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Gameshark Code Collection

Discussion in 'Super Smash Bros. 64' started by Madao, Oct 6, 2013.

  1. Madao

    Madao
    Expand Collapse
    Moderator

    • Moderator
    Joined:
    Jun 27, 2013
    Messages:
    761
    As requested, I decided to make this thread. Some values are in floating point so I recommend you use a float to hex calculator. I will put (F) next to any code that uses floating point numbers. Any floating point code that is only 2 bytes (like Up B) load that 2 byte value as the upper half and the lower half are 0's. So 429A = 429A0000 = 77.0. Some codes used signed values (meaning positive and negative numbers), like Blast Line coordinates, if you type in -3500 into your windows calculator and switch to hex, just take the last 4 digits. For example if I type in -3500 and convert it to hex, the calculator will display FFFFFFFFFFFFF254, so the value you write in is F254. Also for coordinates, going left decreases X, going right increases X, going up increases Y, going down decreases Y.

    Please feel free to contribute by adding codes you know. I am also accepting requests (so long as it's not too difficult or time consuming). If you guys want to modify moveset data, let me know what stage and mode. I will do the first few, then I can teach you guys how to make your own codes.

    Unfortunately, some of these codes may not be safe to use on console because they haven't thoroughly been tested. I suggest waiting until I update my guide, before using these codes on console.

    If you want to use a code only at a specific event, then use activators.
    D0 and D1 for checking if a value = a specific value & D2 and D3 are used for checking if a value != a specific value. The D replaces the 8. You use D0 for 1 Byte codes and D1 for 2 Byte codes (just like you do for 80 and 81).
    Example, if I want to alter stage selection in VS mode. 800A4D09 is the address for VS mode stage #. The following code will make you go to Dreamland when you select Planet Zebes.
    D00A4D09 0003 (3 = Planet Zebes)
    800A4D09 0006 (6 = DreamLand)

    Button Activator values
    0000 No Buttons
    0001 C-Right
    0002 C-Left
    0004 C-Down
    0008 C-Up
    0010 R
    0020 L
    0100 D-Pad Right
    0200 D-Pad Left
    0400 D-Pad Down
    0800 D-Pad Up
    1000 Start
    2000 Z
    4000 B
    8000 A

    If you want to use multiple buttons in 1 activator code, you can add the values. For example, if you want to make a button activator code for player 1 for holding A & B at the same time, the code will be D109EFA4 C000.
    One cool trick with copying and pasting is to hold alt+shift so you can vertically highlight whatever you want. It can save you time when writing codes in a text editor like notepad++.
    [collapse=Universal Codes]
    Code:
    Z Cancelling Frame Window (default = 0B)
    80150A3F 00??
    
    Auto Z Cancel
    81150A40 1000
    
    Teching Frame Window (default = 14)
    80144773  00??
    
    Auto Teching
    81144774 1000
    
    Hitbox Display (crashes in fighting polygon team loading screen)
    810F2C04 2400
    
    Projectile Hitbox
    81167578 2400
    
    Red Hitbox (requires Hitbox mode to be on)
    810F33BC 2400
    
    Purple Hurtbox
    810F2FD0 2400
    
    Red Projectile (requires Projectile hitbox code to be on)
    81166F34 2400
    
    Default Hurtbox Color (R = Red, G = Green, B = Blue)
    810F2786 RRGG
    810F279E BBFF
    
    Player icon always shows
    810E7284 2400
    8013E237 0001
    
    Stale Damage Multiplier (F) (default = 3F400000 = 0.75)
    8112B820 ????
    8112B822 ????
    
    Level 1 Multiplier (F) (default = 3F51EB85 = 0.82)
    8112B824 ????
    8112B826 ????
    
    Level 2 Multiplier (F) (default = 3F63D70A = 0.89)
    8112B828 ????
    8112B82A ????
    
    Level 3 Multiplier (F) (default = 3F75C28F = 0.96)
    8112B82C ????
    8112B82E ????
    
    Invincibility timer after spawning (default = 78)
    8013D503 00??
    
    Crouch Cancelling knockback multipler (F) (default = 3F2AAAAB = 0.666667)
    8112FE8C ????
    8112FE8E ????
    
    Hitstun Divider (F) (default = 3FF0) (higher = lower hitstun)
    810EA1B2 ????
    
    Hitlag Multiplier (F) (default = 3EAAAAAB = 0.333333)
    8112FF50 ????
    8112FF52 ????
    
    Shield Size Multiplier (F) (default =  3F266666 = 0.65) (doesn't work for Yoshi)
    8118C1E0 ????
    8118C1E2 ????
    
    No Shield Drain
    8114834C 2400
    
    Shield Drain Rate (default = 0010) higher = slower
    81148342 ????
    
    2x Shield Recovery Rate (F)
    810E6282 40A0
    
    Max Shield Value (default = 0037)
    810D7A6E ????  (this code determines your shield value after spawning)
    810E624A ????  (this code determines max shield value you can recover to)
    
    Take No Shield Damage
    800E62A1 00E0
    
    1.5x DI Movement Speed
    8018C0E1 0046
    
    0.5x DI Movement Speed
    8118C0E0 3F86
    
    Ability to DI for attackers during hitlag (you have to get hit at least once in a match before this works)
    810E7A70 2400
    
    Very Easy DI
    811408BE 0100
    
    C Button Jump Multiplier (for jumping while not moving) (F) (default = 429A = 77.0)
    8113F78A ????
    
    C Button Jump multiplier (for jumping while moving) (F) (default = 427C = 63.0)
    8113F712 ????
    
    Base Short Hop Multiplier (F) (default = 4210 = 36.0)
    8113F70E ????
    
    Short Hop Bonus Jump (F) (default =  4110 = 9.0) This # is added to Base Short hop X when you short hop while standing still
    8113F79A ????
    
