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Important Melee, Hacks, and You -- New Hackers Start Here, in the OP!

smakis

Smash Ace
Joined
Jun 30, 2008
Messages
747
which loader are you using? Also when trying to boot the disc you should recieve some form of "disc error" followed by some numbers, those numbers tells us whats wrong with the disc.

Also make sure you burn on dvd-r, its very rare for any other disc to work
 

Sion

Island of Horizon
Joined
Dec 9, 2006
Messages
3,020
Location
Lotus Land, BC
so i've been wondering about possibly changing marth's neutral B colour, but i'm not very good at hexidecimal reading etc. has this ever been fooled around with before?
 

Magus420

Smash Master
Joined
Dec 13, 2003
Messages
4,541
Location
Close to Trenton, NJ Posts: 4,071
I figured out the throw command and its parameters...





You find these in the character's Pl**.dat file (PlFx, PlCa, PlGn, etc).

.0 .1 .2 .3 .4 .5 .6 .7 .8 .9 10 11
.C .. .. .. .. A. G. .. .. BE
CT T- -D DD AA GG WW W- BB EQ R- --
88 00 00 07 20 88 80 00 25 82 20 00


The orange is CF's d-throw knockback data. Throws always seem to come with a throw command with the knockback data in it, and a 2nd throw command directly afterwards that's needed to release them (with only the 1st throw command they stick to you like the M2 soul breaker glitch). Throw data is 12 bytes long (0xC), and always begins at offsets ending in 0, 4, 8, or C. Notice how more than one thing is often in the same byte. Unlike Brawl's hitbox data, the parameters don't start and end cleanly on their own dedicated bytes most of the time.

Here are all of the bits of the 12 bytes mapped out:

......0...........1...........2...........3...........4...........5
| CCCC CCTT | T--- ---- | ---- ---D | DDDD DDDD | AAAA AAAA | AGGG GGGG |


......6...........7...........8...........9..........10..........11
| GGWW WWWW | WWW- ---- | BBBB BBBB | BEEE EQQQ | RRRR ---- | ---- ---- |


C: Command
T: Type
D: Damage
A: Angle
G: Knockback Growth
W: Weight Dependent Set Knockback
B: Base Knockback
E: Element
Q: Unknown-1
R: Unknown-2



Command
.0 .1 .2 .3 .4 .5 .6 .7 .8 .9 10 11
.C .. .. .. .. A. G. .. .. BE
CT T- -D DD AA GG WW W- BB EQ R- --
88 00 00 07 20 88 80 00 25 82 20 00
^^

Length: 6 bits within 1 byte
Range: 0-63
Bits Used:
......0
| CCCC CCTT |


This is the throw command itself. Do not change this.


Throw Command Type
.0 .1 .2 .3 .4 .5 .6 .7 .8 .9 10 11
.C .. .. .. .. A. G. .. .. BE
CT T- -D DD AA GG WW W- BB EQ R- --
88 00 00 07 20 88 80 00 25 82 20 00
.^ ^

Length: 3 bits within 2 bytes
Range: 0-7
Bits Used:
......0...........1
| CCCC CCTT | T--- ---- |


The 1st 6 bits in the 1st byte are the throw command itself, so they will always be 1000 10--, contributing 0x88 to the byte. The rest of the 2nd byte is most likely unused space.

Throws always seem to come in pairs of the throw commands, with the 1st having 0 here and comtaining all of the knockback data, and a 2nd throw command directly after it with a 1 for this parameter which is needed for the throw to release the opponent (with only the 1st throw command they stick to you like the M2 soul breaker glitch). I have no idea what the parameters in the release command do, and didn't notice any differences when changing them.


Damage
.0 .1 .2 .3 .4 .5 .6 .7 .8 .9 10 11
.C .. .. .. .. A. G. .. .. BE
CT T- -D DD AA GG WW W- BB EQ R- --
88 00 00 07 20 88 80 00 25 82 20 00
.. .. .^ ^^

Length: 9 bits within 2 bytes
Range: 0-511
Bits Used:
......2...........3
| ---- ---D | DDDD DDDD |


Pretty straight forward. Unless you want it to do more than 255 damage, the damage will just be what's in the 2nd byte. Damages between 256-511 extend into the ones place of the 1st byte.


Angle
.0 .1 .2 .3 .4 .5 .6 .7 .8 .9 10 11
.C .. .. .. .. A. G. .. .. BE
CT T- -D DD AA GG WW W- BB EQ R- --
88 00 00 07 20 88 80 00 25 82 20 00
.. .. .. .. ^^ ^

Length: 9 bits within 2 bytes
Range: 0-511
Bits Used:
......4...........5
| AAAA AAAA | AGGG GGGG |


Something important to be aware of is that some throw animations change the direction the thrower is facing before releasing them (quite a few b-throws). Something that sends diagonally up & behind might instead be 45° instead of 135° if they turn around while throwing them.

An easy way to figure it out without bit shifting (you'd shift it left once) is to take both digits from the 1st byte and the 1st digit from the 2nd byte, and divide it by 8. If the 3rd digit shown is between 0-7 it's 0, and 8-F it's 8. In the above hitbox example of the knee it's 0x100 (256 in decimal), and divided by 8 is 32°.

