Sempai
Smash Ace
In the Dios Mios Booter, what exactly is the option where you can "turn on" Ocarina. I only see things like debugger on/off
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Sounds about right.ok dumb question, what all do you have on your usb then? Im guessing the usb loader/ installation files on sd and the game iso on the actual USB?
I figured it was time for me to learn ASM and make a code out of it, so I took your original "Always Skip Results Screen" code and modified it so that it does, in fact, keep track of player's KO totals like normal. This became a hell of a little mini-project once I found out that the game doesn't keep a running total of KOs for a given player. It separately records how many kills a player has on each other player, and these values just get added together at the Results Screen. So after each game, P1's previous kills need to be pulled up and then his kills on P2, P3, and P4 need to be added to this value and then stored back in the rightful memory location. And then repeat this same procedure for Players 2, 3, and 4.....This time properly
Always skip the result screen + stock count = placement (1.2, Gecko)
C21A415C 0000000E
3803FFFF 2C000004
40820060 2C0B0020
41820058 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
40820060 2C0B0020
41820058 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)
C21A3414 0000000D
3803FFFF 2C000004
40820060 2C0B0020
41820058 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.
I use DIOS MIOS with CFG Loader. It detects the GCN games just fine just like any other games, and I can enable Ocarina for codes. No special configuration was ever required for me.I feel like Im missing something obvious but, I want to use dios mios to play ssbm with ocarina cheats. Where should the cheats be in relation to the dios mios folder?
I have cheats in the Gecko OS like IE. There isnt a way to put the cheat codes into Dios Mios is there?
That´s my boy.And in true Sham Rock fashion, attached are my notes on the project, with all the ASM logic behind it.
- Filling an Old Request -Percent Reset:
Press down on the D-pad to reset the player and CPU's %s to 0.
Fixed Camera Zoom:
Press left and right on the D-pad to zoom the camera in and out in Fixed Camera Mode (for stages like DL where it zooms too far out).
Extended Stamina Mode:
Make 500% the starting health value.
Shield Pressure Training:
Unlimited Starman effect on Training Mode CPUs, or force the CPU to hold shield and give them unlimited shield health. Preferably the latter because I think the Starman invinc has more hitlag, and if they're just holding shield then you're able to move them around onto plats and stuff by throwing them.
Powershield Training:
Make Falco's lasers last longer and have them randomly reverse direction after a random number of frames (between 30-120ish frames). If the random part is too hard, even just a predictable distance would be nice.
Random funny things to try:
Make WDs go further.
Make wall jumps go further/higher.
Make dash lengths further.
Make moon walks further.
N64 Mode: Double hit stun/shield stun on all moves.
For me it works in 1 Player mode as well, Training mode platform when respawning is always Red.This only gets applied in a 4 stock vs. match. The revival platform is normal colored in any other game mode.
According to my tests, KB seems to be the same throughout the match, but moves can still stale which reduce KB slightly. So it shouldn't too hard to calculate if that's true.could you find out how the game calculates the KB in stamina mode?
Thanks for this. Yeah that statement was very false....I think I fixed it though. I updated the code in the original post.For me it works in 1 Player mode as well, Training mode platform when respawning is always Red.
I actually discovered something yesterday that turns my previous code that "wasn't very good" into it working in the way that I'd like. I'll try and put it all together and figure out the [more] final code during my next session and then post it here. Until then, I have to finish schoolwork....sigh.Any luck with the "Zelda spawns as Sheik without holding A" code?
Bonus points for finding a way to disable Sheik's down-b move...
This is almost perfect. In addition to hitboxes, it also allows setting the different CPU types. I actually find EVZELDA often DI's away, and is not annoying where it runs away constantly or mindlessly runs up and jabs constantly either. AIR is pretty good too. Anyway, there's still the problem that in develop mode there is no stale moves decay. Could that be implemented too? Because than you could play w/ hitboxes, c-stick function, and stale moves and it'd be just like a normal game. I have no idea why develop mode doesn't do stale moves though so it may be hard to figure out.Normal C-Stick Functionality in Develop Mode [Updated]
So this will give you the ability to play competitive versus matches with hitboxes/hurtboxes overlayed on top of the characters and a totally normal C-Stick, among other things (See a Debug Menu guide for everything you can do in Develop Mode). Or you could scratch these AR codes and just put them in as DOL edits (I posted these offsets in the DOL Mod Thread)
Kadano and I were talking about this a few days ago. I didn't realize the staling issue until he mentioned it to me. I have no idea if move staling is like an on/off switch somewhere that gets triggered when going into Develop mode, or if it's something much more complex than that. I'll try and take a look into it when I get a chance, but as of now, I have no idea where to search.This is almost perfect. In addition to hitboxes, it also allows setting the different CPU types. I actually find EVZELDA often DI's away, and is not annoying where it runs away constantly or mindlessly runs up and jabs constantly either. AIR is pretty good too. Anyway, there's still the problem that in develop mode there is no stale moves decay. Could that be implemented too? Because than you could play w/ hitboxes, c-stick function, and stale moves and it'd be just like a normal game. I have no idea why develop mode doesn't do stale moves though so it may be hard to figure out.
