The 20XX Melee Training Hack Pack (v4.07 - 7/04/17)

LunaCyclone

Smash Rookie
Joined
Oct 30, 2018
Messages
4
Just downloaded this, but every time I close and open the game it doesn't save my settings from the debug menu. Any way to fix this?
 

LulcarioJoca

Smash Rookie
Joined
Nov 14, 2018
Messages
2
noice
The 20XX Melee Training Hack Pack 4.07


Latest Version

20XX 4.07++ (released 7/10/17)

Two methods are available for download and construction of the ISO:

Root Files (includes all the game files - no previous ISOs necessary, use DTW or GCR to load the extracted root folder and then rebuild the ISO. Read the README included in the download.)
Xdelta patch (slightly simpler process; requires a vanilla 1.02 SSBM disc), provided by DRGN

A minimal download for updating 4.06 root files to 4.07++ is available here. Read the README!

Changelog from 4.06 to 4.07 can be found on this Reddit post.

NOTE: 7/10/17 9:45 PM EST
20XX 4.07 download links have been updated to address the following issues:
  • Fixed a bug where Ganondorf's Warlock Punch would freeze the game.
  • Fixed a bug where entering the Event Match menu would freeze the game.
  • Lagless FoD for 4+ players has been changed to 3+ players.
    • Because of the new lagless FoD code, *legal stages only* All-Star mode now includes FoD stages.
  • Toggling 20XXTE Input Display would freeze the game.
  • Game image name updated from "... 4.06" to "...4.07".
VERSION 4.07++ should now be seen on the main Debug Menu page, and on the Back Button texture in the Character Select Screen.



Click below if you desire to support development of the 20XX Hack Pack via money donation!



20XX 4.0+ Guides:
- Modifying the CSP background colors for the alternate costumes: manually | with automation
- How to add HPS files to the game
Pl____.dat = Default costume for said color
Pl____.rat = R-alternate costume
Pl____.lat = L-alternate costume

Example:
PlFxNr.dat = Normal Fox color, no toggle
PlFxNr.rat = Normal Fox color, R-alternate
PlFxNr.lat = Normal Fox color, L-alternate

Special Exceptions:
PlCaRe.usd = Red Falcon, no toggle
PlCaRd.usd = Red Falcon, no toggle (again...replace both of these for now if you are changing this costume)
PlCaRl.usd = Red Falcon, L-alternate
PlCaRr.usd = Red Falcon, R-alternate
My naming convention follows the logic of alternate stage skins are numbered, but stages with new collisions use letters. But this logic doesn't work for stages that I wasn't planning on having any alt skins for like Jungle Japes, Trophy Stage, etc.

Final Destination (GrNLa.dat)
GrNLa.0at = Default
GrNLa.2at = Smash Wii U Model Import (no option to change to this in 20XX 4.05)
------------------
Green Greens (GrGr.dat)
GrGr.0at = default
GrGr.1at = hacked
-------------------
Jungle Japes (GrGd.dat)
GrGd.0at = default
GrGd.1at = hacked with platform
GrGd.2at = omega
------------------
Yoshi's Island (GrYt.dat)
GrYt.0at = default
GrYt.1at = hacked (omega)
------------------
Mushroom Kingdom Adventure
GrNKr.0at = default
GrNKr.1at = hacked (2 plat)
GrnKr.2at = hacked (omega)
------------------
Fourside (GrFs.dat)
GrFs.0at = default
GrFs.1at = hacked (smashville)
------------------
Hyrule Maze (GrNSr.dat)
GrNSr.0at = default
GrNSr.1at = hacked
------------------
Target Test - Luigi (GrTLg.dat)
GrTLg.0at = default
GrTLg.1at = hacked (gamecube)
-----------------
Dreamland
GrOp.kat = KirbyWare, Inc. (a stage hack I don't think I ever posted, and this should not be in the 20XX 4.05 filesystem, lol. I was going to put it in the 3rd SSS but never got around to it.)
GrOp.rat = Return to Dreamland
----------------
GrNBa.bat = Battlefino Plaza
-----------------
GrTCl.bat = Smash 4 Battlefield
-----------------
GrPb.usd = Pokemon Stadium No Transformation skin
-----------------
GrOy.wat = Wario Ware
------------------
Trophy Stage
GrNFg.dat = default
GrNFg.0at = two plats
GrNFg.1at = three plats
GrNFg.2at = Omega
(I should go back and switch this to GrNFg.0at = default, GrNFg.1at = two plats, etc.)




FREQUENTLY ASKED QUESTIONS:
Have a problem (not install-process related), comment. or bug you would like to post about? Check the FAQs first!
GUIDES:
Wii Modding Guide - From vanilla Wii to hacked Wii with 20XX - Hectohertz <use this if trying to setup from scratch!>

Loading the 20XX Hack Pack via USB - Jackmorgan8
How to Play Gamecube Backups on a Wii U or Newer Wii - DoctorKirby

Video Instructions for Creating the 20XX ISO - Beanwolf
Video Instructions for Creating the 20XX ISO (Concise Version) - smoke070
Mac Installation Instructions - Waterdr1nker

Modify a Hacked Wii to Boot Straight to the Homebrew Channel (Goodbye, Wiimote!) - Achilles

If anyone is curious, I boot via SD card. Class 10 (fast) SDHC cards are a good option.

This method will work with replacing any single file that is smaller than or equal to the original file size of which it is overwriting.


In GCR,
1) Image --> Open --> Load your Melee ISO
2) Search the game filesystem for the file to replace and choose Import --> navigate to the new file.
    • The DOL file is located in the "&&SystemData" folder in the ISO filesystem.

20XX 4.06 (released 4/20/17)

Two methods are available for download and construction of the ISO:

Root Files (includes all the game files - no previous ISOs necessary, use DTW or GCR to load the extracted root folder and then rebuild the ISO. Read the README included in the download.)
Xdelta patch (slightly simpler process; requires a vanilla 1.02 SSBM disc), provided by DRGN

Refer to the Reddit post about this update for the changelog and other important resources.

20XX 4.05 (released 3/17/16)

Xdelta Patch (From vanilla 1.02 ISO to 20XX 4.05)
http://smashboards.com/threads/the-...-update-3-17-16.351221/page-142#post-21010781

Root Files (includes all the game files - no previous ISOs necessary, use GCR to load the extracted root folder and then rebuild the ISO. Read the README included in the download.)
https://www.mediafire.com/?18yemefba3hx9c9

Note: In-game CPU toggles (hold shield, action spam, etc.) have not been added back to version 4.0 yet.

The Complete 20XX Hack Pack 3.02 Feature List

20XX Melee Hack Pack 3.02 File Replacements (with Instructions).zip

(SSBM version 1.02 only)
  • DO NOT play on Japanese Mode.
  • DO NOT view trophies.
  • I cannot guarantee that Classic, Adventure, or All-Star Mode will not freeze.
    • Many trophy files have been replaced with alternate costumes. If the game tries to load one of these trophies to drop in-game, it will surely freeze.

General Modifications

Custom 20XX Game Banner [Achilles]
Memory Card Saving Compatibility [Achilles]
  • Debug Menu toggles are loaded on boot-up and saved to memory card after leaving the Debug Menu.

Boot to Character Select Screen [InternetExplorer, Achilles]

Default Tournament Settings [Magus, et all]
  • 4 stock, 8 min stock timer, infinite time for timed matches, items off, tourney legal stages on random select, friendly fire ON, rumble OFF for all players, deflicker off.

Unlock All Characters and Stages [Standardtoaster, JMC, Achilles]
  • All characters and stages will be unlocked.
  • Special messages that would normally appear with unlocking these items have been removed.

Normal C-Stick Functionality in 1P Mode [Zauron]

Normal C-Stick Functionality in Develop Debug Mode [Magus, Achilles]

Unrestricted Pause Camera [Achilles, strikebowler585]
  • Camera can zoom "indefinitely" out and can rotate around 360 degrees.
"Random" is Default Highlighted on the Stage Select Screen [Jorgasms]

CSS Hand Cursors Default to the HMN/CPU Button [Achilles]
  • Small Bug: After creating a new name tag from the CSS, the player port will be switched to a CPU.

