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Melee Gecko Codes + Guide and Discussion

Todd Bonney

Smash Lord
Joined
Dec 17, 2005
Messages
1,098
How about a "N64" mode? The character model that appears in the bubble is actually a lower detail version. That's got to be stored in memory somewhere; wouldn't it be possible to swap the character models with the lower detail ones? For fun.
 

hectohertz

Smash Ace
Joined
Aug 20, 2006
Messages
800
Location
Brooklyn, NY
i don't have as much reversing experience as IE, but i don't think thats possible, i'm pretty sure the game doesn't have seperate models for the off screen bubbles.

what you are looking for is really a texture hack, which is something people have a lot of experience doing, but isn't really an AR code kind of deal.

go to the workshop and see if anyone has worked on n64-esque models
 
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i don't have as much reversing experience as IE, but i don't think thats possible, i'm pretty sure the game doesn't have seperate models for the off screen bubbles.

what you are looking for is really a texture hack, which is something people have a lot of experience doing, but isn't really an AR code kind of deal.

go to the workshop and see if anyone has worked on n64-esque models
He's actually right; off-screen bubble models contain fewer polys, so I believe they do exist somewhere in the character file. I considered performing this hack for the sake of improving Dolphin performance, but I wouldn't know where to start because I don't know enough about Melee's character files.
 

ajp_anton

Smash Lord
Joined
Jan 9, 2006
Messages
1,462
Location
Stockholm
Choose what to pull with Peach. Perhaps scroll through the options with Dpad or something.
Personally I just need to pull bombs and beam swords at will, but perhaps other items (or just the things Peach normally can pull) can be useful as well.
 

MattNF

Smash Lord
Joined
Mar 11, 2007
Messages
1,867
Location
Florida
Or make peach's turnips non-random, so games with/against peach are slightly less luck-based
 

Alotsa

Smash Cadet
Joined
Jan 9, 2006
Messages
49
Location
CA, USA
Instant death from -

Missed L-Cancels

Missed tech's

Missed Tech's get up options (rolling in, etc)

Dash grab

Full jump

Spot dodge



Any of these would help me break some bad habbits, I ordered them by which I would like most top to bottom if you do get around to any of them.
-Thanks, Alotsa.
 

GunBlaze

Smash Lord
Joined
May 6, 2012
Messages
1,854
Location
Santo Domingo, Dominican Republic
Slippi.gg
GBLZ#778
Instant death from -

Missed L-Cancels

Missed tech's

Missed Tech's get up options (rolling in, etc)

Dash grab

Air dodge

Full jump

Any of these would help me break some bad habbits, I ordered them by which I would like most top to bottom if you do get around to any of them.
-Thanks, Alotsa.
Holy LOL. Me want too XD
 

Todd Bonney

Smash Lord
Joined
Dec 17, 2005
Messages
1,098
I would add getting stuck in shield after an auto-cancel (another kind of botched L-Cancel).

I'd like a code to get a visual indicator if you have used your double jump (or, in special cases, all your jumps, or your float). Your character turns a different color, or a little icon tails him (Like the "1P" tag).
 

TerryJ

Smash Journeyman
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I've got a request. In Debug mode you can turn on hitboxes and see where exactly the bubbles are for each move. Would it be possible to enable every moves bubble for every character at all times?

This way we could know exactly when we get into their attack range. Not sure if this was requested yet, only read first page and last two pages. Also, NTSC v2.0

Thank you!
 

gravy

Smash Ace
Joined
Apr 4, 2009
Messages
560
Can you make enemies glow a certain color while they're in hitlag? It would be amazing for getting better at combos.
 

Bones0

Smash Legend
Joined
Aug 31, 2005
Messages
11,153
Location
Jarrettsville, MD
I think you mean hitstun, and as it's already been said, it's pretty obvious when characters are in stun because they aren't tumbling.
 

gravy

Smash Ace
Joined
Apr 4, 2009
Messages
560
I still think it would be useful, if it was so obvious when characters got out of hitstun you wouldn't see mango getting hit by Armada nairing out of combos. It's hard to recognize tumble within 4 to 6 frames, where as you can recognize color change instantly.
 

oukd

Smash Lord
Premium
Joined
Apr 21, 2010
Messages
1,464
i agree ~_~

its only obvious after you've played melee for a long enough time to recognize the transition for most of the relevant characters
otherwise it's kind of hard to tell
 

♡ⓛⓞⓥⓔ♡

Anti-Illuminati
Joined
Jan 10, 2007
Messages
1,863
Hello, I have a request to change the "Flash on L-cancel" code into "Red Flash on non-l-cancel" and here's why:

Although L-cancel flash is a cool feature it loses a lot of its' utility due to being automatically filtered out by the persons playing

Example a scenario where you get shield grabbed when you shouldn't, you are not sure if you l-canceled because you can't know if the character flashed as you landed. This is because you have become accustomed to filter out the flash effect due to it's frequency, it's not relevant information. However, if it the same situation your character had flashed due to NOT L-canceling you would have more likely noticed it as the flashing due to non-l-canceling is much less frequent. The flash effect could be in red to add emphasis on fault of not l-canceling. I think this way it would be much more useful for people who want to learn where in what kind of situations they most frequently miss an l cancel.

The flash effect is also a little buggy, for example the flash on Link's dair is multicolored/blue-ish and lasts for a while. It looks kinda cool but weird.

Another thing, it would great if there was a way to how some kind of statistics system at the end of the matches to replace the useless "butterfingers" stuff , like L-cancel percent etc.

E:

You are a gift to the community IE, thanks for this tutorial:

http://www.twitch.tv/internetexplorer6/c/1814114
 

Todd Bonney

Smash Lord
Joined
Dec 17, 2005
Messages
1,098
He's pretty damn cool. And Novi, thanks for posting that archive. I'll probably start trying this myself. I have experience with ram watch on other emulators and with assembly code and stuff.

And I also learned on that archive that IE's going to have Armada, PP, leffen and others on his stream tonight (m2k? he was there last night). based.

o and you can run smash on hdtv now with the emulator. although between the tv, computer, emulator, and adapter, you're almost certain to run into noticeable lag somewhere.
 

TerryJ

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I can't wait until he finishes the toggling hitbox bubbles code. I really anticipate it. :awesome:
 

PMsurveys

Smash Rookie
Joined
Dec 14, 2011
Messages
17
are you able to edit AI in any sort of way? If so, I would really like a random DI/random tech direction/no tech dummy : D
 
Joined
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dansalvato
I can't edit AI. Don't plan to figure it out because Massive and I might work on custom AI at some point for SSBMO.
 

SPAWN

Smash Master
Joined
Oct 8, 2005
Messages
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CT
Slippi.gg
spaw#333
Finished the shield stun code, check the original post. Your character will now turn white during shield stun, for the entire time you are in stun. This includes both the initial hitlag and the subsequent stun. I originally had it flash only on stun, but I found this misleading as you cannot act out of hitlag either, so you now remain white for every frame you cannot input during shield.

Note: I was originally going to have the shield turn white during shield stun, but this doesn't work as the shield disappears sometimes during shield stun. Also, I haven't 100% figured out how shield colors work yet, but I plan to explore this in the future. Expect a future code for universal shield color modification. (This doesn't already exist, does it?)
Is there any way to make some kind of modification to the shieldstun/hitlag code either to your character's shield, the color your character turns into, or some other way to make the changes more noticeable? I find that the character changing white is really difficult to notice shieldstun/hitlag.

The majority of the time (or if not the majority a very large portion that a lot of people have trouble with) when there is difficult to deal with shield pressure, it's from a character using l-cancelled aerials on your shield. With this being said, in order to do aerials you have to jump so there is the landing animation from your opponent. In addition to this you end up having a white poof right next to you from your opponent l-cancelling. The spacies also have shines that get mixed in with the aerials. When the spacies do quick shines the shines have an extreme light blue to them which has some characteristics of white.

With all of this going on, there ends up being a lot of white being close to your shield making it next to impossible to notice your character turning white during shieldstun/hitlag.

I know you said you're taking a break from AR codes for the time being to work on project:M, but would this require a lot of effort to change? What way do you think would be the simplest method of implementation to make the coding be easier? Thanks for your help and thank-you for creating these awesome AR codes.
 
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Code:
Turn white during shield stun (v1.02) [InternetExplorer]:
0406B80C 4853B9F4
045A7200 7F03C378
045A7204 81C30070
045A7208 2C0E00B5
045A720C 40820034
045A7210 3DC0C200
045A7214 91C30518    //Write to "red" value
045A7218 91C3051C    //Write to "green" value
045A721C 91C30520    //Write to "blue" value
045A7220 91C30524
045A7224 39E00000
045A7228 91E30528
045A722C 91E3052C
045A7230 91E30530
045A7234 91E30534
045A7238 39E00091
045A723C 99E30564
045A7240 8001007C
045A7244 4BAC45CC
The easiest way to change the color is to "comment out" some of the lines where a color is written. So, if you want them to turn red, you'd comment out the "green" and "blue" lines as indicated above. Here's how you "comment out" a line. Replace the right half of the line with "60000000". So, if you want them to turn magenta, you'd comment out the "green" line to look like this:
Code:
045A7218 60000000
Magenta is a good color choice, in my opinion, because it's very visible under almost all conditions. Yellow is also a good choice, which you'd get by commenting out the "blue" line instead.
Note that this may have some strange side effects. If a color value was previously stored in that spot, then my code will simply use that color value, so even if you comment out the "green" line, there might already be some value there that the game will use.

