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Official The 20XX Melee Training Hack Pack (v5.0.2 - 1/20/2023)

Achilles1515

Smash Master
Joined
Jun 18, 2007
Messages
3,211
Location
Cincinnati / Columbus OH
Alright... So I patched it and opened it, it worked. What I did wrong was exporting the patched ISO with the GameCube Backup Manager and then that's how I got those errors. All I did now was patching it, replacing the file, exporting the ISO to my games folder and opening it. Is it normal that it takes years to load? It also said that I need a file and 11 free blocks in my A slot memory card. Weird... But I deleted my save and made a new one. Still, why did it take so long to load? Sorry for all of these comments and for being so dumb.
Idk about why it takes so long to load. I don’t export the ISO. I just place the ISO file in:


SD:\games\GALE01\game.iso


And boot it with Dios Mios and it works fine. Melee save files are 11 blocks in size, and since I changed the name of the internal file name, it will ask you to create a new save file because there won’t be one with the new file name currently on your memory card.
 

Stormghetti

Smash Journeyman
Joined
Aug 23, 2015
Messages
400
Location
Europe
Slippi.gg
STRM#798
NNID
Stormghetti
Idk about why it takes so long to load. I don’t export the ISO. I just place the ISO file in:


SD:\games\GALE01\game.iso


And boot it with Dios Mios and it works fine. Melee save files are 11 blocks in size, and since I changed the name of the internal file name, it will ask you to create a new save file because there won’t be one with the new file name currently on your memory card.
I also placed the ISO file there, but I just export it as "game.iso" with the GCBM. I always boot GameCube games with Dios Mios. I know that, but I already had a Melee save file- OOOH... Thanks for clarifying. The ISO I patch just comes as: "20XX 4.0 Beta04.iso" and I export it to my game folder with the DMToolbox software, which makes the ISO be named as game.iso. What I mean is: should I just re-name it as game.iso after I patch it and make a folder in the games folder for Melee and play rather than doing what I mentioned before? Would that fix the delay or...? Also, thanks for making such an amazing work with Melee, you really helped the community and made it better with this hack, really.
 

Uchihadark7

Smash Journeyman
Joined
Nov 22, 2015
Messages
243
Location
Idaho
Would it be safe to replace the 20XX CSS with a CSS made for vanilla melee? Veggie's Buttsavage CSS to be specific.
 

Nomis4

Smash Cadet
Joined
Sep 26, 2015
Messages
38
Location
Raleigh, NC
Running 4.0 Beta04, the game crashes one way or another (whether at character select or when I select a stage) whenever I select Young Links R-Alternate skin.
 

Caplockfury

Smash Rookie
Joined
Jun 3, 2015
Messages
1
Location
New-Brunswick
Would it be possible to include the characters' special attack states in the color overlays? From what I understand they're in a different list than the global animations.

Also, here's a list of the global ones. I had a hard time finding them so hopefully this helps a few people with the color overlays. Shout-out to Massive for the list.

