In Progress DK With a New Roll Dash Attack v.0.2 (And with balance settings)

Stormghetti

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#1
So since some people don't like vanilla DK's Dash Attack, two other modders decided to make a code that makes it go further than normal, which works, but what about a roll instead of a kick like in PM/Smash 4? Itaru showed this off in his Balanced Melee video, which appears in this timestamp:

So you may not notice it, but it's not a new animation, it's his double jump animation swapped to make it act like a new Dash Attack. I did the same thing, updated the hitboxes to match the model added new knockback settings, etc.

I also removed the tie hurtbox and did other changes to balance him better, so you should check the changelog for the full details.

If you want a preview of how it does in game, here's a little video: https://streamable.com/wn6cg

[Important!!]: it should be required to use the following code (credits to UnclePunch for making it), since it makes the Dash Attack go further, which helps DK a lot:
Code:
C208B634 0000000B
89DF0007 2C0E0003
40820048 A1DF0012
2C0E0032 4082003C
81DF0894 3DE04110
7C0E7800 41810010
3DC04000 48000010
48000020 3DC03F80
48000004 91C1FFFC
C1C1FFFC C1FF002C
EDCE03F2 D1DF00EC
4E800020 00000000
Here's the changelog:
-Attributes:

Shield Size: 17.5 > 19.6

-Character specific Attributes:

Up-B aerial vertical velocity: 0.675 > 0.755

Up-B horizontal velocity: 1.4 > 1.6

Aerial mobility: 0.05 > 0.07

Landing lag: 40 > 30

-Jab 1:

Size: 1200 > 1400

-Jab 2:

BKB: 0 > 40 | KBG: 100 > 60 | Size: 1192 > 1300

-Dash Attack:

Turned into a whole new move, using his double jump animation to act like a roll (used in PM and Smash 4):

1st hit comes out on: frame 7

BKB: 60 | KBG: 73 | Size: 2200 | Angle: 70 | X-Offset: 800, 2100, 1400 | Y-Offset: -400, 400, -1300 | Z-Offset: 0, 200, -100 | Bone: 44, 4, 4

2nd hit comes out after: 6 frames

BKB: 20 | KBG: 90 | Size: 2000 | Angle: 361 | X-Offset: 400, 1100 | Y-Offset: 0, 400 | Z-Offset: 0, 200 | Bone: 44, 4, 4 | Terminate Collisions: 14 | IASA: 33

-F-Tilt:

Size: 1100 > 1900

-Up-Tilt:

Comes out on: frame 6 > 5

Size: 1000, 800, 1000 > 1600, 1100, 1100 | IASA: 40 > 37

-D-Tilt:

Size: 937, 1100, 1100 > 1000, 1700, 1700

-Up-Smash:

Fixed a wrong timer subaction which prevented Up-Smash from having IASA frames. Now he has the IASA frame at 40.

-D-Smash:

Damage: 16, 16, 14, 14 > 18, 18, 16, 16 | Shield Damge: 1 > 2 | IASA: 56 > 50

-N-Air:

1st hit:

BKB: 0 > 20 | Size: 852, 852, 1192 > 1500

2nd hit:

BKB: 0 > 20 | Size: 852, 852, 1192 > 1500

-F-Air:

Fixed a wrong timer subaction which prevented F-Air from auto-canceling. Now it autocancels on frame 50.

2nd hit:

KBG: 80 > 100 | IASA: 60 > 55

-D-Air:

IASA: 55 > 50

-Grab:

Size: 1300, 1120 > 1400, 1220

-Cargo D-Throw:

Now throws the opponent downwards with a meteor angle. Animation was changed to his heavy item throw:

Angle: 40 > 260 |BKB: 65 > 80 | KBG: 26 > 0

[FSMs]:

ThrowFLw (0x13E):

Starting Frame: 13 | Multiplier: 0.25

Starting Frame: 14 | Multiplier: 1

Starting Frame: 26 | Multiplier: 5

-(Ground & Air) Neutral B:

During charge:

Shield Damage: 2 > 3

Fully charged:

Shield Damage: 0 > 13 front hit, 0 > 10 back hit.

