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In Progress Misc Character Codes

UnclePunch

Smash Ace
Joined
Nov 9, 2014
Messages
673
Started doing random character modification codes,

Standalone Codes


Code:
$Mash Firefox to Increase Length [UnclePunch]
C20E72B0 00000003
3DC03F7A 61CEE148
91DF2354 83E1002C
60000000 00000000
C20E733C 00000003
3DC03F7A 61CEE148
91DF2354 80010034
60000000 00000000
C20E73CC 00000006
81DF0668 55CE05AD
41820020 3DC03CA3
61CED70A 91C1FFFC
C1C1FFFC C1FF2354
EDCE782A D1DF2354
83E3002C 00000000
C20E736C 00000006
81DF0668 55CE05AD
41820020 3DC03CA3
61CED70A 91C1FFFC
C1C1FFFC C1FF2354
EDCE782A D1DF2354
83E3002C 00000000
C20E7D88 00000002
C0040068 C1FD2354
EC0003F2 00000000
C20E7DAC 00000002
C05F0074 C1FD2354
EC4203F2 00000000
C20E7DC8 00000002
C01F0074 C1FD2354
EC0003F2 00000000

Code:
$Link's Shield Reflects [UnclePunch]
0400a9dc 60000000
C20EB3EC 0000000F
3881FFB0 38000044
90040000 38000032
90040004 C00298C8
D0040008 C00298C8
D004000C C00298C8
D0040010 C00298CC
D0040014 3C003F00
90040018 C00298CC
D004001C 81C3002C
38000000 886E19E8
50033E30 980E19E8
38000000 90040020
7FC3F378 3DC08007
61CEB23C 7DC903A6
4E800421 00000000


Code:
$Link Shield Always Active [UnclePunch]
04007c44 60000000
0400a80c 60000000
C206A19C 00000007
81DE002C 89CE0007
2C0E0006 41820010
2C0E0014 41820008
48000018 7FC3F378
3DC0800E 61CEB3BC
7DC903A6 4E800421
800100A4 00000000

Code:
$Walljump Out of Falcon Side B [UnclePunch]
*Can only walljump if walljumps used = 0
C20E3E28 00000006
83FE002C 881F1969
2C000000 40820018
7FC3F378 3DC08008
61CE169C 7DC903A6
4E800421 80010024
60000000 00000000

$Walljump Out of Falcon Up B [UnclePunch]
*Can only walljump if walljumps used = 0
C20E5114 00000005
881F1969 2C000000
40820018 7FA3EB78
3DC08008 61CE169C
7DC903A6 4E800421
8001001C 00000000

$Falcon Grab Ledge on Side B [UnclePunch]
*Can only walljump if walljumps used = 0
C20E3DFC 00000005
83E3002C 7FC3F378
3DC0800E 61CE4D7C
7DC903A6 4E800421
7FC3F378 809E002C
60000000 00000000
He needs it.

Code:
$Falco Side-B Walljump [UnclePunch]
*Can only walljump if walljumps used = 0
C20EAC38 00000008
83FE002C 801F0004
2C000016 4082002C
2C030000 40820024
881F1969 2C000000
40820018 7FC3F378
3DC08008 61CE169C
7DC903A6 4E800421
80010024 00000000
C20EA684 00000008
83DF002C 801E0004
2C000016 4082002C
2C030000 40820024
881E1969 2C000000
40820018 7FE3FB78
3DC08008 61CE169C
7DC903A6 4E800421
80010024 00000000

$Falco Up-B Walljump [UnclePunch]
*Can only walljump if walljumps used = 0
C20E7A58 00000007
801F0004 2C000016
40820024 881F1969
2C000000 40820018
7F83E378 3DC08008
61CE169C 7DC903A6
4E800421 80010044
60000000 00000000

Code:
$PKT Doesn't Disappear When Hitting Projectiles [UnclePunch]
C22AC05C 00000007
81DE002C 81CE0CF4
2C0E0000 40820018
38600000 3DC0802A
61CEC064 7DC903A6
4E800420 3DC0802A
61CEB90C 7DC903A6
https://gfycat.com/SmallFloweryHatchetfish
/CODE]


Code:
$Instant Zelda/Shiek Transform [UnclePunch]
04114184 C042A1DC
0413b510 C042A1DC
0413af04 C042A1DC
04114790 C042A1DC
04114248 C042A1DC
0413afc8 C042A1DC

Code:
$Kirby Uses Non-Special Dash Attack [UnclePunch]
0408b4b0 60000000

These codes let you preemptively hold L+R+A(+B) before you press start, then when you press start the start button held input is read allowing you to quickly perform start actions. This is how Project M handles pause actions.

Code:
$LRA Start Uses Held Buttons [UnclePunch]
0416D1C0 480364C1

$No Delay On Unpausing [UnclePunch]
0416cc10 60000000

$No Delay on Pausing [UnclePunch]
0416ca90 60000000

$No Delay on LRA Start Input [UnclePunch]
0416d1ac 60000000

Code:
$GaW Bucket Fill Amount Based on Damage of Projectile [UnclePunch]
*If projectile dealt 1->8 damage, fill 1
*If projectile dealt 9->12 damage, fill 2
*If projectile dealt 13+ damage, fill 3
C214D9D4 00000007
801F1A44 2C000008
40810014 2C00000C
40810014 2C00000D
40800014 38000001
48000014 38000002
4800000C 38000003
48000004 00000000


Code:
$PKT2 Trajectory = Analog Stick Angle [UnclePunch]
04118c18 C03D0624
04118bfc C05D0620
041185bc C03E0624
041185a0 C05E0620


Code:
$Kirby Always Has Ganon/Falcon Punch [UnclePunch]
040f1648 38800002
040f1698 38800002

$Kirby Always Has DK Punch [UnclePunch]
040f1648 38800003
040f1698 38800003

$Kirby Always Has Bat Swing? [UnclePunch]
040f1648 3880000A
040f1698 3880000A

$Kirby Always Has Zelda Reflect [UnclePunch]
040f1648 38800013
040f1698 38800013
Code:
$Falcon Turnaround Up B [UnclePunch]
*Turns if control stick is pushed 25% in the opposite direction
C20E52C4 00000007
81CDAEB4 C1CE0034
C1FF0620 C21F002C
EE0F0432 FC107040
4C401382 40820010
C1DF002C FDC07050
D1DF002C C0429854
60000000 00000000
https://streamable.com/3tkv0

Code:
$Shiek Up B Edge Cancel [UnclePunch]
041134f4 4BFB923D
04113500 4BFB9231
C21137E4 00000002
38600040 987F0594
7FE3FB78 00000000

Code:
$Invisible Firefox [UnclePunch]
040e7150 60000000
C20E7E1C 00000002
38000098 981D221E
8001003C 00000000
C20E7C78 00000002
38000098 981E221E
8001004C 00000000
C20E7ADC 00000002
38000098 981F221E
80010024 00000000

Code:
$Aerial Control and Fastfall Shiek UpB [UnclePunch]
043cc2d4 800e7f20

Code:
$Less Landing Lag on Sheik Up B [UnclePunch]
04113e10 38800001

Code:
$Nana direction update bug fix (ICs can dd together etc.) (NTSC 1.02) [tauKhan]
C20B0AE8 00000005
38C40444 3863001C
7C033040 40820008
386400FC D0030018
80640444 80C40444
60000000 00000000
Code:
$Press B to Explode Yoshi Egg [UnclePunch]
C22B2B74 00000005
81DF0518 81CE002C
89EE066A 2C0F0002
40820010 39C00000
91C1FFFC C021FFFC
FC010040 00000000

Code:
$Smash 4 Yoshi Up B [UnclePunch]
C212E3A0 00000009
89C31969 39CE0001
99C31969 6DCE8000
3E404330 CA028B90
92420000 91C20004
C9E20000 EDEF8028
3DC04000 61CE0000
91C1FFFC C1C1FFFC
EDCE7824 D1C30084
80010034 00000000
C212E5C0 0000000F
3821FFFC 7C0802A6
90010000 3BDF0110
881F221A 7FE3FB78
5400EFFF 41820018
3DC08007 61CED4E4
7DC903A6 4E800421
48000020 C03E005C
7FE3FB78 C05E0060
3DC08007 61CED494
7DC903A6 4E800421
7FE3FB78 3DC08007
61CED268 7DC903A6
4E800421 80010000
7C0803A6 38210004
60000000 00000000

