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

CrazyFabiO

Smash Rookie
Joined
Dec 3, 2015
Messages
13
OK, i know that 20xx is ntsc, hence it is based on the Vanilla 1.02 ntsc release of the game.

Although forcing the video mode to 576i/PAL with DIOS MIOS or Nintendont worked well with 20xx 3.02 and beta 03, but not beta 04.

Has anyone else this exact same problem?
 

Doq

Smash Lord
Joined
Dec 28, 2012
Messages
1,037
Location
The Lab, Sweet Home, OR
I have a stupid question. I'm running 20XX on Dios Mios using USB Loader GX. My GC memory card has vanilla melee save data on it. If I use this memory card for 20XX, will it work or corrupt the vanilla melee data in any way?
It shouldn't. The extra stuff it saves doesn't break vMelee functionality, and in some cases (long nametags) would even work in vMelee.
 

UniClown

Smash Rookie
Joined
Sep 30, 2013
Messages
23
Location
USA
So I have a question on how knockback is calculated when maximum P2 percent is turned on.

For example, if I dthrow a fox (dthrow has a 5% and a 3% throw hit, the 3% hit determines the knockback) at 50 percent, they will wind up with 58% and according to the calculations in this excel spreadsheet that Kadano compiled, receive 90.6 knockback.

If I want to simulate the 50% dthrow, should I lock maximum percent to 50%, 55%, or 58%
 

Achilles1515

Smash Master
Joined
Jun 18, 2007
Messages
3,211
Location
Cincinnati / Columbus OH
OK, i know that 20xx is ntsc, hence it is based on the Vanilla 1.02 ntsc release of the game.

Although forcing the video mode to 576i/PAL with DIOS MIOS or Nintendont worked well with 20xx 3.02 and beta 03, but not beta 04.

Has anyone else this exact same problem?
The only changes to Beta04 that I feel could remotely cause this problem are those made to the memory card save file name. Try opening your DOL in a hex editor and reverting these changes back to the original values (the first values listed):
Code:
Memory Card Names
DOL offset: 0x3b7c5c --- 53 --> 58 (SuperSmashBros... --> XuperSmashBros..)
DOL offset: 0x3b7c3c --- 47616d65 --> 32305858 (Game --> 20XX)
Also, this project will never have an "official" PAL release. Way too much work.

So I have a question on how knockback is calculated when maximum P2 percent is turned on.

For example, if I dthrow a fox (dthrow has a 5% and a 3% throw hit, the 3% hit determines the knockback) at 50 percent, they will wind up with 58% and according to the calculations in this excel spreadsheet that Kadano compiled, receive 90.6 knockback.

If I want to simulate the 50% dthrow, should I lock maximum percent to 50%, 55%, or 58%
Set it to 50%. The knockback on the throw should only take into effect the 3% from the current hit and then the total damage of the player before the hit. So if percentages were locked to 58% (and at 58%), the opponent would receive more knockback from the throw then if they were at 55% receiving the final blow.
Sorry if this has been asked about already but none of the stage texture hacks seem to be working except for Battlefield's. Is that intended?
Yes. The others haven't been coded in yet.
 
Last edited:

Malcolm Pickering

Smash Cadet
Joined
Sep 22, 2014
Messages
27
Location
Millburn, NJ
Sorry if this has been asked about already but none of the stage texture hacks seem to be working except for Battlefield's. Is that intended?
I had the same problem at first... you using dolphin? I fixed my problem by either by turning off nety community settings or b turning f memory cards... I'm not s which actually fixed my probem
 

jacob91

Smash Cadet
Joined
Feb 4, 2005
Messages
39
You've accidentally toggled on the alternate version of that character (D-pad left on the character select screen; normally it's for SD remix characters but Falco is the same in SD remix so he gets this instead); you can tell when you have because the character portrait background is a different colour, and also there's a sound effect when you toggle it on.
It isn't the SD remix toggle, that was the first thing I expected

reading is hard
Hey thanks for assuming the worst of me douche. I read everything, do you know what my problem is now mr. I read everything?

I'm pretty sure that has happened to me too and I didn't toggle SD Remix Falco (nor PAL).
THANK YOU it isn't that simple guys. WTF happened?
 

Sickolas

Smash Apprentice
Joined
Feb 25, 2014
Messages
191
Location
Mobile, AL
the problem is youre using 4.0 to train when its unstable

the default falco file is fine and the only way to alter it is to press buttons or change settings or screw up building the iso so something youve done is the problem and it could be any number of things
 

J⩓мє

Smash Apprentice
Joined
Jan 21, 2016
Messages
77
I met DRGN at G3 and he convinced me to sign up on smashboards and post about all the things I've noticed in the latest 20XX betas, so here goes. Everything I've tested and have notes on I've put in spoiler tags to avoid creating a massive tl;dr post. Also, I'm trying to avoid things you guys have seen XX times, like 'where are the cpu codes' and the wavedash color overlays menu crashing the game. Everything noted was discovered or reproduced using 20XX 4.0 beta 4, on a Wii, with the game loaded using Dios Mios. The md5 of the iso I built and tested all of this is: af6324fd0be4805b2ec1475e04dac269. Note the md5 will be different because I changed the file header from GALE01 to GALEXX, and changed the game description string. If needed, I can reproduce all this on a plain 20XX image. I also deleted all previous 20XX saves from the memory card used before running beta 4.

Certain things I'm going to point out were also reproduced or observed on other people's hardware/images of beta 4 while at Genesis 3.

This is not meant to be an exhaustive list, just things I've jotted down in the past few days, based on what I've encountered in the past.

these are minor and aren't really issues in as much as they're notes.
  • Pokemon Stadium (No Transformations) isn't light blue as advertised.
  • item spawn locations aren't set or are offstage for most of the hacked stages
  • the 3rd page's stage previews are incorrect for the following stages: Green Greens, Hyrule Temple, Great Bay, 'Custom Platform Battlefield' which is Brinstar, and Fourside. All of these spawn the stage that would be in the slot on the standard stage select screen.
  • The AI glitches out on two hacked stages, Mount Olympus and Hyrule Castle. By looking at the AI objective (the colored orb that shows where they're going to) in debug mode, the AI gets no objectve on Mount Olympus while the player is standing on either of the side platforms (during singles, 1 player vs 1 cpu), and therefore doesn't move. Using the same technique on Hyrule Castle, the AI will inconsistently lose any notion to recover properly (the objective marking orb, while it properly displays the light gray indicator showing the AI intends to recover, seems to remain at the feet of the AI character itself as it falls, so the AI never attempts to return to the stage), or sometimes loses any objective, when knocked off the left side of the stage. The Hyrule Castle ai's recovery glitching can be reproduced fairly easily by throwing an AI player off the left side of the stage repeatedly, with random DI on.
  • character color selection for all the z-alternates (except for sheik) don't bound the skin selection properly, which results in the player possibly being able to iterate through arbitrary memory locations (to an unknown end). This allows a player to pick a portrait in a similar way to what one would be able to pick using the non-z form characters via the already known vanilla melee Stock Glitch (ie. if I perform the stock glitch as pikachu, I can get the stocks & portraits of green peach, and b&w kirby; if I switch to crazyhand and mash x, these are the portraits the game cycles through, followed by seemingly endless portraits of azure yoshi). However, unlike the stock glitch, the stocks in-game are still those belonging to the appropriate character, so only the character portrait seems to change. For example, if I change Pichu to Masterhand, then tap X to change the character color, it cycles through the actual pichu skins, through golden roy, then seemingly endless waves of light blue yoshi.
  • spamming SD remix/PAL selectors (with the dpad) and rapidly selecting master/crazyhand and tapping Z freezes the console. I did not try to narrow down why.
  • as a general UX thing, players can't tell what skin mod (metal/etc) they have once they pick SD Remix/Pal versions of a character, as the purple w/ red accent panel/yellow with cyan have priority in the portrait background. This could be improved (if possible) by only drawing the upper or lower triangular half of the rectangle when showing SD/PAL have been selected. This isn't a bug it's just a suggestion based on having to explain what's going on every time it happens when friends of mine first touch the 20XX betas.
  • while it's documented in the debug screen, and fairly easy to explain, the dpad modifiers to the select screen could be shown somewhere on the select screen itself. I, myself, find this note to be fastidious, though.
  • while a human player can pick master hand or crazy hand, they can only be controlled by player 3 and player 4 respectively, and any human player's selection of those characters will be controlled by those respective controllers. CPUs can control themselves just fine.
  • going to the item select screen seems to hang the game sometimes. This might be related to my having various item codes on, but I haven't done anything at this time to isolate which might cause it or whether it can be reproduced consistently
  • save state feature isn't exactly buggy most of the time, but it's janky.
    • using it repeatedly within a short timeframe (ie. while practicing tech chases or edgeguards), or spamming it, can result some weirdness, like characters inheriting high speeds, or being warped to incorrect locations even without things in their way. Sometimes when the characters are warped to an incorrect location it's extremely high above the stage or outside/at the death barrier.
    • any physical barrier, including fall-through platforms, prevents the characters from being moved to their restore point. this isn't an issue just a note.
    • it crashes the game at random, which more often than not has happened when codes are accidentally left on during friendlies and someone taunts using left or right. Personally, because of this, I just disable codes during friendlies and use the start menu codes to enable them only as needed for certain features.
  • if the 'p2 percent becomes max damage' code-toggle is used, the damage cap persists after the game ends & will continue to persist until the toggle is used again to disable it. This isn't really a glitch or bug, just something that should be noted somewhere.
where's the documentation? The reworked debug menu has some of the coolest features for investigating melee, especially with the float overlay mods. Using toggles to view what the AI is doing, etc, has also been amazing. The debug screen, coupled with the rest of 20XX's ranges of features really sells me on using it for practice.
  • interacting with certain float display options has, on occasion, crashed the game. I wasn't familiar with the tool when I observed the crashes but the process for interacting with them is pretty simple
  1. hit x+dpad-right to bring up character data floats, repeat to cycle through players 1-4's data, or back to no information display.
  2. hit L+dpad-right or dpad-left and use up/down to change what each integer/floating point number display, left & right selects which set of the 3 data displays is currently selected.
  3. hit down on the dpad at any time to complete an action on the currently selected set of values, for certain sets of values. For example if the currently selected display is set to player location, this will warp the player to the origin on the frame after input. If frame stopwatch is selected, it resets the frame count to 0
when I caused this setup to crash the game I didn't know what I was doing, so I have no idea how to replicate what happened to crash the game.​
I got the impression the parts of this menu screen just aren't implemented yet, in which case, my apologies for posting about it
  • turning off boxes, barrels, or capsules in the additional item switch screen does nothing.
  • invisible items causes all projectiles to be invisible. This doesn't seem like a bug, it basically just turns Falco's lasers, along with everyone else's projectiles (mentally) into Sheik needle variants which is terrifying.
  • bomb rain does nothing
  • items still disappear when thrown a bunch when 'items never disappear' is enabled. This is semantics as they stay around forever if you don't touch them.
  • containers will sometimes still explode with container explosions disabled. to reproduce just turn on item rain, turn on one item, put a bunch of cpus on a stage, and watch as every so often a container explodes.
  • using advanced throwing to throw at diagonals results in items like boxes being thrown at a far higher speed than they would have if they were thrown in any cardinal direction. Doesn't actually seem like a bug.
  • because monsters aren't counted towards the item limit, enabling 'rain' as the item frequency, and 'only monsters spawn' results in huge numbers of monsters spawning by the time the match starts, significant frame lag in trying to end the match after the match begins, and freezes the console if the match is not ended soon thereafter.
  • since there isn't a 'no changes' or 'N/A' display in the 'view SD Remix 3.1 changelog' screens, selecting the modifications of a character which has none shows the modifications on the last viewed character with changes. Ex. moving 1 left from Game & Watch to Fox will continue to show Game & Watch's character changes. This results in player confusion in an otherwise amazing feature of the training pack.
      • captain falcon's SD remix changes, or the fact that he has a shine, isn't documented. Side note: falcon with a shine is hilarious. *YES!*
  • 'RGB Color viewer' preview's modification of the debug menu background persist as the menu background until 0 0 0 is previewed or the game is reset. I actually think this is really cool
This seems to have improved since beta 3, since in that version tracks would play occasionally back corrupted, sometimes not stop playing once the match ended, or on occasion crash the game. Those behaviors have not been observed in 4 so far, so I'm not noting them beyond this little paragraph.
  • custom 'new' tracks will, on occasion, cut off partway into playback, this seems to be a property of a few specific tracks but I haven't put in work to figure out which ones, since I disabled music while testing other things.
  • some of the 64 tracks seem to be far louder than the stock music. This is subjective, if I had the proper resources at hand I'd calculate rms dB vals for stock vs custom music off the console but that seems like a lot of work just to say it objectively is louder, and I have the music disabled anyway, so I'm not doing it in the foreseeable future.
way more stable than previous versions of 20XX, I haven't actually finished a single player mode game (Classic/Adventure/All-Star) in this version of 20XX though, without ragequitting, losing, or the game crashing, so I don't have much to go on beyond an illusion of stability.
Also, it's a natural extension and expected given what one toggles, but disabling targets, then loading a target test level in single player, then l+r+a+start-ing out of it (or SDing) sets impossibly low completion times for that character's target test. This isn't a bug, just frustrating to forget when I accidentally set a sub-one-second target test record.
  • whenever they're implemented, since the AI overrides are mutually exclusive, maybe it'd be better to use a selection menu the way l+dpad changes the float overlay values in the reworked debug menu. This would free up the other L/R+dpad actions for other things, and would allow visual feedback on what ai mode has been engaged beyond the AI's behavior.
btw, I love the mod and find the whole thing amazing and useful as hell.