Disable Trophy Spawn on "Snag the Trophy" Bonus Stage [wParam]
  • The only permanent stage modification in the pack.
  • Makes the stage playable in VS. Mode.
  • Affects Classic Mode as well.
20XX Closed Player Port Texture [Achilles]
  • File is MnSlChr.usd in the File Replacements Pack.
  • If you do not want this texture mod:
    1. Remove MnSlChr.usd from the File Replacements Pack and rebuild your ISO.
    2. -or- if you already have the ISO made, extract the MnSlChr.usd from a vanilla SSBM ISO and then use that file to overwrite the one in your current ISO.
Debug Menu Replaces Tournament Mode [Magus, donny2112, SypherPhoenix, Jorgasms]
  • Texture mod included to change the menu text.
  • Tournament Mode now replaces Single Button Mode.
Hold A+B for Salty Runback [InternetExplorer]
  • Hold A+B at the end of a match or during a ragequit and the match will be immediately restarted on the same stage, with the same characters.
---> gif <---
Disable Name Tag and KO Star Reset Upon Closing a Character Port [Ato]
---> gif <---
Disable KO Star Reset Upon Exiting the Character Select Screen [Todd Benney]
---> gif <---
Stock Dependent Revival Platform Colors [Achilles]
  • Only active in stock VS matches.
Stage Select Screen Color Modifications [Achilles]
  • Color borders have been added to show [generally accepted] tournament stage legality.
    • Top = Singles/Bottom = Doubles
    • Green = Starter
    • Yellow = Counterpick
    • Red = Banned

  • Past Stages Dream Land, Yoshi's Island, and Kongo Jungle have new icons that actually show the stage.
  • Pixelated background textures have been removed. Looks much cleaner now! [The Realest]
Stage Striking [Sham Rock]
  • Project M esque stage striking available on the Stage Select Screen.
  • Y Button = Strikes all stages except those currently on the random stage toggle.
  • X Button = Strikes currently highlighted stage.
  • Z Button = Unstrikes all stages.
---> gif <---
(This gif is old. Striked stages are now black instead of white.)

Disable CPU Taunting [Achilles]
  • Works for all CPUs

Disable P2 CPU Sheik --> Zelda Transform [Achilles]
  • If P2 CPU started the game as Sheik, transforming into Zelda will be disabled.
    • As soon as Sheik starts to transform, she will be immediately put into the "Wait" action state which interrupts the transform.
    • I think if she tries to transform while airborne, she will teleport to the ground - I haven't done a whole lot of testing with this, but I think I remember that happening.

P2 CPU Jumps Out of Hitstun [Achilles]
  • It is not a frame perfect jump most of the time, nor does it always occur, but jumping will generally be the first thing the P2 CPU will do out of hitstun.
P2 CPU Random DI and Tech Options [Achilles, Stratocaster]

P2 CPU will:
  • Randomly DI attacks.
    • CPU will not smash DI (or else the DI becomes very unrealistic).
  • Randomly tech and sometimes not tech.
  • Random get-up from missed tech (all options including get-up attack).
    • Timing mixups with this.
  • Fox/Falco will shine --> wavedash in place after teching/not teching.
    • I added a check in there so that they do not do this if they are by the edge of the stage, such as if they tech-rolled to the edge. Doing a shine --> wavedash in place would cause them to suicide (we've all done this before...).
    • Will occasionally double shine as well.
---> gif <---


20XX Custom Debug Menu
20XX Custom Debug Menu [Achilles]
  • All players can control the debug menu. [wparam]
  • Hold R to turbo (fast-scroll) menu items! [wparam]
  • Menu selections are saved to memory card after exiting the Debug Menu and loaded upon boot-up.


Memory Card Load
  • Not currently used.
  • Placeholder for future.

In-Game Code Toggles
  • Toggle ON/OFF the ability to use in-game code toggles which are outlined further down in this post.


Spoof Controllers > [Achilles]
  • Makes the game think a controller is plugged in for a specific player port.
  • Spoof controllers available for all player ports.
Use this to make human players without having a physical controller plugged in.


Animations > [Achilles, Akuryu]
  • Brings up a sub-menu for toggling:
    • Characters Face Forward
    • Posing Characters
  • Just fun/interesting things.

Custom Shield Colors > [Achilles]
  • Create custom shield colors for all players!
Control All Humans [Achilles]
  • The player that this toggle is switched to will simultaneously have full control over every human character in a match.
Use in conjuction with Spoof Controllers.

Skip Results Screen [Sham Rock, Achilles]
  • Results/Victory Screen after exiting a match will be skipped.
  • KO Stars = Games Won
Widescreen [InternetExplorer]

Random Stage Music [Sham Rock]

Disable Screen Rumble [Achilles]
  • Disables the screen from shaking in a match.
    • This happens during events like a strong hit, throws, missed techs, Pokemon transforming, etc.


Rainbow Final Destination [Achilles]
  • Final Destination will dynamically change colors in rainbow fashion.

Custom Final Destination Color > [Achilles]


  • Choose your own static Final Destination color!
  • Choose red, green, and blue color values between 0-255.
  • Rainbow FD will take priority over this option if they are both turned ON.

Custom Battlefield > [Achilles]


  • Sub-menu for creating custom Battlefield platform heights!
  • To play on your custom stage, toggle ON Hacked Stages at the CSS, and then choose the new Battlefield icon that was previously Brinstar Depths.
    • The default Battlefield is completely unchanged.
Note: This only works in a multiplayer versus match. Custom BF plats do not work in Training Mode at the moment.
Set a platform at a height of -0.10 to remove it from gameplay.

Target Test Stage [Achilles]
  • The Break the Targets stage chosen on the Hacked Stage Select Screen will be the character's stage that is chosen with this option.
Target Stages Never End [Link Master]
  • Enabling causes any Target Stage match to no longer end when all 10 targets have been hit.
Disable DL64 Wind [Zauron]
  • Whispy Woods will never blow wind.
Disable FoD Fountain Jets [Zauron]
  • Side fountain jets and platforms are removed from Fountain of Dreams.
Disable Yoshi Shy Guys [Zauron]
  • Shy Guys on Yoshi's Story will never appear.




Endless Friendlies [Achilles]
  • After a match ends, another one will be loaded immediately without having to press any buttons.
    • Stage is chosen from the random stage list.
  • Ragequit to get back to the Character Select Screen
  • Salty Runback still works with this mode.
<RANDOM CHARACTERS>
  • Optional additional feature.
  • Each player can select up to three characters to have the game randomly choose between before starting the next match.


Color Overlays [Achilles, InternetExplorer]
  • Characters will turn different colors for specific action states they are currently in.
  • Individually toggle action state color overlays ON/OFF for when the code is active!
Note: I have noticed that teal hitstun overlay does not work correctly on u-throws and elemental attack effects take priority over the color overlay.


Flash Red on Unsuccessful L-Cancel [Achilles]

Flash White on Successful L-Cancel [InternetExplorer]
  • Can be used at the same time as "Flash Red..."

Auto L-Cancel [Achilles]
  • Every aerial attack is automatically L-Cancelled.

Frame Timing Window [Achilles]
  • Gives the ability to change the timing window used for L-Cancelling.
  • Default value is 7 frames (before landing, that L/R/Z must be pressed).
    • Increase this number to make it easier to L-Cancel.
    • Decrease this number to make it harder to L-Cancel.
My thought with this is that practicing L-Cancelling with a 3-4 frame window will make L-Cancelling, when playing normally, seem twice as easy.

N64 Mode [Achilles]
  • Zero landing lag after L-Cancelling.
    • Similar to Z-Cancelling in Smash 64.

Disable Tap Jump [Achilles]
  • Jumping with the joystick will be disabled.
  • Toggle on a per player basis.

