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Brawl+ (Competitive Hacks): Codes, Videos, and Discussion (THREAD OUT OF DATE)

Osi

Smash Ace
Joined
Jul 1, 2007
Messages
580
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In a dream
There were some stage builder codes allowing past the max, and to overlap items... would anyone be kind enough to copy/paste them here or link me to them?

I was also wondering about changing codes after creation. If I make a stage with overlapped parts and past the max --> save the stage --> load again with a code set not containing the stage builder stuff will it still load them fine?
 

MookieRah

Kinda Sorta OK at Smash
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Mar 7, 2004
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Umeå, Sweden
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 don't agree. A certain amount of freedom is good, but this is to much. If you had unlimited freedom to do everything then it would be hard to punish things. You should have a certain amount of commitment behind your actions, otherwise you could wiggle your way out of anything. Punishing mistakes is a major part of high level play.
 

zxeon

Smash Lord
Joined
Apr 11, 2006
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Indianapolis, Indiana
I don't agree. A certain amount of freedom is good, but this is to much. If you had unlimited freedom to do everything then it would be hard to punish things. You should have a certain amount of commitment behind your actions, otherwise you could wiggle your way out of anything. Punishing mistakes is a major part of high level play.
So then why would we add DD, CC, or dash canceling? Shouldn't people be forced to commit to thier dashes the same way they commit to thier short hops?
 

Yeroc

Theory Coder
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In a world of my own devising
To answer your other question Osi, you can play any stages you make using those codes without them being active.

Using overlap (even the first time you work on the stage), it's possible to completely overwrite an object, making it non removable. The stages seem to function the same way if you come back later without the code, but obviously if you took the stage apart you wouldn't be able to put it back the same way it was before. I don't know what happens if you overload a stage and then try to load it without the limit code in place.

Edit: People posting too fast :p

Like Mookie said, there are conditions of acceptability. DCing is a good mobility option, most everyone is agreeing. I don't think being able to ff at any point during a jump is a good idea, for one because it completely changes an aspect of the game's mechanics. Also, it, like Mookie says, would grant too much freedom IMO. Furthermore, it renders another mechanic unnecessary, which is shorthopping. You could just full jump all the time, attack, and ff whenever it suited your plan of attack. It'd turn every air into Lucario's dair. Also, it's not like you need more in the way of defensive options, since we all know how hard it is to punish SHADing.

Edit again: Could someone explain to me how the universal level code works?
 

zxeon

Smash Lord
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Indianapolis, Indiana
Being able to FF at anytime wouldn't render the SH useless. Because doing a full jump you would still have to cover the distance from where you are to the ground which would be shorter if you had SHed.
 

Vulcan55

Smash Lord
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No, because you can FF at any time, therefore, it doesn't matter where you are in your jump, or where you would have been. As soon as you leave the ground, FF. No regard to SH or a full jump.
 

adumbrodeus

Smash Legend
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Aug 21, 2007
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- The purpose of competitive play is to determine who is the best
True
- A more technical skill intensive game allows for a larger gap between overall player skill (factoring other things e.g. mindgames)
Generally true, HOWEVER, what makes technical depth in general allow for a larger gap in player skill AT ALL PLAYLEVELS?

When the technical skill allows players to chose whether or not to use a move based on what is strategically most efficient (or better yet, not only "if", but also "how to use the move"). At low levels of play, the tech requires practice to learn and knowing it separates the good players from the bad ones.

At high levels of play, pretty much everyone knows it, and what separates the good players from the bad ones is how effectively they apply it.


With pass/fail mechanics however, it isn't like that. At low levels of play, it seperates people based on who knows it or not, but on high levels or play, it's assumed, the fact that it's an AT doesn't matter. All it amounts to is a couple hours/days/weeks/months to learn the tech perfectly.

- 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
The rest I agree with, except for one thing.

L-canceling is assumed in the top ranks, and since it's a pass/fail mechanic, having it there doesn't make the top ranks any more competitive because it doesn't really separate anyone in the top ranks from anyone else.


No, because you can FF at any time, therefore, it doesn't matter where you are in your jump, or where you would have been. As soon as you leave the ground, FF. No regard to SH or a full jump.
There's still a couple of extra frames for full-hop.

Regardless, I see that at that point of a full hop, if the mistake is recognized so iimmiediatly, it's not really a mistake, more of a mind-game, so it just gives more dimension to the approach set-up.

Reallistically, at this point in the game, I'd say that's a good thing.
 