edit: grammar
 
Last edited:

SinsOfApathy

Smash Journeyman
Joined
Feb 24, 2015
Messages
474
NNID
Psion312
Just FYI, the Master Hand on P3/4 is an issue related to using Master Hand. I'm not sure if we ever had a patch for that. The same issue occurs if you're using Vanilla Melee and perform the Master Hand Glitch.

using advanced throwing to throw at diagonals results in items like boxes being thrown at a far higher speed than they would have if they were thrown in any cardinal direction. Doesn't actually seem like a bug.
Likely the physics engine. The Source Engine and many others are known to do it with diagonal movement, since it combines Up+Side velocity.
 

Achilles1515

Smash Master
Joined
Jun 18, 2007
Messages
3,211
Location
Cincinnati / Columbus OH
I met DRGN at G3 and he convinced me to sign up on smashboards and post about all the things I've noticed in the latest 20XX betas, so here goes. Everything I've tested and have notes on I've put in spoiler tags to avoid creating a massive tl;dr post. Also, I'm trying to avoid things you guys have seen XX times, like 'where are the cpu codes' and the wavedash color overlays menu crashing the game. Everything noted was discovered or reproduced using 20XX 4.0 beta 4, on a Wii, with the game loaded using Dios Mios. The md5 of the iso I built and tested all of this is: af6324fd0be4805b2ec1475e04dac269. Note the md5 will be different because I changed the file header from GALE01 to GALEXX, and changed the game description string. If needed, I can reproduce all this on a plain 20XX image. I also deleted all previous 20XX saves from the memory card used before running beta 4.

Certain things I'm going to point out were also reproduced or observed on other people's hardware/images of beta 4 while at Genesis 3.

This is not meant to be an exhaustive list, just things I've jotted down in the past few days, based on what I've encountered in the past.

these are minor and aren't really issues in as much as they're notes.
  • Pokemon Stadium (No Transformations) isn't light blue as advertised.
  • item spawn locations aren't set or are offstage for most of the hacked stages
  • the 3rd page's stage previews are incorrect for the following stages: Green Greens, Hyrule Temple, Great Bay, 'Custom Platform Battlefield' which is Brinstar, and Fourside. All of these spawn the stage that would be in the slot on the standard stage select screen.
  • The AI glitches out on two hacked stages, Mount Olympus and Hyrule Castle. By looking at the AI objective (the colored orb that shows where they're going to) in debug mode, the AI gets no objectve on Mount Olympus while the player is standing on either of the side platforms (during singles, 1 player vs 1 cpu), and therefore doesn't move. Using the same technique on Hyrule Castle, the AI will inconsistently lose any notion to recover properly (the objective marking orb, while it properly displays the light gray indicator showing the AI intends to recover, seems to remain at the feet of the AI character itself as it falls, so the AI never attempts to return to the stage), or sometimes loses any objective, when knocked off the left side of the stage. The Hyrule Castle ai's recovery glitching can be reproduced fairly easily by throwing an AI player off the left side of the stage repeatedly, with random DI on.
  • character color selection for all the z-alternates (except for sheik) don't bound the skin selection properly, which results in the player possibly being able to iterate through arbitrary memory locations (to an unknown end). This allows a player to pick a portrait in a similar way to what one would be able to pick using the non-z form characters via the already known vanilla melee Stock Glitch (ie. if I perform the stock glitch as pikachu, I can get the stocks & portraits of green peach, and b&w kirby; if I switch to crazyhand and mash x, these are the portraits the game cycles through, followed by seemingly endless portraits of azure yoshi). However, unlike the stock glitch, the stocks in-game are still those belonging to the appropriate character, so only the character portrait seems to change. For example, if I change Pichu to Masterhand, then tap X to change the character color, it cycles through the actual pichu skins, through golden roy, then seemingly endless waves of light blue yoshi.
  • spamming SD remix/PAL selectors (with the dpad) and rapidly selecting master/crazyhand and tapping Z freezes the console. I did not try to narrow down why.
  • as a general UX thing, players can't tell what skin mod (metal/etc) they have once they pick SD Remix/Pal versions of a character, as the purple w/ red accent panel/yellow with cyan have priority in the portrait background. This could be improved (if possible) by only drawing the upper or lower triangular half of the rectangle when showing SD/PAL have been selected. This isn't a bug it's just a suggestion based on having to explain what's going on every time it happens when friends of mine first touch the 20XX betas.
  • while it's documented in the debug screen, and fairly easy to explain, the dpad modifiers to the select screen could be shown somewhere on the select screen itself. I, myself, find this note to be fastidious, though.
  • while a human player can pick master hand or crazy hand, they can only be controlled by player 3 and player 4 respectively, and any human player's selection of those characters will be controlled by those respective controllers. CPUs can control themselves just fine.
  • going to the item select screen seems to hang the game sometimes. This might be related to my having various item codes on, but I haven't done anything at this time to isolate which might cause it or whether it can be reproduced consistently
  • save state feature isn't exactly buggy most of the time, but it's janky.
    • using it repeatedly within a short timeframe (ie. while practicing tech chases or edgeguards), or spamming it, can result some weirdness, like characters inheriting high speeds, or being warped to incorrect locations even without things in their way. Sometimes when the characters are warped to an incorrect location it's extremely high above the stage or outside/at the death barrier.
    • any physical barrier, including fall-through platforms, prevents the characters from being moved to their restore point. this isn't an issue just a note.
    • it crashes the game at random, which more often than not has happened when codes are accidentally left on during friendlies and someone taunts using left or right. Personally, because of this, I just disable codes during friendlies and use the start menu codes to enable them only as needed for certain features.
  • if the 'p2 percent becomes max damage' code-toggle is used, the damage cap persists after the game ends & will continue to persist until the toggle is used again to disable it. This isn't really a glitch or bug, just something that should be noted somewhere.
where's the documentation? The reworked debug menu has some of the coolest features for investigating melee, especially with the float overlay mods. Using toggles to view what the AI is doing, etc, has also been amazing. The debug screen, coupled with the rest of 20XX's ranges of features really sells me on using it for practice.
  • interacting with certain float display options has, on occasion, crashed the game. I wasn't familiar with the tool when I observed the crashes but the process for interacting with them is pretty simple
  1. hit x+dpad-right to bring up character data floats, repeat to cycle through players 1-4's data, or back to no information display.
  2. hit L+dpad-right or dpad-left and use up/down to change what each integer/floating point number display, left & right selects which set of the 3 data displays is currently selected.
  3. hit down on the dpad at any time to complete an action on the currently selected set of values, for certain sets of values. For example if the currently selected display is set to player location, this will warp the player to the origin on the frame after input. If frame stopwatch is selected, it resets the frame count to 0
when I caused this setup to crash the game I didn't know what I was doing, so I have no idea how to replicate what happened to crash the game.​
I got the impression the parts of this menu screen just aren't implemented yet, in which case, my apologies for posting about it
  • turning off boxes, barrels, or capsules in the additional item switch screen does nothing.
  • invisible items causes all projectiles to be invisible. This doesn't seem like a bug, it basically just turns Falco's lasers, along with everyone else's projectiles (mentally) into Sheik needle variants which is terrifying.
  • bomb rain does nothing
  • items still disappear when thrown a bunch when 'items never disappear' is enabled. This is semantics as they stay around forever if you don't touch them.
  • containers will sometimes still explode with container explosions disabled. to reproduce just turn on item rain, turn on one item, put a bunch of cpus on a stage, and watch as every so often a container explodes.
  • using advanced throwing to throw at diagonals results in items like boxes being thrown at a far higher speed than they would have if they were thrown in any cardinal direction. Doesn't actually seem like a bug.
  • because monsters aren't counted towards the item limit, enabling 'rain' as the item frequency, and 'only monsters spawn' results in huge numbers of monsters spawning by the time the match starts, significant frame lag in trying to end the match after the match begins, and freezes the console if the match is not ended soon thereafter.
  • since there isn't a 'no changes' or 'N/A' display in the 'view SD Remix 3.1 changelog' screens, selecting the modifications of a character which has none shows the modifications on the last viewed character with changes. Ex. moving 1 left from Game & Watch to Fox will continue to show Game & Watch's character changes. This results in player confusion in an otherwise amazing feature of the training pack.
      • captain falcon's SD remix changes, or the fact that he has a shine, isn't documented. Side note: falcon with a shine is hilarious. *YES!*
  • 'RGB Color viewer' preview's modification of the debug menu background persist as the menu background until 0 0 0 is previewed or the game is reset. I actually think this is really cool
This seems to have improved since beta 3, since in that version tracks would play occasionally back corrupted, sometimes not stop playing once the match ended, or on occasion crash the game. Those behaviors have not been observed in 4 so far, so I'm not noting them beyond this little paragraph.
  • custom 'new' tracks will, on occasion, cut off partway into playback, this seems to be a property of a few specific tracks but I haven't put in work to figure out which ones, since I disabled music while testing other things.
  • some of the 64 tracks seem to be far louder than the stock music. This is subjective, if I had the proper resources at hand I'd calculate rms dB vals for stock vs custom music off the console but that seems like a lot of work just to say it objectively is louder, and I have the music disabled anyway, so I'm not doing it in the foreseeable future.
way more stable than previous versions of 20XX, I haven't actually finished a single player mode game (Classic/Adventure/All-Star) in this version of 20XX though, without ragequitting, losing, or the game crashing, so I don't have much to go on beyond an illusion of stability.
Also, it's a natural extension and expected given what one toggles, but disabling targets, then loading a target test level in single player, then l+r+a+start-ing out of it (or SDing) sets impossibly low completion times for that character's target test. This isn't a bug, just frustrating to forget when I accidentally set a sub-one-second target test record.
  • whenever they're implemented, since the AI overrides are mutually exclusive, maybe it'd be better to use a selection menu the way l+dpad changes the float overlay values in the reworked debug menu. This would free up the other L/R+dpad actions for other things, and would allow visual feedback on what ai mode has been engaged beyond the AI's behavior.
btw, I love the mod and find the whole thing amazing and useful as hell.

