standardtoaster
Tubacabra
Maybe the text at the bottom is like it is in brawl. It's just a simple string of text instead of a texture.
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the "Normal C-Stick Functionality in Develop Mode" just adds smash attacks (+ other goodies) to the c-stick but doesn't disable the camera controls in vs mode. so trying to bypass that problem by only using training mode is not what i call a good solution but at least it's a step in the right direction.-C-Stick in Develop mode also does normal functions. Avoid c-stick in develop mode messing with the camera by going into training (go into debug menu, switch to develop, back out to main menu, go into training)
Normal C-Stick Functionality in Develop Mode
-C-Stick does attacks, shield buffer stuff, etc like in Master mode while in Develop mode. Also moves the camera as well like Develop mode unless you go into training where the debug camera control is disabled (go into debug menu, switch to develop, back out to main menu, go into training). Doesn't affect Nana for some reason, lol. Works with frame advance!
Always Use Master C-Stick Function [Magus]
0406AD38 38000000
It seems that under this logic the difference between the 1st half of the AR code minus the hex position in the code should be constant (like how Magnus consistently got an offset of 0x1CD158 for 1.00). When I try to apply this same logic to 1.02, I get different numbers for each code. This seems like this should not happen. Any ideas?041D0578 60000000 means:
Another way to do it, but would only work for taking 1.00 codes and finding it within the 1.00 .DOL, would be to take the code offset 041D0578 and subtract 0x3420 and that would give you the offset in the .DOL (0x1CD158).
The 0x3420 for 1.00 comes from already knowing what the difference is between where a 1.00 code writes in memory compared to the actual source in the 1.00 .DOL. I'd need to search in memory while running other versions to find the differences on those compared to where I found it in its .DOL for quick conversion of 1.01 code->1.01 .DOL, 1.02 code->1.02 .DOL, and PAL code->PAL .DOL.
wait...i put the melee disc into my computer cd-rw drive but it doesn't read it. how am i supposed to use gc-tools to replace the files on my melee disc??
Maybe I understood how to patch the second one, but what about the first? In other words, what addresses do I need to change, having such codes? Sorry but I'm new to this thing...P1 - P4 Icons Are Mario
00000000 844510C4
00000008 000403A4
6-player Debug Melee (long)
042FE800 38000003
042FE918 4BD045F8
04002F10 7C0902A6
04002F14 2C000002
04002F18 4182002C
04002F1C 2C000003
04002F20 41820020
04002F24 8005002C
04002F28 98060061
04002F2C 98060085
04002F30 80050018
04002F34 98060060
04002F38 8005FFFC
04002F3C 98060084
04002F40 38A50008
04002F44 482FB9D8
0417864C 2C1B0004
04167198 38600006
043F86DC 803F96A8
043F86E8 42080000
043F86D4 00000000
I did a file comparison on two of his files and have them listed below. I don't know the instruction set that is used for the GC dol files, so there's no assembly code listedMagus, could you post the offset and hex for the 8-minute 4-stock default? I have a bunch of changes in my .dol and I don't wanna just download yours and replace mine.
[B][U]Version DOL Offset Hex to Replace[/U][/B]
1.00 0x3CFB92 00020300 -> 01020400
1.01 0x3D0D6A 00020300 -> 01020400
1.02 0x3D1A4A 00020300 -> 01020400
PAL 0x3D20C2 00020300 -> 01020400
[B][U]Version DOL Offset Hex to Replace[/U][/B]
1.00 0x3CFB98 00 -> 08
1.01 0x3D0D70 00 -> 08
1.02 0x3D1A50 00 -> 08
PAL 0x3D20C8 00 -> 08
[B][U]Version DOL Offset Hex to Replace[/U][/B]
1.00 0x3CFB99 00 -> 01
1.01 0x3D0D71 00 -> 01
1.02 0x3D1A51 00 -> 01
PAL 0x3D20C9 00 -> 01
no its a different fileIf I put that debug menu graphic edit in, will it change any CSS graphic edits I have?
p.s. sorry if u were gonna post something sypher if you had something else to add feel free to mod my version/post your own
Yeah, I see the stretching now, I think you did a pretty good job with the u though. On a TV it blends in perfectly. Thanks for the upload too, I'm just hoping to figure out the alpha channel problem I'm having with Photoshop.http://www.mediafire.com/?jln5a2nvr3ipdc6
to try and fix those little imperfections on the "u" i manually changed a few pixels by eye the best I could. for whatever reason the texture is inherently stretched/ blurry in a few places which was the cause of the "spiking." thanks for your work you did most of the job and i merely applied it
Magus looked for it at one point and was unsuccessful. If I remember correctly, you should be able to turn on development mode and enter training mode to disable camera panning/rotation while keeping other debug functionality. I'm not 100% sure though.Is there a way to let the C-Stick not move the camera in development mode?
It definitely does not work. I've tried messing with it and only applying parts of the changes, but no success. I'm sure it's the right offset though, as changing it slightly makes walljumping impossible with all characters.Every Character Can Walljump
-Allows all characters to perform walljumps.
Location: .DOL
Any character can perform walljump (PAL)Code:Version DOL Offset Hex to Replace ASM Code PAL 0x7E918 54000CFF 41820254 -> 60000001 981F2224 (rlwinm r0,r0,25,31,31; beq- 0x254)
04081D38 60000001
04081D3C 981F2224
Please test the PAL one.