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They have to be converted by hand by someone who knows what they're doing. It's a pretty lengthy process.Is there a way to convert these codes to v1.00?
I was testing out these codes in dolphin, and I found 2 problems I was hoping you could address.
1: The L-Cancel training wheels code doesn't work, as dolphin spits out an error about it containing a master code that is unnecessary, and it apparently chooses to ignore the code as such.
Aha. Thank you.It's a Gecko code, not an AR code. Add it to Gecko codes.
Use http://gbatemp.net/threads/use-gamecube-cheats-with-neogamma.313218/ with codes from for example http://viper.shadowflareindustries.com/antigsc/?codes&dev=ar&system=gcus&game=ssbmv12/playercodes .Is there an infinite shield code for gecko?
do you think it would be possible to add in win screen animations for giga bowser and wireframes so the game doesn't crash when they win?if you knew where the animation was pointed to in Falcon's .dat, I could easily do this
Pretty sure I don't properly set all eight color values when I apply the flash, so if some of them are already set to a certain value then the color gets messed up.Does anyone know what causes the blue/yellow flash while using the Flash on L-Cancel hack? I've got my .Dol modded, and usually the characters will flash white, just like invincibility, but occasionally (usually when the player is doing combos), the L-cancel flashing colors will be yellow and blue. I've heard multiple reasons for this, but a straight answer from the creator, InternetExplorer, would be nice.
Just add it as a Gecko code to Dolphin and it will work fine. I even write all my codes using Dolphin.IE6-
any possibility of getting taunt wars to work in dolphin netplay? maybe somehow compile a cracked iso the two users could download.
IE doesn't accept cool requests anymore.Is there any way you could make an endless Classic mode or something? It's a great way to play against lots of different characters quickly but I hate having to do the credits and stuff. All the code would need to do is make it so you don't advance past the first stage in Classic mode.
Well, that would actually be more difficult than it sounds. I believe the character list is generated when you start Classic mode, so I'd have to figure out how to give you a new character every time. If it was a one-line code that took 15 minutes I'd probably do it.IE doesn't accept cool requests anymore.
Just messin' with you IE; we all love ya
How about turning off items for 1P mode, or better yet, having it set to whatever Melee mode has set?Well, that would actually be more difficult than it sounds. I believe the character list is generated when you start Classic mode, so I'd have to figure out how to give you a new character every time. If it was a one-line code that took 15 minutes I'd probably do it.
That's brilliant, great job dude. Certain codes such as that one were designed with little testing so I'm happy you caught this. Hope it was a fun learning experience :]I was trying out the salty rematch code the other day and noticed that it would only work for player1.
Went through your tutorial on twitch, reverse-engineered your code and found the reason for it
Would you be interested in applying for the Project M Back Room? I think you'd be a great help in some of our plans for Project M moving forward.Always skip the result screen (1.2, Gecko)
C21A415C 00000003
3803FFFF 2C000004
40820008 38000000
60000000 00000000
Always skip the result screen (Pal, Gecko)
C21a4ce0 00000003
3803FFFF 2C000004
40820008 38000000
60000000 00000000
Always skip the result screen (1.0, Gecko) (haven´t tested this one)
C21A3414 00000003
3803FFFF 2C000004
40820008 38000000
60000000 00000000
Came across this while checking stuff for other codes i´m planing to write.
This code skips the result screen after VS matches entirely, meaning it saves 1 loading cycle from the disk and in return less time is wasted in between matches.
I haven´t had a melee disk since 2006 so would please someone spare 5 minutes and test this for me on a Wii?
I tested 1.0 on Dolphin.Always skip the result screen (1.2, Gecko)
C21A415C 00000003
3803FFFF 2C000004
40820008 38000000
60000000 00000000
Always skip the result screen (Pal, Gecko)
C21a4ce0 00000003
3803FFFF 2C000004
40820008 38000000
60000000 00000000
Always skip the result screen (1.0, Gecko) (haven´t tested this one)
C21A3414 00000003
3803FFFF 2C000004
40820008 38000000
60000000 00000000
Came across this while checking stuff for other codes i´m planing to write.
This code skips the result screen after VS matches entirely, meaning it saves 1 loading cycle from the disk and in return less time is wasted in between matches.
I haven´t had a melee disk since 2006 so would please someone spare 5 minutes and test this for me on a Wii?
Gotta take care of a few melee hacks first. But after that sure.Would you be interested in applying for the Project M Back Room? I think you'd be a great help in some of our plans for Project M moving forward.
If you are pressing D-pad when a set is being loaded, stocks will decrease at the beginning of the set.Does it prevent changing stocks after "Go!"?
That's brilliant. Very innovative way of using the stock stars.This time properly
Always skip the result screen + stock count = placement (1.2, Gecko)
C21A415C 0000000D
3803FFFF 2C000004
40820058 3A400000
3E808047 62949D58
3EA0804D 62B5672F
8E1400A8 8A340001
2C10004E 4080000C
9E350001 4800000C
3A310001 9E350001
3A520001 2C120004
41A0FFD8 3A000000
3A200000 3A800000
3AA00000 38000000
60000000 00000000
Always skip the result screen + stock count = placement (Pal, Gecko)
C21A4CE0 0000000D
3803FFFF 2C000004
40820058 3A400000
3E808046 6294AB60
3EA0804C 62B579EF
8E1400A8 8A340001
2C10004E 4080000C
9E350001 4800000C
3A310001 9E350001
3A520001 2C120004
41A0FFD8 3A000000
3A200000 3A800000
3AA00000 38000000
60000000 00000000
Always skip the result screen + stock count = placement (1.0, Gecko) (only tested this one once)
C21A3414 0000000D
3803FFFF 2C000004
40820058 3A400000
3E808047 62947D90
3EA0804D 62B545AF
8E1400A8 8A340001
2C10004E 4080000C
9E350001 4800000C
3A310001 9E350001
3A520001 2C120004
41A0FFD8 3A000000
3A200000 3A800000
3AA00000 38000000
60000000 00000000
If anyone of you tried the old "skip result screen"-codes, you probably noticed that the stock counter never showed up.
That´s because the value of how many stocks you´ve taken gets updated somewhere in the result screen.
This code instead uses the stock counter to show the placement of the last match (1st place will have 1 star, 2nd place 2 and so on).
If you quit out of a match it will show who had the stock-lead at the moment.
The only time it doesn´t skip it is after the sudden death if a timed match ends in a draw.
Warning: when using this code you will NOT unlock anything you would normally after a match (new stages/characters etc), only use it together with save files where you have already unlocked everything
Attached a txt with my notes in case someone is curious about memory addresses used and whatnot.