The 20XX Pack is currently in beta; this means some features will not be implemented yet despite the menu options for them being present, and despite them being implemented in the previous builds.
If something was in the previous release but isn't in the beta, it's most likely going to be added back in eventually.
Read the 4.00 beta release post and search the thread before posting bug reports about these features.
Temporarily missing or broken features include but are not limited to: CPUs jumping out of hitstun and shining on wakeup, CPU action commands (hold shield, action spam, etc.), character modification codes (Luigi always misfire, force Peach turnip pull outcome), and most alternate stage textures.
Troubleshooting/Known Issues/Frequently Asked Questions
This is written with version 3.02 in mind. Many points will still apply to other versions, but some may not; there may also be known issues with other versions which are not covered here. This list will be updated for version 4.xx once it is out of beta.
Look in the main post for instructions and information pertaining to the in-game toggles, alternate textures, etc.
• When using Nintendont, the analogue sticks and triggers are read incorrectly, causing problems with execution that requires precise analogue control such as shield dropping. Also, if a trigger is held down when the game is started up, then the trigger position will not be registered as the default trigger position.
◦ This means that holding down a trigger as the controller is plugged in to prevent lightshields from being registered ("trigger tricking") does not work. It also renders the game unplayable if a controller has been modified by pushing down the analogue sliders for the triggers (which happens if a trigger spring is removed), as the trigger will register as being held down at all times.
◦ The cause of these issues is Nintendont's default method of handling controller input, which is to emulate the Gamecube's input handling rather than letting the console handle it directly. Enable Nintendont's "native control" setting, which will fix the input issues by allowing the Wii to handle the input natively. Alternatively, you could switch to DIOS MIOS (which does not have any known input handling issues).
• The game freezes after a short amount of time if using Nintendont.
◦ Caused by an issue with Nintendont which has since been resolved; update to the latest version (which is linked on the official Nintendont website:
http://nintendont.net/).
• The game is unmodified apart from menu textures (i.e. all features are missing; no debug menu, no automatically unlocked stages/characters, no C-stick in single player mode, etc.).
◦ Caused by "Start.dol" not being placed in the "&&systemdata" folder when compiling the .iso.
◦ When copying the 20XX files in the "File Replacements" folder into the decompiled .iso, everything in that folder should be placed in root except for "Start.dol", which should be placed in "&&systemdata" instead.
• Some but not all features, such as PAL characters, alternate costumes, or certain debug mode/in-game toggles are missing.
◦ Caused by using an outdated version of the 20XX hack pack. Download the most recent version from the main post.
◦ The current version number is indicated in the main post at the top of the page. Post-3.00 versions indicate the version number ingame at the top of the debug menu.
◦ Pre-3.00 versions have a blue debug menu with white text, which easily distinguishes them from more recent versions (which have a grey debug menu with yellow/white text). If you installed the version linked in the description of
Beanwolf's installation tutorial video on YouTube (
https://www.youtube.com/watch?v=NbglwFv5PmA), then you will have installed v2.06 (which is outdated). Again: download the most recent version from the main post.
• When playing on Dolphin, the game freezes or crashes upon pressing start at the start menu or after selecting a stage.
◦ This is a side effect of the netplay codes. To fix this, disable the global netplay codes.
• When playing on Dolphin, the debug menu appears to be empty (displaying the grey background but no text), though it can still be used like normal.
◦ Certain graphics backends do not display the menu correctly. This problem can be fixed by changing the graphics backend (in the options menu under "Graphics"->"General"->"Backend").
• Some text, mainly punctuation/symbols, contains "pixels"/"static". This is visible in places such as the name entry screen/player tags and the TV in the background of Pokémon Stadium.
Text is messed up because I added codes in the DOL in area that I thought was "free space" but was actually part of the letter textures. I should be able to have this totally cleaned up in the next version.
◦ This will be fixed in the next update.
• Certain codes do not work on Dolphin.
Important Note: Due to the way in which Dolphin caches sections of Melee's code, some of the new codes in 3.00+ may not execute their purpose correctly in Dolphin. Everything will work on console though, which is most important.
