• Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!

    You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!

Gameshark Code Collection

RPGgrenade

Smash Apprentice
Joined
Jan 20, 2016
Messages
80
AFAIK, IDs work similar to melee in terms of priority. If a move has two hitboxes that both hit, then the lower ID hitbox is taken with priority. I'd also recommend this thread http://smashboards.com/threads/moveset-data-thread-chart-updated-dec-04-12.329221/ for move set needs. The values in the datasheet are the same ones in the ROM. I can also post where the bin files are located in ROM for each character if you'd like.
that would be EXTREMELY helpful, actually. I know that these are the values given, which is insanely useful for reference as to whether you're doing it correctly or not, but I have a large issue with actually FINDING the locations in offsets with Hex editor or anywhere else for that matter that I need to apply these values TO. I honestly have no idea why it's so difficult for me, but it is. So at this point anything helps.
 
Last edited:

Nick Mang

Smash Rookie
Joined
Oct 16, 2015
Messages
19
that would be EXTREMELY helpful, actually. I know that these are the values given, which is insanely useful for reference as to whether you're doing it correctly or not, but I have a large issue with actually FINDING the locations in offsets with Hex editor or anywhere else for that matter that I need to apply these values TO. I honestly have no idea why it's so difficult for me, but it is. So at this point anything helps.
202 - mario hitbox data

208 - fox hitbox data
209 - fox attribute data

212 - dk hitbox data

216 - samus hitbox data

220 - luigi hitbox data

224 - link hitbox data

228 - kirby hitbox data

232 - jigglypuff hitbox data

235 - falcon hitbox data

238 - ness hitbox data

242 - pikachu hitbox data

246 - yoshi hitbox data

These are the bin files when you decompile the rom. Either use midwaydec or the file insertor. I think both require python.

I assume the corresponding attribute data for each character is right after the hitbox data, but I'm only certain of fox's. Attribute data is things like weight, dash speed, running speed, air speed, etc.
 
Last edited:

RPGgrenade

Smash Apprentice
Joined
Jan 20, 2016
Messages
80
202 - mario hitbox data

208 - fox hitbox data
209 - fox attribute data

212 - dk hitbox data

216 - samus hitbox data

220 - luigi hitbox data

224 - link hitbox data

228 - kirby hitbox data

232 - jigglypuff hitbox data

235 - falcon hitbox data

238 - ness hitbox data

242 - pikachu hitbox data

246 - yoshi hitbox data

These are the bin files when you decompile the rom. Either use midwaydec or the file insertor. I think both require python.

I assume the corresponding attribute data for each character is right after the hitbox data, but I'm only certain of fox's. Attribute data is things like weight, dash speed, running speed, air speed, etc.
thank you. To be fair all I want to modify is some hitbox data.
 

RPGgrenade

Smash Apprentice
Joined
Jan 20, 2016
Messages
80
Ok so I've made some progress thanks to that spreadsheet giving me some intel. What I've done is I basically used cheat engine to learn how to finally locate hitbox data. Currently I just want to modify a few things on Link's Nair Foot Sweetspot hitbox (as a test of my ability)

The values I searched for using Cheat Engine were
0C836150 (where the damage value is)
5A464003 (where the knockback scaling value is)
00220780 (where the sound level of the hitbox is)

I found the addresses for these, but I need help finding their pointers. I'm still just learning so I might just be a noob, but I don't have a decent method for locating the pointers to these locations in memory (obviously to find them and write at them with a GS code at any time) I would really appreciate the help, as I really want to learn how to modify hitbox data with GS codes.

And I can't use Nemu because windows 10 seems to not let it even open =( so if someone could provide a decent explanation as to how to find the main addresses for these values and how to apply it to a GS code (in theory, I'll work out the details), it'd be HIGHLY appreciated.
 

Madao

Moderator
Moderator
Joined
Jun 27, 2013
Messages
873
I mostly do testing in training mode so I don't have as much stuff mapped out for vs mode. In my cheat engine table, "Player 1 Moveset Offset" should be the pointer to the start of the hitbox data for Player 1. The way I find pointers is by doing a range search by selecting scan type: "value between". It takes a bit of effort to find some pointers.

Toomai's chart has the addresses for player 1 training mode dream land btw. The problem with GS is that the addresses are different for every different matchup. Different player #, stage, mode, etc affect the addresses. So the best way is to just patch the ROM. 2nd best method is to use a memory editor (because you can deal with pointers and all that). GameShark is really just for convenience since it's built into most emulators.
 

RPGgrenade

Smash Apprentice
Joined
Jan 20, 2016
Messages
80
I mostly do testing in training mode so I don't have as much stuff mapped out for vs mode. In my cheat engine table, "Player 1 Moveset Offset" should be the pointer to the start of the hitbox data for Player 1. The way I find pointers is by doing a range search by selecting scan type: "value between". It takes a bit of effort to find some pointers.

Toomai's chart has the addresses for player 1 training mode dream land btw. The problem with GS is that the addresses are different for every different matchup. Different player #, stage, mode, etc affect the addresses. So the best way is to just patch the ROM. 2nd best method is to use a memory editor (because you can deal with pointers and all that). GameShark is really just for convenience since it's built into most emulators.
Which exactly are the addresses? Are they the second row? or am I missing something? And I realize that method is "Better", but from a testing standpoint, it's likely way worse (at least from what many programming experts have said). I want to be able to quickly switch around numbers and test out different things in matches with other people =)
Either way, though. Why do you look for those values specifically? And wouldn't it technically be possible to find CHARACTER hitbox data by locating the pointer to the beginning of the hitbox data in training mode, vs mode with different players on two different stages and finding it that way? I'm personally willing to go that far if I could figure out how to find the damn pointers.
And can you give an example of the range search? Because I have a very hard time envisioning what you mean by this to locate a pointer.
 

Madao

Moderator
Moderator
Joined
Jun 27, 2013
Messages
873
Which exactly are the addresses? Are they the second row? or am I missing something?
If you're talking about that offset I mentioned in my cheat engine table, the address is under the value section, since it's a pointer.

And I realize that method is "Better", but from a testing standpoint, it's likely way worse (at least from what many programming experts have said). I want to be able to quickly switch around numbers and test out different things in matches with other people =)
I've never done pointer codes via gameshark because they are long and complex. I'm better off just using a memory editor, when I want to change data on the fly. You can write a tool that gets the pointers for hitbox data and lets you write memory to any address you specify. So all you'd do is generate the hex, input that into your program (along with the specified address) and then signal the program to write to RAM. That's way better than using gameshark.

