Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!
You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!
You have to use the GCTEditor, which can be found here, note that this requires installing java for it to work.@Dan Salvato Hey! I used an online GCT creator so i can use the taunt battle gecko code but when i put the code in it said "there is no such code." Plz help.
Alright, here I go!Is there a guide on how to use this program? Or can you tell me how to use this plz?
Anyone have the code "Press Z to change character to SoPo/wireframes/giga bowser/Sheik" like in 20xx training pack?
I'm curious about this as well if there's anything out there about it - hacks thread meaning melee, hacks and you? I'm probably searching the wrong phrases...achilles made a thread about it I believe. and theres point buried in the hacks thread about it.
I've extracted that code from 20XX 3.0.2, I'm sure the most recent version would have a better code (he said he improved most codes), but it does the job. Code in the spoiler.I'm curious about this as well if there's anything out there about it - hacks thread meaning melee, hacks and you? I'm probably searching the wrong phrases...
Achilles1515 , what do you think of this as an option in 20XX? I wonder if it should even be enabled by default. Considering the technical details of vanilla turning (basically that even identical inputs can result in different animations), the normal turn mechanic seems kinda like a milder Brawl tripping, and it just seems like a bad/unintentional design flaw IMO."Smash Turn" being this mechanic: http://www.meleeitonme.com/back-dashes-smash-turns/
Flash Blue on Missed Smash Turn (v1.00) [Magus]
C20C9790 0000000F
A11E0448 2C084000
40820064 811E23A8
2C080000 41820058
811E23B0 2C080000
4182004C 3CE042C0
3D00437F 39200000
90FE0518 90FE051C
911E0520 913E0528
913E052C 913E0530
3CE0C200 3D00C280
39200091 3D406060
614AFFE0 90FE0524
911E0534 993E0564
915E0514 801F2358
60000000 00000000
Flash Blue on Missed Smash Turn (v1.02) [Magus]
C20C9B48 0000000F
A11E0448 2C084000
40820064 811E23A8
2C080000 41820058
811E23B0 2C080000
4182004C 3CE042C0
3D00437F 39200000
90FE0518 90FE051C
911E0520 913E0528
913E052C 913E0530
3CE0C200 3D00C280
39200091 3D406060
614AFFE0 90FE0524
911E0534 993E0564
915E0514 801F2358
60000000 00000000
Code:CHECK_IF_SLOW: lhz r8,0x448(r30) # animation frame cmpwi r8,0x4000 # frame 2 of Turn bne- END # skip code if not frame 2 of Turn action lwz r8,0x23A8(r30) cmpwi r8,0 # 0 if not past 0.8 dash threshold on frame 2 of Turn beq- END # skip if dash after slow turn will not activate if held (standing turn) lwz r8,0x23B0(r30) cmpwi r8,0 # 0 if no slow turn delay (smash turn, but didn't dash) beq- END # skip if pivot ENABLE_OVERLAY: lis r7,0x42C0 # 42C00000 (96) lis r8,0x437F # 437F0000 (255) li r9,0 # 00000000 (0) stw r7,0x518(r30) # Red = 96 stw r7,0x51C(r30) # Green = 96 stw r8,0x520(r30) # Blue = 255 stw r9,0x528(r30) # Red Transition = 0 stw r9,0x52C(r30) # Green Transition = 0 stw r9,0x530(r30) # Blue Transition = 0 lis r7,-0x3E00 # C2000000 (-32) lis r8,-0x3D80 # C2800000 (-64) li r9,0x91 # flag to enable flash overlay lis r10,0x6060 ori r10,r10,0xFFE0 # 6060FFE0. Initial RGBA stw r7,0x524(r30) # Alpha = -32 stw r8,0x534(r30) # Alpha Transition = -64 stb r9,0x564(r30) # enable flash overlay stw r10,0x514(r30) # Initial RGBA = 96/96/255/224 END: lwz r0,9048(r31) # entry point (800C9B48)
----------------------------------------
This makes the smash turn mechanic not dumb and match the input to dash forward:
Smash Turns Have a 2 Frame Input Window (v1.00) [Magus]
C20C9794 00000005
A11E0448 2C084000
40820018 811E23A8
2C080000 4182000C
39000000 911E23B0
2C000000 00000000
Smash Turns Have a 2 Frame Input Window (v1.02) [Magus]
C20C9B4C 00000005
A11E0448 2C084000
40820018 811E23A8
2C080000 4182000C
39000000 911E23B0
2C000000 00000000
Code:CHECK_IF_SLOW: lhz r8,0x448(r30) # animation frame cmpwi r8,0x4000 # frame 2 of Turn bne- END # skip code if not frame 2 of Turn action lwz r8,0x23A8(r30) cmpwi r8,0 # 0 if not past 0.8 dash threshold on frame 2 of Turn beq- END # skip if no dash input by frame 2 li r8,0 stw r8,0x23B0(r30) # clear slow turn delay timer if dash input by fr2 END: cmpwi r0,0 # entry point (800C9B4C)
