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Melee Gecko Codes + Guide and Discussion

Jazriel

Smash Ace
Joined
Sep 23, 2006
Messages
837
Location
Nepean, ON
I have an idea for a code, is this the place to share it? I think most people would find it really useful.
 

Achilles1515

Smash Master
Joined
Jun 18, 2007
Messages
3,211
Location
Cincinnati / Columbus OH
Skip Results Screen & KO Stars = Games Won [Sham Rock, Achilles] (1.02)
  • Just played a session with this. Wow. It's so much better when they mean something truly significant.
  • Ragequitting DOES NOT earn anyone stars.
Code:
Skip Results Screen & KO Stars = Games Won [Sham Rock, Achilles] (1.02)

C21A415C 00000011
3803FFFF 2C0B0020
41820078 2C000004
40820070 3E208047
6231A1EC 7C088800
4082005C 3E00804D
3A9065A7 6210672F
3E208043 62312087
3A400000 3A520001
3A940001 3A100001
1E720008 7E738A14
8A730000 2C130021
4182001C 8AB40000
2C150000 40820010
8AB00000 3AB50001
9AB00000 2C120004
41A0FFC4 38000000
60000000 00000000
Notes
 
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Jazriel

Smash Ace
Joined
Sep 23, 2006
Messages
837
Location
Nepean, ON
I think these would be absolutely amazing if they could be implemented:
-Change colour when in hitlag, to show when smashDI can be inputted. I'm aware this is probably too fast to actually see, but I figure if it can be seen then maybe it could be used for reflex training or something.
-Which leads into my next idea: Is it possible that in addition to a recolour during hitlag, that if smash DI is inputted successfully that colour change persists for as long as the character is in hitstun, so that people can see that they SDI'd at all?
-And and/or that's all possible, is it possible for a code that simply changes colour for any DI? I was thinking you could go lighter for DI that's positive/vertical and darker for DI that's negative/horizontal, with the colour maxing out if you have the most DI possible for your trajectory.

I think some kind of visual feedback for some of the "hidden" parts of the game would be very useful/wanted.
Also maybe something like for the first one or two frames that your character is not in any special kind of animation make them flash a colour, and if a move is inputted during that flash window then for the remainder of whatever it is they're doing they stay that colour. This way you could know if you dashed almost frame perfect after landing or stuff like that.

[Edit] Change colour for if you missed a tech and are in the 40 frame no-tech window.

Also, the best code ever: append to the flash on l-cancel code Captain Falcon's YES! whenever it's done.
 
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Achilles1515

Smash Master
Joined
Jun 18, 2007
Messages
3,211
Location
Cincinnati / Columbus OH
I think these would be absolutely amazing if they could be implemented:
-Change colour when in hitlag, to show when smashDI can be inputted. I'm aware this is probably too fast to actually see, but I figure if it can be seen then maybe it could be used for reflex training or something.
-Which leads into my next idea: Is it possible that in addition to a recolour during hitlag, that if smash DI is inputted successfully that colour change persists for as long as the character is in hitstun, so that people can see that they SDI'd at all?
-And and/or that's all possible, is it possible for a code that simply changes colour for any DI? I was thinking you could go lighter for DI that's positive/vertical and darker for DI that's negative/horizontal, with the colour maxing out if you have the most DI possible for your trajectory.

I think some kind of visual feedback for some of the "hidden" parts of the game would be very useful/wanted.
Also maybe something like for the first one or two frames that your character is not in any special kind of animation make them flash a colour, and if a move is inputted during that flash window then for the remainder of whatever it is they're doing they stay that colour. This way you could know if you dashed almost frame perfect after landing or stuff like that.

[Edit] Change colour for if you missed a tech and are in the 40 frame no-tech window.

Also, the best code ever: append to the flash on l-cancel code Captain Falcon's YES! whenever it's done.
These are all quality ideas. I may have to implement some of these in the future. I don't know of any memory addresses related to DI at the moment, but I have the knowledge to make the hitlag and no-tech codes right now. I'm imagining a "colors" toggle that turns on all this stuff.

