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Melee Gecko Codes + Guide and Discussion

DAHypersonix1617

Smash Rookie
Joined
May 9, 2015
Messages
8
Depending on what method you are using, you need to make sure your games are saved correctly. Simply dragging and dropping an ISO onto your USB isn't going to work.

Are you using DIOS-MIOS, Nintendon't, or some third thing?
I usually use DIOS-MIOS and it works fine through that; I've already converted the .iso's with DM Toolbox. The problem is when Gecko is added into the equation. No matter what settings I change It will always try to load through the disc drive and then give an error.
 

DrButteFatman

Smash Rookie
Joined
Apr 19, 2015
Messages
10
Location
Massapequa, New York
NNID
DankMemester420
I'm having trouble getting cheats working on Melee. I want to play stuff like Adventure Mode, but I can't play w/ stupid Tap Jump or not being able to use the C-Stick. I'm only trying to get 3 cheats working: Disable Tap Jump, Automatic L-Cancel, and C-Stick in single player. I made a GCT, named it GALE01, followed all the steps carefully, and I cannot get this to work.

I've tried it in USBloader w/ Dios Mios. The game starts up normally, the cheats have no effect. Hitting up on the stick still jumps, C-Stick controls camera in single player, L-Canceling isnt automatic

I've tried it off the disc with Gecko. The same thing happens.

I've been trying this all day and I have no clue what I'm doing wrong. If anyone could give me some pointers I'd be very grateful.
 

flieskiller

Smash Journeyman
Joined
Jan 3, 2013
Messages
426
I'm having trouble getting cheats working on Melee. I want to play stuff like Adventure Mode, but I can't play w/ stupid Tap Jump or not being able to use the C-Stick. I'm only trying to get 3 cheats working: Disable Tap Jump, Automatic L-Cancel, and C-Stick in single player. I made a GCT, named it GALE01, followed all the steps carefully, and I cannot get this to work.

I've tried it in USBloader w/ Dios Mios. The game starts up normally, the cheats have no effect. Hitting up on the stick still jumps, C-Stick controls camera in single player, L-Canceling isnt automatic

I've tried it off the disc with Gecko. The same thing happens.

I've been trying this all day and I have no clue what I'm doing wrong. If anyone could give me some pointers I'd be very grateful.
I've got it to work by placing the GCT in games/gale01/ , and don't forget to activate cheats in the settings of Dios Mios.

Also, if you still have trouble with Gecko codes: Because you ask some simple lines, you could make your custom DOL inside your iso with your settings activated at all times here: http://smashboards.com/threads/the-dol-mod-topic.326347/
 

DrButteFatman

Smash Rookie
Joined
Apr 19, 2015
Messages
10
Location
Massapequa, New York
NNID
DankMemester420
I ended up finding what my problem was. I'm gonna post what I did wrong so people having the same problem can learn to solve it.

BE SURE TO CHECK WHAT VERSION OF MELEE YOU'RE PLAYING
You can put your Melee ISO into a program called Melee Toolkit, and there you can check the version number. Most of these cheats apply to 1.02 (unless stated otherwise.) I was using a 1.00 iso.

I have lots of melee isos so its very easy to get them confused. Make sure you check the version number before you start trying to put codes in.

Also yeah, that was a dumb mistake by me. Mah b.
 
Last edited:

_glook

Got a Passion for Smashin'
Joined
Sep 30, 2005
Messages
802
Location
Not UC Berkeley anymore
For 1.2, ties broken by percent:
Code:
$Ties broken by percent
C21A415C 0000003B
3803FFFF 2C000003
408201CC 2C0B0020
418201C4 3821FFDC
3A010004 3E208045
62313080 3E408047
62529E00 3A800000
7EA1A214 9A950000
8AB20000 B2B00000
2C15004E 41A00018
8AB20001 B2B00002
82B100B0 82B51890
92B00004 3A100008
3A310E90 3A5200A8
3A940001 2C140004
4082FFC0 3A200000
7E418A14 8A520000
7E348B78 2C140000
41820070 7EA1A214
8AB5FFFF 56501838
3A100004 7E100A14
56A41838 38840004
7C840A14 A0B00000
A0C40000 7C053000
41810030 41A0003C
A0B00002 A0C40002
7C053000 4180001C
41A10028 80B00004
80C40004 7C053000
41A00008 48000014
7E01A214 9AB00000
3A94FFFF 4BFFFF90
7E81A214 9A540000
3A310001 2C110004
4082FF70 3AA00000
3A800001 7CA1A214
8885FFFF 88A50000
54B11838 3A310004
7E310A14 A2510000
2C12004E 41A00078
54901838 3A100004
7E100A14 A0D00002
A2510002 7C069000
40820050 3CC08047
60C69E00 1E4400A8
7E523214 80D00004
80F10004 7C063800
88D20001 40800008
38C60001 3CE08047
60E79E00 1E4500A8
7E523A14 98D20001
98D20002 2C060000
40A20008 3AB50001
3A940001 2C140004
4082FF6C 2C150000
4082000C 38600005
38000004 38210024
3A000000 3A200000
3A400000 3A800000
3AA00000 00000000
Before sudden death is played, the real value for damage is compared (which is a float). It figures out any ties and breaks ties using percent. If two players die at the same time in a stock match, the one with lower percent on death wins (like Kirby upthrow on Rainbow cruise). In the unlikely event the float percents are exactly the same, sudden death is still played.
 

