Achilles1515
Smash Master
I've been meaning to make a thread like this for awhile.
The goal of this thread is to act as a compendium of hacking ideas for anyone that wants to get involved with Melee hacking, and is looking for a specific project or code to work on.
Feel free to add comments about new code ideas or details of a project (suggestions and/or coding tips such as helpful memory offsets).
As far as SSBM versions go, code compatibility with all versions is desired. I would, personally, put an emphasis on 1.02 and advise you to start writing your codes in 1.02.
Google Spreadsheet with lots of useful SSBM (1.02) Offsets
Project List:
Dual 1v1 Mode
"Tag Team" Teams Mode
- players not in match will need to be totally removed from the stage.
- Cooldown time so you can't continuously be switching.
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Teleport Mode
I feel like this one wouldn't be too bad and could be really fun.
My thoughts on this are:
- Check for button input
- Load previous frame timer value (when the character last teleported) [see below]
- Load into floating point register and add some amount that teleports them a good distance.
- Store that value back into their horizontal/vertical position.
Load current game frame timer into some memory location to use as the check for next time they press the button.
[/COLLAPSE]
The goal of this thread is to act as a compendium of hacking ideas for anyone that wants to get involved with Melee hacking, and is looking for a specific project or code to work on.
Feel free to add comments about new code ideas or details of a project (suggestions and/or coding tips such as helpful memory offsets).
As far as SSBM versions go, code compatibility with all versions is desired. I would, personally, put an emphasis on 1.02 and advise you to start writing your codes in 1.02.
Google Spreadsheet with lots of useful SSBM (1.02) Offsets
Project List:
Dual 1v1 Mode
- Two 1v1 matches being played simultaneously.
- Zauron created a code for this for version 1.00 awhile back. His commented code is shown here.
- I have not tested this myself, but it might need some tweaking and certainly needs to be ported to 1.02.
"Tag Team" Teams Mode
- Teams of two fight each other in a 1v1 setting.
- The team member not currently fighting can be "tagged in" with a button combination by their teammate.
- Some sort of Tag Team code already exists for PAL (will add link later) but it is surely outdated and likely needs to be totally revamped.
- players not in match will need to be totally removed from the stage.
- invisible and totally invincible (as if trying to hit your partner with team attack OFF)
- what if you set their vertical position some crazy high amount every frame? Would they die off top or be out of the normal playable area? Need to do testing.
- There needs to be limitations on when you can tag a teammate in. I'm thinking you must be on stage to tag a teammate in. And when you are tagged in, your character appears in the middle of the stage.- what if you set their vertical position some crazy high amount every frame? Would they die off top or be out of the normal playable area? Need to do testing.
- Cooldown time so you can't continuously be switching.
[/COLLAPSE]
Teleport Mode
- Pressing the d-pad in any direction will teleport your character ___ amount (5-10ft?) in the direction pressed.
- Cooldown time between teleport uses. Or something so it's not incredibly O.P.
- Think Diablo 2 teleport style...except with cooldown
I feel like this one wouldn't be too bad and could be really fun.
My thoughts on this are:
- Check for button input
- Load previous frame timer value (when the character last teleported) [see below]
- if current frame time is not larger than (cooldown time + previous frame timer), then branch to end and don't teleport
If current frame time is larger...
- Load character's horizontal or vertical position (based on what button they pressed)If current frame time is larger...
- Load into floating point register and add some amount that teleports them a good distance.
- Store that value back into their horizontal/vertical position.
Load current game frame timer into some memory location to use as the check for next time they press the button.
[/COLLAPSE]
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