I'm a little baffled as to why these aren't two separate codes. (Admittedly, I didn't read the notes.)
Just piggybacked off Sham Rock's skip results screen code which broke the KO star counter (it gets updated at the victory screen). I've never bothered to find the vanilla function for updating stars. If you have this though, it should be as simple as telling it to execute this custom code instead of branching into the KO star count function.
 
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Malurth

Smash Cadet
Joined
Dec 18, 2011
Messages
34
Oh also, is there a lightweight version of the default tournament settings code? All I really want is 4stock/8min/friendly fire on, the rest are handled by my memory card (and I like rumble/deflicker on). I'm assuming you can just delete a few lines of code, but idk which (and I can't seem to find a 'search thread' option, in case you already mentioned how...)
 

Sleepy

Smash Ace
Joined
Jul 6, 2006
Messages
651
Location
Pasadena, CA (626)
pretty much every USB game loading app can do this. Go through the unofficial guide at the bottom of the original post.
if this is the case, can I load games from the SD card, and use your gecko codes?

because unfortunatly for me, it seems that diosmios doesn't like my HDD and crashes during games or fails to load from my hdd, but works with my sdcard(dios mios lite) just fine.
 
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Todd Bonney

Smash Lord
Joined
Dec 17, 2005
Messages
1,098
Delete your nonfunctional gcts or any other files you've used in your attempt from your SD card. In WiiFlow, choose "Download Cheats," and see in what directory and in what format it puts the codes from the server. Then replace those with the ones you want from this thread.

In my case, It put plain .txt, not gct, in "codes" folder. So I replicated that format and it worked.
 

Achilles1515

Smash Master
Joined
Jun 18, 2007
Messages
3,211
Location
Cincinnati / Columbus OH
Oh also, is there a lightweight version of the default tournament settings code? All I really want is 4stock/8min/friendly fire on, the rest are handled by my memory card (and I like rumble/deflicker on). I'm assuming you can just delete a few lines of code, but idk which (and I can't seem to find a 'search thread' option, in case you already mentioned how...)
Code:
043D4A48 00340102 //the bit 01 represents a stock match
043D4A4C 04000A00 //the 04 is 4 stock
043D4A50 08010100 //08 is stock time (8mins), the first 01 is friendly fire on (off = 00)
See the DOL mod topic for the format this stuff is in.
 
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Gavin D.

Smash Cadet
Joined
Jan 19, 2014
Messages
26
Location
Denver Colorado
It's in the pack.


Just put that IOS236 folder into your SD:\apps\ folder
I think I'm downloading it from the wrong place… I go to this link that you gave me. http://gwht.wikidot.com/ios236 and then I click on "this page" under the what to download heading, which then brings me to this link http://uploadmirrors.com/download/0QEHVGAG/IOS236_Installer_v6.zip, where i click on the big neon green button that says "DOWNLOAD" which then brings me to this link http://downloadbooxl.com/?q=mir&filename=IOS236_Installer_v6.zip so then I click that green button that says "download" so then when i go into my computer->downloads, i end up with a file, not a folder that when i try to open it it brings up vidx or something…? It won't bring me to a folder with these contents in the picture you posted. P.S. thank you for your patience i really want to figure this out.
 

Todd Bonney

Smash Lord
Joined
Dec 17, 2005
Messages
1,098
I'm getting a weird problem in Dolphin while trying to port some codes to different versions. I made a code in Version 1.2, and was about to convert it to 1.0 and 1.1. When I started the 1.0 or 1.1 games in Dolphin, it hangs. They are good dumps (md5s match) and I have played them in non-Debug Dolphin and on my Wii fine. They just hang in Dolphin debug mode, even with cheats disabled. Could .gcm vs .iso make a difference? Doubtful, since I already converted my gcm to an iso and had the same problem. Could symbol mapping cause a problem?

Edit... Well, when in doubt restart, right? Restarting Dolphin fixed it, but I'd still like to understand...
 
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Jazriel

Smash Ace
Joined
Sep 23, 2006
Messages
837
Location
Nepean, ON
Well this seems strange.

