L.O.S.T.30-3
Smash Cadet
A visual cue such as a color change at the point in the jump arc a player can buffer a fast fall.
Last edited:
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I checked the color overlays in 20XX, but it looks like the point where you can start your fast fall is not a separate action state from jump or fall.It might be a specific action state. Not sure, if that's the case you can already use the color overlays in 20XX in the meantime at least.
-==-
Flash Cyan when Fastfall is Available
Flash cyan when fastfall input can be buffered
[Punkline]
Version -- DOL Offset ------ Hex to Replace ---------- ASM Code
1.02 ----- 0x8007d554 --- C0230624 -> Branch
C0230084 C042E870
FC011040 4181000C
38000000 48000040
88030504 2C000091
41A20038 3C00C200
900304BC 900304C0
900304C4 38000000
900304B8 900304C8
900304CC 900304D0
3C00C280 900304D4
38000091 98030504
C0230624 00000000
1.02 ----- 0x8007d538 --- 54A0EFFF -> Branch
54A0EFFF 41A2000C
38000000 98030504
00000000
#Flash Cyan when Fastfall is Available [Punkline]
#@8007d554: lfs f1, 0x0624 (r3) (after checking Yvelocity for fastfall check)
#r0,r4,r5, f1, f2, cr0, lr are safe
#--hook context runs only when fastfall input is available
lfs f1, 0x84(r3) #yVelocity
lfs f2,-0x1790(rtoc) #-1.0
fcmpo cr0, f1, f2
bgt checkColor
li r0, 0 #if player has fallen significantly past peak, stop color overlay
b toggleColor
checkColor:
lbz r0, 0x504(r3)
cmpwi r0, 0x91 #check if there's already a color overlay
beq+ return #prevents from reasigning color every frame
setColor:
lis r0, 0xC200
stw r0, 0x4BC(r3) #blue
stw r0, 0x4C0(r3) #green
stw r0, 0x4C4(r3) #alpha
li r0, 0
stw r0, 0x4B8(r3) #red
stw r0, 0x4C8(r3) #redBlink
stw r0, 0x4CC(r3) #blueBlink
stw r0, 0x4D0(r3) #greenBlink
lis r0, 0xC280
stw r0, 0x4D4(r3) #alphaBlink
li r0, 0x91
toggleColor:
stb r0, 0x504(r3) #color toggle on
return:
lfs f1, 0x0624 (r3)
#@8007d538: rlwinm. r0, r5, 29, 31, 31 (flag check)
#r0,r3, cr0, lr are safe
#--hook context runs every frame of fastfall check, whether fastfalling or not
rlwinm. r0, r5, 29, 31, 31 #checking flag
beq+ return
li r0, 0
stb r0, 0x504(r3) #color toggle off
return:
Yikes. Are you using the C2 code or the injection mod with MCM? Also what version of Melee?Thank you for working on this code! It's giving me a warning in dolphin "IntCPU: Unknown instruction 00000000 at PC = 8000292c last_PC = 80001f18 LR = 8084dd4" after that first one there is a new warning for every frame of fall then it plays fine till the character enters fall again.
#Flash Cyan when Fastfall is Available [Punkline]
#@8007d554: lfs f1, 0x0624 (r3) (after checking Yvelocity for fastfall check)
#r0,r4,r5, f1, f2, cr0, lr are safe
#--hook context runs only when fastfall input is available
checkColor:
lbz r0, 0x504(r3)
cmpwi r0, 0x91 #check if there's already a color overlay
beq+ return #prevents from reasigning color every frame
setColor:
lis r0, 0xC200
stw r0, 0x4BC(r3) #blue
stw r0, 0x4C0(r3) #green
stw r0, 0x4C4(r3) #alpha
li r0, 0
stw r0, 0x4B8(r3) #red
stw r0, 0x4C8(r3) #redBlink
stw r0, 0x4CC(r3) #blueBlink
stw r0, 0x4D0(r3) #greenBlink
lis r0, 0xC280
stw r0, 0x4D4(r3) #alphaBlink
li r0, 0x91
toggleColor:
stb r0, 0x504(r3) #color toggle on
return:
lfs f1, 0x0624 (r3)
Took a look with 20XX and started getting the same errors. It must have been something odd... it kinda looked like an interrupt was catching the call somehow. After moving the hook a nudge it seems to have stopped.I'm sorry I don't know what the C2 code is but I am not using MCM. Melee version 1.02 NTSC & 20XX 4.05 on Dolphin 5.0 I disabled all other codes but it did not seem to have an effect. The new simple code works until my character has entered the special fall animation & then I input a jump at which point a slew of warnings pop up.
The color looks fine to me & it doesn't need to flash if that makes it any less stable. I just gotta say thanks again for the help.
Is there a way to make it where the color goes away after you press down?Yikes. Are you using the C2 code or the injection mod with MCM? Also what version of Melee?
I’m not able to reproduce your error messages, but it sounds like the code is either being cut off or the branches at the end of the injections aren’t compiling correctly...
While testing it though, I did find that the code seems to be subtly unstable for some reason on landing/respawning, which may or may not be related to what you’re describing. In my case, the instability only shows up after a few minutes of seemingly working as intended.
After reverting to this simpler code, the problem still persists
Edit: updated with fixes
$Flash when Fastfall is Available (simple) [Punkline]
C207D554 00000009
88030504 2C000091
41A20038 3C00C200
900304BC 900304C0
900304C4 38000000
900304B8 900304C8
900304CC 900304D0
3C00C280 900304D4
38000091 98030504
C0230624 00000000
Code:#Flash Cyan when Fastfall is Available [Punkline] #@8007d554: lfs f1, 0x0624 (r3) (after checking Yvelocity for fastfall check) #r0,r4,r5, f1, f2, cr0, lr are safe #--hook context runs only when fastfall input is available checkColor: lbz r0, 0x504(r3) cmpwi r0, 0x91 #check if there's already a color overlay beq+ return #prevents from reasigning color every frame setColor: lis r0, 0xC200 stw r0, 0x4BC(r3) #blue stw r0, 0x4C0(r3) #green stw r0, 0x4C4(r3) #alpha li r0, 0 stw r0, 0x4B8(r3) #red stw r0, 0x4C8(r3) #redBlink stw r0, 0x4CC(r3) #blueBlink stw r0, 0x4D0(r3) #greenBlink lis r0, 0xC280 stw r0, 0x4D4(r3) #alphaBlink li r0, 0x91 toggleColor: stb r0, 0x504(r3) #color toggle on return: lfs f1, 0x0624 (r3)
https://smashboards.com/threads/fast-fall-sparkle.447089/Is there a way to add the N64 Fast Fall sparkle to melee?