


In short, cutting aerial landing lag in half is far better then L-canceling, and you should have a code for it.
 

Almas

Smash Lord
Joined
Jul 6, 2008
Messages
1,588
...There IS a code for it.

I think to some extent tech skill is of great importance. Look at any successful RTS - do you really think the competition would be the same if not for people with crazy APMs?

By having both a technical and a mindgames side to a game you allow people to progress through a competitive setting by being good at certain things. For example - in Melee I play a very technical game but I still frequently lose to my friends who are simply much better at mindgames and playing their individual characters. To some extent it IS a barrier, but it's a barrier that shows the difference in skill level between players more easily. Which is kind of the idea. Rewarding players for having more technical skill is a good thing.
People make the claim that 'pro players NEVER miss an L cancel', but if you're attentive, you can see on occaision moments when they do. Granted, it's maybe once per set at most, and often it goes unpunished because of their good spacing and their opponent not preparing for it, but it allows for very amazing punshing counterattacks - not to mention that the majority of the community aren't 'pros', and are likely to miss more frequently than that.
I think adding arbitrary difficulty to the game can actually be a good thing at times for showing the separation between players of roughly equal skill - however it has the disadvantage of warding away newer players. That said, I think aerial lag cancellation is a bad medium for such a device in Brawl, because of the fact that most characters benefit very little from it to begin with. The idea of Magus Cancelling IS something that I'm quite interested in, though, because that adds strategic depth as well as a focus on player skill.
 

adumbrodeus

Smash Legend
Joined
Aug 21, 2007
Messages
11,321
Location
Tri-state area
That would be the Auto-L Canceling Code. Which is what I play with.
*looks at opening post*

*Facepalm*

Must've missed that, and I did remember calls from various locations to remove it because it's "lazy". And I'm crabby because of a long day at work. Sorry.



Still, from a competitive gaming standpoint there's no reason to have l-canceling when it can be automatic, it doesn't increase the depth of the game, it just makes the game require more practice which is valuable time taken away from getting good at the finer points of the game, like spacing and Yomi. It's only good as an alternative to having full landing lag.

Edit:


I think to some extent tech skill is of great importance. Look at any successful RTS - do you really think the competition would be the same if not for people with crazy APMs?
Competition would be better if everyone had crazy APM, this is speaking as somebody who has (or at least had) crazy actions per minute. But that's not the point I'm making. It's impossible to get rid of all technical skill, and undesirable because you lose to much depth. But it's pointless to add it without adding depth.

By having both a technical and a mindgames side to a game you allow people to progress through a competitive setting by being good at certain things. For example - in Melee I play a very technical game but I still frequently lose to my friends who are simply much better at mindgames and playing their individual characters. To some extent it IS a barrier, but it's a barrier that shows the difference in skill level between players more easily. Which is kind of the idea. Rewarding players for having more technical skill is a good thing.
Why? What's the point of adding arbitrary barriers?

Speaking personally, I play Melee, and 90% of the time, I'll SHFFL my aerials.

Yes, it's useful, halved landing lag does allow for increased depth BUT, I'm asking why chose it?

Yes, it does show the difference between the skill of players rather easily, but why concentrate on rewarding rote practice when at the top levels of the metagame, everyone does it, pretty much automatically?

Ultimately that measure of skill breaks down at the top of the metagame, and concentrating on it merely ingrains a bad mentality.


People make the claim that 'pro players NEVER miss an L cancel', but if you're attentive, you can see on occaision moments when they do. Granted, it's maybe once per set at most, and often it goes unpunished because of their good spacing and their opponent not preparing for it, but it allows for very amazing punshing counterattacks - not to mention that the majority of the community aren't 'pros', and are likely to miss more frequently than that.
So? It's a pass-fail mechanic. The fact that it can be failed doesn't add anything to the depth of the game, it just makes getting to the point where spacing and yomi define matches (like they should) take more time.

I think adding arbitrary difficulty to the game can actually be a good thing at times for showing the separation between players of roughly equal skill - however it has the disadvantage of warding away newer players. That said, I think aerial lag cancellation is a bad medium for such a device in Brawl, because of the fact that most characters benefit very little from it to begin with. The idea of Magus Cancelling IS something that I'm quite interested in, though, because that adds strategic depth as well as a focus on player skill.
Why? What possible advantage is there to adding arbitrary difficulty? If it's showing a difference that is useless as a person gets better, whats the point?