Angle = (3 digits)/8

To plug in an angle you want, multiply it by 8, then convert to hex. So if for example you want to plug in an 80° angle, that'd be 80*8 -> 640 -> 0x280. Put 0x28 in the 1st byte, then if the 1st digit in the 2nd byte is between 8 and F subtract 8 from the digit, and if between 0 and 7 leave it alone.

Examples:
AA A
B4 8: 45° .
(361 angle = Melee's "Sakurai angle". Most up & away side launchers have this)
91 0: 290° (Typical Spike. Never meteor cancelable?)
87 0: 270° (Typical Meteor. Always meteor cancelable?)
43 8: 135° (Ness' B-Throw)
3C 0: 120° (Roy's D-Throw)
28 0: 80° .(Sheik's NTSC D-Throw)
20 8: 65° .(CF's D-Throw)
1E 0: 60° .(Sheik's PAL D-Throw)
19 0: 50° .(Marth's F-Throw)
0C 8: 25° .(Sheik's F-Air)



Knockback Growth
.0 .1 .2 .3 .4 .5 .6 .7 .8 .9 10 11
.C .. .. .. .. A. G. .. .. BE
CT T- -D DD AA GG WW W- BB EQ R- --
88 00 00 07 20 88 80 00 25 82 20 00
.. .. .. .. .. ^^ ^

Length: 9 bits within 2 bytes
Range: 0-511
Bits Used:
......5...........6
| AGGG GGGG | GGWW WWWW |


This is the part of knockback that increases with their total damage. The damage of the throw is used along with this, so if you increase/decrease the damage of the throw it will change the rate at which the knockback scales. For non-projectiles it's the normal damage of the hitbox that's used for KBG, which is why they don't have weakened growth when staled (like Brawl). Projectile KB does use the staled damage to modify the KBG like Brawl, which is why a staled projectile that hits for less damage but with higher total damage can have less knockback than when it hits for more damage at lower total damage. On non-projectiles (which includes throws) only the total damage will matter for the KBG.

An easy way to figure it out without bit shifting (you'd shift it left twice) is to take both digits from the 1st byte and the 1st digit from the 2nd byte, and divide it by 4. If the 1st digit shown is between 8 and F subtract 8 since that's part of the angle. If the 3rd digit shown is between 0-3 it's 0, 4-7 it's 4, 8-B it's 8, and C-F it's C. In the above throw example it's 0x88 (136 in decimal), and divided by 4 is 34 KBG.

KBG = (3 digits)/4

Note: When weight dependent set knockback is in use, I think this acts as a percentage applied to it. If KBG is 100 and WDSK is 40 it acts like 40 BKB that is modified by the victim's weight multiplier. If KBG is 50 and WDSK is 40 it acts like 20 BKB, etc. It's almost always set to 100 KBG when using WDSK though.


Weight Dependent Set Knockback
.0 .1 .2 .3 .4 .5 .6 .7 .8 .9 10 11
.C .. .. .. .. A. G. .. .. BE
CT T- -D DD AA GG WW W- BB EQ R- --
88 00 00 07 20 88 80 00 25 82 20 00
.. .. .. .. .. .. ^^ ^

Length: 9 bits within 2 bytes
Range: 0-511
Bits Used:
......6...........7
| GGWW WWWW | WWW- ---- |


When not set to 0, the KBG stat changes from being growth to a modifier on this (see above under KBG), and is a fixed knockback (same knockback at 0 dmg as 999 dmg) that should normally be modified by weight. I say should because due to what I imagine was unintended, knockback on throws is not affected by weight at all. It's not much different than having 0 KBG and only using BKB, though if you want truly perfect set KB you should probably use this since I believe even with the 0 KBG and BKB method the knockback still increases a very tiny bit with damage.

An easy way to figure it out without bit shifting (you'd shift it left 3 times) is to take both digits from the 1st byte and the 1st digit from the 2nd byte, and divide it by 2. If the 1st digit shown is between 4-7 subtract 4, 8-B subtract 8, or C-F subtract C since that would be part of the KBG. If the 3rd digit shown is odd, subtract 1 from it (1 would become 0; 8 would stay 8; D would be C, etc).

WDSK = (3 digits)/2

If the effect of KBG on this is indeed simply like a percentage it'd be...

WDSK = (KBG/100)*(3 digits/2)


Base Knockback
.0 .1 .2 .3 .4 .5 .6 .7 .8 .9 10 11
.C .. .. .. .. A. G. .. .. BE
CT T- -D DD AA GG WW W- BB EQ R- --
88 00 00 07 20 88 80 00 25 82 20 00
.. .. .. .. .. .. .. .. ^^ ^

Length: 9 bits within 2 bytes
Range: 0-511
Bits Used:
......8...........9
| BBBB BBBB | BEEE EQQQ |


Base knockback is the amount of knockback added that doesn't increase with total damage. A good example would be Ness f-throw and b-throw. F-throw has a lot more BKB but little to no KBG, so at low damage f-throw has more total KB but b-throw has more knockback when their damage gets higher.

