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Melee Gecko Codes + Guide and Discussion

Achilles1515

Smash Master
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Messages
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Location
Cincinnati / Columbus OH
I've finished part 1 of the system I want to place in my custom mode. Here is a bonus thing you can add in your game that will influence nothing, that can be fun to see.

Help by Achilles and inspiration from the Taunt Battle code from Dan Salvato.

Coins in Stock Mode (1.02) [flieskiller]
04167f78 60000000
04167f84 60000000
0416B0CC 38600001
044ddc28 41500000
0416597c 480000CC
C2165A64 00000007
3E208045 62313110
7F53D378 2C130000
41820010 3A73FFFF
3A310E90 4BFFFFF0
80110000 3E208016
62315AA4 7E2903A6
4E800420 00000000

result: The coins are dropped like in Coin Mode, but in any game modes. In addition, the Score Display number appears under the characters logos and shows the amount of coins the player has.

ASM notes:
show score display in all modes. One checks if Score display is at ON, the other checks if it's time mode (both branches out if any of them are false)
04167f78 60000000
04167f84 60000000

coins always drop
0416B0CC 38600001

height of score display
044ddc28 41500000

Stock mode and Bonus mode uses the same Score Display as Time mode, and the Time mode number uses the coins instead of the score with the C2 below.
0416597c 480000CC

show coins instead of score from the Score Display number
C2165A64 00000007
3E208045 62313110
7F53D378 2C130000
41820010 3A73FFFF
3A310E90 4BFFFFF0
80110000 3E208016
62315AA4 7E2903A6
4E800420 00000000

Video showing this (with no sound and low quality):
This is really neat and I could see it having a bunch of other applications, too. I might make it the combo counter for example.

Those first two 04 codes can be condensed into one.
04167FA0 38600001

or just make the first nop a branch to 80167f88.
 

_glook

Got a Passion for Smashin'
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Not UC Berkeley anymore
Is it possible to use the NTSC codes on NTSC-J? I honestly don't think it is, but I cannot find NTSC-J codes for the life of me, so I'm hoping it works like that.
AFAIK, NTSC-U is the same as NTSC-J. Just make sure you have the correct version number. I believe Japan uses only v1.00 (though I could be wrong).
 

UMR | donmk

RIP PM
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AFAIK, NTSC-U is the same as NTSC-J. Just make sure you have the correct version number. I believe Japan uses only v1.00 (though I could be wrong).
I just tried the v1.00 1P mode C-Stick code and it did not work. GeckoOS found the codes, and "applied" them, but when I tried it out, the C-Stick still moved the camera.

Maybe I'll try some of the other versions of the code. Still, doesn't bode well.

EDIT: I've tried all three versions with no success. I guess there is some difference after all...
 
Last edited:

flieskiller

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Messages
426
More information here (with ASM notes): http://smashboards.com/threads/team-colors.402367/

Different colors in same team (specific colors selected in a table) (1.02) [flieskiller]

Code:
C225EBA0 00000016
8AF303BE 3DE08042
61EFB460 7DF17B78
3A31FFFC 7E31FA14
8A510000 8A11FFFC
7E528214 2C120003
41800070 8A0F0000
896F0001 2C0B0000
4182004C 7C10A000
40820010 7C0B9000
40820008 4800000C
39EF0004 4BFFFFD8
3E208042 6231B460
3A31FFF4 8AEF0003
9AF10001 8AEF0002
39600001 99710000
3A310008 7E31FA14
48000018 3DE08042
61EFB460 3AE00000
9AEFFFF4 3A400000
9A510000 39600000
9971FFFC 9AFCFFFF
60000000 00000000
C2261BD8 00000004
1C840003 3DE08042
61EFB460 39EFFFF8
7DEF9A14 3A000001
9A0F0000 00000000
C225EDDC 00000008
3DE08042 61EFB460
39EFFFF4 8A0F0000
2C100000 41820020
3A000000 9A0F0000
88AF0001 3DE08025
61EFEE1C 7DE903A6
4E800420 880303BE
60000000 00000000
04261BDC 7CC43378
041B0374 88860063
041B0378 88050063
041B03C4 88860063
041B03C8 88050063
041B0414 88860063
041B0418 88050063
0642B460 00000038
00030003 00040100
01030000 01040101
04030000 07030201
09030104 10030001
11030004 11040105
12030100 16030004
16040100 18030104
 