Neutral Spawn Points [Achilles, Jorgasms]
  • Spawn Points for legal stages are modified to be in neutral locations.
  • Works for Singles and Doubles.

Dual 1v1 [Zauron, Achilles]

From Zauron (Original Code Creator):

This code allows simultaneous 1v1 matches to be played. All 4 players can play at once, but each "set" of 1v1 players can't directly interfere with the other fight (beyond things like messing with the camera, edge hogging, or "nudging" players).


To Use:
  1. Turn Friendly Fire to OFF.
  2. Switch to Team mode and set the team colors so that each set of players that should fight each other are the same color.Players will only be able to hurt other players set to the same team color.
  3. (Optional) Switch Team mode back off so players can switch to whatever costume they want.
  4. Start the match
Debug Menu Toggle:

OFF = Everything is totally normal and friendly fire being OFF acts the same as it would in vanilla.
WINNERS = Dual 1v1 ON.
  • The moment both set of 1v1's ends:
    • The in-game friendly fire value is switched so that those winners can attack each other and finish out the match.
WINNERS+ = Dual 1v1 ON.
  • The moment both set of 1v1's ends:
    • The in-game friendly fire value is switched so that those winners can attack each other and finish out the match.
    • The winner's from each 1v1 will have their percents reset to 0 and stocks set to 2.
      • So they get to play a little "mini-match".
Important Note:
Even if Dual 1v1 is ON, normal competitive 2v2 matches (with friendly fire ON) are completely unaffected and can be played normally without turning Dual 1v1 OFF in the Debug Menu. So Dual 1v1 only comes into play if:
  1. The debug toggle for it is ON
  2. The match is started with friendly fire OFF

Combo Count as Timer [Achilles]
  • The match timer will function as the "Consecutive Hit Counter" used in Training Mode.
    • Meant to be used for 1v1s or regular training, with the logic that in a 1v1 match, it is impossible for both player's consecutive hit counter to be greater than 0 at the same time.
  • When a combo ends, consecutive hit value will stay on screen for a second after the combo is finished (unless another combo starts up), giving the player enough time to look at the value before it goes back to zero.
  • This function will be applied in all Game Modes, so be sure to turn it off if you want to play a mode that uses the timer in a meaningful manner.
Frame Counter [Achilles]

Check out the instructional video below!


Rolling Forces Death [InternetExplorer, Achilles]
  • Original code has been modified to only apply to humans, not CPUs.
Always Bomb Rain [Achilles]
  • Bombomb rain used in Sudden Death mode will be enabled.
Note: Even with bomb rain ON, bombs will never drop for the first 20 seconds of a match.


<SAMUS>
B + Z Fires Slow Charge Shot [Achilles]
  • Fires at 25% speed.
  • An interesting mix-up.
<MARTH>
Sword Swing Colors
[Achilles]
  • Toggles 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.
<LUIGI>
Always Misfire [Achilles]
  • Brings a Lvl. 9 Luigi to a whole new level...Try playing three of them!

<DK>
Always Full Giant Punch
[Achilles]
  • No wind up animation at all. Just straight haymakers.

<BOWSER>
Flame Cancel [Achilles]
  • Enables the Flame Cancel glitch from SSBM version 1.0 /1.01.
    • Start-up lag is cancelled when landing.
<PEACH>
Always Pull (Specific Turnips/Items)
[Achilles]
  • Toggle Peach to only pull a specific turnip type or Mr. Saturn/Bomb/Beam Sword.
  • "Default" is normal turnip pulling.
Debug Level
  • This is the same vanilla Debug Menu toggle for switching the game level. Only use "Master" or "Develop".
    • Master - default, regular game.
    • Develop - adds button activators for various functions while playing a match.
      • Some of my codes interfere with these built-in toggles and may cause problems/freezing.
      • Frame Advance and Action State Display still work, which are amazingly helpful tools for figuring out frame data.
      • More info.


Character Select Screen Toggles
  • All players can activate these codes.
(D-Pad Up) Force Load Stage Select Screen [Achilles]
  • This lets you easily play versus matches with only one character.
    • Single character matches must be timed! Otherwise, the match will end immediately after starting.
  • Teams matches with only one team color.
  • If no characters are chosen and the game is started, it will freeze.
  • If at least one character is chosen and there is another human slot opened up but with no character chosen, [see gif], Master Hand will show up as their character.
    • Game must be quit out of or results screen skipped. Otherwise, it will freeze at the Winner's Screen.
---> old gif <---
(D-Pad Down) Alternate / Hacked Stages [Achilles]
  • D-Pad down while on the Character Select Screen toggles Alternate and Hacked Stages.
  • If alternate stages is ON, the Stage Select Screen will now look like this:


  • Hacked Stages have an orange border.
    • Note: Majora's Mask, Entei, Goomba, Home-Run Contest, Bonus: Snag the Trophies, Bonus: Race to the Finish, All-Star Heal, Adventure: F-Zero Grand Prix, Escape from Brinstar, Developer "Coffee Shop", Break the Targets Stages!
      • These stages do not have associated text changes on the left side of the SSS.
Battlefield: Custom Platforms [Achilles]
  • More info in 20XX Debug Menu --> Stage Mod Codes, section of this post.
  • Replaces Planet Zebes: Brinstar Depths



Kanto: Pokemon Stadium [Achilles, Jorgasms]
  • No transformations.
  • Blue stage texture.
  • Replace Mushroom Kingdom I



DK Island: Kongo Jungle [Milun]
  • No horizontally moving barrel.
  • No right side rock platform.
  • No Klap Traps.
  • No disappearing log.


Dream Land: Green Greens [Milun]
  • No Whispy Woods.
  • No bomb blocks.
  • Islands merged center.


Eagleland: Fourside [Milun]
  • Only consists of horizontally moving crane platform and two flat buildings below it.
  • Original stage textures have been modified so the background buildings have less lights on them (not as strainful on the eyes).
  • Similar to Smashville from Brawl.


Hyrule: Temple [Milun]
  • Only the top left portion of the stage remains.
  • Small raised section on left side has been flattened.
  • Cannot drop through or enter thin floor.
  • Similar to Project: M Hyrule Temple.


Lylat System: Corneria [Zauron]
  • No Arwings.
  • Great Fox gun starts off dead, removing the ability for it to be a platform.
    • "Blown up" gun hitbox will remain for one hit and then disappear for the remainder of the match.
Past Stages: Yoshi's Island [Milun]
  • No top platform.
  • No side cloud platforms.
  • Side stage platforms lowered.

Planet Zebes: Brinstar [Zauron]
  • No rising lava.

Termina: Great Bay [Milun]
  • Only the upper platform remains and it is about as long as Final Destination.
  • Turtle moves to the left and right sides.


  • Hacked stages DO NOT permanently replace the original stages. Both versions can be toggled with D-Pad Down on the Character Select Screen!
  • Random Stage Toggle is automatically updated to include the hacked stages when the alternate/hacked stages toggle is ON. Hacked stages are removed from the Random Stage Toggle when the alternate/hacked stages is turned OFF (and changes back to only legal Singles stages).
See this spreadsheet for more hacked stages not included in the 20XX Pack.


---> gif from version 2.0 <---
(Note: The background for this stage has been changed to have less lights on the buildings to make it easier on the eyes.)
(Z Button) Start Game as Extra Characters [Achilles]
  • Hitting the Z Button while highlighting a specific character icon will toggle [semi-permanently] what character actually gets loaded by that character icon, until toggling back to the default character.

    • :bowsermelee:Bowser --> Giga Bowser [G-Bowser] **includes announcer voice**
    • :zeldamelee: Zelda --> Sheik [Sheik] **includes announcer voice**
    • :falconmelee: C. Falcon --> Male Wireframe [M Wirefrme] **includes announcer voice**
    • :peachmelee: Peach --> Female Wireframe [F Wirefrme] **includes announcer voice**
    • :icsmelee: Ice Climbers --> Solo Popo (always) [-blank-]
Tip: Change Zelda to Sheik and move CPU cursor token to Sheik to force the CPU to start the game as Sheik.