-(Ground & Air) Side-B:

1st hitbox:

BKB: 0 > 30 | KBG: 100 > 80 | WDSK: 100 > 0 | Size 1200 > 2000 | Angle 270 > 281 | X-Offset: 2200 > 0 | Y-Offset: 1550 > 0 | Bone 0 > 44 | Attribute: Grounded > Normal | Hurtbox Interaction: 1

2nd hitbox:

DMG: 5 > 13 | Size: 1200 > 2000 | X-Offset: 3500 > 0 | Y-Offset: 1550 > 0 | Bone: 0 > 44 | Hurtbox Interaction: 2

-Down-B:

[FSMs]:

SpecialLwEnd (0x14F):

Starting Frame: 0 | Multiplier: 1.5

I hope you enjoy it! Credits to UnclePunch for the code and The Cape for helping me balance DK.

Download with changelog inside: https://www.mediafire.com/?a246v91992jg969
 
Last edited:

The Cape

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#2
I actually did this already with some frame speed changes and using on of his downed getup roll animations. I'll have to make a video
 

Stormghetti

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Stormghetti
#3
I actually did this already with some frame speed changes and using on of his downed getup roll animations. I'll have to make a video
But isn't that animation just not fitting? Haha. I guess I'll have to see the video when you make it.
 

Stormghetti

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#5
So this is what I have changed with Ganon and DK, just for fun. Working on all the other characters too:

https://youtu.be/eptfCAZ8g_o
Ahh, yours looks interesting, but I kind of prefer mine better since DK rolls more in the animation, but since the animation you're using is grounded, it looks cleaner. And holy ****, that cargo D-Throw is amazing! Haha, how did you do it? I think it'd be a great addition to my DK.

Edit: nevermind that, you probably changed the angle and the animation, but I'm more amazed by the animation. Where did you get it?
 
Last edited:

The Cape

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#6
It's actually the HeavyThrowLw (since he jumps with barrels and crates). I can get together the animation changes, what I have in Crazy Hand, and the allocated speed changes a bit later.

These are all the changes I made to DK:

Code:
DK (PiDK):

Overall:

- Tie hurt box removed

- Can hold B to rapidly down B

Attributes:

- Shield size: 17.5 > 21.875

- Frames to change direction on standing turn: 8 > 6

Character Specific Attributes:

- Neutral B Landing Lag: 20 > 0 (goes into normal fall)

- Grounded upB mobility: 0.025 > 0.05

Sub Actions:

- Jab Angle: 361, 361, 361 > 100, 361, 100; Z-Offset: 1192, -340, 0 > 1792, -340, 0

- Second jab: Angle: 361 > 70; BKB: 0 > 40; Z-Offset: 1192, -340, 0 > 1792, -340, 0

- Dash attack new animation (roll)
  - Animation Swap: Attack Dash (0x34) with DownForwardU(0xA8)
  - Frame 8: BKB 70, KBG 30, WDSK 0, DMG 11, Shield 1, Size: 2000, Angle 361, Z-Offset 1000, Bone 44, Sound FX 66 and Bone 7, Size 2000
  - Sync Timer 3: Dmg 9
  - Bone 44 hitbox is second priority in initial hit and primary priority on weak hits
  - Sync Timer 5: Terminate Collisions
  - Frame 36: IASA
  - FSMs: Dash attack: 0 at 4x; 4 at 0.6666x; 23 at 5

- F tilt: DMG: 10 > 12 (U: 11 > 13; D: 9 > 11); Size: 1000, 1100, 700, 900 > 1200, 1340, 908, 1260

- U tilt: Start: 6 > 5; Sync Timer after hitboxes: 8; DMG: 9, 10, 11 > 10, 10, 11; Size: 1000, 800,1000 > 1000, 1000,1200; Z-Offset: 1250, 300, 681 > 1750, 300, 281; IASA 40 > 36

- D tilt: DMG: 7 > 8; Size: 937, 1100, 1100 > 1118, 1330, 1430; Z-Offset: 681, 1533, 0 > 681, 1700, 0

- F smash: IASA: 55 > 50; BKB: 22, 22, 18, 18 > 30, 30, 18, 18; Shield Damage: 1 > 16; Size: 1200, 1400, 852, 600 > 1500, 1700, 1152, 900

- U smash: DMG: 18 > 19; Shield Damage: 4 > 20; Z-Offset: 1533 > 2433; IASA: 57 > 33

- D smash: IASA 56 > 51;
  - D Smash First two hitboxes: DMG: 16 > 17; Shield Damage: 1 > 16
  - D Smash second two hitboxes: Shield Damage: 1 > 16

