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Hold the Start button to force the game out of the result screen

Sham Rock

Smash Apprentice
Joined
Feb 10, 2014
Messages
95
Location
Outside of your grab range
Not much time today, so no elaborate explanation.
Holding start for a time period on the result screen will cause the game to advance as normal


Hold start to force game out of result screen (1.02)[ME]
C2178054 00000009
3C808047 3E208046
6231B0FC 3E40817F
6252FFF7 3A600000
8691000C 8EB20001
569400C7 4182000C
3AB50001 48000008
3AA00000 9AB20000
3A730001 2C130004
41A0FFD8 00000000
C2178224 00000007
3E40817F 6252FFF7
3A600000 8E920001
2C1400XX 4180000C <-------------------- XX = desired waiting time in frames
38001000 48000014
3A730001 2C130004
41A0FFE4 80030008
60000000 00000000
C21A4164 00000003
38000000 3E40817F
6252FFF8 90120000
60000000 00000000


Hold start to force game out of result screen (PAL)[ME]
C2178A58 00000009
3C808046 3E208045
6231BF04 3E40817F
6252FFF7 3A600000
8691000C 8EB20001
569400C7 4182000C
3AB50001 48000008
3AA00000 9AB20000
3A730001 2C130004
41A0FFD8 00000000
C2178C28 00000007
3E40817F 6252FFF7
3A600000 8E920001
2C1400XX 4180000C <-------------------- XX = desired waiting time in frames
38001000 48000014
3A730001 2C130004
41A0FFE4 80030008
60000000 00000000
C21A4CE8 00000003
38000000 3E40817F
6252FFF8 90120000
60000000 00000000




NOTE: this codes uses the mem-address 817ffff8 at the end of memory. I f that interferes with any mods of yours this will cause problems.


EDIT 28th July 2015
New version:

Hold start to force game out of result screen_V2 +B goes back from ready state(1.02)[rice]
C2178224 00000009
3DE08047 61EF9DF8
3A000044 7E0083D6
3A200000 1E5000A8
7E2F932E 1E7100A8
7E4F9A2E 2C12XXXX <-------------------- XXXX = desired waiting time in frames (in hex, MAX 7FFF)
4180000C 38001000
48000014 3A310001
2C110004 41A0FFE0
80030008 00000000
C21782F8 00000008
3DE08047 61EF9DF8
3A000044 7E0083D6
1E1000A8 7E2F822E
80030000 541304E7
41820014 2C117FFE
41810008 3A310001
48000008 3A200000
7E2F832E 00000000
041782FC 540005AD


Hold start to force game out of result screen_V2 +B goes back from ready state(pal)[rice]
C2178C28 00000009
3DE08046 61EFAC00
3A000044 7E0083D6
3A200000 1E5000A8
7E2F932E 1E7100A8
7E4F9A2E 2C12XXXX <-------------------- XXXX = desired waiting time in frames (in hex, MAX 7FFF)
4180000C 38001000
48000014 3A310001
2C110004 41A0FFE0
80030008 00000000
C2178CFC 00000008
3DE08046 61EFAC00
3A000044 7E0083D6
1E1000A8 7E2F822E
80030000 541304E7
41820014 2C117FFE
41810008 3A310001
48000008 3A200000
7E2F832E 00000000
04178D00 540005AD
 

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Last edited:
Joined
Oct 10, 2011
Messages
1,126
Location
Boise, ID
NNID
dansalvato
Thanks very much for this, man. (I was the one who requested this code to him.)
If you provide me with your ASM, I'll write comments/notes and clean it up for you.
Note that address 81FFFFFF is outside of Gamecube's address space. It may work in Dolphin but may not on console. Gamecube goes up to 817FFFFF.
 

Achilles1515

Smash Master
Joined
Jun 18, 2007
Messages
3,211
Location
Cincinnati / Columbus OH
Similar, so I'll post it here.