edit: grammar
Thank you so much! This is great feedback, and contains a lot of things I never noticed (like the Target Test high score issue). I'll try to address some of these things individually later. I'm super jealous you were able to attend Genesis (and meet DRGN!). Welcome to Smashboards!
 

SinsOfApathy

Smash Journeyman
Joined
Feb 24, 2015
Messages
474
NNID
Psion312
Thank you so much! This is great feedback, and contains a lot of things I never noticed (like the Target Test high score issue). I'll try to address some of these things individually later. I'm super jealous you were able to attend Genesis (and meet DRGN!). Welcome to Smashboards!
Just a thought, but you should do a Github or Redmine, even if it's just for issue reporting in an empty repo with a README for formatting. Keeping a separate issue for each bug.

It actually works pretty well for that ProjectM CC thing from what I've seen, as far as compiling issues go.
 

J⩓мє

Smash Apprentice
Joined
Jan 21, 2016
Messages
77
Thank you so much! This is great feedback, and contains a lot of things I never noticed (like the Target Test high score issue). I'll try to address some of these things individually later. I'm super jealous you were able to attend Genesis (and meet DRGN!). Welcome to Smashboards!
Thank you! I live about an hour away from where it was held, so I was really lucky when it came to the location.

Just FYI, the Master Hand on P3/4 is an issue related to using Master Hand. I'm not sure if we ever had a patch for that. The same issue occurs if you're using Vanilla Melee and perform the Master Hand Glitch.
.
ah. That makes sense. As it stands it's kind-of hilarious to set up the general codes so that 5 crazy hands are controlled by one person.

Likely the physics engine. The Source Engine and many others are known to do it with diagonal movement, since it combines Up+Side velocity.
yeah. it might be getting something like √2 the speed it should. I'll definitely be messing around with it since it makes casual ffa gameplay with friends a lot more entertaining, because of the increased options.

A lot of the things in this mod make it so I can have a lot of fun with friends who don't play melee competitively on top of having some of the most powerful training resources I could think of.

Just a thought, but you should do a Github or Redmine, even if it's just for issue reporting in an empty repo with a README for formatting. Keeping a separate issue for each bug.

It actually works pretty well for that ProjectM CC thing from what I've seen, as far as compiling issues go.
I used to use Redmine at my old job, it's really good for managing projects even if they get complicated or rather big. I kinda got spoiled on it and now I occasionally romance the thought of getting a small redmine DO droplet to keep myself organized.
 

Vegerot

Smash Apprentice
Joined
Nov 3, 2013
Messages
86
Location
Baltimore, Maryland
For the 4.0 Action State color overlay menu, all the actions states should be in alphabetical order.

Also, could we set the same color for multiple states? There are 5 different types of hitstun. IIRC in 20xx 3.02 we could set one color to be all of those. But in 4.0 I am unable to set the same color for different hitstuns.
 
Last edited:

jacob91

Smash Cadet
Joined
Feb 4, 2005
Messages
39
I figured out the Falco issue I was having, if anyone is interested. It underlines a minor oversight in the beta. Individual characters toggled to SD remix alternates will remain their SD remix alternate even if the toggle is turned off, you have to manually go back to the debug menu, turn the SD remix toggle back on, toggle the character off, then return to deactivate the toggle to fix the issue. No biggie, can't believe I overlooked it. I love it.
 

Stormghetti

Smash Journeyman
Joined
Aug 23, 2015
Messages
400
Location
Europe
Slippi.gg
STRM#798
NNID
Stormghetti
I figured out the Falco issue I was having, if anyone is interested. It underlines a minor oversight in the beta. Individual characters toggled to SD remix alternates will remain their SD remix alternate even if the toggle is turned off, you have to manually go back to the debug menu, turn the SD remix toggle back on, toggle the character off, then return to deactivate the toggle to fix the issue. No biggie, can't believe I overlooked it. I love it.
Really? Wow, achilles must fix this because I can't train Falco like that (and the coding for SD Remix too).
 
Last edited:

Res

Smash Rookie
Joined
May 5, 2014
Messages
5

Achilles1515

Smash Master
Joined
Jun 18, 2007
Messages
3,211
Location
Cincinnati / Columbus OH
Hey so I have a question about loading 20XXTE with 4.04 at the same time. I was using this guide: https://www.reddit.com/r/SSBM/comments/3uqg1j/guide_getting_20xx_te_to_work_with_nintendont/ going into dolphin and replacing the save file with 20XXTE and loading it back into nintendont, but every time I do that, it just says that there is no save file for melee and prompts me to create a new save file. Any fixes that might help?
They cannot be loaded at the same time due to conflicting code areas. Beta04 and TE save files can be present on the same memory card.
 

Res

Smash Rookie
Joined
May 5, 2014
Messages
5
Ohhhh, coexisting with the TE save file means that they can both be on the same card, for some reason I interpreted that as being able to load both at the same time, my bad
 

J⩓мє

Smash Apprentice
Joined
Jan 21, 2016
Messages
77
Hello,
is it normal that bots do not jump right after hitstun has ended?
can you clarify? Are you saying bots should jump the instant hitstun ends for them? That isn't realistic since, if two experienced melee players are playing, if one player consistently jumps as soon as hitstun ends their opponent will punish the hell out of them for it.

it's even listed in the SSBM tutorials video for 'Biggest Noob Mistakes' https://youtu.be/MYN_OFUoCAY?t=44s
 

thf24

Smash Cadet
Joined
Dec 23, 2015
Messages
27
I see handicap has been replaced by "stock control" feature in Beta04; is handicap still present in another spot, or will it be back in future versions? I used it for a good chunk of my daily practice routine.

Also, what is stock control intended to be used for?
 

J⩓мє

Smash Apprentice
Joined
Jan 21, 2016
Messages
77
beta 4 minor bug:
I'm going to start with an example of how to reproduce it then describe the bug more in depth afterwards:
  1. since you want to practice the Bowser vs Giga Bowser MU after your Bowser got 4 stocked, on stream, at a major, by Azen's pocket Giga Bowser, start 20XX 4.0 beta 4
  2. once the character select screen loads, cursor your token over bowser and hit Z to toggle the character slot to giga bowser
  3. put a cpu from any of the 4 player slots onto giga bowser
  4. cursor your token over bowser again and hit Z to toggle the character to bowser and select him
  5. hit start, select any stage, & practice the matchup for a while
  6. get discouraged after losing to a level 1 cpu and ragequit
  7. when you come back to the character select screen the Giga Bowser AI player slot will be closed (showing N/A)
This occurs with any toggled character after leaving the character select screen for any reason (ie, Popo & ICS, sheik & zelda, wireframes & their respective OCs). Basically, it seems like if a character no longer has a slot on the select screen (like from being z-toggled to another character), & all player/CPU slots with the toggled-off character selected will disappear (be closed) if the character select screen is reloaded for any reason. For some reason, sometimes, if you toggle the character back, then reload the character menu, characters which have disappeared from this bug will return. However, I haven't figured out the specific circumstances under which the characters return on their own like this, vs being permanently (read: until someone selects another character on that slot) turned off by this bug.
Nothing prevents a player from re-selecting the same z-toggle matchup again.

minor suggestion:
if SD Remix/PAL toggles were per-character-slot people could play PAL Fox vs NTSC Fox, etc. This is a ****s&giggles thing and there really are no major or pragmatic reasons to do this, like for training purposes, as none of these matchups would ever occur in any bracket.
 

J⩓мє

Smash Apprentice
Joined
Jan 21, 2016
Messages
77
I see handicap has been replaced by "stock control" feature in Beta04; is handicap still present in another spot, or will it be back in future versions? I used it for a good chunk of my daily practice routine.

Also, what is stock control intended to be used for?
you can manually give characters the same effect they would have with vanilla Melee's handicap by setting their offense/damage ratios under the 20XX debug menu > General Codes > Vs Melee Player Flags

Personally I use stock control to practice not getting hit by cpus/crappy players, since I can't take 9 stocks and not lose one if I'm trading or spacing poorly. I could see it being useful for Crew Battles or for actually adjusting for player skill (as handicap is supposed to) since modifying offense & damage properties significantly changes aspects of the game to be unrealistic compared to what one would encounter in regular tournament-legal gameplay. That is to say, while I've used handicap to study knockback scaling, I'm not going to have a friend hop on handicap 9 ganon to practice my matchups against Ganondorf, since that'd be silly.

Edit: if you're using handicap to practice pillaring/shield pressure/etc setting your offense ratio to be low and he opponents damage ratio to be low should be sufficient.

Edit 2: while I might seem to be arguing against handicap, when I first booted up 20XX I had the same questions you did, and it took me a while to explore the modifications to get what I needed, so it's something I sympathize with.
 
