INTRODUCTION Super Smash Bros 64 Remix is a SSBB mod with the objective of bringing the fun and nostalgic feeling of SSB64 into brawl, without becoming a clone of any of the two, it will control like brawl but also like 64, having a “crossover” feeling on the gameplay aspect.
Things taken from 64 come in the form of no charged smash and air dodges, but characters will still conserve their side specials, crawls and tethers. Gameplay is mostly focused on combos, so in that sense it a lot like ssb64, in other words “don’t get hit”.
Changes to the CSS have been done to give a more 64-like feeling, and stages from the original smash bros. have replaced the melee stages, along with a new special mode, characters have been buffed to be able to create more combos and put more pressure on opponents.
No airdodge No charged smash No ledge grab animation Z-cancel No auto-cancels on aerials No meteor canceling More hitstun More shieldstun Shield /gain is now the average between 64 and brawl Less buffer Harder perfect shields Dash dancing No tripping Modified stale move negation
v1.1.5
-Added N64 stages (replacing melee stages) -new special smash mode: Smooth (gives the players auto Z-cancel) -attacks now do more shield damage -N64 SFX -Adjustments were made to make for a more pleasant experience
v1.2.0
-fixes to airdodges -N64 stages on classic mode zelda - hyrule castle DK/yoshi - yoshi's Island (64) Pokemon - Safron City earthbound o fire emblem - Kongo Jungle (64) kirby - Dreamland (64) metroid/pikmin - planet zebes star fox/f-zero - zector Z Mario - Peach's castle IC/G&W/R.O.B./Pit - how to play (64) snake/sonic/wario - mushroom kingom (64) 2nd to last - battlefield -Perfect shield window is now 2 frames -added No air dodge in tumble code -added fastfall during tumble code -added no air dodging/gliding/water lag code -fixed images for N64 stages
CHARACTER CHANGELOG
Mario v1.0.0 ------ v1.1.5 *Dair SDI reduced [1.5>0.75] v.1.2.0 *utilt has less knockback growth *dtilt is 10% faster *up special has less SDI [1>0.5] *fair angle changed [280>290] *AAA combo has no SDI *dash attack is faster [x1.1] *neutral special has less endlag [43>36]
Luigi v1.0.0 ------ v1.1.5 ------ v1.2.0 *less sdi on dash attack [1.6->0.8] *less sdi on down special [1->0.8]
Bowser v1.0.0 ------ v1.1.5 ------ v1.2.0 *Dash attack shield damage [1->5] knockback growth [30->25] *AA combo shield damage [0->2] *s-tilt damage [11->12] *u-tilt damage [12->13] *l-tilt damage first [14->15] second [11->12] *Nair damage [13/9->14/10] shield damage [0->1] *Fair damage [13/12/11->14/13/12] shield damage [0->1] *Bair damage [15/7->16/8] shield damage [0->1] hitbox change frame [11->13] *Uair damage [17->18] shield damage [0->1] *Dair damage [3->4] shield damage [0->1] last hit baseknockback [10->30] *all smash shield damage [0->2] *S-Smash hitbox added near bowser's body *Nair landing lag [24->22] *Fair landing lag [24->20] *Bair landing lag [35->28] *Uair landing lag [28->24] *Dair landing lag [40->30]
Yoshi v1.0.0 ------ v1.1.5 ------ v1.2.0 *Air jump has super armor *Dair shield damage [0->1] *Fair is faster [x1.2] hitbox duration +1 frame *grounded down special first hitbox shield damage [0->5]
Wario v1.0.0 ------ v1.1.5 ------ v1.2.0 ------
Link v1.0.0 ------ v1.1.5 *grounded up-special angle [361->25] *Fair is faster [x1.2] *Utilt is faster [x1.2] *uair landing lag [30->25] *dair landing lag [50->30] v1.2.0 *Bair second kick knockback growth [70->100] angle [361->40] *AAA 10% faster *D-tilt is faster [x1.1] hitbox duration +3 frames *S-tilt is faster [x1.1] *grounded Up-B knockback growth [72/80/80->100/100/100] *air up special sdi [1->0.8]
Zelda v1.0.0 ------ v1.1.5 ------ v1.2.0 ------
Sheik v1.0.0 ------ v1.1.5 ------ v1.2.0 *Side Tilt has SDI [0.5->1] *Fair base knockback [0->30] knockback growth [108->100]
Ganondorf v1.0.0 ------ v1.1.5 *down special returns your air jump *weak attack has more shield damage [0->5] *Fair landing lag reduced [32->28] *Dair landing lag reduced [35->30] v1.2.0 ------
Toon Link v1.0.0 ------ v1.1.5 ------ v1.2.0 ------ *Dair landing lag [40->30]
Samus v1.0.0 ------ v1.1.5 ------ v1.2.0 *first normal attack SDI [1->0] *first and second normal attack faster [x1.2]
Zero Suit Samus v1.0.0 ------ v1.1.5 ------ v1.2.0 ------ *Dair landin lag [40->30]
Ice Climbers v1.0.0 ------ v1.1.5 ------ v1.2.0 ------ *Uair lading lag [30->25] *Dair landing lag [42->30]
R.O.B. v1.0.0 ------ v1.1.5 ------ v1.2.0 ------
Kirby v1.0.0 ------ v1.1.5 ------ v1.2.0 ------
Meta Knight v1.0.0 ------ v1.1.5 *Number of jumps reduced [4 now] *Uair can't be airdodge canceled v1.2.0 *Up special base knockback [90/70/0->80/60/0] knockback growth [80/30/100->70/30/100] *neutral special SDI [1->1.5]
Dedede v1.0.0 ------ v1.1.5 ------ v1.2.0 ------ *dash attack has damage based heavy armor [4%] shield damage [3->6] *Fsmash shield damage [0/4/0->5/10/5]
Olimar v1.0.0 ------ v1.1.5 ------ v1.2.0 ------ *Bair landing lag [15->20] *Uair landing lag [30->25]
Fox v1.0.0 ------ v1.1.5 *side smash has less endlag [36->30] v1.2.0 ------
Falco v1.0.0 ------ v1.1.5 *Down special has more speed [1.2x] *Air jump multiplier augmented [0.92->1.02] *Fair landing lag [33->30] v1.2.0 ------
wolf v1.0.0 ------ v1.1.5 ------ v1.2.0 ------ *down special is jump cancellable
Hi, I would like to know, how to edit the characters .rel files, so i can use them on other characters, just like stages .rel files. I know it must be with an HEX editor, but someone can tell me, where exactly is the code [the ID] that tells brawl, on what character use as a base. like on battlefield, where the code is 00 and final destination is 01?
I wanna know this, because I want to use other characters to replace character i dont want, like use ike over lucario, so i can have a Cloud and ike.