ds22's Code Showcase

ds22

Smash Lord
Joined
Aug 30, 2009
Messages
1,661
Location
Rotterdam, The Netherlands
#1
Hey everyone, ds22 here.
Thought I might just go ahead and showcase some of the codes I've made.

Code:
Modifier Codes:

Phantom Hit SFX & GFX Modifier [ds22]
* 0476205C 3880XXXX
* 0476BCCC 3880XXXX
First line is the SFX ID, default is 00BD
Second line is the GFX ID, default is 0026

Walljump GFX Modifier [ds22]
* 04879CBC 3880XXXX
Default is 0087

ASM Codes:

Disable Challenger Approaches [ds22]
* 046F5D58 930F0008

Cape won't apply Super Armor to victim [ds22]
* 0476CA50 38600000

Timer Always Displays 6th Digit [ds22]
* 040DE17C 60000000

Training Room Item Spawn Fix [ds22]
* 046D1704 60000000

Frozen StarScreen KO goes into regular StarSceen KO V1.1 [ds22]
* 0487C93C 4800005C
* 0487CB60 48000058

Team Coloured Shields V2.1 [ds22]
* 0481DED4 5404CFFE
* C281DEEC 00000003
* 2C170002 4182000C
* 7EE4BB78 48000008
* 38800003 00000000
* 0481DEF4 7EE4BB78
Fixes team coloured shields not working when Friendly Fire is enabled

Warioman has no FitResult [ds22]
* 04AD8098 00000000
Fixes WarioMan hanging the game on the result screen

ZSS Jumbo Screen Name Fix [ds22]
* 04985F44 3AE00017
* 0498652C 3BC00017
Fixes ZSS' name being displayed as 'Samus' on the Pokémon Stadium (2) jumbotron

CSS Record Display Fix [ds22]
* C268DBCC 00000002
* 2C1D0028 41820008
* 2C1D0029 00000000
* 0468DBD0 4182003C
Makes the game display CSS record data for non-Brawl CSS slots

Enemy SFX Fade Fix [ds22]
* C21C7574 00000004
* 2C1A2431 41800010
* 2C1A26F8 41810008
* 38000005 901F0000
* 60000000 00000000

Injection Codes:

Respawn Camera Zoom Refocus [ds22]
* 06FC3A60 00000008
* 1A070100 80FBF89C
Makes the camera snap onto the character on respawn, instead of after the character has descended

Footstool Action Exit Clears Auto-Footstool Bit [ds22]
* 4A000000 90000000
* 1619BDD0 00000028
* 00000005 12000005
* 00000002 9019BDE0
* 12000200 80FB6334
* 120B0100 9019BDD0
* 00080000 00000000
* 06FB6344 00000008
* 00070100 9019BDD8

Action F1 Goes into Idle on ground [ds22]
* 4A000000 90000000
* 161A1200 00000060
* 00000002 901A1238
* 00000000 00000000
* 00000006 00000001
* 00000006 00000003
* 00000000 0000000E
* 00000006 00000001
* 00000006 00000004
* 02010200 901A1208
* 02040100 901A1218
* 02010200 901A1220
* 02040100 901A1230
* 00080000 00000000
* 06FAFE3C 00000008
* 00070100 901A1200
Makes is so Kirby's/MK's U-Throw won't always be forced into the aerial state on exit

WaitItem Subaction Check [ds22]
* 4A000000 90000000
* 161A1280 00000030
* 00000002 901A1298
* 00000006 0000002C
* 00000000 00000005
* 04020200 80FAB76C
* 04020100 80FAB77C
* 00080000 00000000
* 06FAB8D4 00000018
* 00070100 901A1280
* 000D0100 80FAB784
* 000B0200 901A1288
Adds a check to see if a character has a valid named (not NONE) WaitItem subaction when holding an item
Used for PM Mewtwo to have him use his regular Wait subactions when holding an item

Monkey Flip DamageFace Fix [ds22]
* 4A000000 90000000
* 161B20B0 00000050
* 00000002 901B20B8
* 0C290000 00000000
* 041A0100 80FBD634
* 04000100 80FBD44C
* 00080000 00000000
* 00000002 901B20E0
* 0C290000 00000000
* 041A0100 80FBD634
* 04000100 80FBD524
* 00080000 00000000
* 04FBD4AC 00070100
* 04FBD4B0 901B20B0
* 04FBD594 00070100
* 04FBD598 901B20D8
Fixes the Monkey Flip victims not using their damage faces

