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Melee Gecko Codes + Guide and Discussion

ShockSlayer

Smash Cadet
Joined
Feb 19, 2011
Messages
58
I think there used to be a guide or something on AR central, the offsets are different and they also scale depending on where in the code they are, I think. Also IE's codes are different than your standard code so that probably brings it's own challenges.

SS
 

kiw1

Smash Apprentice
Joined
Apr 14, 2013
Messages
106
is there a way to change the input delay timer? right now it seems like you start to predict the timing and it gets too low (sometimes i get 1% and i got way more lag for sure)
 

Malurth

Smash Cadet
Joined
Dec 18, 2011
Messages
34
I was testing out these codes in dolphin, and I found 2 problems I was hoping you could address.

1: The L-Cancel training wheels code doesn't work, as dolphin spits out an error about it containing a master code that is unnecessary, and it apparently chooses to ignore the code as such. The other codes work fine. I'm sure it works great on an actual Wii/GCN but it makes dolphin have a sad.
2: The rolling = death thing works great, but I was wondering if you could make it only affect certain ports? I tried it out vs a CPU and it was rather unfulfilling seeing them SD constantly. I wanted to try to break my habit of rollspamming by fighting some CPUs until the muscle memory was gone, but I can't really do that when they just keep dying randomly.
 
Joined
Oct 10, 2011
Messages
1,126
Location
Boise, ID
NNID
dansalvato
I was testing out these codes in dolphin, and I found 2 problems I was hoping you could address.

1: The L-Cancel training wheels code doesn't work, as dolphin spits out an error about it containing a master code that is unnecessary, and it apparently chooses to ignore the code as such.

It's a Gecko code, not an AR code. Add it to Gecko codes.
 

kiw1

Smash Apprentice
Joined
Apr 14, 2013
Messages
106
is there a reason why the widescreen hack code causes desyncs in online play? (even when both are using this code) ?
 

el Gusto

Smash Rookie
Joined
Dec 3, 2013
Messages
10

Goatlink

Smash Apprentice
Joined
Jul 14, 2013
Messages
146
Location
Portland, OR
if you knew where the animation was pointed to in Falcon's .dat, I could easily do this
do you think it would be possible to add in win screen animations for giga bowser and wireframes so the game doesn't crash when they win?
 

Kadano

Magical Express
Joined
Feb 26, 2009
Messages
2,160
Location
Vienna, Austria
I have a request: activating debug mode’s Y+↓ frame text even when in normal mode. It would be really useful for creating tutorials. I know I could just use develop mode, but that removes damage staling and proper C-stick usage which isn’t acceptable.

Also, a while ago I stumbled across an excellent video guide on how to read Melee code and use Dolphin’s search function. If somebody here has the link, please give it to me, I can’t find it anymore.
 

Rep

Smash Apprentice
Joined
Jul 27, 2006
Messages
172
Does anyone know what causes the blue/yellow flash while using the Flash on L-Cancel hack? I've got my .Dol modded, and usually the characters will flash white, just like invincibility, but occasionally (usually when the player is doing combos), the L-cancel flashing colors will be yellow and blue. I've heard multiple reasons for this, but a straight answer from the creator, InternetExplorer, would be nice.
 
Joined
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Messages
1,126
Location
Boise, ID
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dansalvato
Does anyone know what causes the blue/yellow flash while using the Flash on L-Cancel hack? I've got my .Dol modded, and usually the characters will flash white, just like invincibility, but occasionally (usually when the player is doing combos), the L-cancel flashing colors will be yellow and blue. I've heard multiple reasons for this, but a straight answer from the creator, InternetExplorer, would be nice.
Pretty sure I don't properly set all eight color values when I apply the flash, so if some of them are already set to a certain value then the color gets messed up.
 

Vestboy_Myst

NJ TO & Peach knitwit
Joined
Jan 10, 2014
Messages
601
Location
NJ
IE6-

any possibility of getting taunt wars to work in dolphin netplay? maybe somehow compile a cracked iso the two users could download.
 

Sashimi

Smash Ace
Joined
May 25, 2013
Messages
704
Is there a way to get hitboxes to show in regular game modes?

Would it cause a desync if this code were used during netplay?
 
Joined
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Messages
1,126
Location
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dansalvato
I ported the latest widescreen code to v1.00 for use at a tournament later today. Just in case anyone is interested or has been looking for it. It's in the OP.
 