I'll never enable it by default in 20XX because it is not vanilla in any SSBM version. Albeit a stupid mechanic, it is what it is. I love the analogy. These are both great codes by Magus and I do plan on putting them both in 20XX as options. I still need to make that damn "Mechanics Codes" Debug Menu page...Achilles1515 , what do you think of this as an option in 20XX? I wonder if it should even be enabled by default. Considering the technical details of vanilla turning (basically that even identical inputs can result in different animations), the normal turn mechanic seems kinda like a milder Brawl tripping, and it just seems like a bad/unintentional design flaw IMO.
Disable Birdo (1.02) [flieskiller]is there a code that disables birdo on mushroom kingdom II? sd remix doesn't have birdo and was wondering if it's a code or just a stage mod
Thank ya!Disable Birdo (1.02) [flieskiller]
041fcfe8 60000000
http://smashboards.com/threads/ram-stage-hacking-a-starting-point.400012/#post-19048665
Understandable. Cool though.I'll never enable it by default in 20XX because it is not vanilla in any SSBM version. Albeit a stupid mechanic, it is what it is. I love the analogy. These are both great codes by Magus and I do plan on putting them both in 20XX as options. I still need to make that damn "Mechanics Codes" Debug Menu page...
:O Disable Birdo!? I love when Birdo appears, so I can catch her eggs and throw them at people. They're amazing.is there a code that disables birdo on mushroom kingdom II? sd remix doesn't have birdo and was wondering if it's a code or just a stage mod
I just don't like how he walks on air in the custom mushroom kingdom 2 lol:O Disable Birdo!? I love when Birdo appears, so I can catch her eggs and throw them at people. They're amazing.
Oh! lol, that makes sense.I just don't like how he walks on air in the custom mushroom kingdom 2 lol
Sounds like a drone to me!Oh! lol, that makes sense.
Or maybe she could have a different texture, to make her into some kind of flying thing. And then the eggs could be something else too, like missiles or something, lol.
Wouldn't recommend it, since Netplay build has pre-existing DOL edits. Same with 20XX.Wait, I seem to have fixed it by copying the codes from the notepad file of 20xx into the community build notepad. Not sure if it will work yet, but I haven't seen this anywhere online before.
ok so this didn't work, and I see that a lot of people are having this problem on the smashladder chats and stuff. I have the right ISO, and version Dolphin and setup, But no codes. I saw that someone else said their version of dolphin didnt come with codes, so how do I fix this for the Netplay Version (which runs fastest for me)?Wouldn't recommend it, since Netplay build has pre-existing DOL edits. Same with 20XX.
The only reason 20XX has codes shown is because it uses the vanilla Melee 1.02 game ID, while Netplay Community Build does not.
Remember, Melee 1.02 ≠ Melee Netplay Community Build.ok so this didn't work, and I see that a lot of people are having this problem on the smashladder chats and stuff. I have the right ISO, and version Dolphin and setup, But no codes. I saw that someone else said their version of dolphin didnt come with codes, so how do I fix this for the Netplay Version (which runs fastest for me)?
I’m not sure exactly what you mean, and need to know the context of your code and the manner in which you are conditionally executing it.How do you get around the caching issue? I have the "Flush Cache on Scene Change" code enabled but I still can't get Dolphin to hit my break point every time/ run my injected function every time.
Achilles1515 @Dan Salvato
Maybe. But that code is such a pile of sh*t that I never want to do anything with it again. The new Falco AI lasers well. You'll like it.Achilles1515 or anyone else, is there a simple way I can insert a delay into falco's short hop laser function in 20XX?