Z Button at Results Screen Force Loads CSS (1.02) [Achilles]
C2178228 00000004
540F06F7 41820010
3DE08047 61EF9D64
91EF0000 540004E7
60000000 00000000

Code:
Hooked into the Results Screen function that is executed when looking at bonuses/match stats. Run for every player on-screen who meets this criteria and controller input info is already in r0 at code line of injection.

#is Z pressed?
rlwinm. r15,r0,0,27,27
beq- 0x10
#if so, store anything greater than 0 to Menu Controller "Go"
lis r15,-32697
ori r15,r15,40292
stw r15,0(r15)
#default code line
rlwinm. r0,r0,0,19,19
source
 
Last edited:

Sham Rock

Smash Apprentice
Joined
Feb 10, 2014
Messages
95
Location
Outside of your grab range
Ha, mine looks better:b:

Anyway, updated it, should now work on consoles + I added my notes for Dan or anybody else who´s interested in it.

Pal making some trouble at the moment, apparently one of the registers is already used by the game-.- gonna find out which one via trial and error over the next days.

Edit: I´m a moron, fixed it and added it to OP
 
Last edited:

Sham Rock

Smash Apprentice
Joined
Feb 10, 2014
Messages
95
Location
Outside of your grab range
Never liked how this code was written, so i redid it today. The new version no longer occupies 817ffff8 at the end of memory, only uses 2 inject points, has 1 line less of code and has the 20XXTE feature "Pressing Start on match results screen doesn't undo your ready state (re-mapped to B)" included
 
Last edited:
Joined
Oct 10, 2011
Messages
1,126
Location
Boise, ID
NNID
dansalvato
Never liked how this code was written, so i redid it today. The new version no longer occupies 817ffff8 at the end of memory, only uses 2 inject points, has 1 line less of code and has the 20XXTE feature "Pressing Start on match results screen doesn't undo your ready state (re-mapped to B)" included
Are you storing any values to memory with this new code?
 

Sham Rock

Smash Apprentice
Joined
Feb 10, 2014
Messages
95
Location
Outside of your grab range
yes, it uses some addresses that get cleared back to zero at the beginning of every result screen and aren´t used in any other way

80479DF8 P1
80479EA0 P2
80479F48 P3
80479FF0 P4

to be percise
 
Last edited:

Achilles1515

Smash Master
Joined
Jun 18, 2007
Messages
3,211
Location
Cincinnati / Columbus OH
I wrote this a couple weeks ago.

Start Button - Global Hold Counter (1.02) [Achilles]
C23775BC 00000005
901A0000 540004E7
38800000 38ADB4F0
4182000C 7C85C0AE
38840001 7C85C1AE
60000000 00000000
[COLLAPSE="ASM Notes"]
inject @ 803775bc

stw r0,0(r26) # default code line, store buttons
rlwinm. r0,r0,0,19,19 # is start pressed?
li r4,0 # 0 is default time length to store
subi r5,r13,0x4b10 # get to 804d6b90 - flag storage address
beq- END # if start is not pressed, branch to end
lbzx r4,r5,r24 # load current hold timer for this player
addi r4,r4,1 # add 1 to it
END:
stbx r4,r5,r24 # store start hold timer
[/COLLAPSE]

Flags start at 804d6b90
804d6b90 (byte) = P1 start button hold count
804d6b91 (byte) = P2 start button hold count
etc.

(I can use this word for flags because I nop'ed the develop mode USB screenshot function)
041a4f84 60000000
041a5070 60000000

-------------------------------

Now to make add-ons:

Hold Start to Skip Results (2 Seconds)
C21795B8 00000006
38ADB4EF 38800004
7C8903A6 8C850001
2C040078 4180000C
3C808048 90A49D64
4200FFEC 901F0008
60000000 00000000

[COLLAPSE="ASM Notes"]
Code:
Hold Start to Force Through Results Screen

inject @ 801795b8

subi    r5,r13,0x4b11
li    r4,4
mtctr    r4

REPEAT:
lbzu    r4,1(r5)
cmpwi    r4,0x78        # two seconds
blt-    END_SCREEN_ADVANCE
lis    r4,0x8048
stw    r5,-0x629c(r4)