WiiFlow has two parts it seems, one under
sd:/apps/wiiflow
And another that's just
sd:/wiiflow

In sd:/wiiflow there're the following directories:
sd:/wiiflow/codes/gct
sd:/wiiflow/codes/wip
and some magical file called GALE01.txt in
sd:/wiiflow/codes

"""
GALE01
Super Smash Bros. Melee

Version 1.0

Target Test Never Ends [Link Master]
041C3374 38030000

Unrestricted Pause Camera [Link Master]
04450F94 42000000
04450F98 42000000
04450F9C 42000000
04450FA0 40200000
04450FA4 47000000
Co-author: Jay007

Version 1.1

Target Test Never Ends [Link Master]
041C3CD8 38030000

Unrestricted Pause Camera [Link Master]
04452270 42000000
04452274 42000000
04452278 42000000
0445227C 42000000
04452280 40200000
04452284 47000000
Co-author: Jay007
"""

Weeeeeiiiiirrrddd, in my Notepad it's all squished together on one line, but here it's all nice and formatted. I had tried cutting these codes out and putting in just "Everything unlocked" but that only prompted Wiiflow to say "No cheats, do you want to download" and then it just downloaded the same 4 codes and overwrote the file. Since I now know they're actually formatted, I'm going to try to put in just 1 code and see if it works.

Also I totally put in the .gct I made with 20XX and CPU DI codes and when I start the game via Wiiflow it loads Dios Mios, and then black screens indefinitely. Really starting to wonder if I'm missing a .wad or using the right IOS or something.

[Edit]
"""
GALE01
Super Smash Bros. Melee

Version 1.0

Unlock Everything [Smashboards]
0445BF28 FFFFFFFF
0445BF2C FFFFFFFF

Flash on L-Cancel
C208D6A0 00000002
C00600E8 39E000D4
99E30564 00000000
C20C0148 0000000C
387F0488 89FE0564
2C0F00D4 41820008
48000048 39E00091
99FE0564 3DE0C200
91FE0518 91FE051C
91FE0520 91FE0524
3DE00000 91FE0528
91FE052C 91FE0530
3DE0C280 91FE0534
3DE0800C 61EF0150
7DE903A6 4E800420
60000000 00000000
Co-author: asdf
"""
Let's see if this works.

And that's a no. Is 64kb cluster size on my SD the issue? Another website I've come across says that's the problem. The guy says it should be as simple as putting Dios Mios Lite into apps, the iso into /games, and the .gct into /codes and that should work.
 
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Achilles1515

Smash Master
Joined
Jun 18, 2007
Messages
3,211
Location
Cincinnati / Columbus OH
I think I'm downloading it from the wrong place… I go to this link that you gave me. http://gwht.wikidot.com/ios236 and then I click on "this page" under the what to download heading, which then brings me to this link http://uploadmirrors.com/download/0QEHVGAG/IOS236_Installer_v6.zip, where i click on the big neon green button that says "DOWNLOAD" which then brings me to this link http://downloadbooxl.com/?q=mir&filename=IOS236_Installer_v6.zip so then I click that green button that says "download" so then when i go into my computer->downloads, i end up with a file, not a folder that when i try to open it it brings up vidx or something…? It won't bring me to a folder with these contents in the picture you posted. P.S. thank you for your patience i really want to figure this out.
you must be clicking on some ads or something. I reuploaded it for you. Here.
 

Achilles1515

Smash Master
Joined
Jun 18, 2007
Messages
3,211
Location
Cincinnati / Columbus OH
Well this seems strange.

WiiFlow has two parts it seems, one under
sd:/apps/wiiflow
And another that's just
sd:/wiiflow

In sd:/wiiflow there're the following directories:
sd:/wiiflow/codes/gct
sd:/wiiflow/codes/wip
and some magical file called GALE01.txt in
sd:/wiiflow/codes

"""
GALE01
Super Smash Bros. Melee

Version 1.0

Target Test Never Ends [Link Master]
041C3374 38030000

Unrestricted Pause Camera [Link Master]
04450F94 42000000
04450F98 42000000
04450F9C 42000000
04450FA0 40200000
04450FA4 47000000
Co-author: Jay007

Version 1.1

Target Test Never Ends [Link Master]
041C3CD8 38030000

Unrestricted Pause Camera [Link Master]
04452270 42000000
04452274 42000000
04452278 42000000
0445227C 42000000
04452280 40200000
04452284 47000000
Co-author: Jay007
"""

Weeeeeiiiiirrrddd, in my Notepad it's all squished together on one line, but here it's all nice and formatted. I had tried cutting these codes out and putting in just "Everything unlocked" but that only prompted Wiiflow to say "No cheats, do you want to download" and then it just downloaded the same 4 codes and overwrote the file. Since I now know they're actually formatted, I'm going to try to put in just 1 code and see if it works.