Non stand-alone Codes (require file modifications):

Yoshi Eggs are Costume Based v1.1 [ds22]
* C2A1580C 0000000C
* 83FA001C 83FF0028
* 83FF0010 8BFF0055
* 835A0008 835AFFFC
* 8B5A0033 2C1A0005
* 41820030 3F4080B8
* 835A7C50 835A0000
* 1FFF04D4 7F5AFA14
* 3B5A0018 849A0004
* 2C0400FF 4080FFF8
* 90810014 48000008
* 90A10014 7C7F1B78
* 60000000 00000000
* 04A15820 60000000
Requires the PM Yoshi costume files to work properly.
 
Last edited:

Sir Noon

Smash Rookie
Joined
Mar 8, 2015
Messages
11
#2
Are you still making codes?

Disable Challenger Approaches seems pretty useful for our local tourney setups.
Gonna snag that thanks.
 
Last edited:

ds22

Smash Lord
Joined
Aug 30, 2009
Messages
1,661
Location
Rotterdam, The Netherlands
#4
Code:
Clone Soundbank Unload Fix Engine [ds22]
* 0484C30C 480006C8
* C284C928 00000003
* 3CA08084 60A5C9D8
* 7CA903A6 80A31088
* 60000000 00000000
* C284C260 00000003
* 3D208084 6129C310
* 7D2903A6 81231088
* 60000000 00000000
Code:
Clone Soundbank Unload Fix Char Check [ds22]
C284C9D4 0000000E
2C070003 4082005C
7C002000 41820054
2C040026 40A20010
2C000021 40A20044
4800003C 2C040021
40A20010 2C000026
40A20030 48000028
2C040027 40A20010
2C000011 40A2001C
48000014 2C040011
40A20010 2C000027
40A20008 7C802378
7C002000 4E800420
60000000 00000000

Code address - 8084C9D4:
cmpwi  r7,3
bne-  END  # Skip if not soundbank loader routine

cmpw  r0,r4
beq-  END  # Skip if instance IDs match


MEWTWO:
cmpwi  r4,0x26
bne+  LUCARIO  # Go to LUCARIO if loader ID is not Mewtwo
cmpwi  r0,0x21
bne+  END  # Skip if exiting ID is not Lucario
b  MOVE

LUCARIO:
cmpwi  r4,0x21
bne+  ROY  # Go to ROY if loader ID is not Lucario
cmpwi  r0,0x26
bne+  END  # Skip if exiting ID is not Mewtwo
b  MOVE


ROY:
cmpwi  r4,0x27
bne+  MARTH  # Go to MARTH if loader ID is not Roy
cmpwi  r0,0x11
bne+  END  # Skip if exiting ID is not Marth
b  MOVE

MARTH:
cmpwi  r4,0x11
bne+  END  # Go to END if loader ID is not Marth
cmpwi  r0,0x27
bne+  END  # Skip if exiting ID is not Roy


MOVE:
mr  r0,r4  # Make loader EXIST

END:
cmpw  r0,r4  # Entry point (8084C9D4)
bctr  # Exit to ctr offset
These two codes will, as the name would suggest, fix the 'SFX unload' glitch that happens when you give two or more unrelated characters the same soundbank.
But seeing as the possible combinations of characters/soundbanks could possibly be endless, the second part also includes a template Assembly output, with notes and set to Mewtwo/Lucario and Roy/Marth, for use with ASMWiird.
If for example you'd want the soundbanks of Instance Slots 0x13 (Falco) and 0x22 (Ike) to be shareable when set to the same sound bank, you'd copy the MEWTWO and LUCARIO sections, paste before the MEWTWO and LUCARIO section, and change the labels and instance IDs.
So it would go as followed:
Code address - 8084C9D4:

cmpwi r7,3
bne- END # Skip if not soundbank loader routine

cmpw r0,r4
beq- END # Skip if instance IDs match


MEWTWO:
cmpwi r4,0x26
bne+ LUCARIO # Go to LUCARIO if loader ID is not Mewtwo
cmpwi r0,0x21
bne+ END # Skip if exiting ID is not Lucario
b MOVE

LUCARIO:
cmpwi r4,0x21
bne+ ROY # Go to ROY if loader ID is not Lucario
cmpwi r0,0x26
bne+ END # Skip if exiting ID is not Mewtwo
b MOVE