Last edited:

ssbmfez

Smash Rookie
Joined
Jan 23, 2016
Messages
1
The 20XX Melee Training Hack Pack 3.02

[20XX Start Menu by Qual_]


Latest Version

4.0 Beta04


Xdelta Patch (From vanilla 1.02 ISO to 20XX Beta)
http://smashboards.com/threads/the-...date-4-0-beta03.351221/page-125#post-20571074

Root Files (includes all the game files, use GCR to load the extracted root folder and then rebuild the ISO)
https://www.mediafire.com/?ety5afux1xdy98a

Note: In-game CPU toggles have not been added back to version 4.0 yet. If the button combination has been performed in-game, the CPU will just stand in place doing nothing.




3.02 Released 11/03/14


20XX Melee Hack Pack 3.02 File Replacements (with Instructions).zip
  • 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.

~UPDATE~ 3.02 Change List

Affected Files:
  • Start.dol
  • TyWtCat.dat (Termina Great Bay Hack)
  • MnSlMap.dat (Hacked Stage Select Screen)

Bug Fixes
  • Matches with Items enabled no longer freeze Rainbow & Custom Color Final Destination and Custom Platforms Battlefield.
Additions
  • New stages added to the Hacked Stage Select Screen!
    • All-Star Heal
    • Bonus: Race to the Finish [Classic]
    • F-Zero Grand Prix [Adventure Mode]
    • Escape from Brinstar [Adventure Mode]
    • Termina Great Bay Hacked [Milun]
    • Target Test Stages!
      • Choose which character's Target Test Stage is to be loaded in the Stage Codes Menu.




  • Target Stages Never End
    • Enabling causes any Target Stage match to no longer end when all 10 targets have been hit.
  • Disable Screen Rumble
    • Screen does not shake during matches. This happens during events like dying, throwing, landing a strong attack, etc. It's subtle, but when you disable it, you notice it immediately. In a good/cool/smooth way. It makes you see the game in way you never have before.


(20XX v3.01) - 10/19/14

Bug Fixes
  • If Hacked Stages was loaded as being ON from bootup, Brinstar lava and Corneria ships/gun would still be on.
  • Deleting a name tag would remove characters from an 8+ character name tag one slot higher.
  • Creating a new name tag on the CSS would ignore the Rumble flag for that player and always default the name tag to Rumble off.
Additions
  • "Random" is Default Highlighted on the Stage Select Screen
  • CSS Hand Cursors Default to the HMN/CPU Button
    • Small Bug: After creating a new name tag from the CSS, the player port will be switched to a CPU.
  • Tournament Mode now replaces Fixed Camera Mode
  • Disable CPU Taunting

  • Debug Menu Toggles:
    • General Codes --> Custom Shield Color
      • Create your own shield colors for all players!
    • Character Codes --> DK - Always Full Punch
    • Character Codes --> Peach - Always Pull Specific Turnip/Item

  • SNES Alternate Costume for normal C. Falcon!
    • Cyborg Ninja has been removed.



Removals
  • Link/Young Link Super Boomerang Jump
    • It did enable the superjump but caused other unwanted side effects as well when the boomerang was caught.
  • Cyborg Ninja alt costume, as stated above.

Planning to update this later.
(20XX 3.00) - 9/28/14
20XX 3.00 Download Link
(20XX v2.07)


(20XX v2.06)
Download Link with Instructions
- P2 CPU has an increased chance of hard DI'ing throws left/right.
- P2 CPU get-up attacks after a missed tech less often.
- Added the ability to make 8 character name tags [see the feature list below].
- Flash red on unsuccessful l-cancel is now a separate toggle in the Debug Menu, termed "FLASH NO L".
- The Debug Menu toggle "COLORS" now makes characters turn purple in shield stun and teal in hitstun.
- Teal hitstun overlay does not go into affect if the attack the character was hit with induces a color tint of it's own (e.g. shine, Falcon punch...elemental attacks).​
- Default game time limit set to infinite. (This is not the stock game timer, which is still set to 8 minutes)
- In-game code toggles now work when matches are started using d-pad up at the CSS.
- Disable KO star reset upon exiting the CSS is fixed and now works again.

- Load Save State is now D-Pad Left
- This change was made to hopefully avoid accidentally saving/loading a state when you are trying to do the opposite action.​
- Infinite Shield toggle is now D-Pad Down

(20XX v2.05)
Download Link with Instructions
- P2 CPU no longer Smash DI's hits.
- P2 CPU has an increased chance of teching.
- Easter Egg button activator is changed to holding A+B instead of just A at the start of a match.
- Unrestricted pause camera.
- New 20XX start screen (compliments of Qual_).

(20XX v2.04)
Download Link with Instructions
- Adds a toggle to the debug menu, termed "COLORS", that will make characters turn white during shield stun and flash red during an unsuccessful L cancel.
1 = Colors OFF (default)
2 = Colors ON
- Pressing d-pad down on the stage select screen no longer causes the game to freeze.
- Loading a save state when one has yet to be stored will no longer cause the game to freeze.

Variations that I have made for others:
20XX 2.04 - Rumble default ON.dol


(20XX v2.03)
Download Link with Instructions
- Adds a toggle to the debug menu, termed "INGAME OFF", for turning in-game button activator codes completely off.
1 = In-game code toggles ON (default)
2 = in-game code toggles OFF
3 = 1
- Fixes a bug that would cause the game to freeze if a P2 action toggle was executed when P2 was not present in the game.

(20XX v2.02)
Download Link with Instructions
- Fixes the bug where the game would not load a stage if P2 wasn't present in the match.
-Fixes 1P mode and force loading the SSS to play by yourself.​

- Boot to Character Select Screen removed. Better compatibility with Stage Striking and Random Stage Select.

(20XX v2.00)
Download Link with Instructions

FREQUENTLY ASKED QUESTIONS:
Have a problem (not install-process related), comment. or bug you would like to post about? Check the FAQs first!
GUIDES:
Wii Modding Guide - From vanilla Wii to hacked Wii with 20XX - Hectohertz <use this if trying to setup from scratch!>

Loading the 20XX Hack Pack via USB - Jackmorgan8
How to Play Gamecube Backups on a Wii U or Newer Wii - DoctorKirby

Video Instructions for Creating the 20XX ISO - Beanwolf
Video Instructions for Creating the 20XX ISO (Concise Version) - smoke070
Mac Installation Instructions - Waterdr1nker

Modify a Hacked Wii to Boot Straight to the Homebrew Channel (Goodbye, Wiimote!) - Achilles

If anyone is curious, I boot via SD card. Class 10 (fast) SDHC cards are a good option.

This method will work with replacing any single file that is smaller than or equal to the original file size of which it is overwriting.


In GCR,
1) Image --> Open --> Load your Melee ISO
2) Search the game filesystem for the file to replace and choose Import --> navigate to the new file.
    • The DOL file is located in the "&&SystemData" folder in the ISO filesystem.




The Complete 20XX Hack Pack 3.02 Feature List
(SSBM version 1.02 only)

  • DO NOT play on Japanese Mode.
  • DO NOT view trophies.
  • I cannot guarantee that Classic, Adventure, or All-Star Mode will not freeze.
    • Many trophy files have been replaced with alternate costumes. If the game tries to load one of these trophies to drop in-game, it will surely freeze.

General Modifications

Custom 20XX Game Banner [Achilles]

Memory Card Saving Compatibility [Achilles]
  • Debug Menu toggles are loaded on boot-up and saved to memory card after leaving the Debug Menu.

Boot to Character Select Screen [InternetExplorer, Achilles]

Default Tournament Settings [Magus, et all]
  • 4 stock, 8 min stock timer, infinite time for timed matches, items off, tourney legal stages on random select, friendly fire ON, rumble OFF for all players, deflicker off.

Unlock All Characters and Stages [Standardtoaster, JMC, Achilles]
  • All characters and stages will be unlocked.
  • Special messages that would normally appear with unlocking these items have been removed.

Normal C-Stick Functionality in 1P Mode [Zauron]

Normal C-Stick Functionality in Develop Debug Mode [Magus, Achilles]

Unrestricted Pause Camera [Achilles, strikebowler585]
  • Camera can zoom "indefinitely" out and can rotate around 360 degrees.
"Random" is Default Highlighted on the Stage Select Screen [Jorgasms]

CSS Hand Cursors Default to the HMN/CPU Button [Achilles]
  • Small Bug: After creating a new name tag from the CSS, the player port will be switched to a CPU.

Disable Trophy Spawn on "Snag the Trophy" Bonus Stage [wParam]
  • The only permanent stage modification in the pack.
  • Makes the stage playable in VS. Mode.
  • Affects Classic Mode as well.
20XX Closed Player Port Texture [Achilles]
  • File is MnSlChr.usd in the File Replacements Pack.
  • If you do not want this texture mod:
    1. Remove MnSlChr.usd from the File Replacements Pack and rebuild your ISO.
    2. -or- if you already have the ISO made, extract the MnSlChr.usd from a vanilla SSBM ISO and then use that file to overwrite the one in your current ISO.
Debug Menu Replaces Tournament Mode [Magus, donny2112, SypherPhoenix, Jorgasms]
  • Texture mod included to change the menu text.
  • Tournament Mode now replaces Single Button Mode.
Hold A+B for Salty Runback [InternetExplorer]
  • Hold A+B at the end of a match or during a ragequit and the match will be immediately restarted on the same stage, with the same characters.
---> gif <---
Disable Name Tag and KO Star Reset Upon Closing a Character Port [Ato]
---> gif <---
Disable KO Star Reset Upon Exiting the Character Select Screen [Todd Benney]
---> gif <---
Stock Dependent Revival Platform Colors [Achilles]
  • Only active in stock VS matches.
Stage Select Screen Color Modifications [Achilles]
  • Color borders have been added to show [generally accepted] tournament stage legality.
    • Top = Singles/Bottom = Doubles
    • Green = Starter
    • Yellow = Counterpick
    • Red = Banned

  • Past Stages Dream Land, Yoshi's Island, and Kongo Jungle have new icons that actually show the stage.
  • Pixelated background textures have been removed. Looks much cleaner now! [The Realest]
Stage Striking [Sham Rock]
  • Project M esque stage striking available on the Stage Select Screen.
  • Y Button = Strikes all stages except those currently on the random stage toggle.
  • X Button = Strikes currently highlighted stage.
  • Z Button = Unstrikes all stages.
---> gif <---
(This gif is old. Striked stages are now black instead of white.)

Disable CPU Taunting [Achilles]
  • Works for all CPUs

Disable P2 CPU Sheik --> Zelda Transform [Achilles]
  • If P2 CPU started the game as Sheik, transforming into Zelda will be disabled.
    • As soon as Sheik starts to transform, she will be immediately put into the "Wait" action state which interrupts the transform.
    • I think if she tries to transform while airborne, she will teleport to the ground - I haven't done a whole lot of testing with this, but I think I remember that happening.