Last edited:

flieskiller

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Jan 3, 2013
Messages
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@ Achilles1515 Achilles1515 About my coin drop gecko, the game decides if it goes into a sudden death by using the same number as the one shown in score display. It can be seen by forcing its activation in stock mode, where the stock counter for each player is shown in the score display too. Do you know how/where the game decides the winner of a match?
 

Achilles1515

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@ Achilles1515 Achilles1515 About my coin drop gecko, the game decides if it goes into a sudden death by using the same number as the one shown in score display. It can be seen by forcing its activation in stock mode, where the stock counter for each player is shown in the score display too. Do you know how/where the game decides the winner of a match?
Never looked into it myself. @ _glook _glook knows I think
 

flieskiller

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Jan 3, 2013
Messages
426
handicap mode ON = damage reducer (1 handicap = 25%) (1.02) [flieskiller]
04167d50 60000000
C206cc8c 0000000D
3DE08045 61EFBF15
89EF0000 2C0F0002
4082004C 3DE08048
61EF0828 8A3E000C
1E310024 7DF17A14
8A0F0000 3E203FD0
92220020 3A200000
92220024 C9E20020
CA428B90 DA420020
B2020026 CA020020
EE109028 FE1003F2
EC210432 FFE00890
60000000 00000000

HANDICAP - DAMAGE RECEIVED
1 - 25%
2 - 50%
3 - 75%
4 - 100% (Melee default)
5 - 125%
6 - 150%
7 - 175%
8 - 200%
9 - 225%

More information here: http://smashboards.com/threads/player-damage-multiplier.402382/#post-19932271
 
Last edited:

_glook

Got a Passion for Smashin'
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Never looked into it myself. @ _glook _glook knows I think
Unfortunately, my methodology uses "break it until it works" more often than "find out how it works", which is faster for me but it does have blind spots. That being said, I've attached my raw notes for the tournament overtime code.

The thing that is probably the closest to what you want is:
$Don't determine sudden death winner by port priority
04165dc4 38040000
04165e0c 38040000
04165e54 38040000

Each of those lines normally add 1 to some register which holds the placement value of each character. After sudden death is over, normally it will break ties by port priority, and these lines incrementing is what's doing it. There's a few functions that determine who wins, but I can't remember which ones do it. The way I originally got to them is I was searching for lines that were writing to the match results array/struct.

As far as the match results, "percent ties.txt" should have a little information about it. This is directly taken from analyzing Jorgasms' stars at CSS are match placement results code.
In particular, there's my pseudo C functions:
Code:
pointer getPlacementAddress(playerNum) {
   return 0x80479E00 + (0xA8 * playerNum);
}
byte getIsPlaying(playerNum) {
   return *(getPlacementAddress(playerNum)); // THIS IS INCORRECT, IT ACTUALLY RETURNS THE NAME TAG SLOT NUMBER
}
byte getPlacement(playerNum) {
   return *(getPlacementAddress(playerNum) + 1);
}
byte setPlacementVars(playerNum, newPlacement) {
   *(getPlacementAddress(playerNum) + 1) = newPlacement;
   *(getPlacementAddress(playerNum) + 2) = newPlacement;
}
 

Attachments

Achilles1515

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Messages
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Location
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Home-Run Contest Item Modifier (1.02) [Achilles]
04284860 000000XX