Pardon the lack of formatting.
Code:
Number    Action State    Description
0000    DeadDown    Standard downward death
0001    DeadLeft    Standard leftward death
0002    DeadRight    Standard rightward death
0003    DeadUp    Upward death used in 1P "Team Kirby", etc.
0004    DeadUpStar    Standard Star KO
0005    DeadUpStarIce    Star KO while encased in ice (Freezie)
0006    DeadUpFall    64-esque front fall, unused, I believe
0007    DeadUpFallHitCamera
0008    DeadUpFallHitCameraFlat
0009    DeadUpFallIce
000A    DeadUpFallHitCameraIce
000B    Sleep    "Nothing" state, probably - it is the state Shiek/Zelda is in when their counterpart is the one currently playing
000C    Rebirth    Entering on halo
000D    RebirthWait    Waiting on halo
000E    Wait    Standing state
000F    WalkSlow
0010    WalkMiddle
0011    WalkFast
0012    Turn
0013    TurnRun
0014    Dash
0015    Run
0016    RunDirect
0017    RunBrake
0018    KneeBend    Pre-jump animation
0019    JumpF    First jump forward
001A    JumpB    First jump backward
001B    JumpAerialF    Aerial jump forward
001C    JumpAerialB    Aerial jump backward
001D    Fall    Falling straight down
001E    FallF    Falling with forward DI
001F    FallB    Falling with backward DI
0020    FallAerial    Falling after the second jump
0021    FallAerialF    Falling after the second jump with forward DI
0022    FallAerialB    Falling after the second jump with backward DI
0023    FallSpecial    Special fall after UpB or airdodge
0024    FallSpecialF    Special fall with forward DI
0025    FallSpecialB    Special fall with backward DI
0026    DamageFall    Tumbling
0027    Squat    Going from stand to crouch
0028    SquatWait    Crouching
0029    SquatRv    Going from crouch to stand
002A    Landing    Landing state, can be cancelled
002B    LandingFallSpecial    Landing from special fall
002C    Attack11    Standard attack 1
002D    Attack12    Standard attack 2
002E    Attack13    Standard attack 3
002F    Attack100Start    Start of a looping standard attack
0030    Attack100Loop    Middle of a looping standard attack
0031    Attack100End    End of a looping standard attack
0032    AttackDash    Dash attack
0033    AttackS3Hi    High Ftilt
0034    AttackS3HiS    High-mid Ftilt
0035    AttackS3S    Mid Ftilt
0036    AttackS3LwS    Low-mid Ftilt
0037    AttackS3Lw    Low Ftilt
0038    AttackHi3    Uptilt
0039    AttackLw3    Downtilt
003A    AttackS4Hi    High Fsmash
003B    AttackS4HiS    High-mid Fsmash
003C    AttackS4S    Mid Fsmash
003D    AttackS4LwS    Low-mid Fsmash
003E    AttackS4Lw    Low Fsmash
003F    AttackHi4    Upsmash
0040    AttackLw4    Downsmash
0041    AttackAirN    Nair
0042    AttackAirF    Fair
0043    AttackAirB    Bair
0044    AttackAirHi    Uair
0045    AttackAirLw    Dair
0046    LandingAirN    Landing during Nair
0047    LandingAirF    Landing during Fair
0048    LandingAirB    Landing during Bair
0049    LandingAirHi    Landing during Uair
004A    LandingAirLw    Landing during Dair
004B    DamageHi1
004C    DamageHi2
004D    DamageHi3
004E    DamageN1
004F    DamageN2
0050    DamageN3
0051    DamageLw1
0052    DamageLw2
0053    DamageLw3
0054    DamageAir1
0055    DamageAir2
0056    DamageAir3
0057    DamageFlyHi
0058    DamageFlyN
0059    DamageFlyLw
005A    DamageFlyTop
005B    DamageFlyRoll
005C    LightGet    Picking up an item
005D    HeavyGet    Picking up a heavy item (barrel)
005E    LightThrowF    Throwing items at standard speed
005F    LightThrowB
0060    LightThrowHi
0061    LightThrowLw
0062    LightThrowDash