---> gif 1 <---
---> gif 2 <---
(L Button) Alternate Costumes [Achilles]
  • Hitting the L Button while a specific character costume is highlighted or selected, will cause the character's Character Select Portrait (CSP) background to change color and will turn the alternate costume ON.
    • If the character is fully selected and the alternate costume is ON, hitting L will turn the alternate costume OFF, but the CSP will not revert back to the default color value. At this point, if you remove your selection token from the character icon, the CSP color will change back to normal (since the toggle is truly OFF).

  • If an alternate costume is turned ON, it is permanently ON until being toggled OFF by a human.
:foxmelee:Fox
Default 20XX Alternate Costume Picture
Normal (PlFxNr.dat) Golden Brawl (TyRoyR.dat)
[WarriorKnight]
Orange (PlFxOr.dat) Goku (TyFoxR.dat)
[RuKeN]
Lavendar (PlFxLa.dat) Cloud9 (TyFood.dat)
[Qual_]
Green (PlFxGr.dat) Ground Mission (TyFire.dat)
[Hatacatan]



:falcomelee:Falco
Default 20XX Alternate Costume Picture
Normal (PlFcNr.dat) Pink & White (TyMapB.dat)
[Veggies]
Red (PlFcRe.dat) SS Falku (TyStar.dat)
[TheDekuNut]
Blue (PlFcBu.dat) Shiny Wargle (TyMapA.dat)
[Steelia]
Green (PlFcGr.dat) Zombie (TyMapC.dat)
[DarK LinK -X-]



:marthmelee:Marth
Default 20XX Alternate Costume Picture
Normal [Blue] (PlMsNr.dat) CATS (TyLink.dat)
[Steelia]
Red (PlMsRe.dat) Pein (TyEtcE.dat)
[RuKeN]
Green (PlMsGr.dat) Hylian Soldier(TyPola.dat)
[RuKeN]
Black (PlMsBk.dat) Empire Arcadia (TyEtcD.dat)
[Anutim]
White (PlMsWh.dat) Robin (TyMars.dat)
[TheDekuNut]


:falconmelee:C. Falcon
Default 20XX Alternate Costume Picture
Normal (PlCaNr.dat) SNES (TyMapD.dat)
[Luddoj]
Grey (PlCaGy.dat) Batman (TyMapE.dat)
[RuKeN]
Red (PlCaRe.usd) LowLandLions (PlCaRe.dat)
[Anutim]
White (PlCaWh.dat) Twitch TV (TyRick.dat)
[Veggies, TerryJ]
Green (PlCaGr.dat) Green Ranger (TyMew2.dat)
[WarriorKnight]
Blue (PlCaBu.dat) Captain America (TySeak.dat)
[???]


:sheikmelee:Sheik
Default 20XX Alternate Costume Picture
Blue (PlSkBu.dat) Midna (TyPlum.dat)
[Steelia]
Green (PlSkGr.dat) Sothe (TyNoko.dat)
[Steelia]


:peachmelee:Peach
Default 20XX Alternate Costume Picture
White (PlPeWh.dat) Gold & Black (TyMoon.dat)
[Qual_]
Blue (PlPeBu.dat) Rosalina (TyMnBg.dat)
[???]


:samusmelee:Samus
Default 20XX Alternate Costume Picture
Normal [Red] (PlSsNr.dat) Iron Man (TyJeff.dat)
[God with a Wavebird]
Lavender (PlSsLa.dat) Dark Samus: Corruption (TyKart.dat)
[Steelia]


:ganondorfmelee:Ganondorf
Default 20XX Alternate Costume Picture
Normal (PlGnNr.dat) Black & White (TyBalf.dat)
[Steelia]
Green (PlGnGr.dat) Toon Ganon (TyCoin.dat)
[Steelia]


Want different alternate costumes than the default ones listed above?

Head to the Official Melee Texture Hack Thread to find others!​
  • Overwrite the 20XX Alternate Costume File, defined in the tables above, in your 20XX 3.0 ISO with a new costume file for the same character color.
Know how to use Photoshop or other image editors?

Learn to make your own costumes!​

---> gif 1 <---
---> gif 2 <---
---> gif 3 <---
(R Button) PAL Characters [Achilles]

The following PAL character versions can now be toggled at the Character Select Screen:

:foxmelee: Fox
Properties:
Weighs 75 (All NTSC)
Weighs 73 (PAL)
Abilities:
Can tech out of Falco's Down Throw (PAL)
Moveset:
Down Smash does 15% damage (All NTSC)
Down Smash does 13% damage (PAL)
Up Smash does 18% damage (All NTSC)
Up Smash does 17% damage (PAL)
Up B does 14% damage (All NTSC)
Up B does 12% damage, and travels a distance halfway between Falco's Up B and Fox's NTSC Up B (PAL)

:falcomelee: Falco
Properties:
Weighs 80 (All NTSC & PAL)
Abilities:
Moveset:

Down Aerial spikes during all frames (All NTSC)
Down Aerial weakly sends opponent up and away for the second half of the animation (PAL)
Down Throw allows Fox to tech out (PAL)

:sheikmelee: Sheik
Properties:
Weighs 90 (All NTSC & PAL)
Abilities:
Moveset:

Up Smash tipper does 17% (All NTSC)
Up Smash tipper does 16% (PAL)
Up Aerial does 12%, and has 120 Knockback Growth (All NTSC)
Up Aerial does 10%, and has 110 Knockback Growth (PAL)
Down Throw allows immediate follow-up into most other moves (Trajectory: 80) (All NTSC)
Down Throw only allows immediate follow-up into dash attack (Trajectory: 60) (PAL)

:marthmelee: Marth
Properties:
Weighs 87 (All NTSC)
Weighs 85 (PAL)
Maximum Aerial Velocity 0.90 (All NTSC)
Maximum Aerial Velocity 0.85 (PAL)
Abilities:
Moveset:

Down Aerial functions as a spike (All NTSC)
Down Aerial functions as a Meteor Smash (PAL)

:falconmelee: C. Falcon
Properties:
Weighs 104 (All NTSC & PAL)
Abilities:
Rapid Jab starts automatically after 3 A-button taps, unless canceled (All NTSC)
Rapid Jab will only start after 4 A-button taps (PAL)
Moveset:
Weak Knee (the latter 2/3 of the animation) does 6% damage and has 35 base knockback (All NTSC)
Weak Knee (the latter 2/3 of the animation) does 3% damage and has 30 base knockback (PAL)

*Version difference information taken from this thread by Varist.
  • Press R Button with the selection cursor token hovering over the respective character select icon.
  • When a PAL version is toggled ON, the player's CSP will turn yellow with light blue trim.
    • PAL CSP colors will take priority over alternate costume CSP colors, so you will always know if PAL version is selected.


  • Alternate costumes can still be used with PAL characters, though!
  • An NTSC version of a character cannot play a PAL version of the same character. Just don't even try, it won't work.
  • Also see "Name Tag Hacks" section.


In-Game Toggles
  • All players can activate these codes.
(D-Pad Up) Frame Counter - Freeze P1 [Achilles]
  • This toggle only takes effect when Frame Counter is turned ON!
  • Taunt is disabled when Frame Counter is ON.

  • This toggle causes P1's character to freeze.
    • Only while P1 is frozen, can on-screen percentages be mapped as action state frame counters.
      • See more info for Frame Counter in 20XX Debug Menu --> Gameplay Codes.
(D-Pad Right/Left) "Save State" Store/Load" [Achilles]
  • I use the term "save state" for this code, but it is not a true save state, like one that can be achieved with an emulator.
  • What this code does though, is save the following information for each player currently in the match when D-Pad Right is pressed:

    • Action state
    • Animation state
    • Horizontal velocity (air, self-induced)
    • Vertical velocity (self-induced)
    • Horizontal velocity (attack-induced)
    • Vertical velocity (attack-induced)
    • Horizontal position
    • Vertical position
    • Horizontal velocity (ground, self-induced)
    • Platform [currently on] ID
    • Action state frame counter
    • Decimal percentage
    • On-screen integer percentage
    • Number of jumps used

  • Pressing D-Pad Left will load this stored data back in to each player.
  • A new save state can be stored at any time and will overwrite the previously stored state.
  • A save state can be loaded as many times as you'd like.

