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Minigames Mod: custom memory card save (v.1.05)

flieskiller

Smash Journeyman
Joined
Jan 3, 2013
Messages
426
Hello, this is for the Minigames Mod to run on a Memory Card (similar to 20XX TE, or the Crazy Mod). This save will be about adding all custom ways of playing Melee while having a solid basics (automatically sets friendlies settings, frozen stages available etc.)

This is for version 1.02 of SSBM. DOES NOT WORK WITH NINTENDON'T

This custom save is NOT RECOMMENDED FOR TOURNAMENT USES. There is an indication that this is a custom save that in the CSS, the Ready To Fight banner is teal instead of yellow to indicate that it's not a vanilla game to the players. I repeat, not for tournament plays. For side events however...

download link here (version 1.05, 22 September 2015): http://www.mediafire.com/download/k8bk5e3m6ovdskm/flies_minimod_v105.rar

changelog for latest mod's version (from 1.04 to 1.05):
Dream Land 64 volume reduced by ~30%
Moonwalker (this is a surprise!)
can now disable dual 1v1 for access to 1P modes
Custom down-b item available for Peach, Link and Young Link.
Can now show the % of Nana by changing the Display Number.
Name Tag hidden during Sheik, Zelda, Mewtwo up-b/dodge
Salty Runback (A+B)
Added direct access to Sheik and SoPo in the CSS with Z button (like 20XX training pack)
Added the Wireframes and Giga Bowser (access with Z buttons on Peach/Captain Falcon/Bowser) with these balances:
-Giga Bowser: Scale to 0.55, defensive ratio to 0.6
-Wireframes: offensive ratio to 1.35, defensive ratio to 0.9

How to install to your memory card from your computer:

Requirement:
• A memory card with 22 available blocks (11 x 2: SSBM + Hack save)
• Super Smash Bros. Melee 1.02 (1.00 will surely not work)
• A Gamecube or Wii + Dios Mios (lite)
• Wii + Homebrew Channel + SD card/USB + GameCube Memory Card manager http://wiibrew.org/wiki/GCMM
(any settings to put a Gamecube save to a memory card, I'll show here the simplest way with a Wii and an SD card)
• The Minigames Mod save file

Installing the Minigames Mod (Instruction to place the save file on a Memory Card):

1. Place the GCMM application in your apps folder on your SD card.
2. Create a MCBACKUP folder on the root of your SD card.
3. Place the save file inside the MCBACKUP folder.
4. Go on a wii, with Homebrew Channel, load the GCMM.
5. Press A or B to go on the SD Card or USB (SD card is A button).
6. Choose the restore button and the Memory Card slot you use.
7. Choose the file(s) to store on the memory card.

After the file(s) copied, all is set, you can now play the Minigames Mod on your Gamecube!

After it has been copied, you enter the mod by going in the Name Entry menu.

This is the current version's Minigame Mod changelog. All additions from the latest version begins with a +.
basic stuff:
• "Ready To Fight" banner is now in teal instead of yellow, as an indication that the Smash Bros is not vanilla
• c-stick working in 1P modes
• debug menu replaces tournament mode
• All 51 Event Matches Open but Not Complete
• Unlock All Characters, Stages, Random Stage Select, all-star, sound test
• "RANDOM" is Default Highlighted on Stage Select Screen
• bootup on friendlies settings (after entering the name entry)
• unrestricted pause camera
• Maximum number of names from 120 to 60 (needed for the name entry exploit to not crash when a lot of names are input)
• L+R+start when a stage loads return to CSS instead of main menu.
• Leaving debug menu goes to the CSS
• Disable Name Tag Reset After Exiting Character Select Screen
• Damage in Develop mode now stalls
• Capsules and containers don't explodes randomly anymore
• Can now hold the Z button after a game finishes to use the clap animation instead of win animation
• KO stars = games won instead of kills
• Can move the camera horizontally/vertically with the c-stick
• Can take a stock from your teammate with start or A+B (must be pressed at the same time)
• Music mutes after few minutes of idling
+ Dream Land 64 volume reduced by ~30%

stuff from 1.00:
• Bowser Flame Cancel from 1.00
• Link/Y-Link Boomerang Hookshot cancel from 1.00
• PK thunder does not disappear on hit or death from 1.00
• Hitlag behavior from 1.00 that can be toggled in the debug menu.

