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Melee Gecko Codes + Guide and Discussion

Cyjorg

tiny.cc/19XXTE
Joined
Nov 18, 2013
Messages
686
Location
Purdue University
Extra line to the code
04036bb4 60000000

Well, initially the stocks were being zeroed before I could load them into the handicap unless the results screen was skipped. At the time, I didn't think to replace that line with an nop. It should behave normally now.
 

Cyjorg

tiny.cc/19XXTE
Joined
Nov 18, 2013
Messages
686
Location
Purdue University
This is great, btw! I added it to the main post. And I have no idea why it is split into two COLLAPSE tags...when I go to edit the text, it looks like this:

View attachment 22894

Can you explain the injection point problem and what you need for a solution?
Also, eleting the spaces between the paragraphs and changing "[Achilles]" to "[Jorgasms]" put it into one collapse tag, at least in the preview mode.

Edit: You also seem to have several collapses for the "dol megapost."
 
Last edited:

Achilles1515

Smash Master
Joined
Jun 18, 2007
Messages
3,211
Location
Cincinnati / Columbus OH
Also, eleting the spaces between the paragraphs and changing "[Achilles]" to "[Jorgasms]" put it into one collapse tag, at least in the preview mode.

Edit: You also seem to have several collapses for the "dol megapost."
Whoa...sorry I put Achilles on there. Brain must have been in autopilot. I'll check it out.
 

Achilles1515

Smash Master
Joined
Jun 18, 2007
Messages
3,211
Location
Cincinnati / Columbus OH
Extra line to the code
04036bb4 60000000

Well, initially the stocks were being zeroed before I could load them into the handicap unless the results screen was skipped. At the time, I didn't think to replace that line with an nop. It should behave normally now.
Added it to the end.

So I added that line and then highlighted all of the stock control code description / gecko code, and decreased the font size. Doing so added one more spoiler tag.....I must have no idea what I'm doing. Can someone explain this?
 

Achilles1515

Smash Master
Joined
Jun 18, 2007
Messages
3,211
Location
Cincinnati / Columbus OH
Rainbow FD
- Dynamically changes.
(From the 20XX Pack)

Code:
Rainbow FD (1.02) [Achilles]
C216CDF4 00000022
3DC08048 89CE0687
2C0E0020 408200FC
3A200000 3DC080C2
61CEE244 8A4E0003
2C120002 41820024
2C120003 41820034
3A400001 89EE0000
2C0F00FF 41820064
3A000001 480000AC
3A400002 8DEE0001
2C0F00FF 41820074
3A000001 48000094
3A400003 8DEE0002
2C0F00FF 4182000C
3A00FFFE 4800007C
89EEFFFF 2C0F0000
41820014 39EFFFFF
99EEFFFF 99EE0FFF
48000078 3A400001
9A4E0001 4800006C
89EE0002 2C0F0000
41820014 39EFFFFF
99EE0002 99EE1002
48000050 3A400002
9A4E0003 48000044
89EEFFFF 2C0F0000
41820014 39EFFFFF
99EEFFFF 99EE0FFF
48000028 3A400003
9A4E0002 4800001C
39EF0001 99EE0000
99EE1000 7DCE8214
9A2E0000 9A2E1000
38030001 00000000

@ TheSqueakyMonkey TheSqueakyMonkey
Well, this wasn't working on my Dolphin....but I think it should be...
Idk. Let me know if it works for you.
 
Last edited:

TheSqueakyMonkey

Smash Rookie
Joined
Jul 9, 2014
Messages
12
Rainbow FD
- Dynamically changes.
(From the 20XX Pack)

Code:
Rainbow FD (1.02) [Achilles]
C216CDF4 00000022
3DC08048 89CE0687
2C0E0020 408200FC
3A200000 3DC080C2
61CEE244 8A4E0003
2C120002 41820024
2C120003 41820034
3A400001 89EE0000
2C0F00FF 41820064
3A000001 480000AC
3A400002 8DEE0001
2C0F00FF 41820074
3A000001 48000094
3A400003 8DEE0002
2C0F00FF 4182000C
3A00FFFE 4800007C
89EEFFFF 2C0F0000
41820014 39EFFFFF
99EEFFFF 99EE0FFF
48000078 3A400001
9A4E0001 4800006C
89EE0002 2C0F0000
41820014 39EFFFFF
99EE0002 99EE1002
48000050 3A400002
9A4E0003 48000044
89EEFFFF 2C0F0000
41820014 39EFFFFF
99EEFFFF 99EE0FFF
48000028 3A400003
9A4E0002 4800001C
39EF0001 99EE0000
99EE1000 7DCE8214
9A2E0000 9A2E1000
38030001 00000000