P2 CPU Jumps Out of Hitstun [Achilles]
  • It is not a frame perfect jump most of the time, nor does it always occur, but jumping will generally be the first thing the P2 CPU will do out of hitstun.
P2 CPU Random DI and Tech Options [Achilles, Stratocaster]

P2 CPU will:
  • Randomly DI attacks.
    • CPU will not smash DI (or else the DI becomes very unrealistic).
  • Randomly tech and sometimes not tech.
  • Random get-up from missed tech (all options including get-up attack).
    • Timing mixups with this.
  • Fox/Falco will shine --> wavedash in place after teching/not teching.
    • I added a check in there so that they do not do this if they are by the edge of the stage, such as if they tech-rolled to the edge. Doing a shine --> wavedash in place would cause them to suicide (we've all done this before...).
    • Will occasionally double shine as well.
---> gif <---


20XX Custom Debug Menu
20XX Custom Debug Menu [Achilles]
  • All players can control the debug menu. [wparam]
  • Hold R to turbo (fast-scroll) menu items! [wparam]
  • Menu selections are saved to memory card after exiting the Debug Menu and loaded upon boot-up.


Memory Card Load
  • Not currently used.
  • Placeholder for future.

In-Game Code Toggles
  • Toggle ON/OFF the ability to use in-game code toggles which are outlined further down in this post.


Spoof Controllers > [Achilles]
  • Makes the game think a controller is plugged in for a specific player port.
  • Spoof controllers available for all player ports.
Use this to make human players without having a physical controller plugged in.


Animations > [Achilles, Akuryu]
  • Brings up a sub-menu for toggling:
    • Characters Face Forward
    • Posing Characters
  • Just fun/interesting things.

Custom Shield Colors > [Achilles]
  • Create custom shield colors for all players!
Control All Humans [Achilles]
  • The player that this toggle is switched to will simultaneously have full control over every human character in a match.
Use in conjuction with Spoof Controllers.

Skip Results Screen [Sham Rock, Achilles]
  • Results/Victory Screen after exiting a match will be skipped.
  • KO Stars = Games Won
Widescreen [InternetExplorer]

Random Stage Music [Sham Rock]

Disable Screen Rumble [Achilles]
  • Disables the screen from shaking in a match.
    • This happens during events like a strong hit, throws, missed techs, Pokemon transforming, etc.


Rainbow Final Destination [Achilles]
  • Final Destination will dynamically change colors in rainbow fashion.

Custom Final Destination Color > [Achilles]


  • Choose your own static Final Destination color!
  • Choose red, green, and blue color values between 0-255.
  • Rainbow FD will take priority over this option if they are both turned ON.

Custom Battlefield > [Achilles]


  • Sub-menu for creating custom Battlefield platform heights!
  • To play on your custom stage, toggle ON Hacked Stages at the CSS, and then choose the new Battlefield icon that was previously Brinstar Depths.
    • The default Battlefield is completely unchanged.
Note: This only works in a multiplayer versus match. Custom BF plats do not work in Training Mode at the moment.
Set a platform at a height of -0.10 to remove it from gameplay.





Target Test Stage [Achilles]
  • The Break the Targets stage chosen on the Hacked Stage Select Screen will be the character's stage that is chosen with this option.
Target Stages Never End [Link Master]
  • Enabling causes any Target Stage match to no longer end when all 10 targets have been hit.
Disable DL64 Wind [Zauron]
  • Whispy Woods will never blow wind.
Disable FoD Fountain Jets [Zauron]
  • Side fountain jets and platforms are removed from Fountain of Dreams.
Disable Yoshi Shy Guys [Zauron]
  • Shy Guys on Yoshi's Story will never appear.




Endless Friendlies [Achilles]
  • After a match ends, another one will be loaded immediately without having to press any buttons.
    • Stage is chosen from the random stage list.
  • Ragequit to get back to the Character Select Screen
  • Salty Runback still works with this mode.
<RANDOM CHARACTERS>
  • Optional additional feature.
  • Each player can select up to three characters to have the game randomly choose between before starting the next match.


Color Overlays [Achilles, InternetExplorer]
  • Characters will turn different colors for specific action states they are currently in.
  • Individually toggle action state color overlays ON/OFF for when the code is active!
Note: I have noticed that teal hitstun overlay does not work correctly on u-throws and elemental attack effects take priority over the color overlay.



Flash Red on Unsuccessful L-Cancel [Achilles]

Flash White on Successful L-Cancel [InternetExplorer]
  • Can be used at the same time as "Flash Red..."

Auto L-Cancel [Achilles]
  • Every aerial attack is automatically L-Cancelled.

Frame Timing Window [Achilles]
  • Gives the ability to change the timing window used for L-Cancelling.
  • Default value is 7 frames (before landing, that L/R/Z must be pressed).
    • Increase this number to make it easier to L-Cancel.
    • Decrease this number to make it harder to L-Cancel.
My thought with this is that practicing L-Cancelling with a 3-4 frame window will make L-Cancelling, when playing normally, seem twice as easy.

N64 Mode [Achilles]
  • Zero landing lag after L-Cancelling.
    • Similar to Z-Cancelling in Smash 64.

Disable Tap Jump [Achilles]
  • Jumping with the joystick will be disabled.
  • Toggle on a per player basis.

Neutral Spawn Points [Achilles, Jorgasms]
  • Spawn Points for legal stages are modified to be in neutral locations.
  • Works for Singles and Doubles.

Dual 1v1 [Zauron, Achilles]

From Zauron (Original Code Creator):

This code allows simultaneous 1v1 matches to be played. All 4 players can play at once, but each "set" of 1v1 players can't directly interfere with the other fight (beyond things like messing with the camera, edge hogging, or "nudging" players).


To Use:
  1. Turn Friendly Fire to OFF.
  2. Switch to Team mode and set the team colors so that each set of players that should fight each other are the same color.Players will only be able to hurt other players set to the same team color.
  3. (Optional) Switch Team mode back off so players can switch to whatever costume they want.
  4. Start the match
Debug Menu Toggle:

OFF = Everything is totally normal and friendly fire being OFF acts the same as it would in vanilla.
WINNERS = Dual 1v1 ON.
  • The moment both set of 1v1's ends:
    • The in-game friendly fire value is switched so that those winners can attack each other and finish out the match.
WINNERS+ = Dual 1v1 ON.
  • The moment both set of 1v1's ends:
    • The in-game friendly fire value is switched so that those winners can attack each other and finish out the match.
    • The winner's from each 1v1 will have their percents reset to 0 and stocks set to 2.
      • So they get to play a little "mini-match".
Important Note:
Even if Dual 1v1 is ON, normal competitive 2v2 matches (with friendly fire ON) are completely unaffected and can be played normally without turning Dual 1v1 OFF in the Debug Menu. So Dual 1v1 only comes into play if:
  1. The debug toggle for it is ON
  2. The match is started with friendly fire OFF

Combo Count as Timer [Achilles]
  • The match timer will function as 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.
  • 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.
  • This function will be applied in all Game Modes, so be sure to turn it off if you want to play a mode that uses the timer in a meaningful manner.
Frame Counter [Achilles]

Check out the instructional video below!


Rolling Forces Death [InternetExplorer, Achilles]
  • Original code has been modified to only apply to humans, not CPUs.
Always Bomb Rain [Achilles]
  • Bombomb rain used in Sudden Death mode will be enabled.
Note: Even with bomb rain ON, bombs will never drop for the first 20 seconds of a match.


<SAMUS>
B + Z Fires Slow Charge Shot [Achilles]
  • Fires at 25% speed.
  • An interesting mix-up.
<MARTH>
Sword Swing Colors
[Achilles]
  • Toggles Costume Dependent Marth Sword Swing Colors.
  • Color 1 of Marth's sword swing is changed on a per costume basis.
    • Blue costume [default] = Default swing color (teal)
    • Red costume = Red swing color.
    • Green costume = Green swing color.
    • White costume = Light purple swing color.
    • Black costume = Gold swing color.
<LUIGI>
Always Misfire [Achilles]
  • Brings a Lvl. 9 Luigi to a whole new level...Try playing three of them!

<DK>
Always Full Giant Punch
[Achilles]
  • No wind up animation at all. Just straight haymakers.

<BOWSER>
Flame Cancel [Achilles]
  • Enables the Flame Cancel glitch from SSBM version 1.0 /1.01.
    • Start-up lag is cancelled when landing.
<PEACH>
Always Pull (Specific Turnips/Items)
[Achilles]
  • Toggle Peach to only pull a specific turnip type or Mr. Saturn/Bomb/Beam Sword.
  • "Default" is normal turnip pulling.
Debug Level
  • This is the same vanilla Debug Menu toggle for switching the game level. Only use "Master" or "Develop".
    • Master - default, regular game.
    • Develop - adds button activators for various functions while playing a match.
      • Some of my codes interfere with these built-in toggles and may cause problems/freezing.
      • Frame Advance and Action State Display still work, which are amazingly helpful tools for figuring out frame data.
      • More info.


Character Select Screen Toggles
  • All players can activate these codes.
(D-Pad Up) Force Load Stage Select Screen [Achilles]
  • This lets you easily play versus matches with only one character.
    • Single character matches must be timed! Otherwise, the match will end immediately after starting.
  • Teams matches with only one team color.
  • If no characters are chosen and the game is started, it will freeze.
  • If at least one character is chosen and there is another human slot opened up but with no character chosen, [see gif], Master Hand will show up as their character.
    • Game must be quit out of or results screen skipped. Otherwise, it will freeze at the Winner's Screen.
---> old gif <---
(D-Pad Down) Alternate / Hacked Stages [Achilles]
  • D-Pad down while on the Character Select Screen toggles Alternate and Hacked Stages.
  • If alternate stages is ON, the Stage Select Screen will now look like this:


  • Hacked Stages have an orange border.
    • Note: Majora's Mask, Entei, Goomba, Home-Run Contest, Bonus: Snag the Trophies, Bonus: Race to the Finish, All-Star Heal, Adventure: F-Zero Grand Prix, Escape from Brinstar, Developer "Coffee Shop", Break the Targets Stages!
      • These stages do not have associated text changes on the left side of the SSS.
Battlefield: Custom Platforms [Achilles]
  • More info in 20XX Debug Menu --> Stage Mod Codes, section of this post.
  • Replaces Planet Zebes: Brinstar Depths



Kanto: Pokemon Stadium [Achilles, Jorgasms]
  • No transformations.
  • Blue stage texture.
  • Replace Mushroom Kingdom I



DK Island: Kongo Jungle [Milun]
  • No horizontally moving barrel.
  • No right side rock platform.
  • No Klap Traps.
  • No disappearing log.


Dream Land: Green Greens
[Milun]
  • No Whispy Woods.
  • No bomb blocks.
  • Islands merged center.


Eagleland: Fourside [Milun]
  • Only consists of horizontally moving crane platform and two flat buildings below it.
  • Original stage textures have been modified so the background buildings have less lights on them (not as strainful on the eyes).
  • Similar to Smashville from Brawl.


Hyrule: Temple [Milun]
  • Only the top left portion of the stage remains.
  • Small raised section on left side has been flattened.
  • Cannot drop through or enter thin floor.
  • Similar to Project: M Hyrule Temple.