- N Air: More BKB and hitbox size
  - #6: Size: 852 > 1278 and BKB: 0 > 20
  - #7: Size: 852 > 1278 and BKB 0 > 20
  - #8: Size: 1,192 > 1,788 and BKB 0 > 20
  - #12: Size 852 > 1,278 and BKB 0 > 10
  - #13: Size 852 > 1,278 and BKB 0 > 10
  - #14: Size 1,192 > 1,788 and BKB 0 > 10

- F Air:
  - Hitboxes start: 25 > 24
  - Meteors on the fists only, while the arms have priority. Sizes and spacing changed so arms are much bigger, and fists fit the fists.
  - Autocancel: <8 and >55
  - IASA moved from 60 > 55

- Grab:
  - Size: 1300, 1120 > 1500, 1720
  - X-Offset: 3200, 1500 > 4400, 2000

- Dash Grab:
  - Size: 1300, 1100, 900 > 1700, 1700, 1500
  - X-Offset; 2200, 900, -400 > 3400, 1000, -1000

- Up Throw:
  - BKB: 70 > 100
  - KBG: 50 > 80
  - Angle: 90 > 100

- New cargo D throw animation
  - Animation Swap: ThrowFLw (0x13E) with HeavyThrowLw (0x58)
  - Angle 40 > 260, BKB 65 > 80, KBG 26 > 0
  - Frame 14: Graphic Effect 0514 on bone 44
  - FSMs: 13 at 0.25x; 14 at 1x; 26 at 5x (13E)

- Air UpB limb invulnerability extended to work with the end of body invulnerability
  - Frame 6: Set Specific Bone State: 70 B0 00 02, 70 D0 00 02, 70 78 00 02

- B does not go to special fall, you keep your jump, and you cannot lose your charge for being hit out of upB
  - Shield damage:
  - 3 Per charge
  - Fully charged: 2 > 20 for back hit and 2 > 30 for straight hit

- Aerial and Ground Side B:
  - First hitbox: DMG: 5 > 13; BKB: 0 > 30: KBG: 100 > 80; WDSK: 100 > 0; Size 1200 > 2000; Angle 270 > 290; X: 2200 > 0; Y: 1550 > 0; Bone 0 > 44; SFX: 66; Attribute: Grounded > Normal; Hurtbox Interaction: 1
  - Second hitbox: DMG: 5 > 13; Size: 1200 > 2000; Angle: 270; X: 3500 > 0; Y: 1550 > 0; Bone: 0 > 44; Hurtbox Interaction: 2
  - Sync Timer: 2 Frames and Terminate Collisions

- EscapeN:
  - FSM: 21 @ 1.45
  - Intangible for normal: 24 > 26

- DownForwardD: Invulnerability ends: 14 > 19

FSM: SpecialLwEnd: 0@1.3333
 
Last edited:

Stormghetti

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Stormghetti
#7
It's actually the HeavyThrowLw (since he jumps with barrels and crates). I can get together the animation changes, what I have in Crazy Hand, and the allocated speed changes a bit later.

These are all the changes I made to DK:

Code:
DK (PiDK):

Overall:

- Tie hurt box removed

- Can hold B to rapidly down B

Attributes:

- Shield size: 17.5 > 21.875

- Frames to change direction on standing turn: 8 > 6

Character Specific Attributes:

- Neutral B Landing Lag: 20 > 0 (goes into normal fall)

- Grounded upB mobility: 0.025 > 0.05

Sub Actions:

- Jab Angle: 361, 361, 361 > 100, 361, 100; Z-Offset: 1192, -340, 0 > 1792, -340, 0

- Second jab: Angle: 361 > 70; BKB: 0 > 40; Z-Offset: 1192, -340, 0 > 1792, -340, 0

- Dash attack new animation (roll)
  - Animation Swap: Attack Dash (0x34) with DownForwardU(0xA8)
  - Frame 8: BKB 70, KBG 30, WDSK 0, DMG 11, Shield 1, Size: 2000, Angle 361, Z-Offset 1000, Bone 44, Sound FX 66 and Bone 7, Size 2000
  - Sync Timer 3: Dmg 9
  - Bone 44 hitbox is second priority in initial hit and primary priority on weak hits
  - Sync Timer 5: Terminate Collisions
  - Frame 36: IASA
  - FSMs: Dash attack: 0 at 4x; 4 at 0.6666x; 23 at 5