Code:
$Ness Can Up B Once After Hitting a Wall [UnclePunch]
C2118FA0 0000000A
89DF1969 2C0E0000
4082003C 3821FFFC
7C0802A6 90010000
3DC08009 61CE665C
7DC903A6 4E800421
80010000 7C0803A6
38210004 2C030001
4082000C 39C00001
99DF1969 4E800020
60000000 00000000

Code:
.set player,31

lbz r14,0x1969(player)        #check flag (resets to 0 upon landing)
cmpwi r14,0x0
bne done

  checkForUpBInput:
  backup
  lis r14, 0x8009
  ori r14, r14, 0x665C
  mtctr r14
  bctrl
  restore
  cmpwi r3,0x1            #check if player used Up B
  bne done
  li r14,0x1
  stb r14,0x1969(player)            #set flag to 1 so no further up B's are allowed

done:
blr

Code:
$Yoshi Aerial Neutral B Grab Gives Jump Back [UnclePunch]
C212D110 00000003
3DC08007 61CED5D4
7DC903A6 4E800421
8001001C 00000000

Code:
$ Bowser can mash for height during aerial upB [rmn]
C2135E34 00000009
48000010 4E800021
3F99999A 3FB33333
801F0668 540005AD
41A20024 4BFFFFE9
7C8802A6 C0240000
C0440004 3C008007
6000D508 7C0903A6
4E800421 80010024
60000000 00000000

You can adjust the vertical velocity increment per B press and the max vertical velocity by filling in new values (32-bit floating point) in place of the ones provided. The ones there now are the values used by Mario and Dr. Mario for their down-B mashing.

Code:
$Bowsers Flame Doesn't Diminish [UnclePunch]
041352a0 60000000
0413527c 60000000


Code:
$Kirby Can Jump After Up Throw and Forward Throw [UnclePunch]
C20DDB70 00000002
7FE3FB78 39C00001
99C51968 00000000
C20DD910 00000002
7FE3FB78 39C00001
99C51968 00000000

Code:
$Aerial Raptor Boost Popup + Midair Control [UnclePunch]
C20E3BD0 00000007
81DF0894 3DE03F80
7C0E7800 40820014
3DC04000 91DF0084
39C00000 91DF0080
3DC08008 61CED5B4
7DC903A6 4E800420
60000000 00000000
Code:
Allows the following characters to hold the button instead of mash,

$GaW Hold B [UnclePunch]
0414e934 8004065C
0414e8b0 8004065C

$Mario and Doc Hold B [UnclePunch]
040e253c 801F065C

$Luigi Hold B [UnclePunch]
04144ab0 801F065C

$IC Hold B [UnclePunch]
04120554 801F065C

$Fox Falco Hold B [UnclePunch]
040e6aec 801F065C
040e6b40 801F065C
Code:
$Fully Charged SIde B = Misfire [UnclePunch]
C2143544 00000003
80032344 2C080018
40820008 38000001
60000000 00000000
Code:
$Mario and Doc Get Jump Back After Down B [UnclePunch]
C20E2390 00000004
7C832378 3DC08007
61CED5D4 7DC903A6
4E800421 7FC3F378
60000000 00000000
Code:
$Falcon and Ganondorf do not Regain Jump after Down-B [UnclePunch]
040e431c 60000000
Code:
$Peach Aerial Down B and Neutral B Swap [UnclePunch]
043c1514 8011e45c
043c161c 8011d1c4
043c16a0 8011d11c
043c1724 8011e3d0
Code:
$All Characters Can Wavedash After Frame 2 of Jumpsquat [UnclePunch]
C20CB60C 00000008
7C7F1B78 3DC04040
81E40894 7C0F7000
40800008 48000028
3DC08009 61CE9A58
7DC903A6 7C0802A6
9001FFFC 4E800421
8001FFFC 7C0803A6
7FE3FB78 00000000
Code:
mr    r31, r3        #original codeline

lis r14,0x4040            #check for frame 3 or higher
lwz r15,0x894(r4)            #get current JS frame
cmpw r15,r14
bge wavedash            #if greater or equal to 3, check for air dodge input
b noWavedash            #if not exit

wavedash:            #branch to Interrupt_EscapeAir
lis r14,0x8009
ori r14,r14,0x9a58
mtctr r14
mflr r0
stw r0,-0x4(sp)
bctrl
lwz r0,-0x4(sp)
mtlr r0
mr    r3, r31

noWavedash:

Code:
$Skip DK Down B Startup [UnclePunch
043c170c 8010de88

Code:
$Fastfall Whenever [UnclePunch]
0407d54c 60000000

Code:
$Samus Shoots Random Item [UnclePunch]
C22B632C 00000012
D3E10054 38600023
3D808038 618C0580
7D8903A6 4E800421
7C7F1B78 2C030002
4182FFE4 2C030005
4182FFDC 2C030008
4182FFD4 2C030009
4182FFCC 2C03000A
4182FFC4 2C030012
4182FFBC 2C03001A
4182FFB4 2C03001B
4182FFAC 2C03001C
4182FFA4 2C03001D
4182FF9C 2C03001F
4182FF94 2C030020
4182FF8C 2C030021
4182FF84 93E10024
60000000 00000000
C22B6370 0000000D
7C7F1B78 807F002C
806300B8 81830014
2C030000 4182003C
7D8803A6 7FE3FB78
4E800021 48000025
7C6802A6 C0230000
807F002C C043002C
EC2100B2 D0230040
93830518 4800000C
4E800021 40B00000
3D80802B 618C63D0
7D8903A6 4E800420
60000000 00000000

Requires Special Move Master Code

Allows characters with corresponding code to:
-use special move from ground and keep your jump
-use special move from air and keep your jump, so long as you havent mid air jumped before the up B (does not apply to mewtwo for design choice reasons)
-you can act out of the special move
-you cannot use the special move after using the special move from the ground or air until youve touched the ground/get hit/get grabbed/grabbed ledge
you cannot air dodge out of the special move
Code:
$Special Move Master Code v3 (fix console crash) [UnclePunch]
C20D5C08 00000002 #land
39C00000 99C31878
7C7F1B78 00000000
C20D5AEC 00000002 #specialland1
39C00000 99C318D8
7C0802A6 00000000
C20D5CB0 00000002 #specialland2
39C00000 99C318D8
7C0802A6 00000000
C208A348 00000002 #wait
39C00000 99DF18D8
7C0802A6 00000000
C20D4FF4 00000002 #rebirth
39C00000 99C318D8
7C0802A6 00000000
C2081370 00000002 #cliff catch
39C00000 99C318D8
7C0802A6 00000000
C208DCE0 00000002 #hitstun
39C00000 99C318D8
7C0802A6 00000000
C20DB908 00000002 #get grabbed
39C00000 99C318D8
7C0802A6 00000000
C2099A9C 00000004 #airdodge flag
89C318D8 2C0E0001
41820008 48000008
4E800020 7C0802A6
60000000 00000000


Code:
$G&W Enters Fall After Up-B, Keeps Jump from Ground, and Cannot Up-B Again (a la PM)[UnclePunch]
0414e274 4BF7E4BD #enters fall
0414e0d8 60000000 #doesnt lose jump after grounded up B
0414e178 60000000 #doesnt lose jump after frame perfect upB in air
C214E158 00000005 #aerial up B
89DF1878 2C0E0001
41820010 39C00001
99DF1878 48000008
4E800020 7C0802A6
60000000 00000000
C214E0AC 00000002 #ground up B
39C00001 99C318D8
7C0802A6 00000000
Code:
$Mewtwo Enters Fall After Up-B, Keeps Jump from Ground, and Cannot Up-B Again (a la PM)[UnclePunch]
04145e30 4BF86901
04145b68 60000000 #ground up b keep jump
C2145258 00000005 #ground up B lose up B
89DF1878 2C0E0001
41820010 39C00001
99DF1878 48000008
4E800020 7C0802A6
60000000 00000000
C21451DC 00000002 #aerial up B lose up B
39C00001 99C318D8
7C0802A6 00000000
Code:
$Fox and Falco Enter Fall After Side B and Retains Jump (a la Smash 4) v2[UnclePunch]
040ea988 4BFE1DA9
040ea6b8 60000000 #ground to air preserve jump
040e9fe8 60000000 #air to air preserve jump
C20E9F6C 00000005 #check for side B used
89C318D8 2C0E0001
41820010 39C00001
99DF1878 48000008
4E800020 7C0802A6
60000000 00000000
 
