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Official The 20XX Melee Training Hack Pack (v5.0.2 - 1/20/2023)

D

Deleted member 337186

Guest
i made a rebuild already, but i have the Letterbomb Homebrew which i think is basically the same as Nintendont. I didn't load it in because I read the google doc that came with it made already with a "games" folder. I was wondering if I put the 4.05 iso in the games folder if it would still run cause theres other files in the games folder. I'll give it a try by just replacing the ISO though and if it doesnt work i'll just revert it.
okay first of all, nintendont is an app within homebrew so they are two totally different things. second, the should be a folder/folders within the games folder for each of your games. you can name them whatever you want, but the .iso in those folders HAVE to be named game.iso.
 
Last edited by a moderator:

galan0

Smash Rookie
Joined
Apr 8, 2016
Messages
10
okay first of all, nintendont is an app within homebrew so they are two totally different things. second, the should be a folder/folders within the games folder for each of your games. you can name them whatever you want, but the .iso in those folders HAVE to be named game.iso.
ah i see. that might explain why it was stuck on the DIOS MIOS screen and didn't load! i'll retry it again with it named "game.iso" next time. Thank you for all the help, and apologies for all the questions, this is my first time ever hacking/modding anything really. By the way, this 20XX rocks so much. I've already improved so much since I got it. All i have to work on now is securing fast kills and comboing from shuffling.
 
Last edited:

ChaoI16I

Smash Rookie
Joined
Jun 15, 2015
Messages
13
Location
Alberta Canada
I already have my wii ready with homebrew as I previously had 3.02 installed. Now ive downloaded 4.05, rebuilt the iso and put it into the games folder in the root of my SD card. How can I get the iso to appear on the homebrew channel?
 
D

Deleted member 337186

Guest
I already have my wii ready with homebrew as I previously had 3.02 installed. Now ive downloaded 4.05, rebuilt the iso and put it into the games folder in the root of my SD card. How can I get the iso to appear on the homebrew channel?
okay, .isos don't appear in the HBC. they only appear in Nintendont if the .iso is named game.iso. please read the comment that i had for the person above and your problem should be solved. :)
 

Greeni

Smash Rookie
Joined
Jan 31, 2016
Messages
8
P3 always controls MasterHand and P4 always controls CrazyHand. Idk why the developers made it this way. But this will be changed in the next release so whatever port selects them will control them.
Sadly it doesn't work no matter which port I use :/

Is anyone else able to play as Masterhand?
 

Uchi

Smash Cadet
Joined
Oct 5, 2013
Messages
47
Location
Tri-State Area
NNID
TheRealUchi
The 20XX Melee Training Hack Pack 4.05

[20XX Start Menu by Qual_]


Latest Version

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, 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 have not been added back to version 4.0 yet.

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


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.



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?


---> 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

I've tried just about everything with getting the latest pack to work and it just won't show up. My system thinks I have two melee's when one of them should be the 20XX pack. I've gone through the builder a million times. Please help. All the tutorials seem to be outdated and I'm just completely scrambled at this point.
 

Nik4711

Smash Rookie
Joined
Jul 12, 2014
Messages
10
Location
Westchester

AlexIsStarving

Smash Apprentice
Joined
May 8, 2015
Messages
135
Location
Georgia
Achilles, have you given any thought to integrating the code for L-Cancel % on the result screen? It's being used in this 20XX version: http://smashboards.com/threads/20xx-college-station-edition-video-back-up.414878/

And the source that I found was in this Code Manager by DRGN: http://smashboards.com/threads/melee-code-manager-easily-add-codes-to-your-game.416437/

I love this feature but seeing it integrated into your Hack Pack would be so awesome.
it already is in lol
 

Watt

Smash Rookie
Joined
Apr 3, 2016
Messages
7
Idea: When you add back things like in-game CPU behavior, Is it possible to make that stuff a pause screen menu so you don't have to button map it?
 

LunarySSF2

Smash Rookie
Joined
Apr 8, 2015
Messages
20
Location
Mons, Belgium
Hi, 20XX has additional music / songs (with mila's divine and whatnot) but I can't find their .hps files anywhere. I only want to change those songs and not the original ones. Do you know where I can get this information?
 

ChrisWithAk

Smash Cadet
Joined
Sep 23, 2015
Messages
41
Does anyone have the change files to go from 1.02 vanilla melee to the most recent full version that isnt 4.05. Like there was 3.02, maybe something in between, the 4.0beta and 4.05 with the crazy technical cpu's. I want the version that had the ability to control the cpu's using x and y + d-pad
 

LunarySSF2

Smash Rookie
Joined
Apr 8, 2015
Messages
20
Location
Mons, Belgium
Does anyone have the change files to go from 1.02 vanilla melee to the most recent full version that isnt 4.05. Like there was 3.02, maybe something in between, the 4.0beta and 4.05 with the crazy technical cpu's. I want the version that had the ability to control the cpu's using x and y + d-pad
The 3.02 version had that. Use that one.
 