Speaking personally, I love ANY AT that adds strategic depth no matter how hard (unless it's not humanly possible to perform consistently). I ONLY object to arbitrarily inject difficulty in a matter that ingrains bad attitudes for the higher levels of play.
 

Almas

Smash Lord
Joined
Jul 6, 2008
Messages
1,588
Too tired to argue at this hour in English time, but the fundaments of my argument would be this:

- The purpose of competitive play is to determine who is the best
- A more technical skill intensive game allows for a larger gap between overall player skill (factoring other things e.g. mindgames)
- A more defined set of 'who is better than who' promotes more practice, which in turn promotes fiercer, more interesting competition
- More competition amongst the top ranks is very fun to watch/be part of (provided you don't take it -too- seriously)
- Happiness ensues



Level Speed Modifier (Specific Stages) [Phantom Wings/Almas]
42000000 90000000
20181128 000000XX
0416A904 00000000
20181128 000000YY
0416A904 00000000
20181128 000000ZZ
0416A904 00000000
E0000000 80008000

Needs testing... Hang on.

EDIT: Hmm no that doesn't work either. It stops all stages... Oh... Durrr. I need to find the space in memory where it stores the ID of the current map in use, I'm fairly sure the one I found was incorrect. This code won't work.
 

leafgreen386

Dirty camper
Joined
Mar 20, 2006
Messages
3,577
Location
Playing melee and smash ultimate
I'm quite liking the stage freeze code. But I don't like what it does to delfino/halberd. Halberd becomes a walkoff stage (and I think the game applies weird gravity here, as well; note I'm not using any grav codes), and delfino... just isn't delfino anymore. I'll group castle siege here, too, since although I do think it could be neutral in its frozen state (just like delfino), it was already CP, meaning it doesn't really need fixing. These stages are unique, and they should be kept that way.

Anyway, as I expected, rumble falls is still awful (it's also another culprit of weird gravity), as is 75m.

Pirate ship becomes... interesting. The lack of hazards is great, but it's just... weird, with nothing moving at all. You still move in the water, and the front of the boat still spikes, but it just feels... off.

Norfair is amazing. I always loved the ledge tricks on this stage, and techchasing is a little bit too good, but it was awesome not getting interrupted by all the lava and stuff. An excellent stage.

Of course yoshi's island and lylat become awesome with this. Although I think my wii was making weird sounds when I was on yoshi's... Naturally these stages look a little weird at first with it not changing and all.

Frigate orpheon is another one I think needs to be left alone. It was CP before, so let it stay that way.

Luigi's mansion sucks with this code. You can't break it anymore, and it's worse than the cave of life on temple.

Spear Pillar would be amazing if it weren't for the cave of life below it. A shame.

Port town aero drive is ugly. This is talking both from a gameplay and visually appealing perspective. The collision bubbles for the ground are a lot further up than they seem, and having the "START!" stuff behind you at all times is very weird. Other than that, it's ok, and could be made into a counterpick.

Warioware is great. Just whatever you do... DON'T get stuck on the platforms. You. Will. Get. Wrecked.

If it weren't for the left side of distant planet being a great camping spot and the fact that it's possible to create an infinite run loop with sideB recoveries (ie. fox's), I would say it was great, but it's just the source of too much gayness. I forgot how all the other effects on this stage are really just a distraction and not really the reason for the stage's ban.

Flat stages that may actually be worth looking at for an unban now with DDD's loss of his CT: Flat zone 2, bridge of eldin, mario circuit. Mario circuit doesn't even need the stage freeze code to be made playable - this thing was borderline to begin with.

Everyone knows that PS2 is amazing with this code, and that the loss of PS1 kinda sucks.

Rainbow Cruise is banworthy with this code. You can reach the platform you normally drop from at all times, and the platform above it (although you take damage while on the latter). Fox can get up there in two ways: 1) Shine land on the top platform of the boat (faster than landing from the end of a double jump, although requires precise timing), and then double jump up to the first sky platform, or 2) Double jump and firefox up there. When his opponent chases him he can jump off and laser on the way down, and then run for the top platform again when they try dropping. Long story short, run loops aren't good.

Big blue has some serious temple syndrome, which is sad. F-zero needs some love.

Yoshi's island (melee) becomes weird. Once you hit a block, it just stays down. The entire match. Still banworthy, but entertaining to play on with the hole in the middle for the whole match.

Green greens always having exploding blocks on the left really isn't a problem as far as I'm concerned. Once the blocks are gone, they're gone for good, and you know it's there. It's like ZSS's suit parts. You can take advantage of it at the very beginning of the fight, and it can be dangerous if you're not weary of it, but it ultimately isn't that bad.

