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Melee Gecko Codes + Guide and Discussion

flieskiller

Smash Journeyman
Joined
Jan 3, 2013
Messages
426
Extra characters doesn't crash the game at Victory Screen (1.02) [flieskiller]
C21776C0 00000009
7C630774 2C03001B
4082000C 38600000
48000030 2C03001C
4082000C 38600012
48000020 2C03001D
4082000C 38600005
48000010 2C030020
40820008 3860000E
60000000 00000000

It checks the character's ID, and replace it with it equivalent version (Giga Bowser = Bowser, Male Wireframe = CF, Female Wireframe = Zelda, SoPo = ICs) for choosing the animation.

some notes:
r3 = character ID
801776c0

extsb r3, r3 #normal line
cmpwi r3, 0x1B
bne NOTMWIRE
li r3, 0
b END
NOTMWIRE:
cmpwi r3, 0x1C
bne NOTFWIRE
li r3, 0x12
b END
NOTFWIRE:
cmpwi r3, 0x1D
bne NOTGIGA
li r3, 0x5
b END
NOTGIGA:
cmpwi r3, 0x20
bne END
li r3, 0x0E
END:

CF = 00
M wire = 1B

zelda = 12
F wire = 1C

bowser = 05
Giga = 1D

IC = 0e
sopo = 20
 
Last edited:

quickfire

Smash Rookie
Joined
Sep 19, 2015
Messages
18
Location
missouri
hey can you make more 1.01 codes? all im seeing is 1.02 and pal codes and i have 1.01. like can you make a 1.01 salty ru nback and lights white when succesfully l cancel?
 

flieskiller

Smash Journeyman
Joined
Jan 3, 2013
Messages
426
Player can choose where items spawn (1.02) [flieskiller]
04224ffc 386000xx

This code replaces the random generator to choose which coordinates in which stages the item will spawn. This can make a certain spawn a "dispenser" instead of it being random.

Here is a compilation of all the legal stages:
Battlefield

Dreamland:

Final Destination:

Fountain Of Dreams

Pokémon Stadium

Yoshi Story (yes, one of them is Randall itself)
 

SinsOfApathy

Smash Journeyman
Joined
Feb 24, 2015
Messages
474
NNID
Psion312
so if i just put .iso at the end it makes it into a iso file? becuse i think i tryed that and when i tryed openeing it on dolphin it wont open nor show the file
Dolphin uses regex in old versions and string compares in the latest. If you don't have the ".iso" file extension, it'll ignore the file and not show it in the list. Even if something has ".iso" if it doesn't have the proper headers, it's still not that filetype.
 

flieskiller

Smash Journeyman
Joined
Jan 3, 2013
Messages
426
Let's do some combinations of codes for fun results.

"Balanced" Spawn Item system (1.02) [flieskiller]
044a0c68 000000XX
0426c83C 380000YY
04224ffc 38600000

XX = maximum number of items (1 = item must be gone for another to spawn, ie. Light Saber fights should be equal to number of players for instance so that every player can have one)

YY = item spawning (number list: http://arcentral.net/ssbm/desc/objectmod.html )

The third 04 sets the item spawn coordinate to 0, which is the most center spawning coordinate in every legal stages.

This code allows the player to have any item always spawn in the middle of the stage, and only 1 item. If you want to add Pokéballs at a slow rate to spice up the fight, but in a predictable way, you can do that with these.
 
Last edited:

Achilles1515

Smash Master
Joined
Jun 18, 2007
Messages
3,211
Location
Cincinnati / Columbus OH
is this used anywhere in game?
No, because designating a player to use this subcolor at the CSS (through forcing it with a RAM overwrite) would normally freeze the game*. The above code allows it to be used like normal without freezing.

*Unless you turned this subcolor on mid-match and not from the CSS, which is why I knew this existed in the first place.
 
Last edited:

flieskiller

Smash Journeyman
Joined
Jan 3, 2013
Messages
426
@clydeaker

Taunt removes Peach and Zelda's skirt (1.02) [flieskiller]
040DEBF4 60000000

This line checks if the debug switch is set to DEBUG-ROM or DEVELOP, and branch out if it's set to MASTER (normal mode). Then it checks if the character is Zelda or Peach and remove their skirt.The 04 code removes that checking, removing the skirt at all times.

Don't panic guys, they still have shorts under their dresses.
 
Last edited:

flieskiller

Smash Journeyman
Joined
Jan 3, 2013
Messages
426
Remove the character's logo behind the % taken (1.02) [flieskiller]
042f61fc 4e800020

the Star for Kirby, DK letters for Donkey Kong, Pokéball for the Pokémons etc.
 