@ TheSqueakyMonkey TheSqueakyMonkey
Well, this wasn't working on my Dolphin....but I think it should be...
Idk. Let me know if it works for you.
Doesn't work on Dolphin for me. The game doesn't end up starting if i put it in Gecko, and the game starts in AR but doesn't work.
I've also tried several other codes from this thread and non of them work either, which is a shame. Dolphin 4.0-1519
 
Joined
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1,126
Location
Boise, ID
NNID
dansalvato
Doesn't work on Dolphin for me. The game doesn't end up starting if i put it in Gecko, and the game starts in AR but doesn't work.
I've also tried several other codes from this thread and non of them work either, which is a shame. Dolphin 4.0-1519
I've been experiencing issues on recent build of Dolphin with Gecko codes, where Dolphin doesn't seem to start if I have codes enabled. I haven't tried pulling the latest build in a while, so maybe it's been fixed by now in the latest ones.
 

Cyjorg

tiny.cc/19XXTE
Joined
Nov 18, 2013
Messages
686
Location
Purdue University
Doesn't work on Dolphin for me. The game doesn't end up starting if i put it in Gecko, and the game starts in AR but doesn't work.
I've also tried several other codes from this thread and non of them work either, which is a shame. Dolphin 4.0-1519
The code worked for me when I used whatever version we use for netplay. I believe its 4.0.652
 

Sham Rock

Smash Apprentice
Joined
Feb 10, 2014
Messages
95
Location
Outside of your grab range
Forgot to share this one with you guys, even though it has been lying on my desktop for a couple of months now.......

OPPS ¯\(°_o)/¯

[COLLAPSE="Stage striking a la PM"]
Code:
Stage striking a la PM [Sham Rock]

Stage striking now works like it does in P:M
X = ban currently selected stage
Y = ban all stages that aren´t allowed in random, unban all that are allowed
Z = unban all
Banned stages can´t be selected anymore, however they can still be selected when someone chooses "random"


1.0
C225910C 00000025
39E00001 3E008046
62109134 1E2F000C
7E31802E 5630014B
4182000C 3A200001
48000020 56300109
4182000C 3A200002
48000010 563002D7
418200DC 3A200003
3EA0803E 62B5E840
3EC0804D 62D64B2E
3A800000 3A600000
3A400000 2C110001
40820014 8A560000
2C12001C 418100A8
48000050 2C110003
40820010 3A80003F
3A600002 4800003C
1E12001C 7E10AA14
8AF0000A 3E008045
6210A3C0 82100000
7E10BC30 561007FF
41820010 3A600002
3A80003F 4800000C
3A600000 3A800000
1E12001C 7E10A82E
2C120016 41800008
82100010 82100018
82100004 82100008
8210001C 82100008
XXXXXXXX XXXXXXXX    !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
3A100008 7E70A9AE
3A00001E 9A160000
2C110001 41820010
3A520001 2C12001D
41A0FF4C 39EF0001
2C0F0005 41A0FEE8
C022C9E8 00000000

1.2
C225A3BC 00000025
39E00001 3E008046
6210B0FC 1E2F000C
7E31802E 5630014B
4182000C 3A200001
48000020 56300109
4182000C 3A200002
48000010 563002D7
418200DC 3A200003
3EA0803F 62B506D0
3EC0804D 62D66CAE
3A800000 3A600000
3A400000 2C110001
40820014 8A560000
2C12001C 418100A8
48000050 2C110003
40820010 3A80003F
3A600002 4800003C
1E12001C 7E10AA14
8AF0000A 3E008045
6210C388 82100000
7E10BC30 561007FF
41820010 3A600002
3A80003F 4800000C
3A600000 3A800000
1E12001C 7E10A82E
2C120016 41800008
82100010 82100018
82100004 82100008
8210001C 82100008
XXXXXXXX XXXXXXXX     !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
3A100008 7E70A9AE
3A00001E 9A160000
2C110001 41820010
3A520001 2C12001D
41A0FF4C 39EF0001
2C0F0005 41A0FEE8
C022C9E8 00000000