Either way, though. Why do you look for those values specifically? And wouldn't it technically be possible to find CHARACTER hitbox data by locating the pointer to the beginning of the hitbox data in training mode, vs mode with different players on two different stages and finding it that way? I'm personally willing to go that far if I could figure out how to find the damn pointers.
And can you give an example of the range search? Because I have a very hard time envisioning what you mean by this to locate a pointer.
The pointer for VS mode is different and since I don't do much debugging in VS mode, I never searched for the VS mode pointers. In order to find the pointers, you have to first know the address. Lets say that start of hitbox data is at 80241000, then I do a range search of something like 80240E00 to 80241100. It's merely guesswork. If I find nothing, then I increase the range of the search. Then once I find it, I go to different levels to see if the pointer i found was reliable.
 

Cyjorg

tiny.cc/19XXTE
Joined
Nov 18, 2013
Messages
686
Location
Purdue University
Is there any documentation on the Gameshark codehandler anywhere? I think it'd be interesting to modify it or write our own injected into the ROM.
 

Nick Mang

Smash Rookie
Joined
Oct 16, 2015
Messages
19
Ok so I've made some progress thanks to that spreadsheet giving me some intel. What I've done is I basically used cheat engine to learn how to finally locate hitbox data. Currently I just want to modify a few things on Link's Nair Foot Sweetspot hitbox (as a test of my ability)

The values I searched for using Cheat Engine were
0C836150 (where the damage value is)
5A464003 (where the knockback scaling value is)
00220780 (where the sound level of the hitbox is)

I found the addresses for these, but I need help finding their pointers. I'm still just learning so I might just be a noob, but I don't have a decent method for locating the pointers to these locations in memory (obviously to find them and write at them with a GS code at any time) I would really appreciate the help, as I really want to learn how to modify hitbox data with GS codes.

And I can't use Nemu because windows 10 seems to not let it even open =( so if someone could provide a decent explanation as to how to find the main addresses for these values and how to apply it to a GS code (in theory, I'll work out the details), it'd be HIGHLY appreciated.
I would recommend just patching the bin files at the locations of Link's nair. It really isn't that bad and allows you to write a patch for your mod. No need to deal with gameshark at all.
 

tehz

Smash Apprentice
Joined
Mar 27, 2010
Messages
188
Is there any documentation on the Gameshark codehandler anywhere? I think it'd be interesting to modify it or write our own injected into the ROM.
http://doc.kodewerx.org/hacking_n64.html#gs_code_handler

https://github.com/ppcasm/gsuploader

Both have some info on the gameshark's code handling. I remember reading somewhere that the GS' "code generator" locks itself out of viewing it's own code, but you can write a GS code to change a byte to allow you to view the code generator's memory addresses
 

RPGgrenade

Smash Apprentice
Joined
Jan 20, 2016
Messages
80
I would recommend just patching the bin files at the locations of Link's nair. It really isn't that bad and allows you to write a patch for your mod. No need to deal with gameshark at all.
then I would like to make a bit of a demanding request... I would appreciate a step by step (for someone who has never used ROM editing software before) guide on how to do it? I know you suggested some software and the bin files... but I just get confused when attempting to open or edit anything and I feel like I'm doing everything wrong. This level of data manipulation is usually pretty daunting for newcomers, after all.
 

Cyjorg

tiny.cc/19XXTE
Joined
Nov 18, 2013
Messages
686
Location
Purdue University
then I would like to make a bit of a demanding request... I would appreciate a step by step (for someone who has never used ROM editing software before) guide on how to do it? I know you suggested some software and the bin files... but I just get confused when attempting to open or edit anything and I feel like I'm doing everything wrong. This level of data manipulation is usually pretty daunting for newcomers, after all.
I plan on doing a very extensive guide on all things hacking after 0.10 drops.
 

RPGgrenade

Smash Apprentice
Joined
Jan 20, 2016
Messages
80
I plan on doing a very extensive guide on all things hacking after 0.10 drops.
Do you have an estimate for when that might be? In the meantime I'll fuss around with data and stuff, but I can't wait to actually understand what to do =D
 

Cyjorg

tiny.cc/19XXTE
Joined
Nov 18, 2013
Messages
686
Location
Purdue University
Do you have an estimate for when that might be? In the meantime I'll fuss around with data and stuff, but I can't wait to actually understand what to do =D
Soon. Key word understand. The tutorials will be designed to foster innovation not change. Not to be a jerk but I'm not gonna write a step by step tutorial on ehat you're looking to do. However, my hope is that after you watch my videos, you'll be able to do that and have the ability to do even more.

Obviously I'll still answer questions and what not I'm just caught up finishing 0.10 rn.
 

tehz

Smash Apprentice
Joined
Mar 27, 2010
Messages
188
Do you have an estimate for when that might be? In the meantime I'll fuss around with data and stuff, but I can't wait to actually understand what to do =D
I can give you some more reading materials in the mean time. These all helped me immensely. Of course, the only way you'll really learn is to get your hands dirty; there's no other way to get a feel for how these things go.

I don't know exactly what you've done so far, but it seems like you're interested in doing very hard things: you want to understand and change data. For changing data, you'll (or somebody will) probably have to end up writing custom tools. For understanding data, you can start to learn MIPS asm and become familiar with the N64/nemu's debugger.

Programmed Introduction to MIPS Assembly Language: This is a great intro course to assembly and mips. Note that the n64 uses a new version of MIPS than what is in this course, so some of the annoying things like load delay slots are gone

N64 ASM Tutorials,
N64 Rom Hacking Tutorials, and N64 ASM (r4300i) Hacking are some basic ASM/hacking tutorials that use Nemu

N64 Introductory Manual: Nintendo's docs that give a general overview of the N64

Most Recent N64 Manual/Function and Header Reference

You'll want copies of Nemu, cajeASM, LemASM (until cajeASM 8.0 comes out), and cheat engine.
 

Cyjorg

tiny.cc/19XXTE
Joined
Nov 18, 2013
Messages
686
Location
Purdue University
I can give you some more reading materials in the mean time. These all helped me immensely. Of course, the only way you'll really learn is to get your hands dirty; there's no other way to get a feel for how these things go.

I don't know exactly what you've done so far, but it seems like you're interested in doing very hard things: you want to understand and change data. For changing data, you'll (or somebody will) probably have to end up writing custom tools. For understanding data, you can start to learn MIPS asm and become familiar with the N64/nemu's debugger.

