• 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!

Melee Gecko Codes + Guide and Discussion

JoshuaMK

Smash Apprentice
Joined
May 19, 2019
Messages
75
Thank you. I just needed to get that out of the way. Now to figure out a way to move from one SSS to another. I'm gonna try to change the RANDOM BUTTON into a way to go from 1 to 2.
 

JoshuaMK

Smash Apprentice
Joined
May 19, 2019
Messages
75
Punkline Punkline Just finally got around to this, I can't seem to get the Big Endian formats imported into Cheat Manager, like at all. I was looking through the formats of the current ones versus these Big Endian codes from 2011, and I noticed that some things in the format have changed since those Big Endain ones were made. Is that causing issues with it? I bet I should probably downgrade if I want to use those Big Endian formats in Cheat Manager... What version of Cheat Manager are you using?
 
Last edited:

Punkline

Dr. Frankenstack
Joined
May 15, 2015
Messages
423
Punkline Punkline Just finally got around to this, I can't seem to get the Big Endian formats imported into Cheat Manager, like at all. I was looking through the formats of the current ones versus these Big Endian codes from 2011, and I noticed that some things in the format have changed since those Big Endain ones were made. Is that causing issues with it? I bet I should probably downgrade if I want to use those Big Endian formats in Cheat Manager... What version of Cheat Manager are you using?
I'm still using version 6.7 of Cheat Engine, as I haven't bothered to update in awhile. I don't know about the latest versions, but for 6.7 the big-endian search data type AA scripts can still be installed like as described.
 

JoshuaMK

Smash Apprentice
Joined
May 19, 2019
Messages
75
Okay I will downgrade to that. I guess this means that you don't want to upgrade your Cheat Engine lol.
 

JoshuaMK

Smash Apprentice
Joined
May 19, 2019
Messages
75
Welp, seems I am still having the same issues as before. Always comes up blank after the import, and when I try to use Big Endian format it brings up nothing. :/ I'm soo confused now. I literally have been just copy pasting the entire script of one of them into the AA script manager thing, and this happens everytime.

BTW Scanning for the value 0 brings up an error saying it can't divide by zero??.... I'm not even doing that but whatever
 

Punkline

Dr. Frankenstack
Joined
May 15, 2015
Messages
423
Welp, seems I am still having the same issues as before. Always comes up blank after the import, and when I try to use Big Endian format it brings up nothing. :/ I'm soo confused now. I literally have been just copy pasting the entire script of one of them into the AA script manager thing, and this happens everytime.

BTW Scanning for the value 0 brings up an error saying it can't divide by zero??.... I'm not even doing that but whatever
Oh, it looks like the 2-byte AA script isn't working. I usually just use Memory Engine for quick searches, so I only had the 4-byte value installed. The 4-byte and floating point data types still seem to work OK.

When it comes down to it, I only really use Cheat Engine for searches that I know are in a known section of RAM, since it has those nice MIN/MAX address parameters. I don't usually need to do that though, and downgrading Dolphin is otherwise a hassle; so I mainly just resort to Cheat Engine for its more robust Memory View windows -- which are not affected by these data type plugins.
 
Last edited:

JoshuaMK

Smash Apprentice
Joined
May 19, 2019
Messages
75
Finally they are working! Even the 2 Byte is working now. Or at least it isn't spitting out nothing or giving errors anyway. I haven't actually tested it to make sure it actually is 100% working but at least it has the name show up and stuff. Idek what I did different this time, I just copy pasted them in and BOOM. Now I can use Cheat Engine properly! Btw I put them in on Cheat Engine 6.7. I tried 6.6 but it seemed to be bundled with malware as when I executed the program install it didn't do anything except start moving unrecognizable files deep into windows. Thankfully my Grandma had bought really good anti-virus protection when she was using the computer, so I was able to swift take them out. Might wanna let them know about this problem though so other people don't get put down the hole.

EDIT: They even appear on the current Cheat Engine 6.8.3 for some reason even though it's an entirely different file.
 
Last edited:

Punkline

Dr. Frankenstack
Joined
May 15, 2015
Messages
423
Glad you got it to work!

I tried 6.6 but it seemed to be bundled with malware as when I executed the program install it didn't do anything except start moving unrecognizable files deep into windows. Thankfully my Grandma had bought really good anti-virus protection when she was using the computer, so I was able to swift take them out. Might wanna let them know about this problem though so other people don't get put down the hole.