PAL
C225AEF4 00000025
39E00001 3E008045
6210BF04 1E2F000C
7E31802E 5630014B
4182000C 3A200001
48000020 56300109
4182000C 3A200002
48000010 563002D7
418200DC 3A200003
3EA0803F 62B51550
3EC0804C 62D67FC6
3A800000 3A600000
3A400000 2C110001
40820014 8A560000
2C12001C 418100A8
48000050 2C110003
40820010 3A80003F
3A600002 4800003C
1E12001C 7E10AA14
8AF0000A 3E008044
6210D190 82100000
7E10BC30 561007FF
41820010 3A600002
3A80003F 4800000C
3A600000 3A800000
1E12001C 7E10A82E
2C120016 41800008
82100010 82100018
82100004 82100008
8210001C 82100008
XXXXXXXX XXXXXXXX    !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
3A100008 7E70A9AE
3A00001E 9A160000
2C110001 41820010
3A520001 2C12001D
41A0FF4C 39EF0001
2C0F0005 41A0FEE8
C022CA40 00000000
The line "XXXXXXXX XXXXXXXX" has to be replaced with either
"9A900024 1E12001C" for the "black"
or
"9A900000 1E12001C" for the "white"
Version of the code

Short explanation:
The "white" version of this code really turns the image white. Use this one when you´re playing of an original disk. If you´re able to play custom iso´s I would highly recommend using the black one, since pressing Y and Z rapidly won´t give you a seizure.

The "black" version doesn´t really change the color of the icon, it just stretches it out to make it seem black. With the normal SSS icons on the vanilla melee disk this causes ugly effects on some of the icons(see picture below). By using slightly modified custom icons you can even that out and make it all nice and pretty again (see lowest 2 pictures). Icons for all languages have been attached to this post, I assume people are aware how to replace the files in their iso.

I´ve also attached my notes on this one. Just a heads up: they are 4 months old and I haven´t proofread them, so there may be some minor mistakes.


[/COLLAPSE]
 

Attachments

Last edited:

Achilles1515

Smash Master
Joined
Jun 18, 2007
Messages
3,211
Location
Cincinnati / Columbus OH
Boot to Character Select Screen
- No f***ing around this time. Single code line. Loads memory card and everything.

(1.02)
041BFA20 38600002

(1.00)
041BEBB4 38600002

(PAL)
041C1580 38600002

@Cloud7z
 
Last edited:

Kadano

Magical Express
Joined
Feb 26, 2009
Messages
2,160
Location
Vienna, Austria
Disable Final Destination Background Transitions
0421AAB0 4E800020


(quote from the Changing Color Effects thread)
Do you plan on porting this to PAL .dol hack as well? Or even better, could you link me the tools / tutorials I need to do this on my own?
 

Achilles1515

Smash Master
Joined
Jun 18, 2007
Messages
3,211
Location
Cincinnati / Columbus OH
Do you plan on porting this to PAL .dol hack as well? Or even better, could you link me the tools / tutorials I need to do this on my own?
1) Open SSBM 1.02 in Debug Dolphin.
2) In memory tab, dump MRAM.
  • don't have the above code active.
3) Open that ram.raw file up in hex editor.
4) Open 1.02 DOL in hex editor.

5) Go to offset 0x21AAB0 in the ram.raw file (this was the line from the gecko code).
6) Copy that line and a few adjacent lines in the ram.raw.
7) Go to the DOL and search for those lines that you copied.
8) Write the value from that code at the line it finds in the DOL that is identical to 0x21AAB0 in the ram.

btw, I think I noticed that the above code adds wind to the right side of FD, along with disabling the background transitions?????

Oh wait...PAL.

Instead of opening the 1.02 DOL, try it with the PAL DOL.
 
Last edited:

Achilles1515

Smash Master
Joined
Jun 18, 2007
Messages
3,211
Location
Cincinnati / Columbus OH
Forgot to share this one with you guys, even though it has been lying on my desktop for a couple of months now.......