_glook

Got a Passion for Smashin'
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Messages
802
Location
Not UC Berkeley anymore
I did it the float way, because I liked that it made tiebreakers much less likely and I liked the idea of being that granular. That being said, I can understand the UI reasoning behind the integer version. Fortunately, it's not hard to change it to the displayed value.
 

flieskiller

Smash Journeyman
Joined
Jan 3, 2013
Messages
426
I feel like being "granular" is cool on paper, but in actual gameplay it's like a 50/50 you or the opponent wins, and it would be bad competitively to decide the win on a coin flip of there was a stock and % tie.
 

_glook

Got a Passion for Smashin'
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Messages
802
Location
Not UC Berkeley anymore
I feel like being "granular" is cool on paper, but in actual gameplay it's like a 50/50 you or the opponent wins, and it would be bad competitively to decide the win on a coin flip of there was a stock and % tie.
Well, it's not actually a coin flip, but yeah, I suppose to the player it would seem like it. I guess in that case, I should try working on a way to set the sudden death mode to have 0%, set to 1 minute, and no bomb rain. Actually, if I can get it to just set it to one stock, maybe the time limit won't matter for tournaments; just play until one of you dies, so there's no subsequent tiebreaker. I already know how to disable bomb rain.

Speaking of which...
Code:
$Bombs Away!
041C0EA8 60000000
041C0EB4 60000000
This makes it so that it is ALWAYS raining bombs, no matter what. It's a lot of fun! Here's a video:
 

CeLL

Smash Lord
Joined
Jan 26, 2014
Messages
1,026
Location
Washington
Well, it's not actually a coin flip, but yeah, I suppose to the player it would seem like it. I guess in that case, I should try working on a way to set the sudden death mode to have 0%, set to 1 minute, and no bomb rain. Actually, if I can get it to just set it to one stock, maybe the time limit won't matter for tournaments; just play until one of you dies, so there's no subsequent tiebreaker. I already know how to disable bomb rain.

Speaking of which...
Code:
$Bombs Away!
041C0EA8 60000000
041C0EB4 60000000
This makes it so that it is ALWAYS raining bombs, no matter what. It's a lot of fun! Here's a video:
Tie breaker matches are 1 stock with a 3 minute timer. In the event of another tie, another 1 stock, 3 minute game is played. I think people wouldn't want to deviate from it by doing an endless match.
 

_glook

Got a Passion for Smashin'
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Messages
802
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Not UC Berkeley anymore
Tie breaker matches are 1 stock with a 3 minute timer. In the event of another tie, another 1 stock, 3 minute game is played. I think people wouldn't want to deviate from it by doing an endless match.
I see. The issue is that everything else can be dealt with: bomb rain can be turned off, damage can be set to 0% at sudden death start, and the timer can even be turned on and set to 3 minutes (set the word at 8046b6C8 180 in decimal and set the byte at 8046db68 to 0x32 to enable the timer). The main issue is, the timer won't be visible. The thing that shows the timer is one of those variable function being called at 80390dfc, and deciphering the data structure that reads this data is a bit non-trivial. Though, I guess if people don't mind not seeing the timer, it might work, but it seems like that's not something people would be willing to go for.
 