An easy way to figure it out without bit shifting (you'd shift it left once) is to take both digits from the 1st byte and the 1st digit from the 2nd byte, and divide it by 8. If the 3rd digit shown is between 0-7 it's 0, and 8-F it's 8. In the above throw example it's 0x258 (600 in decimal), and divided by 8 is 75 BKB.

BKB = (3 digits)/8


Element
.0 .1 .2 .3 .4 .5 .6 .7 .8 .9 10 11
.C .. .. .. .. A. G. .. .. BE
CT T- -D DD AA GG WW W- BB EQ R- --
88 00 00 07 20 88 80 00 25 82 20 00
.. .. .. .. .. .. .. .. .. ^^

Length: 4 bits within 1 byte
Range: 0-15
Bits Used:
......9
| BEEE EQQQ |


The element is the special effect on hit. On throws, all of them are only cosmetic afaik except for Ice. Throw knockback has no hitlag so the Electric hitlag change doesn't apply, you can't grab a frozen opponent so the unfreeze effect of Fire doesn't apply either, and Darkness is only cosmetic to begin with.

If the 1st digit shown of the byte is between 8 and F subtract 8 to get the element value since that 0x80 in the byte is part of BKB. Example: 0x92 would instead be 0x12. 0x12 would still be 0x12.

These are the elements you'd plug into the byte (already bit shifted left x3):
00 .Normal
08 .Fire
10 .Electric
28 .Ice
68 .Darkness


The other elements (see hitbox stuff) do not seem to work on throws.




Here's everyone's throw data (includes its throw release command below each; the 1st line contains the actual knockback parameters):

.0 .1 .2 .3 .4 .5 .6 .7 .8 .9 10 11
.C .. .. .. .. A. G. .. .. BE
CT T- -D DD AA GG WW W- BB EQ R- --
88 00 00 07 20 88 80 00 25 82 20 00


--------
Bowser
--------
**F-Throw**
88 00 00 0A 16 8C 80 00 1E 02 20 00
88 80 00 03 B4 99 00 00 14 00 20 00

**B-Throw**
88 00 00 0A 16 8C 80 00 1E 02 20 00
88 80 00 03 B4 99 00 00 14 00 20 00

**U-Throw**
88 00 00 02 23 19 0F 00 00 02 20 00
88 80 00 03 B4 99 00 00 14 00 20 00

**D-Throw**
88 00 00 00 19 07 80 00 25 82 20 00
88 80 00 03 B4 99 00 00 14 00 20 00


----------------
Captain Falcon
----------------
**F-Throw**
88 00 00 04 16 9A 40 00 16 82 20 00
88 80 00 03 B4 99 00 00 1E 00 20 00

**B-Throw**
88 00 00 04 43 A0 80 00 0F 02 20 00
88 80 00 03 B4 99 00 00 1E 00 20 00

**U-Throw**
88 00 00 03 2A 9A 40 00 23 02 20 00
88 80 00 03 B4 99 00 00 1E 00 20 00

**D-Throw**
88 00 00 07 20 88 80 00 25 82 20 00
88 80 00 03 B4 99 00 00 1E 00 20 00


-------------
Donkey Kong
-------------
**F-Throw**
(F-Throw)
88 00 00 08 1B 8C 80 00 28 00 20 00
88 80 00 03 B4 99 00 00 14 00 20 00
(B-Throw)
88 00 00 08 1B 8C 80 00 28 00 20 00
88 80 00 03 B4 99 00 00 14 00 20 00
(U-Throw)
88 00 00 07 2D 07 80 00 2D 00 20 00
88 80 00 03 B4 99 00 00 14 00 20 00
(D-Throw)
88 00 00 06 14 06 80 00 20 80 20 00
88 80 00 03 B4 99 00 00 14 00 20 00

**B-Throw**
88 00 00 0B 16 90 40 00 1E 02 20 00
88 80 00 03 B4 99 00 00 14 00 20 00

**U-Throw**
88 00 00 09 2D 0C 80 00 23 02 20 00
88 80 00 03 B4 99 00 00 14 00 20 00

**D-Throw**
88 00 00 07 B4 8B 40 00 1E 02 20 00
88 80 00 03 B4 99 00 00 14 00 20 00


----------
Dr Mario
----------
**F-Throw**
88 00 00 09 16 92 00 00 1E 00 20 00
88 80 00 03 B4 99 00 00 1E 00 20 00

**B-Throw**
88 00 00 0C 16 92 00 00 28 00 20 00
88 80 00 03 B4 99 00 00 14 00 20 00

**U-Throw**
88 00 00 08 2D 14 00 00 23 00 20 00
88 80 00 03 B4 99 00 00 14 00 20 00

**D-Throw**
88 00 00 06 2D 0A 00 00 25 80 20 00
88 80 00 03 B4 99 00 00 14 00 10 00


-------
Falco
-------
**F-Throw**
88 00 00 03 16 A1 C0 00 11 82 20 00
88 80 00 03 B4 99 00 00 1E 00 20 00