OPPS ¯\(°_o)/¯

[COLLAPSE="Stage striking a la PM"]
Code:
Stage striking a la PM [Sham Rock]

Stage striking now works like it does in P:M
X = ban currently selected stage
Y = ban all stages that aren´t allowed in random, unban all that are allowed
Z = unban all
Banned stages can´t be selected anymore, however they can still be selected when someone chooses "random"


1.0
C225910C 00000025
39E00001 3E008046
62109134 1E2F000C
7E31802E 5630014B
4182000C 3A200001
48000020 56300109
4182000C 3A200002
48000010 563002D7
418200DC 3A200003
3EA0803E 62B5E840
3EC0804D 62D64B2E
3A800000 3A600000
3A400000 2C110001
40820014 8A560000
2C12001C 418100A8
48000050 2C110003
40820010 3A80003F
3A600002 4800003C
1E12001C 7E10AA14
8AF0000A 3E008045
6210A3C0 82100000
7E10BC30 561007FF
41820010 3A600002
3A80003F 4800000C
3A600000 3A800000
1E12001C 7E10A82E
2C120016 41800008
82100010 82100018
82100004 82100008
8210001C 82100008
XXXXXXXX XXXXXXXX    !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
3A100008 7E70A9AE
3A00001E 9A160000
2C110001 41820010
3A520001 2C12001D
41A0FF4C 39EF0001
2C0F0005 41A0FEE8
C022C9E8 00000000

1.2
C225A3BC 00000025
39E00001 3E008046
6210B0FC 1E2F000C
7E31802E 5630014B
4182000C 3A200001
48000020 56300109
4182000C 3A200002
48000010 563002D7
418200DC 3A200003
3EA0803F 62B506D0
3EC0804D 62D66CAE
3A800000 3A600000
3A400000 2C110001
40820014 8A560000
2C12001C 418100A8
48000050 2C110003
40820010 3A80003F
3A600002 4800003C
1E12001C 7E10AA14
8AF0000A 3E008045
6210C388 82100000
7E10BC30 561007FF
41820010 3A600002
3A80003F 4800000C
3A600000 3A800000
1E12001C 7E10A82E
2C120016 41800008
82100010 82100018
82100004 82100008
8210001C 82100008
XXXXXXXX XXXXXXXX     !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
3A100008 7E70A9AE
3A00001E 9A160000
2C110001 41820010
3A520001 2C12001D
41A0FF4C 39EF0001
2C0F0005 41A0FEE8
C022C9E8 00000000

PAL
C225AEF4 00000025
39E00001 3E008045
6210BF04 1E2F000C
7E31802E 5630014B
4182000C 3A200001
48000020 56300109
4182000C 3A200002
48000010 563002D7
418200DC 3A200003
3EA0803F 62B51550
3EC0804C 62D67FC6
3A800000 3A600000
3A400000 2C110001
40820014 8A560000
2C12001C 418100A8
48000050 2C110003
40820010 3A80003F
3A600002 4800003C
1E12001C 7E10AA14
8AF0000A 3E008044
6210D190 82100000
7E10BC30 561007FF
41820010 3A600002
3A80003F 4800000C
3A600000 3A800000
1E12001C 7E10A82E
2C120016 41800008
82100010 82100018
82100004 82100008
8210001C 82100008
XXXXXXXX XXXXXXXX    !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
3A100008 7E70A9AE
3A00001E 9A160000
2C110001 41820010
3A520001 2C12001D
41A0FF4C 39EF0001
2C0F0005 41A0FEE8
C022CA40 00000000
The line "XXXXXXXX XXXXXXXX" has to be replaced with either
"9A900024 1E12001C" for the "black"
or
"9A900000 1E12001C" for the "white"
Version of the code

Short explanation:
The "white" version of this code really turns the image white. Use this one when you´re playing of an original disk. If you´re able to play custom iso´s I would highly recommend using the black one, since pressing Y and Z rapidly won´t give you a seizure.

The "black" version doesn´t really change the color of the icon, it just stretches it out to make it seem black. With the normal SSS icons on the vanilla melee disk this causes ugly effects on some of the icons(see picture below). By using slightly modified custom icons you can even that out and make it all nice and pretty again (see lowest 2 pictures). Icons for all languages have been attached to this post, I assume people are aware how to replace the files in their iso.

I´ve also attached my notes on this one. Just a heads up: they are 4 months old and I haven´t proofread them, so there may be some minor mistakes.


[/COLLAPSE]
By the way, sorry Sham Rock that I have not responded to this yet. The stage striking code is definitely an amazing one and it has been added to the main post. Thanks for the notes as well!

Have you been working on anything new?
 

Sham Rock

Smash Apprentice
Joined
Feb 10, 2014
Messages
95
Location
Outside of your grab range
By the way, sorry Sham Rock that I have not responded to this yet. The stage striking code is definitely an amazing one and it has been added to the main post. Thanks for the notes as well!