  • In summary:
    • D-Pad Right = Save State
    • D-Pad Left = Load State
---> Practicing U-Throw U-Air with Save States gif <---

[Notice how loading a "save state" only affects the players and nothing else (contrary to an emulator save state). As a reference, look at the background and game timer.]

Platforms are a little funky with this code as well. If you saved in the middle of a platform, it can't load the character back into that precise location on the platform, unless you are directly below/above the platform. Otherwise, it will just put you onto the closest edge of the platform. And if you are on a platform but saved on the ground, when the state is loaded, you will just move to the edge of the platform closest to the spot where you saved. It's kind of weird, check out the below gif. I shoot a laser after I save a state.

---> gif <---


IMPORTANT WARNINGS ABOUT SAVE STATES THAT MAY CAUSE FREEZES:
  • Not all action states can be successfully stored and loaded. The action states that every character shares that aren't "weird" (ones like stand, nair, dash, tumble, etc.) seem to have no problem being synced. Loading special move action states is one occasion where problems come into play (game freezing). I don't have specific details as to why this happens - maybe InternetExplorer can shed some more light on this subject because action state loading is accomplished using his action state hack. I'm sure it has to do with other values.
  • Do not load a state when a character is in a "weirder" action state such as entering in on the trophy stand thing at the beginning of a match or while a character is on their revival platform.
  • Do not load a state stored during a different match.
  • If you save a state while holding a ledge, the game will crash if you load the state while not being on a ledge.
  • Avoid loading or saving a state while a character is grabbed.
I feel as though this is the most revolutionary new code in this entire pack that relates to training potential. Never has console smash ever had a tool quite like this. Practice efficiency for specific move combinations such as uthrow --> uair with Fox is literally increased ten fold. Coupled with the fact that P2 CPU randomly DI's and also [somewhat] buffers jump, the potential this provides for perfecting techniques is quite scary. Another amazing thing this code provides is the ability to consistently practice team combos and even things like recovering against a friend over and over and over to figure out all your recovery options at specific locations and percentages.
(D-Pad Down) Infinite Shields [Achilles]
  • Once toggled ON, shield depletion rate is set to zero, shield damage is disabled, and shield regeneration rate is set to extremely high.
  • If a player/CPU is holding shield while the code is activated, their shield size will freeze at whatever health it was currently at (Can practice pokes using this). It will stay at this size until it gets “regenerated”, which is only done when a player is NOT in shield. So the second after the shield is dropped, it will regenerate insanely quickly and become full again (so if this is used in combination with one of the CPU holds shield codes, just run up and grab them and next time they put their shield up, it will be at full health). Shield health will remain full until it is toggled off and rates/damage returned to normal.
---> gif <---
[OFF --> ON --> OFF]

(X+D-Pad Up) Invincibility [Achilles, JAY007]
  • Players suffer no knockback/stun but still suffer damage.
  • Affects all players.
  • Useful for nudging Player 2 around the stage as they are spamming moves.
---> gif <---
(X+D-Pad Left) Fixed Camera [Achilles, madewokherd]
  • Camera will show the entire stage and will remain stationary regardless of player movement.
  • Great to use in combination with “(D-Pad Up) Force Load Stage Select Screen" for playing solo vs. matches.
---> gif <---
(X+D-Pad Right) Collision Bubbles - Single Character [Achilles]
  • Collision Bubble Counter increases by 1 for only the character who activated the code.

  • Collision Bubble Counter:
    • 01 = Default.
    • 02 = Collision bubbles with no character texture. *[first press]
    • 03 = Character textures with overlayed collision bubbles. *[second press]
    • 04 = Repeat back to 01. *[third press]
---> gif <---
(X+D-Pad Down) Disable HUD [Achilles]
  • Removes the Heads Up Display items such as percentages, stock icons, game timer, name tags.
  • Same functionality as the toggle in vanilla Develop Debug Mode.
---> gif <---

(Y+D-Pad Up) P2 Percent Becomes Max Allowable Damage [Achilles]
  • The 999% damage limit is changed to P2's percent.
    • Affects all players.
  • The effect persists until toggled OFF.
Use this to "freeze" your opponent's percent.
(Y+D-Pad Left) SDI Freeze [Achilles]
  • After toggled ON, this player will be put into a frozen "damage receiving" state the next time they are hit.
    • Player will remain frozen until toggled OFF.
  • The only action available to this player while frozen is to Smash DI any further attacks.
(Y+D-Pad Right) Collision Bubbles - All Characters [Achilles]
  • All characters on screen increase collision bubble counter by 01.

  • Collision Bubble Counter:
    • 01 = Default.
    • 02 = Collision bubbles with no character texture. *[first press]
    • 03 = Character textures with overlayed collision bubbles. *[second press]
    • 04 = Repeat back to 01. *[third press]
---> gif <---

(L+R+D-Pad Up) P1 Choose P2 Action Spam [Achilles]
  • After button activator is pressed, P2 stands still and a color tint is given to P2 for 3 seconds.
  • After 3 seconds has elapsed, P2 will spam whatever input P1 is inputting at that exact moment.
    • So remember, it's not the last move you did. It's the button input you are doing after 3 seconds runs out.
  • Only applies to buttons and joystick. C-STICK IS NOT REGISTERED.
---> gif <---
(L+R+D-Pad Left) Frame Counter - Map Frozen Action State to a Percentage [Achilles]
  • This toggle will only take effect when Frame Counter is turned ON!
  • This toggle cycles through on-screen player percents and will program an action state frame counter to a percentage for the action state that P1 is currently frozen in.
    • The on-screen percent "to program next" is the one that was turned to 999% the last time this toggle was hit.

- Continuing to work on this description tonight -
(L+R+D-Pad Right) P2 Hitbox Freeze Repeater [Achilles]

Use with P1 Choose P2 Action Spam!

  • After toggling ON, P2 will be frozen in place and become intangible.
    • P2's hitbox will remain active if that character was frozen in the middle of an attack.

  • If another player is damaged by P2's frozen hitbox, P2 will immediately upon hit:
    1. Become unfrozen (and continue to spam a move like normal)
    2. Will freeze again at the exact same frame at which they were previously frozen with an active hitbox out.
This allows for amazing ledgetech practice!
  1. Have P2 spam a move by the edge (such as Falco d-smash).
  2. Freeze P2 when the hitbox is out in a location that will hit you as you are trying to recover to the ledge.
  3. Run towards edge of stage and jump over the frozen character --> *Save State*.
  4. Go below the stage and try to recover / ledgetech!
  5. When you are about to die...*Load State*.
  6. Repeat 4-5.
If you ever clank a hitbox with P2 or are invincible (halo) to the hitbox, then P2 will not repeat and freeze the move and a dead hitbox (inactive, but visible) will remain. At this point, you will need to just toggle the freeze repeater OFF and then ON again.
(L+R+D-Pad Down) Disable Any P2 Action Code [Achilles]
  • Currently enabled P2 action code will be disabled.
  • P2 is returned to a normal CPU.
  • Seen in some gifs below. Specifically, the end of the "Hold Shield" gif.

