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In Progress Misc Character Codes

Super4ng

Smash Journeyman
Joined
Jun 22, 2014
Messages
263
Location
Mississippi
Yup just tested it in PAL, if the max charge punch is interrupted he loses the charge (as he should imo)
 
Last edited:

The Cape

Smash Master
Joined
May 16, 2004
Messages
4,478
Location
Carlisle, PA
Yup just tested it in PAL, if the max charge punch is interrupted he loses the charge (as he should imo)
Interesting. So not like Mewtwo at all? Maybe we can get an update for Samus, DK, and Mewtwo entirely so they don't lose their charge when hit out of UpB, but that's it.
 

Super4ng

Smash Journeyman
Joined
Jun 22, 2014
Messages
263
Location
Mississippi
Can someone explain how to convert AR codes into a straight DOL mod? I am watching a tutorial by IE but I am not sure if he is going to cover it in his vid or not. The codes I wanted to use were mewtwo confusion and kirby jumping after throw.
 

The Cape

Smash Master
Joined
May 16, 2004
Messages
4,478
Location
Carlisle, PA
Can someone explain how to convert AR codes into a straight DOL mod? I am watching a tutorial by IE but I am not sure if he is going to cover it in his vid or not. The codes I wanted to use were mewtwo confusion and kirby jumping after throw.
Mewtwo Can Actually Reflect Stuff
[UnclePunch]
1.02
04146C58 60000000

Confusion works like a normal throw
[UnclePunch, jjhoho]
Version -- DOL Offset ------ Hex to Replace ---------- ASM Code
1.02 ----- 0x80146940 --- 4BF49E41 -> 60000000
---------- 0x801468ac --- 4BF49ED5 -> 60000000

The normal throw piece is actually already a DOL overwrite. The reflect stuff is set up as a one line Gecko code.

Kirby Can Jump After Up Throw and Forward Throw
[UnclePunch]
1.02
C20DDB70 00000002
7FE3FB78 39C00001
99C51968 00000000
C20DD910 00000002
7FE3FB78 39C00001
99C51968 00000000

or

Kirby Throws retain one mid air jump
[The Cape]
Version -- DOL Offset ------ Hex to Replace ---------- ASM Code
1.02 ------ 0x7a24c ---- 987E1968 -> 981e1968


The multiple jumps is a gecko code, the (last) mid air jump is a DOL overwrite.
 

Super4ng

Smash Journeyman
Joined
Jun 22, 2014
Messages
263
Location
Mississippi
woops let me clarify, mewtwo's reflection of a projectile working correctly. EDIT im dumb. just re-read your comment lol.

So looking through the DOL, when I go to offset 0x80146940 I see this value: 38 80 00 01.

Am I missing something? Because when I go to the location in the DOL the code that it is telling me to overwrite is not what is there. Also, the kirby jump code starts at 7A when the DOL only goes up to 43.
 

Attachments

Last edited:

Super4ng

Smash Journeyman
Joined
Jun 22, 2014
Messages
263
Location
Mississippi
More questions that need answers: is there a way to add more data to a move? Specifically, I want to add two graphics and a sound effect to Zelda's left and right taunts. This shouldnt equal more than 60 bytes per taunt. Not sure how to clear up some dead space to make that work.

Also, does anyone know why Mario's down throw doesnt work right on Game and Watch?
 

The Cape

Smash Master
Joined
May 16, 2004
Messages
4,478
Location
Carlisle, PA
More questions that need answers: is there a way to add more data to a move? Specifically, I want to add two graphics and a sound effect to Zelda's left and right taunts. This shouldnt equal more than 60 bytes per taunt. Not sure how to clear up some dead space to make that work.

Also, does anyone know why Mario's down throw doesnt work right on Game and Watch?
For the down throws on GW such as Mario, Samus, Bowser, etc. It is because the throws are weight dependent and speeds right past the frame of release for GW.

A few options are to make the throws weight independent
Make GW have a different weight
Put FSMs on all throws
Make all throws weight independent (Punch has a code)
Change the frame of release on Mario D throw by 1
 

Super4ng

Smash Journeyman
Joined
Jun 22, 2014
Messages
263
Location
Mississippi
For the down throws on GW such as Mario, Samus, Bowser, etc. It is because the throws are weight dependent and speeds right past the frame of release for GW.