- F tilt: DMG: 10 > 12 (U: 11 > 13; D: 9 > 11); Size: 1000, 1100, 700, 900 > 1200, 1340, 908, 1260

- U tilt: Start: 6 > 5; Sync Timer after hitboxes: 8; DMG: 9, 10, 11 > 10, 10, 11; Size: 1000, 800,1000 > 1000, 1000,1200; Z-Offset: 1250, 300, 681 > 1750, 300, 281; IASA 40 > 36

- D tilt: DMG: 7 > 8; Size: 937, 1100, 1100 > 1118, 1330, 1430; Z-Offset: 681, 1533, 0 > 681, 1700, 0

- F smash: IASA: 55 > 50; BKB: 22, 22, 18, 18 > 30, 30, 18, 18; Shield Damage: 1 > 16; Size: 1200, 1400, 852, 600 > 1500, 1700, 1152, 900

- U smash: DMG: 18 > 19; Shield Damage: 4 > 20; Z-Offset: 1533 > 2433; IASA: 57 > 33

- D smash: IASA 56 > 51;
  - D Smash First two hitboxes: DMG: 16 > 17; Shield Damage: 1 > 16
  - D Smash second two hitboxes: Shield Damage: 1 > 16

- N Air: More BKB and hitbox size
  - #6: Size: 852 > 1278 and BKB: 0 > 20
  - #7: Size: 852 > 1278 and BKB 0 > 20
  - #8: Size: 1,192 > 1,788 and BKB 0 > 20
  - #12: Size 852 > 1,278 and BKB 0 > 10
  - #13: Size 852 > 1,278 and BKB 0 > 10
  - #14: Size 1,192 > 1,788 and BKB 0 > 10

- F Air:
  - Hitboxes start: 25 > 24
  - Meteors on the fists only, while the arms have priority. Sizes and spacing changed so arms are much bigger, and fists fit the fists.
  - Autocancel: <8 and >55
  - IASA moved from 60 > 55

- Grab:
  - Size: 1300, 1120 > 1500, 1720
  - X-Offset: 3200, 1500 > 4400, 2000

- Dash Grab:
  - Size: 1300, 1100, 900 > 1700, 1700, 1500
  - X-Offset; 2200, 900, -400 > 3400, 1000, -1000

- Up Throw:
  - BKB: 70 > 100
  - KBG: 50 > 80
  - Angle: 90 > 100

- New cargo D throw animation
  - Animation Swap: ThrowFLw (0x13E) with HeavyThrowLw (0x58)
  - Angle 40 > 260, BKB 65 > 80, KBG 26 > 0
  - Frame 14: Graphic Effect 0514 on bone 44
  - FSMs: 13 at 0.25x; 14 at 1x; 26 at 5x (13E)

- Air UpB limb invulnerability extended to work with the end of body invulnerability
  - Frame 6: Set Specific Bone State: 70 B0 00 02, 70 D0 00 02, 70 78 00 02

- B does not go to special fall, you keep your jump, and you cannot lose your charge for being hit out of upB
  - Shield damage:
  - 3 Per charge
  - Fully charged: 2 > 20 for back hit and 2 > 30 for straight hit

- Aerial and Ground Side B:
  - First hitbox: DMG: 5 > 13; BKB: 0 > 30: KBG: 100 > 80; WDSK: 100 > 0; Size 1200 > 2000; Angle 270 > 290; X: 2200 > 0; Y: 1550 > 0; Bone 0 > 44; SFX: 66; Attribute: Grounded > Normal; Hurtbox Interaction: 1
  - Second hitbox: DMG: 5 > 13; Size: 1200 > 2000; Angle: 270; X: 3500 > 0; Y: 1550 > 0; Bone: 0 > 44; Hurtbox Interaction: 2
  - Sync Timer: 2 Frames and Terminate Collisions

- EscapeN:
  - FSM: 21 @ 1.45
  - Intangible for normal: 24 > 26

- DownForwardD: Invulnerability ends: 14 > 19

FSM: SpecialLwEnd: 0@1.3333
(Late as hell reply. I was out for a while) These changes are interesting... I may put some of these in my DK! Also, do you use Discord? You should come to the Melee Workshop Discord server. UnclePunch is in there, so he posts a lot of codes earlier (he may also take requests), haha.
 