    Secondary Jump Multiplier (default = 50)
    8013FE3F 00??
    
    Infinite Jumps
    8113FED4 2400
    8114397C 2400 (this code makes you not lose your jumps from UP B)
    
    Ability to Fast Fall During Neutral Aerial
    81129E3A 9160
    
    Ability to Fast Fall During Forward Aerial
    81129E4E 9160
    
    Ability to Fast Fall During Back Aerial
    81129E62 9160
    
    Ability to Fast Fall During Up Aerial
    81129E76 9160
    
    Ability to Fast Fall During Down Aerial
    81129E8A 9160
    
    Abilty to fall through platform after jumping or getting hit
    80128FA1 0014
    81128FA2 384C
    80128FC9 0014
    81128FCA 384C
    80128FF1 0014
    81128FF2 384C
    80129005 0014
    81129006 384C
    8112925E 384C
    
    Ability to fall though platform during Neutral Aerial
    80129E3D 0014
    81129E3E 384C
    
    Ability to fall though platform during Forward Aerial
    80129E51 0014
    81129E52 384C
    
    Ability to fall though platform during Back Aerial
    80129E65 0014
    81129E66 384C
    
    Ability to fall though platform during Up Aerial
    80129E79 0014
    81129E7A 384C
    
    Ability to fall though platform during Down Aerial
    80129E8D 0014
    81129E8E 384C
    
    Unlock Everything
    800A4937 00FF
    810A4938 0FF0
    
    Unlimited Fire Flower Ammo
    811760F0 2400
    
    Unlimited Ray Gun Ammo
    81175B00 2400
    
    2x Speed for Fsmash
    8115011A 4000
    
    2x Speed for Usmash
    8115060E 4000
    
    2x Speed for Dsmash
    8115077E 4000
    
    All Players are Skeleton
    810F24B0 3C03
    810F24B2 0800
    810E10D8 3C02
    810E10DA 0800
    810F2C2C 3C18
    810F2C2E 0800
    810F2D20 3C0F
    810F2D22 0800
    810F2228 3C0F
    810F222A 0800
    [/collapse]
    [collapse=Character Specific Codes]
    Code:
    Kirby's body size multiplier after doing aerial Up B (Default value = 3F80 = 1.0)
    81160F5E ????
    
    DK doesn't lose his charge punch after death
    810D7DE8 2400
    
    DK doesn't lose his charge punch after getting hit
    8115AF18 2400
    
    Rapidfire for Samus' Aerial Neutral Special (Autocancel Code)
    8112A49C 8013
    8112A49E F660
    
    Double Tap B to shoot Samus' Ground Neutral Special sooner (Autocancel Code)
    8112A44E D640
    
    Rapid Mini Bombs for Samus (Autocancel Code)
    8112A4D8 8013
    8112A4DA F660
    8112A4EC 8013
    8112A4EE F660
    
    Samus' mini bombs don't make her lose her jumps
    8115E1C4 2400
    8115E2F4 2400
    
    Faster Charging for Samus
    8015D5CF 0010
    
    Samus doesn't lose her charge shot after death
    810D7DEC 2400
    
    Samus doesn't lose her charge shot after getting hit
    8115D348 2400
    
    Increased Mid Air Up B Jump for Samus (F)
    8115DEC6 429A
    
    Increased Mid Air Up B Jump for Link (F)
    8116438A 42AC
    
    Damage of Link's Boomerang while it's moving in reverse (default = 08)
    8016CDD7 00??
    
    Link, Faster boomerang throw animation
    80163A27 00C0
    80163AA7 00C0
    
    Link, Pull out bombs faster
    801645CF 00C0
    8016462B 00C0
    
    Ability to throw multiple Boomerangs for Link
    8016375D 0060
    
    Link's Effect for his bomb explosion (default = 01) [00 = Normal, 01 = Fire, 02 = electricity, 03 = Slash, 04 = Coin, 06 = Sleep]
    80186433 00??
    
    Ability to fast fall with Fox's aerial lasers
    8112A29A 9160
    
    Fox Up B Jump Velocity (up/down/diagonal) (F) (default = 42E6 = 115)
    8115C716 ????
    
    Fox Up B Jump Velocity (left/right) (F) (default = 42E6 = 115)
    8115C6F2 ????
    
    Smaller Startup delay in Fox's Up B (default = 23)
    8015BFC3 0013
    
    Insane Up B Recovery on Mario, Luigi, Falcon, & Kirby (also affects Yoshi & Ness' 2nd jump)
    800D9335 0001
    
    Increased Y-Velocity Acceleration for Mario & Luigi's Down B (F) [Default = 41B0 = 22.0]
    811566FE 4220
    
    Increased X-Velocity Acceleration for Mario & Luigi's Down B (F) [Default = 3CF8]
    81156732 3D78
    
    Increased Max Y-Velocity for Mario & Luigi's Down B (F) [Default = 4220 = 40.0]
    8115670A 4260
    
    Increased Max X-Velocity for Mario & Luigi's Down B (F) [Default = 4188 = 17.0]
    8115672E 4238
    
    Increased Max X-Velocity Ground for Mario & Luigi's Down B (F) [Default = 4188 = 17.0]
    81156646 4238
    
    Increased Air Up Recovery for Mario & Luigi [DannySSB]
    8018C691 0096
    
    Increased Air Up B Recovery Kirby [DannySSB]
    8018C9C1 0072
    
    Increased Air Up B Recovery DK [DannySSB]
    8018C874 003A
    
    Increased Up B Horizontal Movement Falcon [DannySSB]
    8018C909 00A0
    8018C90D 00A0
    8018C911 00A0
    