ROY:
cmpwi r4,0x27
bne+ MARTH # Go to MARTH if loader ID is not Roy
cmpwi r0,0x11
bne+ END # Skip if exiting ID is not Marth
b MOVE

MARTH:
cmpwi r4,0x11
bne+ END # Go to END if loader ID is not Marth
cmpwi r0,0x27
bne+ END # Skip if exiting ID is not Roy


MOVE:
mr r0,r4 # Make loader EXIST

END:
cmpw r0,r4 # Entry point (8084C9D4)
bctr # Exit to ctr offset
Bold would be copied, and pasted and changed as followed:
Code address - 8084C9D4:

cmpwi r7,3
bne- END # Skip if not soundbank loader routine

cmpw r0,r4
beq- END # Skip if instance IDs match


IKE:
cmpwi r4,0x22
bne+ FALCO # Go to FALCO if loader ID is not Ike
cmpwi r0,0x13
bne+ END # Skip if exiting ID is not FALCO
b MOVE

FALCO:
cmpwi r4,0x13
bne+ MEWTWO # Go to MEWTWO if loader ID is not Falco
cmpwi r0,0x22
bne+ END # Skip if exiting ID is not Ike
b MOVE



MEWTWO:
cmpwi r4,0x26
bne+ LUCARIO # Go to LUCARIO if loader ID is not Mewtwo
cmpwi r0,0x21
bne+ END # Skip if exiting ID is not Lucario
b MOVE

LUCARIO:
cmpwi r4,0x21
bne+ ROY # Go to ROY if loader ID is not Lucario
cmpwi r0,0x26
bne+ END # Skip if exiting ID is not Mewtwo
b MOVE


ROY:
cmpwi r4,0x27
bne+ MARTH # Go to MARTH if loader ID is not Roy
cmpwi r0,0x11
bne+ END # Skip if exiting ID is not Marth
b MOVE

MARTH:
cmpwi r4,0x11
bne+ END # Go to END if loader ID is not Marth
cmpwi r0,0x27
bne+ END # Skip if exiting ID is not Roy


MOVE:
mr r0,r4 # Make loader EXIST

END:
cmpw r0,r4 # Entry point (8084C9D4)
bctr # Exit to ctr offset
Bold be what gets pasted in, and the underscored bits being what needs to be changed.

Links:
http://opensa.dantarion.com/wiki/Instance_Slots
http://www.mediafire.com/download/aw8y0n4a1q5kd50/asmwiird.zip
 

KamiSquad_X

Smash Rookie
Joined
Oct 3, 2015
Messages
15
Location
New York
NNID
WaveDashX77
#5
Nice! Great Work dude! ^.^

Except, Yoshi's egg costume based code give me glitches.

Also, Do you still make codes? You think you could make some sm4sh codes like, ledge trumping, TurnRun/TurnRunBreak cancels into forward tilt, c-stick smash charging ? I need help to modiify or create a melee airdodge code to allow it to be limited to only 1 melee airdodge per air (my melee airdodge code goes into fall instead of specialfall)

Thanks dude, Keep up the great codes!

Edit: In case your still on a hiatus do you know anyone else still making codes? I mainly want to limit the number of melee airdodges to 1 per air, if you could point me in the right direction on how to code that, it'll really help out. :)
 
Last edited:

ds22

Smash Lord
Joined
Aug 30, 2009
Messages
1,661
Location
Rotterdam, The Netherlands
#6
Necrobumping this thread with more (requested) codes:
Code:
PT Pokes have Final Smashes & FS characters Don't [ds22]
* 04B060DC 8081DF8C
* 04B060E4 8081DF8C
* 04B060EC 8081DF8C
* 04B06114 8081DF84
* 0481DF14 809D0008
* 0481DF18 3804FFFD
* 0481DF84 380000EC
* 04AD8BB4 17171717
* C281DF6C 00000003
* 3800005C 2C04002D
* 40A20008 3800007C
* 60000000 00000000

Alloys can Shield, Dodge & Grab Ledges [ds22]
* 048A082C 48000088
* 048A083C 48000078
* 048A087C 48000038

Bob-omb timer doesn't run when held [ds22]
* 4A000000 90000000
* 161A1400 00000028
* 00000000 00FFFFFF
* 00000000 00000001
* 65050100 901A1400
* 04000100 901A1408
* 00080000 00000000