(L+D-Pad Up) P2 Grab OoS [Achilles]
  • P2 will shield grab after suffering shield stun.
---> gif <---
(L+D-Pad Left) P2 Hold Shield [Achilles]
  • P2 will hold the L button.
---> gif <---
(Infinite Shield code is ON in gif)
(L+D-Pad Right) P2 Nair OoS [Achilles]
  • P2 will buffer jump forward out of shield stun and do a frame perfect neutral air.
---> gif <---
(L+D-Pad Down) P2 Random C-Stick Buffer OoS / Roll Backwards OoS [Achilles]
  • P2 will hold shield and buffer a random c-stick direction out of shield stun.
    • If P2 buffers jump, they will do a frame perfect nair in place.
  • Hit the toggle a second time to make P2 always buffer a backwards roll out of shield stun.
---> gif <---

(R+D-Pad Up) P2 [Fox] Dair --> Grab --> UThrow --> *Intelligent* Uair [Achilles]
  • The uair after the throw will only work against P1
  • Fox will spam dair --> grab (grab doesn't always come out after a successful dair)
    • If he successfully grabs his opponent, he will then *intelligently* uthrow --> uair (straight up).
      • Intelligently: When fox is jumping, the difference in vertical positioning between P1 and P2 is calculated. If this value falls within a certain window, Fox will double jump and then uair. If the value is below the window (meaning the characters are too close to double jump uair), Fox will not double jump and will simply uair. If the value is above the window (meaning the chars are too far away to double jump uair), then Fox will input nothing. The thing to remember at this point is that he is still moving up from his jump, and hence getting closer to the opponent. This vertical position subtraction is executed every frame, so the moment he gets close enough and the value falls within the designated window, Fox will double jump uair to hit Player 1.
      • Works well against floaties. For ex., the uthrow --> uair will hit Marth every time from 0 - death.
      • Only works against fastfallers when they are at higher percent.
  • Useful for practicing smash DI (on the dair and uair).
---> gif <---
(Disable P2 action was input at the end)
(R+D-Pad Left) P2 [Spacie] Offensive Shine Pressure [Achilles]
  • Insane (yet 20XX realistic) spacie shine pressure.
  • Random dairs or nairs after a forward jump.
  • Random aerial timing mixups
  • Random double shine and shine-grab mixups
    • If second shine is aerial --> wavedash down in place (Westballz - 20XX certified member).
    • If P2 successfully grabs an opponent, the uthrow --> uair command is executed (only works against P1).
  • Practice your out of shield options.
---> Falco gif <---
---> Fox gif <---
(R+D-Pad Right) P2 [Falco] Short Hop Lasers [Achilles]
  • Falco will short hop laser in place.
  • Powershield practice.
---> gif <---
(R+D-Pad Down) P2 [Spacie] Shine OoS [Achilles]
  • Frame perfect shine out of shield after suffering shield stun and then a wavedash in place.
  • InternetExplorer's action state hack is used for the shine to get it to be frame perfect. This makes the shine look weird/not really appear sometimes, but I can guarantee you the hitbox comes out.
  • Will more than likely cause the game to freeze if this code is toggled ON and P2 is not Fox or Falco.
---> gif <---


Name Tag Hacks

(Z Button) While Selecting an Alphabet Character to Force Lowercase [Achilles]

Symbol Additions [Achilles]
  • The following symbols have been added to the English Alphabet page:
# .......... number sign/hash
| ............ bar
_ ......... underscore
(D-Pad Right/Left) Extended Name Tag Length [Achilles]
  • Create name tags up to 8 characters long by combining two separate name tags.
  • Only works on the Character Select Screen.
    • Instructions:
    • 1) On the Character Select Screen, select a name tag that you want to "store" (these will be the last 1-4 characters of your extended name tag).
    • 2) Hit d-pad right to store the name tag (no visual feedback for this is given).
    • 3) Select another name tag that you want to use as the base for the extended name tag (the first 4 characters).
    • 4) Hit d-pad left to combine the stored name tag onto the end of the base name tag.
    • 5) Open up the menu to choose another name tag and you will now see your new 4+ character name tag.
Note: The code to constantly write "Achilles" to the first name tag slot has been removed.

Easter Eggs
Ganondorf Sword Mod [Achilles]
  • Hold A+B while starting a match as Ganondorf to have him hold his sword throughout the entire match.
    • Does not affect gameplay.

---> gif <---
Spacies Gun Size Mod [Achilles, Bazza]
  • Hold A+B while starting a match as Fox or Falco to have huge guns (~6x the size).
    • Both space animals share the same memory location for gun size.

---> gif <---

----------------------------------------------------------------------------------

(20XX v3.02) - 11/03/14
20XX Melee Hack Pack 3.02 File Replacements (with Instructions).zip
Affected Files:
  • Start.dol
  • TyWtCat.dat (Termina Great Bay Hack)
  • MnSlMap.dat (Hacked Stage Select Screen)

Bug Fixes
  • Matches with Items enabled no longer freeze Rainbow & Custom Color Final Destination and Custom Platforms Battlefield.
Additions
  • New stages added to the Hacked Stage Select Screen!
    • All-Star Heal
    • Bonus: Race to the Finish [Classic]
    • F-Zero Grand Prix [Adventure Mode]
    • Escape from Brinstar [Adventure Mode]
    • Termina Great Bay Hacked [Milun]
    • Target Test Stages!
      • Choose which character's Target Test Stage is to be loaded in the Stage Codes Menu.






  • Target Stages Never End
    • Enabling causes any Target Stage match to no longer end when all 10 targets have been hit.
  • Disable Screen Rumble
    • Screen does not shake during matches. This happens during events like dying, throwing, landing a strong attack, etc. It's subtle, but when you disable it, you notice it immediately. In a good/cool/smooth way. It makes you see the game in way you never have before.


(20XX v3.01) - 10/19/14

Bug Fixes
  • If Hacked Stages was loaded as being ON from bootup, Brinstar lava and Corneria ships/gun would still be on.
  • Deleting a name tag would remove characters from an 8+ character name tag one slot higher.
  • Creating a new name tag on the CSS would ignore the Rumble flag for that player and always default the name tag to Rumble off.
Additions
  • "Random" is Default Highlighted on the Stage Select Screen
  • CSS Hand Cursors Default to the HMN/CPU Button
    • Small Bug: After creating a new name tag from the CSS, the player port will be switched to a CPU.
  • Tournament Mode now replaces Fixed Camera Mode
  • Disable CPU Taunting

  • Debug Menu Toggles:
    • General Codes --> Custom Shield Color
      • Create your own shield colors for all players!
    • Character Codes --> DK - Always Full Punch
    • Character Codes --> Peach - Always Pull Specific Turnip/Item

  • SNES Alternate Costume for normal C. Falcon!
    • Cyborg Ninja has been removed.



Removals
  • Link/Young Link Super Boomerang Jump
    • It did enable the superjump but caused other unwanted side effects as well when the boomerang was caught.
  • Cyborg Ninja alt costume, as stated above.

Planning to update this later.
(20XX 3.00) - 9/28/14
20XX 3.00 Download Link
(20XX v2.07)


(20XX v2.06)
Download Link with Instructions
- P2 CPU has an increased chance of hard DI'ing throws left/right.
- P2 CPU get-up attacks after a missed tech less often.
- Added the ability to make 8 character name tags [see the feature list below].
- Flash red on unsuccessful l-cancel is now a separate toggle in the Debug Menu, termed "FLASH NO L".
- The Debug Menu toggle "COLORS" now makes characters turn purple in shield stun and teal in hitstun.
- Teal hitstun overlay does not go into affect if the attack the character was hit with induces a color tint of it's own (e.g. shine, Falcon punch...elemental attacks).​
- Default game time limit set to infinite. (This is not the stock game timer, which is still set to 8 minutes)
- In-game code toggles now work when matches are started using d-pad up at the CSS.
- Disable KO star reset upon exiting the CSS is fixed and now works again.

- Load Save State is now D-Pad Left
- This change was made to hopefully avoid accidentally saving/loading a state when you are trying to do the opposite action.​
- Infinite Shield toggle is now D-Pad Down

(20XX v2.05)
Download Link with Instructions
- P2 CPU no longer Smash DI's hits.
- P2 CPU has an increased chance of teching.
- Easter Egg button activator is changed to holding A+B instead of just A at the start of a match.
- Unrestricted pause camera.
- New 20XX start screen (compliments of Qual_).