Oh, and protip: don't try picking mushroomy kingdom 1... it freezes.
 

zxeon

Smash Lord
Joined
Apr 11, 2006
Messages
1,476
Location
Indianapolis, Indiana
What I want out of brawl+ is options. I don't want to feel like I am being restrained. That's how I feel whenever I do a dash or jump. When you dash you have to finish the initial dash animation or the only really good attack options you have are doing an Usmash, dash attack, (some characters can do a dash attack and follow with an Usmash) or jumping.
which brings me to my next complaint. Short hops in this game are huge and you cant fast fall until you reach the top of your jump and lose all upward momentum which takes forever. The entire duration of the rise you can do nothing but slowly drift upward.

I forgot where I was going with this and I'm not sure I ever had a point. Make of it what you will
 

Osi

Smash Ace
Joined
Jul 1, 2007
Messages
580
Location
In a dream
I agree with pretty much all those thoughts on the levels when frozen.

Norfair - one of the coolest stages to play on now that the lava is gone

Delfino - this stage is a little boring compared to it's normal level flow

Port town - just kinda lame to me. If it had a flat track you could walk on below then this stage would be amazing frozen. It still could be a fine CP, but just not a stage I am enjoying much right now.

Green Greens - awesome to play on again

With D3's chain grab gone it really opens up the door on a few walk off stages. I think bridge and mario kart would be nice CPs now too. They both are really fun to play on frozen. Sadly I don't have code space left to single out what stages to freeze right now. Hopefully in the final set I will be able to freeze just a few. I agree the CP stages that played fine before could be left alone for the most part.



-It's kinda weird how halberd still lifts off with the code on lol
 

MuBa

Smash Lord
Joined
Nov 4, 2005
Messages
1,958
Location
Dragon Kick you into the Milky Way!
Too tired to argue at this hour in English time, but the fundaments of my argument would be this:

- The purpose of competitive play is to determine who is the best
- A more technical skill intensive game allows for a larger gap between overall player skill (factoring other things e.g. mindgames)
- A more defined set of 'who is better than who' promotes more practice, which in turn promotes fiercer, more interesting competition
- More competition amongst the top ranks is very fun to watch/be part of (provided you don't take it -too- seriously)
- Happiness ensues



Level Speed Modifier (Specific Stages) [Phantom Wings/Almas]
42000000 90000000
20181128 000000XX
0416A904 00000000
20181128 000000YY
0416A904 00000000
20181128 000000ZZ
0416A904 00000000
E0000000 80008000

Needs testing... Hang on.

EDIT: Hmm no that doesn't work either. It stops all stages... Oh... Durrr. I need to find the space in memory where it stores the ID of the current map in use, I'm fairly sure the one I found was incorrect. This code won't work.
Awesome! So...what do the X and Y stand for?
 

leafgreen386

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

edit: See bottom of post for stage IDs.

edit2: I just plugged in the values for these stages: Mario Circuit, Pirate Ship, Bridge of Eldin, Norfair, Lylat Cruise,
Pokemon Stadium 2, Port Town, Flat Zone 2, Warioware, Pictochat, Green Greens

[code removed as it doesn't work]

If you want to add more, feel free to, although I don't think any other stages should be frozen, either because they're fine the way they are or because they would still be banned regardless. I would actually argue that some of these stages shouldn't even be on this list, but I included them, anyway. I didn't include yoshi's island since my wii was making odd sounds when I was on that stage with the level speed code. Have fun.