Have you been working on anything new?
Notes are actually usefull?
Btw it´s also in the DOL-Mod topic, you should link to it in the opening.

Haven´t touched Dolphin or Melee during summer for various reasons ( that´s a different story and has nothing to to with gecko codes at all), but I did start looking into the game´s ToC on monday. Got some points of it down, but there´s still a lot of trail and error/guessing ahead of me.
 

Achilles1515

Smash Master
Joined
Jun 18, 2007
Messages
3,211
Location
Cincinnati / Columbus OH
Bowser Flame Cancel (1.02)
04135684 38800156


I set a breakpoint at the end of each game version's Execute Action State ASM Function and then landed Bowser while flaming.This function gets executed whenever a player is being put into a new action state. I then stepped through the code once and blr'ed into the previous function that branched to it. At that point, look at a few previous lines and whatever value is being loaded into r4 is the action state that bowser is being put into while landing in flame startup.

Last line of Execute Action State Function (blr):

1.02 - 0x8006a1b8
1.00 - 0x8006a060


After stepping once, r4 was previously given the value:

1.02 - li r4,342
1.00 - li r4,341

So different values versions...(and different action states will happen on screen as we know)...that seems telling.

Decimal: 341
equals
hex: 0x156

And looking back up at the code I wrote, I am just telling the ASM instruction (in 1.02, of course), to load 0x156 instead of (0x157 = dec 342).
 

Gatoray

Smash Journeyman
Joined
May 9, 2013
Messages
276
Location
Internet
NNID
Gatoray
3DS FC
3024-5880-3045
Hey everyone. Could someone help me figure out a way to disable the "back" button on the CSS? You don't have to do all the work, it would be sufficient to at least be directed in the right direction. My feeble attempts to search for memory addresses have failed so far.
 

Achilles1515

Smash Master
Joined
Jun 18, 2007
Messages
3,211
Location
Cincinnati / Columbus OH
Hey everyone. Could someone help me figure out a way to disable the "back" button on the CSS? You don't have to do all the work, it would be sufficient to at least be directed in the right direction. My feeble attempts to search for memory addresses have failed so far.
This sounds....mean. lol. What are you planning to use this for?
 

Gatoray

Smash Journeyman
Joined
May 9, 2013
Messages
276
Location
Internet
NNID
Gatoray
3DS FC
3024-5880-3045
This sounds....mean. lol. What are you planning to use this for?
I don't want to give too much of my project away, but let's just say I want to turn the Melee into a kind of arcade-style game mode. In a nutshell, I just don't want the player to be able to leave the CSS aside from entering matches; don't worry about the other methods such as holding B or L+R+Start, I have those covered. (However, if you know a way to disable those also, it wouldn't hurt to include them as well).
 
Last edited:

Achilles1515

Smash Master
Joined
Jun 18, 2007
Messages
3,211
Location
Cincinnati / Columbus OH
I don't want to give too much of my project away, but let's just say I want to turn the Melee into a kind of arcade-style game mode. In a nutshell, I just don't want the player to be able to leave the CSS aside from entering matches; don't worry about the other methods such as holding B or L+R+Start, I have those covered. (However, if you know a way to disable those also, it wouldn't hurt to include them as well).
Aight.

Disable Back Button [Achilles]
042612AC 60000000

Disable Hold B to Return to Menus [Achilles]
04260700 60000000

SSBM 1.02, of course.
 

Gatoray

Smash Journeyman
Joined
May 9, 2013
Messages
276
Location
Internet
NNID
Gatoray
3DS FC
3024-5880-3045
Lol, you went and did it anyway? Thanks! :)

I'm interested in this kind of stuff. What is your preferred method for finding these addresses? Like what programs, etc? Is there a guide somewhere?
 
Joined
Oct 10, 2011
Messages
1,126
Location
Boise, ID
NNID
dansalvato

TerryJ

Smash Journeyman
Joined
Apr 12, 2010
Messages
488
Location
BEST COAST, WA
NNID
1337-1337-1337
3DS FC
1337-1337-1337

Cyjorg

tiny.cc/19XXTE
Joined
Nov 18, 2013
Messages
686
Location
Purdue University
"Random" Immediately Selected On Stage Select Screen (1.02)
0425AA10 38E0001D

Just something I unintentionally stumbled across. Looks nicer than the "nothing" selected imo.
 

