Doq
Smash Lord
[starts breathing heavily]
[gets back into melee coding]
[gets back into melee coding]
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What do you mean use them? There are Gecko ASM codes.So with the IE's hackless method, we wouldn't have to use asm codes all the time right?
Hmm. I haven't heard of that being a common problem. There might have been a problem with the ISO rebuild or something. Check your private messages.Achilles, I was messing around with 2.05 (latest ver I had on extra SD card) in my Wii U with Nintendont and it worked perfectly. I updated to 3.02 and now, it freezes randomly when I pick a stage. I have cheats turned off, and force widescreen/progressive scan on. I know the Wii U isn't a priority, but just thought I'd mention.
Also, I wrote the guide for Mac. I just saw it on the frontpage now.
Thanks for everything you and the other guys do
Seems like the rebuilt ISO works for now at least. I'll report back if anything happens again. Thanks!Hmm. I haven't heard of that being a common problem. There might have been a problem with the ISO rebuild or something. Check your private messages.
Thanks for writing the Mac guide btw! Do you want me to change your name, as the writer of the guide, to WestStar?
How would I go about testing this code?So here is what I came up with after messing with teching stuff today.
Test it out!Code:All CPUs Randomize Tech Options (1.02) [Achilles] C2098A1C 0000000B 89DD0678 1DCE0E90 3DE08045 61EF3088 7DEF702E 2C0F0001 40820034 3DE0804D 89EF5F91 2C0F0055 4080000C 388000C7 48000020 2C0F00AA 4080000C 388000C8 48000010 388000C9 48000008 7FC4F378 60000000 00000000 C2098714 00000008 89DE0678 1DCE0E90 3DE08045 61EF3088 7DEF702E 2C0F0001 4082001C 3DE0804D 89EF5F90 2C0F00E0 4080000C 38600001 48000008 38600000 60000000 00000000
For less hassle, just replace all the characters and stuff with PAL characters. So then you have NTSC but with PAL properties. (Or at least, the PAL parts that matter.)Will this memory card method work with PAL melee? I believe there aren't PAL codes for all 20XX stuff (maybe future project), but even just using unlock all stages/chars and debug menu (which there are codes for) would be sweet, and maybe a pal code for ps no transformation would be great.
There already is neutral spawn points for 1v1s. Just make sure the debug toggle in "Gameplays Codes" is on.Has enforced neutral spawn points in 1v1s been discussed as a potential future feature? Would be pretty cool.
Also I just tried the newest version yesterday. I had never tried the screen shake remove feature before and holy **** is it cool. It felt so weird but so awesome at the same time. I never even knew the screen shook lol.
Can it be a transparent percent, where we can see through these? Smaller seems a little wrong to me, but seeing it in-game would confirm if it's cool or not.Oh, and also a new code that will make the percent displays smaller if playing a four player match on Dreamland
Looks like 3 versions: Release (full, texture hacks, etc), Lite (GCmem, with injected asm), and Debug (GCmem, with gecko loader)Wow...I never noticed this. S**t.
You're right. Wii hacking will always be superior because you can use modified game files. Hacked stages, characters, costume files, etc. can't be used with GC hacking of this manner. That's why I've been calling it 20XX Lite. It's limited in comparison, but still has a lot of uses.
The only thing new with this development is the injected Gecko codehandler. We already knew how to inject custom ASM using the exploit, IE just wanted this codehandler to make adding new codes easier. The only issue I have with this method is that it is technically less efficient than just injecting it manually. It's basically using a middle man to get your work done instead of just doing it yourself, and that middle man is doing a bunch of other things [every frame of the game] that may be totally unnecessary for the task at hand. For example, any 32-bit write code in the form of "04XXXXXX YYYYYYYY" writes YYYYYYYY to 0x80000000+XXXXXXX every single frame of the game no matter what you are doing or where you are at. So say all that was necessary is to change a line of code once and just leave it alone (as in it never gets written to again by the game's code), the Gecko codehandler ignores this fact and every frame of the game will still run through the codehandler code and also make that 32-bit overwrite even though it doesn't need to. So how I see it, you lose some efficiency by purely using Gecko codes.
The benefit is that it makes it more straightforward to add codes into the game.
This is a really cool development, though!! IE is quite awesome.
I'll try and get it as a debug toggle in the next release.
The item switch idea is interesting but I wouldn't want to take that functionality away at the moment. I'm also not too concerned about music right now. Do you know how to manually take out songs from the "random" list (hex editing)?yo @ Achilles1515 I have a question... would it be possible to change the Item switch to be a random stage music menu? So that we can turn off the tracks we don't like ?
Also invisible will be cool using the new menus when using frame counter so that I can make those annoying extra cpus hidden from view (or is it like cloaking?).
Also, Termina GB freezes my hardmodded wii for some reason. It doesn't freeze on any of the other custom stages. Only GB. I'm on 3.02 that I upgraded from 3.0 and I've never had any issues of it freezing when loading any other stages prior. It happens after you select it and before it changes to the actual level.