Last edited:

quickfire

Smash Rookie
Joined
Sep 19, 2015
Messages
18
Location
missouri
Dolphin uses regex in old versions and string compares in the latest. If you don't have the ".iso" file extension, it'll ignore the file and not show it in the list. Even if something has ".iso" if it doesn't have the proper headers, it's still not that filetype.
ok thxs i got it to work now
 

flieskiller

Smash Journeyman
Joined
Jan 3, 2013
Messages
426
Based on a code made by Dan Salvato

P1 Yoshi % = number of frames in parry (1.02) [flieskiller]
C22FCCAC 00000012
889F0000 2C040000
4082007C 3CA08045
60A53080 8805000C
5400103A 7CA50214
80A500B0 80C50064
80A50070 3E208000
62315094 89F10000
2C050159 40820024
2C0F0000 4082000C
3A400001 9A510000
8A510001 3A520001
9A510001 48000028
2C0F0001 40820020
8A510001 3E008045
621030E0 B2500000
3A400000 9A510000
9A510001 5460063E
60000000 00000000

This code shows how many frames Yoshi has parried before doing a jump cancel. This help building a muscle memory for controlling how many frames the player wants in the parry state, like blocking on 1 frame for a fast but known hit, or 5 frames for the longest parry against an incoming attack. If the number of frames is 6, the player has entered the shield animation, thus missing the jump cancel.

This only work with player 1! Intended as practice only.

The green number is the action checked by the code, it means you can set it to any actions you want to see how many frames you were into it (ie. when practicing SHFFL, frames you are in Stand [action number: 0xe] animation).

 
Last edited:

zankyou

Smash Lord
Joined
Sep 12, 2014
Messages
1,055
Is there a general format for going about reloading screen like the SSS or CSS or any of the other menus?
 

flieskiller

Smash Journeyman
Joined
Jan 3, 2013
Messages
426
Names are not grayed out when picked by another player (1.02) [flieskiller]
0426397c 48000044

multiple players can pick the same name (1.02) [flieskiller]
04263cf0 60000000
 
Last edited:

bb010g

Smash Cadet
Joined
Dec 7, 2014
Messages
25
Has much been done code wise with V-canceling? I'm curious if you could do a super-armorish parry. Set the velocity multiplier to 0, change the valid ActionStates to just the ones where you can normally act, maybe tighten the frame window to 1 frame, and if possible disable the parry lockout for a successful parry. Maybe even restore health and do a full parry? I'm not sure how much you can do, but it sounds interesting.
 

flieskiller

Smash Journeyman
Joined
Jan 3, 2013
Messages
426
While searching about meteor attacks stuff, found that funny side effect. Shouldn't be dangerous for epileptics though.

Screen flashes crazy when a strong hit connects (1.02)
0401428c 60000000
 

flieskiller

Smash Journeyman
Joined
Jan 3, 2013
Messages
426
About meteor attacks:

can't meteor cancel (1.02) [flieskiller]
0408f970 60000000

choose amount of frames before meteor cancel instead of 8 (1.02) [flieskiller]
0408d828 380000XX

Can't Meteor Cancel when above 100% (1.02) [flieskiller]
C208F970 00000005
C21F1830 3E2042C8
92220020 C2220020
FC108840 4181000C
3803FFFF 48000008
7C601B78 00000000

When over 75%, each 2 additional percents make meteor cancel 1 frame later (1.02) [flieskiller]
C208D828 00000009
800307F0 C21F1830
3E204296 92220020
C2220020 FC108840
4180002C EE108828
3E204000 62310000
92220020 C2220020
EE108824 FE00801E
DA020020 82020024
7C100214 00000000

More information in its thread in the Melee Codes section: http://smashboards.com/threads/meteor-cancel-change-frames-for-cancel-based-on-dmg.420732/
 

flieskiller

Smash Journeyman
Joined
Jan 3, 2013
Messages
426
2 players and 3 players UI in VS mode. If you guys didn't notice, when in classic mode against a single opponent, the UI is a little different: Instead of player 1 in slot 1, player 2 in slot 2 etc. The two players have their UI centered, with the leftmost player centered left, and the CPU centered right, as it is the case in Sm4sh. I've searched into it and found where the game decides which GUI to use, changed in VS mode to have the Classic GUI and... it has a problem.

(default is a rlwinm that always result 4 in VS mode)
0416e9ac 38600002

P1 and P2:

P1, P2 & P3

The problem is that if the player isn't P1 or P2, that player's stocks/% doesn't show up at all:

P1 & P3

I might not check more onto that, but if anyone wants to search more to fix the issue, or make a C2 code to count the players that are playing (it seems that the GUI is decided before any functions that count the number of players, so we can't use a variable around) and load the right GUI. Maybe we can add this to the 20XXTE @Dan Salvato ? That could be a neat addition visually to the player and viewers.
 

SinsOfApathy

Smash Journeyman
Joined
Feb 24, 2015
Messages
474
NNID
Psion312
I might not check more onto that, but if anyone wants to search more to fix the issue, or make a C2 code to count the players that are playing (it seems that the GUI is decided before any functions that count the number of players, so we can't use a variable around) and load the right GUI. Maybe we can add this to the 20XXTE @Dan Salvato ? That could be a neat addition visually to the player and viewers.
Have you tried using 80068E98 for a player counter? r30 points to the character block. The only issue you may run into here is Nana/Popo and Sheik/Zelda.
 

