• 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

Achilles1515

Smash Master
Joined
Jun 18, 2007
Messages
3,211
Location
Cincinnati / Columbus OH
This thread will house a list of Gecko codes for Melee, along with a guide on how to use them with a softmodded Wii. Most of these codes will only work on Wii using Gecko OS Mod or DIOS MIOS, or in the Dolphin emulator.


Guide: SSBM codes on a Softmodded Wii



Gecko Codes

NOTE: Most of these will NOT work as AR codes.


General Codes


Character Select Screen (CSS) Codes

Debug Menu and DEVELOP Mode Codes


Gameplay Codes



Gameplay Mechanics Codes

Stage Modification Codes

Character Codes

:bowsermelee: Bowser

:falconmelee: Captain Falcon

:dkmelee: Donkey Kong

:falcomelee::foxmelee: Falco/Fox

:icsmelee: Ice Climbers

:bowsermelee: Giga Bowser

:luigimelee: Luigi

:marthmelee: Marth

:mewtwomelee: Mewtwo

:gawmelee: Mr. Game and Watch

:nessmelee: Ness

:peachmelee: Peach

:samusmelee: Samus

Game Modes

Other Codes
 
Last edited by a moderator:

Bones0

Smash Legend
Joined
Aug 31, 2005
Messages
11,153
Location
Jarrettsville, MD
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.
 
Joined
Oct 10, 2011
Messages
1,126
Location
Boise, ID
NNID
dansalvato
Is it possible to do:

Failure of wavelanding from ledge onto stage results in grabbing ledge (and maybe taking 10%)
This is technically possible but would require a lot more coding than I'm willing to do, haha.

Bones, I like some of your ideas and I'll add them to the list.
 
Joined
Oct 10, 2011
Messages
1,126
Location
Boise, ID
NNID
dansalvato
Finished the first code! Sorry about the code length; Gamecube AR doesn't have a convenient way of injecting ASM code into its games, so I have to have an AR line for every ASM line, haha.
 

Morin0

Smash Lord
Joined
Oct 9, 2007
Messages
1,907
Location
San Diego, CA
Is it possible to have your character flash white when you successfully L-cancel à la Project M?
 

oukd

Smash Lord
Joined
Apr 21, 2010
Messages
1,464
Can you activate auto lcancelling everything? I feel like that would ease some people into Melee more easily...and I imagine setting wavedash to left/right on dpad would be too complicated.
 

It's me Q

Smash Apprentice
Joined
Mar 21, 2012
Messages
149
Location
England
Not that I have any way of using these codes but triple jump would be fun to see, if you ever got bored.

Also, nice sig :)
 

TheCrimsonBlur

Smash Master
Joined
Jan 2, 2005
Messages
3,406
Location
LA, CA near Santa Monica
Is it possible to make the CPU do random DI? Like absolutely, 100% random?

random DI+ infinite shield+ dpad down resets all damage+ lcancel flashes would help my training sooo much

edit: or even better, though I don't know if its possible, to set the CPU's DI somehow? Like even just the dpad directions would be great..
 
Joined
Oct 10, 2011
Messages
1,126
Location
Boise, ID
NNID
dansalvato
Do you know which codes (the ones that are like E05 or w/e) transfer to which version?
The fixed camera code should actually work in all versions. The damage code hooks into an ASM function and so that function must be found on a v1.00 copy. I'll ask standardtoaster to find it for me, I guess.

Can you activate auto lcancelling everything? I feel like that would ease some people into Melee more easily...and I imagine setting wavedash to left/right on dpad would be too complicated.
Sure, I'll add it to the list.

Is it possible to make the CPU do random DI? Like absolutely, 100% random?

random DI+ infinite shield+ dpad down resets all damage+ lcancel flashes would help my training sooo much

edit: or even better, though I don't know if its possible, to set the CPU's DI somehow? Like even just the dpad directions would be great..
This is theoretically possible but I don't know anything about how AI works, so it would take some time for me to look into it. I'm going to keep it off the list because it's a larger project, but one I might look into at some point.
 

Bones0

Smash Legend
Joined
Aug 31, 2005
Messages
11,153
Location
Jarrettsville, MD
The fixed camera code should actually work in all versions. The damage code hooks into an ASM function and so that function must be found on a v1.00 copy. I'll ask standardtoaster to find it for me, I guess.
Well what mini-code do I use to convert the code (hex?) that you posted to the AR code? Also, does it just toggle between Fixed Camera Mode and a regular camera?
 