Programmed Introduction to MIPS Assembly Language: This is a great intro course to assembly and mips. Note that the n64 uses a new version of MIPS than what is in this course, so some of the annoying things like load delay slots are gone

N64 ASM Tutorials,
N64 Rom Hacking Tutorials, and N64 ASM (r4300i) Hacking are some basic ASM/hacking tutorials that use Nemu

N64 Introductory Manual: Nintendo's docs that give a general overview of the N64

Most Recent N64 Manual/Function and Header Reference

You'll want copies of Nemu, cajeASM, LemASM (until cajeASM 8.0 comes out), and cheat engine.
If you can get a copy of cheat engine 5.6.1 RPGgrenade RPGgrenade
 

Madao

Moderator
Moderator
Joined
Jun 27, 2013
Messages
873
yikes, how would those even work.
Not exactly sure how they work. I remember seeing some really long SM64 gameshark code that used pointers. Iirc it was a code for walking on water.

then I would like to make a bit of a demanding request... I would appreciate a step by step (for someone who has never used ROM editing software before) guide on how to do it? I know you suggested some software and the bin files... but I just get confused when attempting to open or edit anything and I feel like I'm doing everything wrong. This level of data manipulation is usually pretty daunting for newcomers, after all.
Tbqh, a step by step guide is not necessary. If you already have an extracted rom and already know which file to edit, then all you do is edit the bin (i recommend not overwriting the original extracted bin file), then use a file inserter to take care of the rest. If you have to compress the bin file after editing, that's not difficult to do either.

The difficult parts have already been taken care of by others. Now we have tools available to make this a lot easier.

If you can get a copy of cheat engine 5.6.1 RPGgrenade RPGgrenade
I actually prefer Cheat Engine 6.4 due to new features like being able to display memory in groups of 4 bytes.
 

Cyjorg

tiny.cc/19XXTE
Joined
Nov 18, 2013
Messages
686
Location
Purdue University
Not exactly sure how they work. I remember seeing some really long SM64 gameshark code that used pointers. Iirc it was a code for walking on water.

Tbqh, a step by step guide is not necessary. If you already have an extracted rom and already know which file to edit, then all you do is edit the bin (i recommend not overwriting the original extracted bin file), then use a file inserter to take care of the rest. If you have to compress the bin file after editing, that's not difficult to do either.

The difficult parts have already been taken care of by others. Now we have tools available to make this a lot easier.

I actually prefer Cheat Engine 6.4 due to new features like being able to display memory in groups of 4 bytes.
I like both however there's a really easy way to find memory addresses on 5.6.1 that doesn't work on 6+
 

Madao

Moderator
Moderator
Joined
Jun 27, 2013
Messages
873
Madao Madao is there a way to view virtual ram addresses (80XXXXXX) in cheat engine for Project 64/Dolphin?
I don't use Dolphin so I'm not sure about that one, but it's possible to view virtual ram addresses with Cheat Engine with PJ64, Nemu, Mupen64, 1964, etc. It's a hassle to do with PJ64, because it's not a static address, unlike most of the other emulators. You'll either need to use pointers, or compile a version of PJ64 that has a static address for the RDRAM offset. Which version of PJ64 are you trying to use?
 

Cyjorg

tiny.cc/19XXTE
Joined
Nov 18, 2013
Messages
686
Location
Purdue University
I don't use Dolphin so I'm not sure about that one, but it's possible to view virtual ram addresses with Cheat Engine with PJ64, Nemu, Mupen64, 1964, etc. It's a hassle to do with PJ64, because it's not a static address, unlike most of the other emulators. You'll either need to use pointers, or compile a version of PJ64 that has a static address for the RDRAM offset. Which version of PJ64 are you trying to use?
I can use Mupen that's fine. I'm just trying to test on emulator's more stable than Nemu
 

RPGgrenade

Smash Apprentice
Joined
Jan 20, 2016
Messages
80
Ok so I'm having some issues with a few codes. To be very specific. I had to reinstall windows into my computer. This included my PJ64 emulator and many other things (was getting MANY BSODs so it was inevitable).
And now, for some reason, I'm getting two very strange behaviors using two of the gamesharks codes (I will eventually be ROM hacking, but I have to reinstall everything again so I went to do the GS codes again for now to get everything working again. And so far the majority of them work just as intended.
The two I'm having strange behaviors for are:
1. The Hitstun multiplier: For some reason, even if set to default hitstun, the hitstun becomes infinite. And I do mean infinite. It doesn't disappear unless you touch the ground, and if hit straight upwards you get stuck in standing animation while in the air. It's a bit of a concern as what I'm trying for needs to decrease hitstun a little for balancing sake.
2. Fox's Up-B Distance increase: This is a weird one too, because it changes how his firefox both functions and controls. Going directly horizontal works perfectly fine, but for some reason when aiming upwards, he goes down in a weird acceleration, and vice versa. But get this... if I'm aiming to left or right, he'll CURVE towards that direction. It's very entertaining to watch, but I just wanted to make Fox's recovery a lil' better.

In both cases the glitch occurs only after activating the feature (attacking an enemy or using the firefox) once first. the first time it works fine, but then it messes up. i'm just wondering if it's an issue with my emulator, because I replaced the ROM and it made no difference, and I'm 100% certain that the codes are the correct ones as they work the first time around. Maybe I'm missing something?
 

Cyjorg

tiny.cc/19XXTE
Joined
Nov 18, 2013
Messages
686
Location
Purdue University
Ok so I'm having some issues with a few codes. To be very specific. I had to reinstall windows into my computer. This included my PJ64 emulator and many other things (was getting MANY BSODs so it was inevitable).
And now, for some reason, I'm getting two very strange behaviors using two of the gamesharks codes (I will eventually be ROM hacking, but I have to reinstall everything again so I went to do the GS codes again for now to get everything working again. And so far the majority of them work just as intended.
The two I'm having strange behaviors for are:
1. The Hitstun multiplier: For some reason, even if set to default hitstun, the hitstun becomes infinite. And I do mean infinite. It doesn't disappear unless you touch the ground, and if hit straight upwards you get stuck in standing animation while in the air. It's a bit of a concern as what I'm trying for needs to decrease hitstun a little for balancing sake.
2. Fox's Up-B Distance increase: This is a weird one too, because it changes how his firefox both functions and controls. Going directly horizontal works perfectly fine, but for some reason when aiming upwards, he goes down in a weird acceleration, and vice versa. But get this... if I'm aiming to left or right, he'll CURVE towards that direction. It's very entertaining to watch, but I just wanted to make Fox's recovery a lil' better.

In both cases the glitch occurs only after activating the feature (attacking an enemy or using the firefox) once first. the first time it works fine, but then it messes up. i'm just wondering if it's an issue with my emulator, because I replaced the ROM and it made no difference, and I'm 100% certain that the codes are the correct ones as they work the first time around. Maybe I'm missing something?
Upload a savestate. I have no idea what you're even working wirh
 

RPGgrenade

Smash Apprentice
Joined
Jan 20, 2016
Messages
80
Upload a savestate. I have no idea what you're even working wirh
Why would you want a savestate? I'm using codes and I'm more determined it's just a problem of my computer.. Is there somethign special about savestates? I'll just upload some gifs so you see what I mean is at least happening. Once you explain why you want the savestate I'll upload one for ya.