Lylat System: Corneria [Zauron]
  • No Arwings.
  • Great Fox gun starts off dead, removing the ability for it to be a platform.
    • "Blown up" gun hitbox will remain for one hit and then disappear for the remainder of the match.
Past Stages: Yoshi's Island [Milun]
  • No top platform.
  • No side cloud platforms.
  • Side stage platforms lowered.


Planet Zebes: Brinstar [Zauron]
  • No rising lava.

Termina: Great Bay [Milun]
  • Only the upper platform remains and it is about as long as Final Destination.
  • Turtle moves to the left and right sides.


  • Hacked stages DO NOT permanently replace the original stages. Both versions can be toggled with D-Pad Down on the Character Select Screen!
  • Random Stage Toggle is automatically updated to include the hacked stages when the alternate/hacked stages toggle is ON. Hacked stages are removed from the Random Stage Toggle when the alternate/hacked stages is turned OFF (and changes back to only legal Singles stages).
See this spreadsheet for more hacked stages not included in the 20XX Pack.

---> gif from version 2.0 <---
(Note: The background for this stage has been changed to have less lights on the buildings to make it easier on the eyes.)
(Z Button) Start Game as Extra Characters [Achilles]
  • Hitting the Z Button while highlighting a specific character icon will toggle [semi-permanently] what character actually gets loaded by that character icon, until toggling back to the default character.

    • :bowsermelee: Bowser --> Giga Bowser [G-Bowser] **includes announcer voice**
    • :zeldamelee: Zelda --> Sheik [Sheik] **includes announcer voice**
    • :falconmelee: C. Falcon --> Male Wireframe [M Wirefrme] **includes announcer voice**
    • :peachmelee: Peach --> Female Wireframe [F Wirefrme] **includes announcer voice**
    • :icsmelee: Ice Climbers --> Solo Popo (always) [-blank-]
Tip: Change Zelda to Sheik and move CPU cursor token to Sheik to force the CPU to start the game as Sheik.
---> gif 1 <---
---> gif 2 <---
(L Button) Alternate Costumes [Achilles]
  • Hitting the L Button while a specific character costume is highlighted or selected, will cause the character's Character Select Portrait (CSP) background to change color and will turn the alternate costume ON.
    • If the character is fully selected and the alternate costume is ON, hitting L will turn the alternate costume OFF, but the CSP will not revert back to the default color value. At this point, if you remove your selection token from the character icon, the CSP color will change back to normal (since the toggle is truly OFF).
  • If an alternate costume is turned ON, it is permanently ON until being toggled OFF by a human.
:foxmelee: Fox
Default | 20XX Alternate | Costume Picture
Normal (PlFxNr.dat) | Golden Brawl (TyRoyR.dat) |
[WarriorKnight]
Orange (PlFxOr.dat) | Goku (TyFoxR.dat) |
[RuKeN]
Lavendar (PlFxLa.dat) | Cloud9 (TyFood.dat) |
[Qual_]
Green (PlFxGr.dat) | Ground Mission (TyFire.dat) |
[Hatacatan]


:falcomelee: Falco
Default | 20XX Alternate | Costume Picture
Normal (PlFcNr.dat) | Pink & White (TyMapB.dat) |
[Veggies]
Red (PlFcRe.dat) | SS Falku (TyStar.dat) |
[TheDekuNut]
Blue (PlFcBu.dat) | Shiny Wargle (TyMapA.dat) |
[Steelia]
Green (PlFcGr.dat) | Zombie (TyMapC.dat) |
[DarK LinK -X-]


:marthmelee: Marth
Default | 20XX Alternate | Costume Picture
Normal [Blue] (PlMsNr.dat) | CATS (TyLink.dat) |
[Steelia]
Red (PlMsRe.dat) | Pein (TyEtcE.dat) |
[RuKeN]
Green (PlMsGr.dat) | Hylian Soldier(TyPola.dat) |
[RuKeN]
Black (PlMsBk.dat) | Empire Arcadia (TyEtcD.dat) |
[Anutim]
White (PlMsWh.dat) | Robin (TyMars.dat) |
[TheDekuNut]

:falconmelee: C. Falcon
Default | 20XX Alternate | Costume Picture
Normal (PlCaNr.dat) | SNES (TyMapD.dat) |
[Luddoj]
Grey (PlCaGy.dat) | Batman (TyMapE.dat) |
[RuKeN]
Red (PlCaRe.usd) | LowLandLions (PlCaRe.dat) |
[Anutim]
White (PlCaWh.dat) | Twitch TV (TyRick.dat) |
[Veggies, TerryJ]
Green (PlCaGr.dat) | Green Ranger (TyMew2.dat) |
[WarriorKnight]
Blue (PlCaBu.dat) | Captain America (TySeak.dat) |
[???]

:sheikmelee: Sheik
Default | 20XX Alternate | Costume Picture
Blue (PlSkBu.dat) | Midna (TyPlum.dat) |
[Steelia]
Green (PlSkGr.dat) | Sothe (TyNoko.dat) |
[Steelia]

:peachmelee: Peach
Default | 20XX Alternate | Costume Picture
White (PlPeWh.dat) | Gold & Black (TyMoon.dat) |
[Qual_]
Blue (PlPeBu.dat) | Rosalina (TyMnBg.dat) |
[???]

:samusmelee: Samus
Default | 20XX Alternate | Costume Picture
Normal [Red] (PlSsNr.dat) | Iron Man (TyJeff.dat) |
[God with a Wavebird]
Lavender (PlSsLa.dat) | Dark Samus: Corruption (TyKart.dat) |
[Steelia]

:ganondorfmelee: Ganondorf
Default | 20XX Alternate | Costume Picture
Normal (PlGnNr.dat) | Black & White (TyBalf.dat) |
[Steelia]
Green (PlGnGr.dat) | Toon Ganon (TyCoin.dat) |
[Steelia]

Want different alternate costumes than the default ones listed above?

Head to the Official Melee Texture Hack Thread to find others!
  • Overwrite the 20XX Alternate Costume File, defined in the tables above, in your 20XX 3.0 ISO with a new costume file for the same character color.
Know how to use Photoshop or other image editors?


---> gif 1 <---
---> gif 2 <---
---> gif 3 <---
(R Button) PAL Characters [Achilles]

The following PAL character versions can now be toggled at the Character Select Screen:

:foxmelee: Fox
Properties:
Weighs 75 (All NTSC)
Weighs 73 (PAL)
Abilities:
Can tech out of Falco's Down Throw (PAL)
Moveset:
Down Smash does 15% damage (All NTSC)
Down Smash does 13% damage (PAL)
Up Smash does 18% damage (All NTSC)
Up Smash does 17% damage (PAL)
Up B does 14% damage (All NTSC)
Up B does 12% damage, and travels a distance halfway between Falco's Up B and Fox's NTSC Up B (PAL)

:falcomelee: Falco
Properties:
Weighs 80 (All NTSC & PAL)
Abilities:
Moveset:

Down Aerial spikes during all frames (All NTSC)
Down Aerial weakly sends opponent up and away for the second half of the animation (PAL)
Down Throw allows Fox to tech out (PAL)

:sheikmelee: Sheik
Properties:
Weighs 90 (All NTSC & PAL)
Abilities:
Moveset:

Up Smash tipper does 17% (All NTSC)
Up Smash tipper does 16% (PAL)
Up Aerial does 12%, and has 120 Knockback Growth (All NTSC)
Up Aerial does 10%, and has 110 Knockback Growth (PAL)
Down Throw allows immediate follow-up into most other moves (Trajectory: 80) (All NTSC)
Down Throw only allows immediate follow-up into dash attack (Trajectory: 60) (PAL)

:marthmelee: Marth
Properties:
Weighs 87 (All NTSC)
Weighs 85 (PAL)
Maximum Aerial Velocity 0.90 (All NTSC)
Maximum Aerial Velocity 0.85 (PAL)
Abilities:
Moveset:

Down Aerial functions as a spike (All NTSC)
Down Aerial functions as a Meteor Smash (PAL)

:falconmelee: C. Falcon
Properties:
Weighs 104 (All NTSC & PAL)
Abilities:
Rapid Jab starts automatically after 3 A-button taps, unless canceled (All NTSC)
Rapid Jab will only start after 4 A-button taps (PAL)
Moveset:
Weak Knee (the latter 2/3 of the animation) does 6% damage and has 35 base knockback (All NTSC)
Weak Knee (the latter 2/3 of the animation) does 3% damage and has 30 base knockback (PAL)

*Version difference information taken from this thread by Varist.
  • Press R Button with the selection cursor token hovering over the respective character select icon.
  • When a PAL version is toggled ON, the player's CSP will turn yellow with light blue trim.
    • PAL CSP colors will take priority over alternate costume CSP colors, so you will always know if PAL version is selected.
  • Alternate costumes can still be used with PAL characters, though!
  • An NTSC version of a character cannot play a PAL version of the same character. Just don't even try, it won't work.
  • Also see "Name Tag Hacks" section.


In-Game Toggles
  • All players can activate these codes.
(D-Pad Up) Frame Counter - Freeze P1 [Achilles]
  • This toggle only takes effect when Frame Counter is turned ON!
  • Taunt is disabled when Frame Counter is ON.
  • This toggle causes P1's character to freeze.
    • Only while P1 is frozen, can on-screen percentages be mapped as action state frame counters.
      • See more info for Frame Counter in 20XX Debug Menu --> Gameplay Codes.
(D-Pad Right/Left) "Save State" Store/Load" [Achilles]
  • I use the term "save state" for this code, but it is not a true save state, like one that can be achieved with an emulator.
  • What this code does though, is save the following information for each player currently in the match when D-Pad Right is pressed:
    • Action state
    • Animation state
    • Horizontal velocity (air, self-induced)
    • Vertical velocity (self-induced)
    • Horizontal velocity (attack-induced)
    • Vertical velocity (attack-induced)
    • Horizontal position
    • Vertical position
    • Horizontal velocity (ground, self-induced)
    • Platform [currently on] ID
    • Action state frame counter
    • Decimal percentage
    • On-screen integer percentage
    • Number of jumps used
  • Pressing D-Pad Left will load this stored data back in to each player.
  • A new save state can be stored at any time and will overwrite the previously stored state.
  • A save state can be loaded as many times as you'd like.
  • In summary:
    • D-Pad Right = Save State
    • D-Pad Left = Load State
---> Practicing U-Throw U-Air with Save States gif <---

[Notice how loading a "save state" only affects the players and nothing else (contrary to an emulator save state). As a reference, look at the background and game timer.]

Platforms are a little funky with this code as well. If you saved in the middle of a platform, it can't load the character back into that precise location on the platform, unless you are directly below/above the platform. Otherwise, it will just put you onto the closest edge of the platform. And if you are on a platform but saved on the ground, when the state is loaded, you will just move to the edge of the platform closest to the spot where you saved. It's kind of weird, check out the below gif. I shoot a laser after I save a state.