Reverse Effect doesn't deal Damage when Shielded V1.1 [ds22]
* C27451CC 0000000D
* 3D808125 7C196000
* 41A00054 3D80813A
* 7C196000 41810048
* 80830030 548406FE
* 2C040007 40A20038
* 8095002C 7C046000
* 4181002C 8184007C
* A18C0036 2C0C001A
* 41A0001C 2C0C001D
* 41A10014 2C0C001C
* 4182000C 38800000
* 6C808000 9001000C
* 60000000 00000000

Disable Screen KO [ds22]
* 0687C310 00000008
* 60000000 4800000C

Star & Screen KO Timer Modifier [ds22]
* 04FA0430 000000XX    #Star KO Timer part 1 (default 0x82 [130] Frames)
* 04FA0434 000000XX    #Star KO Timer part 2 (default 0x2D [45] frames)
* 04FA044C 000000XX    #Screen KO Timer part 1 (default 0x28 [40] Frames)
* 04FA0450 000000XX    #Screen KO Timer part 2 (default 0x05 [5] Frames)
* 04FA0454 000000XX    #Screen KO Timer part 3 (default 0x28 [40] Frames)
* 04FA0458 000000XX    #Screen KO Timer part 4 (default 0x23 [35] Frames)
 
Last edited:

Wobbaduck

Smash Rookie
Joined
Oct 1, 2016
Messages
2
#7
Clone Soundbank Fix sounds almost exactly like what I'm looking for - only not quite. I'm using Solaros's code from this thread to allow Ike to load Duon's sounds: 04AD8A68 0000013E. This means he can't load his default sounds, though - do you know of a code to let a character load sounds from two soundbanks at once?
 
Last edited:

Bob

Banned (6 Points)
Joined
Nov 22, 2001
Messages
429
#8
Necrobumping this thread with more (requested) codes:
Code:
PT Pokes have Final Smashes & FS characters Don't [ds22]
* 04B060DC 8081DF8C
* 04B060E4 8081DF8C
* 04B060EC 8081DF8C
* 04B06114 8081DF84
* 0481DF14 809D0008
* 0481DF18 3804FFFD
* 0481DF84 380000EC
* 04AD8BB4 17171717
* C281DF6C 00000003
* 3800005C 2C04002D
* 40A20008 3800007C
* 60000000 00000000

Alloys can Shield, Dodge & Grab Ledges [ds22]
* 048A082C 48000088
* 048A083C 48000078
* 048A087C 48000038

Bob-omb timer doesn't run when held [ds22]
* 4A000000 90000000
* 161A1400 00000028
* 00000000 00FFFFFF
* 00000000 00000001
* 65050100 901A1400
* 04000100 901A1408
* 00080000 00000000

Reverse Effect doesn't deal Damage when Shielded V1.1 [ds22]
* C27451CC 0000000D
* 3D808125 7C196000
* 41A00054 3D80813A
* 7C196000 41810048
* 80830030 548406FE
* 2C040007 40A20038
* 8095002C 7C046000
* 4181002C 8184007C
* A18C0036 2C0C001A
* 41A0001C 2C0C001D
* 41A10014 2C0C001C
* 4182000C 38800000
* 6C808000 9001000C
* 60000000 00000000

Disable Screen KO [ds22]
* 0687C310 00000008
* 60000000 4800000C

Star & Screen KO Timer Modifier [ds22]
* 04FA0430 000000XX    #Star KO Timer part 1 (default 0x82 [130] Frames)
* 04FA0434 000000XX    #Star KO Timer part 2 (default 0x2D [45] frames)
* 04FA044C 000000XX    #Screen KO Timer part 1 (default 0x28 [40] Frames)
* 04FA0450 000000XX    #Screen KO Timer part 2 (default 0x05 [5] Frames)
* 04FA0454 000000XX    #Screen KO Timer part 3 (default 0x28 [40] Frames)
* 04FA0458 000000XX    #Screen KO Timer part 4 (default 0x23 [35] Frames)
I have a code request(s).

*Trajectory DI is limited to 8 degrees*
*Footstooling Disabled*

While I'd appreciate both, the former's a priority. Having these codes would really help me and would be much appreciated,

A code that prevents Samus from turning into ZSS would also be nice, but it isn't a priority.

Thank you!
 
Last edited:

ds22

Smash Lord
Joined
Aug 30, 2009
Messages
1,661
Location
Rotterdam, The Netherlands
#9
Clone Soundbank Fix sounds almost exactly like what I'm looking for - only not quite. I'm using Solaros's code from this thread to allow Ike to load Duon's sounds: 04AD8A68 0000013E. This means he can't load his default sounds, though - do you know of a code to let a character load sounds from two soundbanks at once?
Unfortunately not I'm afraid.
I have a code request(s).