Toggles in the Debug Menu:

The 2nd entry of the debug menu has been renamed "Custom Code", which is including many toggles for various settings, here is the list (default setting is in parenthesis):
- Sm4sh ledge + attrition (no): Combines 2 mechanics: All players can grab the ledge at the same time, and everytime a player grabs a ledge, they become invulnerable for a lower amount of time.
- Coins kept on death (half): Number of coins kept when losing a stock.
- Coins always drop (no): The game still drops coins even if it's another mode than Coin Mode. Does not affect gameplay. With Score Display at ON, the players can see their coin amount.
- Shy Guy Drop food ys (no): Shy Guys in Yoshi Story now drops food as if the item was activated. Also, G&W hammer 7 drops food as well.
- Mr Saturn Hot Potato (no):
If you throw a Mr. Saturn at an opponent and they don't hold an item, they catch and get sleep for a very short duration.
If a player holds a Mr. Saturn and the seconds of the timer is at 5 or 0, kill instantly that player.
- Taunt Battle points (5): Decide the number of taunts that must be made for winning the game.
- Reverse Aerial Rush (no): Technique from Brawl/Sm4sh. If the character turns after being in the run animation and jumps, they will turn and face their back in the direction they were running.
- Random Hit Element(no): All attacks (not grabs) now applies a random element to the opponent: fire, darkness, lightning, ice, screw attack, sleep, confuse, cape
- nbr shy guy spawning(def): Can change the number of Shy Guys spawning in Yoshi Story. If the current number of Shy Guys is lower than the limit, a new wave of Shy Guys are sent. cooldown is in frames (60 frames in each second) There are 4 frequencies:
def: limit 1 cooldown 120 (default vanilla settings)
low: limit 7, cooldown 120
med: limit 13, cooldown 90
high: no limit, cooldown 70
swarm: no limit, cooldown 21
- Low Gravity (no): Gravity is now like against the Multi-Man in adventure mode.
- Characters invisible (no): Unlike the cloak device, this setting makes all characters invisible. They still make dusts appears and can see their accessories (guns lasers, visual effects). Doesn't work on Fountain Of Dreams for some reasons...
- Handicap mode is (stocks): Have the choice between 3 settings by using the Handicap Mode:
Default: Like vanilla Melee
Stocks: Handicap number is amount of stocks instead.
dmg perc: This will make a player's damage RECEIVING (not dealing) with a multiplier based on the player's handicap. The higher the handicap is, the more damage that player will receive.

The table for damage received is as below:
HANDICAP - DAMAGE RECEIVED
1 - 25%
2 - 50%
3 - 75%
4 - 100% (Melee default)
5 - 125%
6 - 150%
7 - 175%
8 - 200%
9 - 225%

- Widescreen for TV(no): Set the game resolution for a widescreen TV.
- Hitlag 1,02 (1.00): Imitate the hitlag from 1.00, where damage less than 1% will inflict 0 hitlag on the opponent. Affect attacks like Young-Link ground up-b, Peach up-b, Zelda smash attacks, Samus up-b and u-air etc.
+ Moonwalker (surprise! Go try it yourself)
+ can now disable dual 1v1 for access to 1P modes
+ Custom down-b item available for Peach, Link and Young Link.
+ Can now show the % of Nana by changing the Display Number.


advanced stuff:
+ Name Tag hidden during Sheik, Zelda, Mewtwo up-b/dodge
+ Salty Runback (A+B)
+ Added direct access to Sheik and SoPo in the CSS with Z button (like 20XX training pack)
+ Added the Male/Female Wireframes and Giga Bowser (access with Z buttons on Peach/Captain Falcon/Bowser) with these balances:
-Giga Bowser: Scale to 0.55, defensive ratio to 0.6
-Wireframes: offensive ratio to 1.35, defensive ratio to 0.9
• Multiple colors in Team Mode
• Set menu music in Sound Test
• stage striking like PM: x = strike, y = ban all except stages from random stage select, z = unban all
• l cancel % in result screen (replaces health recovered)
• Freeze Stage toggle: Can toggle between normal and modified/different stages.

R = activate "omega" mode
L = return to "alpha" normal mode

Switching to R changes the color cursor, indicating that the Omega mode is activated (with a sound effect). List of stages with differences:

Venom = Snag the Trophies
Flatzone = Majora's Mask
Rainbow Cruise = Goomba
Pokéfloats = Entei

Battlefield = single player background (visual only)
Pokémon Stadium = no transformation
Kongo Jungle 64 = no barrel
Fountain of Dreams = no more lag for 4 players AND no side platforms
Green Greens = Starting blocks can't be bombs, no more blocks spawn, Whispy Woods won't blow wind or spawn apples
Jungle Japes = Water push and Klap Trap disabled
Cornelia = no Great Fox's guns and no Arwings
Brinstar = no lava
Mute City = no cars
Mushroom Kingdom II = no Pidgit, no wood logs

• Dual 1v1
When friendly fire is at OFF, two 1v1s can be played at the same time, being able to attack only one opponent.

To use:
1. Switch to teams and choose the teams. Players in the SAME TEAM will attack each others.
2. You can turn teams to off so each players can have the color they want.
3. fight
4. When there are two players left, the two players can attack each others to finish the match.