Keep in mind when I go down I'm holding up, and vice versa.

Here's a nice weird thing when I activate the hitstun multiplier code.
 
Last edited:

Madao

Moderator
Moderator
Joined
Jun 27, 2013
Messages
873
Ok so I'm having some issues with a few codes. To be very specific. I had to reinstall windows into my computer. This included my PJ64 emulator and many other things (was getting MANY BSODs so it was inevitable).
And now, for some reason, I'm getting two very strange behaviors using two of the gamesharks codes (I will eventually be ROM hacking, but I have to reinstall everything again so I went to do the GS codes again for now to get everything working again. And so far the majority of them work just as intended.
The two I'm having strange behaviors for are:
1. The Hitstun multiplier: For some reason, even if set to default hitstun, the hitstun becomes infinite. And I do mean infinite. It doesn't disappear unless you touch the ground, and if hit straight upwards you get stuck in standing animation while in the air. It's a bit of a concern as what I'm trying for needs to decrease hitstun a little for balancing sake.
2. Fox's Up-B Distance increase: This is a weird one too, because it changes how his firefox both functions and controls. Going directly horizontal works perfectly fine, but for some reason when aiming upwards, he goes down in a weird acceleration, and vice versa. But get this... if I'm aiming to left or right, he'll CURVE towards that direction. It's very entertaining to watch, but I just wanted to make Fox's recovery a lil' better.

In both cases the glitch occurs only after activating the feature (attacking an enemy or using the firefox) once first. the first time it works fine, but then it messes up. i'm just wondering if it's an issue with my emulator, because I replaced the ROM and it made no difference, and I'm 100% certain that the codes are the correct ones as they work the first time around. Maybe I'm missing something?
Not sure about the Fox Up B one, but I know there's an isue with hitstun. There have been certain codes I've attempted on doing, that just don't work properly (like modifying the combo counter to not reset on grabs). Even patching the rom causes an issue with the hitstun code. I suspect the problem may be the fact that Nemu64 does not have a perfect debugger. It's not detecting all memory reads and writes, so I think it's possible that same data may also be used for other things. Breakpoints don't work with things like DMA and I guess certain load/store instructions. I may try looking into this issue, within a few weeks if I'm not too busy.

About the BSOD issue, what version of PJ64 are you using? If it's 2.0, 2.1, or 2.2, I suggest you upgrade to 2.3
 

RPGgrenade

Smash Apprentice
Joined
Jan 20, 2016
Messages
80
Not sure about the Fox Up B one, but I know there's an isue with hitstun. There have been certain codes I've attempted on doing, that just don't work properly (like modifying the combo counter to not reset on grabs). Even patching the rom causes an issue with the hitstun code. I suspect the problem may be the fact that Nemu64 does not have a perfect debugger. It's not detecting all memory reads and writes, so I think it's possible that same data may also be used for other things. Breakpoints don't work with things like DMA and I guess certain load/store instructions. I may try looking into this issue, within a few weeks if I'm not too busy.

About the BSOD issue, what version of PJ64 are you using? If it's 2.0, 2.1, or 2.2, I suggest you upgrade to 2.3
It's actually version 1.6 It's weird because the hitstun AND fox codes worked perfectly fine before my windows reinstall. But that does sound like a big issue D:
 

T1T0

Smash Journeyman
Joined
Apr 5, 2015
Messages
441
NNID
12321a
Do you need to use activators for codes like the hitbox display and can you combine the hitbox codes into one code? Also I'm trying to use on console and GS version 2.0...and am having no luck
 

Uair

Banned via Warnings
Joined
Jun 16, 2015
Messages
580
Do you need to use activators for codes like the hitbox display and can you combine the hitbox codes into one code? Also I'm trying to use on console and GS version 2.0...and am having no luck
You probably need 3.x for a lot of codes. There was changes from 3.2 and 2.2 that messed with the gameshark format for some things I think.

I believe in older gameshark versions that had different types, like A0 or A1 something, in Gameshark 3.x its D1 or D2 whatever.
 

T1T0

Smash Journeyman
Joined
Apr 5, 2015
Messages
441
NNID
12321a
You probably need 3.x for a lot of codes. There was changes from 3.2 and 2.2 that messed with the gameshark format for some things I think.

I believe in older gameshark versions that had different types, like A0 or A1 something, in Gameshark 3.x its D1 or D2 whatever.
I was afraid of that, oh well, at least they're pretty cheap
 

Uair

Banned via Warnings
Joined
Jun 16, 2015
Messages
580
in game custom music would be sick.
Your buddy already did that remember? @caneut who is he again?

Edit: Idk where the YT vid or rom are at but I remember playing over Kaillera with the audio imports.
 
Last edited:

Unison-player

Smash Rookie
Joined
Jul 9, 2016
Messages
14
3DS FC
1951-1856-7482
As requested, I decided to make this thread. Some values are in floating point so I recommend you use a float to hex calculator. I will put (F) next to any code that uses floating point numbers. Any floating point code that is only 2 bytes (like Up B) load that 2 byte value as the upper half and the lower half are 0's. So 429A = 429A0000 = 77.0. Some codes used signed values (meaning positive and negative numbers), like Blast Line coordinates, if you type in -3500 into your windows calculator and switch to hex, just take the last 4 digits. For example if I type in -3500 and convert it to hex, the calculator will display FFFFFFFFFFFFF254, so the value you write in is F254. Also for coordinates, going left decreases X, going right increases X, going up increases Y, going down decreases Y.

Please feel free to contribute by adding codes you know. I am also accepting requests (so long as it's not too difficult or time consuming). If you guys want to modify moveset data, let me know what stage and mode. I will do the first few, then I can teach you guys how to make your own codes.

Unfortunately, some of these codes may not be safe to use on console because they haven't thoroughly been tested. I suggest waiting until I update my guide, before using these codes on console.

If you want to use a code only at a specific event, then use activators.
D0 and D1 for checking if a value = a specific value & D2 and D3 are used for checking if a value != a specific value. The D replaces the 8. You use D0 for 1 Byte codes and D1 for 2 Byte codes (just like you do for 80 and 81).
Example, if I want to alter stage selection in VS mode. 800A4D09 is the address for VS mode stage #. The following code will make you go to Dreamland when you select Planet Zebes.
D00A4D09 0003 (3 = Planet Zebes)
800A4D09 0006 (6 = DreamLand)


Button Activator values
0000 No Buttons
0001 C-Right
0002 C-Left
0004 C-Down
0008 C-Up
0010 R
0020 L
0100 D-Pad Right
0200 D-Pad Left
0400 D-Pad Down
0800 D-Pad Up
1000 Start
2000 Z
4000 B
8000 A

If you want to use multiple buttons in 1 activator code, you can add the values. For example, if you want to make a button activator code for player 1 for holding A & B at the same time, the code will be D109EFA4 C000.
One cool trick with copying and pasting is to hold alt+shift so you can vertically highlight whatever you want. It can save you time when writing codes in a text editor like notepad++.
[collapse=Universal Codes]
Code:
Z Cancelling Frame Window (default = 0B)
80150A3F 00??