They don't work in Dolphin because Dolphin caches sections of Melee's code (the DOL contents specifically), and runs it from this cache instead of from the actual code lines that I have access to. Generally speaking, if I wanted to modify a code line, initially loaded from the DOL, in the middle of the game (like making changes in the Debug Menu and then progressing through the Start Screen), it will work on console but not on Dolphin. Even though the same changes happen, the emulator just ignore the change.
For example, the Always Misfire code. When Luigi does a side-b, the game calculates whether or not to misfire and then spits back a 1 (misfire) or 0 (dont misfire). My Always Misfire code changes the part of that functions that loads 0, and tells it to load 1 instead. So when it runs through the Luigi side-b function, it will always output a 1 and misfire. This is a code line that is in the DOL, and therefore doesnt work properly when turning it on/off with Dolphin. The current workaround is to make your change, save the memory card, exit out of Dolphin and reboot 20XX and then it will work.
I just realized this fact a long time ago when I was uber confused that a code wasn't working on Dolphin, but then tried it on console and it worked.
Dan Salvato recently wrote a code to flush the cache during a "scene change" so it should no longer be a prevalent issue in the next version.
◦ This will be fixed in the next update.
• The Sheik CPU will occasionally teleport to the ground.
◦ This is a side effect of the method used to prevent the CPU transforming into Zelda. There is currently no solution to this problem.
• The blue Pokémon Stadium texture (used in the no-transformations version of the stage) and red Captain Falcon alternate costume texture do not display.
◦ The cause of this problem is not entirely clear; it occurs on certain setups but not others. Switching from Nintendont to DIOS MIOS or vice versa has been reported to fix this issue in some cases.
It's not a function of the ISO itself. If Aelo ran the ISO in Dolphin, red C. Falc and Blue PS would work. It has something to with the USB/SD device and/or the program that is loading the ISO. It works for some people, but not for others and I'm not sure exactly why.
◦ This will be fixed in the next update.
• The camera on the no transformations version of Pokémon Stadium does not work correctly; it always acts the way the camera on vanilla Pokémon Stadium does during a transformation.
◦ This will be fixed in the next update.
• Activating the hitbubble display on Dreamland causes the characters to become invisible. This also happens occasionally on Pokémon Stadium (depending on the camera angle), and possibly other stages too.
◦ This is a bug with the hitbubble display in vanilla Melee. There is currently no known solution to this issue.
• Playing single player modes, viewing trophies, or playing with Japanese language settings can cause the game to freeze.
◦ This is caused by trophy textures/Japanese-specific files being overwritten so that new elements (such as PAL character .dat files) can be added in their place. When the game tries to load the overwritten files it crashes. Avoid using these modes until the issue is resolved.
• The CPU cannot be changed to Sheik/SoPo/Giga Bowser/Fighting Wire Frame on the character select screen.
◦ You cannot toggle the character while holding the CPU's character selection token; you can only toggle the character while holding a player's character select token.
◦ Hover the player's token over the character, press the Z button, put down the player's token, and then place the CPU's token on the character. The characters remain toggled universally, so toggling the character for one player will also toggle it for all players and CPUs.
• CPUs escape from Donkey Kong's Cargo Throw abnormally quickly.
◦ This is caused by the CPU's repeated DI/tech inputs causing them to mash out (Cargo Throw requires a very low number of inputs to mash out of, which makes the effect more noticeable). There is currently no known solution to this issue.
• There are various minor issues with the CPUs which are side effects of their modifications, including but not limited to airdodging to their deaths when they exit hitstun or when trying to shine->wavedash down upon wakeup. There are currently no known solutions to these issues.
• When using the "salty runback" feature (L+R+A+B+Start while paused) to reset a match, the match will be restarted with the default stage music even if the random stage music toggle is on. There is currently no known solution to this issue.
• The invincibility in-game toggle (X+up) does not affect player 3.
◦ This will be fixed in the next update.
• Remember that some issues may be caused by
accidental toggling of codes (people have complained of things like "increased chances of phantom hits" because they've accidentally toggled invulnerability). If the 20XX pack is being used in a tournament, then be sure to change the settings to match vanilla Melee in all relevant areas (disable the in-game toggles, enable Dream Land wind, disable L-cancelling visual cues, etc.).