Super4ng
Smash Journeyman
Yup just tested it in PAL, if the max charge punch is interrupted he loses the charge (as he should imo)
Last edited:
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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.Yup just tested it in PAL, if the max charge punch is interrupted he loses the charge (as he should imo)
Mewtwo Can Actually Reflect StuffCan 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.
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.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?
Can you reference said weight independent throw code? Been searching with keywords through Uncle Punch's work and didn't find itFor 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
IndependentCan you reference said weight independent throw code? Been searching with keywords through Uncle Punch's work and didn't find it
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.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.
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.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.
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.Do any of these work for pal?
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.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?
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
$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
$PKT Only Disappears When Hitting Players [UnclePunch]
C22AC05C 00000007
81DE002C 81CE0CF4
2C0E0000 40820018
38600000 3DC0802A
61CEC064 7DC903A6
4E800420 3DC0802A
61CEB90C 7DC903A6
4E800421 00000000
$Instant Zelda/Shiek Transform [UnclePunch]
04114184 C042A1DC
0413b510 C042A1DC
0413af04 C042A1DC
04114790 C042A1DC
04114248 C042A1DC
0413afc8 C042A1DC
$Kirby Uses Non-Special Dash Attack [UnclePunch]
0408b4b0 60000000
$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
Depends whether or not Achilles' uses that hook for something 20XX related. Only way to know is to try.will these clash with any version of 20XX? I'm making a fun mod and was wondering if these would work.
$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
$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
$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
$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
$Mash Firefox to Increase Length [UnclePunch]
C20E72B0 00000003
3DC03F7A 61CEE148
91DF2354 83E1002C
60000000 00000000
C20E733C 00000003
3DC03F7A 61CEE148
91DF2354 80010034
60000000 00000000
C20E73CC 00000006
81DF0668 55CE05AD
41820020 3DC03CA3
61CED70A 91C1FFFC
C1C1FFFC C1FF2354
EDCE782A D1DF2354
83E3002C 00000000
C20E736C 00000006
81DF0668 55CE05AD
41820020 3DC03CA3
61CED70A 91C1FFFC
C1C1FFFC C1FF2354
EDCE782A D1DF2354
83E3002C 00000000
C20E7D88 00000002
C0040068 C1FD2354
EC0003F2 00000000
C20E7DAC 00000002
C05F0074 C1FD2354
EC4203F2 00000000
C20E7DC8 00000002
C01F0074 C1FD2354
EC0003F2 00000000
What format are these in and how do I apply them to my game?Started doing random character modification codes,
Standalone Codes
Code:$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
He needs it.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 $Falcon Grab Ledge on Side B [UnclePunch] *Can only walljump if walljumps used = 0 C20E3DFC 00000005 83E3002C 7FC3F378 3DC0800E 61CE4D7C 7DC903A6 4E800421 7FC3F378 809E002C 60000000 00000000
Code:$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 $Falco Up-B Walljump [UnclePunch] *Can only walljump if walljumps used = 0 C20E7A58 00000007 801F0004 2C000016 40820024 881F1969 2C000000 40820018 7F83E378 3DC08008 61CE169C 7DC903A6 4E800421 80010044 60000000 00000000
https://gfycat.com/SmallFloweryHatchetfishCode:$PKT Doesn't Disappear When Hitting Projectiles [UnclePunch] C22AC05C 00000007 81DE002C 81CE0CF4 2C0E0000 40820018 38600000 3DC0802A 61CEC064 7DC903A6 4E800420 3DC0802A 61CEB90C 7DC903A6
/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 $Kirby Always Has Zelda Reflect [UnclePunch] 040f1648 38800013 040f1698 38800013
https://streamable.com/3tkv0Code:$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
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
$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
They are gecko codes. You can use the Melee Code Manager to easily add them to a gameWhat format are these in and how do I apply them to my game?
I'm still learning the basics of modding