TerryJ

Smash Journeyman
Joined
Apr 12, 2010
Messages
488
Location
BEST COAST, WA
NNID
1337-1337-1337
3DS FC
1337-1337-1337
Is there any way you could make an endless Classic mode or something? It's a great way to play against lots of different characters quickly but I hate having to do the credits and stuff. All the code would need to do is make it so you don't advance past the first stage in Classic mode.
 

iffy525

Smash Apprentice
Joined
Aug 30, 2011
Messages
135
Is there any way you could make an endless Classic mode or something? It's a great way to play against lots of different characters quickly but I hate having to do the credits and stuff. All the code would need to do is make it so you don't advance past the first stage in Classic mode.
IE doesn't accept cool requests anymore.

Just messin' with you IE; we all love ya
 
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dansalvato
IE doesn't accept cool requests anymore.

Just messin' with you IE; we all love ya
Well, that would actually be more difficult than it sounds. I believe the character list is generated when you start Classic mode, so I'd have to figure out how to give you a new character every time. If it was a one-line code that took 15 minutes I'd probably do it.
 
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TerryJ

Smash Journeyman
Joined
Apr 12, 2010
Messages
488
Location
BEST COAST, WA
NNID
1337-1337-1337
3DS FC
1337-1337-1337
Well, that would actually be more difficult than it sounds. I believe the character list is generated when you start Classic mode, so I'd have to figure out how to give you a new character every time. If it was a one-line code that took 15 minutes I'd probably do it.
How about turning off items for 1P mode, or better yet, having it set to whatever Melee mode has set?
 

TerryJ

Smash Journeyman
Joined
Apr 12, 2010
Messages
488
Location
BEST COAST, WA
NNID
1337-1337-1337
3DS FC
1337-1337-1337
One more thing I've been meaning to ask. Is there really a code to make FIGUREGET the trophy dropping stage playable? I've read that there is somewhere but days spent on Google say otherwise. Disabling the trophy from spawning might do the trick, but if it could be playable with them dropping it would be crazy fun.

If you make any one code that I've requested, please let it be this one. <3
 

Sham Rock

Smash Apprentice
Joined
Feb 10, 2014
Messages
95
Location
Outside of your grab range
I was trying out the salty rematch code the other day and noticed that it would only work for player1.
Went through your tutorial on twitch, reverse-engineered your code and found the reason for it

Hold A+B for Salty Runback (v1.02, Gecko) [InternetExplorer]:
C21A4160 00000008
39C00000 3DE08046
61EFB108 820F0000
5611018D 41820010
561101CF 41820008
38000002 39CE0001
2C0E0004 4080000C
39EF0008 4BFFFFD8 (should be 39EF000C 4BFFFFD8)
981F0003 00000000

r15 (memory address of player input to check) needed to be incremented by 12(3 lines) instead of 8 (2 lines)
at least according to my debugger

8046b108 player1 input1
8046b10c player1 input2
8046b110
8046b114 player2 input1
8046b118 player2 input2
8046b11c
8046b120 player3 input1
8046b124 player3 input2
8046b128
8046b12c player4 input1
8046b130 player4 input2
8046b134

in case anybody wants my notes on my thoughts during reverse-engineering i have attached then
 

Attachments

Sham Rock

Smash Apprentice
Joined
Feb 10, 2014
Messages
95
Location
Outside of your grab range
Hold A+B for Salty Runback (PAL, Gecko):
C21A4CE4 00000008
39C00000 3DE08045
61EFBF10 820F0000
5611018D 41820010
561101CF 41820008
38000002 39CE0001
2C0E0004 4080000C
39EF000C 4BFFFFD8
981F0003 00000000

code gets injected at 0x801a4ce4
input player 1-4 can be found from 0x8045bf10 onward



Hold A+B for Salty Runback (1.0, Gecko):
C21A3418 00000008
39C00000 3DE08046
61EF9140 820F0000
5611018D 41820010
561101CF 41820008
38000002 39CE0001
2C0E0004 4080000C
39EF000C 4BFFFFD8
981F0003 00000000

code gets injected at 0x801a3418
input player 1-4 can be found from 0x80469140 onward
 
Last edited:
Joined
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Messages
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Boise, ID
NNID
dansalvato
I was trying out the salty rematch code the other day and noticed that it would only work for player1.
Went through your tutorial on twitch, reverse-engineered your code and found the reason for it
That's brilliant, great job dude. Certain codes such as that one were designed with little testing so I'm happy you caught this. Hope it was a fun learning experience :]
 

Sham Rock

Smash Apprentice
Joined
Feb 10, 2014
Messages
95
Location
Outside of your grab range
Always skip the result screen (1.2, Gecko)
C21A415C 00000003
3803FFFF 2C000004
40820008 38000000
60000000 00000000