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
7,002
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Playing Melee
L canceling stuff
I just want to say that with the addition of codes like hit stun, ALC, ledge codes, and soon to come shield stun and DDing, the game gets more technical by itself too a point where I think I can no longer play with the nunchuck :(. You don't need to add an arbitrary tech barrier to make the game more technical and compared to what we have now and will have, whether or not being able to execute a reflex is negligible.

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
Just like Yeroc and Mookie said, too much freedom means you don't need commitment and can escape almost anything. IMO True skill comes from being able to overcome obstacles with the limited but balanced options you have.
But you can't FF during attacks.
Yes, you can. 64 was the only game that you couldn't.
 

Vulcan55

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How easy would a code that removes double-jumps be?

EDIT: About L-cancelling. It isn't really a hone-able skill, which some of you seem to not quite grasp. You can't L-cancel better than someone else, you just either can or can't.
 

MookieRah

Kinda Sorta OK at Smash
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You can't L-cancel better than someone else, you just either can or can't.
I disagree. Play Marth in melee for a while, then play Falcon. You'll find that one who is a beast with Falcon can l-cancel better XD.
 

Team Giza

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Hey Zxeon, maybe you should learn the correct timing to use your moves effectively in different situations instead of trying to decrease the game's depth by making you have the same overpowering options all the time.
 

SketchHurricane

Smash Ace
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Winter Park, FL
Just to note, the first time I played Smashville, the platform was frozen on the far right. Every other time (about 4 times), the platform appeared in the middle. I'm pretty sure it's random, which is kinda gay. But if we get the individual level speed code working, Smashville should be left alone anyway.

Also, the Green Greens blocks can explode on either side, so I suppose that is random as well.

Here are some screens of the frozen levels for anyone who hasn't tried the code
http://www.codecrater.com/webimages/brawlstages/

BTW you guys seem to be forgetting IC's in terms of walk-offs. They can easily CG to the edge then forward throw for the kill, hitstun or not. I don't think any walk-offs should be tourney viable for that reason.
 

Alopex

Smash Ace
Joined
Mar 24, 2008
Messages
909
Freezing specific stages would be nice, but in terms of a final Brawl+ ruleset, only stages that are currently in the "Banned" category should be treated with a code. If the stage is Neutral/Counter in regular Brawl, then there's no reason to mess with it. If it's not broken, don't fix it.

Specifically, if Norfair doesn't have it's lava to force you to move, the stage is the hugest campfest ever and the player who has the center ground is a mad advantage. It's a Counter stage, so it's viable as it is. Same goes for Delfino and Halberd.

If we start fixing what's not broken, we enter the realm of personal opinions over what can be "improved".


Let's stick to fixing that which IS broken, like WarioWare, Summit, and Port Town.
 

Me_Aludes

Smash Apprentice
Joined
Aug 9, 2008
Messages
144
Freezing specific stages would be nice, but in terms of a final Brawl+ ruleset, only stages that are currently in the "Banned" category should be treated with a code. If the stage is Neutral/Counter in regular Brawl, then there's no reason to mess with it. If it's not broken, don't fix it.
QFT

10brawl+
 

Osi

Smash Ace
Joined
Jul 1, 2007
Messages
580
Location
In a dream
Freezing specific stages would be nice, but in terms of a final Brawl+ ruleset, only stages that are currently in the "Banned" category should be treated with a code. If the stage is Neutral/Counter in regular Brawl, then there's no reason to mess with it. If it's not broken, don't fix it.

Specifically, if Norfair doesn't have it's lava to force you to move, the stage is the hugest campfest ever and the player who has the center ground is a mad advantage. It's a Counter stage, so it's viable as it is. Same goes for Delfino and Halberd.

If we start fixing what's not broken, we enter the realm of personal opinions over what can be "improved".


Let's stick to fixing that which IS broken, like WarioWare, Summit, and Port Town.

I took the stage list from the stage legality thread, and I added some notes onto it. It sure looks like a lot of the counters are helped by the freeze while only 3 banned are dramatically better.

I don't see the walk off stages as such a large issue now. A big reason for the walk off stages being counter/ban was D3. His chaingrab was unbelievably easy, and could be used at any % straight to the edge easily. D3's chaingrab is gone with the codes, and Falco's CG is gone now too. IC can CG to the edge at low % or against bad DI, but IMO most of the CG kills would take enough skill to warrant it being ok. Locks should be banned if not fixed with codes(they are an issue on every stage), so I don't see this as a need to leave out walk off stages.