DRGN

Technowizard
Moderator
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Messages
2,179
Location
Sacramento, CA
I see. The issue is that everything else can be dealt with: bomb rain can be turned off, damage can be set to 0% at sudden death start, and the timer can even be turned on and set to 3 minutes (set the word at 8046b6C8 180 in decimal and set the byte at 8046db68 to 0x32 to enable the timer). The main issue is, the timer won't be visible. The thing that shows the timer is one of those variable function being called at 80390dfc, and deciphering the data structure that reads this data is a bit non-trivial. Though, I guess if people don't mind not seeing the timer, it might work, but it seems like that's not something people would be willing to go for.
It won't be visible even if the timer is enabled in the options? Is it something special with Sudden Death mode that makes it so the timer is not visible?

What if you used a modified Salty Runbacks code for the new match instead?
 

GdspdUblkprzdnt

Smash Journeyman
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Sep 23, 2014
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385
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Aguadilla, Puerto Rico
NNID
GdspdUblkprzdnt
Hey guys, going through this thread feels like trying to read ancient Babylonian. How do I install the premade Dol file in the OP on the softmodded wii? Do I place it into my SD card and run it on the homebrew channel? Thanks in advance to any of you fine gentlemen.
 

_glook

Got a Passion for Smashin'
Joined
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Messages
802
Location
Not UC Berkeley anymore
It won't be visible even if the timer is enabled in the options? Is it something special with Sudden Death mode that makes it so the timer is not visible?

What if you used a modified Salty Runbacks code for the new match instead?
Sudden death always disables the timer, so it doesn't matter what you've put in your settings for the normal match. If you set 8046DB68 to 0x32 to turn the timer on when the timer was not visible, the time will not display (though the timer will behave normally and end the match when time is up, though you have to remember to set the number of seconds left).

Hey guys, going through this thread feels like trying to read ancient Babylonian. How do I install the premade Dol file in the OP on the softmodded wii? Do I place it into my SD card and run it on the homebrew channel? Thanks in advance to any of you fine gentlemen.
Hey dude, there's instructions for softmodded Wiis in a spoiler at the top of the first post.



Also, new code. I call this Capped or "Tennis" Mode (for v1.2):
Code:
C216CDAC 00000023
88030005 3C808045
6084BF18 88840000
2C040000 418200FC
3CA08045 60A5BF12
88A50000 2C050002
40A2000C 1C840064
48000018 2C050000
40A200D8 3CE08045
60E7BF1C 88E70000
38A00000 3CC08045
60C63080 81060008
2C080003 41820070
2C040064 41A00014
81060090 7C082000
40800070 48000058
39000000 81260070
7D084A14 81260074
7D084A14 81260078
7D084A14 8126007C
7D084A14 81260068
7D094050 A126008C
2C070001 4182000C
41810010 48000010
7D084A14 48000008
7D094050 7C082000
40800018 38A50001
38C60E90 2C050004
4082FF7C 48000034
38800032 3CA08046
60A5DB68 98850000
38800000 3CA08046
60A5B6C8 90850000
3880003A 3CA08046
60A5B6CC B0850000
60000000 00000000
Essentially, it treats the Stock Match Time Limit as a points cap in Time mode and a coin cap in Coin Mode (coin cap is the minutes set times 100). It essentially ends the match immediately once one of the players has reached the point or coin limit/cap. Setting Stock Match Time Limit to None turns this off, so you can still play normally if you want to.

Once again, a video showing it:
 
Last edited:

Kadano

Magical Express
Joined
Feb 26, 2009
Messages
2,160
Location
Vienna, Austria
Also, new code. I call this Capped or "Tennis" Mode:
Code:
C216CDAC 00000023
88030005 3C808045
6084BF18 88840000
2C040000 418200FC
3CA08045 60A5BF12
88A50000 2C050002
40A2000C 1C840064
48000018 2C050000
40A200D8 3CE08045
60E7BF1C 88E70000
38A00000 3CC08045
60C63080 81060008
2C080003 41820070
2C040064 41A00014
81060090 7C082000
40800070 48000058
39000000 81260070
7D084A14 81260074
7D084A14 81260078
7D084A14 8126007C
7D084A14 81260068
7D094050 A126008C
2C070001 4182000C
41810010 48000010
7D084A14 48000008
7D094050 7C082000
40800018 38A50001
38C60E90 2C050004
4082FF7C 48000034
38800032 3CA08046
60A5DB68 98850000
38800000 3CA08046
60A5B6C8 90850000
3880003A 3CA08046
60A5B6CC B0850000
60000000 00000000
Essentially, it treats the Stock Match Time Limit as a points cap in Time mode and a coin cap in Coin Mode (coin cap is the minutes set times 100). It essentially ends the match immediately once one of the players has reached the point or coin limit/cap. Setting Stock Match Time Limit to None turns this off, so you can still play normally if you want to.