**B-Throw**
88 00 00 02 1C 15 40 00 28 02 20 00
88 80 00 03 B4 99 00 00 1E 00 20 00

**U-Throw**
88 00 00 02 2D 1B 80 00 25 82 20 00
88 80 00 03 B4 99 00 00 1E 00 20 00

**D-Throw**
88 00 00 01 87 0A 00 00 4B 02 20 00
88 80 00 03 B4 99 00 00 1E 00 20 00


-----
Fox
-----
**F-Throw**
88 00 00 03 16 A0 80 00 11 82 20 00
88 80 00 03 B4 99 00 00 1E 00 20 00

**B-Throw**
88 00 00 02 1C 15 40 00 28 02 20 00
88 80 00 03 B4 99 00 00 1E 00 20 00

**U-Throw**
88 00 00 02 2D 1B 80 00 25 82 20 00
88 80 00 03 B4 99 00 00 1E 00 20 00

**D-Throw**
88 00 00 01 87 0A 00 00 4B 02 20 00
88 80 00 03 B4 99 00 00 1E 00 20 00


--------------
Game & Watch
--------------
**F-Throw**
88 00 00 08 22 0A 00 00 32 02 20 00
88 80 00 03 B4 99 00 00 1E 00 20 00

**B-Throw**
88 00 00 08 22 0A 00 00 32 02 20 00
88 80 00 03 B4 99 00 00 1E 00 20 00

**U-Throw**
88 00 00 08 2D 0A 00 00 32 02 20 00
88 80 00 03 B4 99 00 00 1E 00 20 00

**D-Throw**
88 00 00 08 2C 0A 00 00 28 02 20 00
88 80 00 03 B4 99 00 00 1E 00 20 00


-----------
Ganondorf
-----------
**F-Throw**
88 00 00 04 16 9A 40 00 16 82 20 00
88 80 00 03 B4 99 00 00 1E 00 20 00

**B-Throw**
88 00 00 04 43 A0 80 00 0F 02 20 00
88 80 00 03 B4 99 00 00 1E 00 20 00

**U-Throw**
88 00 00 03 2D 1A 40 00 23 02 20 00
88 80 00 03 B4 99 00 00 1E 00 20 00

**D-Throw**
88 00 00 07 32 09 00 00 25 82 20 00
88 80 00 03 B4 99 00 00 1E 00 20 00


---------------------
Ice Climbers (both)
---------------------
**F-Throw**
88 00 00 05 16 8F 00 00 23 02 20 00
88 80 00 03 B4 99 00 00 14 00 10 00

**B-Throw**
88 00 00 07 1E 07 80 00 28 02 20 00
88 80 00 03 B4 99 00 00 14 00 10 00

**U-Throw**
88 00 00 05 2C 07 00 00 37 02 20 00
88 80 00 03 B4 99 00 00 14 00 10 00

**D-Throw**
88 00 00 06 28 0A 00 00 23 02 20 00
88 80 00 03 B4 99 00 00 14 00 10 00


------------
Jigglypuff
------------
**F-Throw**
(the hitbox hits on release and is what does the actual KB, which is why f-throw is SDIable)
88 00 00 05 1B 87 80 00 32 02 20 00
88 80 00 03 B4 99 00 00 14 00 20 00
2C 00 28 07 08 98 00 00 00 00 00 00 B4 9B 80 10 14 00 04 9B

**B-Throw**
88 00 00 0A 43 86 40 00 2D 02 20 00
88 80 00 03 B4 99 00 00 14 00 20 00

**U-Throw**
88 00 00 0B 2D 06 40 00 41 02 20 00
88 80 00 03 B4 99 00 00 14 00 20 00

**D-Throw**
88 00 00 02 28 0B 40 00 32 02 20 00
88 80 00 03 B4 99 00 00 14 00 20 00


-------
Kirby
-------
**F-Throw**
88 00 00 08 20 99 00 00 14 02 20 00
88 80 00 03 B4 99 00 00 1E 00 20 00

**B-Throw**
88 00 00 08 3C 0C 80 00 28 02 20 00
88 80 00 03 B4 99 00 00 1E 00 20 00

**U-Throw**
88 00 00 0A 2D 11 80 00 23 02 20 00
88 80 00 03 B4 99 00 00 1E 00 20 00

**D-Throw**
88 00 00 07 2D 0B 40 00 14 02 20 00
88 80 00 03 B4 99 00 00 1E 00 20 00


------
Link
------
**F-Throw**
88 00 00 03 1B 9B 80 00 0C 82 20 00
88 80 00 03 B4 99 00 00 14 00 20 00

**B-Throw**
88 00 00 03 41 1B 80 00 0C 02 20 00
88 80 00 03 B4 99 00 00 14 00 20 00

**U-Throw**
88 00 00 02 2D 39 80 00 0C 02 20 00
88 80 00 03 B4 99 00 00 14 00 20 00

**D-Throw**
88 00 00 04 2D 0C 80 00 1E 02 20 00
88 80 00 03 B4 99 00 00 14 00 20 00


-------
Luigi
-------
**F-Throw**
88 00 00 08 16 90 40 00 1E 00 20 00
88 80 00 03 B4 99 00 00 1E 00 20 00