Auto Z Cancel
81150A40 1000

Teching Frame Window (default = 14)
80144773  00??

Auto Teching
81144774 1000

Hitbox Display (crashes in fighting polygon team loading screen)
810F2C04 2400

Projectile Hitbox
81167578 2400

Red Hitbox (requires Hitbox mode to be on)
810F33BC 2400

Purple Hurtbox
810F2FD0 2400

Red Projectile (requires Projectile hitbox code to be on)
81166F34 2400

Default Hurtbox Color (R = Red, G = Green, B = Blue)
810F2786 RRGG
810F279E BBFF

Player icon always shows
810E7284 2400
8013E237 0001

Stale Damage Multiplier (F) (default = 3F400000 = 0.75)
8112B820 ????
8112B822 ????

Level 1 Multiplier (F) (default = 3F51EB85 = 0.82)
8112B824 ????
8112B826 ????

Level 2 Multiplier (F) (default = 3F63D70A = 0.89)
8112B828 ????
8112B82A ????

Level 3 Multiplier (F) (default = 3F75C28F = 0.96)
8112B82C ????
8112B82E ????

Invincibility timer after spawning (default = 78)
8013D503 00??

Crouch Cancelling knockback multipler (F) (default = 3F2AAAAB = 0.666667)
8112FE8C ????
8112FE8E ????

Hitstun Divider (F) (default = 3FF0) (higher = lower hitstun)
810EA1B2 ????

Hitlag Multiplier (F) (default = 3EAAAAAB = 0.333333)
8112FF50 ????
8112FF52 ????

Shield Size Multiplier (F) (default =  3F266666 = 0.65) (doesn't work for Yoshi)
8118C1E0 ????
8118C1E2 ????

No Shield Drain
8114834C 2400

Shield Drain Rate (default = 0010) higher = slower
81148342 ????

2x Shield Recovery Rate (F)
810E6282 40A0

Max Shield Value (default = 0037)
810D7A6E ????  (this code determines your shield value after spawning)
810E624A ????  (this code determines max shield value you can recover to)

Take No Shield Damage
800E62A1 00E0

1.5x DI Movement Speed
8018C0E1 0046

0.5x DI Movement Speed
8118C0E0 3F86

Ability to DI for attackers during hitlag (you have to get hit at least once in a match before this works)
810E7A70 2400

Very Easy DI
811408BE 0100

C Button Jump Multiplier (for jumping while not moving) (F) (default = 429A = 77.0)
8113F78A ????

C Button Jump multiplier (for jumping while moving) (F) (default = 427C = 63.0)
8113F712 ????

Base Short Hop Multiplier (F) (default = 4210 = 36.0)
8113F70E ????

Short Hop Bonus Jump (F) (default =  4110 = 9.0) This # is added to Base Short hop X when you short hop while standing still
8113F79A ????

Secondary Jump Multiplier (default = 50)
8013FE3F 00??

Infinite Jumps
8113FED4 2400
8114397C 2400 (this code makes you not lose your jumps from UP B)

Ability to Fast Fall During Neutral Aerial
81129E3A 9160

Ability to Fast Fall During Forward Aerial
81129E4E 9160

Ability to Fast Fall During Back Aerial
81129E62 9160

Ability to Fast Fall During Up Aerial
81129E76 9160

Ability to Fast Fall During Down Aerial
81129E8A 9160

Abilty to fall through platform after jumping or getting hit
80128FA1 0014
81128FA2 384C
80128FC9 0014
81128FCA 384C
80128FF1 0014
81128FF2 384C
80129005 0014
81129006 384C
8112925E 384C

Ability to fall though platform during Neutral Aerial
80129E3D 0014
81129E3E 384C

Ability to fall though platform during Forward Aerial
80129E51 0014
81129E52 384C

Ability to fall though platform during Back Aerial
80129E65 0014
81129E66 384C

Ability to fall though platform during Up Aerial
80129E79 0014
81129E7A 384C

Ability to fall though platform during Down Aerial
80129E8D 0014
81129E8E 384C

Unlock Everything
800A4937 00FF
810A4938 0FF0

Unlimited Fire Flower Ammo
811760F0 2400

Unlimited Ray Gun Ammo
81175B00 2400

2x Speed for Fsmash
8115011A 4000

2x Speed for Usmash
8115060E 4000

2x Speed for Dsmash
8115077E 4000

All Players are Skeleton
810F24B0 3C03
810F24B2 0800
810E10D8 3C02
810E10DA 0800
810F2C2C 3C18
810F2C2E 0800
810F2D20 3C0F
810F2D22 0800
810F2228 3C0F
810F222A 0800
[/collapse]
[collapse=Character Specific Codes]
Code:
Kirby's body size multiplier after doing aerial Up B (Default value = 3F80 = 1.0)
81160F5E ????

DK doesn't lose his charge punch after death
810D7DE8 2400

DK doesn't lose his charge punch after getting hit
8115AF18 2400

Rapidfire for Samus' Aerial Neutral Special (Autocancel Code)
8112A49C 8013
8112A49E F660

Double Tap B to shoot Samus' Ground Neutral Special sooner (Autocancel Code)
8112A44E D640

Rapid Mini Bombs for Samus (Autocancel Code)
8112A4D8 8013
8112A4DA F660
8112A4EC 8013
8112A4EE F660

Samus' mini bombs don't make her lose her jumps
8115E1C4 2400
8115E2F4 2400

Faster Charging for Samus
8015D5CF 0010

Samus doesn't lose her charge shot after death
810D7DEC 2400

Samus doesn't lose her charge shot after getting hit
8115D348 2400

Increased Mid Air Up B Jump for Samus (F)
8115DEC6 429A

Increased Mid Air Up B Jump for Link (F)
8116438A 42AC

Damage of Link's Boomerang while it's moving in reverse (default = 08)
8016CDD7 00??

Link, Faster boomerang throw animation
80163A27 00C0
80163AA7 00C0

Link, Pull out bombs faster
801645CF 00C0
8016462B 00C0

Ability to throw multiple Boomerangs for Link
8016375D 0060

Link's Effect for his bomb explosion (default = 01) [00 = Normal, 01 = Fire, 02 = electricity, 03 = Slash, 04 = Coin, 06 = Sleep]
80186433 00??