[COLLAPSE="Item IDs"]
Code:
Items (decimal/hex/name)
-------------------------------
## 0x   Item
------------------
00 00    capsule
01 01    box
02 02    barrel
03 03    egg
04 04    partyball
05 05    cannon
06 06    bombomb
07 07    mr. saturn
08 08    heart
09 09    tomato
10 0A    star
11 0B    bat
12 0C    sword
13 0D    umbrella
14 0E    green shell
15 0F    red shell
16 10    gun
17 11    freezie
18 12    food
19 13    mine
20 14    bumper
21 15    super scope
22 16    star rod
23 17    lip stick
24 18    fan
25 19    fire flower
26 1A    big mushroom
27 1B    small mushroom
28 1C    hammer
29 1D    warp star
30 1E    screw attack
31 1F    rabbit hood
32 20    metal
33 21    cloak
34 22    pokeball
43 2B    goomba
44 2C    redead
45 2D    octarok
46 2E    otosea

2F Stone
30 Mario's fire 
31 Dr.Mario's Capsule 
32 Kirby's Cutter beam 
33 Kirby's Hammer 
34 Raygun beam 
35 
36 Fox's laser 
37 ? Falco's Laser ? 
38 Fox's shadow 
39 Falco's shadow 
3A Link's bomb 
3B Young Link's bomb 
3C Link's boomerang 
3D Young Link's boomerang 
3E Link's Hookshot 
3F Young Link's Hookshot 
40 Arrow 
41 Fire Arrow 
42 PK Fire 
43 PK Flash 
44 PK Flash 
45 PK Thunder 
46 PK Thunder 
47 PK Thunder 
48 PK Thunder 
49 PK Thunder 
4A Fox's Blaster 
4B Falco's Blaster 
4C ? Link's Arrow ? 
4D Young Link's arrow 
4E PK Flash (explosion) 
4F Needle(thrown) 
50 Needle 
51 Pikachu's Thunder 
52 Pichu's Thunder 
53 Mario's cape 
54 Dr.Mario's cape 
55 Smoke (Sheik) 
56 Yoshi's egg(thrown) 
57 
58 Yoshi's Star 
59 Pikachu's thunder 
5A Pikachu's thunder 
5B Pichu's thunder 
5C Pichu's thunder 
5D Samus's bomb 
5E Samus's chargeshot 
5F Missile 
60 Grapple beam 
61 Sheik's chain 
62 
63 Turnip 
64 Bowser's flame 
65 Ness's bat 
66 Yoyo 
67 Peach's parasol 
68 Toad 
69 Luigi's fire 
6A Ice(Iceclimbers) 
6B Blizzard 
6C Zelda's fire 
6D Zelda's fire (explosion) 
6E 
6F Toad's spore 
70 Mewtwo's Shadowball 
71 Iceclimbers' Up-B 
72 Pesticide 
73 Manhole 
74 Fire(G&W) 
75 Parashute 
76 Turtle 
77 Sperky 
78 Judge 
79 
7A Sausage 
7B Milk (Young Link) 
7C Firefighter(G&W) 
7D Masterhand's laser 
7E Masterhand's bullet 
7F 
80 
81 Crazyhand's Bomb 
82 
83 
84 
85 
86 
87 
88 
89 
8A 
8B 
8C 
8D 
8E 
8F 
90 
91 
92 
93 
94 
95 
96 
97  (crashes with peach pulls out) 
98 
99 
9A 
9B 
9C 
9D 
9E Coin 
9F 
A0 Null pokemon entry? 
A1 Goldeen (Tosakinto) 
A2 Chicorita 
A3 Snorlax 
A4 Blastoise 
A5 Weezing (Matadogas) 
A6 Charizard (Lizardon) 
A7 Moltres 
A8 Zapdos 
A9 Articuno 
AA Wobbuffet 
AB Scizor 
AC Unown 
AD Entei 
AE Raikou 
AF Suicune 
B0 Bellossom (Kireihana) 
B1 Electrode (Marumine) 
B2 Lugia 
B3 Ho-oh 
B4 Metamon 
B5 Clefairy 
B6 Togepi 
B7 Mew 
B8 Celebi 
B9 Staryu (Hitodeman) 
BA Chansey 
BB Porygon2 
BC Cyndaquil (Hinoarashi) 
BD Marill 
BE Venusaur (Fushigibana) 
BF Chikorita's Leaf 
C0 Blastoise's Water  
C1 Weezing's Gas 
C2 Weezing's Gas 
C3 Burn ??? Fire something 
C4 Burn ??? Fire something 
C5 Charizard's Breath 
C6 Charizard's Breath 
C7 Unowns 
C8 Lugia's Aeroblast 
C9 Lugia's Aeroblast 
CA Lugia's Aeroblast 
CB Ho-oh's Flame 
CC Staryu's Star 
CD Healing Egg 
CE Cyndaquil's Fire 
CF ??? invisible 
D0 
D1 Target 
D2 Shyguy (Heiho) 
D3 Koopa(Green) (Nokonoko) 
D4 Koopa(Red) (PataPata) 
D5 Likelile 
D6 (old-lead) 
D7 (old-octa) 
D8 (old-otto) 
D9 White Bear (whitebea) 
DA klap 
DB Paratroopa (Green) (zgshell) 
DC Paratroopa (Red) (zrshell) 
DD 
DE 
DF 
E0 (crashes with peach pulls out) 
E1 Apple 
E2 
E3 
E4 
E5 
E6 Tool 
E7 
E8 
EA Arwing Laser 
EB Wolfen Laser 
EC 
ED 
EE 
EF 
F0 
F1 
F2 
F3 
F4 
F5 
F6 
F7 
F8 
F9 (crashes with peach pulls out) 
FA 
FB 
FC 
FD 
FE 
FF
[/COLLAPSE]