0063    LightThrowDrop
0064    LightThrowAirF
0065    LightThrowAirB
0066    LightThrowAirHi
0067    LightThrowAirLw
0068    HeavyThrowF
0069    HeavyThrowB
006A    HeavyThrowHi
006B    HeavyThrowLw
006C    LightThrowF4    Throwing items at Smash speed
006D    LightThrowB4
006E    LightThrowHi4
006F    LightThrowLw4
0070    LightThrowAirF4
0071    LightThrowAirB4
0072    LightThrowAirHi4
0073    LightThrowAirLw4
0074    HeavyThrowF4
0075    HeavyThrowB4
0076    HeavyThrowHi4
0077    HeavyThrowLw4
0078    SwordSwing1    Beam sword swings
0079    SwordSwing3
007A    SwordSwing4
007B    SwordSwingDash
007C    BatSwing1    Home Run Bat swings
007D    BatSwing3
007E    BatSwing4
007F    BatSwingDash
0080    ParasolSwing1    Parasol swings
0081    ParasolSwing3
0082    ParasolSwing4
0083    ParasolSwingDash
0084    HarisenSwing1    Fan swings
0085    HarisenSwing3
0086    HarisenSwing4
0087    HarisenSwingDash
0088    StarRodSwing1    Star Rod swings
0089    StarRodSwing3
008A    StarRodSwing4
008B    StarRodSwingDash
008C    LipStickSwing1    Lip's Stick swings
008D    LipStickSwing3
008E    LipStickSwing4
008F    LipStickSwingDash
0090    ItemParasolOpen
0091    ItemParasolFall
0092    ItemParasolFallSpecial
0093    ItemParasolDamageFall
0094    LGunShoot    Raygun shots
0095    LGunShootAir
0096    LGunShootEmpty
0097    LGunShootAirEmpty
0098    FireFlowerShoot
0099    FireFlowerShootAir
009A    ItemScrew
009B    ItemScrewAir
009C    DamageScrew
0009     DamageScrewAir
009E    ItemScopeStart
009F    ItemScopeRapid
00A0    ItemScopeFire
00A1    ItemScopeEnd
00A2    ItemScopeAirStart
00A3    ItemScopeAirRapid
00A4    ItemScopeAirFire
00A5    ItemScopeAirEnd
00A6    ItemScopeStartEmpty
00A7    ItemScopeRapidEmpty
00A8    ItemScopeFireEmpty
00A9    ItemScopeEndEmpty
00AA    ItemScopeAirStartEmpty
00AB    ItemScopeAirRapidEmpty
00AC    ItemScopeAirFireEmpty
00AD    ItemScopeAirEndEmpty
00AE    LiftWait
00AF    LiftWalk1
00B0    LiftWalk2
00B1    LiftTurn
00B2    GuardOn
00B3    Guard    Holding shield
00B4    GuardOff
00B5    GuardSetOff    Shield stun
00B6    GuardReflect
00B7    DownBoundU    The "failed to tech" bounce, facing up
00B8    DownWaitU    Laying on ground facing up
00B9    DownDamageU    Getting hit laying on ground facing up
00BA    DownStandU
00BB    DownAttackU    Get up attack from ground face up
00BC    DownFowardU
00BD    DownBackU
00BE    DownSpotU
00BF    DownBoundD    The "failed to tech" bounce, facing down
00C0    DownWaitD
00C1    DownDamageD
00C2    DownStandD
00C3    DownAttackD
00C4    DownFowardD
00C5    DownBackD
00C6    DownSpotD
00C7    Passive    Neutral tech
00C8    PassiveStandF    Forward tech
00C9    PassiveStandB    Backward tech
00CA    PassiveWall    Wall tech
00CB    PassiveWallJump    Walljump tech/plain walljump
00CC    PassiveCeil    Ceiling tech
00CD    ShieldBreakFly
00CE    ShieldBreakFall
00CF    ShieldBreakDownU
00D0    ShieldBreakDownD
00D1    ShieldBreakStandU
00D2    ShieldBreakStandD
00D3    FuraFura    Shield-break tottering
00D4    Catch    Grab
00D5    CatchPull    Successfully grabbing a character - pulling them in
00D6    CatchDash
00D7    CatchDashPull
00D8    CatchWait    Grabbing and holding a character
00D9    CatchAttack    Pummel
00DA    CatchCut    When opponent breaks of a character's grab
00DB    ThrowF
00DC    ThrowB
00DD    ThrowHi
00DE    ThrowLw
00DF    CapturePulledHi
00E0    CaptureWaitHi
00E1    CaptureDamageHi
00E2    CapturePulledLw
00E3    CaptureWaitLw
00E4    CaptureDamageLw
00E5    CaptureCut
00E6    CaptureJump
