KnitePhox
Smash Lord
INDIVIDUAL CHARACTER SELECT VIA HOLDING BUTTON(S) FOR UP TO 4 PLAYERS.
{TL;DR mode ==> *DOWNLOAD Printer-Friendly .pdf HERE*. You will still need the guide/list.}
-example- For 1v1[2players] in addition to setting the last digit in first line of "FD-PLAYER# SELECT" to 1(the value for 2players), turn off all p3 and p4 codes so characters do not appear for those player slots and freeze the n64 after a minute.
Guide
N=D-Pad Up(n for NORTH and so on), E=D-Pad Right, S=D-Pad Down, W=D-Pad Left
LN,LE,LS,LW=L Button + Definition above
RN,RE,RS,RW=R Button + Definition above
You choose your character by holding down a button or combination of buttons before, during and after p1 presses START to begin a FD match. As soon as the match starts you can let go of the buttons and play on a 'balanced' stage.
The character that p1 selects w/chip on character select screen does not matter other than color select(i.e. Normal or Yellow Kirby, IF they hold down Kirby's button combo, R + D-pad Up).
List
(picture easy mode V)
N=Luigi
E=Mario
S=DK
W=Link
LN=Samus
LE=CF
LS=Ness
LW=Yoshi
RN=Kirby
RE=Fox
RS=Pika
RW=Jiggs
Spent 2-3 nights FIDDLIN' ROUND and found that button activation codes work on console, for multiple controller ports(NOT CODES ). All codes tested up to and including 4p with varying character selections. Yeah its a ****-LOAD of more codes, uMAD? To change between 2-3-4 players you must still edit the first line of codes with 1, 2 or 3 and turn off player codes that you don't use. These button activator codes should work on emulator as well(editing the .cht file is faster than inputting on GS), though they have yet to be tested there by myself.
To those who can and would test these codes on console, have fun putting in the codes; after all the easy part is done for you.
Most of all, Enjoy.
Credit to Gaudy, Dark, and Nokaubure for the initial codes(http://www.smashboards.com/showthread.php?t=300968), and to James S for the button activator code....GENERATOR(https://sites.google.com/site/jamesskingdom/Home/my-programs-by-james-s).
V--Older post--V
{TL;DR mode ==> *DOWNLOAD Printer-Friendly .pdf HERE*. You will still need the guide/list.}
-example- For 1v1[2players] in addition to setting the last digit in first line of "FD-PLAYER# SELECT" to 1(the value for 2players), turn off all p3 and p4 codes so characters do not appear for those player slots and freeze the n64 after a minute.
Guide
N=D-Pad Up(n for NORTH and so on), E=D-Pad Right, S=D-Pad Down, W=D-Pad Left
LN,LE,LS,LW=L Button + Definition above
RN,RE,RS,RW=R Button + Definition above
You choose your character by holding down a button or combination of buttons before, during and after p1 presses START to begin a FD match. As soon as the match starts you can let go of the buttons and play on a 'balanced' stage.
The character that p1 selects w/chip on character select screen does not matter other than color select(i.e. Normal or Yellow Kirby, IF they hold down Kirby's button combo, R + D-pad Up).
List
(picture easy mode V)
N=Luigi
E=Mario
S=DK
W=Link
LN=Samus
LE=CF
LS=Ness
LW=Yoshi
RN=Kirby
RE=Fox
RS=Pika
RW=Jiggs
Spent 2-3 nights FIDDLIN' ROUND and found that button activation codes work on console, for multiple controller ports(NOT CODES ). All codes tested up to and including 4p with varying character selections. Yeah its a ****-LOAD of more codes, uMAD? To change between 2-3-4 players you must still edit the first line of codes with 1, 2 or 3 and turn off player codes that you don't use. These button activator codes should work on emulator as well(editing the .cht file is faster than inputting on GS), though they have yet to be tested there by myself.
To those who can and would test these codes on console, have fun putting in the codes; after all the easy part is done for you.
Most of all, Enjoy.
Credit to Gaudy, Dark, and Nokaubure for the initial codes(http://www.smashboards.com/showthread.php?t=300968), and to James S for the button activator code....GENERATOR(https://sites.google.com/site/jamesskingdom/Home/my-programs-by-james-s).
V--Older post--V
Yup.
Printer friendly, easy to read .pdf of the codes I used.
Video proof Final Destination 4p working on real N64.
The process of inputting codes took roughly 30~45mins. Now, this process should take around 15min (if not less than that) so long as you use the .pdf; which has codes listed with copying your last written line of code to the new line in mind.
Character modifier, team colors, stock modifier, team attack, and background change( SHOOTING STARS) all work without lag.
These codes were borrowed from one of the handful of Project64.cht files that are on my computer, so thank you to everyone who made them, as your codes work on console. I think it was Felipe, Dark, Gaudy and Nokaubure if I'm not mistaken. I didn't make the codes, I just ordered them for Gameshark use.
As far as I know I'm the first to have tested these codes on console.
Printer friendly, easy to read .pdf of the codes I used.
Video proof Final Destination 4p working on real N64.
The process of inputting codes took roughly 30~45mins. Now, this process should take around 15min (if not less than that) so long as you use the .pdf; which has codes listed with copying your last written line of code to the new line in mind.
Character modifier, team colors, stock modifier, team attack, and background change( SHOOTING STARS) all work without lag.
These codes were borrowed from one of the handful of Project64.cht files that are on my computer, so thank you to everyone who made them, as your codes work on console. I think it was Felipe, Dark, Gaudy and Nokaubure if I'm not mistaken. I didn't make the codes, I just ordered them for Gameshark use.
As far as I know I'm the first to have tested these codes on console.