Note: Regular items and pokemon work fine. The others will probably freeze the game.
 

zankyou

Smash Lord
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Messages
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Can anyone make a Gecko Code that allows you to L-Cancel any attack?
Judging from how the fsm engine works and my own testing you cant change the speed of an animation once it starts without loading the animation again. Maybe someone else has had success with it. If youre looking for something like melee impossible, you can do it with A attacks. Special moves have periods when you cant reset without breaking the game.
 

??Sanic Hedgehog??

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Judging from how the fsm engine works and my own testing you cant change the speed of an animation once it starts without loading the animation again. Maybe someone else has had success with it. If youre looking for something like melee impossible, you can do it with A attacks. Special moves have periods when you cant reset without breaking the game.
Yeah, that's what I mean, A code that cancels A attacks just like Melee Impossible, I've been looking for one but couldn't find it anywhere...
 

zankyou

Smash Lord
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Sep 12, 2014
Messages
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Yeah, that's what I mean, A code that cancels A attacks just like Melee Impossible, I've been looking for one but couldn't find it anywhere...
What youre looking at doesnt exist yet. I actually made a code back in January that would do this and was 3/4ths done with a table for special states that you couldnt cancel but I abandoned it when my hdd crashed. The reason I didnt say anything about it though is that on the ground when you cancel you go into shield the next frame. I could probably fix it now though to where it just writes 0 to the bit that means l is pressed.
 

??Sanic Hedgehog??

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What youre looking at doesnt exist yet. I actually made a code back in January that would do this and was 3/4ths done with a table for special states that you couldnt cancel but I abandoned it when my hdd crashed. The reason I didnt say anything about it though is that on the ground when you cancel you go into shield the next frame. I could probably fix it now though to where it just writes 0 to the bit that means l is pressed.
Ah Man. I hope you can fix that I would love a code like that so, I hope you fix that soon...
 

flieskiller

Smash Journeyman
Joined
Jan 3, 2013
Messages
426
Can choose % chance for Pokémon Stadium transformations (1.02) [flieskiller]

041d4638 38600063
C21D4640 00000008
38630001 2C030019
4181000C 38600000
48000028 2C030032
4181000C 38600001
48000018 2C03004B
4181000C 38600002
48000008 38600003
5460103A 00000000

^ Code with basic Vanilla Melee settings of 25% chance each transformations, but can be customized, explained below.