Ability to fast fall with Fox's aerial lasers
8112A29A 9160

Fox Up B Jump Velocity (up/down/diagonal) (F) (default = 42E6 = 115)
8115C716 ????

Fox Up B Jump Velocity (left/right) (F) (default = 42E6 = 115)
8115C6F2 ????

Smaller Startup delay in Fox's Up B (default = 23)
8015BFC3 0013

Insane Up B Recovery on Mario, Luigi, Falcon, & Kirby (also affects Yoshi & Ness' 2nd jump)
800D9335 0001

Increased Y-Velocity Acceleration for Mario & Luigi's Down B (F) [Default = 41B0 = 22.0]
811566FE 4220

Increased X-Velocity Acceleration for Mario & Luigi's Down B (F) [Default = 3CF8]
81156732 3D78

Increased Max Y-Velocity for Mario & Luigi's Down B (F) [Default = 4220 = 40.0]
8115670A 4260

Increased Max X-Velocity for Mario & Luigi's Down B (F) [Default = 4188 = 17.0]
8115672E 4238

Increased Max X-Velocity Ground for Mario & Luigi's Down B (F) [Default = 4188 = 17.0]
81156646 4238

Increased Air Up Recovery for Mario & Luigi [DannySSB]
8018C691 0096

Increased Air Up B Recovery Kirby [DannySSB]
8018C9C1 0072

Increased Air Up B Recovery DK [DannySSB]
8018C874 003A

Increased Up B Horizontal Movement Falcon [DannySSB]
8018C909 00A0
8018C90D 00A0
8018C911 00A0

Increased Up B Recovery Pikachu
801530FB 0080

Increased Up B Recovery Ness
8015500B 0068
[/collapse]
[collapse=Stage Specific Codes]
Code:
Blast Line Coordinates Training Mode
8122D688 ???? (Up)
8122D68A ???? (Down)
8122D68C ???? (Left)
8122D68E ???? (Right)

Blast Line Coordinates 1p Mode
8121BB58 ???? (Up)
8121BB5A ???? (Down)
8121BB5C ???? (Left)
8121BB5E ???? (Right)

Blast Line Coordinates VS Mode
81216A38 ???? (Up)
81216A3A ???? (Down)
81216A3C ???? (Left)
81216A3E ???? (Right)

Training Mode Stage = 80190969 00??
VS Mode Stage = 800A4D09 00??
1 Player Mode Stage = 800A4B19 00??
00 - Peach's Castle
01 - Sector Z
02 - Congo Jungle
03 - Planet Zebes
04 - Hyrule Castle
05 - Yoshi's Island
06 - Dream Land
07 - Saffron City
08 - Classic Mushroom Kingdom
09 - Dream Land Beta 1
0A - Dream Land Beta 2
0B - Level From "How To Play SSB Demo"
0C - Yoshi's Island no clouds
0D - Metal Mario Level
0E - Fighting Polygon Team Level
0F - Race to the Finish!
10 - Final Destination
11 - mario target
12 - fox target
13 - DK target
14 - samus target
15 - luigi target
16 - link target
17 - yoshi target
18 - c. falcon target
19 - kirby target
1A - pikachu target
1B - jigglypuff target
1C - ness target
1D - mario platforms
1E - fox platforms
1F - DK platforms
20 - samus platforms
21 - luigi platforms
22 - link platforms
23 - yoshi platforms
24 - c. falcon platforms
25 - kirby platforms
26 - pikachu platforms
27 - jigglypuff platforms
28 - ness platforms

No DreamLand Wind & No Hyrule Tornado
80131410 0011

Stage Hazard Stats for Tornado, Barrel, and Acid. Damage doesn't work with Barrel
Training Mode
8122D6C2 ???? (Damage)
8122D6C6 ???? (Angle)
8122D6CA ???? (Knockback Scaling)
8122D6CE ???? (Fixed Knockback)
8122D6D2 ???? (Base Knockback)

VS Mode
81216A72 ???? (Damage)
81216A76 ???? (Angle)
81216A7A ???? (Knockback Scaling)
81216A7E ???? (Fixed Knockback)
81216A82 ???? (Base Knockback)

1P Mode
8121BB92 ???? (Damage)
8121BB96 ???? (Angle)
8121BB9A ???? (Knockback Scaling)
8121BB9E ???? (Fixed Knockback)
8121BBA2 ???? (Base Knockback)

VS Mode Spawn Coordinates
DreamLand
Player 1 (Default X = 0000, Y = 0006)
81218976 ???? (X)
81218978 ???? (Y)
Player 2 (Default X = FA8B, Y = 038A)
8121897C ???? (X)
8121897E ???? (Y)
Player 3 (Default X = 0001, Y = 0609)
81218982 ???? (X)
81218984 ???? (Y)
Player 4 (Default X = 058D, Y = 038D)
81218988 ???? (X)
8121898A ???? (Y)

Peach's Castle
Player 1 (Default X = FF2B, Y = 0626)
812197AC ???? (X)
812197AE ???? (Y)
Player 2 (Default X = 02FD, Y = 061B)
812197B2 ???? (X)
812197B4 ???? (Y)
Player 3 (Default X = 012C, Y = 05EB)
812197B8 ???? (X)
812197BA ???? (Y)
Player 4 (Default X = FCB8, Y = 05F6)
812197BE ???? (X)
812197C0 ???? (Y)

Yoshi's Island (with clouds)
Player 1 (Default X = 0275, Y = FFA0)
8121BBBC ???? (X)
8121BBC0 ???? (Y)
Player 2 (Default X = 005A, Y = 0969)
8121BBC4 ???? (X)
8121BBC6 ???? (Y)
Player 3 (Default X = 02F4, Y = 05E9)
8121BBCA ???? (X)
8121BBCC ???? (Y)
Player 4 (Default X = FC22, Y = 0408)
8121BBD0 ???? (X)
8121BBD2 ???? (Y)

Hyrule Castle
Player 1 (Default X = F6A0, Y = 0412)
8121C410 ???? (X)
8121C412 ???? (Y)
Player 2 (Default X = FBBA, Y = 0412)
8121C416 ???? (X)
8121C418 ???? (Y)
Player 3 (Default X = 00F0, Y = 040F)
8121C41C ???? (X)
8121C41E ???? (Y)
Player 4 (Default X = 05DC, Y = 0412)
8121C422 ???? (X)
8121C424 ???? (Y)
[/collapse]
[collapse=Match Specific Codes]
Code:
VS Mode
Time-Stock Match (Thanks to Danny_SsB)
800A4D0B 0003
8013A789 0080 (I made this code to display correct number of stocks)