00E7    CaptureNeck
00E8    CaptureFoot
00E9    EscapeF
00EA    EscapeB
00EB    Escape
00EC    EscapeAir    airdodge
00ED    ReboundStop
00EE    Rebound
00EF    ThrownF
00F0    ThrownB
00F1    ThrownHi
00F2    ThrownLw
00F3    ThrownLwWomen
00F4    Pass    Drop through platform
00F5    Ottotto    Ledge teeter
00F6    OttottoWait
00F7    FlyReflectWall
00F8    FlyReflectCeil
00F9    StopWall
00FA    StopCeil
00FB    MissFoot
00FC    CliffCatch    Catching the ledge
00FD    CliffWait    Hanging on the ledge
00FE    CliffClimbSlow    Climbing the ledge, >100%
00FF    CliffClimbQuick    Climbing the ledge, <100%
0100    CliffAttackSlow    Ledge attack, >100%
0101    liffAttackQuick    Ledge attack, <100%
0102    CliffEscapeSlow    Ledge roll, >100%
0103    CliffEscapeQuick    Ledge roll, <100%
0104    CliffJumpSlow1
0105    CliffJumpSlow2
0106    CliffJumpQuick1
0107    CliffJumpQuick2
0108    AppealR    Taunt right
0109    AppealL    Taunt left
010A    ShoulderedWait
010B    ShoulderedWalkSlow
010C    ShoulderedWalkMiddle
010D    ShoulderedWalkFast
010E    ShoulderedTurn
010F    ThrownFF
0110    ThrownFB
0111    ThrownFHi
0112    ThrownFLw
0113    CaptureCaptain
0114    CaptureYoshi
0115    YoshiEgg
0116    CaptureKoopa
0117    CaptureDamageKoopa
0118    CaptureWaitKoopa
0119    ThrownKoopaF
011A    ThrownKoopaB
011B    CaptureKoopaAir
011C    CaptureDamageKoopaAir
011D    CaptureWaitKoopaAir
011E    ThrownKoopaAirF
011F    ThrownKoopaAirB
0120    CaptureKirby
0121    CaptureWaitKirby
0122    ThrownKirbyStar
0123    ThrownCopyStar
0124    ThrownKirby
0125    BarrelWait
0126    Bury
0127    BuryWait
0128    BuryJump
0129    DamageSong
012A    DamageSongWait
012B    DamageSongRv
012C    DamageBind
012D    CaptureMewtwo
012E    CaptureMewtwoAir
012F    ThrownMewtwo
0130    ThrownMewtwoAir
0131    WarpStarJump
0132    WarpStarFall
0133    HammerWait
0134    HammerWalk
0135    HammerTurn
0136    HammerKneeBend
0137    HammerFall
0138    HammerJump
0139    HammerLanding
013A    KinokoGiantStart    Super/Poison mushroom states
013B    KinokoGiantStartAir
013C    KinokoGiantEnd
013D    KinokoGiantEndAir
013E    KinokoSmallStart
013F    KinokoSmallStartAir
0140    KinokoSmallEnd
0141    KinokoSmallEndAir
0142    Entry    Warp in at beginning of match.
0143    EntryStart
0144    EntryEnd
0145    DamageIce
0146    DamageIceJump
0147    CaptureMasterhand
0148    CapturedamageMasterhand
0149    CapturewaitMasterhand
014A    ThrownMasterhand
014B    CaptureKirbyYoshi
014C    KirbyYoshiEgg
014D    CaptureLeadead
014E    CaptureLikelike
014F    DownReflect
0150    CaptureCrazyhand
0151    CapturedamageCrazyhand
0152    CapturewaitCrazyhand
0153    ThrownCrazyhand
0154    BarrelCannonWait
0155    Wait1
0156    Wait2
0157    Wait3
0158    Wait4
0159    WaitItem
015A    SquatWait1
015B    SquatWait2
015C    SquatWaitItem
015D    GuardDamage
015E    EscapeN
015F    AttackS4Hold
0160    HeavyWalk1
0161    HeavyWalk2
0162    ItemHammerWait
0163    ItemHammerMove
0164    ItemBlind
0165    DamageElec
0166    FuraSleepStart
0167    FuraSleepLoop
0168    FuraSleepEnd
0169    WallDamage
016A    CliffWait1
016B    CliffWait2
016C    SlipDown
016D    Slip
016E    SlipTurn
016F    SlipDash
0170    SlipWait
0171    SlipStand
0172    SlipAttack
0173    SlipEscapeF
0174    SlipEscapeB
0175    AppealS
0176    Zitabata
0177    CaptureKoopaHit
0178    ThrownKoopaEndF
0179    ThrownKoopaEndB
017A    CaptureKoopaAirHit
017B    ThrownKoopaAirEndF
017C    ThrownKoopaAirEndB
017D    ThrownKirbyDrinkSShot
017E    ThrownKirbySpitSShot
 