(20XX v2.04)
Download Link with Instructions
- Adds a toggle to the debug menu, termed "COLORS", that will make characters turn white during shield stun and flash red during an unsuccessful L cancel.
1 = Colors OFF (default)​
2 = Colors ON​
- Pressing d-pad down on the stage select screen no longer causes the game to freeze.
- Loading a save state when one has yet to be stored will no longer cause the game to freeze.

Variations that I have made for others:
20XX 2.04 - Rumble default ON.dol


(20XX v2.03)
Download Link with Instructions
- Adds a toggle to the debug menu, termed "INGAME OFF", for turning in-game button activator codes completely off.
1 = In-game code toggles ON (default)​
2 = in-game code toggles OFF​
3 = 1​
- Fixes a bug that would cause the game to freeze if a P2 action toggle was executed when P2 was not present in the game.

(20XX v2.02)
Download Link with Instructions
- Fixes the bug where the game would not load a stage if P2 wasn't present in the match.
-Fixes 1P mode and force loading the SSS to play by yourself.​

- Boot to Character Select Screen removed. Better compatibility with Stage Striking and Random Stage Select.

(20XX v2.00)
Download Link with Instructions
 

TR4NQU1L1TY

Smash Rookie
Joined
Sep 6, 2018
Messages
1
Location
somewhere, maybe over there?
Hey, everyone. First post here.

It's been a few months since I've gotten more dedicated to improving my skill in Melee; I've owned the game for over a decade now, but I had no idea what wavedashing was 'til this year XD

Anyways, 20XX has been absolutely lovely to practice on (via Homebrewed Wii), with its many interactive features. My brother and I have truly enjoyed it.

Yet, my brother recently bought one of the newer GC controllers made for Super Smash Bros. Ultimate, and that's when things became interesting...

When using the new controller w/ 20XX, the cursor on the character-select screen seems to move upwards automatically. It's just a slow crawl, and under further investigation, I can confirm that the control stick input seems to shift upwards, regardless of touch. Such an issue extends in-game, where my brother can no longer do n-airs nor jab w/o tilting the control stick slightly downwards to account for the offset. The control stick itself is physically centered, from what I can see. We've unplugged and replugged, reset the controller, tried different ports... My original GC controller has no such issue. Scratching my head over this problem, I reset 20XX, then eventually resorted to rebuilding a new 20XX .iso file, but without any real success...

Unfortunately, over the course of these inquiring couple of weeks, my beloved controller met its death (c-stick defaults to a full bottom-left diagonal position, no matter what I do, RIP 2006 - 2018)... So, after analyzing the new GC controllers, I decided to go for it (the controller itself is manageable, and I had thought that my brother's controller was unique in the way it was reacting w/ 20XX). I bought the new controller in-store, rushed back home, and... uh-oh. Same problem w/ this Ultimate controller; the offset of the control stick is read as upwards, just slightly. My cursor slowly moves up in the character-select screen, yet weirdly enough, I have no issues with my own n-airs/jabs. Perhaps it will only be a matter of time before the problem worsens to such a point...

For now, we have resorted to utilizing vanilla SSBM and 20XX TE for our practice sessions, and we encounter none of the aforementioned problems regarding the control stick. We have also used friends' Wiis to play 20XX TE, and once again, everything works normally.

Is anyone else experiencing such a problem w/ the new GC Ultimate controllers and 20XX? If not, do you have any suggestions on how I should approach this issue? After all, I have yet to see this problem w/ others online, but its possible that I have missed some things. Should I go one step backwards and rebuild 20XX w/ newly downloaded files (I rebuilt 20XX using the files from my first download, a few months back)?

I appreciate whatever feedback/help I can get. Thanks :D
 

_yuna

Smash Apprentice
Joined
Feb 11, 2014
Messages
91
Location
Fox
How do you make use of the custom slots for stage textures in the debug menu? I've dug around the forum but I can't find anything.
 

TDRR

Smash Journeyman
Joined
Sep 18, 2017
Messages
257
Location
Venezuela
How do you make use of the custom slots for stage textures in the debug menu? I've dug around the forum but I can't find anything.
I think it was that the free texture slots had to be used by counting the texture variations starting from 0.
What i just said was completely nonsense so i'm going to provide an example:
First Yoshi's Story texture would be GrYr.0at, subsequent ones would be GrYr.1at GrYr.2at and so on. So if you wanted to use free texture slot number 8 then you would do GrYr.Xat where X is texture slot number minus 1, so GrYr.7at.
 

_yuna

Smash Apprentice
Joined
Feb 11, 2014
Messages
91
Location
Fox
I think it was that the free texture slots had to be used by counting the texture variations starting from 0.
What i just said was completely nonsense so i'm going to provide an example:
First Yoshi's Story texture would be GrYr.0at, subsequent ones would be GrYr.1at GrYr.2at and so on. So if you wanted to use free texture slot number 8 then you would do GrYr.Xat where X is texture slot number minus 1, so GrYr.7at.
To use the extra custom slots I'd have to add the files through a hex editor then? Cause looking at DTW I can only see the custom slots that are being used by default. (Like Aesthetic BF, Rainbow Redux FD, etc for example.)
 

TDRR

Smash Journeyman
Joined
Sep 18, 2017
Messages
257
Location
Venezuela
To use the extra custom slots I'd have to add the files through a hex editor then? Cause looking at DTW I can only see the custom slots that are being used by default. (Like Aesthetic BF, Rainbow Redux FD, etc for example.)
No, Battlefield has slots 10 through 14 free for custom textures. So if you wanted to use slot 10, add your stage to the ISO with DTW (just insert the file) and set it's name to GrBf.9at (not sure if BF is the name of Battlefield in the files but you get the point) If you want to use slots 11 to 14 you would use GrBf.aat GrBf.bat and GrBf.cat.
 

_yuna

Smash Apprentice
Joined
Feb 11, 2014
Messages
91
Location
Fox
No, Battlefield has slots 10 through 14 free for custom textures. So if you wanted to use slot 10, add your stage to the ISO with DTW (just insert the file) and set it's name to GrBf.9at (not sure if BF is the name of Battlefield in the files but you get the point) If you want to use slots 11 to 14 you would use GrBf.aat GrBf.bat and GrBf.cat.
Oh, that's crazy convenient. Thanks for the help. Does adding more custom music function the same way? Except that adding the name to MnSlChr.0sd and 1sd requires a little hex?
 

TDRR

Smash Journeyman
Joined
Sep 18, 2017
Messages
257
Location
Venezuela
Oh, that's crazy convenient. Thanks for the help. Does adding more custom music function the same way? Except that adding the name to MnSlChr.0sd and 1sd requires a little hex?
Search for "20XX music" in the search bar up there, make sure to keep the search in this subforum. Achilles1515 has a post explaining it.
 

_yuna

Smash Apprentice
Joined
Feb 11, 2014
Messages
91
Location
Fox
Search for "20XX music" in the search bar up there, make sure to keep the search in this subforum. Achilles1515 has a post explaining it.
Thanks again! I figured it out earlier, but I forgot to edit my post. Might as well leave it up now for some context.
 

Ladder

Smash Apprentice
Joined
Jul 13, 2015
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153
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Belgium
Memory card mods don't work with 20XX, and 20XX already has UCF anyways.
If you mean that you can't save your settings to it, then i don't know.
Yea i figured they don't work :p

I managed to solve it the by just downloading special codes from the 20xxTE site
 

Vegerot

Smash Apprentice
Joined
Nov 3, 2013
Messages
85
Location
Baltimore, Maryland
Yea i figured they don't work :p

I managed to solve it the by just downloading special codes from the 20xxTE site
Would you please explain how exactly you did that? I see the /games/20xx\ 4/game.gct. However, I keep my iso on an external HD. So how would I put the codes on an SD?

Additionally, when you have 20xx+UCF, is there a visual way to tell when you've succeeded?
 