*Trajectory DI is limited to 8 degrees*
*Footstooling Disabled*

While I'd appreciate both, the former's a priority. Having these codes would really help me and would be much appreciated,

A code that prevents Samus from turning into ZSS would also be nice, but it isn't a priority.

Thank you!
I'm not really making codes these days (haven't done so for more than a year now).
This thread is mainly to showcase and share codes I've already made beforehand, so I'm afraid I can't help you.
 

Bob

Banned (6 Points)
Joined
Nov 22, 2001
Messages
429
#10
I'm not really making codes these days (haven't done so for more than a year now).
This thread is mainly to showcase and share codes I've already made beforehand, so I'm afraid I can't help you.
Do you know where in the memory DI is located, or how to go about changing it? I can probably find a way to create it if I know where to go.
 
Joined
May 2, 2010
Messages
657
#13
Un-related to what was recently posted (still exciting none the less), but here's two codes ds22's letting me share. (If you want to post these yourself, I can delete this post).

Code:
Clone Engine Corps Stock Fix [ds22]
*04952F14 2C04003A

BrawlEX Corps Fix V1[ds22]
*04952F38 7C802378
These two codes in conjunction allow BrawlEx Fighter stock icons to appear on the All-Star menu when inserted properly.
 

ds22

Smash Lord
Joined
Aug 30, 2009
Messages
1,661
Location
Rotterdam, The Netherlands
#16
NOTE: The following code only works with an info.pac file based on Project M 3.6's info.pac file, and is showcased mainly to explain its inner workings.

Code:
Individual Stock Icons (info.pac) V2.4 ASV [ds22, wiiztec]
C20E2168 0000002C
818100E8 3D609018
896BF37F 2C0B0002
4082007C 392000A5
3D408058 614A8000
897F0002 1D6B00A0
7D4A5A14 896A009E
80BF0020 2C050006
41810020 2C050000
40820030 3CA08128
60A5AE64 80A50000
2C050006 4081001C
7D8A58AE 2C0C00CC
4082000C 39600003
48000008 396B0003
7D8A58AE 2C0C00CC
40820014 2C0B0000
4182000C 39600000
4BFFFFE8 3FA08045
38C0003D 3BBD56D8
38E00000 7CC903A6
88DD0002 7C0C3000
4182001C 88DD0003
7C0C3000 41820010
3BBD0010 38E70001
4200FFE0 2C07003D
4082000C 3FA08045
3BBD56D8 899D0000
2C0C0042 40A20008
39800025 88C100ED
2C0900A5 4082002C
7CCA582E 54C6801E
54C6463E 396B0003
996A009E 2C1B0004
40820010 892A009C
39290003 992A009E
1D8C000A 7D8C3214
38EC0001 2C1B0000
4082000C 7C882378
7FFCFB78 3D8080C2
A18C4314 3BA05F65
7C0CE800 4182000C
6D1E8000 48000008
6CFE8000 83BC008C
60000000 00000000

800E2168:
lwz  r12,0xE8(r1)  # Load Character ID

ASV_MODE_ROUTINE:
lis  r11,-28648
lbz  r11,-3201(r11)
cmpwi  r11,2
bne-  COSMETIC_SLOT_START  # Branch if not ASV Mode
li  r9,165
lis  r10,-32680
ori  r10,r10,32768
lbz  r11,2(r31)
mulli  r11,r11,160
add  r10,r10,r11
lbz  r11,158(r10)
lwz  r5,32(r31)
cmpwi  r5,6
bgt-  0x20
cmpwi  r5,0
bne-  0x30
lis  r5,-32472
ori  r5,r5,44644
lwz  r5,0(r5)
cmpwi  r5,6
ble-  0x1C
lbzx  r12,r10,r11
cmpwi  r12,204
bne-  0x0C
li  r11,3
b  0x08
addi  r11,r11,3
lbzx  r12,r10,r11
cmpwi  r12,204
bne-  COSMETIC_SLOT_START
cmpwi  r11,0
beq-  COSMETIC_SLOT_START
li  r11,0
b  0xFFFFFFE8

COSMETIC_SLOT_START:
lis  r29,0x8045
li  r6,61
addi  r29,r29,22232  # Load Cosmetic Slots base address
li  r7,0
mtctr  r6  # Set Count Register (CTR) to total amount of Cosmetic Slots