Always a certain Pokémon transformation (AR code version) (1.02) [flieskiller]
041d463C 3860000X
(x = transformation ID, choices below)

The first 04 number replaces the maximum random number when choosing a transformation. Instead of choosing between 0 and 3 (number for all 4 transformations), it will randomize between 0 and 99 (custom code adds +1 to that number so that 0 = impossible) for being able to choose between 0 and 100 (because it's easier to count probabilities on 100%)

The three green numbers are the probabilities between the transformations. Numbers are in hexadecimal, so:
0x19 = 25
0x32 = 50
0x4B = 75

The transformations ID are these:
0 = fire
1 = grass
2 = rock
3 = water

Here is how it works, and how you can decide which % you want for each transformations:
To choose the first transformation, it checks if the number is not greater than the first number (here is 0x19), so if the number is between 1 and 25, load the number 0 and resume normal code.

After that, it checks for the grass transformation, and compare with number 50 or above, which means it will select the grass transformation if the number is between 26 and 50. (It does not include between 0 and 25, because it wouldn't have reached there because of the first transformation being checked first)

Rock transformation for the number between 51 and 75 and water transformation if no other elements are chosen (which is between 76 and 100)

If you want to exclude a transformation, set that number to 00

Here are some example of combinations for different probabilities for stages:

fire 20%
grass 40%
rock 10%
water 30%

fire 0x14 (20)
grass 0x3C (60)
rock 0x46 (70)
water (100)

^ Comparing with the basic code, it means replacing 19 with 14, 32 with 3C and 4B with 46.

Second example:
fire 15%
Grass 50%
rock 0%
water 35%

fire 0x0F (15)
grass 0x41 (65)
rock 0x00 (impossible)
water (100)

^ Comparing with the basic code, it means replacing 19 with 0F, 32 with 41 and 4B with 00.

So that is it, I hope the explanation and examples help for those that has difficulty in these kind of things or are new to hexadecimal maths.
 
Last edited:

Magus420

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1.0000 Directional Increments 1->3 (1.00) [Magus]
C2374FE4 00000008
88030000 89440000
2C000001 4182000C
2C0000FF 40A20008
38000000 2C0A0001
4182000C 2C0A00FF
40A20008 39400000
98030000 99440000
60000000 00000000

The game is really picky about getting a directional input of ±1.0000 on an axis, as it requires the stick to be at exactly 0 out of ~200 analog increments or it results in ±0.9875 instead after it normalizes analog input to within a ±80 increments scale. Makes it annoying to test stuff like maximum DI on something. This code makes 1 and -1 (0.0125/-0.0125) also act like 0 so there are 3 analog increments that allow a ±1.0000 input instead of just 1.

Code:
lbz	r0,0(r3)	# loads non-normalized int directional X
lbz	r10,0(r4)	# loads non-normalized int directional Y

X_INPUT:
cmpwi	r0,1
beq-	ZERO_X
cmpwi	r0,255
bne+	Y_INPUT

ZERO_X:
li	r0,0		# X input of 0 if 1 or -1


Y_INPUT:
cmpwi	r10,1
beq-	ZERO_Y
cmpwi	r10,255
bne+	UPDATE_XY


ZERO_Y:
li	r10,0		# Y input of 0 if 1 or -1

UPDATE_XY:
stb	r0,0(r3)
stb	r10,0(r4)
 

??Sanic Hedgehog??