Also I totally put in the .gct I made with 20XX and CPU DI codes and when I start the game via Wiiflow it loads Dios Mios, and then black screens indefinitely. Really starting to wonder if I'm missing a .wad or using the right IOS or something.

[Edit]
"""
GALE01
Super Smash Bros. Melee

Version 1.0

Unlock Everything [Smashboards]
0445BF28 FFFFFFFF
0445BF2C FFFFFFFF

Flash on L-Cancel
C208D6A0 00000002
C00600E8 39E000D4
99E30564 00000000
C20C0148 0000000C
387F0488 89FE0564
2C0F00D4 41820008
48000048 39E00091
99FE0564 3DE0C200
91FE0518 91FE051C
91FE0520 91FE0524
3DE00000 91FE0528
91FE052C 91FE0530
3DE0C280 91FE0534
3DE0800C 61EF0150
7DE903A6 4E800420
60000000 00000000
Co-author: asdf
"""
Let's see if this works.

And that's a no. Is 64kb cluster size on my SD the issue? Another website I've come across says that's the problem. The guy says it should be as simple as putting Dios Mios Lite into apps, the iso into /games, and the .gct into /codes and that should work.
Are you editing the .txt file or making your own? If you are making your own new one, you might need to save it with encoding set to UTF-8 (option after click Save-As). At least that's the format that CFG Loader uses.
 
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Todd Bonney

Smash Lord
Joined
Dec 17, 2005
Messages
1,098
Now I'm having this fun thing where Memory Breakpoints just don't work, and when I try to load anything but 1.0 in Debug or DebugFast mode, it won't start, and gives me a "OSPanic" popup. Am I missing something important about modding different versions of Melee in Dolphin?
 

Achilles1515

Smash Master
Joined
Jun 18, 2007
Messages
3,211
Location
Cincinnati / Columbus OH
Now I'm having this fun thing where Memory Breakpoints just don't work, and when I try to load anything but 1.0 in Debug or DebugFast mode, it won't start, and gives me a "OSPanic" popup. Am I missing something important about modding different versions of Melee in Dolphin?
Idk if you're trying to run with codes enabled on the debugfast version but that always gives me an error. Idk why regular debug isn't working for you....
 
Last edited:

Todd Bonney

Smash Lord
Joined
Dec 17, 2005
Messages
1,098
I did notice that earlier. I always test my codes in the regular build debug mode. Right now, it does it even with cheats disabled. I changed nothing. It's so frustrating, I'm just trying to convert my dumb one-line code.

The only thing I've messed with is the symbol map (b/c the symbol map of one version would be largely meaningless to other versions).

It just stinks for this purpose and for the Wii usb launchers that we have 3 versions of the game that all share the same ID, GALE01. Dolphin and the loaders all arrange things by ID.

Hm.... maybe I could do the same fix in Dolphin that I did for WiiFlow.... give the three versions dummy IDs and different titles to tell them apart in Dolphin (and consequently give each its own independent symbol map and cheat list). 1.0 = GALE10, 1.1 = GALE11, 1.2 = GALE 12.

I'll do that and report back in a few hours.
 

Achilles1515

Smash Master
Joined
Jun 18, 2007
Messages
3,211
Location
Cincinnati / Columbus OH
I did notice that earlier. I always test my codes in the regular build debug mode. Right now, it does it even with cheats disabled. I changed nothing. It's so frustrating, I'm just trying to convert my dumb one-line code.

The only thing I've messed with is the symbol map (b/c the symbol map of one version would be largely meaningless to other versions).

It just stinks for this purpose and for the Wii usb launchers that we have 3 versions of the game that all share the same ID, GALE01. Dolphin and the loaders all arrange things by ID.