Always skip the result screen (Pal, Gecko)
C21a4ce0 00000003
3803FFFF 2C000004
40820008 38000000
60000000 00000000


Always skip the result screen (1.0, Gecko) (haven´t tested this one)
C21A3414 00000003
3803FFFF 2C000004
40820008 38000000
60000000 00000000

Came across this while checking stuff for other codes i´m planing to write.
This code skips the result screen after VS matches entirely, meaning it saves 1 loading cycle from the disk and in return less time is wasted in between matches.
I haven´t had a melee disk since 2006 so would please someone spare 5 minutes and test this for me on a Wii?
 
Last edited:
Joined
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Messages
1,126
Location
Boise, ID
NNID
dansalvato
Always skip the result screen (1.2, Gecko)
C21A415C 00000003
3803FFFF 2C000004
40820008 38000000
60000000 00000000

Always skip the result screen (Pal, Gecko)
C21a4ce0 00000003
3803FFFF 2C000004
40820008 38000000
60000000 00000000


Always skip the result screen (1.0, Gecko) (haven´t tested this one)
C21A3414 00000003
3803FFFF 2C000004
40820008 38000000
60000000 00000000

Came across this while checking stuff for other codes i´m planing to write.
This code skips the result screen after VS matches entirely, meaning it saves 1 loading cycle from the disk and in return less time is wasted in between matches.
I haven´t had a melee disk since 2006 so would please someone spare 5 minutes and test this for me on a Wii?
Would you be interested in applying for the Project M Back Room? I think you'd be a great help in some of our plans for Project M moving forward.
 

Kou

Smash Apprentice
Joined
Nov 22, 2011
Messages
198
Location
Japan
Always skip the result screen (1.2, Gecko)
C21A415C 00000003
3803FFFF 2C000004
40820008 38000000
60000000 00000000

Always skip the result screen (Pal, Gecko)
C21a4ce0 00000003
3803FFFF 2C000004
40820008 38000000
60000000 00000000


Always skip the result screen (1.0, Gecko) (haven´t tested this one)
C21A3414 00000003
3803FFFF 2C000004
40820008 38000000
60000000 00000000

Came across this while checking stuff for other codes i´m planing to write.
This code skips the result screen after VS matches entirely, meaning it saves 1 loading cycle from the disk and in return less time is wasted in between matches.
I haven´t had a melee disk since 2006 so would please someone spare 5 minutes and test this for me on a Wii?
I tested 1.0 on Dolphin.
I confirmed that it worked well on Dolphin.
 

Kou

Smash Apprentice
Joined
Nov 22, 2011
Messages
198
Location
Japan
NOT me, My smash friend, Ato made a new ASM cheat.

”The Stock Handicap"!!
http://atokigedesu.github.io/ssbm_cheat_code.html
This is dol mod and for v1.00.

When the game starts, input your controllers D-pad.
・Up of D-pad -> minus 1 stock
・Right of D-pad -> minus 2 stocks
・Down of D-pad -> minus 3 stocks
・Left of D-pad -> minus 4 stocks (in the general ruleset(4 stocks battle), the game will finish immediately lol)


I think this cheat is so convenient for the crew battle in the big event.
We will not have to suicide to adjust stocks in the crew battle any more.
It makes the process of a event be shorten.



*In addition*
I tested on Dolphin and on DiosMios of Wii.
On Dolphin, it worked correctly.
But on Wii, it didn't work and freeze the game before start the game.

I'll tell him about this problem.
 
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Sham Rock

Smash Apprentice
Joined
Feb 10, 2014
Messages
95
Location
Outside of your grab range
This time properly

Always skip the result screen + stock count = placement (1.2, Gecko)
C21A415C 0000000E
3803FFFF 2C000004
40820060 2C0B0020
41820058 3A400000
3E808047 62949D58
3EA0804D 62B5672F
8E1400A8 8A340001
2C10004E 4080000C
9E350001 4800000C
3A310001 9E350001
3A520001 2C120004
41A0FFD8 3A000000
3A200000 3A800000
3AA00000 38000000
60000000 00000000

Always skip the result screen + stock count = placement (Pal, Gecko)
C21A4CE0 0000000D
3803FFFF 2C000004
40820060 2C0B0020
41820058 3A400000
3E808046 6294AB60
3EA0804C 62B579EF
8E1400A8 8A340001
2C10004E 4080000C
9E350001 4800000C
3A310001 9E350001
3A520001 2C120004
41A0FFD8 3A000000
3A200000 3A800000
3AA00000 38000000
60000000 00000000