    Increased Up B Recovery Pikachu
    801530FB 0080
    
    Increased Up B Recovery Ness
    8015500B 0068
    [/collapse]
    [collapse=Stage Specific Codes]
    Code:
    Blast Line Coordinates Training Mode
    8122D688 ???? (Up)
    8122D68A ???? (Down)
    8122D68C ???? (Left)
    8122D68E ???? (Right)
    
    Blast Line Coordinates 1p Mode
    8121BB58 ???? (Up)
    8121BB5A ???? (Down)
    8121BB5C ???? (Left)
    8121BB5E ???? (Right)
    
    Blast Line Coordinates VS Mode
    81216A38 ???? (Up)
    81216A3A ???? (Down)
    81216A3C ???? (Left)
    81216A3E ???? (Right)
    
    Training Mode Stage = 80190969 00??
    VS Mode Stage = 800A4D09 00??
    1 Player Mode Stage = 800A4B19 00??
    00 - Peach's Castle
    01 - Sector Z
    02 - Congo Jungle
    03 - Planet Zebes
    04 - Hyrule Castle
    05 - Yoshi's Island
    06 - Dream Land
    07 - Saffron City
    08 - Classic Mushroom Kingdom
    09 - Dream Land Beta 1
    0A - Dream Land Beta 2
    0B - Level From "How To Play SSB Demo"
    0C - Yoshi's Island no clouds
    0D - Metal Mario Level
    0E - Fighting Polygon Team Level
    0F - Race to the Finish!
    10 - Final Destination
    11 - mario target
    12 - fox target
    13 - DK target
    14 - samus target
    15 - luigi target
    16 - link target
    17 - yoshi target
    18 - c. falcon target
    19 - kirby target
    1A - pikachu target
    1B - jigglypuff target
    1C - ness target
    1D - mario platforms
    1E - fox platforms
    1F - DK platforms
    20 - samus platforms
    21 - luigi platforms
    22 - link platforms
    23 - yoshi platforms
    24 - c. falcon platforms
    25 - kirby platforms
    26 - pikachu platforms
    27 - jigglypuff platforms
    28 - ness platforms
    
    No DreamLand Wind & No Hyrule Tornado
    80131410 0011
    
    Stage Hazard Stats for Tornado, Barrel, and Acid. Damage doesn't work with Barrel
    Training Mode
    8122D6C2 ???? (Damage)
    8122D6C6 ???? (Angle)
    8122D6CA ???? (Knockback Scaling)
    8122D6CE ???? (Fixed Knockback)
    8122D6D2 ???? (Base Knockback)
    
    VS Mode
    81216A72 ???? (Damage)
    81216A76 ???? (Angle)
    81216A7A ???? (Knockback Scaling)
    81216A7E ???? (Fixed Knockback)
    81216A82 ???? (Base Knockback)
    
    1P Mode
    8121BB92 ???? (Damage)
    8121BB96 ???? (Angle)
    8121BB9A ???? (Knockback Scaling)
    8121BB9E ???? (Fixed Knockback)
    8121BBA2 ???? (Base Knockback)
    
    VS Mode Spawn Coordinates
    DreamLand
    Player 1 (Default X = 0000, Y = 0006)
    81218976 ???? (X)
    81218978 ???? (Y)
    Player 2 (Default X = FA8B, Y = 038A)
    8121897C ???? (X)
    8121897E ???? (Y)
    Player 3 (Default X = 0001, Y = 0609)
    81218982 ???? (X)
    81218984 ???? (Y)
    Player 4 (Default X = 058D, Y = 038D)
    81218988 ???? (X)
    8121898A ???? (Y)
    
    Peach's Castle
    Player 1 (Default X = FF2B, Y = 0626)
    812197AC ???? (X)
    812197AE ???? (Y)
    Player 2 (Default X = 02FD, Y = 061B)
    812197B2 ???? (X)
    812197B4 ???? (Y)
    Player 3 (Default X = 012C, Y = 05EB)
    812197B8 ???? (X)
    812197BA ???? (Y)
    Player 4 (Default X = FCB8, Y = 05F6)
    812197BE ???? (X)
    812197C0 ???? (Y)
    
    Yoshi's Island (with clouds)
    Player 1 (Default X = 0275, Y = FFA0)
    8121BBBC ???? (X)
    8121BBC0 ???? (Y)
    Player 2 (Default X = 005A, Y = 0969)
    8121BBC4 ???? (X)
    8121BBC6 ???? (Y)
    Player 3 (Default X = 02F4, Y = 05E9)
    8121BBCA ???? (X)
    8121BBCC ???? (Y)
    Player 4 (Default X = FC22, Y = 0408)
    8121BBD0 ???? (X)
    8121BBD2 ???? (Y)
    
    Hyrule Castle
    Player 1 (Default X = F6A0, Y = 0412)
    8121C410 ???? (X)
    8121C412 ???? (Y)
    Player 2 (Default X = FBBA, Y = 0412)
    8121C416 ???? (X)
    8121C418 ???? (Y)
    Player 3 (Default X = 00F0, Y = 040F)
    8121C41C ???? (X)
    8121C41E ???? (Y)
    Player 4 (Default X = 05DC, Y = 0412)
    8121C422 ???? (X)
    8121C424 ???? (Y)
    [/collapse]
    [collapse=Match Specific Codes]
    Code:
    VS Mode
    Time-Stock Match (Thanks to Danny_SsB)
    800A4D0B 0003
    8013A789 0080 (I made this code to display correct number of stocks)
    
    Time & Stock Modifier (T = Time, S = Stock)
    810A4D0E TTSS
    
    Sudden Death (If you don't have equal stocks, the match ends instead)
    800A4D19 0007
    