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Okay, Can anyone make (or link) a code for N64 Mode (As Seen in 20XX)? Sorry if I sound too demanding I can't find one
 

flieskiller

Smash Journeyman
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Jan 3, 2013
Messages
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Anyone have the code "Press Z to change character to SoPo/wireframes/giga bowser/Sheik" like in 20xx training pack?

@Dan Salvato Can we get access to the code that hides the names when Mewtwo/Sheik/Zelda use their up-b? Also, I've seen in your videos about the features that the name disappeared only during the part where they're invisible. I'd make it during the whole up-b because the information can still be used by the opponent if the name appears before the up-b is finished.
 

zankyou

Smash Lord
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Anyone have the code "Press Z to change character to SoPo/wireframes/giga bowser/Sheik" like in 20xx training pack?
achilles made a thread about it I believe. and theres point buried in the hacks thread about it.
 
Last edited:

Sham Rock

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Anyone have the code "Press Z to change character to SoPo/wireframes/giga bowser/Sheik" like in 20xx training pack?

@Dan Salvato Can we get access to the code that hides the names when Mewtwo/Sheik/Zelda use their up-b? Also, I've seen in your videos about the features that the name disappeared only during the part where they're invisible. I'd make it during the whole up-b because the information can still be used by the opponent if the name appears before the up-b is finished.
dans nametag disable code (he send it to me early so i could port it to pal for a custom project of mine) disables the nametags before theres any indicator of movement directionof the up-b/airdodge, it does not check "is player visible?" But rather "is player shiek/mewtwo + in a state whene the nametag dhouldnt be visible (in spezific part of a move) ?"
 

flieskiller

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dans nametag disable code (he send it to me early so i could port it to pal for a custom project of mine) disables the nametags before theres any indicator of movement directionof the up-b/airdodge, it does not check "is player visible?" But rather "is player shiek/mewtwo + in a state whene the nametag dhouldnt be visible (in spezific part of a move) ?"
Yeah, I know about that, but there are multiple parts to each Special Moves, and instead of a single one (during the poof of Sheik for instance), it should be the part before and the part after, to look something like: during moves 313, 314, 315 instead of just 314 the nametag is invisible.
 

Sham Rock

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maybe the video you saw had an old version of the code, link please


edit: just booted it up real quick and gave it a test with all 3 chars in 1/4 in training mode and i stand by my previous statement "disables the nametags before theres any indicator of movement direction of the up-b/airdodge", either my visual perception is ****ed up badly or whatever you saw was an old code.
 
Last edited:

SinsOfApathy

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maybe the video you saw had an old version of the code, link please


edit: just booted it up real quick and gave it a test with all 3 chars in 1/4 in training mode and i stand by my previous statement "disables the nametags before theres any indicator of movement direction of the up-b/airdodge", either my visual perception is ****ed up badly or whatever you saw was an old code.

https://www.reddit.com/r/smashbros/comments/32vrcs/new_20xxte_feature_sheik_zelda_and_mewtwo_upb/
 

Sham Rock

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okay, maybe I´m just now able to understand what flieskiller´s actual issue with that code is. Sorry for wasting your time, I´m out of that discussion. Hidgaf which way would supposedly be better.
 

DRGN

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This isn't a good code per se, but it is funny. While researching how to prevent PK Thunder from disappearing when Ness is hit, I came across this code:

04269528 4E800020

It seems to control how at the least PK Cross and PK Thunder animate and die. With this code enabled, PK Thunder and PK Flash last forever, except for PK Thunder when it hits something (either the ground or a character).

Pretty hilarious, I thought.


Edit:
Okay, figured out how to prevent PK Thunder from disappearing on hit and death in v1.2, to make it functionally equivalent to v1.0:
042abcb0 4bfc7481
042abcb4 60000000
Simna and I were recently having fun playing with this code (the first one), and found lots of weird stuff. It doesn't only affect Ness' moves, or even just characters' attacks. It seems to affect all article based attacks (mostly projectiles, but also some other stuff) in weird ways. The hitboxes don't disappear, as the code says (which is really weird to play with btw, as it results in active hitboxes lying all over the stage after a little while!), but also animations act really weird or don't happen at all in some cases. It also makes for an easy way to tell what moves are what kind of hitbox without actually going in and looking at the code.