Achilles1515

Smash Master
Joined
Jun 18, 2007
Messages
3,211
Location
Cincinnati / Columbus OH
Running 4.0 Beta04, the game crashes one way or another (whether at character select or when I select a stage) whenever I select Young Links R-Alternate skin.
I'm assuming you mean the white r-alternate costume? I just checked and realized the build I uploaded did not include PlClWh.rat. You can download the root files from the OP and then add in a white young link file and name it PlClWh.rat. Then use GCR to rebuild the ISO while checking the "Do not use game TOC" option. It was meant to be the Purple Tunic Young Link by MachRider.
Would it be safe to replace the 20XX CSS with a CSS made for vanilla melee? Veggie's Buttsavage CSS to be specific.
You can't replace the MnSlChr.usd file directly, because I store a lot of code and data in this file. If you wanted to use his icons, then extract them out with DAT Texture Wizard, load up MnSlChr.usd from 20XX 4.0 and then replace the originals. The MnSlChr.usd file will continually be updated throughout beta releases, so I would keep all those extracted CSS icon images in a folder and then you can batch upload them into any future new MnSlChr.usd file using DTW.
I also placed the ISO file there, but I just export it as "game.iso" with the GCBM. I always boot GameCube games with Dios Mios. I know that, but I already had a Melee save file- OOOH... Thanks for clarifying. The ISO I patch just comes as: "20XX 4.0 Beta04.iso" and I export it to my game folder with the DMToolbox software, which makes the ISO be named as game.iso. What I mean is: should I just re-name it as game.iso after I patch it and make a folder in the games folder for Melee and play rather than doing what I mentioned before? Would that fix the delay or...? Also, thanks for making such an amazing work with Melee, you really helped the community and made it better with this hack, really.
I don't really know how to answer your question because I do not use DMToolbox so I'm not sure what it does.
But since you do use it, I have a question for you. Do you experience the game cutting out music sometimes, specifically with the new music files that were added? I need some data for my hypothesis.

And is it taking a long time to boot the game up or does it happen at some point while playing?
 
Last edited:

TheMkrds

Smash Rookie
Joined
Oct 6, 2014
Messages
7
i patched the iso and try to replace the MnSlChr.usd with GCR and still says to big to import
 

-Stavo-

Smash Rookie
Joined
Dec 22, 2014
Messages
15
any reason why none of my training codes work? like the ingame toggles? I just rebuilt the whole iso with the .bat file thing and that worked beautifully but whenever i try to use an ingame toggle, the char just stands still. Inf shields and save states work but nothing else. Im running dios mios of that helps?
 

Achilles1515

Smash Master
Joined
Jun 18, 2007
Messages
3,211
Location
Cincinnati / Columbus OH
any reason why none of my training codes work? like the ingame toggles? I just rebuilt the whole iso with the .bat file thing and that worked beautifully but whenever i try to use an ingame toggle, the char just stands still. Inf shields and save states work but nothing else. Im running dios mios of that helps?
Read the first couple sentences of the OP.
i patched the iso and try to replace the MnSlChr.usd with GCR and still says to big to import
Idk. It should work. Make sure you are not trying to replace MnSlChr.dat. You could also download the Root files from the OP and use GCR to rebuild the ISO using those. I included the MnSlChr.usd change in those files.
 

Stormghetti

Smash Journeyman
Joined
Aug 23, 2015
Messages
400
Location
Europe
Slippi.gg
STRM#798
NNID
Stormghetti
I'm assuming you mean the white r-alternate costume? I just checked and realized the build I uploaded did not include PlClWh.rat. You can download the root files from the OP and then add in a white young link file and name it PlClWh.rat. Then use GCR to rebuild the ISO while checking the "Do not use game TOC" option. It was meant to be the Purple Tunic Young Link by MachRider.

You can't replace the MnSlChr.usd file directly, because I store a lot of code and data in this file. If you wanted to use his icons, then extract them out with DAT Texture Wizard, load up MnSlChr.usd from 20XX 4.0 and then replace the originals. The MnSlChr.usd file will continually be updated throughout beta releases, so I would keep all those extracted CSS icon images in a folder and then you can batch upload them into any future new MnSlChr.usd file using DTW.

I don't really know how to answer your question because I do not use DMToolbox so I'm not sure what it does.
But since you do use it, I have a question for you. Do you experience the game cutting out music sometimes, specifically with the new music files that were added? I need some data for my hypothesis.