I'd like to slow down the rapidity with which falco short hop lasers. Is there a way to tell it to only perform the short hop laser every 1 second or every 2 seconds or something? I know this would be a gecko code, I tried to isolate the part of 20xx that is responsible for the short hop laser but not enough free time to track it down
Do you mean, like, damage from stale moves instead of the damage the move would've dealt non-stale? Cause I thought the formula was based on damage dealt already.Stalled damage used for knockback (1.02) [flieskiller]
04079bfc C0031838
Instead of using the full damage for knockback, it's the stalled damage instead (move damage is used in the formula for knockback).
I'm sure the game always used base damage for knockback. In that function where it calculates the knockback, it used a non-decimal number of the damage of the attack. It then multiplies that attack's damage with the % of the player. Setting the line of my code to always being 0 only uses base knockback for attacks. My code loads directly the stalled damage instead of the base damage (that comes from a substraction)Do you mean, like, damage from stale moves instead of the damage the move would've dealt non-stale? Cause I thought the formula was based on damage dealt already.
Or are you talking about moves that initially have set KB?
So, in a way, this makes the game actually take staleness into account, thus making the strength loss more noticeable?I'm sure the game always used base damage for knockback. In that function where it calculates the knockback, it used a non-decimal number of the damage of the attack. It then multiplies that attack's damage with the % of the player. Setting the line of my code to always being 0 only uses base knockback for attacks. My code loads directly the stalled damage instead of the base damage (that comes from a substraction)
not more noticeable, it changes something now.if you up-smash a Puff to arrive at 100% on FD, it would die fast. But with the staleness included at maximum (10 stales from the stale table), I'm sure it wouldn't kill because the move would hit at around half damage (9%), which would be similar to the bair in term of knockbackSo, in a way, this makes the game actually take staleness into account, thus making the strength loss more noticeable?
Just like Brawl's staleness... Ew...not more noticeable, it changes something now.if you up-smash a Puff to arrive at 100% on FD, it would die fast. But with the staleness included at maximum (10 stales from the stale table), I'm sure it wouldn't kill because the move would hit at around half damage (9%), which would be similar to the bair in term of knockback
Yeah, kind ew, it would make the game kinda different. Falco shining makes the enemy go lower each shine, it's something worth trying. It makes Fox OP because he can unstall his moves with his lasersJust like Brawl's staleness... Ew...
Hey! Awesome to see you picking this up!Hey, I've been getting into Gecko codewriting lately, and it's really interesting. Anyways, I'd like to get into writing more codes (other than just memory edits) by using breakpoints but it requires compiled Dolphin, which I cannot get. I'm running Mac OS X and I'd like to know how to compile Dolphin so I can create breakpoints. If someone could help me out I'd be grateful.
Edit: I found this bugfix instructions for compiling it with ffmpeg:
https://bugs.dolphin-emu.org/issues/7933
I also found a thread for DebugFast dolphin and how to do it on Mac, so I combined both to get 3.5 Dolphin DebugFast in attempt to get breakpoints. But, it didn't work. Can someone help me out?
Edit 2: I realized you actually can set breakpoints within the Memory and Code tabs, but now whenever I set a memory breakpoint the game freezes until I take off the breakpoint, in which it can be resumed by pressing Play. The thing is, I'm aware the game pauses (by pause i mean through emulator) when it hits a breakpoint, but the game freezes when the breakpoint hasn't even been hit. Also, gameplay in general is really slow. If someone could help me out with this new issue I would be grateful.
From what I can tell, that memory address appears to be something dynamically allocated. I’m not going to be able to get a clear picture of exactly what you’re looking at without a bit more info about where it came from. Are you looking at player entity data or something like that? Did it come from a function, or did you look it up through pointers?Hi,
It seems that the reason why it is freezing is because of the fact that the address is being read. Is there any way to configure the breakpoint so that it doesn't pause when it is read? Because under the "Breakpoints" tab, there are no configure options for some reason. Also, the memory address I'm interested in at the moment is 80C6DBA4, and the instruction that the game freezes at is shown as the following:
lwz r0, 0x0024 (sp)
which I know is "load word" in ASM, which means that it's probably reading address 80C6DBA4.