The Cape

Smash Master
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Messages
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#8
(Late as hell reply. I was out for a while) These changes are interesting... I may put some of these in my DK! Also, do you use Discord? You should come to the Melee Workshop Discord server. UnclePunch is in there, so he posts a lot of codes earlier (he may also take requests), haha.
How would I join?

Edit: I actually looked at DK's roll again and made it even better:

- Dash attack new animation (roll)
- Animation Swap: Attack Dash (0x34) with DownForwardU(0xA8)
- Frame 8: BKB 70, KBG 30, WDSK 0, DMG 11, Shield 1, Size: 2000, Angle 361, Z-Offset 1000, Bone 44, Sound FX 66 and Bone 7, Size 2000
- Switches at 13 to: Dmg 9 with same hitboxes and KBs
- Bone 44 hitbox is second priority in initial hit and primary priority on weak hits
- Frame 21: Terminate Collisions
- Frame 34: IASA
- FSMs: Dash attack: 0 at 5x; 5 at 1
 
Last edited:

Stormghetti

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#9
How would I join?

Edit: I actually looked at DK's roll again and made it even better:

- Dash attack new animation (roll)
- Animation Swap: Attack Dash (0x34) with DownForwardU(0xA8)
- Frame 8: BKB 70, KBG 30, WDSK 0, DMG 11, Shield 1, Size: 2000, Angle 361, Z-Offset 1000, Bone 44, Sound FX 66 and Bone 7, Size 2000
- Switches at 13 to: Dmg 9 with same hitboxes and KBs
- Bone 44 hitbox is second priority in initial hit and primary priority on weak hits
- Frame 21: Terminate Collisions
- Frame 34: IASA
- FSMs: Dash attack: 0 at 5x; 5 at 1
The link would be somewhere around the Melee Workshop, but I believe this is faster (plus it's an invite that never expires): https://discord.gg/6un6Uzg

Interesting changes... I wanted to keep all the hits the same whether you hit them from behind or above because DK rolls a lot during double jump, so it'd be hard to time X hitbox.
 

The Cape

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Messages
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#10
The link would be somewhere around the Melee Workshop, but I believe this is faster (plus it's an invite that never expires): https://discord.gg/6un6Uzg

Interesting changes... I wanted to keep all the hits the same whether you hit them from behind or above because DK rolls a lot during double jump, so it'd be hard to time X hitbox.
The hitboxes I built I think are his waist and his head.
 

All Things Gaming 6

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#14
So since some people don't like vanilla DK's Dash Attack, two other modders decided to make a code that makes it go further than normal, which works, but what about a roll instead of a kick like in PM/Smash 4? Itaru showed this off in his Balanced Melee video.

So you may not notice it, but it's not a new animation, it's his double jump animation swapped to make it act like a new Dash Attack. I did the same thing, updated the hitboxes to match the model added new knockback settings, etc.

I also removed the tie hurtbox and did other changes to balance him better, so you should check the changelog for the full details.

If you want a preview of how it does in game, here's a little video: https://streamable.com/wn6cg

Here's the changelog:
-Attributes:

Shield Size: 17.5 > 19.6

-Character specific Attributes:

Up-B aerial vertical velocity: 0.675 > 0.755

Up-B horizontal velocity: 1.4 > 1.6

Aerial mobility: 0.05 > 0.07

Landing lag: 40 > 30

-Jab 1:

Size: 1200 > 1400

-Jab 2:

BKB: 0 > 40 | KBG: 100 > 60 | Size: 1192 > 1300

-Dash Attack:

Turned into a whole new move, using his double jump animation to act like a roll (used in PM and Smash 4):

1st hit comes out on: frame 7

BKB: 60 | KBG: 73 | Size: 2200 | Angle: 70 | X-Offset: 800, 2100, 1400 | Y-Offset: -400, 400, -1300 | Z-Offset: 0, 200, -100 | Bone: 44, 4, 4

2nd hit comes out after: 6 frames

BKB: 20 | KBG: 90 | Size: 2000 | Angle: 361 | X-Offset: 400, 1100 | Y-Offset: 0, 400 | Z-Offset: 0, 200 | Bone: 44, 4, 4 | Terminate Collisions: 14 | IASA: 33

-F-Tilt:

Size: 1100 > 1900

-Up-Tilt:

Comes out on: frame 6 > 5

Size: 1000, 800, 1000 > 1600, 1100, 1100 | IASA: 40 > 37

-D-Tilt:

Size: 937, 1100, 1100 > 1000, 1700, 1700

-Up-Smash:

Fixed a wrong timer subaction which prevented Up-Smash from having IASA frames. Now he has the IASA frame at 40.