I could feasibly rewrite this code to make the color values easily changeable. I'll do so if you send me an EVO donation receipt. =P
 

SPAWN

Smash Master
Joined
Oct 8, 2005
Messages
3,121
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CT
Slippi.gg
spaw#333
Thanks for taking a look at my post and responding so quickly InternetExplorer. I'm glad that the solution to changing the color isn't too difficult to fix.

I could feasibly rewrite this code to make the color values easily changeable. I'll do so if you send me an EVO donation receipt. =P
I can forward you the email if you'd like. I uploaded it to imgur:


I tried doing what you said with just changing the 2nd part of the code for either the green line or the blue line to "60000000" and it didn't work for me. I am pretty sure I did it correctly. This is the code in dolphin now:

Code:
0406B80C 4853B9F4
045A7200 7F03C378
045A7204 81C30070
045A7208 2C0E00B5
045A720C 40820034
045A7210 3DC0C200
045A7214 91C30518
045A7218 91C3051C
045A721C 60000000
045A7220 91C30524
045A7224 39E00000
045A7228 91E30528
045A722C 91E3052C
045A7230 91E30530
045A7234 91E30534
045A7238 39E00091
045A723C 99E30564
045A7240 8001007C
045A7244 4BAC45CC
-------------------------------------
For getting this to work on a gamecube, can you just buy this action replay and a 3rd party memory card or do you need to buy this action replay+memory card in order to save the code for future use?

I have a wii, but the disk loader stopped working so I can no longer use disks. I've heard that you need a disk loader in order to have action replay emulated.... I'd also want to have action replay be able to work on a gamecube anyways. Thanks again!
 
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Okay, I did a quick edit to the code so I apologize in advance if there's a typo that causes a crash or something. I added a line that will effectively zero out one of the three colors. It probably wasn't working with the previous method I described because there was an existing value in that color space which was causing the color to be white anyway. To get around this, I have one more line which you can edit to zero out any of the three colors. I chose to zero out "blue" but you can change the line's last two digits to zero out another color instead. Blue is "20" (as indicated), green is "1C" and red is "18".

As for Action Replay, I really don't have any experience with it, so I can't give you much advice. Sorry! However, I suspect you can use any memory card because the AR-specific one might only serve to give you a bunch of pre-loaded codes. I could be wrong, though, so you might want to get it just in case.

Code:
Turn yellow during shield stun (v1.02) [InternetExplorer]:
0406B80C 4853B9F4
045A7200 7F03C378
045A7204 81C30070
045A7208 2C0E00B5
045A720C 40820038
045A7210 3DC0C200
045A7214 91C30518    //Write to "red" value
045A7218 91C3051C    //Write to "green" value
045A721C 91C30520    //Write to "blue" value
045A7220 91C30524
045A7224 39E00000
045A7228 91E30528
045A722C 91E3052C
045A7230 91E30530
045A7234 91E30534
045A7238 91E30520    //Write "00" to "blue" value
045A723C 39E00091
045A7240 99E30564
045A7244 8001007C
045A7248 4BAC45C8
edit: Tested this in Dolphin and it's buggy as all hell. I'll look into it later.
edit2: Fixed it, forgot to update a pointer to accommodate for the new line. Also, yellow is a great color that's extremely visible. Enjoy!
 
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dansalvato
I'll probably just add it to my "reset damage" code, so pressing D-Pad down will reset damage as well as the stale move queue, regardless of game mode.
 

ajp_anton

Smash Lord
Joined
Jan 9, 2006
Messages
1,462
Location
Stockholm
Sorry to ask again, but you seem to be posting in this thread again =).

Press D-pad left/right to choose what to pull with Peach. Or whatever solution is easier to implement.
I'd like to pull turnips, bombs and swords at will for a few BtT TAS runs.
 

SonuvaBeach

Smash Lord
Joined
Sep 7, 2008
Messages
1,141
Location
Howell, MI
IE you're the man. This is pretty awesome stuff you've already done even if you don't have time anymore, thanks.
 
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