---> gif <---


IMPORTANT WARNINGS ABOUT SAVE STATES THAT MAY CAUSE FREEZES:
  • Not all action states can be successfully stored and loaded. The action states that every character shares that aren't "weird" (ones like stand, nair, dash, tumble, etc.) seem to have no problem being synced. Loading special move action states is one occasion where problems come into play (game freezing). I don't have specific details as to why this happens - maybe InternetExplorer can shed some more light on this subject because action state loading is accomplished using his action state hack. I'm sure it has to do with other values.
  • Do not load a state when a character is in a "weirder" action state such as entering in on the trophy stand thing at the beginning of a match or while a character is on their revival platform.
  • Do not load a state stored during a different match.
  • If you save a state while holding a ledge, the game will crash if you load the state while not being on a ledge.
  • Avoid loading or saving a state while a character is grabbed.
I feel as though this is the most revolutionary new code in this entire pack that relates to training potential. Never has console smash ever had a tool quite like this. Practice efficiency for specific move combinations such as uthrow --> uair with Fox is literally increased ten fold. Coupled with the fact that P2 CPU randomly DI's and also [somewhat] buffers jump, the potential this provides for perfecting techniques is quite scary. Another amazing thing this code provides is the ability to consistently practice team combos and even things like recovering against a friend over and over and over to figure out all your recovery options at specific locations and percentages.
(D-Pad Down) Infinite Shields [Achilles]
  • Once toggled ON, shield depletion rate is set to zero, shield damage is disabled, and shield regeneration rate is set to extremely high.
  • If a player/CPU is holding shield while the code is activated, their shield size will freeze at whatever health it was currently at (Can practice pokes using this). It will stay at this size until it gets “regenerated”, which is only done when a player is NOT in shield. So the second after the shield is dropped, it will regenerate insanely quickly and become full again (so if this is used in combination with one of the CPU holds shield codes, just run up and grab them and next time they put their shield up, it will be at full health). Shield health will remain full until it is toggled off and rates/damage returned to normal.
---> gif <---
[OFF --> ON --> OFF]

(X+D-Pad Up) Invincibility [Achilles, JAY007]
  • Players suffer no knockback/stun but still suffer damage.
  • Affects all players.
  • Useful for nudging Player 2 around the stage as they are spamming moves.
---> gif <---
(X+D-Pad Left) Fixed Camera [Achilles, madewokherd]
  • Camera will show the entire stage and will remain stationary regardless of player movement.
  • Great to use in combination with “(D-Pad Up) Force Load Stage Select Screen" for playing solo vs. matches.
---> gif <---
(X+D-Pad Right) Collision Bubbles - Single Character [Achilles]
  • Collision Bubble Counter increases by 1 for only the character who activated the code.

  • Collision Bubble Counter:
    • 01 = Default.
    • 02 = Collision bubbles with no character texture. *[first press]
    • 03 = Character textures with overlayed collision bubbles. *[second press]
    • 04 = Repeat back to 01. *[third press]
---> gif <---
(X+D-Pad Down) Disable HUD [Achilles]
  • Removes the Heads Up Display items such as percentages, stock icons, game timer, name tags.
  • Same functionality as the toggle in vanilla Develop Debug Mode.
---> gif <---

(Y+D-Pad Up) P2 Percent Becomes Max Allowable Damage [Achilles]
  • The 999% damage limit is changed to P2's percent.
    • Affects all players.
  • The effect persists until toggled OFF.
Use this to "freeze" your opponent's percent.
(Y+D-Pad Left) SDI Freeze [Achilles]
  • After toggled ON, this player will be put into a frozen "damage receiving" state the next time they are hit.
    • Player will remain frozen until toggled OFF.
  • The only action available to this player while frozen is to Smash DI any further attacks.
(Y+D-Pad Right) Collision Bubbles - All Characters [Achilles]
  • All characters on screen increase collision bubble counter by 01.
  • Collision Bubble Counter:
    • 01 = Default.
    • 02 = Collision bubbles with no character texture. *[first press]
    • 03 = Character textures with overlayed collision bubbles. *[second press]
    • 04 = Repeat back to 01. *[third press]
---> gif <---

(L+R+D-Pad Up) P1 Choose P2 Action Spam [Achilles]
  • After button activator is pressed, P2 stands still and a color tint is given to P2 for 3 seconds.
  • After 3 seconds has elapsed, P2 will spam whatever input P1 is inputting at that exact moment.
    • So remember, it's not the last move you did. It's the button input you are doing after 3 seconds runs out.
  • Only applies to buttons and joystick. C-STICK IS NOT REGISTERED.
---> gif <---
(L+R+D-Pad Left) Frame Counter - Map Frozen Action State to a Percentage [Achilles]
  • This toggle will only take effect when Frame Counter is turned ON!
  • This toggle cycles through on-screen player percents and will program an action state frame counter to a percentage for the action state that P1 is currently frozen in.
    • The on-screen percent "to program next" is the one that was turned to 999% the last time this toggle was hit.

- Continuing to work on this description tonight -
(L+R+D-Pad Right) P2 Hitbox Freeze Repeater [Achilles]

Use with P1 Choose P2 Action Spam!
  • After toggling ON, P2 will be frozen in place and become intangible.
    • P2's hitbox will remain active if that character was frozen in the middle of an attack.
  • If another player is damaged by P2's frozen hitbox, P2 will immediately upon hit:
    1. Become unfrozen (and continue to spam a move like normal)
    2. Will freeze again at the exact same frame at which they were previously frozen with an active hitbox out.
This allows for amazing ledgetech practice!
  1. Have P2 spam a move by the edge (such as Falco d-smash).
  2. Freeze P2 when the hitbox is out in a location that will hit you as you are trying to recover to the ledge.
  3. Run towards edge of stage and jump over the frozen character --> *Save State*.
  4. Go below the stage and try to recover / ledgetech!
  5. When you are about to die...*Load State*.
  6. Repeat 4-5.
If you ever clank a hitbox with P2 or are invincible (halo) to the hitbox, then P2 will not repeat and freeze the move and a dead hitbox (inactive, but visible) will remain. At this point, you will need to just toggle the freeze repeater OFF and then ON again.
(L+R+D-Pad Down) Disable Any P2 Action Code [Achilles]
  • Currently enabled P2 action code will be disabled.
  • P2 is returned to a normal CPU.
  • Seen in some gifs below. Specifically, the end of the "Hold Shield" gif.

(L+D-Pad Up) P2 Grab OoS [Achilles]
  • P2 will shield grab after suffering shield stun.
---> gif <---
(L+D-Pad Left) P2 Hold Shield [Achilles]
  • P2 will hold the L button.
---> gif <---
(Infinite Shield code is ON in gif)
(L+D-Pad Right) P2 Nair OoS [Achilles]
  • P2 will buffer jump forward out of shield stun and do a frame perfect neutral air.
---> gif <---
(L+D-Pad Down) P2 Random C-Stick Buffer OoS / Roll Backwards OoS [Achilles]
  • P2 will hold shield and buffer a random c-stick direction out of shield stun.
    • If P2 buffers jump, they will do a frame perfect nair in place.
  • Hit the toggle a second time to make P2 always buffer a backwards roll out of shield stun.
---> gif <---

(R+D-Pad Up) P2 [Fox] Dair --> Grab --> UThrow --> *Intelligent* Uair [Achilles]
  • The uair after the throw will only work against P1
  • Fox will spam dair --> grab (grab doesn't always come out after a successful dair)
    • If he successfully grabs his opponent, he will then *intelligently* uthrow --> uair (straight up).
      • Intelligently: When fox is jumping, the difference in vertical positioning between P1 and P2 is calculated. If this value falls within a certain window, Fox will double jump and then uair. If the value is below the window (meaning the characters are too close to double jump uair), Fox will not double jump and will simply uair. If the value is above the window (meaning the chars are too far away to double jump uair), then Fox will input nothing. The thing to remember at this point is that he is still moving up from his jump, and hence getting closer to the opponent. This vertical position subtraction is executed every frame, so the moment he gets close enough and the value falls within the designated window, Fox will double jump uair to hit Player 1.
      • Works well against floaties. For ex., the uthrow --> uair will hit Marth every time from 0 - death.
      • Only works against fastfallers when they are at higher percent.
  • Useful for practicing smash DI (on the dair and uair).
---> gif <---
(Disable P2 action was input at the end)
(R+D-Pad Left) P2 [Spacie] Offensive Shine Pressure [Achilles]
  • Insane (yet 20XX realistic) spacie shine pressure.
  • Random dairs or nairs after a forward jump.
  • Random aerial timing mixups
  • Random double shine and shine-grab mixups
    • If second shine is aerial --> wavedash down in place (Westballz - 20XX certified member).
    • If P2 successfully grabs an opponent, the uthrow --> uair command is executed (only works against P1).
  • Practice your out of shield options.
---> Falco gif <---
---> Fox gif <---
(R+D-Pad Right) P2 [Falco] Short Hop Lasers [Achilles]
  • Falco will short hop laser in place.
  • Powershield practice.
---> gif <---
(R+D-Pad Down) P2 [Spacie] Shine OoS [Achilles]
  • Frame perfect shine out of shield after suffering shield stun and then a wavedash in place.
  • InternetExplorer's action state hack is used for the shine to get it to be frame perfect. This makes the shine look weird/not really appear sometimes, but I can guarantee you the hitbox comes out.
  • Will more than likely cause the game to freeze if this code is toggled ON and P2 is not Fox or Falco.
---> gif <---


Name Tag Hacks

(Z Button) While Selecting an Alphabet Character to Force Lowercase [Achilles]

Symbol Additions [Achilles]
  • The following symbols have been added to the English Alphabet page:
# .......... number sign/hash
| ............ bar
_ ......... underscore


(D-Pad Right/Left) Extended Name Tag Length [Achilles]
  • Create name tags up to 8 characters long by combining two separate name tags.
  • Only works on the Character Select Screen.
    • Instructions:
    • 1) On the Character Select Screen, select a name tag that you want to "store" (these will be the last 1-4 characters of your extended name tag).
    • 2) Hit d-pad right to store the name tag (no visual feedback for this is given).
    • 3) Select another name tag that you want to use as the base for the extended name tag (the first 4 characters).
    • 4) Hit d-pad left to combine the stored name tag onto the end of the base name tag.
    • 5) Open up the menu to choose another name tag and you will now see your new 4+ character name tag.
Note: The code to constantly write "Achilles" to the first name tag slot has been removed.

Easter Eggs
Ganondorf Sword Mod [Achilles]
  • Hold A+B while starting a match as Ganondorf to have him hold his sword throughout the entire match.
    • Does not affect gameplay.

---> gif <---
Spacies Gun Size Mod [Achilles, Bazza]
  • Hold A+B while starting a match as Fox or Falco to have huge guns (~6x the size).
    • Both space animals share the same memory location for gun size.