This does not affect when friendly fire is at ON, so nothing from the usual doubles matches is affected. Also, other players than the one you're attacking can grab the ledge at the same time and no nudging, so the only

! Taunt Battle (doesn't work in 1.05)
Activated when Bonus Mode is activated (instead of stock mode)

debug menu entry "taunt battle points" to complete to get points.

Character needed is Mario for all 4 players. Complete taunts to get points. Cape an opponent to switch the point to your team.

Here is a small list of non evident chances with only their names (for those who don't want to read the full description)
Set menu music in Sound Test
balances from 1.00 (hitlag, link, young link, bowser, ness)
handicap = stock count or damage percent received
stage striking like PM
l cancel % in result screen
Freeze Stage toggle
Dual 1v1 (with Friendly Fire off)
Salty Runback
Name Tag hidden during Sheik, Zelda, Mewtwo up-b/dodge
Access to special characters.
 
Last edited:

flieskiller

Smash Journeyman
Joined
Jan 3, 2013
Messages
426
Version 1.01 is out! Added multiple new settings and several changes. While waiting for 20XX TE....
 
Last edited:

flieskiller

Smash Journeyman
Joined
Jan 3, 2013
Messages
426
New version out! 1.02 link: http://www.mediafire.com/download/pp4vlyl83qsdcq4/flies_minimod_v102.rar

changelog:
issue with widescreen and omega toggle fixed.
Added Taunt Battle fully working with the amount of taunts to win in the debug menu (instead of stocks as number)
added dual 1v1 (single player mode not working for now as a result), including players can grab the ledge if they're not against that opponent and can't push others when next to them on the ground.
new toggles: Change number of Shy Guys and Low Gravity.
Random Hitbox Element now doesn't affect grabs
KO stars are now number of victories instead of number of kills.

Frequency of Shy Guys (in frames):
low: limit = 7, cooldown =120
med: limit = 13, cooldown = 90
high: no limit, cooldown = 70
swarm: no limit, cooldown = 21
 

flieskiller

Smash Journeyman
Joined
Jan 3, 2013
Messages
426
New version 1.05! Download Link here

changelog for latest mod's version (from 1.04 to 1.05):
Dream Land 64 volume reduced by ~30%
Moonwalker (this is a surprise!)
can now disable dual 1v1 for access to 1P modes
Custom down-b item available for Peach, Link and Young Link.
Can now show the % of Nana by changing the Display Number.
Name Tag hidden during Sheik, Zelda, Mewtwo up-b/dodge
Salty Runback (A+B)
Added direct access to Sheik and SoPo in the CSS with Z button (like 20XX training pack)
Added the Wireframes and Giga Bowser (access with Z buttons on Peach/Captain Falcon/Bowser) with these balances:
-Giga Bowser: Scale to 0.55, defensive ratio to 0.6
-Wireframes: offensive ratio to 1.35, defensive ratio to 0.9

Please tell me if you find any bugs.
 

Godwin_Point

Smash Cadet
Joined
May 25, 2014
Messages
70
Hello !
I'd love to try this but is it available with anything else than memorycard mod?
I can only use dolphin or nintendon't(I have a pal wii so I can't access melee 1.2 and can't use dios mios because I have another custom mios installed already....)

Do you know why the taunt battle mode doesn't work in the 1.5 version?
 

flieskiller

Smash Journeyman
Joined
Jan 3, 2013
Messages
426
Hello !
I'd love to try this but is it available with anything else than memorycard mod?
I can only use dolphin or nintendon't(I have a pal wii so I can't access melee 1.2 and can't use dios mios because I have another custom mios installed already....)

Do you know why the taunt battle mode doesn't work in the 1.5 version?
Taunt Battle doesn't work because I overwrote the Score Display settings with other stuff (coin collected /nana% appearing on screen), and the game decides on that to choose a winner for the Taunt Battle. I needed to take a break on that, so I didn't fix it before releasing and just uploaded the version I have, it will be fixed in the next.

This mode works on Dolphin just fine, I always test on it to see if the codes I'm importing are working. Just import the save to a virtual memory card in Dolphin settings, and it should work fine (same way to enter the Mod as on a console: Name Entry menu).

This doesn't work with Nintendon't because it's his own emulator compared to emulating a Gamecube, and the Name Entry glitch doesn't work if it's that different.
 

Godwin_Point

Smash Cadet
Joined
May 25, 2014
Messages
70
Omg nevermind. It was me beeing stupid(never used a memory card mod before, I thought it was loaded at the begining...)

Anyway, great mod ! I'll try it out with some friend, dual 1V1 sounds fun

And moonwalker is exactly what I was hoping for...and I'm not disapointed at all : p
 
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