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Gameshark Code Collection

Madao

Moderator
Moderator
Joined
Jun 27, 2013
Messages
873
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 codes for console, for each player port:
Player 1: D109EFA4 ????
Player 2: D109EFAC ????
Player 3: D109EFB4 ????
Player 4: D109EFBC ????
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]
Pokémon colors for the hurtbox

Click here to see them.
[collapse=codes]
Code:
Pewter
810F2786 9092
810F279E 7DFF

Cerulean
810F2786 007B
810F279E A7FF

Celadon
810F2786 C4EB
810F279E C3FF

Lavender
810F2786 DCD0
810F279E FFFF

Fuchsia
810F2786 FF00
810F279E FFFF

Saffron
810F2786 F4C4
810F279E 30FF

Cinnabar
810F2786 E342
810F279E 34FF

Viridian
810F2786 4082
810F279E 6dFF

Indigo
810F2786 9457
810F279E EBFF
[/collapse]

How to put any color you want (thanks Madao)
[collapse=~~~~]Get the hex code for the color you want and replace the 6 digits with the 6 ? in the following code:

810F2786 ????
810F279E ??FF

You don't need to make a new code for each color, you can simply edit the cheat file and change the name and the values directly:



The cheat file is located in the main folder of the emulator and it's named Project64.cht
You can open it with notepad.

Or if you're using PJ64 1.7, you can edit from the Cheat window:
[/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]
 
Last edited:

Madao

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Messages
873
is there/can you make an infinite shield code?
Yes, i will add shield codes. There's just so much for me to type in and so I posted the thread early and will constantly update original post with more codes. Thanks for reminding me though, I totally forgot about shields.
 

KnitePhox

Smash Lord
Joined
Oct 17, 2005
Messages
1,838
Location
Chicago, IL
Madao should be added to the Smash Index.

button activator codes for console, for each player port:
Player 1: D109EFA4 ????
Player 2: D109EFAC ????
Player 3: D109EFB4 ????
Player 4: D109EFBC ????

the way these codes work: while a button(indicated by ????'s) is pressed, the code that follows this one is activated.

(i used to have codes that would be active always, then would turn off on button press, but i lost them in a txt file somewhere on a hard drive :()

someone already did work finding out button presses hex values and made a nice program to ez create any combo you could want, so ill just post the program so values can be applied to the codes listed above.

SM64Activator1V0.zip

all you do when you want to grab a button combination as a hex value is tick each box regarding the button you want pressed then click 'generate' or whatever the button is called in the program. you use the last 4 digits and ignore the beginning part of the generated code. selecting PAL/NTSC doesn't matter.


Example: ON CONSOLE, you want to be able to play on battlefield and metal mario stage; but you want flexible stage choice as to be able to play on not only one stage for all of your game session. with these codes, at stage select screen, player 1 can HOLD L and Right D-Pad for Battlefield or player 3 can HOLD L and Left D-Pad for Metal Mario stage. Hold L+ Dpad then TAP a or start/have another player press a or start to begin. the reason for this requirement is that if Player 1(or 3, with respect to code) introduces another button press for too long, the hex value changes and this the code won't work.

D109EFA4 0220 (0120 = value for L and Right D-Pad)
800A4D09 000E

D109EFB4 0220 (0220 = value for L and Left D-Pad)
800A4D09 000D

these are the codes i used in the FD Codes PDF i put together
 

mixa

Banned via Warnings
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Messages
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Location
Isle of ゆぅ
is there/can you make an infinite shield code?
Giga Shield (All Modes, All Players) 810E6244 AE17

Shattered Shield (All Players, All Modes) 810E62A0 01EF

Shields Don't Drain Over Time (All Players, All Modes) 8114834C 2400

Rate Shields Drain (All Players, All Modes)",81148346 ????
Cheat213_N=Convertido de A.AR a U.GS by Gaudy [Emudigital]
Cheat213_O=,$0000 - No Drain,$0001 - Crece,$FFFA - Fast Drain,$FFFF - Default



I have only one request: can you make a code for the red type of hitbox display?
If it's too hard, you can put restrictions such as VS mode and Dream Land.
 

Madao

Moderator
Moderator
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Messages
873
button activator codes for console, for each player port:
Player 1: D109EFA4 ????
Player 2: D109EFAC ????
Player 3: D109EFB4 ????
Player 4: D109EFBC ????

the way these codes work: while a button(indicated by ????'s) is pressed, the code that follows this one is activated.