Achilles1515

Smash Master
Joined
Jun 18, 2007
Messages
3,211
Location
Cincinnati / Columbus OH
Disable Playing of MvEnd__.mth Video Files (1.02) [Achilles]
  • These videos are played when completing a Single Player regular mode.
C21AA7D0 00000005
3DE08048 89CF9D30
2C0E0018 40800014
2C0E0015 4180000C
39C00002 99CF9D33
800DB174 00000000

Files can be deleted from ISO.
125MB of more custom content!

Code:
Disable Congratulation Movies
inject @ 801aa7d0
- executed during credits shooting game

lis    r15,0x8048
lbz    r14,-0x62D0(r15)    # load menu major
cmpwi    r14,0x18        # is in single player ending?
bge-    END
cmpwi    r14,0x15
blt-    END
li    r14,2
stb    r14,-0x62CD(r15)    # write to menu minor to skip video
END:
lwz    r0,-0x4e8c(r13)        # default code line
 
Last edited:

Summate

Smash Rookie
Joined
Oct 25, 2015
Messages
6
Would it be possible to disconnect the stage striking cheat from the random stage list? It would better accommodate the distinction between initial stages and counterpick stages in all rulesets.
 

Rasko

Smash Apprentice
Joined
Jun 24, 2014
Messages
78
Location
Seattle< WA
Would it be possible to add extra features in training mode?
(pic is just an example)
For the cpu menu, there could be a slight DI toggle or something. I don't really have people to practice with so this would help with the certain DI training I need with marth.
 
Last edited:

flieskiller

Smash Journeyman
Joined
Jan 3, 2013
Messages
426
Disable character voice on jumping (1.02) [flieskiller]
040cb2c8 38800000

This code removes thevoice (but not ICs sound) when characters jump, like:
TU from Sheik
WOO from Mario
YA from Luigi
HA from Peach
TWERK from Ganondorf
HO from Roy
HU from Link
etc.
 
Last edited:

flieskiller

Smash Journeyman
Joined
Jan 3, 2013
Messages
426
If G&W's hammer is 2, fill a bucket charge of 6% dmg (1.02) [flieskiller]
C214C4EC 00000006
801F222C 2C000001
40820024 81FF2238
2C0F0003 4080000C
39EF0001 91FF2238
81FF223C 39EF0006
91FF223C 00000000

number in red is the damage number added to the total number. Even if the bucket is full, damage is still added for more power.
3 = Fox's laser
6 = Luigi's fireball
0x22 = Ness' fully charged PK Flash

ASM notes:
8014c4ec
lwz r0, 0x222C (r31) #normal line
cmpwi r0, 1 #check if hammer number is 2
bne END
lwz r15, 0x2238(r31) #number of charges
cmpwi r15, 3 #check if already full or not
bge NOFILL
addi r15, r15, 1 #add 1 charge
stw r15, 0x2238(r31)
NOFILL:
lwz r15, 0x223C(r31) #current accumulated dmg
addi r15, r15, 6 #add 6 (same as Luigi's fireball)
stw r15, 0x223C(r31)
END:
 
Last edited:

Capt. Tin

Smash Apprentice
Joined
Jul 25, 2014
Messages
105
Location
Chicago, IL
NNID
Capt.Tin
Extra characters doesn't crash the game at Victory Screen (1.02) [flieskiller]
C21776C0 00000009
7C630774 2C03001B
4082000C 38600000
48000030 2C03001C
4082000C 38600012
48000020 2C03001D
4082000C 38600005
48000010 2C030020
40820008 3860000E
60000000 00000000

It checks the character's ID, and replace it with it equivalent version (Giga Bowser = Bowser, Male Wireframe = CF, Female Wireframe = Zelda, SoPo = ICs) for choosing the animation.

some notes:
r3 = character ID
801776c0

extsb r3, r3 #normal line
cmpwi r3, 0x1B
bne NOTMWIRE
li r3, 0
b END
NOTMWIRE:
cmpwi r3, 0x1C
bne NOTFWIRE
li r3, 0x12
b END
NOTFWIRE:
cmpwi r3, 0x1D
bne NOTGIGA
li r3, 0x5
b END
NOTGIGA:
cmpwi r3, 0x20
bne END
li r3, 0x0E
END:

CF = 00
M wire = 1B

zelda = 12
F wire = 1C

bowser = 05
Giga = 1D

IC = 0e
sopo = 20
I can't seem to get this one to work on my Wii.
 

flieskiller

Smash Journeyman
Joined
Jan 3, 2013
Messages
426
I can't seem to get this one to work on my Wii.
Ya, what I tried only worked on Dolphin. Try this instead:

When there is a special chracter, load "no contest" (1.02) [flieskiller]
C216EA2C 00000007
881F0008 3DE08045
61EF21F4 3A200000
39EF0E90 820F0000
2C100019 40810008
38000007 3A310001
2C110003 4180FFE4
60000000 00000000
 
Last edited:

flieskiller

Smash Journeyman
Joined
Jan 3, 2013
Messages
426
% heal by Heart item (1.02) [flieskiller]
0426b4c0 3860XXXX

% heal by Maxim Tomato item (1.02) [flieskiller]
0426b4c8 3860XXXX

XXXX = % heal
 
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