Sutekh

Smash Apprentice
Joined
Aug 11, 2015
Messages
142
okay, .isos don't appear in the HBC. they only appear in Nintendont if the .iso is named game.iso. please read the comment that i had for the person above and your problem should be solved. :)
Is there a way to make it so that multiple isos WILL show up on the homebrew menu? I'm trying to see if I could simultaneously have access to 4.05, and older version of 20XX, and vanilla melee at the same time through homebrew.
 

whims

Smash Apprentice
Joined
Mar 7, 2016
Messages
100
Is there a way to make it so that multiple isos WILL show up on the homebrew menu? I'm trying to see if I could simultaneously have access to 4.05, and older version of 20XX, and vanilla melee at the same time through homebrew.
yeah, just put each .iso in a separate folder inside the games folder. the games folder must be named games and the .iso files must all be named game.iso, but each's folder name doesn't matter.
Which brings me back to, does anyone have the change files still for 3.02 20xx
yes, it's in the op.
Hi, 20XX has additional music / songs (with mila's divine and whatnot) but I can't find their .hps files anywhere. I only want to change those songs and not the original ones. Do you know where I can get this information?
if you open MnSlChr.usd in a hex editor and scroll down to offset 0x3ed4e0, it will display the titles of the custom songs in descending order (the unmodded 4.05 begins with 76.hps as the highest, and goes down to 00.hps, in hexadecimal, so 119 sound files total, in decimal.). correct me if i'm wrong, but 70 new files have been added when compared to vanilla melee, and those 70 are all 0x30 through 0x76. ones before that are part of the original melee files. however, to bypass all this, you can just add more without worrying about taking out the others. this guide by achilles works perfectly and it's rlly easy to follow: http://smashboards.com/threads/how-...-includes-brstm-file-conversion-guide.401142/

edit: here's the post with all the custom .hps files if you need that as well: http://smashboards.com/threads/the-complete-music-and-sound-compendium.396551/
 
Last edited:

galan0

Smash Rookie
Joined
Apr 8, 2016
Messages
10
Why are a lot of people mentioning going back to v3.02 rather than the new one? What was taken out of 4.05/changed so drastically?
 
Last edited:

ChrisWithAk

Smash Cadet
Joined
Sep 23, 2015
Messages
41
the reason I want to go back is to have the ability to train my punishes off grabs and to work on shffl timing on shield and on hit
 

whims

Smash Apprentice
Joined
Mar 7, 2016
Messages
100
Why are a lot of people mentioning going back to v3.02 rather than the new one? What was taken out of 4.05/changed so drastically?
in game cpu toggles, which were super useful. they'll be added back in a newer version apparently but for the time being 3.02 has them and 4.05 doesn't
 

Achilles1515

Smash Master
Joined
Jun 18, 2007
Messages
3,211
Location
Cincinnati / Columbus OH
Fun melee minigame/training game to play with friends is to go to melee player flags, put all players on stamina mode, with 1 hp, then practice getting hits in neutral with 10 stocks. Last player standing wins.
I've referred to this as 'don't get hit mode' (I'm sure a better name could and should exist, just that this will function as a shorthand for now especially when posting about bugs that come up when playing it-- though, melee fencing comes to mind).