Example: ON CONSOLE, you want to be able to play on battlefield and metal mario stage; but you want flexible stage choice as to be able to play on not only one stage for all of your game session. with these codes, at stage select screen, player 1 can HOLD L and Right D-Pad for Battlefield or player 3 can HOLD L and Left D-Pad for Metal Mario stage. Hold L+ Dpad then TAP a or start/have another player press a or start to begin. the reason for this requirement is that if Player 1(or 3, with respect to code) introduces another button press for too long, the hex value changes and this the code won't work.

D109EFA4 0220 (0120 = value for L and Right D-Pad)
800A4D09 000E

D109EFB4 0220 (0220 = value for L and Left D-Pad)
800A4D09 000D

these are the codes i used in the FD Codes PDF i put together
Thanks for reminding me about controller stuff. I will try to learn more about controller codes.

@mixa I'll add the red hitbox code. I wasn't sure if anyone wanted it so I left it out.

Lol i'm wondering if it's better to fully nop the 4 byte value or just do a half nop.
 

DMoogle

A$
Joined
Jan 28, 2008
Messages
2,366
Location
Northern VA, USA
Didn't realize someone else requested it, I was about to request this as well. You're doing god's work.

I assume you'll keep the OP updated, but in case you don't, anyone else can PM me if it needs updating.
 

rjgbadger

Banned via Warnings
Joined
Aug 15, 2010
Messages
923
Location
Reno, Nevada
Giga Shield (All Modes, All Players) 810E6244 AE17

Shattered Shield (All Players, All Modes) 810E62A0 01EF

Shields Don't Drain Over Time (All Players, All Modes) 8114834C 2400

Rate Shields Drain (All Players, All Modes)",81148346 ????
Cheat213_N=Convertido de A.AR a U.GS by Gaudy [Emudigital]
Cheat213_O=,$0000 - No Drain,$0001 - Crece,$FFFA - Fast Drain,$FFFF - Default



I have only one request: can you make a code for the red type of hitbox display?
If it's too hard, you can put restrictions such as VS mode and Dream Land.

thank.you.somuch.
 

mixa

Banned via Warnings
Joined
Jun 6, 2012
Messages
2,005
Location
Isle of ゆぅ
Pokémon colors for the hurtbox

Click here to see them.
[collapse=codes]
Code:
Pewter
810F2786 9092
810F279E 7DFF
 
Cerulean
810F2786 007B
810F279E A7FF
 
Celadon
810F2786 C4EB
810F279E C3FF
 
Lavender
810F2786 DCD0
810F279E FFFF
 
Fuchsia
810F2786 FF00
810F279E FFFF
 
Saffron
810F2786 F4C4
810F279E 30FF
 
Cinnabar
810F2786 E342
810F279E 34FF
 
Viridian
810F2786 4082
810F279E 6dFF
 
Indigo
810F2786 9457
810F279E EBFF
[/collapse]


How to put any color you want (thanks Madao)
[collapse=~~~~]Get the hex code for the color you want and replace the 6 digits with the 6 ? in the following code:

810F2786 ????
810F279E ??FF


You don't need to make a new code for each color, you can simply edit the cheat file and change the name and the values directly:



The cheat file is located in the main folder of the emulator and it's named Project64.cht
You can open it with notepad.

Or if you're using PJ64 1.7, you can edit from the Cheat window:

[/collapse]
 

Madao

Moderator
Moderator
Joined
Jun 27, 2013
Messages
873
Nice work! I'll keep updating the OP. There's so much stuff I have written down and also things I forgot to write down, so this is going to take a while to complete lol.

I hope this thread will help with the hitbox animation collection as well as the Reality 64 project (since you can modify the game to see what kind of changes you'd want). I'll be too busy to work on screenshotting Falcon's hitbox images, so I have to put that on hold for now.
 

KnitePhox

Smash Lord
Joined
Oct 17, 2005
Messages
1,838
Location
Chicago, IL
The following code will make you go to Dreamland when you select Planet Zebes.
D00A4D09 0003 (3 = Planet Zebes)
800A4D09 0006 (6 = DreamLand)

OMFG WE CAN HAVE ALTERNATE STAGES ON STAGE SELECT SCREEN. GODLIKE!

MAXIMUM BEST MADAO, SUPER BEAST.

I'M STANDING UP RIGHT NOW, ****! this is BETTEREST!!!!
 

Madao

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Jun 27, 2013
Messages
873
Did the stage code work?
I'm going to do jumping and Z Cancelling next, any other suggestions? I'm also looking into moveset data. I know I don't have too many codes, I'm focusing mostly on the ones I've created for now since no one else has publicly posted them. Once I'm done with what I got, I'll start posting more of other people's codes.
 