Achilles1515

Smash Master
Joined
Jun 18, 2007
Messages
3,211
Location
Cincinnati / Columbus OH
"Random" Immediately Selected On Stage Select Screen (1.02)
0425AA10 38E0001D

Just something I unintentionally stumbled across. Looks nicer than the "nothing" selected imo.
Awesome. I love little stuff like this. So you can just change that last byte to a different value to make it default to a certain stage. I just tried 1A and it defaulted to Dream Land. Cool.

It provides good functionality though, because now you can immediately hit A or Start to begin the next match, instead of just Start.
 
Last edited:

Todd Bonney

Smash Lord
Joined
Dec 17, 2005
Messages
1,098
"Random" Immediately Selected On Stage Select Screen (1.02)
0425AA10 38E0001D

Just something I unintentionally stumbled across. Looks nicer than the "nothing" selected imo.
Isn't this a menu option in vanilla Melee?
 

standardtoaster

Tubacabra
Joined
Nov 26, 2009
Messages
9,253
Location
Eau Claire, Wisconsin
vanilla melee you can choose Random as the stage choice iirc. it won't let you enter the stage screen at all. his code lets you enter the stage screen but have random selected by default
 

Kou

Smash Apprentice
Joined
Nov 22, 2011
Messages
198
Location
Japan
Is this code possible:
  Default axes of player's hands is at their own "HMN" on CSS

When we play singles with 3+ players, it's so bothering that a loser have to move his own hand to "HMN" and press AA.
If this code would come true, we'll easily change players without using control stick.
 
Last edited:

Achilles1515

Smash Master
Joined
Jun 18, 2007
Messages
3,211
Location
Cincinnati / Columbus OH
Is this code possible:
  Default axes of player's hands is at their own "HMN" on CSS

When we play singles with 3+ players, it's so bothering that a loser have to move his own hand to "HMN" and press AA.
If this code would come true, we'll easily change players without using control stick.
I like this idea! I'll try and look into it.
 

Achilles1515

Smash Master
Joined
Jun 18, 2007
Messages
3,211
Location
Cincinnati / Columbus OH
Is this code possible:
  Default axes of player's hands is at their own "HMN" on CSS

When we play singles with 3+ players, it's so bothering that a loser have to move his own hand to "HMN" and press AA.
If this code would come true, we'll easily change players without using control stick.
CSS Player Hands Default to HMN Button [Achilles]
044DC47C C0200000

I guess this has an unintended side effect of making a player a CPU after entering a new name tag on the CSS (??). Might still be worth it, though.

[COLLAPSE="Notes"]
Code:
1118dec - P1 x position
1118df0 - p1 y position, default = c1ac0000 = -21.5
111826c - P2 x position
1118270 - P2 y position


c0200000 = -2.5 = good y height to be on HMN

After doing a memory write breakpoint at P1 y position and then loading the CSS,

code line 80264d3c - stfs f14,0x10(r27)
r27 = 81118de0

Storing -21.5 to P1 Y position.

Now I need to find where it loads -21.5 into floating point register 14.

Shortly above this line of code (same function),it does this.

80264bfc -  lfs f14,-0x3564(rtoc)

(rtoc is register 2)
Breakpoint at this line.
r2 = 804df9e0

Subtract 0x3564 from this value and it brings you to 804dc47c which holds a value of C1AC0000 (-21.5, the default location Y location of the cursors).

So now we know this is where it loads the initial Y location from, so just write a code to change this value.
[/COLLAPSE]
 
Last edited:

Kou

Smash Apprentice
Joined
Nov 22, 2011
Messages
198
Location
Japan
CSS Player Hands Default to HMN Button [Achilles]
044DC47C C0200000

I guess this has an unintended side effect of making a player a CPU after entering a new name tag on the CSS (??). Might still be worth it, though.

[COLLAPSE="Notes"]
Code:
1118dec - P1 x position
1118df0 - p1 y position, default = c1ac0000 = -21.5
111826c - P2 x position
1118270 - P2 y position


c0200000 = -2.5 = good y height to be on HMN

After doing a memory write breakpoint at P1 y position and then loading the CSS,

code line 80264d3c - stfs f14,0x10(r27)
r27 = 81118de0

Storing -21.5 to P1 Y position.

Now I need to find where it loads -21.5 into floating point register 14.