Time & Stock Modifier (T = Time, S = Stock)
810A4D0E TTSS

Sudden Death (If you don't have equal stocks, the match ends instead)
800A4D19 0007

Player 1 Default CPU Level (CP) and Handicap(HH) 1 Player Mode
810A4B38 CPHH

Player 1 Controlled by (CT) and Character(CH) 1 Player Mode
810A4B3A CTCH

Player 2 Default CPU Level (CP) and Handicap(HH) 1 Player Mode
810A4BAC CPHH

Player 2 Controlled by (CT) and Character(CH) 1 Player Mode
810A4BAE CTCH

Player 3 Default CPU Level (CP) and Handicap(HH) 1 Player Mode
810A4C20 CPHH

Player 3 Controlled by (CT) and Character(CH) 1 Player Mode
810A4C22 CTCH

Player 4 Default CPU Level (CP) and Handicap(HH) 1 Player Mode
810A4C94 CPHH

Player 4 Controlled by (CT) and Character(CH) 1 Player Mode
810A4C96 CTCH

Player 1 Default CPU Level (CP) and Handicap(HH) Training Mode
81190988 CPHH

Player 1 Controlled by (CT)? and Character(CH) Training Mode
8119098A CTCH

Player 2 Default CPU Level (CP) and Handicap(HH) Training Mode
811909FC CPHH

Player 2 Controlled by (CT) and Character(CH) Training Mode
811909FE CTCH

Player 3 Default CPU Level (CP) and Handicap(HH) Training Mode
81190A70 CPHH

Player 3 Controlled by (CT) and Character(CH) Training Mode
81190A72 CTCH

Player 4 Default CPU Level (CP) and Handicap(HH) Training Mode
81190AE4 CPHH

Player 4 Controlled by (CT) and Character(CH) Training Mode
81190AE6 CTCH

Values for Controlled by
00 = Human
01 = CPU
02 = Not Appear

Values for Character
00 Mario
01 Fox
02 DK
03 Samus
04 Luigi
05 Link
06 Yoshi
07 C. Falcon
08 Kirby
09 Pikachu
0A Jigglypuff
0B Ness
0C Master Hand
0D Metal Mario
0E Polygon Mario
0F Polygon Fox
10 Polygon DK
11 Polygon Samus
12 Polygon Luigi
13 Polygon Link
14 Polygon Yoshi
15 Polygon Falcon
16 Polygon Kirby
17 Polygon Pikachu
18 Polygon Jigglypuff
19 Polygon Ness
1A Giant Donkey Kong
[/collapse]
[collapse=Music]
Code:
Music
80099113 00??

00 - Kirby's Dream Land
01 - Planet Zebes
02 - Classic SMB Music
03 - Classic SMB Music (Running Out Of Time)
04 - Sector Z
05 - Congo Jungle
06 - Peach's Castle
07 - Pokemon Theme
08 - Yoshi's Island
09 - Hyrule Castle
0A - Choose Your Character
0B - Odd Beta Fanfare! It's not much
0C - Mario/Luigi Wins
0D - Samus Wins
0E - DK Wins
0F - Kirby Wins
10 - Fox Wins
11 - Ness Wins
12 - Yoshi Wins
13 - C. Falcon Wins
14 - Pikachu/Jigglypuff Wins
15 - Link Wins
16 - Post VS. Battle
17 - Pre-Master Hand
18 - Pre-Master Hand #2
19 - Master Hand Battle
1A - Bonus Stage
1B - Stage Clear
1C - Bonus Stage Clear
1D - Master Hand Clear
1E - Bonus Stage Failure
1F - Continue?
20 - Game Over
21 - Intro
22 - How to Play
23 - Pre-1P Battle
24 - Fighting Polygon Team Stage
25 - Metal Mario Stage
26 - Beat the Game
27 - Credits Roll
28 - Found a Secret!
29 - Fight the Hidden Character
2A - Training Mode
2B - Data
2C - Menu Screen
2D - Hammer
2E - Invincibility
[/collapse]
[collapse=Ultimate Auto Cancel Code]These codes are universal which means that it works on every player in every match. These codes can mess up CPU players, so keep that in mind. Player states are the values you can use as a reference for making your custom codes. The player state determines what you can do during that time period. For instance, while you are shielding (80148B84), you can only do certain actions like grab, roll, jump, etc. Auto Cancel Addresses are the addresses you use to make the gameshark codes. When it comes to picking a good player state to use, for auto cancelling codes, pick one that allows you to do what you want without introducing glitches and without it being too easy to interupt. For instance, do not use the standing state when doing up smash, use the landing state instead (so that holding up doesn't interupt your up smash).

Player States
00000000 = Waiting (can't do anything)
8013D3A4 = Standing on the spawning platform
8013E070 = Standing on Ground
8013E390 = Walking
8013E700 = Switching direction you are facing (while standing on the ground)
8013EA90 = Initial Dash
8013EE50 = Running
8013F334 = Delay while jumping off the ground (can't do anything other than Up B, afaik)
8013F660 = Jumping while Y Velocity is Positive
8013F9A0 = Jumping while Y-Velocity is Negative
8013FB2C = Jumping backwards
8014070C = While player is in Hitstun
80141D60 = Dropping through platform
80142B70 = Landing on ground
80142EFC = Beginning of ducking
80143154 = Lowest position while ducking
80143394 = Getting Up phase (when letting go of analog after ducking)
80143730 = Mario's, Samus', Falcon's Up B after it finishes
80148B84 = Shielding
80149268 = Rolling
80149FCC = In the middle of a grab
8014E91C = Jab 1
8014E9B4 = Jab 2
8014E9E4 = Jab 3
8014F388 = Infinite Jab
8014FC40 = Down Tilt
801560F4 = Mario's Up B while Y Velocity is positive
8015BBD8 = Fox's Down & Neutral Special
8015CD5C = Fox's Ground Down Special
8015D464 = Starting Delay for Samus Neutral Special
8015D640 = Samus while charging or shooting
80160370 = Falcon's Up B while Y Velocity is positive