Once again, a video showing it:
Is this for 1.02?
 

flieskiller

Smash Journeyman
Joined
Jan 3, 2013
Messages
426
@ Cyjorg Cyjorg I've tested your crew battle/handicap is stock count, and there is one major bug: If it's a 2v2 and a dead player takes a stock from his ally, all players gain back their stocks (to the handicap value I guess).
 

Cyjorg

tiny.cc/19XXTE
Joined
Nov 18, 2013
Messages
686
Location
Purdue University
@ Cyjorg Cyjorg I've tested your crew battle/handicap is stock count, and there is one major bug: If it's a 2v2 and a dead player takes a stock from his ally, all players gain back their stocks (to the handicap value I guess).
Good catch! I'm sure there's more problems than that. I wrote that code a very, very long time ago and probaly won't fix it unless there is a demand for it.

Edit: ...because there wasn't much interest in it to begin with. I'm also trying to allocate free time to my 19XXTE hack for SSB64 (which you should all check out).
 
Last edited:

curi

Smash Cadet
Joined
Jun 10, 2003
Messages
31
Can someone help me with a code to enable rumble in Dolphin netplay with 20xx?

non-20xx netplay has rumble enabled by default. I found this code for disabling which people say won't desync:

$Disable Rumble
043D4A70 00000000

But I want the opposite. When I play a friend with 20xx, then rumble is off by default, and i want rumble on for myself.
 

CeLL

Smash Lord
Joined
Jan 26, 2014
Messages
1,026
Location
Washington
Can someone help me with a code to enable rumble in Dolphin netplay with 20xx?

non-20xx netplay has rumble enabled by default. I found this code for disabling which people say won't desync:

$Disable Rumble
043D4A70 00000000

But I want the opposite. When I play a friend with 20xx, then rumble is off by default, and i want rumble on for myself.
You can just change the code to
Code:
$Enable Rumble
043D4A70 01010101
Or you can paste 01010101 at 0x3D1A70 in your 20XX DOL.
 

_glook

Got a Passion for Smashin'
Joined
Sep 30, 2005
Messages
802
Location
Not UC Berkeley anymore
New code for v1.2. I call this one Ledge Invincibility Attrition:
Code:
$Ledge Invincibility Attrition
C209A8AC 0000000A
7C671B78 8063002C
8084049C 80A31068
7CA62B78 38A50020
2C050140 40A10008
38A00140 90A31068
7CC631D6 54C6A33E
7C062000 41A0000C
38800000 48000008
7C862050 7CE33B78
60000000 00000000
C206A414 00000006
807F198C 809F1988
7C632378 2C030000
40820018 807F1068
2C030000 41A2000C
3863FFFF 907F1068
807F1990 00000000
This basically make ledge invincibility behave similarly to shields, in that after grabbing the ledge a few times in quick succession, subsequent grabs will reduces ledge invincibility. The ledge invincibility recovers over time, like shields, and is reset when you die, just like shields. I figure this is a better solution that the one PM has, not only because I feel it feels more natural, but also because of things like the haxdash that can circumvent it.

As always, a video explaining it:

If you want to mess with it, the guide to customizing the code is in the spoiler below:
Code:
C209A8AC 0000000A
7C671B78 8063002C
8084049C 80A31068
7CA62B78 38A5XXXX
2C05YYYY 40A10008
38A0YYYY 90A31068
7CC631D6 54C6ZZZE
7C062000 41A0000C
38800000 48000008
7C862050 7CE33B78
60000000 00000000
C206A414 00000006
807F198C 809F1988
7C632378 2C030000
40820018 807F1068
2C030000 41A2000C
3863FFFF 907F1068
807F1990 00000000
XXXX should be how much to add to the countdown each ledge grab
YYYY should be the maximum value the countdown can have
ZZZ controls how much of an effect the countdown has on the ledge grab. This a special coded value, so refer to the chart for the code to replace the ZZZ with. The greater values will diminish the reduction on invincibility; in other words, the greater the value, the longer people will be able to ledgestall.
Code:
Amount: ZZZ Code
1:  F87
2:  F0B
3:  E8F
4:  E13
5:  D97
6:  D1B
7:  C9F
8:  C23
9:  BA7
10: B2B
11: AAF
12: A33
13: 9B7
14: 93B
15: 8BF
16: 843
17: 7C7
18: 74B
19: 6CF
20: 653
21: 5D7
22: 55B
23: 4DF
24: 463
25: 3E7
26: 36B
27: 2EF
28: 273
29: 1F7
30: 17B
31: 0FF

Updates:
May 27th, 2015 - Fix bug where it gave super high invincibility on certain stages.
May 23rd, 2015 - Fixed bug where it reduced teching invincibility as well.
 