EDIT: They even appear on the current Cheat Engine 6.8.3 for some reason even though it's an entirely different file.
Cheat Engine is a tool used to hook into a target process running on your computer, and read/write to the memory regions it is using in RAM for the educational purpose of reverse engineering. It’s an EXTREMELY powerful program when used outside of Dolphin, and has a long-running problem of creating false positives in virus-scanning programs because it is in fact a dangerous-looking program. The download page is explicit enough in explaining this, I think.


With that said -- you’re wise to try erring on the side of caution when installing exotic hacking programs on your sweet grandmother’s computer. If you’re at all uncomfortable using Cheat Engine, then Memory Engine is a very convenient alternative.
 

JoshuaMK

Smash Apprentice
Joined
May 19, 2019
Messages
75
Now that I have it working I'm fine with Cheat Engine. It's just the earlier versions were very iffy. :p
 

CloudyDay

Smash Rookie
Joined
Mar 9, 2019
Messages
7
Is it possible to make Fox's side b not go into the helpless state? (Kinda like his side b in Smash 4 and in Ultimate.)
 

Stormghetti

Smash Journeyman
Joined
Aug 23, 2015
Messages
400
Location
Europe
Slippi.gg
STRM#798
NNID
Stormghetti
Is it possible to make Fox's side b not go into the helpless state? (Kinda like his side b in Smash 4 and in Ultimate.)

 

Melee maniac

Smash Cadet
Joined
Jun 24, 2019
Messages
64
Marth Sword Modifier (1.2)
42453230 0F98XXXX
42453230 0F9AXXXX
42453230 0F9CXXXX

IceClimber (Popo) Hammer Size Modifier
42453230 0308XXXX
42453230 030AXXXX
42453230 030CXXXX

Roy Sword Modifier (1.2)
42453230 0FD8XXXX
42453230 0FDAXXXX
42453230 0FDCXXXX

Samus ArmCannon Size modifier
42453230 0A38XXXX
42453230 0A3AXXXX
42453230 0A3CXXXX

Ganondorf Hand/Sword Size modifier
42453230 0E98XXXX
42453230 0E9AXXXX
42453230 0E9CXXXX

Link Sword Size modifier
42453230 04C0XXXX
42453230 04C2XXXX
42453230 04C4XXXX

Young Link Sword Size modifier
42453230 0530XXXX
42453230 0532XXXX
42453230 0534XXXX


I found these codes and I wonder if anyone knows what they are, btw these are v1.02 codes
 

Stormghetti

Smash Journeyman
Joined
Aug 23, 2015
Messages
400
Location
Europe
Slippi.gg
STRM#798
NNID
Stormghetti
Marth Sword Modifier (1.2)
42453230 0F98XXXX
42453230 0F9AXXXX
42453230 0F9CXXXX

IceClimber (Popo) Hammer Size Modifier
42453230 0308XXXX
42453230 030AXXXX
42453230 030CXXXX

Roy Sword Modifier (1.2)
42453230 0FD8XXXX
42453230 0FDAXXXX
42453230 0FDCXXXX

Samus ArmCannon Size modifier
42453230 0A38XXXX
42453230 0A3AXXXX
42453230 0A3CXXXX

Ganondorf Hand/Sword Size modifier
42453230 0E98XXXX
42453230 0E9AXXXX
42453230 0E9CXXXX

Link Sword Size modifier
42453230 04C0XXXX
42453230 04C2XXXX
42453230 04C4XXXX

Young Link Sword Size modifier
42453230 0530XXXX
42453230 0532XXXX
42453230 0534XXXX


I found these codes and I wonder if anyone knows what they are, btw these are v1.02 codes
If I had to guess, you probably replace the X's with float values, but unfortunately I don't know how the codes' structures even work.
 
Last edited:

JoshuaMK

Smash Apprentice
Joined
May 19, 2019
Messages
75
I imagine that considering there are 3 lines per code, that these are size modifiers for xyz axis. Just put in float values ranging from 3F00 to 4080 and test to see which is x which is y and which is z axis
 

Melee maniac

Smash Cadet
Joined
Jun 24, 2019
Messages
64
I tried the float values and i can't get it work so i guess the codes won't work unless someone tested them out some more
 

JoshuaMK

Smash Apprentice
Joined
May 19, 2019
Messages
75
Just wanted to update that I've been teaching myself ASM for the past while and have gotten really good at it, so once I am ready, Super Smash Bros Melee'd is gonna be pretty snazzy.