Last edited:

The Cape

Smash Master
Joined
May 16, 2004
Messages
4,478
Location
Carlisle, PA
Bowser - Flame Cancel
Restores his Flame Cancel ability to as it was in v1.00.
[Achilles]
Version -- DOL Offset ------ Hex to Replace ---------- ASM Code
1.02 ------ 0x132264 ---- 38800155 -> 38800156


-==-


Captain Falcon - Raptor Boost Enters "Fall" Action!?
For aerial hit and miss, and grounded Raptor Boost that travels offstage.
FallSpecial is the "helpless" fall state.s
[Achilles]
Version -- DOL Offset ------ Hex to Replace ---------- ASM Code
1.02 ------ 0xE05B0 ---- 4BFB2F31 -> 4BFE8D61
----------- 0xE08B0 ---- 4BFB2C31 -> 4BFE8A61


-==-


Captain Falcon - No Rapid Jabs
[Achilles]
Version -- DOL Offset ------ Hex to Replace ---------- ASM Code
1.02 ------ 0xD376C ---- 7C0802A6 -> Branch

81DE0064 2C0E0002
40820008 4E800020
7C0802A6 00000000


-==-


Captain Falcon - No Rapid Jabs (CPU only)
CPU Always Performs Gentleman
[Achilles]
Version -- DOL Offset ------ Hex to Replace ---------- ASM Code
1.02 ----- 0x800D6B8C --- 7C0802A6 -> Branch

89DE0678 1DCE0E90
3DE08045 61EF3088
7DEF702E 2C0F0001
40820014 81DE0064
2C0E0002 40820008
4E800020 7C0802A6
60000000 00000000


-==-


Donkey Kong - Giant Punch cannot be lost during Up+B
[VietGeek]
Version -- DOL Offset ------ Hex to Replace ---------- ASM Code
1.00 ------ 0x10C18C ---- 9004222C -> 60000000 ---- (stw r0,8748(r4) -> nop)
1.01 ------ 0x10C470 ---- 9004222C -> 60000000 ---- (stw r0,8748(r4) -> nop)
1.02 ------ 0x10C6E4 ---- 9004222C -> 60000000 ---- (stw r0,8748(r4) -> nop)
PAL ------- 0x10CE98 ---- 9004222C -> 60000000 ---- (stw r0,8748(r4) -> nop)


-==-


DK - Always Full Giant Punch
[Achilles]
Version -- DOL Offset ------ Hex to Replace ---------- ASM Code
1.02 ----- 0x8010D98C --- 40820010 -> 90A4002C


-==-


Falco/Fox - Hold Z While *Aerial* Laser Emits to Fire at Half Speed
[Achilles]
Version -- DOL Offset ------ Hex to Replace ---------- ASM Code
1.02 ----- 0x800E6908 --- 80BF001C -> Branch

80BD065C 54A506F7
41820014 3CA04000
90A1FFF8 C1E1FFF8
FC427824 80BF001C
60000000 48000000


-==-


Giga Bowser Can Be Grabbed
[Achilles]
Version -- DOL Offset ------ Hex to Replace ---------- ASM Code
1.02 ----- 0x8014f704 --- 981F222A -> 60000000


-==-


ICies - Solo Popo Up-B Gives Increased Vertical Velocity
[Achilles]
Version -- DOL Offset ------ Hex to Replace ---------- ASM Code
1.02 ----- 0x80121E7C --- C00400A4 -> C004013C


-==-


Luigi - Always Misfire
[Achilles]
Version -- DOL Offset ------ Hex to Replace ---------- ASM Code
1.02 ------ 0x13F6DB ---- 00 -> 01


-==-


Marth - Costume Dependent Marth Sword Swing Colors
Color 1 of Marth's sword swing is changed on a per costume basis
Blue costume [default] = Default swing color (teal)
Red costume = Red swing color
Green costume = Green swing color
White costume = Light purple swing color
Black costume = Gold swing color
Code can be modified to change the colors to whatever you like (check the text file library for more notes).
(Updated 4/29 with slightly shortened code.)
[Achilles]
Version -- DOL Offset ------ Hex to Replace ---------- ASM Code
1.02 ----- 0x80136510 --- 94650008 -> Branch

3DC0FF00 61CEFFFF
7C007000 40820060
39E5E181 89EF0000
2C0F0001 40820010
3C60FF00 6063BE0C
3C001900 2C0F0002
40820010 3C60FF00
60638DD5 3C002E00
2C0F0003 40820010
3C60FF00 6063F7E1
3C008300 2C0F0004
40820010 3C60FF00
60637D77 3C00C800
6000FFFF 94650008
60000000 48000000

1.00 ----- 0x80135E98 --- 94650008 -> Branch

3DC0FF00 61CEFFFF
7C007000 40820060
39E5E181 89EF0000
2C0F0001 40820010
3C60FF00 6063BE0C
3C001900 2C0F0002
40820010 3C60FF00
60638DD5 3C002E00
2C0F0003 40820010
3C60FF00 6063F7E1
3C008300 2C0F0004
40820010 3C60FF00
60637D77 3C00C800
6000FFFF 94650008
60000000 48000000

PAL ------ 0x80136CB4 --- 94650008 -> Branch

3DC0FF00 61CEFFFF
7C007000 40820060
39E5E181 89EF0000
2C0F0001 40820010
3C60FF00 6063BE0C
3C001900 2C0F0002
40820010 3C60FF00
60638DD5 3C002E00
2C0F0003 40820010
3C60FF00 6063F7E1
3C008300 2C0F0004
40820010 3C60FF00
60637D77 3C00C800
6000FFFF 94650008
60000000 48000000

# How to change the colors to whatever you'd like:
#
# 1) Get the RGB value of the color you would like (in format RRGGBB)
# 2) Plug the values into the places for colors shown below:
#
# 3DC0FF00 61CEFFFF
# 7C007000 40820060
# 39E5E181 89EF0000
# 2C0F0001 40820010
# 3C60FF00 6063RRGG // these RRGGBB values refer to Red Marth costume
# 3C00BB00 2C0F0002 //
# 40820010 3C60FF00
# 6063RRGG 3C00BB00 // these RRGGBB values refer to Green Marth costume
# 2C0F0003 40820010
# 3C60FF00 6063RRGG // these RRGGBB values refer to Black Marth costume
# 3C00BB00 2C0F0004 //
# 40820010 3C60FF00
# 6063RRGG 3C00BB00 // these RRGGBB values refer to White Marth costume
# 6000FFFF 94650008
# 60000000 00000000


-==-


Mewtwo - Always Full Shadow Ball
[Achilles]
Version -- DOL Offset ------ Hex to Replace ---------- ASM Code
1.02 ------ 0x141B70 ---- FC01000040820010 -> 89E2E42391E32234


-==-


Mr. Game & Watch - N/B/U-Aerials L-Cancelable, w/ U-Air Lag Bug Fix
[Magus]