Last edited:

_glook

Got a Passion for Smashin'
Joined
Sep 30, 2005
Messages
802
Location
Not UC Berkeley anymore
This isn't a good code per se, but it is funny. While researching how to prevent PK Thunder from disappearing when Ness is hit, I came across this code:

04269528 4E800020

It seems to control how at the least PK Cross and PK Thunder animate and die. With this code enabled, PK Thunder and PK Flash last forever, except for PK Thunder when it hits something (either the ground or a character).

Pretty hilarious, I thought.


Edit:
Okay, figured out how to prevent PK Thunder from disappearing on hit and death in v1.2, to make it functionally equivalent to v1.0:
042abcb0 4bfc7481
042abcb4 60000000
 
Last edited:

Noc

Smash Journeyman
Joined
Dec 30, 2008
Messages
225
Location
Galveston, TX
@ _glook _glook I tested your "ties broken by percent" code on console with Neogamma and noticed a couple bugs. When P1 wins (has lower percent when time is up), it works. However, it seems when P1 loses (has higher percent), the results screen shows the name and victory animation for the winning player's character BUT with the logo and victory music of P1's character. It also doesn't always work right for teams matches.

If possible, it would be cool if when integer values of percents are tied when time is up, it goes to a 1-stock 3-minute tiebreaker (showing the timer).
 

_glook

Got a Passion for Smashin'
Joined
Sep 30, 2005
Messages
802
Location
Not UC Berkeley anymore
@ _glook _glook I tested your "ties broken by percent" code on console with Neogamma and noticed a couple bugs. When P1 wins (has lower percent when time is up), it works. However, it seems when P1 loses (has higher percent), the results screen shows the name and victory animation for the winning player's character BUT with the logo and victory music of P1's character. It also doesn't always work right for teams matches.

If possible, it would be cool if when integer values of percents are tied when time is up, it goes to a 1-stock 3-minute tiebreaker (showing the timer).
Thanks, I'll take a closer look at it.
As far as 1 stock 3 minute tiebreaker, I don't know how to get the timer to visibly appear, which is the main thing holding that back.
 

GdspdUblkprzdnt

Smash Journeyman
Joined
Sep 23, 2014
Messages
385
Location
Aguadilla, Puerto Rico
NNID
GdspdUblkprzdnt
I followed the instructions skipping 2 and 3 since I already boot my games off of Dios Mios. I boot up Gecko and set it up but when I boot I'm getting an error. I feel like I should do steps 2 and 3. Is this the case?
 

flieskiller

Smash Journeyman
Joined
Jan 3, 2013
Messages
426
I followed the instructions skipping 2 and 3 since I already boot my games off of Dios Mios. I boot up Gecko and set it up but when I boot I'm getting an error. I feel like I should do steps 2 and 3. Is this the case?
You should tell the error for better help from people.

Also, if you want to try with Dios Mios booter, you must put the .gct in the same place as the iso, in /games/GALE01
 

Achilles1515

Smash Master
Joined
Jun 18, 2007
Messages
3,211
Location
Cincinnati / Columbus OH
The instructions on the first post are quite outdated. I just use CFG Loader and it makes the gct automatically for you. Nqztv wrote about it in the comments on the very first page of the 20XX hack pack.
 

_glook

Got a Passion for Smashin'
Joined
Sep 30, 2005
Messages
802
Location
Not UC Berkeley anymore
Here's a new code, which I call Wall Cancelling, aka Wall Bracing:
Code:
C208DFAC 00000007
2C1C0003 41820030
887D0724 70630004
2C030004 40A20020
807D0620 2C030000
4082000C 38600001
48000008 38600000
2C030000 00000000
Its main purpose is to get rid of wall infinites.
If you are on the ground and you're moving into a wall (either by purposely walking/running into it or, more likely, if you're being shined into the wall), if you get hit by a non-launching attack, you can press the analog stick left or right to brace against the wall, which will make your feet leave the ground. The direction you press doesn't matter, and this was purposefully done to help with Smash DI (which is actually just a justification for my laziness). For more detailed explanation of why this combats wall infinites, here's a video explaining it:

I'll probably be fixing the percent ties code next. Also, there's a simple bug in the Ledge Attrition code where it reduces tech and other invincibility as well, so I'll be posting an updated version of that.
 