And is it taking a long time to boot the game up or does it happen at some point while playing?
Every SSB, SSBB and SSB4 song cuts while opening the Multiplayer mode (haven't tried the rest of gamemodes) and then replays the cut part and continues normally. The game also delays a lot when loading a stage when playing said songs (like 20 seconds or so). Also, the game ALWAYS delays a lot when booting, don't know why. Also... Out of topic: the Archives category in the Data menu isn't available to use. When I click on it, it doesn't open and no sound plays. At some point, while playing as Master/Crazy Hand, CPUs will stop attacking and you can't perform any attack either, so you're stuck 'til you quit (could you add the How To Play song in the Debug Menu as a custom song, please?). When in Training Mode or other gamemodes rather than Multiplayer, you won't be able to see the background around the characters (when selected) chaging its colour if you use the PAL, SD Remix, etc. options with the D-Pad. In the "20XX Training Pack" logo in the 4 player thing (forgot the name) with a shine as the first 0, around the cover, you can the see the character being cut on the right if no character is chosen, same with widescreen, but more noticeable. Can you add Turbo Mode as a Special Melee gamemode or as a simple addition to the Debug Menu? In Training Mode, if you stack Sandbag's percentage to 56% or so, when doing a move that causes his roll animation (or helpless state), he'll keep rolling on the floor on the same position you sent him for some reason. Make something so when playing with Master/Crazy Hand and with in-game codes toggled, it's disabled for you and enabled for the normal player or disabled in general, so we don't have to change between on and off all the time. Could you make the Pokéballs disappear instead of summoning no Pokémons for the Dodgeball gamemode? It's kind of annoying.
 
Last edited:

Uchihadark7

Smash Journeyman
Joined
Nov 22, 2015
Messages
243
Location
Idaho
I'm assuming you mean the white r-alternate costume? I just checked and realized the build I uploaded did not include PlClWh.rat. You can download the root files from the OP and then add in a white young link file and name it PlClWh.rat. Then use GCR to rebuild the ISO while checking the "Do not use game TOC" option. It was meant to be the Purple Tunic Young Link by MachRider.

You can't replace the MnSlChr.usd file directly, because I store a lot of code and data in this file. If you wanted to use his icons, then extract them out with DAT Texture Wizard, load up MnSlChr.usd from 20XX 4.0 and then replace the originals. The MnSlChr.usd file will continually be updated throughout beta releases, so I would keep all those extracted CSS icon images in a folder and then you can batch upload them into any future new MnSlChr.usd file using DTW.

I don't really know how to answer your question because I do not use DMToolbox so I'm not sure what it does.
But since you do use it, I have a question for you. Do you experience the game cutting out music sometimes, specifically with the new music files that were added? I need some data for my hypothesis.

And is it taking a long time to boot the game up or does it happen at some point while playing?
Okay thanks. Do you plan on giving 20xx a CSS overhaul in the future?
 
D

Deleted member 269706

Guest
Is there a guide of which HPS files are which in 20XX? I have no way of previewing them.
If you go into the debug menu, and select the "Music Codes" option, you can preview 01.hps through 68.hps. The original song names will be displayed there.
 

SpaceRecon

Smash Rookie
Joined
Jun 13, 2015
Messages
9
Since the game ID has to stay as GALE01 does this mean it will conflict with the Vanilla ISO when it comes to Dolphin netplay?
 
D

Deleted member 269706

Guest
Well that sucks, do you mind explaining why it has to stay as GALE01?
I am not a developer on this project so I'm not entirely sure why, however this was listed in the previous batch of release notes:
- Changed the internal filename of the memory card save file. This means the 20XX 4.0 save file will
no longer overwrite vanilla Melee save files (and can coexist with a memory card exploit file such
as 20XX TE). GALE01 is still the Game ID, and will need to stay this way for upcoming planned features.
I too would appreciate a different game ID for the purpose of not having to constantly toggle the netplay settings on and off. aAnd for differentiation between vanilla melee and 20XXHP in Nintendont. Though it's really not that big of a problem, just gonna take some time to get used to.
 