    Player 1 Default CPU Level (CP) and Handicap(HH) 1 Player Mode
    810A4B38 CPHH
    
    Player 1 Controlled by (CT) and Character(CH) 1 Player Mode
    810A4B3A CTCH
    
    Player 2 Default CPU Level (CP) and Handicap(HH) 1 Player Mode
    810A4BAC CPHH
    
    Player 2 Controlled by (CT) and Character(CH) 1 Player Mode
    810A4BAE CTCH
    
    Player 3 Default CPU Level (CP) and Handicap(HH) 1 Player Mode
    810A4C20 CPHH
    
    Player 3 Controlled by (CT) and Character(CH) 1 Player Mode
    810A4C22 CTCH
    
    Player 4 Default CPU Level (CP) and Handicap(HH) 1 Player Mode
    810A4C94 CPHH
    
    Player 4 Controlled by (CT) and Character(CH) 1 Player Mode
    810A4C96 CTCH
    
    Player 1 Default CPU Level (CP) and Handicap(HH) Training Mode
    81190988 CPHH
    
    Player 1 Controlled by (CT)? and Character(CH) Training Mode
    8119098A CTCH
    
    Player 2 Default CPU Level (CP) and Handicap(HH) Training Mode
    811909FC CPHH
    
    Player 2 Controlled by (CT) and Character(CH) Training Mode
    811909FE CTCH
    
    Player 3 Default CPU Level (CP) and Handicap(HH) Training Mode
    81190A70 CPHH
    
    Player 3 Controlled by (CT) and Character(CH) Training Mode
    81190A72 CTCH
    
    Player 4 Default CPU Level (CP) and Handicap(HH) Training Mode
    81190AE4 CPHH
    
    Player 4 Controlled by (CT) and Character(CH) Training Mode
    81190AE6 CTCH
    
    Values for Controlled by
    00 = Human
    01 = CPU
    02 = Not Appear
    
    Values for Character
    00 Mario
    01 Fox
    02 DK
    03 Samus
    04 Luigi
    05 Link
    06 Yoshi
    07 C. Falcon
    08 Kirby
    09 Pikachu
    0A Jigglypuff
    0B Ness
    0C Master Hand
    0D Metal Mario
    0E Polygon Mario
    0F Polygon Fox
    10 Polygon DK
    11 Polygon Samus
    12 Polygon Luigi
    13 Polygon Link
    14 Polygon Yoshi
    15 Polygon Falcon
    16 Polygon Kirby
    17 Polygon Pikachu
    18 Polygon Jigglypuff
    19 Polygon Ness
    1A Giant Donkey Kong
    [/collapse]
    [collapse=Music]
    Code:
    Music
    80099113 00??
    
    00 - Kirby's Dream Land
    01 - Planet Zebes
    02 - Classic SMB Music
    03 - Classic SMB Music (Running Out Of Time)
    04 - Sector Z
    05 - Congo Jungle
    06 - Peach's Castle
    07 - Pokemon Theme
    08 - Yoshi's Island
    09 - Hyrule Castle
    0A - Choose Your Character
    0B - Odd Beta Fanfare! It's not much
    0C - Mario/Luigi Wins
    0D - Samus Wins
    0E - DK Wins
    0F - Kirby Wins
    10 - Fox Wins
    11 - Ness Wins
    12 - Yoshi Wins
    13 - C. Falcon Wins
    14 - Pikachu/Jigglypuff Wins
    15 - Link Wins
    16 - Post VS. Battle
    17 - Pre-Master Hand
    18 - Pre-Master Hand #2
    19 - Master Hand Battle
    1A - Bonus Stage
    1B - Stage Clear
    1C - Bonus Stage Clear
    1D - Master Hand Clear
    1E - Bonus Stage Failure
    1F - Continue?
    20 - Game Over
    21 - Intro
    22 - How to Play
    23 - Pre-1P Battle
    24 - Fighting Polygon Team Stage
    25 - Metal Mario Stage
    26 - Beat the Game
    27 - Credits Roll
    28 - Found a Secret!
    29 - Fight the Hidden Character
    2A - Training Mode
    2B - Data
    2C - Menu Screen
    2D - Hammer
    2E - Invincibility
    [/collapse]
    [collapse=Ultimate Auto Cancel Code]These codes are universal which means that it works on every player in every match. These codes can mess up CPU players, so keep that in mind. Player states are the values you can use as a reference for making your custom codes. The player state determines what you can do during that time period. For instance, while you are shielding (80148B84), you can only do certain actions like grab, roll, jump, etc. Auto Cancel Addresses are the addresses you use to make the gameshark codes. When it comes to picking a good player state to use, for auto cancelling codes, pick one that allows you to do what you want without introducing glitches and without it being too easy to interupt. For instance, do not use the standing state when doing up smash, use the landing state instead (so that holding up doesn't interupt your up smash).

    Player States
    00000000 = Waiting (can't do anything)
    8013D3A4 = Standing on the spawning platform
    8013E070 = Standing on Ground
    8013E390 = Walking
    8013E700 = Switching direction you are facing (while standing on the ground)
    8013EA90 = Initial Dash
    8013EE50 = Running
    8013F334 = Delay while jumping off the ground (can't do anything other than Up B, afaik)
    8013F660 = Jumping while Y Velocity is Positive
    8013F9A0 = Jumping while Y-Velocity is Negative
    8013FB2C = Jumping backwards
    8014070C = While player is in Hitstun
    80141D60 = Dropping through platform
    80142B70 = Landing on ground
    80142EFC = Beginning of ducking
    80143154 = Lowest position while ducking
    80143394 = Getting Up phase (when letting go of analog after ducking)
    80143730 = Mario's, Samus', Falcon's Up B after it finishes
    80148B84 = Shielding
    80149268 = Rolling
    80149FCC = In the middle of a grab
    8014E91C = Jab 1
    8014E9B4 = Jab 2
    8014E9E4 = Jab 3
    8014F388 = Infinite Jab
    8014FC40 = Down Tilt
    801560F4 = Mario's Up B while Y Velocity is positive
    8015BBD8 = Fox's Down & Neutral Special
    8015CD5C = Fox's Ground Down Special
    8015D464 = Starting Delay for Samus Neutral Special
    8015D640 = Samus while charging or shooting
    80160370 = Falcon's Up B while Y Velocity is positive