# Attack -- DOL Offset ------ Hex to Replace ---------- ASM Code
# N-Air
1.00 ----- 0x147F98 ---- 3880015E -> 38800041 ---- (li r4,350 --> li r4,65)
---------- 0x147FA4 ---- 80A3002C -> 90830070 ---- (lwz r5,44(r3) --> stw r4,112(r3))
---------- 0x147FA8 ---- C02501F8 -> C0230258 ---- (lfs f1,504(r5) --> lfs f1,600(r3))
---------- 0x147FAC ---- 4BF42095 -> 4BF41F89 ---- (bl 0x8008d460 --> bl 0x8008D354)
# B-Air
---------- 0x148028 ---- 3880015F -> 38800043 ---- (li r4,351 --> li r4,67)
---------- 0x148034 ---- 80A3002C -> 90830070 ---- (lwz r5,44(r3) --> stw r4,112(r3))
---------- 0x148038 ---- C0250200 -> C0230260 ---- (lfs f1,512(r5) --> lfs f1,608(r3))
---------- 0x14803C ---- 4BF42005 -> 4BF41EF9 ---- (bl 0x8008d460 --> bl 0x8008D354)
# U-Air
---------- 0x1480B8 ---- 38800160 -> 38800044 ---- (li r4,352 --> li r4,68)
---------- 0x1480C4 ---- 80A3002C -> 90830070 ---- (lwz r5,44(r3) --> stw r4,112(r3))
---------- 0x1480C8 ---- C0250200 -> C0230264 ---- (lfs f1,512(r5) --> lfs f1,612(r3))
---------- 0x1480CC ---- 4BF41F75 -> 4BF41E69 ---- (bl 0x8008d460 --> bl 0x8008D354)


# Attack -- DOL Offset ------ Hex to Replace ---------- ASM Code
# N-Air
1.01 ----- 0x1483E8 ---- 3880015E -> 38800041 ---- (li r4,350 --> li r4,65)
---------- 0x1483F4 ---- 80A3002C -> 90830070 ---- (lwz r5,44(r3) --> stw r4,112(r3))
---------- 0x1483F8 ---- C02501F8 -> C0230258 ---- (lfs f1,504(r5) --> lfs f1,600(r3))
---------- 0x1473FC ---- 4BF41D2D -> 4BF41C21 ---- (bl 0x8008d460 --> bl 0x8008D354)
# B-Air
---------- 0x1484D0 ---- 3880015F -> 38800043 ---- (li r4,351 --> li r4,67)
---------- 0x1484DC ---- 80A3002C -> 90830070 ---- (lwz r5,44(r3) --> stw r4,112(r3))
---------- 0x1484E0 ---- C0250200 -> C0230260 ---- (lfs f1,512(r5) --> lfs f1,608(r3))
---------- 0x1484E4 ---- 4BF41C45 -> 4BF41B39 ---- (bl 0x8008d460 --> bl 0x8008D354)
# U-Air
---------- 0x1485B8 ---- 38800160 -> 38800044 ---- (li r4,352 --> li r4,68)
---------- 0x1485C4 ---- 80A3002C -> 90830070 ---- (lwz r5,44(r3) --> stw r4,112(r3))
---------- 0x1485C8 ---- C0250200 -> C0230264 ---- (lfs f1,512(r5) --> lfs f1,612(r3))
---------- 0x1485CC ---- 4BF41B5D -> 4BF41A51 ---- (bl 0x8008d460 --> bl 0x8008D354)


# Attack -- DOL Offset ------ Hex to Replace ---------- ASM Code
# N-Air
1.02 ----- 0x1486DC ---- 3880015E -> 38800041 ---- (li r4,350 --> li r4,65)
---------- 0x1486E8 ---- 80A3002C -> 90830070 ---- (lwz r5,44(r3) --> stw r4,112(r3))
---------- 0x1486EC ---- C02501F8 -> C0230258 ---- (lfs f1,504(r5) --> lfs f1,600(r3))
---------- 0x1486F0 ---- 4BF41BF9 -> 4BF41AED ---- (bl 0x8008d460 --> bl 0x8008D354)
# B-Air
---------- 0x1487C4 ---- 3880015F -> 38800043 ---- (li r4,351 --> li r4,67)
---------- 0x1487D0 ---- 80A3002C -> 90830070 ---- (lwz r5,44(r3) --> stw r4,112(r3))
---------- 0x1487D4 ---- C0250200 -> C0230260 ---- (lfs f1,512(r5) --> lfs f1,608(r3))
---------- 0x1487D8 ---- 4BF41B11 -> 4BF41A05 ---- (bl 0x8008d460 --> bl 0x8008D354)
# U-Air
---------- 0x1488AC ---- 38800160 -> 38800044 ---- (li r4,352 --> li r4,68)
---------- 0x1488B8 ---- 80A3002C -> 90830070 ---- (lwz r5,44(r3) --> stw r4,112(r3))
---------- 0x1488BC ---- C0250200 -> C0230264 ---- (lfs f1,512(r5) --> lfs f1,612(r3))
---------- 0x1488C0 ---- 4BF41A29 -> 4BF4191D ---- (bl 0x8008d460 --> bl 0x8008D354)


# Attack -- DOL Offset ------ Hex to Replace ---------- ASM Code
# N-Air
PAL ------ 0x148E80 ---- 3880015E -> 38800041 ---- (li r4,350 --> li r4,65)
---------- 0x148E8C ---- 80A3002C -> 90830070 ---- (lwz r5,44(r3) --> stw r4,112(r3))
---------- 0x148E90 ---- C02501F8 -> C0230258 ---- (lfs f1,504(r5) --> lfs f1,600(r3))
---------- 0x148E94 ---- 4BF41B0D -> 4BF41A01 ---- (bl 0x8008d460 --> bl 0x8008D354)
# B-Air
---------- 0x148F68 ---- 3880015F -> 38800043 ---- (li r4,351 --> li r4,67)
---------- 0x148F74 ---- 80A3002C -> 90830070 ---- (lwz r5,44(r3) --> stw r4,112(r3))
---------- 0x148F78 ---- C0250200 -> C0230260 ---- (lfs f1,512(r5) --> lfs f1,608(r3))
---------- 0x148F7C ---- 4BF41A25 -> 4BF41919 ---- (bl 0x8008d460 --> bl 0x8008D354)
# U-Air
---------- 0x149050 ---- 38800160 -> 38800044 ---- (li r4,352 --> li r4,68)
---------- 0x14905C ---- 80A3002C -> 90830070 ---- (lwz r5,44(r3) --> stw r4,112(r3))
---------- 0x149060 ---- C0250200 -> C0230264 ---- (lfs f1,512(r5) --> lfs f1,612(r3))
---------- 0x149064 ---- 4BF4193D -> 4BF41831 ---- (bl 0x8008d460 --> bl 0x8008D354)


-==-


Mr. Game and Watch - Always Specific Hammer Value
Default is 9. Check the text file library to change this.
(Notes: http://smashboards.com/threads/melee-gecko-codes-guide-and-discussion.327311/page-32#post-18703696)
[Wooggle]
Version -- DOL Offset ------ Hex to Replace ---------- ASM Code
1.02 ----- 0x8014C760 --- 7FC3002E -> 3BC00008

# To change the above code to give a different number (N), use '3BC0000X', where X = N - 1.


-==-


3D Mr. Game and Watch
Changes Mr. Game and Watch's model width from 0.01 to 1.
[Achilles]
1.02
0414A410 C005048C


-==-


Ness - PK Thunder Does Not Disappear on Hit or Death
This is an SSBM v1.00 game mechanic that was changed in v1.02.
[_glook]
Version -- DOL Offset ------ Hex to Replace ---------- ASM Code
1.02 ----- 0x802abcb0 --- 4BFFFC5D38600001 -> 4bfc748160000000


-==-


Ness - PK Thunder and PK Flash Last Forever
PK Thunder is still stopped when it hits something (either the ground or a character).
[_glook]
Version -- DOL Offset ------ Hex to Replace ---------- ASM Code
1.02 ----- 0x80269528 --- 7C0802A6 -> 4E800020


-==-


Peach - Break the Targets Turnip Pull Strategies - S1
Peach will pull turnip/bomb/beam sword based on how many targets are left.
3 different strategies available; this is Strategy 1: Beam Sword with 6 targets left.
Peach will flash a color when pulling a coded turnip
The color she flashes is based on the last action that caused a color tint on her (ex. parasol fastfall).
[Achilles]
Version -- DOL Offset ------ Hex to Replace ---------- ASM Code
1.02 ----- 0x8011D0A4 --- 7FE6FB78 -> Branch

3E608049 6273ED9D
8A930000 2C140006
4082001C 3E408045
82523130 3A200091
9A320564 38C0000C
48000008 7FE6FB78
60000000 48000000