**B-Throw**
88 00 00 0A 16 90 40 00 28 00 20 00
88 80 00 03 B4 99 00 00 14 00 20 00

**U-Throw**
88 00 00 07 32 12 00 00 23 00 20 00
88 80 00 03 B4 99 00 00 14 00 20 00

**D-Throw**
88 00 00 07 37 07 80 00 25 80 20 00
88 80 00 03 B4 99 00 00 14 00 10 00


-------
Mario
-------
**F-Throw**
88 00 00 09 16 90 40 00 1E 00 20 00
88 80 00 03 B4 99 00 00 1E 00 20 00

**B-Throw**
88 00 00 0C 16 90 40 00 28 00 20 00
88 80 00 03 B4 99 00 00 14 00 20 00

**U-Throw**
88 00 00 08 2D 12 00 00 23 00 20 00
88 80 00 03 B4 99 00 00 14 00 20 00

**D-Throw**
88 00 00 06 2D 07 80 00 25 80 20 00
88 80 00 03 B4 99 00 00 14 00 10 00


-------
Marth
-------
**F-Throw**
88 00 00 04 19 0B 40 00 23 02 20 00
88 80 00 03 B4 99 00 00 14 00 20 00

**B-Throw**
88 00 00 04 3A 8F 00 00 23 02 20 00
88 80 00 03 B4 99 00 00 14 00 20 00

**U-Throw**
88 00 00 04 2E A0 80 00 1E 02 20 00
88 80 00 03 B4 99 00 00 14 00 20 00

**D-Throw**
88 00 00 05 43 8C 80 00 20 82 20 00
88 80 00 03 B4 99 00 00 14 00 20 00


--------
Mewtwo
--------
**F-Throw**
88 00 00 05 27 19 04 C0 00 02 20 00
88 80 00 03 B4 99 00 00 14 00 20 00

**B-Throw**
88 00 00 0B 16 94 00 00 23 02 20 00
88 80 00 03 B4 99 00 00 14 00 20 00

**U-Throw**
88 00 00 0C 2D 11 80 00 32 00 20 00
88 80 00 03 B4 99 00 00 14 00 20 00

**D-Throw**
88 00 00 06 22 8C 80 00 20 80 20 00
88 80 00 03 B4 99 00 00 14 00 20 00


------
Ness
------
**F-Throw**
88 00 00 0B 16 82 80 00 3C 02 20 00
88 80 00 03 B4 99 00 00 1E 00 20 00

**B-Throw**
88 00 00 0B 43 A0 80 00 07 82 20 00
88 80 00 03 B4 99 00 00 1E 00 20 00

**U-Throw**
88 00 00 0A 2D 0A 00 00 34 82 20 00
88 80 00 03 B4 99 00 00 1E 00 20 00

**D-Throw**
88 00 00 04 23 07 80 00 2D 0A 80 00
88 80 00 03 B4 99 00 00 1E 00 20 00


-------
Peach
-------
**F-Throw**
88 00 00 08 16 A8 00 00 05 02 20 00
88 80 00 03 B4 99 00 00 14 00 20 00

**B-Throw**
88 00 00 09 43 8A 00 00 28 02 20 00
88 80 00 03 B4 99 00 00 14 00 20 00

**U-Throw**
88 00 00 06 2C 0E 00 00 23 02 20 00
88 80 00 03 B4 99 00 00 14 00 20 00

**D-Throw**
88 00 00 07 36 07 80 00 1E 02 20 00
88 80 00 03 B4 99 00 00 14 00 20 00


-------
Pichu
-------
**F-Throw**
88 00 00 02 16 9B 80 00 16 92 20 00
88 80 00 03 B4 99 00 00 14 00 10 00

**B-Throw**
88 00 00 09 43 8C 80 00 25 92 20 00
88 80 00 03 B4 99 00 00 14 00 10 00

**U-Throw**
88 00 00 05 2D 0B 40 00 2D 12 20 00
88 80 00 03 B4 99 00 00 14 00 10 00

**D-Throw**
88 00 00 05 28 09 80 00 1E 12 20 00
88 80 00 03 B4 99 00 00 14 00 10 00


---------
Pikachu
---------
**F-Throw**
88 00 00 02 16 9B 80 00 16 92 20 00
88 80 00 03 B4 99 00 00 14 00 10 00

**B-Throw**
88 00 00 09 43 8C 80 00 25 92 20 00
88 80 00 03 B4 99 00 00 14 00 10 00

**U-Throw**
88 00 00 05 2D 0B 40 00 2D 12 20 00
88 80 00 03 B4 99 00 00 14 00 10 00

**D-Throw**
88 00 00 05 28 09 80 00 1E 12 20 00
88 80 00 03 B4 99 00 00 14 00 10 00


-----
Roy
-----
**F-Throw**
88 00 00 05 16 8B 40 00 23 02 20 00
88 80 00 03 B4 99 00 00 14 00 20 00