We really wanted to ask though: what function is this modifying? And why there? Meaning, how did you come to find that place to change?

@ Simna ibn Sind Simna ibn Sind can go into more detail if he'd like on some of the weird things we found while messing with this. He even found a combination of glitches that puts Ness in permanent hitlag, allowing you to SDI all over the stage.
 
Last edited:

Simna ibn Sind

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Slippi.gg
SIND#745
but yeah.....making reference my post on projectiles...

This code not only affects PK Thunder and PK Flash, but all article attacks. It also has the secondary effect of DISABLING all attack that I name "Super Projectiles" in the referenced post....and yes, that does mean that the "infinite PK Flash" has no hitbox at all.

Another very odd discovery though: It is generally thought all projectiles are article attacks(the are attached to an object and not to a character). This code seemed to affect all article attacks (including the non-projectile ones: vanish, falco phantasm, fox illusion, peach bomber), but there was one attack that it did not affect(Disable) and that attack is a projectile(its reflectable). So the question is....is Mewtwo's downB a projectile attack that is also a non-article attack?
 

Simna ibn Sind

THIS IS unMODNESS!
BRoomer
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Messages
4,534
Location
1108 R St. Sacramento, CA 95811
Slippi.gg
SIND#745
More fun:

The Everlasting PK Thunder code causes (y)Link's arrows to have an everlasting hurtbox, but not hitbox. So when you shoot them into the ground they stay there for the whole match. This makes them wonderful tools for setting up black holes; just drop 13+ arrows on top of each other than throw just about any attack into the arrows for a quick black hole.

IT GOES FURTHER THOUGH! The arrows not only persist in the ground/walls, but they also persist ON SHIELDS. They will persist on shield, even through death and even when the shield is down(the arrows will actually move when the shield is down showing you where characters "keep" their shield when they arent using it). A cool effect of this is that the arrows will spread out and shrink as the shield health raises and drops. This gives very cool feedback on shield health as the spread of the arrows shows your shield actively regenerating while you arent using it...sort of like a clock for your shield health.

But also....black holes can still be created using the arrows in someone's shield. That person can attack the arrows in their own shield to create a black hole. Interestingly though....if another character created a black hole on the arrows in someone else's shield...the character with the arrows will be free to move away from the arrows that were attached to him will be stuck in the black hole along with the character who created it. If the character stuck in the black hole is knocked out of it the arrows that were stuck in the black hole with him will teleport back to their exact spots in the shield of the person who had them before.
 

_glook

Got a Passion for Smashin'
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Messages
802
Location
Not UC Berkeley anymore
We really wanted to ask though: what function is this modifying? And why there? Meaning, how did you come to find that place to change?
It's been a while since I messed with this, but if I recall correctly, at the time, I thought it was responsible for making Ness's projectiles disappear. It would check a bunch of states on various things and stuff and determine whether or not the projectile would disappear, I think.
How I ended up there is also a bit hazy. I remember my starting point was just getting the X and Y positions of the PK Thunder, then determining the data structure location for the PK thunder physical data. I think at that point, I tried determining what was erasing pointers to this data, I think, the frame before and the frame after Ness getting hit. I believe I tracked it down to a code path, but that code path depended on another code path in a function being run in that whole 80390DFC instruction. I hypothesized that there was an observer design pattern being used here. I think the thing that I eventually got was checking the functions that were being run at 80390DFC and comparing it before and after getting hit. Then I went through each of the ones that were no longer there, and blr'd them until PK thunder didn't disappear. I THINK.

I've got some raw notes, though. I've attached it to the post.
 