-==-


Peach - Break the Targets Turnip Pull Strategies - S2
Peach will pull turnip/bomb/beam sword based on how many targets are left.
3 different strategies available; this is Strategy 2: Bomb with 6 targets left, Beam Sword with 4 targets left
Peach will flash a color when pulling a coded turnip.
The color she flashes is based on the last action that caused a color tint on her (ex. parasol fastfall).
[Achilles]
Version -- DOL Offset ------ Hex to Replace ---------- ASM Code
1.02 ----- 0x8011D0A4 --- 7FE6FB78 -> Branch

3E608049 6273ED9D
8A930000 2C140006
4082000C 38C00006
48000010 2C140004
4082001C 38C0000C
3E408045 82523130
3A200091 9A320564
48000008 7FE6FB78
60000000 48000000


-==-


Peach - Break the Targets Turnip Pull Strategies - S3
Peach will pull turnip/bomb/beam sword based on how many targets are left.
3 different strategies available; this is Strategy 3: Bomb with 6 or more targets left, Beam Sword with 4 targets left
Peach will flash a color when pulling a coded turnip.
The color she flashes is based on the last action that caused a color tint on her (ex. parasol fastfall).
[Achilles]
Version -- DOL Offset ------ Hex to Replace ---------- ASM Code
1.02 ----- 0x8011D0A4 --- 7FE6FB78 -> Branch

3E608049 6273ED9D
8A930000 2C140006
40800014 2C140004
40820024 38C0000C
48000008 38C00006
3E408045 82523130
3A200091 9A320564
48000008 7FE6FB78
60000000 48000000


-==-


Peach - Always Pull Specific Turnip
The default for this code is Stitch Face, but it can be changed to any of the turnips.
Check the text files in the library for notes on how to change it.
[??]
Version -- DOL Offset ------ Hex to Replace ---------- ASM Code
1.02 ----- 0x802BD410 --- 7CC83378 -> 39000007
1.02 ----- 0x8011D090 --- 40820010 -> 48000010
1.01 ----- 0x802BC988 --- 7CC83378 -> 39000007
1.01 ----- 0x8011CE04 --- 40820010 -> 48000010
1.00 ----- 0x802BBDA0 --- 38C60001 -> 39000007
1.00 ------ 0x11CA54 ---- 7FE3FB78 -> 48000010

# To change the turnip for the mod above, change the
# 7 in "39000007" to one of the following numbers:

# 0: Smile
# 1: T Eyes
# 2: Line Eyes
# 3: Circle Eyes
# 4: Upward Curve Eyes
# 5: Wink
# 6: Dot Eyes
# 7: Stitch Face


-==-


Peach - Infinite Float
[Achilles]
Version -- DOL Offset ------ Hex to Replace ---------- ASM Code
1.02 ----- 0x8011BBC4 --- C01E000CD01F2230 -> 3DE04A0091FF2230


-==-


Samus - Charge Shot cannot be lost during Up+B
[VietGeek]
Version -- DOL Offset ------ Hex to Replace ---------- ASM Code
1.00 ------ 0x125818 ---- 901F2230 -> 60000000 ---- (stw r0,8752(r31) -> nop)
1.01 ------ 0x125BC8 ---- 901F2230 -> 60000000 ---- (stw r0,8752(r31) -> nop)
1.02 ------ 0x125EA4 ---- 901F2230 -> 60000000 ---- (stw r0,8752(r31) -> nop)
PAL ------- 0x126648 ---- 901F2230 -> 60000000 ---- (stw r0,8752(r31) -> nop)


-==-


Samus - Always Full Charge Shot
Full charge shot blink is always on.
Samus never enters "Charging" action state.
[Achilles]
Version -- DOL Offset ------ Hex to Replace ---------- ASM Code
1.02 ----- 0x80128660 --- FC01000040820010 -> 81E4009C91E32230


-==-


Samus - Always Have Extended Grapple
[donny2122]
Version -- DOL Offset ------ Hex to Replace ---------- ASM Code
1.02 ----- 0x802B7D04 --- 881F2240 -> 38000004


-==-


Falcon Punch Takes 2 Stocks
[Todd Bonney]
Version -- DOL Offset ------ Hex to Replace ---------- ASM Code
1.02 ----- 0x80033D48 --- 9804008E -> Branch

81810014 816C1868
814B0064 2C0A0002
4082001C 2C030001
41820014 814B20EC
2C0A0012 40820008
3803FFFE 9804008E
60000000 00000000

1.01 ----- 0x80033D48 --- 9804008E -> Branch

81810014 816C1868
814B0064 2C0A0002
4082001C 2C030001
41820014 814B20EC
2C0A0012 40820008
3803FFFE 9804008E
60000000 00000000

1.00 ----- 0x80033D48 --- 7C0803A6 -> Branch

81810014 816C1868
814B0064 2C0A0002
4082001C 2C030001
41820014 814B20EC
2C0A0012 40820008
3803FFFE 9804008E
60000000 00000000


-==-


Fox/Falco - Fall Instead of FallSpecial after Side-B
[Achilles]
Version -- DOL Offset ------ Hex to Replace ---------- ASM Code
1.02 ----- 0x800EA988 --- 4BFABF79 -> 4BFE1DA9


-==-


Luigi - Cyclone Acts Like Mario's
His Cyclone charges on "land"
[??]
Version -- DOL Offset ------ Hex to Replace ---------- ASM Code
1.02 ------ 0x3C4074 ---- 800D5BDC -> 800D5B9C


-==-


Y. Link Boomerang Catch
[??]
Version -- DOL Offset ------ Hex to Replace ---------- ASM Code
1.02 ----- 0x803D1204 --- 043D1204 -> 00000000


-==-


Link Boomerang Catch
[??]
Version -- DOL Offset ------ Hex to Replace ---------- ASM Code
1.02 ----- 0x803c807c --- 043c807c -> 00000000


-==-


Taunt and D Pad Down to Remove Kirby Power
[Punkline]
1.02
040DEC34 60000000
C20DED04 00000008
83E3002C 801F0004
2C000004 40A20028
809F0668 70840004
41A2001C 38800001
3CA0800F 60A55D04
7CA803A6 4E800021
807F0000 7C7F1B78
60000000 00000000




-==-


Mario and Doc Get jump back after down B
[UnclePunch]
1.02
C20E2390 00000004
7C832378 3DC08007
61CED5D4 7DC903A6
4E800421 7FC3F378
60000000 00000000

Put them all in one place?


Also: It appears the Mario code crashes when done with just about anything else. I tried it with "Unlock everything" and with many other mods. So far it only seems to work if it is the only code selected.
 
Last edited:

UnclePunch

Smash Ace
Joined
Nov 9, 2014
Messages
673
[

Also: It appears the Mario code crashes when done with just about anything else. I tried it with "Unlock everything" and with many other mods. So far it only seems to work if it is the only code selected.
Just tested with the entire Netplay Community Settings code on and it works fine. Not sure, might be something on your end.

https://streamable.com/vy4yz
 
Last edited:

The Cape

Smash Master
Joined
May 16, 2004
Messages
4,478
Location
Carlisle, PA
What about a way in which we can keep Kirby's throws on the stage? Or just activate when they hit a certain point, like in Brawl. Essentially removing Kirbycide on anything except Neutral B. What about also making it so certain moves can leave the stage in their duration?

Or possibly a way to disable Sheik/Zelda being able to transform into the other?


Another idea is to change the landing lag on air dodges for each character in particular. Then you could make WDes take the same amount of time for all characters. (Fox has a 2 frame jump squat and 10 frames landing lag, but Bowser has a 9 frame JS and 10 frames LL) Maybe change it to 2 and 10 and 9 and 3 or something like that.


How about Mewtwo's reflector working like all the others?
 
Last edited:

UnclePunch

Smash Ace
Joined
Nov 9, 2014
Messages
673
What about a way in which we can keep Kirby's throws on the stage? Or just activate when they hit a certain point, like in Brawl. Essentially removing Kirbycide on anything except Neutral B. What about also making it so certain moves can leave the stage in their duration?

Or possibly a way to disable Sheik/Zelda being able to transform into the other?


Another idea is to change the landing lag on air dodges for each character in particular. Then you could make WDes take the same amount of time for all characters. (Fox has a 2 frame jump squat and 10 frames landing lag, but Bowser has a 9 frame JS and 10 frames LL) Maybe change it to 2 and 10 and 9 and 3 or something like that.