VietGeek

Smash Hero
Joined
Mar 19, 2008
Messages
8,133
Could you make a Jump Cancel code where you could use character IDs, frame range where the Action/Subacton is JCable like the Animation Engine?

This is very useful for me to further understand how Anime game SSBM is. :3c

obv :012:
 

Ripple

ᗣᗣᗣᗣ ᗧ·····•·····
Joined
Sep 4, 2006
Messages
9,633
ganon's fair, when it kills, takes 2 stocks/


also, just a question, do you know how to change the origin of characters' shield?
 
Joined
Oct 10, 2011
Messages
1,126
Location
Boise, ID
NNID
dansalvato
Could you make a Jump Cancel code where you could use character IDs, frame range where the Action/Subacton is JCable like the Animation Engine?

This is very useful for me to further understand how Anime game SSBM is. :3c

obv :012:
wat

also, just a question, do you know how to change the origin of characters' shield?
You mean like, starting shield size? I could probably do that.

Well what mini-code do I use to convert the code (hex?) that you posted to the AR code? Also, does it just toggle between Fixed Camera Mode and a regular camera?
Sorry, I added a link to GCNCrypt to the original post. you use that to convert these codes into AR codes. Yes, the code toggles between normal and fixed camera. Do you want me to add more camera modes? It's quite easy to do.
 

VietGeek

Smash Hero
Joined
Mar 19, 2008
Messages
8,133
I mean I want a code to make it so you could modify any given move of a character to be JCable like shines.
 
Joined
Oct 10, 2011
Messages
1,126
Location
Boise, ID
NNID
dansalvato
I mean I want a code to make it so you could modify any given move of a character to be JCable like shines.
Sadly, from what I understand of Melee's engine, there is no simple way of doing this. From what I understand, every move in Melee has its own IASA code in which the jump cancel would have to be inserted.
 

He-Man1

Smash Rookie
Joined
May 20, 2012
Messages
21
I know you said you can't change AI yet, but making CPUs tech randomly would be freaking awesome for tech chasing practice.
 
Joined
Oct 10, 2011
Messages
1,126
Location
Boise, ID
NNID
dansalvato
Finished the auto L-cancel code. Next I'll write the character flash on a successful L-cancel.
 

Deathknight

Smash Ace
Joined
May 9, 2007
Messages
655
Location
New Jersey
Can you make the C-stick work for aerials in 1 player mode? Would be nice to be able to use training mode effectively.
 
Joined
Oct 10, 2011
Messages
1,126
Location
Boise, ID
NNID
dansalvato
Finished the flash on L-cancel code! Wow, that was a challenge to make, but I learned a lot!

I now know how L-cancels are tested for, and I know how character color tints work, meaning I can essentially tint a character any color with any blink rate. I may use that in the future!
 

Morin0

Smash Lord
Joined
Oct 9, 2007
Messages
1,907
Location
San Diego, CA
I do not have the Melee ISO nor Dolphin installed on my computer right now, but can you put up a video demonstrating the flash on L-cancel code? Pretty please? :)

Maybe to be fair you can also demonstrate the other codes.
 
Joined
Oct 10, 2011
Messages
1,126
Location
Boise, ID
NNID
dansalvato
I do not have the Melee ISO nor Dolphin installed on my computer right now, but can you put up a video demonstrating the flash on L-cancel code? Pretty please? :)

Maybe to be fair you can also demonstrate the other codes.
Sure! I've done that with previous AR codes so I wouldn't mind doing it some more. I'll record tomorrow if I have time.
 

♡ⓛⓞⓥⓔ♡

Anti-Illuminati
Joined
Jan 10, 2007
Messages
1,863
- Button input display

- Frame counter (1-60 repeating)

- Flash on unsuccessful l-cancel

- Cp holding shield indefinitely (or infinite shield / no shield break animation)
 

ajp_anton

Smash Lord
Joined
Jan 9, 2006
Messages
1,462
Location
Stockholm
Make Nana always immediately throw the enemy forward. Or even better, don't go into AI mode when she grabs, but keeps following commands. Would help my TAS HRC run.
Also, make the HRC stage longer =).
 

Morin0

Smash Lord
Joined
Oct 9, 2007
Messages
1,907
Location
San Diego, CA
Sure! I've done that with previous AR codes so I wouldn't mind doing it some more. I'll record tomorrow if I have time.
Thanks :)

- Flash on unsuccessful l-cancel
That seems kind of redundant because if you use the flash on successful L-cancel code, you will know if you did not L-cancel successfully because your character did not flash, haha.
 