However this led to the discovery of the following bugs when playing this in chess mode. This mini-game lends itself to chess mode due to the satisfaction formed from the combination of landing the hit and the freeze frames advertising it, and the level resetting which gives all players short-term invincibility.
if you grab an opponent and kill them with a pummel or certain throws which inflict damage before the victim is released, the grabbing player retains the ability to act in the chess mode freeze frames that are supposed to follow a stock loss. This would be hilarious and badass if not for the following bug number 2, as players or cpus inevitably jump up and kill another player.
  1. Put one or more characters into stamina mode with any hp via General Codes -> Vs Melee Player Flags (easiest to do with by setting stamina hp to 1)
  2. Go to Chess Mode
  3. Kill a stamina player with a pummel or with certain throws.
  4. ????
  5. Run around as if time is frozen like you're DIO from JoJo's Bizarre Adventure, at least until chess mode resets the stage or you kill another player (triggering a form of Bug #2, below).
Note: because the hitbox of the pummel is permanently attached to the player, steps 3-5 are really hard if not impossible to repeat making running around murdering all players with grabs while they're frozen improbable (partially because of bug #2 below). Kudos if you can figure out a way to do it since that'd be cool as hell.
While this might be a bug which persists over to normal mode; I've currently only observed it or tried to reproduce it when messing around with stamina properties. If two players are killed by a player in a single chess cycle, either if by a player retaining actionability and killing someone else (bug #1) or if two or more players lose a stock at the same time (in this case, by taking damage on the same frame) the chess mode soft locks. Pausing, resetting, stage attributes and animations, etc all still work, but the player models are permanently in the chess-mode freeze frames. This might persist given no player flags if two players lost a stock at the same time (the same way sudden death mode occurs in regular melee in a stock match).
  1. Put two or more characters into stamina mode with 1 hp via General Codes -> Vs Melee Player Flags
  2. Go to Chess Mode
  3. Kill 2 or more players at the same time, or kill a player with bug #1 and then kill another player
  4. Make your friends hate you by forcing an L+R+A+START reset. No one will want to play this silly hybrid mode anymore let alone play with you ever again.
  5. ???????
  6. Die alone because a single bug in 20XX 4.05 ruined all your friendships
Note: step 4 is a consequence, steps 5-6 are optional in reproducing this glitch.
Aight. Fixed them and consequently made the code much better. Thanks again.
I really like the barrel buster minigame.
Can you add a version for every legal stage?
Its improved my movement on battlefield a lot.
Good to hear! I initially tried to do this when making the Event Match, but ran into some weird obstacles with it. I wanted to make it random from the legal stages. Maybe I'll try and go back and hack something up.
the reason I want to go back is to have the ability to train my punishes off grabs and to work on shffl timing on shield and on hit
In the meantime, turn the new AI shield propensity to 100 in the Debug Menu. Turn on infinite shields. Free grabs, and you can do attacks into their shield.
Hi, 20XX has additional music / songs (with mila's divine and whatnot) but I can't find their .hps files anywhere. I only want to change those songs and not the original ones. Do you know where I can get this information?
When you change the "Track Preview" in the Music Menu, it shows the filename of the song.
I was using Melee Code Manager but now i realize the 20XX start.dol's code has different offsets than a vanilla one. Is there an offset you recommend? Tried doing it manually and couldn't find a spot to place it.
This will not be available in the next release, but you should be able to add codes in from DOL area 0x407950 to 0x4086b8.
 

treboryot

Smash Rookie
Joined
Apr 12, 2016
Messages
1
Just installed v4.05 and it's great! Only thing is I've noticed that my damage % counters do not increase past 88%. Did I do something wrong? Is there any way to fix this? I tried looking through debug menu with no success.
 

Mingo

Smash Cadet
Joined
Sep 26, 2014
Messages
67
Location
Morgan, Utah
Have people been making suggestions for new event modes? I think an obvious and potentially extremely helpful one would be on FD and have Falco shorthopping around at different distances shooting lasers at varying heights and the goal to be to powershield a certain number of lasers (somewhat similar to the jigglypuff upthrow up air one)

Also Achilles, i was wondering why you dont organize an "Official 20XX HackPack dev Team" or something like that, obviously with you as the Director/leader with you getting the final say on everything. That way you are not getting so completely bogged down with requests and things of like. This way your team or group of friends can be working on the code for official hackpack patches when you are unable to . Not to mention the time decrease inbetween patch releases plus more content could potentially be included in them. Idk for sure but people like DRGN, Zankyou , Tcll ect...all seem very skilled at melee hacking to me.
TLDR just wondering why you leave all the pressure of these releases on yourself alone as opposed to having a trusted group of friends or a team to help you out with it and the official releases?
 

Jonas

Smash Champion
Joined
Aug 21, 2008
Messages
2,401
Location
Aarhus, Denmark, Europe
Will Whispy Woods be added back into the hacked Kirby stages, Green Greens and Return to dreamland? Also some of the other hacked stages don't seem to work right, such as the hacked Great Bay and lavaless Brinstar being completely vanilla.
 

J⩓мє

Smash Apprentice
Joined
Jan 21, 2016
Messages
77
Where are you trying to put the code?
It's not a true "percent chance" but it's close, and that is what I meant for people to look at it as. And the weird part lies in the fact that tech rolling left/right and teching in place are accomplished within different functions so I use multiple injection points for my code.
----------
The logic is basically:
Pull a random number (1-100).
If greater than techforward debug menu value, do nothing, else techforward.

Pull a random number (1-100).
If greater than techbackward debug menu value, do nothing, else techbackward.

Then in a separate function that is naturally executed after the above....

Pull a random number (1-100).
If greater than techinplace debug menu value, do nothing, else techinplace.