Last edited by a moderator:

SpaceRecon

Smash Rookie
Joined
Jun 13, 2015
Messages
9
I am not a developer on this project so I'm not entirely sure why, however this was listed in the previous batch of release notes:


I too would appreciate a different game ID for the purpose of not having to constantly toggle the netplay settings on and off. aAnd for differentiation between vanilla melee and 20XXHP in Nintendont. Though it's really not that big of a problem, just gonna take some time to get used to.
Yeah, I personally already use two different versions for Dolphin (One for netplay, one for everything else) and I don't use the vanilla iso except for Netplay, so I guess its as simple as having the vanilla iso in a different directory for the netplay version.
 

Scervo

Smash Rookie
Joined
Nov 14, 2015
Messages
8
So have get-up shines been added back into 4.04 yet? This is one of the most important features I use 20xx for (practicing reaction tech chases), so I need to know if I can download 4.04 or need to continue using an old version.
 
Last edited:

Achilles1515

Smash Master
Joined
Jun 18, 2007
Messages
3,211
Location
Cincinnati / Columbus OH
Well the 20XX mod by default turns the result screen off, and I turned it back on and it would freeze a lot. They would have to fix the results screen first.
Can you tell me how to reproduce freezing on the latest 4.0 beta?
can we get end results stats for l cancel percent?
It's already in the latest 4.0 beta. Turn Results Screen on.
Well that sucks, do you mind explaining why it has to stay as GALE01?
http://smashboards.com/threads/the-...date-4-0-beta04.351221/page-125#post-20575230
First comment. Memory card files are tied to Game IDs, so it has to stay vanilla to be able to use the exploits with discs. Unless you know how to change the game ID of a save file while it is being created. I do not at the moment.
 
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Stormghetti

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Can you tell me how to reproduce freezing on the latest 4.0 beta?

It's already in the latest 4.0 beta. Turn Results Screen on.

http://smashboards.com/threads/the-...date-4-0-beta04.351221/page-125#post-20575230
First comment. Memory card files are tied to Game IDs, so it has to stay vanilla to be able to use the exploits with discs. Unless you know how to change the game ID of a save file while it is being created. I do not at the moment.
Did you see my post yet? Just wondering.
 

Chawinyaw

Smash Cadet
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Yo Achilles, how did you get it to where the stage select screen doesn't have a glitched background, normally when playing melee using a usb loader it does, but in 4.0 it doesn't. How'd you do it? Mind sharing so I can implement it in vanilla melee?
 
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Stormghetti

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THIS IS REALLY IMPORTANT: when saving a state where everyone is alive, if anyone dies and is on the platform where you spawn mid-air and you load the state, the game will crash, causing you to reset your console. After you boot up the game, it'll say that your file is corrupted and you should delete it and make a new one. You'll have to say yes because that's the only way. After doing it, every progress you have made in your previous file is deleted, so you need to make everything over again. I know this is a training pack, but everyone wants to make game progress while at that. Note: everytime you crash in any other way, this will happen.
 

Captain Faceroll

Smash Apprentice
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Dec 12, 2013
Messages
173
So have get-up shines been added back into 4.04 yet? This is one of the most important features I use 20xx for (practicing reaction tech chases), so I need to know if I can download 4.04 or need to continue using an old version.
Can confirm those have not been added in 4.04 yet
 

SpaceRecon

Smash Rookie
Joined
Jun 13, 2015
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Can you tell me how to reproduce freezing on the latest 4.0 beta?

It's already in the latest 4.0 beta. Turn Results Screen on.

http://smashboards.com/threads/the-...date-4-0-beta04.351221/page-125#post-20575230
First comment. Memory card files are tied to Game IDs, so it has to stay vanilla to be able to use the exploits with discs. Unless you know how to change the game ID of a save file while it is being created. I do not at the moment.
Ok, seems like a must then, but if I do decide to change the game ID for convenience, would it make the build unplayable, or will I just miss out on the features that I don't think I would use that much anyways?
 

QuantumKiller

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What do you mean the "vanilla playlist"? If you are on a stage that is using a music playlist or has the type set to Random Vanilla/Custom, when doing a salty runback it will rerandomize the song that will be played, which is intentional. Is this what you were experiencing?
Oops didn't even realize that was an option for that. Blindly skipped over it, that did it :p.
 

Glish

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Do CPUs randomly tech/DI now? I think they did in 3.0 but I heard they don't in 4.0. I'd love to practice my Sheik techchases with this.
 