Atrain

Smash Cadet
Joined
Feb 21, 2012
Messages
48
Location
New York, NY
Hi, as someone who is just a casual player looking to get better, I have no idea what AR codes mean and how they are used. (Didn't even know there was a SSBM online :D) Anyways, could you give me a quick explanation to how they are used or what they are? Or point me in the right direction? Thanks!
 

♡ⓛⓞⓥⓔ♡

Anti-Illuminati
Joined
Jan 10, 2007
Messages
1,863
Is it possible / doable to make a button display code? The images don't have to flash on the screen, but so that there would be some way to get that shown & recorded.
 

Eggm

Smash Hero
Joined
Aug 29, 2006
Messages
5,178
Location
Neptune, NJ
Don't practice shield pressure with starman, when you are hitting someone with starpower it adds more delay than when you hit someone normally or hit their shield. It will throw off your timing in a real match if you get too used to it.
 
Joined
Oct 10, 2011
Messages
1,126
Location
Boise, ID
NNID
dansalvato
Hi, as someone who is just a casual player looking to get better, I have no idea what AR codes mean and how they are used. (Didn't even know there was a SSBM online :D) Anyways, could you give me a quick explanation to how they are used or what they are? Or point me in the right direction? Thanks!
AR stands for Action Replay, which is a "cheating" device used with the Gamecube. The Action Replay allows you to input "codes" which modify the game's memory in certain ways, enabling one to exhibit behavior not normally seen in the game. This is often used, as I mentioned, for cheating, with codes often being for "infinite lives", "infinite ammo", "unlock everything", etc. However, AR codes offer infinite possibilities, so I am writing them to help people train!

How much work would it be to convert these to PAL?
Not much work at all. Standardtoaster has different versions of the game so I'll ask him about it.

Is it possible / doable to make a button display code? The images don't have to flash on the screen, but so that there would be some way to get that shown & recorded.
What sort of functionality are you asking for? I might not look into this because it would likely be a lot of work.

Make Nana always immediately throw the enemy forward. Or even better, don't go into AI mode when she grabs, but keeps following commands. Would help my TAS HRC run.
Also, make the HRC stage longer =).
AI is something that would take too much work at the moment. I also can't make the HRC stage longer because it's actually a stage, not a simple change in code. Stages aren't my thang, ask Milun. =P
 

♡ⓛⓞⓥⓔ♡

Anti-Illuminati
Joined
Jan 10, 2007
Messages
1,863
IE, I'm talking about this:

http://www.youtube.com/watch?feature=player_detailpage&v=vXgpGBbh5r8#t=76s

I know that getting that on the actual TV/Gamescreen is probably impossible, but I wonder if there was some kind of way, or code, to list & store the button inputs of the match so that they could be reproduced on the computer resulting in the visuals.

This kind of thing might be possible on Dolphin though.
 
Joined
Oct 10, 2011
Messages
1,126
Location
Boise, ID
NNID
dansalvato
IE, I'm talking about this:

http://www.youtube.com/watch?feature=player_detailpage&v=vXgpGBbh5r8#t=76s

I know that getting that on the actual TV/Gamescreen is probably impossible, but I wonder if there was some kind of way, or code, to list & store the button inputs of the match so that they could be reproduced on the computer resulting in the visuals.

This kind of thing might be possible on Dolphin though.
It's certainly possible, but there are two difficulties.
1: Keeping track of which frame each button was pressed.
2: Converting analog control stick/C-stick inputs to meaningful inputs.

These would require a lot of extra coding, rather than hooking into something the game already does, so I'd rather not look into it for the time being. It'd take too much time, that's all.
 

♡ⓛⓞⓥⓔ♡

Anti-Illuminati
Joined
Jan 10, 2007
Messages
1,863
It's certainly possible, but there are two difficulties.
1: Keeping track of which frame each button was pressed.
2: Converting analog control stick/C-stick inputs to meaningful inputs.

These would require a lot of extra coding, rather than hooking into something the game already does, so I'd rather not look into it for the time being. It'd take too much time, that's all.
THank you for clearing this up, maybe someday...
Till then I may need to practice some precise video editing

E:

I think it's wonderful that people are really cracking up the game, this kind of stuff keeps the game alive
 
Top Bottom