Can it be a transparent percent, where we can see through these? Smaller seems a little wrong to me, but seeing it in-game would confirm if it's cool or not.
You need a newer version. Check pm. I sent you instructions.finally got this working thanks to nintendont! stupid question:
how do i access the custom debug menu? i may have an older version of the hack pack because i downloaded a premade .iso from darkumbra forums. when i go back to the debug menu from the css, its just the normal debug menu.
thanks for this achilles, i love it!
Pretty sure this would go better in the melee texture thread. 20XX doesnt do effect mods as of now.Saw this rainbow shine on reddit and liked it. You could call it the pride shine. Seems like a cool character mod:
In action:
View attachment 31739
.dat file download:
http://www.mediafire.com/download/l0an00rtohn2cfz/Rainbow Shine (UnluckyXIII) [EfFxData].dat
It's normal for the debug menu to kick players back to the start screen. The debug menu has always been like that. the freezing in Dolphin Emu isn't suppost to happen however, and that probably means you didn't compile your ISO correctly. Get a fresh Super Smash Bros. Melee 1.2 iso (It must be 1.2) from your disk and then use GCR to replace all the files. You might be missing some of the file replacements/additions and that's why the game crashes after exiting the new debug menu.So I just got the new version, and it'd be great, except for one thing: when I go into debug mode and change things, I get sent back to the Start menu. No problem, except Dolphin freezes when I press Start. It's a problem that occurs when I'm on the start menu for any reason at all. Any help?
Marth sword swing colors?Pretty sure this would go better in the melee texture thread. 20XX doesnt do effect mods as of now.
I know that it's normal to take me back to the start screen. I just included it. I do have 1.2, but I'll try and rebuild the ISO.It's normal for the debug menu to kick players back to the start screen. The debug menu has always been like that. the freezing in Dolphin Emu isn't suppost to happen however, and that probably means you didn't compile your ISO correctly. Get a fresh Super Smash Bros. Melee 1.2 iso (It must be 1.2) from your disk and then use GCR to replace all the files. You might be missing some of the file replacements/additions and that's why the game crashes after exiting the new debug menu.
I thought those were stored in the PL dat and not Ef dat. Could be wrong though.Marth sword swing colors?
Well, both the rainbow shine and the sword swing colors can be found pretty early in the "Changing Color Effects in Melee!" guide pinned at the top of the Melee workshop forum:I thought those were stored in the PL dat and not Ef dat. Could be wrong though.
Disable Netplay codes or just codes all together.So I just got the new version, and it'd be great, except for one thing: when I go into debug mode and change things, I get sent back to the Start menu. No problem, except Dolphin freezes when I press Start. It's a problem that occurs when I'm on the start menu for any reason at all. Any help?
You're right. Sword swing color is in PlMs.dat, not an effect file.I thought those were stored in the PL dat and not Ef dat. Could be wrong though.
Guys,Well, both the rainbow shine and the sword swing colors can be found pretty early in the "Changing Color Effects in Melee!" guide pinned at the top of the Melee workshop forum:
http://smashboards.com/threads/changing-color-effects-in-melee.313177/
For this reason I believe both would be considered effect mods. There does seem to be slightly different procedures for modifying these two effects though.
If 20XX in fact doesn't do effect mods, I think Achilles should make an exception for the "pride shine". It would compliment "pride destination" (rainbow FD) quite well.
This exciting news. Any plans for SD remix characters in the near future?For example, I've started rewriting the CSS toggles and every single PAL character is now included. This new code is a little less than half as long as the previous code that only did 5 characters...
why not go all out and make a custom shine color sub menu? is it possible to have 2 different spacies have different shine colors in the same match like with marths sword colors?You're right. Sword swing color is in PlMs.dat, not an effect file.
Guys,
Because of Sham Rock's file adding discovery, I can add whatever the **** I want to the ISO in really efficient ways.
For example, I've started rewriting the CSS toggles and every single PAL character is now included. This new code is a little less than half as long as the previous code that only did 5 characters...
I'll try and get rainbow shine in the next release.
I think this release will be the "fun" one.
Yes, but it will be more complex. There's a lot of "extras" involved with that project that will take a lot of coordination and planning to execute properly.This exciting news. Any plans for SD remix characters in the near future?
As of right now, it is not possible. Shine graphic information is shared among all space animals in a match.why not go all out and make a custom shine color sub menu? is it possible to have 2 different spacies have different shine colors in the same match like with marths sword colors?
Copied from part of a conversation with Ripple yesterday:Has the idea of all spoof controllers following the p2 codes been explored? (i.e. having spoof controllers on ports 2 and 3 and p1 activating the shine OoS command activates for both spoof controllers) Would be great to be able to practice with a friend without sharing a dummy.
On another note, where did you start with melee hacking? I want to learn about it but I have no idea where to start.