And the stage IDs:
Code:
Stagelist

00 (0) - Battle
01 (1) - BattleField (Battlefield)
02 (2) - Final (Final Destination)
03 (3) - Dolpic (Delfino Plaza)
04 (4) - Mansion (Luigi's Mansion)
05 (5) - MarioPast (Mushroomy Kingdom)
06 (6) - Kart (Mario Circuit)
07 (7) - Donkey (75 m)
08 (8) - Jungle (Rumble Falls)
09 (9) - Pirates (Pirate Ship)
0A (10) - Zelda2 (Bridge of Eldin)
0B (11) - Norfair (Norfair)
0C (12) - Orpheon (Frigate Orpheon)
0D (13) - Crayon (Yoshi's Island)
0E (14) - Halberd (Halberd)
0F (15) - TestHalberd_00
10 (16) - TestHalberd_01
11 (17) - TestHalberd_02
12 (18) - Karby2
13 (19) - Starfox (Lylat Cruise)
14 (20) - Stadium (Pokémon Stadium 2)
15 (21) - Tengan (Spear Pillar)
16 (22) - Fzero (Port Town Aero Dive)
17 (23) - Ice (Summit)
18 (24) - Gw (Flat Zone 2)
19 (25) - Emblem (Castle Siege)
1A (26) - TestEmblem_00
1B (27) - TestEmblem_01
1C (28) - Madein (WarioWare, Inc.)
1D (29) - Earth (Distant Planet)
1E (30) - Palutena (Skyworld)
1F (31) - Famicom (Mario Bros.)
20 (32) - Newpork (New Pork City)
21 (33) - Village (Smashville)
22 (34) - Metalgear (Shadow Moses Island)
23 (35) - Greenhill (Green Hill Zone)
24 (36) - Pictchat (PictoChat)
25 (37) - Plankton (Hanenbow)
26 (38) - ConfigTest
27 (39) - Viewer
28 (40) - Result
29 (41) - DxShrine (Temple)
2A (42) - DxYorster (Yoshi's Island)
2B (43) - DxGarden (Jungle Japes)
2C (44) - DxOnett (Onett)
2D (45) - DxGreens (Green Greens)
2E (46) - DxPStadium (Pokémon Stadium)
2F (47) - DxRCruise (Rainbow Cruise)
30 (48) - DxCorneria (Corneria)
31 (49) - DxBigBlue (Big Blue)
32 (50) - DxZebes (Brinstar)
33 (51) - Oldin
34 (52) - Homerun (Homerun Contest)
35 (53) - Edit (Stages made using the Stage Builder.)
36 (54) - Heal (All-Star Resting Stage)
37 (55) - OnlineTraining
38 (56) - TargetBreak (Break The Targets)
39 (57) - CharaRoll
3A (58) - General
3B (59) - Adventure
3C (60) - Adventure0
3D (61) - Adventure2
3E (62) - AdvMeleeTest
3F (63) - AdvMelee
40 (64) - BattleS
41 (65) - BattleFieldS
42 (66) - Max
43 (67) - Unknown
 

Magus420

Smash Master
Joined
Dec 13, 2003
Messages
4,541
Location
Close to Trenton, NJ Posts: 4,071
The biggest problem before with Norfair wasn't really the lava though. It was the abundance of edges that some characters could camp/plank the balls off people with that made it really dumb once someone gets the lead. The edge codes might help against those shenanigans though so they won't offer such a massive positional advantage and make reclaiming the lead more feasible.

Also, while DDD's CG is gone there's still laser/jab locks on walk offs to deal with that are now easier to set up and those stages could end up revolving around them quite a bit.
 

leafgreen386

Dirty camper
Joined
Mar 20, 2006
Messages
3,577
Location
Playing melee and smash ultimate
The biggest problem before with Norfair wasn't really the lava though. It was the abundance of edges that some characters could camp/plank the balls off people with that made it really dumb once someone gets the lead. The edge codes might help against those shenanigans though so they won't offer such a massive positional advantage and make reclaiming the lead more feasible.

Also, while DDD's CG is gone there's still laser/jab locks on walk offs to deal with that are now easier to set up and those stages could end up revolving around them quite a bit.
Hm... well, I guess that's all the more reason to get a no jab lock code.

As for norfair, that makes sense. The same way the hazards on distant planet weren't the reason for its ban I guess the same holds true here. I'd like to think it won't be as bad now, and at least worthy of becoming a CP. Time will tell, I guess.
 

Osi

Smash Ace
Joined
Jul 1, 2007
Messages
580
Location
In a dream
The biggest problem before with Norfair wasn't really the lava though. It was the abundance of edges that some characters could camp/plank the balls off people with that made it really dumb once someone gets the lead. The edge codes might help against those shenanigans though so they won't offer such a massive positional advantage and make reclaiming the lead more feasible.

Also, while DDD's CG is gone there's still laser/jab locks on walk offs to deal with that are now easier to set up and those stages could end up revolving around them quite a bit.
I don't see why we can't just ban jab/laser locks after say 5 hits or more... I could see what you were saying about those norfair edges before the new codes. That whole level is made of edges lol.
 

Shadic

Alakadoof?
Joined
Dec 18, 2003
Messages
5,695
Location
Olympia, WA
NNID
Shadoof
Of course yoshi's island and lylat become awesome with this. Although I think my wii was making weird sounds when I was on yoshi's...
Yeah, there's a weird sound on Yoshi's. I think it has something to do with the Shyguys. They act funny when you hit them, actually.
 
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