Madao

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Moderator
Joined
Jun 27, 2013
Messages
873
yes it worked

can you make a timer + stocks code??? :)
By timer + stocks code, I'm guessing you want a timed VS mode? Not quite sure what your goal is, but I will look into stocks + timer. Has anyone been able to make an unlimited stocks code? I've only been able to change the starting stock number so far.
 

KnitePhox

Smash Lord
Joined
Oct 17, 2005
Messages
1,838
Location
Chicago, IL
like have a 5 stock match that has an 8 minute timer

the game can end either on last stock or when time expires
 

mixa

Banned via Warnings
Joined
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Messages
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Location
Isle of ゆぅ
So, I know that there is an anti-modifier for the Pokémon that appear in Saffron City, i.e. you choose one pkmn you don't want to appear.

Code:
Pokémon Anti-Modifier 80131412 00??
N=Choose the Pokémon you don't want to appear. There is no Pokémon modifier.
O=$00 - Chansey,$01 - Electrode,$02 - Charmander,$03 - Venusaur,$04 - Porygon
Is this possible for the pokéball? this was asked by a friend of mine. We wanted to get rid of Goldeen.

Btw, Koffing in hitbox mode looks really cool.
 

Madao

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Moderator
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Messages
873
like have a 5 stock match that has an 8 minute timer

the game can end either on last stock or when time expires
I meant to say timed stock match, so my guess was correct :). I'm not sure if the game allows both to be on, but maybe we could create an activator code? Idk how I'd be able to trigger the sudden death event. So far I found the timer, but now I have to figure out how to display it in a non timed match, and then i have to figure out how to make the game check both.

So, I know that there is an anti-modifier for the Pokémon that appear in Saffron City, i.e. you choose one pkmn you don't want to appear.

Code:
Pokémon Anti-Modifier 80131412 00??
N=Choose the Pokémon you don't want to appear. There is no Pokémon modifier.
O=$00 - Chansey,$01 - Electrode,$02 - Charmander,$03 - Venusaur,$04 - Porygon
Is this possible for the pokéball? this was asked by a friend of mine. We wanted to get rid of Goldeen.

Btw, Koffing in hitbox mode looks really cool.
Lol according to Ant-D, there's a percentage that each pokemon will appear. Assuming he is correct, all I'd have to do is set the chance to 0. I'll look into that after i figure out how to get the timer working in a stock match. Lol you should see Koffing in the purple hurtbox mode. I tried the anti modifier and it didn't work.

Edit: I just realised thats the same address for dream land wind and hyrule tornado. As of now, I'm clueless on how to debug pokeballs since I don't know any of the values.
 

KnitePhox

Smash Lord
Joined
Oct 17, 2005
Messages
1,838
Location
Chicago, IL
gulp...seems like a TALL ORDER but uh, it's what competitive matches lack



also, would you know any way to patch a game rom with gameshark codes so that the rom would have the codes applied without turning any codes on???
 

Danny_SsB

Smash Apprentice
Joined
Jul 26, 2006
Messages
93
Location
Chile
Hi guys, i have the code for Stock-Time Match, made by me, the way of works is a bit weird

Time-Stock Match
810A4D0A 0003

1. Go to Vs Mode
2. Configure the number of Stocks and the Time (i dont remember this part, try select a Stock Match or Time Match)
3. Select Your Character
4. Before you select a Stage, turn on the Time-Stock Match code and select the stage
5. After the Match, turn off the code, because if your have the code turn on in the next match the Stocks metter get frozen
 

The Star King

Smash Hero
Joined
Nov 6, 2007
Messages
9,681
Hi guys, i have the code for Stock-Time Match, made by me, the way of works is a bit weird

Time-Stock Match
810A4D0A 0003

1. Go to Vs Mode
2. Configure the number of Stocks and the Time (i dont remember this part, try select a Stock Match or Time Match)
3. Select Your Character
4. Before you select a Stage, turn on the Time-Stock Match code and select the stage
5. After the Match, turn off the code, because if your have the code turn on in the next match the Stocks metter get frozen
holy crap dude where have you been all these years
 

Madao

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Messages
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Edit: Ya stock mode worked. Thanks Danny! In the video you posted, did you put unlimited jump? Looks really interesting lol. I'm also impressed you edited the blast line for the stage. I forgot to post the blastline code, so I will do that soon.
 

Sensei

Smash Lord
Joined
Nov 20, 2005
Messages
1,991
Location
North Hollywood, CA
playing Project M, SSB64 in P2P kaillera and very busy in the university ^-^, i have some others interesting codes like this
http://www.youtube.com/watch?v=hLbwtT1-2pk Madao, try the Stock Match Mode
Mario/Luigi top tier for their air dash "Woo Hoo" voices.