How about Mewtwo's reflector working like all the others?
4040 = frame to start checking for wavedash input (first 4 digits of float value)
$All Characters Can Wavedash After Frame 2 of Jumpsquat [UnclePunch]
C20CB60C 00000008
7C7F1B78 3DC04040
81E40894 7C0F7000
40800008 48000028
3DC08009 61CE9A58
7DC903A6 7C0802A6
9001FFFC 4E800421
8001FFFC 7C0803A6
7FE3FB78 00000000
Code:
mr    r31, r3        #original codeline

lis r14,0x4040            #check for frame 3 or higher
lwz r15,0x894(r4)            #get current JS frame
cmpw r15,r14
bge wavedash            #if greater or equal to 3, check for air dodge input
b noWavedash            #if not exit

wavedash:            #branch to Interrupt_EscapeAir
lis r14,0x8009
ori r14,r14,0x9a58
mtctr r14
mflr r0
stw r0,-0x4(sp)
bctrl
lwz r0,-0x4(sp)
mtlr r0
mr    r3, r31

noWavedash:
 
Last edited:

The Cape

Smash Master
Joined
May 16, 2004
Messages
4,478
Location
Carlisle, PA
4040 = frame to start checking for wavedash input (first 4 digits of float value)

Code:
mr    r31, r3        #original codeline

lis r14,0x4040            #check for frame 3 or higher
lwz r15,0x894(r4)            #get current JS frame
cmpw r15,r14
bge wavedash            #if greater or equal to 3, check for air dodge input
b noWavedash            #if not exit

wavedash:            #branch to Interrupt_EscapeAir
lis r14,0x8009
ori r14,r14,0x9a58
mtctr r14
mflr r0
stw r0,-0x4(sp)
bctrl
lwz r0,-0x4(sp)
mtlr r0
mr    r3, r31

noWavedash:

That would do it. Seems odd though.
 

The Cape

Smash Master
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Messages
4,478
Location
Carlisle, PA
What did you have in mind?
Keep the jump squats the same, but change the landing from an air dodge dependent on the Jump Squat time so they all have the same duration. From what I can see from what you posted that would be better for ledge dashing, wave landing, etc as the amounts would be the same.
 

UnclePunch

Smash Ace
Joined
Nov 9, 2014
Messages
673
Keep the jump squats the same, but change the landing from an air dodge dependent on the Jump Squat time so they all have the same duration. From what I can see from what you posted that would be better for ledge dashing, wave landing, etc as the amounts would be the same.
This changes the wavedash timing. Landing is not changed, so ledge dash timing and wave landing timing are the same.
 
Last edited:

UnclePunch

Smash Ace
Joined
Nov 9, 2014
Messages
673
Code:
$Skip DK Down B Startup [UnclePunch
043c170c 8010de88

Code:
$DK Hold B for Down B [UnclePunch]
0410DDE0 80030660
 
Last edited:

The Cape

Smash Master
Joined
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Messages
4,478
Location
Carlisle, PA
That looks beast. Possibly unfair even....


Edit: What is the Peach code all about?

Edit 2: Is it possible to give DK an aerial down B? That way we could make the hands hit people for a weak meteor maybe.

Edit 3: Tried out the GW code and really like it, but is it possible to do the following?:
Ground UpB enters normal fall and keeps jump, but cannot UpB or AD afterwards
Air UpB goes into special fall

I manipulated the code a bit, but could not find a way to do what I have outlined above. I made the grounded go into normal fall, but could still air UpB.
 
Last edited:

The Cape

Smash Master
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Messages
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Location
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Another idea: Ability to grab backwards during a wall tech

Edit: Possible to create the B tap to raise height that Mario, Doc, and Luigi have for Bowser or DK's UpB?
 
Last edited:

UnclePunch

Smash Ace
Joined
Nov 9, 2014
Messages
673
Code:
$Fastfall Whenever [UnclePunch]
0407d54c 60000000
 
Last edited:

The Cape

Smash Master
Joined
May 16, 2004
Messages
4,478
Location
Carlisle, PA
Code:
Kirby Throws retain one mid air jump
[The Cape]
Version -- DOL Offset ------ Hex to Replace ---------- ASM Code
1.02 ------ 0x7a24c ---- 987E1968 -> 981e1968
 

UnclePunch

Smash Ace
Joined
Nov 9, 2014
Messages
673
Code:
$Fully Charged SIde B = Misfire [UnclePunch]
C2143544 00000003
80032344 2C080018
40820008 38000001
60000000 00000000
 

UnclePunch

Smash Ace
Joined
Nov 9, 2014
Messages
673
Code:
Allows the following characters to hold the button instead of mash,

$GaW Hold B [UnclePunch]
0414e934 8004065C
0414e8b0 8004065C

$Mario and Doc Hold B [UnclePunch]
040e253c 801F065C

$Luigi Hold B [UnclePunch]
04144ab0 801F065C

$IC Hold B [UnclePunch]
04120554 801F065C

$Fox Falco Hold B [UnclePunch]
040e6aec 801F065C
040e6b40 801F065C
 

UnclePunch

Smash Ace
Joined
Nov 9, 2014
Messages
673
Code:
$Aerial Raptor Boost Popup + Midair Control [UnclePunch]
C20E3BD0 00000007
81DF0894 3DE03F80
7C0E7800 40820014
3DC04000 91DF0084
39C00000 91DF0080
3DC08008 61CED5B4
7DC903A6 4E800420
60000000 00000000
 

UnclePunch

Smash Ace
Joined
Nov 9, 2014
Messages
673

Code:
$Kirby Can Jump After Up Throw and Forward Throw [UnclePunch]
C20DDB70 00000002
7FE3FB78 39C00001
99C51968 00000000
C20DD910 00000002
7FE3FB78 39C00001
99C51968 00000000
 

UnclePunch

Smash Ace
Joined
Nov 9, 2014
Messages
673
Code:
$Bowsers Flame Doesn't Diminish [UnclePunch]
041352a0 60000000
0413527c 60000000
 

The Cape

Smash Master
Joined
May 16, 2004
Messages
4,478
Location
Carlisle, PA
Got some to add:

Code:
Kirby Samus Hat, Keep charge when hit out of upB
[TheCape]
Version -- DOL Offset ------ Hex to Replace ---------- ASM Code
1.02 ------ 0xf99a0 ---- 901E22D4 -> 60000000

Kirby DK Hat, Keep charge when hit out of UpB
[TheCape]
Version -- DOL Offset ------ Hex to Replace ---------- ASM Code
1.02 ------ 0xfd9d4 ---- 900422e8 -> 60000000

Kirby Ness Hat, Does not take jumps
Still need to set landing lag to 0
[TheCape]
Version -- DOL Offset ------ Hex to Replace ---------- ASM Code
1.02 ------ 0xfbb18 ---- 981e1968 -> 60000000
----------- 0xfbdb4 ---- 981e1968 -> 60000000

Ness nB does not take jumps
Still need to set landing lag to 0
[TheCape]
Version -- DOL Offset ------ Hex to Replace ---------- ASM Code
1.02 ------ 0x113d7c ---- 981e1968 -> 60000000
----------- 0x114018 ---- 981e1968 -> 60000000

Zelda's Din's does not take jumps
Still have to set the landing lag to 0
[TheCape]
Version -- DOL Offset ------ Hex to Replace ---------- ASM Code
1.02 ------ 0x13845c ---- 981e1968 -> 60000000
----------- 0x138768 ---- 981e1968 -> 60000000
 

rmn

Smash Rookie
Joined
Feb 15, 2016
Messages
15
Location
Alabama
$ Bowser can mash for height during aerial upB [rmn]
C2135E34 00000009
48000010 4E800021
3F99999A 3FB33333
801F0668 540005AD
41A20024 4BFFFFE9
7C8802A6 C0240000
C0440004 3C008007
6000D508 7C0903A6
4E800421 80010024
60000000 00000000

You can adjust the vertical velocity increment per B press and the max vertical velocity by filling in new values (32-bit floating point) in place of the ones provided. The ones there now are the values used by Mario and Dr. Mario for their down-B mashing.