    Auto Cancel Addresses
    80128F0C = Initial Dash
    80128F20 = Running
    80128F70 = Delay before jumping off ground
    80128F84 = Jump Delay while shielding
    80128FC0 = Down Special (Aerial) (Samus)
    80129010 = Beginning of Ducking State (Set value to 80143154 if you want faster ducking)
    80129038 = Getting Up after letting go of Analog stick while ducking
    8012904C = Landing after jumping (this includes Z & Auto Cancelled attacks)
    80129060 = Landing while fast falling
    80129074 = Dropping through platform
    80129088 = Dropping through platform while Shielding
    80129268 = Mario's, Samus', Luigi's, Falcon's Up Special after it finishes
    8012927C = Mario's, Samus', Luigi's, Falcon's Up Special landing
    801299C0 = Shield (turning on)
    801299E8 = Shield (letting go)
    80129AD8 = Grabing state (before enemy is touched)
    80129AEC = Grabing state (right when enemy is grabed)
    80129AF8 = Grabing state (after you are able to throw enemy)
    80129B14 = Delay after forward throw
    80129B28 = Delay after back throw
    80129CB8 = Jab 1
    80129CCC = Jab 2
    80129CE0 = Running Attack
    80129CF4 = Forward Tilt Ang Up
    80129D08 = Forward Tilt Ang Mid Up
    80129D1C = Forward Tilt
    80129D30 = Forward Tilt Ang Mid Down
    80129D44 = Forward Tilt Ang Down
    80129D6C = Up Tilt
    80129D94 = Down Tilt
    80129DA8 = FSmash Ang Up
    80129DBC = FSmash Ang Mid Up
    80129DD0 = FSmash Ang Side
    80129DE4 = FSmash Ang Mid Down
    80129DF8 = FSmash Ang Down
    80129E0C = USmash
    80129E20 = DSmash
    80129E34 = Neutral Aerial
    80129E48 = Forward Aerial
    80129E5C = Back Aerial
    80129E70 = Up Aerial
    80129E84 = Down Aerial
    80129EAC = Landing lag for Forward Aerial Attack (not Z/Auto Cancelled)
    80129EC0 = Landing lag for Back Aerial Attack (not Z/Auto Cancelled)
    80129EFC = Landing lag for Up, Down, & Neutral Aerial Attack (not Z/Auto Cancelled)
    80129F10 = Frame delay after jab 3 for Mario
    80129F74 = Start of Mario's Up Special
    8012A280 = Fox's Ground Neutral Special
    8012A294 = Fox's Aerial Neutral Special
    8012A35C = Beginning of Fox's Down Special (Ground)
    8012A384 = Fox's Down Special (Ground) after letting go (this is for delay)
    8012A398 = Fox's Down Special (Ground)
    8012A3C0 = Beginning of Fox's Down Special (Aerial)
    8012A3E8 = Fox's Down Special (Aerial) after letting go (this is for delay)
    8012A3FC = Fox's Down Special (Aerial)
    8012A44C = Delay before Neutral Special (Ground) (Samus)
    8012A474 = Delay after Neutral Special (Ground) (Samus)
    8012A488 = Delay before Neutral Special (Aerial) (Samus)
    8012A49C = Delay after Neutral Special (Aerial) (Samus)
    8012A4B0 = Up Special (Ground) (Samus)
    8012A4C4 = Up Special (Aerial) (Samus)
    8012A4D8 = Down Special (Ground) (Samus)
    8012A4EC = Down Special (Aerial) (Samus)
    8012A53C = Neutral Special (Ground) (Luigi)
    8012A550 = Neutral Special (Aerial) (Luigi)
    8012A5B4 = Frame delay after jab 3 for Link
    8012A62C = Link's Up Special
    8012A640 = Link's Up Special landing lag (includes Link's ground Up B)
    8012A654 = Link's Up Special (Aerial)
    8012A668 = Link's Neutral Special (Ground)
    8012A6A4 = Link's Neutral Special (Aerial)
    8012AD84 = Jab 3
    8012AD98 = Delay between Jab 3 and Infinite Jab
    8012ADAC = Infinite Jab
    8012AE24 = Neutral Special(Ground) (Falcon)
    8012AE38 = Neutral Special(Aerial) (Falcon)
    8012AE4C = Down Special (Ground) (Falcon)
    8012AE74 = Extra lag if on ground for Falcon Kick
    8012AE88 = Down Special (Aerial) (Falcon)
    8012AEB0 = Up Special (Ground) (Falcon)
    8012AEEC = Up Special (Aerial) (Falcon)

    Here are some example codes. Say you want to reduce landing lag of all aerial attacks that aren't Z or Auto Cancelled, You take the 3 addresses and make 2 codes for each one since each address I posted represents 4 byte values and 1 code can only change 1-2 bytes.
    Since we are making 2 byte codes, you use 81 instead of 80.
    81129EAC 8013 ;Upper 2 Bytes
    81129EAE E070 ;Lower 2 Bytes
    81129EC0 8013 ;Upper 2 Bytes
    81129EC2 E070 ;Lower 2 Bytes
    81129EFC 8013 ;Upper 2 Bytes
    81129EFE E070 ;Lower 2 Bytes
    If you look at the Player States, you can see that 8013E070 is the standing state, so this code makes you skip the landing phase which is 80142B70. With this code on, you will land faster (in the middle of your aerial attack) than if you Z Cancel.
    Example codes
    Down Smash (uses getting up state) (doesn't work well if you're standing on a platform)
    81129E20 8014
    81129E22 3394