**B-Throw**
88 00 00 05 3A 8B 40 00 23 02 20 00
88 80 00 03 B4 99 00 00 14 00 20 00

**U-Throw**
88 00 00 05 30 A0 80 00 1E 02 20 00
88 80 00 03 B4 99 00 00 14 00 20 00

**D-Throw**
88 00 00 06 3C 0F 00 00 20 82 20 00
88 80 00 03 B4 99 00 00 14 00 20 00


-------
Samus
-------
**F-Throw**
88 00 00 09 15 0B 40 00 19 02 20 00
88 80 00 03 B4 99 00 00 19 00 20 00

**B-Throw**
88 00 00 08 46 0A 80 00 19 02 20 00
88 80 00 03 B4 99 00 00 19 00 20 00

**U-Throw**
88 00 00 07 2D 0B 40 00 32 02 20 00
88 80 00 03 B4 99 00 00 14 00 20 00

**D-Throw**
88 00 00 06 28 05 00 00 28 02 20 00
88 80 00 03 B4 99 00 00 14 00 20 00


-------
Sheik
-------
**F-Throw**
88 00 00 02 16 A3 00 00 14 02 20 00
88 80 00 03 B4 99 00 00 14 00 20 00

**B-Throw**
88 00 00 02 43 A3 00 00 14 02 20 00
88 80 00 03 B4 99 00 00 14 00 20 00

**U-Throw**
88 00 00 02 2C 07 80 00 2D 02 20 00
88 80 00 03 B4 99 00 00 14 00 20 00

**D-Throw**
(NTSC)
88 00 00 03 28 0C 80 00 23 02 20 00
88 80 00 03 B4 99 00 00 14 00 20 00
(PAL)
88 00 00 03 1E 0C 80 00 23 02 20 00
88 80 00 03 B4 99 00 00 14 00 20 00


-------
Yoshi
-------
**F-Throw**
88 00 00 06 16 90 80 00 14 02 20 00
88 80 00 03 B4 99 00 00 14 00 20 00

**B-Throw**
88 00 00 06 16 90 80 00 14 02 20 00
88 80 00 03 B4 99 00 00 14 00 20 00

**U-Throw**
88 00 00 05 2D 0A C0 00 20 82 20 00
88 80 00 03 B4 99 00 00 14 00 20 00

**D-Throw**
88 00 00 04 28 05 00 00 3C 02 20 00
88 80 00 03 B4 99 00 00 14 00 20 00

------------
Young Link
------------
**F-Throw**
88 00 00 03 1B 9B 80 00 0C 82 20 00
88 80 00 03 B4 99 00 00 14 00 20 00

**B-Throw**
88 00 00 03 41 1B 80 00 0C 02 20 00
88 80 00 03 B4 99 00 00 14 00 20 00

**U-Throw**
88 00 00 02 2D 39 80 00 09 02 20 00
88 80 00 03 B4 99 00 00 14 00 20 00

**D-Throw**
88 00 00 04 2D 0C 80 00 1E 02 20 00
88 80 00 03 B4 99 00 00 14 00 20 00


-------
Zelda
-------
**F-Throw**
88 00 00 0C 16 8C 80 00 23 02 20 00
88 80 00 03 B4 99 00 00 14 00 20 00

**B-Throw**
88 00 00 0B 16 8F 00 00 28 02 20 00
88 80 00 03 B4 99 00 00 14 00 20 00

**U-Throw**
88 00 00 0B 2D 0C 80 00 28 00 20 00
88 80 00 03 B4 99 00 00 14 00 20 00

**D-Throw**
88 00 00 02 3C 0A 80 00 28 10 20 00
88 80 00 03 B4 99 00 00 14 10 20 00


 

Teczer0

Research Assistant
Premium
BRoomer
Joined
Mar 25, 2007
Messages
16,862
Location
Convex Cone, Positive Orthant
AHAHA

Magus <333333333

You mess around with characters (Low tiers especially) so we can play melee with ridiculous buffs.

So we can record you side-b grab upthrow spike spam.
 

Vyzor

Smash Journeyman
Joined
Mar 15, 2010
Messages
389
Location
St.Marys, Ontario
soo, does any know how to edit the character choose icons? i have no idea. i changed samus icon in photoshop, but now, i dont know what to do.
 

Steelia

Smash Champion
Joined
Sep 23, 2007
Messages
2,523
Location
Home.
csp? im talking about these. http://guidesmedia.ign.com/guides/16387/character_select.jpg unless if his tutorial works for both? sorry, i'm new to this :( csp IS probably those.
Ah... CSP guide COULD kind of work for that, except you wouldn't need to apply transparency (Magenta)... and, I believe those are +1 files... Or something.

Err
Yeah. They're located in the same .USD/.DAT file as the Character Selection Portraits (CSPs), though. Dunno if I ever released their placements...

Ah, and really cool stuff, Magus420. Glad to see it's not just us smaller members workin' behind the scenes on this stuff. Bowser-to-Giga Bowser PSA thing for the win?