Attachments

KaneStaff

Smash Cadet
Joined
Nov 21, 2013
Messages
54
Location
Huntsville, AL
Hello! I have a problem installing MIOS. When I install MIOS, it says the following:

ES_AddTitleStart returned: -2011
You may need to use an IOS with trucha bug.
Up to system menu 4.2, you can get one with Trucha Bug Restorer.
MIOS installation failed.

The IOS MIOS shows at the top right is IOS36 (Rev 3608). I used the IOS236 installer, and it followed through. I tried using the Trucha Bug Restorer. That failed at Downgrade IOS15. I tried running Gecko without MIOS. The codes did not work. I don't understand what I am supposed to do.

I appreciate any help you can give me.

Thank you.
 

Doq

Smash Lord
Joined
Dec 28, 2012
Messages
1,037
Location
The Lab, Sweet Home, OR
Hello! I have a problem installing MIOS. When I install MIOS, it says the following:

ES_AddTitleStart returned: -2011
You may need to use an IOS with trucha bug.
Up to system menu 4.2, you can get one with Trucha Bug Restorer.
MIOS installation failed.

The IOS MIOS shows at the top right is IOS36 (Rev 3608). I used the IOS236 installer, and it followed through. I tried using the Trucha Bug Restorer. That failed at Downgrade IOS15. I tried running Gecko without MIOS. The codes did not work. I don't understand what I am supposed to do.

I appreciate any help you can give me.

Thank you.
What is your System Menu version, and what sort of SMHPs (System Modifiying Homebrew Programs) do you have installed?

Have you tried Nintendont?
 

flieskiller

Smash Journeyman
Joined
Jan 3, 2013
Messages
426
Also shown as a thread in the Ice Cimbers section of Smashboards.

Similar to my Coins Drop in Stock Mode, here is another number that is unseen by the player, but can be of great info:

Permanent Display Number = Nana % damage (1.02) [flieskiller]
044ddc28 40c00000
0416597c 480000CC
C2165A64 0000000C
3E208046 6231B6A0
8A310000 2C110000
40820014 3E208045
623130E2 3A000E90
48000010 3E20804A
623113CE 3A000050
7F53D378 2C130000
41820010 3A73FFFF
7E318214 4BFFFFF0
A0110000 3E208016
62315AA4 7E2903A6
4E800420 00000000
C22F65CC 00000006
1DFF0E90 3E008045
62103080 7E0F8214
8A300007 2C11000E
4082000C 38000080
48000008 38000000
60000000 00000000

This is similar to the Coins Drop, forcing the score display to show, but now this only shows the number to Ice Climber (with the 2nd C2 code).

Some ASM notes:
r31 = player number
c22f65cc
lis r16,0x8045
ori r16,r16,0x3080 #Player's table
mulli r15,r31,0xe90 #multiply offset for current player's table in the loop.
add r16,r15,r16
lbz r17,0x7(r16) #load player's character
cmpwi r17, 0xe #Is character Ice Climbers?
bne NODISPLAY #if not, do not show
li r0, 0x80 #show number display for that player with ICs
b END
NODISPLAY:
li r0, 0
END:

Video showing the code:
 
Last edited:

flieskiller

Smash Journeyman
Joined
Jan 3, 2013
Messages
426
If character selected is Giga Bowser, set scale to 0.5 (1.02) [flieskiller]

C216DAD4 00000006
3DE08045 61EF3084
1E1C0E90 7DEF8214
820F0000 2C10001D
4082000C 3E203F00
923D0020 C03D0020
60000000 00000000

This make Giga Bowser's size looks very much like the normal bowser, so it makes him a relatively normal character instead of a big punching bag.

Combined with Achilles Giga Bowser can be grabbed, this would make a cool alternate better Bowser to pick. (Something I'm working on to add to my custom Memory card save, this and improved Fighting Wireframes)
 
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