Turn yellow during shield stun (v1.02) [InternetExplorer]:
0406B80C 4853B9F4 //I think the new offset here should be 069C20
045A7200 7F03C378 //The equivilent offset here would be ~2000 to 3000 less for 1.0...?
045A7204 81C30070
045A7208 2C0E00B5
045A720C 40820038
045A7210 3DC0C200
045A7214 91C30518 //Write to "red" value
045A7218 91C3051C //Write to "green" value
045A721C 91C30520 //Write to "blue" value
045A7220 91C30524
045A7224 39E00000
045A7228 91E30528
045A722C 91E3052C
045A7230 91E30530
045A7234 91E30534
045A7238 91E30520 //Write "00" to "blue" value
045A723C 39E00091
045A7240 99E30564
045A7244 8001007C
045A7248 4BAC45C8
Turn white during shield stun (v1.02) [InternetExplorer]:
C206B80C 00000009
7F03C378 81C30070
2C0E00B5 40820034
3DC0C200 91C30518
91C3051C 91C30520
91C30524 39E00000
91E30528 91E3052C
91E30530 91E30534
39E00091 99E30564
8001007C 00000000
Flash on successful L-cancel (v1.02) [InternetExplorer]:
C208D6A0 00000002 //I found the equivalent offset in 1.0 to be 08A940
C00600E8 39E000D4
99E30564 00000000
C20C0148 0000000C ///I found the equivalent offset in 1.0 to be 0BE2C8
387F0488 89FE0564
2C0F00D4 41820008
48000048 39E00091
99FE0564 3DE0C200
91FE0518 91FE051C
91FE0520 91FE0524
3DE00000 91FE0528
91FE052C 91FE0530
3DE0C280 91FE0534
3DE0800C 61EF0150
7DE903A6 4E800420
60000000 00000000
I actually remembered I had found this and tried to convert them to Gecko Codes (I want them to be codes, not dol edits, based on how I want to use them with the game I own). I tried doing this by using the 04 function and adding 3420 (in hex) to the dol addresses you listed. It crashed on entering the game. I have several more ideas on how to port that so I'll try every angle I can think of and report back.I ported the white l cancel to dol file a while back
0408D3F8 4BF77628
04004A20 C00600E8
04004A24 39E000D4
04004A28 99E30564
04004A2C 480889D0
040BFD90 4BF44CA0
04004A30 387F0488
04004A34 89FE0564
04004A38 2C0F00D4
04004A3C 41820008
04004A40 480BB354
04004A44 39E00091
04004A48 99FE0564
04004A4C 3DE0C200
04004A50 91FE0518
04004A54 91FE051C
04004A58 91FE0520
04004A5C 91FE0524
04004A60 3DE0C280
04004A64 91FE0534
04004A68 480BB330
0406B6B4 4BF9946C
04004B20 7F03C378
04004B24 81C30070
04004B28 2C0E00B5
04004B2C 40820038
04004B30 3DC0C200
04004B34 91C30518
04004B38 91C3051C
04004B3C 91C30520
04004B40 91C30524
04004B44 39E00000
04004B48 91E30528
04004B4C 91E3052C
04004B50 91E30530
04004B54 91E30534
04004B58 91E30520
04004B5C 39E00091
04004B60 99E30564
04004B64 8001007C
04004B68 48066B50
Turn "Yellow" is much better !![COLLAPSE=Turn Yellow During Shield Stun (v1.00) (Internet Explorer, Standardtoaster, Stratocaster)][/COLLAPSE]Code:0406B6B4 4BF9946C 04004B20 7F03C378 04004B24 81C30070 04004B28 2C0E00B5 04004B2C 40820038 04004B30 3DC0C200 04004B34 91C30518 04004B38 91C3051C 04004B3C 91C30520 04004B40 91C30524 04004B44 39E00000 04004B48 91E30528 04004B4C 91E3052C 04004B50 91E30530 04004B54 91E30534 04004B58 91E30520 04004B5C 39E00091 04004B60 99E30564 04004B64 8001007C 04004B68 48066B50
For now, I tested it on Dolphin. It worked very well!I had a little downtime cause I'm doing a little programming and the thing takes like 2 min to solve (not my fault), anyway I remembered I could probably just use standardtoaster's dol mod and edit it slightly. I haven't tested this yet, but I THINK this should work:
Turn Yellow During Shieldstun .dol Melee 1.0
0x1700
7F03C378 81C30070
2C0E00B5 40820038
3DC0C200 91C30518
91C3051C 91C30520
91C30524 39E00000
91E30528 91E3052C
91E30530 91E30534
91E30520 39E00091
99E30564 8001007C
48066F70
0x68294 - 8001007C -> 4BF9904C
If that doesn't work I can look into it more. Try it out if you get the chance. I may or may not get around to it soon. In any case, all the credit goes to Internet Explorer and standardtoaster.