For example, here is a code for Mario Kart Wii that I made that allows up to 65538 lap races.
(It's my favorite game and I've set a WR in it too so ofc I would write codes for it lol)

Again, just showing the skills I've gained. This is not a Melee code.

 

Melee maniac

Smash Cadet
Joined
Jun 24, 2019
Messages
64
Just wanted to update that I've been teaching myself ASM for the past while and have gotten really good at it, so once I am ready, Super Smash Bros Melee'd is gonna be pretty snazzy.

For example, here is a code for Mario Kart Wii that I made that allows up to 65538 lap races.
(It's my favorite game and I've set a WR in it too so ofc I would write codes for it lol)

Again, just showing the skills I've gained. This is not a Melee code.

Wow! that is some skill you got there
 

Melee maniac

Smash Cadet
Joined
Jun 24, 2019
Messages
64
So after years of research I found out that the codes I send you guys are actually 1.00 and not 1.02
 

Punkline

Dr. Frankenstack
Joined
May 15, 2015
Messages
423

Not sure if feature or exploit.

Putting a newline like this in any other string context fails ("x" <x>) but creating a backslash escape literal char (with single quotes 'x' ) seems to have a higher priority than most things in GAS. If you do this without making a check for it in a :vararg macro, it seems to start reading some junk data. Not really sure what that’s about.

However -- if you make the .ifc check as part of a macro reading a vararg string -- it seems to ignore whitespace (including comments) until it finds a newline. The newline then becomes the escaped character for that single-quotes-encapsulated input -- and this seems to let both the program and the input use a newline.


This may let you create hacky support for newline characters (and comments) in your macros that use vararg strings.
I guess?

Note, your assembler must support the :vararg feature for this, like MCM:

Code:
.macro test, b, va:vararg
.ifnb \b
  .ifc \b, '\
';
    test \va
    .exitm
  .endif
  .byte \b; test \va
.endif
.endm

test 1 2 3 4
test 5 "6" '\# comment and newline in the middle of a vararg string
', 7 8
 
Last edited:

UnclePunch

Smash Ace
Joined
Nov 9, 2014
Messages
673

Not sure if feature or exploit.

Putting a newline like this in any other string context fails ("x" <x>) but creating a backslash escape literal char (with single quotes 'x' ) seems to have a higher priority than most things in GAS. If you do this without making a check for it in a :vararg macro, it seems to start reading some junk data. Not really sure what that’s about.

However -- if you make the .ifc check as part of a macro reading a vararg string -- it seems to ignore whitespace (including comments) until it finds a newline. The newline then becomes the escaped character for that single-quotes-encapsulated input -- and this seems to let both the program and the input use a newline.


This may let you create hacky support for newline characters (and comments) in your macros that use vararg strings.
I guess?

Note, your assembler must support the :vararg feature for this, like MCM:

Code:
.macro test, b, va:vararg
.ifnb \b
  .ifc \b, '\
';
    test \va
    .exitm
  .endif
  .byte \b; test \va
.endif
.endm

test 1 2 3 4
test 5 "6" '\# comment and newline in the middle of a vararg string
', 7 8
LOL @ that image. Thank you for discovering this.
 

Punkline

Dr. Frankenstack
Joined
May 15, 2015
Messages
423
LOL @ that image. Thank you for discovering this.
lol nvm, my dumb ass forgot about multi-line comments:
Code:
.macro msg, w, va:vararg
.ifnb \w; .asciz "\w";  msg \va
.endif
.endm

msg I /* comments */ am a /*

more
comments */ fool
Edit - apparently you can also do this for regular pseudo-ops
Code:
.byte 1, 2, 3 /*
*/, 4
 
Last edited:

CloudyDay

Smash Rookie
Joined
Mar 9, 2019
Messages
7
I wonder if it's possible to make a code or a mod(idk, you people are the creative one out here), for example, like

Melee but all meteors smashes are spikes.

I just wondering if it's possible tho
P.s.: it needs to work on android, and yes, i play melee on it, so stfu(not really).
 