Auto Cancel Addresses
80128F0C = Initial Dash
80128F20 = Running
80128F70 = Delay before jumping off ground
80128F84 = Jump Delay while shielding
80128FC0 = Down Special (Aerial) (Samus)
80129010 = Beginning of Ducking State (Set value to 80143154 if you want faster ducking)
80129038 = Getting Up after letting go of Analog stick while ducking
8012904C = Landing after jumping (this includes Z & Auto Cancelled attacks)
80129060 = Landing while fast falling
80129074 = Dropping through platform
80129088 = Dropping through platform while Shielding
80129268 = Mario's, Samus', Luigi's, Falcon's Up Special after it finishes
8012927C = Mario's, Samus', Luigi's, Falcon's Up Special landing
801299C0 = Shield (turning on)
801299E8 = Shield (letting go)
80129AD8 = Grabing state (before enemy is touched)
80129AEC = Grabing state (right when enemy is grabed)
80129AF8 = Grabing state (after you are able to throw enemy)
80129B14 = Delay after forward throw
80129B28 = Delay after back throw
80129CB8 = Jab 1
80129CCC = Jab 2
80129CE0 = Running Attack
80129CF4 = Forward Tilt Ang Up
80129D08 = Forward Tilt Ang Mid Up
80129D1C = Forward Tilt
80129D30 = Forward Tilt Ang Mid Down
80129D44 = Forward Tilt Ang Down
80129D6C = Up Tilt
80129D94 = Down Tilt
80129DA8 = FSmash Ang Up
80129DBC = FSmash Ang Mid Up
80129DD0 = FSmash Ang Side
80129DE4 = FSmash Ang Mid Down
80129DF8 = FSmash Ang Down
80129E0C = USmash
80129E20 = DSmash
80129E34 = Neutral Aerial
80129E48 = Forward Aerial
80129E5C = Back Aerial
80129E70 = Up Aerial
80129E84 = Down Aerial
80129EAC = Landing lag for Forward Aerial Attack (not Z/Auto Cancelled)
80129EC0 = Landing lag for Back Aerial Attack (not Z/Auto Cancelled)
80129EFC = Landing lag for Up, Down, & Neutral Aerial Attack (not Z/Auto Cancelled)
80129F10 = Frame delay after jab 3 for Mario
80129F74 = Start of Mario's Up Special
8012A280 = Fox's Ground Neutral Special
8012A294 = Fox's Aerial Neutral Special
8012A35C = Beginning of Fox's Down Special (Ground)
8012A384 = Fox's Down Special (Ground) after letting go (this is for delay)
8012A398 = Fox's Down Special (Ground)
8012A3C0 = Beginning of Fox's Down Special (Aerial)
8012A3E8 = Fox's Down Special (Aerial) after letting go (this is for delay)
8012A3FC = Fox's Down Special (Aerial)
8012A44C = Delay before Neutral Special (Ground) (Samus)
8012A474 = Delay after Neutral Special (Ground) (Samus)
8012A488 = Delay before Neutral Special (Aerial) (Samus)
8012A49C = Delay after Neutral Special (Aerial) (Samus)
8012A4B0 = Up Special (Ground) (Samus)
8012A4C4 = Up Special (Aerial) (Samus)
8012A4D8 = Down Special (Ground) (Samus)
8012A4EC = Down Special (Aerial) (Samus)
8012A53C = Neutral Special (Ground) (Luigi)
8012A550 = Neutral Special (Aerial) (Luigi)
8012A5B4 = Frame delay after jab 3 for Link
8012A62C = Link's Up Special
8012A640 = Link's Up Special landing lag (includes Link's ground Up B)
8012A654 = Link's Up Special (Aerial)
8012A668 = Link's Neutral Special (Ground)
8012A6A4 = Link's Neutral Special (Aerial)
8012AD84 = Jab 3
8012AD98 = Delay between Jab 3 and Infinite Jab
8012ADAC = Infinite Jab
8012AE24 = Neutral Special(Ground) (Falcon)
8012AE38 = Neutral Special(Aerial) (Falcon)
8012AE4C = Down Special (Ground) (Falcon)
8012AE74 = Extra lag if on ground for Falcon Kick
8012AE88 = Down Special (Aerial) (Falcon)
8012AEB0 = Up Special (Ground) (Falcon)
8012AEEC = Up Special (Aerial) (Falcon)

Here are some example codes. Say you want to reduce landing lag of all aerial attacks that aren't Z or Auto Cancelled, You take the 3 addresses and make 2 codes for each one since each address I posted represents 4 byte values and 1 code can only change 1-2 bytes.
Since we are making 2 byte codes, you use 81 instead of 80.
81129EAC 8013 ;Upper 2 Bytes
81129EAE E070 ;Lower 2 Bytes
81129EC0 8013 ;Upper 2 Bytes
81129EC2 E070 ;Lower 2 Bytes
81129EFC 8013 ;Upper 2 Bytes
81129EFE E070 ;Lower 2 Bytes
If you look at the Player States, you can see that 8013E070 is the standing state, so this code makes you skip the landing phase which is 80142B70. With this code on, you will land faster (in the middle of your aerial attack) than if you Z Cancel.
Example codes
Down Smash (uses getting up state) (doesn't work well if you're standing on a platform)
81129E20 8014
81129E22 3394

Up Smash (uses landing state)
81129E0C 8014
81129E0E 2B70

Forward Smash Ang Side (uses beginning of crouching state)
80129DD0 8014
81129DD2 2EFC

Neutral Air
81129E34 8013
81129E36 F660

Forward Air
81129E48 8013
81129E4A F660

Back Air
81129E5C 8013
81129E5E F660

Up Air
81129E70 8013
81129E72 F660

Down Air
81129E84 8013
81129E86 F660[/collapse]

I made a cheat engine table for several emulators since it's very helpful for learning about the game and hacking. Nemu, Mupen, hacked version of PJ64KVE, & 1964. [Last updated 05/03/2014]
[quick edit]
I'm sorry but can you fix the auto cancel cheat for Fsmash, it doesn't work for me and I really need it
 
Last edited:

B Link

Smash Lord
Joined
Sep 26, 2007
Messages
1,579
Location
Toronto, Ontario
Just a fun fact, but if you hack the value of the "CPU level" address, to try and increase it to 10 for example, the CPU doesn't get harder, he just starts doing weird stuff. So you'd have to modify the instructions I guess which would be very, very hard (especially the finding them I presume).
 

dam_tewton

Smash Rookie
Joined
Apr 10, 2015
Messages
7
Yeah I tried that, making the value "10" or "99". They do act really different, which is why I thought there might be potential there. If they would use their up-B every time, instead of just tumbling to their death after being hit out of it once or twice, that would make them so much more useful. But alas
 
Last edited:

pillowhead

Smash Rookie
Joined
Oct 18, 2015
Messages
1
Yeah I tried that, making the value "10" or "99". They do act really different, which is why I thought there might be potential there. If they would use their up-B every time, instead of just tumbling to their death after being hit out of it once or twice, that would make them so much more useful. But alas
Try this GS code to make them use repeated Up+B recoveries without returning to the stage.

D113557C 1520
8113557C 2400


Edit: I've used the addresses Madao found to implement random CPU teching and Z canceling too but haven't distributed anything yet. It's a larger ASM patch so it'll require a modified ROM rather than a GS code.

The CPUs are still pretty poor after making these changes, I'd like to investigate making them more aggressive and improving their recovery further too.
 
Last edited:
Top Bottom