---> gif <---
So I'm currently playing the newest Beta of 20XX, and just to see, I turned on infinite shields and made the CPU hold his shield (which shouldn't work) and it's working. Any explanation?
 

J⩓мє

Smash Apprentice
Joined
Jan 21, 2016
Messages
77
So I'm currently playing the newest Beta of 20XX, and just to see, I turned on infinite shields and made the CPU hold his shield (which shouldn't work) and it's working. Any explanation?
did you patch a clean 1.02 iso?
 

Achilles1515

Smash Master
Joined
Jun 18, 2007
Messages
3,211
Location
Cincinnati / Columbus OH
Achilles1515 Achilles1515 : I did what you said, but problem is still there. 20xx 3.02 and beta03 works!
Hmmm idk, man. That's really weird. I'll have to think about it.
So I'm currently playing the newest Beta of 20XX, and just to see, I turned on infinite shields and made the CPU hold his shield (which shouldn't work) and it's working. Any explanation?
Uhhh you must be a magician or something because they definitely should not work.
I see handicap has been replaced by "stock control" feature in Beta04; is handicap still present in another spot, or will it be back in future versions? I used it for a good chunk of my daily practice routine.

Also, what is stock control intended to be used for?
As J⩓мє said, Stock Control is intended to be used for Crew Battles or anything else you can think of. You can mimic Handicap Mode by going to the VS Mode Player Flags and modifying the offense/damage ratio of a player.
For the 4.0 Action State color overlay menu, all the actions states should be in alphabetical order.

Also, could we set the same color for multiple states? There are 5 different types of hitstun. IIRC in 20xx 3.02 we could set one color to be all of those. But in 4.0 I am unable to set the same color for different hitstuns.
The action state name are not in order for a specific purpose. They are in their ID number order so that the Debug Menu flag you change directly corresponds to the Action State ID. Otherwise, I would have to create a table to convert the alphabetical ID to actual ID, which I don't feel like doing at the moment.

You cannot set the same color for multiple states.

Also, hitstun is not an action state. As an example, have Fox up throw JPuff. She enters DamageFlyTop upon being released and stays in DamageFlyTop even after hitstun from the uthrow ends. There is a color option for hitstun in the Debug Menu.


@J⩓мє , you said you are loading via Dios Mios. USB or SD card? Are you loading an ISO or loading an extracted root file by using DMToolBox or whatever that program is?

wtf happened to my font color with this post??

 
Last edited:

J⩓мє

Smash Apprentice
Joined
Jan 21, 2016
Messages
77
Hmmm idk, man. That's really weird. I'll have to think about it.
@J⩓мє , you said you are loading via Dios Mios. USB or SD card? Are you loading an ISO or loading an extracted root file by using DMToolBox or whatever that program is?
I'm loading an ISO via Configurable USB Loader, which is using the Dios Mios (usb, not lite) wad, using ios247 or 248 (I'm pretty sure 248). If anything isn't being reproduced the way I said, I'd be more than glad to rebuild the ISO and test everything out from scratch. I'm not using DMToolBox.

idk why your whole post is bold.
 

SinsOfApathy

Smash Journeyman
Joined
Feb 24, 2015
Messages
474
NNID
Psion312
I'm loading an ISO via Configurable USB Loader, which is using the Dios Mios (usb, not lite) wad, using ios247 or 248 (I'm pretty sure 248). If anything isn't being reproduced the way I said, I'd be more than glad to rebuild the ISO and test everything out from scratch. I'm not using DMToolBox.

idk why your whole post is bold.
Dios Mios has...questionable accuracy. It's known for causing crashes in, like, half of Wind Waker, so I can't imagine what it could do with any other game.
 

Rank1Soon

Smash Rookie
Joined
Jan 22, 2016
Messages
6
can you clarify? Are you saying bots should jump the instant hitstun ends for them? That isn't realistic since, if two experienced melee players are playing, if one player consistently jumps as soon as hitstun ends their opponent will punish the hell out of them for it.

it's even listed in the SSBM tutorials video for 'Biggest Noob Mistakes' https://youtu.be/MYN_OFUoCAY?t=44s
I am aware that it is a bad habit to jump right after hitstun has ended. But the bots did that in the 3.x version of 20xx. It was good to have them jump so you could see if you succeeded in your combo.
 

J⩓мє

Smash Apprentice
Joined
Jan 21, 2016
Messages
77
Dios Mios has...questionable accuracy. It's known for causing crashes in, like, half of Wind Waker, so I can't imagine what it could do with any other game.
If that really is or becomes an issue for testing out the game, or creates differences between what I experience and what one would experience with Nintendon't, I'll load other software onto my Wii and test it that way. I'll deal with that only if it becomes an issue tbh
 

SinsOfApathy

Smash Journeyman
Joined
Feb 24, 2015
Messages
474
NNID
Psion312
If that really is or becomes an issue for testing out the game, or creates differences between what I experience and what one would experience with Nintendon't, I'll load other software onto my Wii and test it that way. I'll deal with that only if it becomes an issue tbh
I'd say try reproducing it yourself with Nintendont, since you personally have experience with the issues. That'd yield the most results.
 

J⩓мє

Smash Apprentice
Joined
Jan 21, 2016
Messages
77
I'd say try reproducing it yourself with Nintendont, since you personally have experience with the issues. That'd yield the most results.
I'll have to look into whether nintendont and dios mios play nice next to one another (I have no idea right now) but that's not a bad suggestion. Otherwise I can probably buy another 2g sd card or grab my other wii out of storage or something
 

J⩓мє

Smash Apprentice
Joined
Jan 21, 2016
Messages
77
I am aware that it is a bad habit to jump right after hitstun has ended. But the bots did that in the 3.x version of 20xx. It was good to have them jump so you could see if you succeeded in your combo.
if you want to see if your combo is perfect then you should enable the hitstun overlays (under training codes > color overlays) for the cpu player, and increase the cpu from lvl 1 to about 7 so that they'll attack as soon as hitstun ends (if the ai determines that it has an opportunity to hit you). having the CPU jump on the first possible is neither realistic nor optimal for training your combo game. If you really want to get deep into the technical details of combos, you can use the debug codes to show you how many frames of hitstun the opponent has left at any given point in time, but if you're going to practice combos in develop mode make sure to enable damage staling in develop mode under training codes.

edit: elaboration
 
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SinsOfApathy

Smash Journeyman
Joined
Feb 24, 2015
Messages
474
NNID
Psion312
I'll have to look into whether nintendont and dios mios play nice next to one another (I have no idea right now) but that's not a bad suggestion. Otherwise I can probably buy another 2g sd card or grab my other wii out of storage or something
Dios Mios doesn't affect Nintendont. You can have both installed. Dios Mios is a IOS patch, while Nintendont is simply a DOL that basically emulates the GC memory regions.
 

Mingo

Smash Cadet
Joined
Sep 26, 2014
Messages
67
Location
Morgan, Utah
I have a question, why go to all this effort to "modify" the game why not just take the code from melee and start new. That way you have the ability to add all the new content you want (skins, new events in event mode, or even new stages ect...) and not have to overwrite things like the trophies.
Come to think of it, I realized that it would be extremely hard but why don't we as a community develop a game by just changing the names of the characters and other copyright things and create a completely new game called something else, that is just like Melee with the same physics engine and hitboxes and all the same characters that just look a little different and have different names, that way we can have all the new content we wanted including HD tv support and not have to be associated with Nintendo?
 

J⩓мє

Smash Apprentice
Joined
Jan 21, 2016
Messages
77
I have a question, why go to all this effort to "modify" the game why not just take the code from melee and start new. That way you have the ability to add all the new content you want (skins, new events in event mode, or even new stages ect...) and not have to overwrite things like the trophies.
Come to think of it, I realized that it would be extremely hard but why don't we as a community develop a game by just changing the names of the characters and other copyright things and create a completely new game called something else, that is just like Melee with the same physics engine and hitboxes and all the same characters that just look a little different and have different names, that way we can have all the new content we wanted including HD tv support and not have to be associated with Nintendo?
20XX is a training pack for Melee not a total conversion mod.
 

Sickolas

Smash Apprentice
Joined
Feb 25, 2014
Messages
191
Location
Mobile, AL
I have a question, why go to all this effort to "modify" the game why not just take the code from melee and start new. That way you have the ability to add all the new content you want (skins, new events in event mode, or even new stages ect...) and not have to overwrite things like the trophies.
Come to think of it, I realized that it would be extremely hard but why don't we as a community develop a game by just changing the names of the characters and other copyright things and create a completely new game called something else, that is just like Melee with the same physics engine and hitboxes and all the same characters that just look a little different and have different names, that way we can have all the new content we wanted including HD tv support and not have to be associated with Nintendo?

because we want to play melee.....?
 

SinsOfApathy

Smash Journeyman
Joined
Feb 24, 2015
Messages
474
NNID
Psion312
I have a question, why go to all this effort to "modify" the game why not just take the code from melee and start new. That way you have the ability to add all the new content you want (skins, new events in event mode, or even new stages ect...) and not have to overwrite things like the trophies.
Come to think of it, I realized that it would be extremely hard but why don't we as a community develop a game by just changing the names of the characters and other copyright things and create a completely new game called something else, that is just like Melee with the same physics engine and hitboxes and all the same characters that just look a little different and have different names, that way we can have all the new content we wanted including HD tv support and not have to be associated with Nintendo?
Because that's a lot harder than just saying, "Let's do it."
 

Achilles1515

Smash Master
Joined
Jun 18, 2007
Messages
3,211
Location
Cincinnati / Columbus OH
I have a question, why go to all this effort to "modify" the game why not just take the code from melee and start new. That way you have the ability to add all the new content you want (skins, new events in event mode, or even new stages ect...) and not have to overwrite things like the trophies.
Come to think of it, I realized that it would be extremely hard but why don't we as a community develop a game by just changing the names of the characters and other copyright things and create a completely new game called something else, that is just like Melee with the same physics engine and hitboxes and all the same characters that just look a little different and have different names, that way we can have all the new content we wanted including HD tv support and not have to be associated with Nintendo?
We don't because reality.

1) We don't have the source code in the language the game was written in with comments, variables and function names. This forces us to have to reverse everything in assembly. This is hindering fast and deep advancement for modifications.
2) Finish a regular 1P Mode and watch all the names scroll by of those that contributed toward the development of Melee. There is a lot. All of which are paid professionals. They can afford to spend the massive amount of time it takes to create a game as visually stunning, fluid, and sharp as Melee because they are being paid thousands of dollars to do so. I would label this bullet point as "Time & Money" because Time = Money (not that I want it to be so, but that is just how the world works). Time towards work also equals time not spent with family. So having a regular day job and trying to "recreate" Melee in your free time would pretty much leave you with no friends/family or no finished product for probably a decade.

There's no need to reinvent the wheel. Also, the newest version does not replace trophy files and instead uses new files within the ISO filesystem.
 
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