It would be amazing if you could adjust it so their fireballs would never disappear.

Samus charging her charge shot in mid air or just giving her unlimited charge shots with no start-up time lol.
 

Danny_SsB

Smash Apprentice
Joined
Jul 26, 2006
Messages
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Location
Chile
Mario/Luigi top tier for their air dash "Woo Hoo" voices.

It would be amazing if you could adjust it so their fireballs would never disappear.
I have the code for a custom movement of fireballs and duration
 

mixa

Banned via Warnings
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Messages
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Location
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i have some others interesting codes
That nighttime Dream Land is sweet.


If you start with a stock match, how do you determine how many minutes the timer will have?
Also, when I tested it, I had the number of stocks I had chosen, but the screen displayed only one stock head.
 

KnitePhox

Smash Lord
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Messages
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Location
Chicago, IL
confirm that hitbox codes and stock+time match work on console...at the same time, lol

it's laggy at some parts and skips and desyncs...LOL. codes work.
video proof:http://youtu.be/_J3BTQn6ktc

Thanks a lot Madao and Danny SSB.


EDIT: message count 1,111 k00l
 

Madao

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Messages
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combo meter from training mode on in all modes...?
Lol that will be a hard one, because I don't have a solid understanding of how the modes work. I'm still working on the stock + timer code to make it work without requiring button activator. I'll give it a try, since I want to find out more about the different modes. One code I've been trying to figure out is playing Final Destination in training mode lol. It always crashes when I try to pick stages in training mode that aren't on the menu.

I also added Z Cancelling codes.

@mixa, I added the time and stock modifier. If you for w/e reason decide not to use the modifier code, the last settings you use are what count. Say you select 4 stocks, then leave the menu and put time mode, when you do the code, you will have 4 stocks.

also, would you know any way to patch a game rom with gameshark codes so that the rom would have the codes applied without turning any codes on???
I just found out how to hack roms :). Now I need to find a convenient way to make patches since I just hex edit the actual rom. Most of these gameshark codes I made are easy to make a patch for. Things that I am not able to hack are character data (it uses some compression algorithm I believe) and also codes that just freeze a value (like the stock+timer code) or stage selection.
 

Madao

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Messages
873
I created my first patch :) . What you will need is PPFOmatic and my patch. If you want to create your own patch, use PPFStudio.

This wasn't really a serious patch, I just wanted to see what I can do and what happens as a result. Make sure to copy your original rom before patching, because it overwrites the file you select.

Timed + stock is flawed though. If one person suicides and still has an equal number of stocks vs other person, they win.
 

mixa

Banned via Warnings
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PPFOmatic link is broken. ):

If one person suicides and still has an equal number of stocks vs other person, they win.
Yeah, almost made a post about this. IIRC, in Melee you can set that an SD equals to - 2 points. Since a kill in time mode is +1 / -1, it would make no difference if the player SD'd or got killed.
 

Madao

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Messages
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PPFOmatic link is broken. ):

Yeah, almost made a post about this. IIRC, in Melee you can set that an SD equals to - 2 points. Since a kill in time mode is +1 / -1, it would make no difference if the player SD'd or got killed.
Thanks again for letting me know. I fixed the link. I guess that would be an easy solution for the timed stock mode. My original idea was to try and hack the game so that the last person who attacked you, gets the kill. Not only would that be harder to make a code for, but it might be bugged in a team stock match with team attack on. I will have to figure out how the point system works (in code).

Hacking roms is easier than I thought. The self modifying code is no longer an issue for me. Now I have to figure out compression so I can access the character data. For now I can only modify game physics, rules, and a few character related things like UP B mechanics, charging, etc, and I believe I can do moveset and animation swaps (Falcon knee ftw :) ).

Also I'm out of ideas here. Any other requests besides pokemon (I'm working on it) and HUD codes?
 

mixa

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I believe I can do moveset and animation swaps (Falcon knee ftw :) ).

Also I'm out of ideas here. Any other requests besides pokemon (I'm working on it) and HUD codes?
There is a code for the Falcon knee, which is the 3rd jab swapped, but it doesn't feel like a knee at all, the hitstun is short and the knockback weak (which is exactly how the 3rd jab behaves).

What HUD codes are you working on?

I have one idea, but it's really superfluous compared to other stuff that's been proposed, and I never know how hard it'll be to code it. But yeah, I was thinking about, upon starting a match, having Player 1 spawn at Player 4's position.
 