CHARACTER_ID_LOADER:
lbz  r6,0x02(r29)  # Load Character ID
cmpw  r12,r6
beq-  COSMETIC_ID_LOADER  # Branch if equal
lbz  r6,0x03(r29)  # Load Second Character ID
cmpw  r12,r6
beq-  COSMETIC_ID_LOADER  # Branch if equal
addi  r29,r29,16
addi  r7,r7,1  #
bdnz+  CHARACTER_ID_LOADER  # Loop if CTR is not zero

COSMETIC_ID_LOADER:
cmpwi  r7,61
bne-  0x0C  # Skip if valid index
lis  r29,0x8045
addi  r29,r29,22232  # Load Cosmetic Slots base address
lbz  r12,0(r29)  # Load Cosmetic ID

WARIOMAN_COSMETIC_CHECK
cmpwi  r12,0x42
bne+  PORTRAIT_ID_LOADER  # Branch if not WarioMan's Cosmetic ID
li  r12,0x25  # Load Wario's Cosmetic ID

PORTRAIT_ID_LOADER:
lbz  r6,0xED(r1)  # Load Portrait ID

ASV_PORTRAIT_ID:
cmpwi r9,165
bne-  PORTRAIT_ID_LOADER_EQUATION:  # Branch if not ASV Mode
lwzx r6,r10,r11
rlwinm r6,r6,16,0,15
rlwinm r6,r6,8,24,31
addi r11,r11,3
stb r11,158(r10)
cmpwi r27,4
bne- 0x10
lbz r9,156(r10)
addi r9,r9,3
stb r9,158(r10)

PORTRAIT_ID_LOADER_EQUATION:
mulli  r12,r12,10
add  r12,r12,r6
addi  r7,r12,1  # Multiply Cosmetic ID by 10, add Portrait ID, add 1 [A*10+B+1=C]

cmpwi r27,0
bne- 0x0C
mr r8,r4
mr  r28,r31  # (Original instruction located at 0x800E215C)

INFO.PAC_CHECK:
lis  r12,0x80C2
lhz  r12,0x4314(r12)  # Load Info.pac header
li  r29,0x5F65
cmpw  r12,r29
beq-  MELEE_STOCK  # Branch if Info_en.pac

BRAWL_STOCK_COLOUR:
xoris  r30,r8,0x8000  # Set PlayerTeam Colour ID as Frame ID
b  0x08  # Skip to exit

MELEE_STOCK_COLOUR:
xoris  r30,r7,0x8000  # Set Stock Colour ID as Frame ID

EXIT:
lwz  r29, 0x008C (r28)

040E215C 60000000

040E2160 60000000

C203D8B4 00000005
2C09000B 40820018
3C600006 38631C00
3C800002 38847180
7C641A14 881B001C
60000000 00000000

8003D8B4:
cmpwi  r9,0x0b
bne-  END # Skip if not info_en.pac
lis  r3,6
addi  r3,r3,7168
lis  r4,2
addi  r4,r4,29056
add  r3,r4,r3 # Add 0x27180 to unmodified Compressed File Size (0x61C00)
END:  lbz r0, 0x001C (r27)

044218EC 00095F00

0442190C 00180000

04494990 00095F00

044949EC 80C23A60

044949F0 00180000
 
Joined
Feb 24, 2016
Messages
31
#18
Bumping this thread with a little lost gem I recently found:
Code:
Skip Sudden Death [ds22]
* 046D39D4 60000000
* 046D39E0 60000000
Is it possible to make the code take into account percent values and player stocks. Atm it always causes the lower port to win.
 
Joined
Jul 15, 2017
Messages
17
#19
Necrobumping this thread with more (requested) codes:
Code:
PT Pokes have Final Smashes & FS characters Don't [ds22]
* 04B060DC 8081DF8C
* 04B060E4 8081DF8C
* 04B060EC 8081DF8C
* 04B06114 8081DF84
* 0481DF14 809D0008
* 0481DF18 3804FFFD
* 0481DF84 380000EC
* 04AD8BB4 17171717
* C281DF6C 00000003
* 3800005C 2C04002D
* 40A20008 3800007C
* 60000000 00000000
The "PT Pokes have Final Smashes & FS characters Don't" code, that will give the independent Pokemon their own Final Smash if it's in their psa. What if the Trainer uses a Final Smash? Will they still do Triple Finish?
 
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