...In any case, been considering uploading another custom Melee. Pretty much has a lot of stuff seen in my vids. Would anyone want just for kicks?

...
Maaaaaaan, this bites, can't play Melee stuff on the Wii for some reason. HBC works, but I think I need to reinstall the GCN Backup Launcher or something... Anyone have any tips as to what I should take a look into fixing? (I tried the guide on page 1, but the link for the apps appliances is broken for me.)
 

Vyzor

Smash Journeyman
Joined
Mar 15, 2010
Messages
389
Location
St.Marys, Ontario
Ah... CSP guide COULD kind of work for that, except you wouldn't need to apply transparency (Magenta)... and, I believe those are +1 files... Or something.

Err
Yeah. They're located in the same .USD/.DAT file as the Character Selection Portraits (CSPs), though. Dunno if I ever released their placements...

Ah, and really cool stuff, Magus420. Glad to see it's not just us smaller members workin' behind the scenes on this stuff. Bowser-to-Giga Bowser PSA thing for the win?

...In any case, been considering uploading another custom Melee. Pretty much has a lot of stuff seen in my vids. Would anyone want just for kicks?

...
Maaaaaaan, this bites, can't play Melee stuff on the Wii for some reason. HBC works, but I think I need to reinstall the GCN Backup Launcher or something... Anyone have any tips as to what I should take a look into fixing? (I tried the guide on page 1, but the link for the apps appliances is broken for me.)
oh ok :O i'll try using the guide then ;) btw what do you mean by +1. Sorry to ask :p
 

DJMirror

Smash Master
Joined
Dec 4, 2008
Messages
4,809
I really hate to ask this because I'm sure there's thousand of people asking this already and I don't understand of that .hps converter stuff plus I only have a mac.

so I'm just going to ask this:

Can someone teach me how to do convert mp3 to hps or at least convert some songs for me? I have a list of songs that i wanna put in and such. Lucky is going to rest of the hacks tho like textures and stages. I just need someone to do the music for me.

Thank you.
 

SleepyK

Banned via Administration
Joined
Mar 26, 2006
Messages
5,871
I really hate to ask this because I'm sure there's thousand of people asking this already and I don't understand of that .hps converter stuff plus I only have a mac.

so I'm just going to ask this:

Can someone teach me how to do convert mp3 to hps or at least convert some songs for me? I have a list of songs that i wanna put in and such. Lucky is going to rest of the hacks tho like textures and stages. I just need someone to do the music for me.

Thank you.
wow i made a guide for this

sigh
 

RuKeN

Smash Journeyman
Joined
Jan 15, 2010
Messages
215
Location
Spain
I search Wii SDK in google but i not found

please, send me a mp with download link
 

Phoenix~Lament

Smash Ace
Joined
Mar 15, 2008
Messages
520
Location
UCSD
So, hacked melee seems awesome but I'm having a problem getting it to work. Much appreciated if anyone can help me :)

To sum up my problem, GC Backup Launcher 0.2 is giving me a green screen and then restarting back to the main menu.

I hacked my wii without problems. Like, any problems at all, which is kind of eerie and suspicious. It's v3.3 and I have not updated it; it's still v3.3. (Edit: It's old and simply hasn't been updated) I followed this guide: http://www.completesoftmodguide.tk/hacking-guide/the-basics though I may have screwed up along the way.

I have bootmii as boot2 but renamed so it doesn't pop up everytime. My HBC is upside down. I tried fixing it, but it didn't work. Right now, I have the following programs in my HBC:

GeckoOS
Multi-Mod Manager [MMM]
cIOS38r17 Installer
DOP-Mii (v12)
GC Backup Launcher 0.2
MIOS Patcher (Waninko's or whatever his name is)
Priiloader

I have used all of them, though I'm not really sure if they've all done their jobs. To the fullest extent of my knowledge, I believe I have performed everything correctly and activated the trucha bug but I'm not certain. If I could test this somehow, that would be great @__@

Okay, now, I burned sleepyk's pre-modded ssbm iso from his email onto three different dvd's. I took hacks.rom from sleepyk's email, renamed it to hacks.iso, then burned it on using imgburn for all three of them.

The first one is from my friend Patch who gave me a stack of DVD's labeled DVD-R. They were in his car for a while and were really hot and smelled really bad, like melting plastic, when I got them so they may be damaged. The first ISO was burned at default speed, finished in 2 minutes, and caused my wii to crash.

The second one is from my friend Alvin who gave me unlabeled DVD's that should have no problems with them. The ISO was burned onto here at default speed, finished in 2 minutes, and caused GC Backup Launcher to go to a green screen, then restart back to the warning screen before the wii menu.

The third ISO was burnt at minimum speed onto another one of Patch's (see first ISO) DVD-R's. It caused GC Backup Launcher to go to a green screen, then restart.