Starter
Battlefield
Final Destination
Smashville - kinda sucks the platform no longer moves
Yoshi's Island - no more platform saves, and the center is frozen

Starter/Counter
Castle Siege - much better frozen, a simple platform stage
Delfino - kinda takes away from it, but frozen this could be a starter
Halberd
Lylat Cruise - better frozen as it no longer leans
Pokémon Stadium 1 - more neutral frozen, could be a starter

Counter
Brinstar
Corneria - no random elements, is better frozen, just one wall to worry about for infinites
Distant Planet - no hazards frozen, still a walk off edge
Frigate Orpheon
Green Hill Zone - no drop out areas frozen
Jungle Japes - less crocs? should be better
Luigi's Mansion
Norfair - omg fun now, and with the ledge codes the edge camping is punishable - could be starter
Pictochat - completely neutral, could be starter
Pirate Ship - no random hazards, a much more balanced stage
Pokémon Stadium 2 - neutral frozen, easily a starter
Rainbow Cruise
Yoshi's Island (Pipes)

Counter/Banned
Green Greens - much better, only exploision elements are there from the start frozen
Mario Circuit - no karts now? so only walk off edges are an issue
Onett
Port Town Aero Dive - neutral stage now frozen, the collision below kinda sucks IMO
Skyworld

Banned
75m
Big Blue
Bridge of Eldin - no random enemy running by and stage drop out now? so just the walk off issue
Flat Zone 2
Hanenbow
Hyrule Temple
Mario Bros.
Mushroomy Kingdom I
Mushroomy Kingdom II
New Pork City
Rumble Falls
Shadow Moses
Spear Pillar
The Summit - awesome stage frozen, this could move up pretty high.. no more fish or water
Wario Ware - another awesome neutral platform stage frozen, this one seems the best change after freezing
 
D

Deleted member

Guest
to fix the specifick freeze code you need to do the following

4A000000 90000000
04..... 3F800000 (set stage speed to normal)
02..... 000000XX
04..... 00000000 (set speed to 0 if stage is XX)
...... (repeat)
E0000000 80008000

like that
 

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
7,002
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Playing Melee
You put the value of the stage you want frozen in the XX. THe IF line looks at the line above it to see which stage you want frozen. If you want another stage frozen, you repeat the 3rd and 4th lines I believe with a different value. Only the stages code value that are present in the code will freeze
 

Almas

Smash Lord
Joined
Jul 6, 2008
Messages
1,588
The problem is that we don't know the digits. I originally thought I knew what they were by copying another code from elsewhere, but it wasn't functional.
 

Yeroc

Theory Coder
BRoomer
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Feb 28, 2004
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In a world of my own devising
Nah, it works like this:
IF stage = XX (02.... 000000XX)
THEN speed = 0 (04..... 00000000)

It'd be better if we had elseif statements. Is there a way I can get in touch with PW or something tonight when I get home from work?

Forgot to say, the code splicing I tried didn't work either :(.
 

SketchHurricane

Smash Ace
Joined
Mar 21, 2008
Messages
669
Location
Winter Park, FL
I think we're pretty unanimous with the following freezes

Wario Ware
PS 2
Lylat
Pirate Ship
Green Greens
Pictochat

There really nothing you can say to defend the above stages from being better frozen. Most other stages are debatable. I haven't tried the Summit, actually. If the ice is tolerable, I guess it would be coo...

I'm perfectly fine with only freezing Wario Ware and PS 2 for two extra neutrals. The other would be cool, but if it comes down to lines (and it will) I think the first two are the best choices.
 
D

Deleted member

Guest
ok it will look like this:

42000000 90000000

0416A904 3F800000

20181128 000000XX
0416A904 00000000
20181128 000000YY
0416A904 00000000
20181128 000000ZZ
0416A904 00000000
E0000000 80008000
in italics is what I added rest comes from almas
 

cobaltblue

Smash Journeyman
Joined
Nov 8, 2007
Messages
455
I think we're pretty unanimous with the following freezes

Wario Ware
PS 2
Lylat
Pirate Ship
Green Greens
Pictochat

There really nothing you can say to defend the above stages from being better frozen. Most other stages are debatable. I haven't tried the Summit, actually. If the ice is tolerable, I guess it would be coo...

I'm perfectly fine with only freezing Wario Ware and PS 2 for two extra neutrals. The other would be cool, but if it comes down to lines (and it will) I think the first two are the best choices.
Nofair would be nice for that list. Others seem to just become another variation of battlefield which doesn't really make it worth the code space of the final product.
 
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