Last edited:

_glook

Got a Passion for Smashin'
Joined
Sep 30, 2005
Messages
802
Location
Not UC Berkeley anymore
This is the updated code, called "Break TIes by (Integer) Percents":
Code:
C21A415C 00000048
3803FFFF 2C000003
40820230 2C0B0020
41820228 3821FFEC
3C80FFFF 6084FFFF
90810000 90810004
90810008 9081000C
90810010 3A800000
3AA00000 3E208045
62313080 3E408047
62529E00 3E00803F
62100E06 3C808048
608407C8 88840000
2C040001 4182004C
88920000 2C04004E
41A00028 88920001
5484801E A0B10060
7C842B78 56A5103A
7CA50A14 90850004
7EB409AE 3A940001
3A310E90 3A5200A8
3AB50001 2C150004
4082FFC0 4800005C
88920000 2C04004E
41A00038 88D00000
54C5103A 7CA50A14
80850004 2C040000
40800014 7CD409AE
3A940001 88920001
5484801E A0D10060
7C843214 90850004
3A100024 3A310E90
3A5200A8 3AB50001
2C150004 4082FFAC
3AA00000 7E41AA14
8A520000 2C1200FF
4182005C 7EB4AB78
2C140000 4182003C
7E21A214 8A31FFFF
5646103A 5625103A
7CC60A14 7CA50A14
80C60004 80A50004
7C062800 40A00014
7E01A214 9A300000
3A94FFFF 4BFFFFC4
7E81A214 9A540000
3AB50001 2C150004
4082FF9C 38600005
38000004 3A400000
3E20FFFF 6231FFFF
3A000000 7CC18214
88C60000 2C0600FF
41820088 54C5103A
7CA50A14 80A50004
7C112800 40A20018
2C120000 40A20018
38600004 38000003
4800000C 7CB12B78
7E128378 3E808048
629407C8 8A940000
2C140000 41A20020
3CA08047 60A59DC8
1CC6000C 7CC62A14
9A460000 9A460001
4800001C 3CA08047
60A59E00 1CC600A8
7CC62A14 9A460001
9A460002 3A100001
2C100004 4082FF70
38210014 3A000000
3A200000 3A400000
3A800000 3AA00000
60000000 00000000
The difference between this one and the one I posted earlier is:
  • Instead of the real percentage, I use the displayed percentage.
  • The logos and music should be the logo of the actual winner instead of player 1.
  • The code works for teams now.
The main limitation is that if you hack it so that sudden death times out, it still makes the highest priority port the winner, but I have an idea of how to fix that, but that'll go in the "Tournament Overtime" code.
 

_glook

Got a Passion for Smashin'
Joined
Sep 30, 2005
Messages
802
Location
Not UC Berkeley anymore
Fixed Code for Ledge Invincibility Attrition:
Code:
C209A8AC 0000000A
7C671B78 8063002C
8084049C 80A31068
7CA62B78 38A50020
2C050140 40A10008
38A00140 90A31068
7CC631D6 54C6A33E
7C062000 41A0000C
38800000 48000008
7C862050 7CE33B78
60000000 00000000
C206A414 00000006
807F198C 809F1988
7C632378 2C030000
40820018 807F1068
2C030000 41A2000C
3863FFFF 907F1068
807F1990 00000000

I updated the original post as well, including the customization part.
 
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Sham Rock

Smash Apprentice
Joined
Feb 10, 2014
Messages
95
Location
Outside of your grab range
@ Achilles1515 Achilles1515 pls add to OP
Code:
extended name tag [pal]
C223E398 00000004
1CC30003 7CC6FA14
88060001 2C000000
7C601B78 41820008
38030001 00000000
C223E378 00000003
88850000 2C040000
41820008 38A50001
98050000 00000000
C223E390 00000005
28030003 4180001C
1CC30003 7CC6FA14
88060001 2C000000
40820008 38600002
28030003 00000000
0423EA54 7C7F032E
0423EA30 B0040000

fd no transformations [pal]
0421C998 60000000
 
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Doq

Smash Lord
Joined
Dec 28, 2012
Messages
1,037
Location
The Lab, Sweet Home, OR
I am slightly surprised almost nobody is using the newfangled Melee Codes subforum located conveniently at the top of the Workshop.

Is there a preference to this thread?
 
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