Any help would be appreciated :) thanks

Edit: Problem solved.
 

bertbusdriver

Smash Ace
Joined
Dec 8, 2007
Messages
883
Location
Norcal
So, hacked melee seems awesome but I'm having a problem getting it to work. Much appreciated if anyone can help me :)

I hacked my wii without problems. Like, any problems at all, which is kind of eerie and suspicious. It's v3.3 and I have not updated it; it's still v3.3. I followed this guide: http://www.completesoftmodguide.tk/hacking-guide/the-basics though I may have screwed up along the way.

I have bootmii as boot2 but renamed so it doesn't pop up everytime. My HBC is upside down. I tried fixing it, but it didn't work. Right now, I have the following programs in my HBC:

GeckoOS
Multi-Mod Manager [MMM]
cIOS38r17 Installer
DOP-Mii (v12)
GC Backup Launcher 0.2
MIOS Patcher (Waninko's or whatever his name is)
Priiloader

I have used all of them, though I'm not really sure if they've all done their jobs. To the fullest extent of my knowledge, I believe I have performed everything correctly and activated the trucha bug but I'm not certain. If I could test this somehow, that would be great @__@

Okay, now, I burned sleepyk's pre-modded ssbm iso from his email onto three different dvd's.

The first one is from my friend Patch who gave me a stack of DVD's labeled DVD-R. They were in his car for a while and were really hot and smelled really bad, like melting plastic, when I got them so they may be damaged. The first ISO was burned at default speed, finished in 2 minutes, and caused my wii to crash.

The second one is from my friend Alvin who gave me unlabeled DVD's that should have no problems with them. The ISO was burned onto here at default speed, finished in 2 minutes, and caused GC Backup Launcher to go to a green screen, then restart back to the warning screen before the wii menu.

The third ISO was burnt at minimum speed onto another one of Patch's (see first ISO) DVD-R's. It caused GC Backup Launcher to go to a green screen, then restart.

I took hacks.rom from sleepyk's email, renamed it to hacks.iso, then burned it on using imgburn for all three of them.

Any help would be appreciated :) thanks
If your Wii is on firmware 3.3 and you have not updated, does that mean you bought it recently? All recently manufactured Wiis are using a new DVD drive model that doesn't play nice with burned discs (for any purpose, not just smash). I think there is a way for you to use an external dvd drive that will make it work though, but I am not an expert since i did not have to use this method...
 

bertbusdriver

Smash Ace
Joined
Dec 8, 2007
Messages
883
Location
Norcal
Oops brain fart I thought you said 4.3 instead of 3.3.

I think it would help if you elaborated on what specifically goes wrong. Like where it fails and if you get error messages.
 

Phoenix~Lament

Smash Ace
Joined
Mar 15, 2008
Messages
520
Location
UCSD
Oops brain fart I thought you said 4.3 instead of 3.3.

I think it would help if you elaborated on what specifically goes wrong. Like where it fails and if you get error messages.
When I load GC Backup Launcher 0.2 with sleepyk's pre-modded melee iso, it goes to a green screen then restarts back to the main wii menu.

I have a question about sleepyk's "hacks.rom" actually. Am I supposed to rename it to "hacks.iso" and then burn it on? Or do something different?'

Edit: Issue resolved by following this: http://www.wiihacks.com/other-faq-guides-tutorials/47802-play-gamecube-backups-your-wii.html Thanks though!
 

smakis

Smash Ace
Joined
Jun 30, 2008
Messages
747
doesnt matter what you name it, when you boot the disc hold b

also try backup launcher 0.1theta and 0.3, my pal disc (i have a pal wii) works with all loaders and booting it from the disc channel, my ntsc disc needs to be booted from 0.1 in order to work
 

Phoenix~Lament

Smash Ace
Joined
Mar 15, 2008
Messages
520
Location
UCSD
Is it me or do ganon and DK feel faster in modded melee? I'm using sleepyk's pre-modded iso.

I've heard that Nana's AI is worse because it's melee v1.0. Any other changes?
 

S l o X

Smash Champion
Joined
Aug 17, 2009
Messages
2,838
Location
bridgeport, ct
I was wondering why I couldn't do the insanely simple IC things.

Too bad my original copy of melee is also 1.0.

Hoping on Steelia to release his custom Melee. Would be **** to have a new copy.
 

n0ne

Smash Ace
Joined
Jan 25, 2009
Messages
509
Location
Toronto, Ontario
When I load GC Backup Launcher 0.2 with sleepyk's pre-modded melee iso, it goes to a green screen then restarts back to the main wii menu.

I have a question about sleepyk's "hacks.rom" actually. Am I supposed to rename it to "hacks.iso" and then burn it on? Or do something different?'

Edit: Issue resolved by following this: http://www.wiihacks.com/other-faq-guides-tutorials/47802-play-gamecube-backups-your-wii.html Thanks though!
Read your post too late. Anyways glad u fixed your problem. For the HBC upside down issue, just install HBC again with hackmii installer. It will look for another IOS and install.
HBC becomes upside down because u trucha patched the IOS it was installed on.
 

Spade487

Smash Cadet
Joined
Jun 21, 2009
Messages
31
Can anyone link me how to save and implement marth's eye textures I don't seem to have it quite right and I don't know what I'm doing wrong.
 
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