LunarySSF2

Smash Rookie
Joined
Apr 8, 2015
Messages
13
Location
Mons, Belgium
Hey
I saw 20XX has unusued stage slots (Custom 12, 13, 14 for Dreamland) and I want to fill one
I opened DAT Texture Wizard but I can't find how to add/replace a file (I don't want to erase stage texture already there unless I have to)
How do I do that?
 
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PrinceJohn

Smash Apprentice
Joined
Nov 1, 2014
Messages
190

Pichu2002

Smash Rookie
Joined
Nov 7, 2016
Messages
1
20XX 4.0 Stage Swap Modifications

Open up the 20XX 4.0 Start.dol file in a hex editor and go to offset 0x3F8C80.

Here you will see ASCII for all the stages on the Stage Select Screen (SSS) and can make modifications as to what stage will be loaded. Other advanced modification options include custom stage flags for ASM code and RAM byte replacements intended to be used for file name changes.

20XX 4.0 will support up to four Stage Select Screens. The current beta only uses three, which are controlled by pressing D-Pad Up/Down on the SSS.
MnSlMap.1sd = default stages
MnSlMap.2sd = competitive hacked stages
MnSlMap.3sd = other stages & single player stages
MnSlMap.4sd = not yet supported

But you can change these stages to whatever you want. It is important to note though, that when MnSlMap.2sd is active, other 20XX ASM codes are being executed. So it's probably wise to just not modify that one.

View attachment 91121
(Picture taken with version Beta04 DOL)

New Stage ID (8-bit each)
This will be the ID of the stage to load
  • 0x00 = No swap, load default stage
  • 0x15 = Aerial Arena, but further codes are needed to make this "stage" load
  • 0x1A = Use the Target Stage chosen in the 20XX Debug Menu
Stage IDs

Stage Flags (8-bit each)
The stage flag byte for the current MnSlMap is stored @ 0x803FA2E5 upon stage selection.
The first three bits of the byte are used in another code for custom spawn points, which I will not be getting into right now. So if you happen to use this stage flag for anything, make sure the first three bits are 0. This is mainly for people wanting to write ASM codes for stage mods. So say you made one page contain two N64 Dream Lands, you could set one to have a stage flag of 0x10 which could mean it doesn't have wind. (But you would then have to write the ASM code, executed while playing on DL, to check the stage flag value before performing the wind logic). This gives a lot of flexibility and power.

Just leave this as 0x00 if you aren't using stage flags.

Example of existing stage flags:
Code:
STAGE FLAG VALUES - 20XX 4.07
*Note: These code flags are additive. So if you wanted frozen water mode for Pokemon, the stage flag would be (0x08 + 0x80) = 0x88

Battlefield:
(10) = water BG, set in stage init function
(40) = Custom Plats 1
(80) = Custom Plats 2
(C0) = Custom Plats 3

Pokemon Stadium:
(08) = water mode
(10) = rock mode
(20) = grass mode
(40) = fire mode
(80) = frozen, checked every frame on stadium

Final Destination
(40) = long stage floor (only for vanilla/textured final destination files, no model imports)
(80) = no background transitions

Brinstar
(80) = Disable rising lava

All-Star Rest
(80) = Disable portal from exiting stage

Corneria
(80) = Disable ships
(40) = Disable gun

Princess Peach's Castle
(80) = Disable Bullet Bill and switches

Mushroom Kingdom II
(80) = Disable Pidgit, Birdo, and Logs

Trophy Snag
(80) = Disable trophy drop
RAM Pointers for Byte Replacement (32-bit each) & Byte Replacement at Pointer Address (8-bit)
These fields allow one to perform 8-bit RAM overwrites when a stage is selected. The intended purpose of this feature is to cater to having multiple files of the same base stage within the ISO. A good example of when you want to use this is for @zankyou 's model import stages, while also keeping the original stage in the game.

An example of this feature's use is in the above picture for Princess Peach's Castle on MnSlMap.2sd. When the stage is selected, the Stage-to-load ID is swapped to 0x39 (Roy's Target Test stage) and then the byte at RAM address 0x803E9817 is changed from [default value] to 0x6B.

In 20XX 4.0 (Beta04), I added another Roy Target Test stage (GrTFe.dat) to the ISO file system which was Zankyou's model import of Pokemon Kalos League. I named this new file:

GrTFe.kat
(k for Kalos, I guess)

"k" = 0x6B in ASCII Hex

0x803E9817 is the byte location of GrTFe.dat

I know this by searching for "GrTFe" (the hex value for this ASCII) in the DOL and then using DRGN's Code Manager Tools to convert the DOL offset to the RAM offset.

View attachment 91127

So with the above configurations, when Princess Peach's Castle is selected on MnSlMap.2sd, it will load Roy's Targest Stage instead, and will try to load the file GrTFe.kat instead of GrTFe.dat.

If you don't want to use an 8-bit overwrite, just leave the pointer value as 0x00000000.

Setting this 8-bit overwrite value to 0xFF will result in the use of the Random Byte Overwrites. See below.

NOTE: The default 8-bit value that was overwritten at the address, is returned to it's default value after the match ends.

Random Byte Overwrites (8-bit each, 32 bit total)
When the byte replacement is set to 0xFF, a random byte replacement will be used. Up to four random bytes can be specified. This feature is not available for MnSlMap.1sd.

Say you have 4 different Dream Land files you want to have the game randomize between.
You could add these into your ISO file system as GrOp.1at, GrOp.2at, GrOp.3at, GrOp.4at.

Then set the first byte replacement to 0xFF to use the random bytes for the specified SSS selection. Then for the random bytes, you would put the four in succession: 0x31323334 (0x31 = "1", 0x32 = "2", etc.). And then make sure to add in the pointer to the corresponding ASCII "GrOp.dat" RAM location.

If you only wanted to use 3 of those Dream Lands, it would be 0x31323300.
(end it with a 0x00).

-------------------

I think that's all for now.

----------------------------------------
Note: all this is subject to change in the future if I feel like making changes, lol.
This works for the most part, I can add new stages and play them with the 2nd - 4th pages of the stage select screen, but I came across one problem. Whenever I rename a stage file from .dat to .kat, .lat, .wat, etc. and I change the byte replacement @ pointer address, the stage never actually loads, but instead the game softlocks on the "Now Loading" screen. What am I doing wrong?

EDIT: To elaborate on my problem, here's a picture and an explanation of exactly what I'm trying to do:

I'm trying to make the Kongo 64 icon on the 3rd page load GrTLk.kat
From my knowledge, 2B is the ID for Link's target test stage, and I followed the directions to get 803E8D80
Whenever I leave 6B as 00, it loads GrTLk.dat like normal, but when I add the 6B, the game never loads the stage
 
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DRGN

Technowizard
Moderator
Premium
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Aug 20, 2005
Messages
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Location
Sacramento, CA
This works for the most part, I can add new stages and play them with the 2nd - 4th pages of the stage select screen, but I came across one problem. Whenever I rename a stage file from .dat to .kat, .lat, .wat, etc. and I change the byte replacement @ pointer address, the stage never actually loads, but instead the game softlocks on the "Now Loading" screen. What am I doing wrong?

EDIT: To elaborate on my problem, here's a picture and an explanation of exactly what I'm trying to do:

I'm trying to make the Kongo 64 icon on the 3rd page load GrTLk.kat
From my knowledge, 2B is the ID for Link's target test stage, and I followed the directions to get 803E8D80
Whenever I leave 6B as 00, it loads GrTLk.dat like normal, but when I add the 6B, the game never loads the stage
Thanks for adding the elaboration. Without seeing the values you were trying it would've been nigh impossible to know what was wrong.

0x803E8D80 is the start of the GrTLk.dat string. You need to point to the specific byte for the 'd' in .dat, which would be 0x803E8D87.
 
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lanbobyonson

Smash Rookie
Joined
Aug 7, 2013
Messages
19
Location
Vancouver Island
Could somebody please make a modded stage for 20XX that is a scaled up version of the UFO on Fourside as a stage. Idea came from twitch chat and is actually genius, so thought I'd ask here. Thanks.
 
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