The Star King

Smash Hero
Joined
Nov 6, 2007
Messages
9,681
Timed + stock is flawed though. If one person suicides and still has an equal number of stocks vs other person, they win.
I don't think fixing it is that important because Melee's and Brawl's are "flawed" too, in that they take same stocks as a tie, when we say it's a victory for whoever had the lowest % is. My point is, we already don't pay attention to whoever the game says the winner is - we can see who won ourselves. Unless you wanna also code in the game checking % for the winner, that would be nice.

But if you really wanna fix how the game determines the winner then this would be a problem, as well:

I was testing Battlecow's port priority (it's actually reverse, 4>3>2>1) with Jigglypuff shieldbreaks and I found something.

Player 1 always gets the kill for any Jigglypuff shieldbreak, including getting one on himself if he does a Puff shieldbreak (usually SDs do not increase your kill count).



And even if Player 1 is not in the game, the "SCORE +1" will appear over where the Player 1 stocks would be.



What's more, this only works if the Player 1 controller isn't plugged in? If it's plugged in, the "SCORE +1" will appear above Player 2's stocks, even though the victory screen will show Player 2 didn't actually get the kill lolwut.

wtf
Since the game doesn't seem to treat it as a suicide, I don't think a "SD gives -2 points" would work". Player 1 Jigglypuff can abuse this and shieldbreak herself to reset her % with no cost to her score.

Actually I thought of something while writing this post. I figured this isn't Jigglypuff exclusive. Upon testing some shieldbreak suicide stuff, it looks whoever hit your shield last will get the kill. But the developers forgot to account shieldbreak deaths without anyone hitting your shield, which are possible, so it works strangely then. I guess it doesn't know who to assign the kill to and so gives it to the default P1, or something, instead of treating it as an SD.

I tested it by suiciding with a shieldbreak while on Peach's Castle's moving platform with Falcon, so that it moves away from him and Falcon misses the platform (edit: oh yeah, you can also just roll to any edge and hold shield, and you'll miss the edge when you break). Sure enough, as player 1, he got +1 -1.
 

Madao

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873
There is a code for the Falcon knee, which is the 3rd jab swapped, but it doesn't feel like a knee at all, the hitstun is short and the knockback weak (which is exactly how the 3rd jab behaves).

What HUD codes are you working on?

I have one idea, but it's really superfluous compared to other stuff that's been proposed, and I never know how hard it'll be to code it. But yeah, I was thinking about, upon starting a match, having Player 1 spawn at Player 4's position.
I haven't got around to HUD stuff yet (it took me a while to fix the stock display when using the timed stock match), so I can't do that till later. KnitePhox wanted to display the combo meter in all modes, but that code sounds hard to do. I wish more people here knew how to debug lol.
I learned the moveset and animation swap from Felipe's thread. Animation is separate from damage & hitbox, so I can have the look of the knee, but with the damage and timing of any other of Falcon's moves (I tried his neutral air for damage). It's still not perfect, but if you wanted a very specific code, like player 1 on dream land vs mode always Z cancels, you have a lot more possibilities. I could look into spawning, but it would probably only work for a specific match if I even figure out the code to make player 1 spawn in player 4's area. Also with that spawning code, would you want player 4 to spawn in player 1's spot? Seems complicated lol.

Edit: @ The Star King, nice find! I totally forgot about Jigglypuff's shield break. I never knew about that glitch. I should go ahead and look through the code to see why player 1 gets the kill. So I guess the timed stock code + the stock display fix is good enough for now lol. Maybe I should take away kill points, does that sound like a good idea?
 

mixa

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Messages
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Location
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Whatever you do with Falcon is great. Today I tried to simulate Falco's illusion edge cancel on Battlefield with that cheat you made for Fox Up B with no delay, pretty fun, though I didn't have the tech skill to finish the way I wanted xD

My point is, we already don't pay attention to whoever the game says the winner is - we can see who won ourselves.
Yeah, I agree with this. Reminded me of that recent Brawl stuff.

I could look into spawning, but it would probably only work for a specific match if I even figure out the code to make player 1 spawn in player 4's area. Also with that spawning code, would you want player 4 to spawn in player 1's spot? Seems complicated lol
I would only use it in VS mode, on Hyrule and Dream Land. And it would be a 1v1, so you wouldn't have to worry about player 4.


edit: combo meter on VS mode would be cool but I know from copying various combos from matches that a great number of them aren't true combos. Some leave a good amound of time for the player to react, but I guess sometimes the player isn't trying to escape per se.
 

The Star King

Smash Hero
Joined
Nov 6, 2007
Messages
9,681
Taking away all kill points is probably the simplest solution actually, nice idea. Don't have to make SDs -2 or anything. Just counting deaths is basically the score system of stock, after all. There's still the problem of % though, don't know how feasible that would be, I don't know anything about Gameshark coding.
 
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