Code:
# Bowser can mash during upB like Mario tornado
# inject at 80135e34
# original instruction lwz r0, 0x24(r1)
# r31 = player data pointer

b  code_start

get_data:
blrl
.long  0x3F99999A  # y valocity increment per tap
.long  0x3FB33333  # y velocity cap

code_start:
lwz  r0, 0x668(r31)
rlwinm. r0, r0, 0, 22, 22
beq+  done
bl  get_data
mflr  r4
lfs  f1, 0(r4)
lfs  f2, 4(r4)
lis  r0, 0x8007
ori  r0, r0, 0xd508
mtctr  r0
bctrl

done:
lwz  r0, 0x24(sp)
 
Last edited:

UnclePunch

Smash Ace
Joined
Nov 9, 2014
Messages
673
Code:
$Yoshi Aerial Neutral B Grab Gives Jump Back [UnclePunch]
C212D110 00000003
3DC08007 61CED5D4
7DC903A6 4E800421
8001001C 00000000
 
Last edited:

UnclePunch

Smash Ace
Joined
Nov 9, 2014
Messages
673

Code:
$Ness Can Up B Once After Hitting a Wall [UnclePunch]
C2118FA0 0000000A
89DF1969 2C0E0000
4082003C 3821FFFC
7C0802A6 90010000
3DC08009 61CE665C
7DC903A6 4E800421
80010000 7C0803A6
38210004 2C030001
4082000C 39C00001
99DF1969 4E800020
60000000 00000000
Code:
.set player,31

lbz r14,0x1969(player)        #check flag (resets to 0 upon landing)
cmpwi r14,0x0
bne done

  checkForUpBInput:
  backup
  lis r14, 0x8009
  ori r14, r14, 0x665C
  mtctr r14
  bctrl
  restore
  cmpwi r3,0x1            #check if player used Up B
  bne done
  li r14,0x1          
  stb r14,0x1969(player)            #set flag to 1 so no further up B's are allowed

done:
blr

Code:
$Smash 4 Yoshi Up B [UnclePunch]
C212E3A0 00000009
89C31969 39CE0001
99C31969 6DCE8000
3E404330 CA028B90
92420000 91C20004
C9E20000 EDEF8028
3DC04000 61CE0000
91C1FFFC C1C1FFFC
EDCE7824 D1C30084
80010034 00000000
C212E5C0 0000000F
3821FFFC 7C0802A6
90010000 3BDF0110
881F221A 7FE3FB78
5400EFFF 41820018
3DC08007 61CED4E4
7DC903A6 4E800421
48000020 C03E005C
7FE3FB78 C05E0060
3DC08007 61CED494
7DC903A6 4E800421
7FE3FB78 3DC08007
61CED268 7DC903A6
4E800421 80010000
7C0803A6 38210004
60000000 00000000
 
Last edited:

UnclePunch

Smash Ace
Joined
Nov 9, 2014
Messages
673
Been having a field day with Yoshi lol

Code:
$Press B to Explode Yoshi Egg [UnclePunch]
C22B2B74 00000005
81DF0518 81CE002C
89EE066A 2C0F0002
40820010 39C00000
91C1FFFC C021FFFC
FC010040 00000000
 

The Cape

Smash Master
Joined
May 16, 2004
Messages
4,478
Location
Carlisle, PA
Cjag pointed out some stuff to me, so I wrote them up quick:

Yoshi Jump out of Sheild
[Cjag, Cape]
Version -- DOL Offset ------ Hex to Replace ---------- ASM Code
1.02 ------ 0x3cb708 ---- 8012C47C -> 800cb024
----------- 0x3cb728 ---- 8012C5E0 -> 800cb024

Remove Side Step IASA from GuardOff
[Cjag, Cape]
Version -- DOL Offset ------ Hex to Replace ---------- ASM Code
1.02 ------ 0x3c0e90 ---- 80092CFC -> 800cb024
 

tauKhan

Smash Lord
Joined
Feb 9, 2014
Messages
1,349
Code:
$Nana direction update bug fix (ICs can dd together etc.) (NTSC 1.02) [tauKhan]
C20B0AE8 00000005
38C40444 3863001C 
7C033040 40820008 
386400FC D0030018 
80640444 80C40444 
60000000 00000000
 

UnclePunch

Smash Ace
Joined
Nov 9, 2014
Messages
673
Code:
$Shiek Up B Edge Cancel [UnclePunch]
041134f4 4BFB923D
04113500 4BFB9231
C21137E4 00000002
38600040 987F0594
7FE3FB78 00000000

Code:
$Invisible Firefox [UnclePunch]
040e7150 60000000
C20E7E1C 00000002
38000098 981D221E
8001003C 00000000
C20E7C78 00000002
38000098 981E221E
8001004C 00000000
C20E7ADC 00000002
38000098 981F221E
80010024 00000000

Code:
$Aerial Control and Fastfall Shiek UpB [UnclePunch]
043cc2d4 800e7f20

Code:
$Less Landing Lag on Sheik Up B [UnclePunch]
04113e10 38800001

Code:
$Falcon Turnaround Up B [UnclePunch]
*Turns if control stick is pushed 25% in the opposite direction
C20E52C4 00000007
81CDAEB4 C1CE0034
C1FF0620 C21F002C
EE0F0432 FC107040
4C401382 40820010
C1DF002C FDC07050
D1DF002C C0429854
60000000 00000000
https://streamable.com/3tkv0
 
Last edited:

UnclePunch

Smash Ace
Joined
Nov 9, 2014
Messages
673
Code:
$PKT2 Trajectory = Analog Stick Angle [UnclePunch]

04118c18 C03D0624
04118bfc C05D0620
041185bc C03E0624
041185a0 C05E0620
 

Super4ng

Smash Journeyman
Joined
Jun 22, 2014
Messages
263
Location
Mississippi
This thread is awesome. Is there a code to let Samus charge b in the air and releasing b fires the shot (like sheik needles)? Also, I had come across the code that lets game and watch l cancel but I lost the thread if anyone could post it.
 

The Cape

Smash Master
Joined
May 16, 2004
Messages
4,478
Location
Carlisle, PA
This thread is awesome. Is there a code to let Samus charge b in the air and releasing b fires the shot (like sheik needles)? Also, I had come across the code that lets game and watch l cancel but I lost the thread if anyone could post it.
Mr. Game & Watch - N/B/U-Aerials L-Cancelable, w/ U-Air Lag Bug Fix
[Magus]

# Attack -- DOL Offset ------ Hex to Replace ---------- ASM Code
# N-Air
1.00 ----- 0x147F98 ---- 3880015E -> 38800041 ---- (li r4,350 --> li r4,65)
---------- 0x147FA4 ---- 80A3002C -> 90830070 ---- (lwz r5,44(r3) --> stw r4,112(r3))
---------- 0x147FA8 ---- C02501F8 -> C0230258 ---- (lfs f1,504(r5) --> lfs f1,600(r3))
---------- 0x147FAC ---- 4BF42095 -> 4BF41F89 ---- (bl 0x8008d460 --> bl 0x8008D354)
# B-Air
---------- 0x148028 ---- 3880015F -> 38800043 ---- (li r4,351 --> li r4,67)
---------- 0x148034 ---- 80A3002C -> 90830070 ---- (lwz r5,44(r3) --> stw r4,112(r3))
---------- 0x148038 ---- C0250200 -> C0230260 ---- (lfs f1,512(r5) --> lfs f1,608(r3))
---------- 0x14803C ---- 4BF42005 -> 4BF41EF9 ---- (bl 0x8008d460 --> bl 0x8008D354)
# U-Air
---------- 0x1480B8 ---- 38800160 -> 38800044 ---- (li r4,352 --> li r4,68)
---------- 0x1480C4 ---- 80A3002C -> 90830070 ---- (lwz r5,44(r3) --> stw r4,112(r3))
---------- 0x1480C8 ---- C0250200 -> C0230264 ---- (lfs f1,512(r5) --> lfs f1,612(r3))
---------- 0x1480CC ---- 4BF41F75 -> 4BF41E69 ---- (bl 0x8008d460 --> bl 0x8008D354)