END_SCREEN_ADVANCE:
bdnz+    REPEAT
END:
stw    r0,8(r31)        #add default line
[/COLLAPSE]

Hold Start to Force SSS - Deluxe Edition
C2262614 00000017
3C60801A 60634340
7C6803A6 3C608048
88639D30 4E800021
2C030001 41820090
3DE08043 61EF2087
3A000006 3A200000
7E0903A6 8E0F0008
2C100021 41820008
3A310001 4200FFF0
2C110000 41820060
38ADB4EF 38800004
7C8903A6 8C850001
2C040078 41800044
2C110001 40820034
3C808046 8884BF12
2C040001 40820024
38600000 98650000
3C608002 60634030
7C6803A6 38600003
4E800021 48000010
3A200001 9A2DB656
4200FFB4 BA6100B4
60000000 00000000

[COLLAPSE="ASM Notes"]
Code:
Hold Start to Force SSS - Deluxe Edition

inject @ 80262614

DISABLE_IN_SINGLE_PLAYER:
lis    r3,0x801a
ori    r3,r3,0x4340    # load function to check single player mode

MenuController_CheckSinglePlayer
mtlr    r3
lis    r3,0x8048
lbz    r3,-0x62D0(r3)    # load menu controller major -

function input
blrl
cmpwi    r3,1        # if in single player, skip all this
beq-    END


#make sure at least 1 char is chosen at CSS
lis    r15,0x8043
or    r15,r15,0x2087
li    r16,6
li    r17,0
mtctr    r16
REPEAT_CHECK_CHAR:
lbzu    r16,8(r15)
cmpwi    r16,0x21
beq-    GOTO_REPEAT
addi    r17,r17,1
GOTO_REPEAT:
bdnz+     REPEAT_CHECK_CHAR

cmpwi    r17,0    # are 0 chars chosen?
beq-    END    # go to end if no chars chosen

HOLD_START_CHECK:
subi    r5,r13,0x4b11
li    r4,4
mtctr    r4

REPEAT:
lbzu    r4,1(r5)
cmpwi    r4,0x78
blt-    END_SCREEN_ADVANCE
FORCE_SSS_CHECKS:

cmpwi    r17,1        # is only 1 character chosen?
bne-    LOAD_SSS

lis    r4,0x8046
lbz    r4,-0x40EE(r4)    # load selected match type
cmpwi    r4,1        # is this stock mode?
bne-    LOAD_SSS

li    r3,0
stb    r3,0(r5)    # make start timer 0
lis    r3,0x8002
ori    r3,r3,0x4030
mtlr    r3
li    r3,3        # load CSS error
blrl
b    END

LOAD_SSS:
li    r17,1
stb    r17,-0x49aa(r13)



END_SCREEN_ADVANCE:

bdnz+    REPEAT
END:
lmw    r19,0xb4(sp)        #add default line
[/COLLAPSE]
 
Last edited:

CeLL

Smash Lord
Joined
Jan 26, 2014
Messages
1,026
Location
Washington
Hold Start to Force SSS - Deluxe Edition
C2262614 00000017
3C60801A 60634340
7C6803A6 3C608048
88639D30 4E800021
2C030001 41820090
3DE08043 61EF2087
3A000006 3A200000
7E0903A6 8E0F0008
2C100021 41820008
3A310001 4200FFF0
2C110000 41820060
38ADB4EF 38800004
7C8903A6 8C850001
2C040078 41800044
2C110001 40820034
3C808046 8884BF12
2C040001 40820024
38600000 98650000
3C608002 60634030
7C6803A6 38600003
4E800021 48000010
3A200001 9A2DB656
4200FFB4 BA6100B4
60000000 00000000
Have you looked into finding the check on how many players are active so you can simply turn it down to one player (if the game mode is not set to stock) like PM?
 
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