Always skip the result screen + stock count = placement (1.0, Gecko)
C21A3414 0000000D
3803FFFF 2C000004
40820060 2C0B0020
41820058 3A400000
3E808047 62947D90
3EA0804D 62B545AF
8E1400A8 8A340001
2C10004E 4080000C
9E350001 4800000C
3A310001 9E350001
3A520001 2C120004
41A0FFD8 3A000000
3A200000 3A800000
3AA00000 38000000
60000000 00000000


If anyone of you tried the old "skip result screen"-codes, you probably noticed that the stock counter never showed up.
That´s because the value of how many stocks you´ve taken gets updated somewhere in the result screen.
This code instead uses the stock counter to show the placement of the last match (1st place will have 1 star, 2nd place 2 and so on).
If you quit out of a match it will show who had the stock-lead at the moment.

The only time it doesn´t skip it is after the sudden death if a timed match ends in a draw.

Warning: when using this code you will NOT unlock anything you would normally after a match (new stages/characters etc), only use it together with save files where you have already unlocked everything

Attached a txt with my notes in case someone is curious about memory addresses used and whatnot.
 

Attachments

Last edited:
Joined
Oct 10, 2011
Messages
1,126
Location
Boise, ID
NNID
dansalvato
This time properly

Always skip the result screen + stock count = placement (1.2, Gecko)
C21A415C 0000000D
3803FFFF 2C000004
40820058 3A400000
3E808047 62949D58
3EA0804D 62B5672F
8E1400A8 8A340001
2C10004E 4080000C
9E350001 4800000C
3A310001 9E350001
3A520001 2C120004
41A0FFD8 3A000000
3A200000 3A800000
3AA00000 38000000
60000000 00000000

Always skip the result screen + stock count = placement (Pal, Gecko)
C21A4CE0 0000000D
3803FFFF 2C000004
40820058 3A400000
3E808046 6294AB60
3EA0804C 62B579EF
8E1400A8 8A340001
2C10004E 4080000C
9E350001 4800000C
3A310001 9E350001
3A520001 2C120004
41A0FFD8 3A000000
3A200000 3A800000
3AA00000 38000000
60000000 00000000


Always skip the result screen + stock count = placement (1.0, Gecko) (only tested this one once)
C21A3414 0000000D
3803FFFF 2C000004
40820058 3A400000
3E808047 62947D90
3EA0804D 62B545AF
8E1400A8 8A340001
2C10004E 4080000C
9E350001 4800000C
3A310001 9E350001
3A520001 2C120004
41A0FFD8 3A000000
3A200000 3A800000
3AA00000 38000000
60000000 00000000


If anyone of you tried the old "skip result screen"-codes, you probably noticed that the stock counter never showed up.
That´s because the value of how many stocks you´ve taken gets updated somewhere in the result screen.
This code instead uses the stock counter to show the placement of the last match (1st place will have 1 star, 2nd place 2 and so on).
If you quit out of a match it will show who had the stock-lead at the moment.

The only time it doesn´t skip it is after the sudden death if a timed match ends in a draw.

Warning: when using this code you will NOT unlock anything you would normally after a match (new stages/characters etc), only use it together with save files where you have already unlocked everything

Attached a txt with my notes in case someone is curious about memory addresses used and whatnot.
That's brilliant. Very innovative way of using the stock stars.
 
Joined
Oct 10, 2011
Messages
1,126
Location
Boise, ID
NNID
dansalvato
By the way, you may have noticed this thread has been stickied and renamed. That's because it will be turned into a general codes thread, rather than a "my codes" thread. It will be great to have a centralized resource to list and download Melee codes and the necessary tools for them.

If there are any codes you'd like to contribute to the main post, please either post it here or PM me and I will add it. There are MANY old codes that deserve to be added here.
 

Jazriel

Smash Ace
Joined
Sep 23, 2006
Messages
837
Location
Nepean, ON
Sorry if this is the wrong place, but is there a code for turning off items in 1P through Dolphin? I don't know much about this AR/Gecko stuff. Also has anyone managed to make something so that hitboxes are always displayed?
 

Achilles1515

Smash Master
Joined
Jun 18, 2007
Messages
3,211
Location
Cincinnati / Columbus OH
If I set a memory breakpoint that brings me to here, how do I know where it was in the code a few steps behind this (because its not right above it...)? I need to figure out how the current value of register 0 got there.

 
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