# Attack -- DOL Offset ------ Hex to Replace ---------- ASM Code
# N-Air
1.01 ----- 0x1483E8 ---- 3880015E -> 38800041 ---- (li r4,350 --> li r4,65)
---------- 0x1483F4 ---- 80A3002C -> 90830070 ---- (lwz r5,44(r3) --> stw r4,112(r3))
---------- 0x1483F8 ---- C02501F8 -> C0230258 ---- (lfs f1,504(r5) --> lfs f1,600(r3))
---------- 0x1473FC ---- 4BF41D2D -> 4BF41C21 ---- (bl 0x8008d460 --> bl 0x8008D354)
# B-Air
---------- 0x1484D0 ---- 3880015F -> 38800043 ---- (li r4,351 --> li r4,67)
---------- 0x1484DC ---- 80A3002C -> 90830070 ---- (lwz r5,44(r3) --> stw r4,112(r3))
---------- 0x1484E0 ---- C0250200 -> C0230260 ---- (lfs f1,512(r5) --> lfs f1,608(r3))
---------- 0x1484E4 ---- 4BF41C45 -> 4BF41B39 ---- (bl 0x8008d460 --> bl 0x8008D354)
# U-Air
---------- 0x1485B8 ---- 38800160 -> 38800044 ---- (li r4,352 --> li r4,68)
---------- 0x1485C4 ---- 80A3002C -> 90830070 ---- (lwz r5,44(r3) --> stw r4,112(r3))
---------- 0x1485C8 ---- C0250200 -> C0230264 ---- (lfs f1,512(r5) --> lfs f1,612(r3))
---------- 0x1485CC ---- 4BF41B5D -> 4BF41A51 ---- (bl 0x8008d460 --> bl 0x8008D354)


# Attack -- DOL Offset ------ Hex to Replace ---------- ASM Code
# N-Air
1.02 ----- 0x1486DC ---- 3880015E -> 38800041 ---- (li r4,350 --> li r4,65)
---------- 0x1486E8 ---- 80A3002C -> 90830070 ---- (lwz r5,44(r3) --> stw r4,112(r3))
---------- 0x1486EC ---- C02501F8 -> C0230258 ---- (lfs f1,504(r5) --> lfs f1,600(r3))
---------- 0x1486F0 ---- 4BF41BF9 -> 4BF41AED ---- (bl 0x8008d460 --> bl 0x8008D354)
# B-Air
---------- 0x1487C4 ---- 3880015F -> 38800043 ---- (li r4,351 --> li r4,67)
---------- 0x1487D0 ---- 80A3002C -> 90830070 ---- (lwz r5,44(r3) --> stw r4,112(r3))
---------- 0x1487D4 ---- C0250200 -> C0230260 ---- (lfs f1,512(r5) --> lfs f1,608(r3))
---------- 0x1487D8 ---- 4BF41B11 -> 4BF41A05 ---- (bl 0x8008d460 --> bl 0x8008D354)
# U-Air
---------- 0x1488AC ---- 38800160 -> 38800044 ---- (li r4,352 --> li r4,68)
---------- 0x1488B8 ---- 80A3002C -> 90830070 ---- (lwz r5,44(r3) --> stw r4,112(r3))
---------- 0x1488BC ---- C0250200 -> C0230264 ---- (lfs f1,512(r5) --> lfs f1,612(r3))
---------- 0x1488C0 ---- 4BF41A29 -> 4BF4191D ---- (bl 0x8008d460 --> bl 0x8008D354)


# Attack -- DOL Offset ------ Hex to Replace ---------- ASM Code
# N-Air
PAL ------ 0x148E80 ---- 3880015E -> 38800041 ---- (li r4,350 --> li r4,65)
---------- 0x148E8C ---- 80A3002C -> 90830070 ---- (lwz r5,44(r3) --> stw r4,112(r3))
---------- 0x148E90 ---- C02501F8 -> C0230258 ---- (lfs f1,504(r5) --> lfs f1,600(r3))
---------- 0x148E94 ---- 4BF41B0D -> 4BF41A01 ---- (bl 0x8008d460 --> bl 0x8008D354)
# B-Air
---------- 0x148F68 ---- 3880015F -> 38800043 ---- (li r4,351 --> li r4,67)
---------- 0x148F74 ---- 80A3002C -> 90830070 ---- (lwz r5,44(r3) --> stw r4,112(r3))
---------- 0x148F78 ---- C0250200 -> C0230260 ---- (lfs f1,512(r5) --> lfs f1,608(r3))
---------- 0x148F7C ---- 4BF41A25 -> 4BF41919 ---- (bl 0x8008d460 --> bl 0x8008D354)
# U-Air
---------- 0x149050 ---- 38800160 -> 38800044 ---- (li r4,352 --> li r4,68)
---------- 0x14905C ---- 80A3002C -> 90830070 ---- (lwz r5,44(r3) --> stw r4,112(r3))
---------- 0x149060 ---- C0250200 -> C0230264 ---- (lfs f1,512(r5) --> lfs f1,612(r3))
---------- 0x149064 ---- 4BF4193D -> 4BF41831 ---- (bl 0x8008d460 --> bl 0x8008D354)
 

Super4ng

Smash Journeyman
Joined
Jun 22, 2014
Messages
263
Location
Mississippi
Appreciate it mate! One other thing, is there a code that makes Mewtwo's confusion actually make the projectile hit an enemy? I really wish I knew how to build these codes myself but it goes over my head a little bit.
 

UnclePunch

Smash Ace
Joined
Nov 9, 2014
Messages
673

Code:
$GaW Bucket Fill Amount Based on Damage of Projectile [UnclePunch]
*If projectile dealt 1->8 damage, fill 1
*If projectile dealt 9->12 damage, fill 2
*If projectile dealt 13+ damage, fill 3
C214D9D4 00000007
801F1A44 2C000008
40810014 2C00000C
40810014 2C00000D
40800014 38000001
48000014 38000002
4800000C 38000003
48000004 00000000
 

Super4ng

Smash Journeyman
Joined
Jun 22, 2014
Messages
263
Location
Mississippi
I noticed something recently, if you put in the code that lets samus/dk not lose charge if they get hit out of up b, it also has the effect that if they get hit while charging they also keep whatever level of charge they have. Another effect, is when you use the fully charged attack if it gets interrupted before the move comes you also keep the charge. Example: samus shoots full charge shot, but if she is interrupted before the projectile is fired, she retains full charge. Is there any way to code around this? This seems pretty broken to me. While its lame to lose a charge for recovering, at least it is more fair.
 

The Cape

Smash Master
Joined
May 16, 2004
Messages
4,478
Location
Carlisle, PA
I noticed something recently, if you put in the code that lets samus/dk not lose charge if they get hit out of up b, it also has the effect that if they get hit while charging they also keep whatever level of charge they have. Another effect, is when you use the fully charged attack if it gets interrupted before the move comes you also keep the charge. Example: samus shoots full charge shot, but if she is interrupted before the projectile is fired, she retains full charge. Is there any way to code around this? This seems pretty broken to me. While its lame to lose a charge for recovering, at least it is more fair.
I noticed that too. I know that by default Mewtwo being hit out of a partial shadowball throw keeps it. Not sure about charging it though.
 

UnclePunch

Smash Ace
Joined
Nov 9, 2014
Messages
673
I noticed something recently, if you put in the code that lets samus/dk not lose charge if they get hit out of up b, it also has the effect that if they get hit while charging they also keep whatever level of charge they have. Another effect, is when you use the fully charged attack if it gets interrupted before the move comes you also keep the charge. Example: samus shoots full charge shot, but if she is interrupted before the projectile is fired, she retains full charge. Is there any way to code around this? This seems pretty broken to me. While its lame to lose a charge for recovering, at least it is more fair.
Interesting, ill look into that.
 

Super4ng

Smash Journeyman
Joined
Jun 22, 2014
Messages
263
Location
Mississippi
Interesting, ill look into that.
Idk if this helps any, but dk's punch works the way I think it should in Pal. If he's hit while charging he loses all charge, but if he's hit while using up b he retains charge. I'm not sure if I can test if he keeps the charge if the punch is interrupted because he has invincibility frames. I'll remove his invincibility with crazy hand and test it right now. But PAL should maybe be helpful with writing the code
 
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