Cohenski

Smash Rookie
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Apr 1, 2014
Messages
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I have an idea that might be helpful to some. An option to disable L or R for shielding if you want to practice shielding with one hand and wave dashing with the other. Possible you could also just make the player flash green or some color if they shield with the wrong button.
 

Achilles1515

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Ok, seems like a must then, but if I do decide to change the game ID for convenience, would it make the build unplayable, or will I just miss out on the features that I don't think I would use that much anyways?
It will be playable. You just won't be able to use those features.
Do CPUs randomly tech/DI now? I think they did in 3.0 but I heard they don't in 4.0. I'd love to practice my Sheik techchases with this.
Yes, they randomly tech and DI and you can modify the "random" teching chances for each option.

Is it possible to replace PAL so I can have a costume when I press "R" instead?
Please download the 4.0 beta. But the answer is no. Changing to PAL is changing the character data file, not a costume file. Hence, why you can be PAL characters and also use costumes at the same time.
Every SSB, SSBB and SSB4 song cuts while opening the Multiplayer mode (haven't tried the rest of gamemodes) and then replays the cut part and continues normally. The game also delays a lot when loading a stage when playing said songs (like 20 seconds or so). Also, the game ALWAYS delays a lot when booting, don't know why. Also... Out of topic: the Archives category in the Data menu isn't available to use. When I click on it, it doesn't open and no sound plays. At some point, while playing as Master/Crazy Hand, CPUs will stop attacking and you can't perform any attack either, so you're stuck 'til you quit (could you add the How To Play song in the Debug Menu as a custom song, please?). When in Training Mode or other gamemodes rather than Multiplayer, you won't be able to see the background around the characters (when selected) chaging its colour if you use the PAL, SD Remix, etc. options with the D-Pad. In the "20XX Training Pack" logo in the 4 player thing (forgot the name) with a shine as the first 0, around the cover, you can the see the character being cut on the right if no character is chosen, same with widescreen, but more noticeable. Can you add Turbo Mode as a Special Melee gamemode or as a simple addition to the Debug Menu? In Training Mode, if you stack Sandbag's percentage to 56% or so, when doing a move that causes his roll animation (or helpless state), he'll keep rolling on the floor on the same position you sent him for some reason. Make something so when playing with Master/Crazy Hand and with in-game codes toggled, it's disabled for you and enabled for the normal player or disabled in general, so we don't have to change between on and off all the time. Could you make the Pokéballs disappear instead of summoning no Pokémons for the Dodgeball gamemode? It's kind of annoying.
Archives menu is disabled on purpose because the movie files are deleted from the ISO. Choosing a video would then make your game freeze.

Idk about the CPU behavior, but I don't really care about it. If you were doing attacks with Master/Crazyhand, then you might have toggled one of the old 20XX CPU behaviors that would just make the P2 CPU stand still in this build. I agree, I should add some compatibility to using Master/Crazyhand that doesn't coincide with the codes, but it's super low on the priority list. I would first want to make them controllable by any character that selected them instead of only P3.

I added some checks to the teching and DI codes to disable it for Sandbag now. Thanks for letting me know.

No plans to add the How To Play song back in at the moment, but you can always put it back in yourself.

Turbo Mode - maybe that Impossible Cancel game mode that Punkline is working on once it is finished.

I experimented with destroying the Pokeball instead of having it open, and it works, but it is kind of ugly. Is the blue and white graphic what you find to be annoying?

You inspired me to get the CSP color changes working for Single Player modes. I had been using a blip of code from Sham Rock that only worked for VS modes. It ended up taking a fair bit of time to figure out the different changes necessary to get the color changing to work in Single Player but I think I have it totally working now. This has been on my bucket list of things to do, so it feels good to cross it off. Just gotta test it a little more to make sure.

Thanks for the feedback. Also, are you loading from USB or SD?
 
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DRGN

Technowizard
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I just released an update to DTW. Included is file system support for 20XX 4.0 Beta (and character folders). This should help a lot for those trying to figure out which file is which for file or costume replacements:

20XX 4.0 support demo.png
 

ridemyboat

Smash Apprentice
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Aug 13, 2015
Messages
152
I ran into a weird bug where white noise was played instead of music during a match, but it fixed itself afterwards. 4.04 has been really stable. Also, NBA Jam is amazing.
 
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