    Up Smash (uses landing state)
    81129E0C 8014
    81129E0E 2B70

    Forward Smash Ang Side (uses beginning of crouching state)
    80129DD0 8014
    81129DD2 2EFC

    Neutral Air
    81129E34 8013
    81129E36 F660

    Forward Air
    81129E48 8013
    81129E4A F660

    Back Air
    81129E5C 8013
    81129E5E F660

    Up Air
    81129E70 8013
    81129E72 F660

    Down Air
    81129E84 8013
    81129E86 F660[/collapse]
    I made a cheat engine table for several emulators since it's very helpful for learning about the game and hacking. Nemu, Mupen, hacked version of PJ64KVE, & 1964. [Last updated 05/03/2014]
     
    #1 Madao, Oct 6, 2013
    Last edited: Jan 18, 2015
  2. Sangoku

    Sangoku
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    Thanks, another very useful post by you! That should be added to the Smash Index (:troll:)
     
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  3. rjgbadger

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    is there/can you make an infinite shield code?
     
  4. Madao

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    Yes, i will add shield codes. There's just so much for me to type in and so I posted the thread early and will constantly update original post with more codes. Thanks for reminding me though, I totally forgot about shields.
     
  5. KnitePhox

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    Madao should be added to the Smash Index.

    button activator codes for console, for each player port:
    Player 1: D109EFA4 ????
    Player 2: D109EFAC ????
    Player 3: D109EFB4 ????
    Player 4: D109EFBC ????

    the way these codes work: while a button(indicated by ????'s) is pressed, the code that follows this one is activated.

    (i used to have codes that would be active always, then would turn off on button press, but i lost them in a txt file somewhere on a hard drive :()

    someone already did work finding out button presses hex values and made a nice program to ez create any combo you could want, so ill just post the program so values can be applied to the codes listed above.

    SM64Activator1V0.zip

    all you do when you want to grab a button combination as a hex value is tick each box regarding the button you want pressed then click 'generate' or whatever the button is called in the program. you use the last 4 digits and ignore the beginning part of the generated code. selecting PAL/NTSC doesn't matter.


    Example: ON CONSOLE, you want to be able to play on battlefield and metal mario stage; but you want flexible stage choice as to be able to play on not only one stage for all of your game session. with these codes, at stage select screen, player 1 can HOLD L and Right D-Pad for Battlefield or player 3 can HOLD L and Left D-Pad for Metal Mario stage. Hold L+ Dpad then TAP a or start/have another player press a or start to begin. the reason for this requirement is that if Player 1(or 3, with respect to code) introduces another button press for too long, the hex value changes and this the code won't work.

    D109EFA4 0220 (0120 = value for L and Right D-Pad)
    800A4D09 000E

    D109EFB4 0220 (0220 = value for L and Left D-Pad)
    800A4D09 000D

    these are the codes i used in the FD Codes PDF i put together
     
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  6. mixa

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    Giga Shield (All Modes, All Players) 810E6244 AE17

    Shattered Shield (All Players, All Modes) 810E62A0 01EF

    Shields Don't Drain Over Time (All Players, All Modes) 8114834C 2400

    Rate Shields Drain (All Players, All Modes)",81148346 ????
    Cheat213_N=Convertido de A.AR a U.GS by Gaudy [Emudigital]
    Cheat213_O=,$0000 - No Drain,$0001 - Crece,$FFFA - Fast Drain,$FFFF - Default



    I have only one request: can you make a code for the red type of hitbox display?
    If it's too hard, you can put restrictions such as VS mode and Dream Land.
     
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  7. Madao

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    Thanks for reminding me about controller stuff. I will try to learn more about controller codes.

    @mixa I'll add the red hitbox code. I wasn't sure if anyone wanted it so I left it out.

    Lol i'm wondering if it's better to fully nop the 4 byte value or just do a half nop.
     
  8. DMoogle

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    Didn't realize someone else requested it, I was about to request this as well. You're doing god's work.

    I assume you'll keep the OP updated, but in case you don't, anyone else can PM me if it needs updating.
     
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  9. rjgbadger

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    thank.you.somuch.
     
  10. mixa

    mixa
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    Pokémon colors for the hurtbox

    Click here to see them.
    [collapse=codes]
    Code:
    Pewter
    810F2786 9092
    810F279E 7DFF
     
    Cerulean
    810F2786 007B
    810F279E A7FF
     
    Celadon
    810F2786 C4EB
    810F279E C3FF
     
    Lavender
    810F2786 DCD0
    810F279E FFFF
     
    Fuchsia
    810F2786 FF00
    810F279E FFFF
     
    Saffron
    810F2786 F4C4
    810F279E 30FF
     
    Cinnabar
    810F2786 E342
    810F279E 34FF
     
    Viridian
    810F2786 4082
    810F279E 6dFF
     
    Indigo
    810F2786 9457
    810F279E EBFF
    [/collapse]


    How to put any color you want (thanks Madao)
    [collapse=~~~~]Get the hex code for the color you want and replace the 6 digits with the 6 ? in the following code:

    810F2786 ????
    810F279E ??FF


    You don't need to make a new code for each color, you can simply edit the cheat file and change the name and the values directly:

    [​IMG]

    The cheat file is located in the main folder of the emulator and it's named Project64.cht
    You can open it with notepad.

    Or if you're using PJ64 1.7, you can edit from the Cheat window:

    [​IMG][/collapse]
     
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  11. Madao

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    Nice work! I'll keep updating the OP. There's so much stuff I have written down and also things I forgot to write down, so this is going to take a while to complete lol.