Hm.... maybe I could do the same fix in Dolphin that I did for WiiFlow.... give the three versions dummy IDs and different titles to tell them apart in Dolphin (and consequently give each its own independent symbol map and cheat list). 1.0 = GALE10, 1.1 = GALE11, 1.2 = GALE 12.

I'll do that and report back in a few hours.
are you working on the combo counter code? that's pretty much the only one that I haven't converted.
 

Todd Bonney

Smash Lord
Joined
Dec 17, 2005
Messages
1,098
I'm currently working on two of my own I have not shared yet. I'd like to have them available in at least 1.0 and 1.2 before sharing. I can work on the combo counter some this weekend, too.
 

Todd Bonney

Smash Lord
Joined
Dec 17, 2005
Messages
1,098
I'm having better luck with at least starting the games, but Memory Breakpoints are still broken. I'll go complain on the Dolphin forums.
 

Achilles1515

Smash Master
Joined
Jun 18, 2007
Messages
3,211
Location
Cincinnati / Columbus OH
This probably isn't your problem, but make sure your memory breakpoints are at the specific byte of interest and not just the beginning of that word, if applicable. I know that was my problem once…Made me feel like a noob, which I am.
 

Todd Bonney

Smash Lord
Joined
Dec 17, 2005
Messages
1,098
Nah that's not it. I'll wait to hear back from the devs.
But so the evening isn't a total loss, I'll go ahead and share what I've got. I've got one useful change that fixes something that sometimes bugs me, and one much-needed balance patch. They're both for 1.2; I should be able to convert them if I solve my issue, or I can pm people with some notes on what to change.

Code:
Remember KO Count when Resetting [Todd Bonney]
041a55ec 4E800020

Falcon Punch Takes 2 Stocks (1.2-00) [Todd Bonney]
C2033D48 00000007
81810014 816C1868
814B0064 2C0A0002
4082001C 2C030001
41820014 814B20EC
2C0A0012 40820008
3803FFFE 9804008E
60000000 00000000

The first code does not reset your KO count to zero when you leave the Character Select Screen. It frees up 9 lines of code.

The second code is somewhat glitchy. Not in the sense that it'll crash the game (it won't), but you can trick it. I'll try to improve it.

I'm interested in taking requests or joining some kind of project. I've got some ability, but this stuff takes so long in its current state, I'd like to have a purpose.
I think there's better ways to aggregate and convey the information discovered by all the various coders, and there's better tools that can be implemented in the emulator. I don't have the ability to implement these, but maybe we could get together and nag JMC to get the Dolphin devs to improve the emulator for our purposes.
Could I get added to the spreadsheet? As for credentials, I wrote those codes and the modified combo counter code and I found at least one useful address that was not listed in the spreadsheet: player pointer + 0x23a0 is a hitstun countdown (float). The lower order bytes have other purposes, too (respawn platform countdown).
 

Jazriel

Smash Ace
Joined
Sep 23, 2006
Messages
837
Location
Nepean, ON
Real talk though, is it easy to modify the 'Flash on L-cancel' code to include Captain Falcon's "Yes!" sound (from successful upb)?

I would really like to have that be a thing. :3
 

Jazriel

Smash Ace
Joined
Sep 23, 2006
Messages
837
Location
Nepean, ON
I can't get anything to work and this is really starting to piss me off. WiiFlow will download a .txt and .gct from the WiiRD website (http://geckocodes.org/index.php?c=GALE01). I just cannot fathom why it's so hard to make a program scan for a simple .gct and make it work. Is there something magically different about a .gct created by codemgr.exe?
 
Joined
Oct 10, 2011
Messages
1,126
Location
Boise, ID
NNID
dansalvato
I can't get anything to work and this is really starting to piss me off. WiiFlow will download a .txt and .gct from the WiiRD website (http://geckocodes.org/index.php?c=GALE01). I just cannot fathom why it's so hard to make a program scan for a simple .gct and make it work. Is there something magically different about a .gct created by codemgr.exe?
I use CFG Loader with no problems. Make sure your codes are on the same device as Melee is being loaded from (USB or SD).
 

Jazriel

Smash Ace
Joined
Sep 23, 2006
Messages
837
Location
Nepean, ON
Where is some documentation for CFG?

