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Recent content by Zadamanim

  1. Zadamanim

    Completed Troubleshooting Cape Mario's Ground Pound

    I made a short video talking about an upcoming addition to Magic Melee, Cape Mario. His ground pound has a glitch because of the way his down-b was implemented into Melee. The grounded version of the move does not exist, instead only the aerial version exists, and the grounded version of the...
  2. Zadamanim

    AR Code to Always Draw Hitboxes/Hurtboxes?

    Thanks a lot! I also managed to dig this one up from the catacombs. $Hitboxes Always On [UnclePunch] C2068C6C 00000002 38600003 987F21FC 60000000 00000000
  3. Zadamanim

    AR Code to Always Draw Hitboxes/Hurtboxes?

    Necroing this thread because it's the first google result for "draw hitboxes melee code." I need a code that turns on hitboxes because I'm working on a large-scale mod that cannot properly work without the gecko codehandler replacing the tournament menu, and thus, making the debug menu...
  4. Zadamanim

    Completed Reduced Knockback and No Invincibility While Grabbing Ledge

    Putting both of those codes in MCM v4.0 gave me this error, should be easy enough to fix though. A conflict (writing overlap) was detected between these two changes: "Scalable Ledge Vulnerability" Offset: 0x7dfc0, Code End: 0x7dfc4 "Vulnerable Ledge Grab" Offset: 0x7dfc0, Code End...
  5. Zadamanim

    Completed Reduced Knockback and No Invincibility While Grabbing Ledge

    Thanks so much! I'll be implementing this into MM today! Edit: I just noticed the Internal Character ID in your example is set to FF, does that mean it effects all characters? Or is that just a placeholder and must be replaced with every character's ID to affect the whole cast?
  6. Zadamanim

    Completed Reduced Knockback and No Invincibility While Grabbing Ledge

    Finally got around to working on this and I thought I was onto something when I found this in Crazy Hand. Unfortunately, both changing the Body State to Normal and changing it to a null self-damage event did nothing to actually remove invincibility. Guess I'll finally have to learn how to use...
  7. Zadamanim

    Completed Reduced Knockback and No Invincibility While Grabbing Ledge

    I need a code that removes ledge invincibility altogether. In a world with no ledge invincibility, it becomes extremely easy to edgeguard, though. So to compensate, grabbing the ledge should function similarly to a crouch cancel, you get massively reduced knockback, allowing you to double jump...
  8. Zadamanim

    Completed Air Grabs

    hype <minimum 10 characters required to post>
  9. Zadamanim

    Audio Engineer - Looking for Work (Tournament / Stream Setup)

    Hello! Freelance engineers like me are always looking for new job opportunities, and it would be pretty cool to put my skills to work for the Smash community. I know how to handle everything from large speaker arrays to sensitive recording studio setups. I've worked with professional artists...
  10. Zadamanim

    Request Bounty Hunt: Missing Hitboxes

    Thanks for the help, guys! Unfortunately I only know as much about programming as I need to in order to get things working, so I'll probably have to learn how to use breakpoints in the near future. For now, your help is invaluable! That seems like a great technique! I'll be sure to try this...
  11. Zadamanim

    Need Help:Command Grab on Zair?

    I'm not sure about the first part but you can change the special fall thing in Move Logic, there's information about that somewhere on the forums. The first part I don't really know if it's possible, since samus doesn't have the ability to grab people in the air. There are certain characters...
  12. Zadamanim

    Request Bounty Hunt: Missing Hitboxes

    Almost every move in the game is modifiable with Crazy Hand. That being said, there are some that aren't. This is a list of moves that for one reason or another don't appear in Crazy Hand, presumably because of their unique mechanics. I'm looking to mod these moves for my Magic Melee mod, so if...
  13. Zadamanim

    How to mod MewTwo's Rapid Jab?

    Looking at it in Crazy Hand, there doesn't seem to be any code that relates to the hitbox generated by MewTwo's rapid jab... Just a GoTo 4340, which is pointing at part of his jab1. I figured maybe it reuses code from jab1, but modding the jab1 hitboxes doesn't seem to change the rapid jab...
  14. Zadamanim

    I need help modding.

    Also I forgot to mention, when the bone is set to 0, the hitbox appears relative to the overall position of the character, starting on the floor between their legs. This bone generally won't move, unless the action moves the character, like Fox's Up+B
  15. Zadamanim

    I need help modding.

    I'm working on my own mod called Magic Melee (shameless self-plug) using crazyhand, so it really depends on what you are specifically trying to accomplish. The main things to know are: 1. Hitboxes 2. Timers 3. IASA So Hitboxes are pretty cool, let me explain what all the numbers are in them...
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