    I hope this thread will help with the hitbox animation collection as well as the Reality 64 project (since you can modify the game to see what kind of changes you'd want). I'll be too busy to work on screenshotting Falcon's hitbox images, so I have to put that on hold for now.
     
  12. KnitePhox

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    OMFG WE CAN HAVE ALTERNATE STAGES ON STAGE SELECT SCREEN. GODLIKE!

    MAXIMUM BEST MADAO, SUPER BEAST.

    I'M STANDING UP RIGHT NOW, ****! this is BETTEREST!!!!
     
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  13. Madao

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    Did the stage code work?
    I'm going to do jumping and Z Cancelling next, any other suggestions? I'm also looking into moveset data. I know I don't have too many codes, I'm focusing mostly on the ones I've created for now since no one else has publicly posted them. Once I'm done with what I got, I'll start posting more of other people's codes.
     
  14. KnitePhox

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    yes it worked

    can you make a timer + stocks code??? :)
     
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  15. Madao

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    By timer + stocks code, I'm guessing you want a timed VS mode? Not quite sure what your goal is, but I will look into stocks + timer. Has anyone been able to make an unlimited stocks code? I've only been able to change the starting stock number so far.
     
  16. KnitePhox

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    like have a 5 stock match that has an 8 minute timer

    the game can end either on last stock or when time expires
     
  17. mixa

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    So, I know that there is an anti-modifier for the Pokémon that appear in Saffron City, i.e. you choose one pkmn you don't want to appear.

    Code:
    Pokémon Anti-Modifier 80131412 00??
    N=Choose the Pokémon you don't want to appear. There is no Pokémon modifier.
    O=$00 - Chansey,$01 - Electrode,$02 - Charmander,$03 - Venusaur,$04 - Porygon
    Is this possible for the pokéball? this was asked by a friend of mine. We wanted to get rid of Goldeen.

    Btw, Koffing in hitbox mode looks really cool.
     
  18. Madao

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    I meant to say timed stock match, so my guess was correct :). I'm not sure if the game allows both to be on, but maybe we could create an activator code? Idk how I'd be able to trigger the sudden death event. So far I found the timer, but now I have to figure out how to display it in a non timed match, and then i have to figure out how to make the game check both.

    Lol according to Ant-D, there's a percentage that each pokemon will appear. Assuming he is correct, all I'd have to do is set the chance to 0. I'll look into that after i figure out how to get the timer working in a stock match. Lol you should see Koffing in the purple hurtbox mode. I tried the anti modifier and it didn't work.

    Edit: I just realised thats the same address for dream land wind and hyrule tornado. As of now, I'm clueless on how to debug pokeballs since I don't know any of the values.
     
  19. KnitePhox

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    gulp...seems like a TALL ORDER but uh, it's what competitive matches lack



    also, would you know any way to patch a game rom with gameshark codes so that the rom would have the codes applied without turning any codes on???
     
  20. Danny_SsB

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    Hi guys, i have the code for Stock-Time Match, made by me, the way of works is a bit weird

    Time-Stock Match
    810A4D0A 0003

    1. Go to Vs Mode
    2. Configure the number of Stocks and the Time (i dont remember this part, try select a Stock Match or Time Match)
    3. Select Your Character
    4. Before you select a Stage, turn on the Time-Stock Match code and select the stage
    5. After the Match, turn off the code, because if your have the code turn on in the next match the Stocks metter get frozen
     
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  21. The Star King

    The Star King
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    holy crap dude where have you been all these years
     
  22. KnitePhox

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    we can probably have this on console

    going to test asap
     
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  23. Madao

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    Edit: Ya stock mode worked. Thanks Danny! In the video you posted, did you put unlimited jump? Looks really interesting lol. I'm also impressed you edited the blast line for the stage. I forgot to post the blastline code, so I will do that soon.
     
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  24. Danny_SsB

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    playing Project M, SSB64 in P2P kaillera and very busy in the university ^-^, i have some others interesting codes like this
    http://www.youtube.com/watch?v=hLbwtT1-2pk Madao, try the Stock Match Mode
     
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  25. Sensei

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    Mario/Luigi top tier for their air dash "Woo Hoo" voices.

    It would be amazing if you could adjust it so their fireballs would never disappear.

    Samus charging her charge shot in mid air or just giving her unlimited charge shots with no start-up time lol.
     
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  26. Danny_SsB

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    I have the code for a custom movement of fireballs and duration
     
  27. mixa

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    That nighttime Dream Land is sweet.


    If you start with a stock match, how do you determine how many minutes the timer will have?
    Also, when I tested it, I had the number of stocks I had chosen, but the screen displayed only one stock head.
     
  28. KnitePhox

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    confirm that hitbox codes and stock+time match work on console...at the same time, lol

    it's laggy at some parts and skips and desyncs...LOL. codes work.
    video proof:http://youtu.be/_J3BTQn6ktc

    Thanks a lot Madao and Danny SSB.


    EDIT: message count 1,111 k00l
     
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  29. KnitePhox

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    combo meter from training mode on in all modes...?

    EDIT:uh oh time for infraction for dub post...
     
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  30. Madao

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    Lol that will be a hard one, because I don't have a solid understanding of how the modes work. I'm still working on the stock + timer code to make it work without requiring button activator. I'll give it a try, since I want to find out more about the different modes. One code I've been trying to figure out is playing Final Destination in training mode lol. It always crashes when I try to pick stages in training mode that aren't on the menu.

    I also added Z Cancelling codes.

    @mixa, I added the time and stock modifier. If you for w/e reason decide not to use the modifier code, the last settings you use are what count. Say you select 4 stocks, then leave the menu and put time mode, when you do the code, you will have 4 stocks.