I want to know:
file structure (what goes in which directory)
Do I need a specific .wad installed?
Do I need a specific IOS loaded when I run CFG?
Do I need a .txt of the codes and it will make the .gct?
Do I need the .gct?
Does the .txt need to be in a certain format? codemgr.exe begins the lines of the codes with an asterisk and nothing else does that, why is that?
Does the .gct made by codemgr.exe work? I'm not using an old version or anything am I?
Is it supposed to fail to download codes with a 403 error?
I'm using SD card only, and I have no disc, what do I need to ensure for these?
Is 64kb cluster size on the SD 100% fine or does it -have- to be 32kb?


I can get my melee .iso to run with cfg, and afaik I'm using the latest version of cfg. I just can't find anything that mentions how to get Ocarina codes to work. Under manage cheats in cfg I get the 3 options to download cheats, select all, and the third one I can't remember off the top of my head. Download cheats gives me 403 access denied error. Where is the documentation for this kind of stuff? It shouldn't be this confusing. I have no idea which files to use and where to place them.

[Edit]
CFG Manual:
https://docs.google.com/document/d/1svWf3hVwJecZykA4yLojDcU_m4Mb41JDuQfhEUwX_qE/preview

"""
Default File locations:

---------------
ocarina cheat codes are searched in:
sd:/usb-loader/codes/*.gct
sd:/data/gecko/codes/*.gct
sd:/codes/*.gct

ocarina TXT cheat codes use the locations:
Downloaded to: sd:/usb-loader/codes/*.txt
Saved .gct to: sd:/usb-loader/codes/*.gct
"""

Finally something useful. Going with the assumption that the program wants to make its own .gct from a .txt, I've put GALE01.txt from codemgr.exe in sd:/usb-loader/codex/*.txt and now I'm getting "parse error" when I run cfg.

This is an exact copy-paste:
GALE01.txt
"""

GALE01
Super Smash Bros. Melee

Unlock everything
0445BF28 FFFFFFFF
0445BF2C FFFFFFFF
From Smashboards
"""

Whitespaces in exactly those spots, and it's saved as UTF-8. It's called GALE01.txt. I'm assuming that's 4 letters and 2 numbers (zero one). I can't find any documentation about what the syntax is supposed to be like. Can someone post a .txt file that works for them with cfg so I can compare? This .txt is literally straight from codemgr.exe (though I did change it to UTF-8), so if this isn't working then something is wrong with all the documentation people have provided so far.

I know I've put a .gct in sd:/codes/*.gct before and cfg didn't work with them before, but I'm going to try again by making a .gct with codemgr.exe with just the above code and see if it works this time. Also, I keep seeing mention of a "hook type" in the documentation I find but cfg doesn't seem to have that. It has a "pad hook" which I believe toggles between on/off. Is this important for getting Ocarina codes to work in the program?
 
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P 1

Smash Cadet
Joined
Apr 16, 2014
Messages
45
Location
Merced, CA
Yes, please do.
not necessarily a relevant reply, but has anyone had trouble with the Marth swing color code?

I have several codes active, on an SD card, and all are loading except that one. I think there might be a conflict with a different code or something.

edit: confirmed. loaded it alone on a GCT, worked. loaded it with all codes i originally had + 1 extraneous code. extraneous code worked and Marth sword swing color still didn't.

edit2: i can't really be bothered to try to find out which is conflicting, since i don't use dolphin. would be a pain. if you can't find time don't worry about it. i don't even really play marth. if you or someone else does find time, i'd be happy to use it though :^)
 
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Achilles1515

Smash Master
Joined
Jun 18, 2007
Messages
3,211
Location
Cincinnati / Columbus OH
not necessarily a relevant reply, but has anyone had trouble with the Marth swing color code?

I have several codes active, on an SD card, and all are loading except that one. I think there might be a conflict with a different code or something.

edit: confirmed. loaded it alone on a GCT, worked. loaded it with all codes i originally had + 1 extraneous code. extraneous code worked and Marth sword swing color still didn't.

edit2: i can't really be bothered to try to find out which is conflicting, since i don't use dolphin. would be a pain. if you can't find time don't worry about it. i don't even really play marth. if you or someone else does find time, i'd be happy to use it though :^)
hmm idk. Put it at the top of the list when making the gct and it should work.
 
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