Last edited:

Melee maniac

Smash Cadet
Joined
Jun 24, 2019
Messages
64
Would be possible to make a code that would make Roy's and Marth's neutral B's fully charged I would love this
 

Stormghetti

Smash Journeyman
Joined
Aug 23, 2015
Messages
400
Location
Europe
Slippi.gg
STRM#798
NNID
Stormghetti
I wonder if it's possible to make a code or a mod(idk, you people are the creative one out here), for example, like

Melee but all meteors smashes are spikes.

I just wondering if it's possible tho
P.s.: it needs to work on android, and yes, i play melee on it, so stfu(not really).
Definitely possible. Just change the angles on the attacks with meteor angles to the angle of spikes instead (290) with Crazy Hand, unless you want meteors to spike so you can have more angles to choose from? Meteor smashes range from 260 degrees to 280, so spike angles are next.

I don't code, so this is the only way for me to do this. Of course, a code is more convenient, but you'd have to wait for someone else to make it for you.
 

CloudyDay

Smash Rookie
Joined
Mar 9, 2019
Messages
7
Definitely possible. Just change the angles on the attacks with meteor angles to the angle of spikes instead (290) with Crazy Hand, unless you want meteors to spike so you can have more angles to choose from? Meteor smashes range from 260 degrees to 280, so spike angles are next.

I don't code, so this is the only way for me to do this. Of course, a code is more convenient, but you'd have to wait for someone else to make it for you.
I totally got what you're saying.
The process that came in mind for me is, since Falco and Marth have these spikes due to a developer oversight, I was just thinking: "Would it be possible for all the other characters that doesn't have it obtain one?". Or maybe, like, "import" the fixed PAL hitboxes for Falco and Marth and, probably, a code to disable the meteor cancel. Because let's be real here, EVERYONE hates it.


OR... just the code that disables meteor cancelling
 
Last edited:

Melee maniac

Smash Cadet
Joined
Jun 24, 2019
Messages
64
$can't meteor cancel
0408f970 60000000

I didn't make it but I gotta say everyone would probably love this code
 
Last edited:

Stormghetti

Smash Journeyman
Joined
Aug 23, 2015
Messages
400
Location
Europe
Slippi.gg
STRM#798
NNID
Stormghetti
I totally got what you're saying.
The process that came in mind for me is, since Falco and Marth have these spikes due to a developer oversight, I was just thinking: "Would it be possible for all the other characters that doesn't have it obtain one?". Or maybe, like, "import" the fixed PAL hitboxes for Falco and Marth and, probably, a code to disable the meteor cancel. Because let's be real here, EVERYONE hates it.


OR... just the code that disables meteor cancelling
I wouldn't say those two were "developer oversights", just that the by the time they wanted to change their D-Airs, the game had already released, so they ported those ideas to PAL instead. Either way, there's your code.
 

CloudyDay

Smash Rookie
Joined
Mar 9, 2019
Messages
7
I wonder if it would be possible to increase the hitstun just a little bit. (for combos, of course.)
 

Stormghetti

Smash Journeyman
Joined
Aug 23, 2015
Messages
400
Location
Europe
Slippi.gg
STRM#798
NNID
Stormghetti
I wonder if it would be possible to increase the hitstun just a little bit. (for combos, of course.)
Open up the file PlCo.dat in HxD and go to the offset A134, then edit "3ECCCCCD" (float value) to whatever you want. That's 4.
 

BTolson

Smash Rookie
Joined
Mar 7, 2014
Messages
1
Hi - I'm very new to this. Wondering if there are codes for endless friendlies but you get a random character after each match on a random stage?
 

JoshuaMK

Smash Apprentice
Joined
May 19, 2019
Messages
75
Wow , been a bit since the last comment. Anything is possible with codes btw, the REAL question lies in whether or not its realistic.
 

CbM_

Smash Apprentice
Joined
Jan 6, 2020
Messages
80
Location
Vienna, Austria
Switch FC
SW-1723-7582-5511
is there a code that makes all textures black? just like in asumsaus´videos... or will i need to change all textures manually?
 

64smashmaster3ds

Smash Cadet
Joined
Jul 15, 2017
Messages
55
Location
???
NNID
PKMNMaster
3DS FC
3368-3792-2945
Switch FC
SW-8128-4432-7031
Would there be a code that would make Ditto appear from a Poké Ball?
 

SmashFanReo

Smash Rookie
Joined
Jun 24, 2020
Messages
5
Gecko codes don't work on my ntsc 1.02 melee iso, I don't know why, can I get help?
The game does not crash, they just have no effect.
 
Top Bottom