Shortly above this line of code (same function),it does this.

80264bfc -  lfs f14,-0x3564(rtoc)

(rtoc is register 2)
Breakpoint at this line.
r2 = 804df9e0

Subtract 0x3564 from this value and it brings you to 804dc47c which holds a value of C1AC0000 (-21.5, the default location Y location of the cursors).

So now we know this is where it loads the initial Y location from, so just write a code to change this value.
[/COLLAPSE]
SO GREAT!!!
Thank you Achilles.
Are you going to add this to 20XX?


I wish this for v1.00...
 
Last edited:

TerryJ

Smash Journeyman
Joined
Apr 12, 2010
Messages
488
Location
BEST COAST, WA
NNID
1337-1337-1337
3DS FC
1337-1337-1337
CSS Player Hands Default to HMN Button [Achilles]
044DC47C C0200000

I guess this has an unintended side effect of making a player a CPU after entering a new name tag on the CSS (??). Might still be worth it, though.

[COLLAPSE="Notes"]
Code:
1118dec - P1 x position
1118df0 - p1 y position, default = c1ac0000 = -21.5
111826c - P2 x position
1118270 - P2 y position


c0200000 = -2.5 = good y height to be on HMN

After doing a memory write breakpoint at P1 y position and then loading the CSS,

code line 80264d3c - stfs f14,0x10(r27)
r27 = 81118de0

Storing -21.5 to P1 Y position.

Now I need to find where it loads -21.5 into floating point register 14.

Shortly above this line of code (same function),it does this.

80264bfc -  lfs f14,-0x3564(rtoc)

(rtoc is register 2)
Breakpoint at this line.
r2 = 804df9e0

Subtract 0x3564 from this value and it brings you to 804dc47c which holds a value of C1AC0000 (-21.5, the default location Y location of the cursors).

So now we know this is where it loads the initial Y location from, so just write a code to change this value.
[/COLLAPSE]
Any way you could also make it so that when a player hits the B button anywhere near the button half of the screen, that it will pull the cursor to the character they have selected, and deselect it? Similar to how Brawl/PM does it.
 

Sempai

Smash Ace
Joined
Apr 9, 2007
Messages
614
Location
Wildwood/St.Louis, MO
Is there a way to make the endless friendlies option available for a 3 person rotation?

Like have P1, P2 and P3 are selected for ON.

Decide randomly which two fight first, and swap out the loser?

OR

Have it like, P1 v P2 then P2 v P3 then P3 v P1?

Btw, amazing job on the 20XX pack so far, I think you(guys) have done a great job rekindling the game in general for most people, myself included :p
 

Achilles1515

Smash Master
Joined
Jun 18, 2007
Messages
3,211
Location
Cincinnati / Columbus OH
Is there a way to make the endless friendlies option available for a 3 person rotation?

Like have P1, P2 and P3 are selected for ON.

Decide randomly which two fight first, and swap out the loser?

OR

Have it like, P1 v P2 then P2 v P3 then P3 v P1?

Btw, amazing job on the 20XX pack so far, I think you(guys) have done a great job rekindling the game in general for most people, myself included :p
It’s doable, because I do have the ability to close/open character ports after being on the CSS for one frame, which is where the endless friendlies changes take place. It’s just not a simple thing to add in (another debug submenu and a good amount of logic behind the feature). Someone has suggested this before and it got me thinking that I want to add even more functionality to this idea – adding in the option to return to the CSS/execute next rotation after a certain amount of games have been won by a single player (so after a “best of X games”).

So ideally, I’d have options like:

  • Endless Friendlies how it is now.
  • Endless Friendlies and return to CSS after best of X games.
  • Endless Friendlies w/ rotation after best of X games (so you could turn this to “1” and have it switch players after every game if you wanted).

But, like I said, it’s something that is not a quick addition and also not something high on the priority list at the moment. It’s something that is good to think about for the future, though.
 

Achilles1515

Smash Master
Joined
Jun 18, 2007
Messages
3,211
Location
Cincinnati / Columbus OH
Captain Falcon Raptor Boost Enters "Fall" Action State Instead of "FallSpecial" (1.02) [Achilles]
  • For aerial hit and miss, and grounded Raptor Boost that travels offstage.
Code:
040E39D0 4BFE8D61
040E3AEC 4BFE8C45
040E3CD0 4BFE8A61
 
Last edited:
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