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Yeah, idk. Could be good for analyzing your own videos in slow mo and seeing how slow you actually are.What purpose does this serve? Even if I could read it, I couldn't think of any way it would help me.
The closest thing to this would be the memory card hack that allows loading custom code through an exploit used when Melee attempts to load name tag data, which can be done on unmodded gamecubes and wiis. See this Reddit thread for more details (specifically, the comments by DanSalvato [InternetExplorer]). I have a feeling textures might be problematic with this method because of their length, but idk, there's a lot to look into.Hi achilles,
I've been looking into this and had a few questions. So far, the methods I've found involving using this pack on a console is hacking a Wii to be able to run the ISO. Using Project M as an example, they have a method that requires just the Brawl disc, an SD Card, and via a menu in Brawl the Project M build can be run without any mods needed to be done to the Wii. So everything is still official on the Wii. With that in mind:
I tried searching for this info within the thread but couldn't find anything unfortunately.
- Is it possible to do this kind of method with Melee and the 20XX Hack Pack?
- If it is not possible, is it possible to revert the hacked Wii process at some point?
- Is there anything lost when the process is done? ie: unable to do official system updates, losing virtual console games, etc.
- What is the worst thing that can happen during the process? ie: possibly bricking the Wii
Except for the fact that DIOS MIOS is installed to a Wii's memory, and only works on a Wii. Melee runs in GC Mode.Hackless PM just uses Smash Stack to launch Gecko (well now it's their own app but it used to be Gecko) instead of the Homebrew installer. I'd think you could get Dios Mios to launch that way; it is a Homebrew app just like Gecko.
I think the misunderstanding here is that I'm talking about using the Brawl disc to launch it and you're talking about using the Melee disc.Except for the fact that DIOS MIOS is installed to a Wii's memory, and only works on a Wii. Melee runs in GC Mode.
DIOS MIOS requires a cIOS, which requires homebrew.I think the misunderstanding here is that I'm talking about using the Brawl disc to launch it and you're talking about using the Melee disc.
I'd imagine that a large number of Melee players have Brawl, if not just for PM.
I was forgetting about that. Though couldn't you use Smash Stack to launch the program that installs the cIOS? Although at that point you might as well just install Homebrew.DIOS MIOS requires a cIOS, which requires homebrew.
But I think you might be able to do what you're thinking by using Nintendont.
well in order to get dios mios working, you need a custom ios, and then a custom mios. thats a lot of (permanent) modifications, which kind of go around the "hackless" idea. as you pointed out, at that point, you are more or less installing homebrew, so its somewhat moot.I was forgetting about that. Though couldn't you use Smash Stack to launch the program that installs the cIOS? Although at that point you might as well just install Homebrew.
Will comboing off a tech add to the combo or does it use the combo counter that training uses?I was planning on saving this feature for the next release, but I figure I should release it because it includes bug fixes for the last release.
20XX 2.07-8 Combo Timer and Bug Fixes.dol
- Bug fixes for alternate costumes in Training Mode
- Better code injection point for Rainbow FD
**NEW DEBUG TOGGLE**
COMBOTIMER:
- If the match being played includes a timer, it will be changed into the "Consecutive Hit Counter" used in Training Mode.
- Meant to be used for 1v1s or regular training, with the logic that in a 1v1 match, it is impossible for both player's consecutive hit counter to be greater than 0 at the same time.
- 2=ON
- Combo Timer will be applied in all Game Modes, so be sure to turn it off if you want to play a mode that always uses the timer in a meaningful manner.
- When a combo ends, consecutive hit value will stay on screen for a second after the combo is finished (unless another combo starts up), giving the player enough time to look at the value before it goes back to zero [see gif below]
BOTTOM LINE: Play regular versus matches with a combo counter on-screen.
[gif from 20XX 1.0 thread. Ignore the "toggling on midgame" portion at the beginning]
"will be changed into the 'Consecutive Hit Counter' used in Training Mode"Will comboing off a tech add to the combo or does it use the combo counter that training uses?
im very interested in a code like this. Even though I have no personal use for it I know a lot of other people will get good use out of the code.Is anyone interested in a code that adds a toggle for tap to jump? I'm half way done but I don't want to waste any more of my time if no one cares.
Alright. School and work make it almost impossible to find time but I'll try to get it done this weekend if I can.im very interested in a code like this. Even though I have no personal use for it I know a lot of other people will get good use out of the code.
This is amazing. But you can still tap to jump while running.
Oh. I had that fixed. Hold on.This is amazing. But you can still tap to jump while running.
It's fixed.This is amazing. But you can still tap to jump while running.
Edit: This also has the same problem my...longer, less concise *sigh*... code had...it's not player specific. IE, player 1 can't have tap to jump off while player 2 had it on.
A check would be simple to add. At both of the injection points, r29 or r30, depending on which code you're looking at, hold the start of the player data offset for whatever player is doing the jumping.This is amazing. But you can still tap to jump while running.
Edit: This also has the same problem my...longer, less concise *sigh*... code had...it's not player specific. IE, player 1 can't have tap to jump off while player 2 had it on.
You forgot to mention Single Button Mode with Fair Lock.One of the other interesting things I found today:
Every Aerial Attack is a Nair
0408CF8C 38800041
At the end of the code,
41 = nair
42 = fair
43 = bair
44 = uair
45 = dair
oh my gosh....falcon dittos with changing that to all fairs...the purest of mirrors.
It's because those attacks give a color overlay to the characters they are hitting (so with shine, it makes the opponent blue/dark when hit), and this overrides the color overlay that I put on them.This may have been mentioned prior, but I'm relatively new to Melee and super new to 20xx. Is there a reason that with colors on you can't see the duration of Shine's hit-stun? (Light blue for the duration of all other attacks/moves/whateva)
what section?Just experimented with deleting the contents of a [somewhat substantial] area in the DOL file. And then added my own code in that section. Seems to be working okay....This is great news.
I wrote 00 to the entire area of 4079b0 - 408f30.what section?
That'd be highly appreciated. I started playing smash in april so anything that helps me learn hit-stun frames around relative percents is important to me and shine is such an anomaly to me. It's mechanics are just.. odd?It's because those attacks give a color overlay to the characters they are hitting (so with shine, it makes the opponent blue/dark when hit), and this overrides the color overlay that I put on them.
I might look into disabling that if it's not too much work.
New version will be released soon. Just hang tight. Gon be big.Hey Achillies do you think you could upload your ISO file to mega or any other hosting website? im having issues with freezing in my 20xx 2.07. and i dont think its all together right because my TEST RESULTS dont say 20xx 2.07. it would be of great help!