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Super Smash Brothers 64 Gameshark codes (Made by me)

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Smasherx74

Smash Journeyman
Joined
Jul 31, 2009
Messages
407
Auto Cancel (Hyrule, items)
812638EC 8013
812638EE F660

Other Suits (Hyrule, items)
81263998 0800

D-pad down = Samus auto charge (hyrule)
D109EFA4 0400
812639EC 0000
812639EE 0007
D109EFA4 0400


Cam change (Pause to reset cam)
801314B7 00
01 Zoom
03 Normal
04 Below view
05 Really Zoom in
06 Above view


Crazy Attack
810E4E4E 0001


Di?
810EA210 0009


Double Jump Cancel (For all characters besides Puffs)
8113FDCA 8001


Giant Mario (Poke stage, items)
802F5014 0040
802F5018 0040
802F501C 0040
802F5020 0040


Glitchy hyrule
80263058 0001
80263BA8 0001
802646F8 0001
80265248 0001


Matrix Mode
810EA210 0001


1 Hit shield Break
810E62A0 01EF


Messed up Smoke
810D1F1D 0001


Never ending Shield
8114834C 2400


No Hit Delay
810EA200 0001


Super Masterhand stage (Dpad down)
D109EFA4 0400
8127119C 03E7



Soon ill fix the Auto cancel code to work on the ground also i know samus auto charge has already been done but i put a Activator code onto it just for fun. Also the "crazy attack" makes the player keep getting hit by the attack u used over and over so it looks like the turtle shell glitch but they have to DI out of it. The DI code doesn't seem to work on emulator only on N64. It mite work on emulators if you mess around with it some. The other suits code is just making every one have skull characters, No face characters or Zero suit samus, Not sure what it does to polygon characters, masterhand and metal mario. DI code must attack someone to 70 - 100% then they must shield, then you grab and fthrow them and they can di anywere. If they hit wall they will be stuck. No hit delay code makes it so when you hit someone, say you hit Kirby with your mario drill every single hit from your drill will keep attacking no hit delay, meaning no delays between the drill attacks.


***Anti-D said he never made a actual gameshark code for cancel code so stop messaging me why can't i make his were it can cancel tilts and smash moves on ground too!!!***
 

NixxxoN

Smash Master
Joined
Jun 16, 2008
Messages
3,726
Location
Barcelona
Oh nice, for once someone making and publising gs codes!

Ant-d you should b next :D
 

Smasherx74

Smash Journeyman
Joined
Jul 31, 2009
Messages
407
Oh nice, for once someone making and publising gs codes!

Ant-d you should b next :D

Lol yea, Anti-d has the best version of the cancel code. He has the ground attack bugs fixed. :-\

I have the Tant on ground working but it only works on N64 atm ill get it working for emulators soon, but ill make it were all the moves can be canceled into each other first.
 

Skrlx

Smash Champion
Joined
Jan 18, 2008
Messages
2,673
I have the Tant on ground working but it only works on N64 atm ill get it working for emulators soon, but ill make it were all the moves can be canceled into each other first.
hahahhahaha
 

Ownasaurus

Smash Journeyman
Joined
Aug 8, 2006
Messages
307
Location
NY
Has anyone made a code to change the default options? Like, so it's 5 stock, items off, and ff on by default? If not, does anyone know an appropriate memory tool that works well with n64 games so that perhaps I could make it?
 

KoRoBeNiKi

Smash Hero
Writing Team
Joined
Apr 26, 2007
Messages
5,959
Location
Brooklyn, NY
Slippi.gg
KORO#668
Has anyone made a code to change the default options? Like, so it's 5 stock, items off, and ff on by default? If not, does anyone know an appropriate memory tool that works well with n64 games so that perhaps I could make it?
there is a code like that, forgot what it is, though i don't really recommend doing that as it seemed like it causes Extra Desynches.
 

Ownasaurus

Smash Journeyman
Joined
Aug 8, 2006
Messages
307
Location
NY
there is a code like that, forgot what it is, though i don't really recommend doing that as it seemed like it causes Extra Desynches.
I'd still definitely still be interested in checking it out. Also, something like that shouldn't be the cause of any desynchs theoretically, based on the kaillera protocol. Please let me know if you find it cause I have not been able to thus far.

As far as making the gameshark cheat myself, I think I found the stock and % addresses in-game for the individual players, but not the memory addresses that control the settings.
 

Fireblaster

Smash Lord
Joined
Sep 17, 2003
Messages
1,859
Location
Storrs, Connecticut
I'd still definitely still be interested in checking it out. Also, something like that shouldn't be the cause of any desynchs theoretically, based on the kaillera protocol. Please let me know if you find it cause I have not been able to thus far.

As far as making the gameshark cheat myself, I think I found the stock and % addresses in-game for the individual players, but not the memory addresses that control the settings.
Haha, you may THINK you know the kaillera protocol, but then it goes and throws a curve ball at you. For example: if you start up a 4 player game with the debug menu code and end it, the other 3 nonhost players will have the debug menu code on their next start up of the game, even if their new host does not have the code on.
 

Ownasaurus

Smash Journeyman
Joined
Aug 8, 2006
Messages
307
Location
NY
Honestly I'd imagine that's a function of the emulator rather than the kaillera protocol, though I'm not an expert on kaillera specifically. I wonder if the scenario you described happens with mupen

edit: apparently mupen doesnt use GS codes, my bad
 

Ownasaurus

Smash Journeyman
Joined
Aug 8, 2006
Messages
307
Location
NY
D-pad down = Samus auto charge (hyrule)
D109EFA4 0400
812639EC 0000
812639EE 0007
D109EFA4 0400
What's the point of having the last line of a code be read? ("activator") Does that actually do anything, or is that a mistake? I thought an "activator" had to precede another line of code for it to be effective.

Also, would you mind explaining what the value at 09EFA4 represents and why I've seen a few codes check that memory location for the value 0400 (1024 in decimal)?

Thanks!
 
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