    I just found out how to hack roms :). Now I need to find a convenient way to make patches since I just hex edit the actual rom. Most of these gameshark codes I made are easy to make a patch for. Things that I am not able to hack are character data (it uses some compression algorithm I believe) and also codes that just freeze a value (like the stock+timer code) or stage selection.
     
  31. Skrlx

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    lol'd hard at the match after reading the first top comment
     
  32. Madao

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    I created my first patch :) . What you will need is PPFOmatic and my patch. If you want to create your own patch, use PPFStudio.

    This wasn't really a serious patch, I just wanted to see what I can do and what happens as a result. Make sure to copy your original rom before patching, because it overwrites the file you select.

    Timed + stock is flawed though. If one person suicides and still has an equal number of stocks vs other person, they win.
     
  33. mixa

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    PPFOmatic link is broken. ):

    Yeah, almost made a post about this. IIRC, in Melee you can set that an SD equals to - 2 points. Since a kill in time mode is +1 / -1, it would make no difference if the player SD'd or got killed.
     
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  34. Madao

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    Thanks again for letting me know. I fixed the link. I guess that would be an easy solution for the timed stock mode. My original idea was to try and hack the game so that the last person who attacked you, gets the kill. Not only would that be harder to make a code for, but it might be bugged in a team stock match with team attack on. I will have to figure out how the point system works (in code).

    Hacking roms is easier than I thought. The self modifying code is no longer an issue for me. Now I have to figure out compression so I can access the character data. For now I can only modify game physics, rules, and a few character related things like UP B mechanics, charging, etc, and I believe I can do moveset and animation swaps (Falcon knee ftw :) ).

    Also I'm out of ideas here. Any other requests besides pokemon (I'm working on it) and HUD codes?
     
  35. mixa

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    There is a code for the Falcon knee, which is the 3rd jab swapped, but it doesn't feel like a knee at all, the hitstun is short and the knockback weak (which is exactly how the 3rd jab behaves).

    What HUD codes are you working on?

    I have one idea, but it's really superfluous compared to other stuff that's been proposed, and I never know how hard it'll be to code it. But yeah, I was thinking about, upon starting a match, having Player 1 spawn at Player 4's position.
     
  36. Gammelnorsk

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    that is how i feel when i see this mumbojumbo too
     
  37. The Star King

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    I don't think fixing it is that important because Melee's and Brawl's are "flawed" too, in that they take same stocks as a tie, when we say it's a victory for whoever had the lowest % is. My point is, we already don't pay attention to whoever the game says the winner is - we can see who won ourselves. Unless you wanna also code in the game checking % for the winner, that would be nice.

    But if you really wanna fix how the game determines the winner then this would be a problem, as well:

    Since the game doesn't seem to treat it as a suicide, I don't think a "SD gives -2 points" would work". Player 1 Jigglypuff can abuse this and shieldbreak herself to reset her % with no cost to her score.

    Actually I thought of something while writing this post. I figured this isn't Jigglypuff exclusive. Upon testing some shieldbreak suicide stuff, it looks whoever hit your shield last will get the kill. But the developers forgot to account shieldbreak deaths without anyone hitting your shield, which are possible, so it works strangely then. I guess it doesn't know who to assign the kill to and so gives it to the default P1, or something, instead of treating it as an SD.

    I tested it by suiciding with a shieldbreak while on Peach's Castle's moving platform with Falcon, so that it moves away from him and Falcon misses the platform (edit: oh yeah, you can also just roll to any edge and hold shield, and you'll miss the edge when you break). Sure enough, as player 1, he got +1 -1.
     
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  38. Madao

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    I haven't got around to HUD stuff yet (it took me a while to fix the stock display when using the timed stock match), so I can't do that till later. KnitePhox wanted to display the combo meter in all modes, but that code sounds hard to do. I wish more people here knew how to debug lol.
    I learned the moveset and animation swap from Felipe's thread. Animation is separate from damage & hitbox, so I can have the look of the knee, but with the damage and timing of any other of Falcon's moves (I tried his neutral air for damage). It's still not perfect, but if you wanted a very specific code, like player 1 on dream land vs mode always Z cancels, you have a lot more possibilities. I could look into spawning, but it would probably only work for a specific match if I even figure out the code to make player 1 spawn in player 4's area. Also with that spawning code, would you want player 4 to spawn in player 1's spot? Seems complicated lol.

    Edit: @ The Star King, nice find! I totally forgot about Jigglypuff's shield break. I never knew about that glitch. I should go ahead and look through the code to see why player 1 gets the kill. So I guess the timed stock code + the stock display fix is good enough for now lol. Maybe I should take away kill points, does that sound like a good idea?
     
  39. mixa

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    Banned (6 Points)

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    Jun 6, 2012
    Messages:
    2,005
    Location:
    Isle of ゆぅ
    Whatever you do with Falcon is great. Today I tried to simulate Falco's illusion edge cancel on Battlefield with that cheat you made for Fox Up B with no delay, pretty fun, though I didn't have the tech skill to finish the way I wanted xD

    Yeah, I agree with this. Reminded me of that recent Brawl stuff.

    I would only use it in VS mode, on Hyrule and Dream Land. And it would be a 1v1, so you wouldn't have to worry about player 4.


    edit: combo meter on VS mode would be cool but I know from copying various combos from matches that a great number of them aren't true combos. Some leave a good amound of time for the player to react, but I guess sometimes the player isn't trying to escape per se.
     
  40. The Star King

    The Star King
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    Smash Hero

    Joined:
    Nov 6, 2007
    Messages:
    9,669
    Taking away all kill points is probably the simplest solution actually, nice idea. Don't have to make SDs -2 or anything. Just counting deaths is basically the score system of stock, after all. There's still the problem of % though, don't know how feasible that would be, I don't know anything about Gameshark coding.
     

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