A few options are to make the throws weight independent
Make GW have a different weight
Put FSMs on all throws
Make all throws weight independent (Punch has a code)
Change the frame of release on Mario D throw by 1
Can you reference said weight independent throw code? Been searching with keywords through Uncle Punch's work and didn't find it
 

DRGN

Technowizard
Moderator
Joined
Aug 20, 2005
Messages
2,178
Location
Sacramento, CA
Can someone explain how to convert AR codes into a straight DOL mod? I am watching a tutorial by IE but I am not sure if he is going to cover it in his vid or not. The codes I wanted to use were mewtwo confusion and kirby jumping after throw.
Check out the spoiler called "Converting Between Gecko Codes and Standard DOL Mods" in the second post in the MCM thread. I just updated it and hopefully made it a bit clearer.

woops let me clarify, mewtwo's reflection of a projectile working correctly. EDIT im dumb. just re-read your comment lol.

So looking through the DOL, when I go to offset 0x80146940 I see this value: 38 80 00 01.

Am I missing something? Because when I go to the location in the DOL the code that it is telling me to overwrite is not what is there. Also, the kirby jump code starts at 7A when the DOL only goes up to 43.
Offset 0x80146940 is not a DOL file offset, it is a RAM address. To convert those to a DOL offset, use the RAM Address Converter in the tools tab of MCM. If it doesn't find a match, it means that the address doesn't exist in the DOL. However, MCM will do this automatically when reading DOL mod offsets, so there is no reason to convert them if you use the program to apply the mods.

Do any of these work for pal?
They're written for NTSC 1.02, so no, not immediately, but they can be converted to work. Much of the code in PAL is the same as in the other versions, however it's located in slightly different places. So you need to change the DOL offsets that they point to. You can do that using the Code Offset Converter in the tools tab of MCM. If the mod was written using RAM addresses, convert them to DOL offsets so you can use the converter.

More questions that need answers: is there a way to add more data to a move? Specifically, I want to add two graphics and a sound effect to Zelda's left and right taunts. This shouldnt equal more than 60 bytes per taunt. Not sure how to clear up some dead space to make that work.

Also, does anyone know why Mario's down throw doesnt work right on Game and Watch?
Yeah, there are a number of ways to add more data to a move. Such as Yakult's program (pretty good, but note the conflict with CrazyHand), or these solutions.
 

Super4ng

Smash Journeyman
Joined
Jun 22, 2014
Messages
263
Location
Mississippi
thanks for the help! Everyone in smashboards is so helfpul! Really speaks volumes about our community :D
 

UnclePunch

Smash Ace
Joined
Nov 9, 2014
Messages
673
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
Code:
$Samus Keeps Charge Shot When Hit During Up B (Fixed) [UnclePunch]
0412a6b8 60000000
0412a784 60000000

$DK Keeps Punch When Hit During Up B (Fixed) [UnclePunch]
0410fb68 60000000
0410fc48 60000000
Word @ 0x21DC is a pointer to a function that runs when the player is hit. DK and Samus' Up B *and* Neutral B functions set this variable to the "kill charge" function. This code removes the pointer placement during the Grounded and Aerial versions of their Up B's.
 

UnclePunch

Smash Ace
Joined
Nov 9, 2014
Messages
673
Code:
$PKT Only Disappears When Hitting Players [UnclePunch]
C22AC05C 00000007
81DE002C 81CE0CF4
2C0E0000 40820018
38600000 3DC0802A
61CEC064 7DC903A6
4E800420 3DC0802A
61CEB90C 7DC903A6
4E800421 00000000

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
 
Last edited:

Benny P

Smash Journeyman
Joined
Dec 10, 2014
Messages
465
Location
Coming Soon
will these clash with any version of 20XX? I'm making a fun mod and was wondering if these would work.
 

UnclePunch

Smash Ace
Joined
Nov 9, 2014
Messages
673
will these clash with any version of 20XX? I'm making a fun mod and was wondering if these would work.
Depends whether or not Achilles' uses that hook for something 20XX related. Only way to know is to try.
 

UnclePunch

Smash Ace
Joined
Nov 9, 2014
Messages
673
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
 
Last edited:

UnclePunch

Smash Ace
Joined
Nov 9, 2014
Messages
673

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
 

UnclePunch

Smash Ace
Joined
Nov 9, 2014
Messages
673

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
 
Last edited:

UnclePunch

Smash Ace
Joined
Nov 9, 2014
Messages
673

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
 

NotChuc

Smash Rookie
Joined
Feb 10, 2018
Messages
9
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

Requires Special Move Master Code

Allows characters with corresponding code to:


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
What format are these in and how do I apply them to my game?
I'm still learning the basics of modding
 

UnclePunch

Smash Ace
Joined
Nov 9, 2014
Messages
673

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
 
Last edited:
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