-D-Smash:

Damage: 16, 16, 14, 14 > 18, 18, 16, 16 | Shield Damge: 1 > 2 | IASA: 56 > 50

-N-Air:

1st hit:

BKB: 0 > 20 | Size: 852, 852, 1192 > 1500

2nd hit:

BKB: 0 > 20 | Size: 852, 852, 1192 > 1500

-F-Air:

Fixed a wrong timer subaction which prevented F-Air from auto-canceling. Now it autocancels on frame 50.

2nd hit:

KBG: 80 > 100 | IASA: 60 > 55

-D-Air:

IASA: 55 > 50

-Grab:

Size: 1300, 1120 > 1400, 1220

-Cargo D-Throw:

Now throws the opponent downwards with a meteor angle. Animation was changed to his heavy item throw:

Angle: 40 > 260 |BKB: 65 > 80 | KBG: 26 > 0

[FSMs]:

ThrowFLw (0x13E):

Starting Frame: 13 | Multiplier: 0.25

Starting Frame: 14 | Multiplier: 1

Starting Frame: 26 | Multiplier: 5

-(Ground & Air) Neutral B:

During charge:

Shield Damage: 2 > 3

Fully charged:

Shield Damage: 0 > 13 front hit, 0 > 10 back hit.

-(Ground & Air) Side-B:

1st hitbox:

BKB: 0 > 30 | KBG: 100 > 80 | WDSK: 100 > 0 | Size 1200 > 2000 | Angle 270 > 281 | X-Offset: 2200 > 0 | Y-Offset: 1550 > 0 | Bone 0 > 44 | Attribute: Grounded > Normal | Hurtbox Interaction: 1

2nd hitbox:

DMG: 5 > 13 | Size: 1200 > 2000 | X-Offset: 3500 > 0 | Y-Offset: 1550 > 0 | Bone: 0 > 44 | Hurtbox Interaction: 2

-Down-B:

[FSMs]:

SpecialLwEnd (0x14F):

Starting Frame: 0 | Multiplier: 1.5

I hope you enjoy it! Credits to UnclePunch for the code and The Cape for helping me balance DK.

Download with changelog inside: https://www.mediafire.com/?a246v91992jg969
Did you use NTSC or PAL DK as the base?
 

All Things Gaming 6

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#16
NTSC, but why would that matter? As far as I'm aware, they don't have regional differences in their .dat files.
In NTSC, DK loses his Giant Punch charge if he is hit out of Spinning Kong. In PAL, being hit out of Spinning Kong doesn't affect Giant Punch's charge.

Edit: I ask because the Melee Code Manager DOL mod fix for the glitch doesn't work for me.
 
Last edited:

Stormghetti

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Stormghetti
#17
In NTSC, DK loses his Giant Punch charge if he is hit out of Spinning Kong. In PAL, being hit out of Spinning Kong doesn't affect Giant Punch's charge.

Edit: I ask because the Melee Code Manager DOL mod fix for the glitch doesn't work for me.
Those changes can only be made with the help of a code and at the time I didn't think of adding that.

Here's a rewrite of the code by UnclePunch:
Code:
DK Keeps Punch When Hit During Up B (Fixed)
[UnclePunch]
1.02
0410fb68 60000000
0410fc48 60000000
 
Joined
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Messages
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#18
How do you add/use the code mentioned at the top? About DK's roll dash distance? I tested him without the code and true it looks like he doesn't travel far or rolls in place sometimes.
 

Stormghetti

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#19
How do you add/use the code mentioned at the top? About DK's roll dash distance? I tested him without the code and true it looks like he doesn't travel far or rolls in place sometimes.
With Dolphin, open up GALE01r2.ini and write the code wherever you want or at the bottom of the file if you're lazy. That's it.
 

GuardHax192

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Messages
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#22
Yes sorry it is confusing, Im not very experienced with this stuff. More than willing to learn though. So how do I add the DK roll code in MCM?
 

Stormghetti

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#23
Yes sorry it is confusing, Im not very experienced with this stuff. More than willing to learn though. So how do I add the DK roll code in MCM?
When you make a new code in the mod construction tab, all you have to do is click on the gecko code option, click on the box that appears below and insert the code as is. Add a name to the code and just save, there's nothing else to do.
 
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