If execution gets to here, they missed the tech.
-----------
So yeah...it's not a true percent chance but it's close enough.
Ah cool, yeah, but basically this means to get a ~90% total tech chance with a relatively even 30% each, the percents I put in are 30,43,76 for the descending options, which gives an actual % chance of 90.424%, and the actual % chances for each option being 30%, 30.1%, 30.324%.
An automated step to convert % chance into something to put into 20XX is as follows (I code-**** this in like 5 mins but tested it so it performs as expected):
Code:
#!/usr/bin/env python3.4

def get20XXConfigVal(desiredPercent,remainingPercent):
    """
        converts a percentage to the 20XX configuration value. This can probably
        be simplified both in terms of constructing the function with assumed
        sane inputs, and the overall design of the function which calls this.

        startPercent: the desired 'true' %, ie: 50% of the total net
            probability.
        remainingPercent:
            remaining 'true' percent left from previous calculations.
            ie, if 70% was previously accounted for, the remaining % would be
            30

        returns: a tuple containing the converted probability and the remaining
        true percentage.  Rounding errors are not accounted for in this function
        as its purpose is to convey the idea in brief.
    """
    if remainingPercent >= 100:
        return (desiredPercent,remainingPercent-desiredPercent)
    elif remainingPercent <= 0:
        return (0,0)
    else:
        #splitting this up into two lines is probably ****ty
        return (float(desiredPercent*100/remainingPercent),\
                remainingPercent-desiredPercent)

def get20XXConfigVals(forwardPercent,backwardPercent,inPlacePercent):
    """
        there's a way to define this function more concisely in a functional
        paradigm, but that's not going to be used here for the sake of clarity

        There's also a more clear way to do it in a C-array means (which would
        be better for converting the algorithm to assembly) but I can just
        rewrite this in C if that's required.

        returns:
            a tuple of 20XX configuration integers which are approximations of
            desired net percentage chances, subject to rounding errors, as it
            always will round down, and doesn't account for cumulative error
            from previous rounding operations, which is significant and should
            be known for any meaningful application.  However, this is to show
            the steps involved, so the error is not shown or referred to.
    """
    result = []
    remainingPercent = 100
    for percent in (forwardPercent,backwardPercent,inPlacePercent):
        #calculate the values for this step
        converted,remainder = get20XXConfigVal(percent,remainingPercent)
        #add it to our results list
        result.append(converted)
        #update our remaining percent
        remainingPercent = remainder

    #convert the list into a tuple of ints and return it
    #replacing int with a different rounding function Float->Int is possible
    return tuple(map(int,result))

def showTrueProbabilityFrom20XXVals(forwardConfig,backwardConfig,inPlaceConfig):
    """
        this is for anyone to mess around with and is not documented as a puzzle
        (because I'm an asshole)
    """
    res = []
    totalPercent = 0
    for configVal in (forwardConfig,backwardConfig,inPlaceConfig):
        res.append(float(configVal*(100-totalPercent)/100))
        totalPercent = totalPercent + res[-1]

    return tuple(res)
the last function shows you the actual probabilities of what your config represents, can be used to double check or see what any current configuration actually means. Note that it'll spew out negative and 0 odds if your probabilities add up to more than 100 in actual %.

The basic math is really easy, just configval = wantedPercent * 100 / remainingPercent. So this entire code-****ting session is kinda overthinking the situation on some level, I just figured other people might benefit from seeing the basic principle/some code examples.

Let me know if you want me to write this up in ASM-friendly C and/or give you a PowerPC assembly output of that ASM-Friendly code through clang (stopping at the assembly step, naturally), for any sort of tool in the debug menu. My actual PPC asm knowledge is super limited at this point though.

----
Will Whispy Woods be added back into the hacked Kirby stages, Green Greens and Return to dreamland? Also some of the other hacked stages don't seem to work right, such as the hacked Great Bay and lavaless Brinstar being completely vanilla.
Yeah, if I remember right, parts of the 'Single Player Stages' stage select screen haven't been updated since when it was made, based on 20XX 3's hacked stages, this is pretty well known but has remained (for seemingly no particular reason other than other issues requiring addressing first). The Single Player Stages option for Hyrule Castle, for example, is just vanilla Hyrule, on top of the ones you listed.
 
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J⩓мє

Smash Apprentice
Joined
Jan 21, 2016
Messages
77
Oh ok cool I guess I need to look through the settings page some more lol.
I don't think it's in the settings pages, just enable the results screen; L-cancel % should be displayed in its own field underneath DamageTaken.

Edit: edits marked in italics.
 
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BelgiumDiamond

Smash Rookie
Joined
Jul 28, 2015
Messages
1
Is there any way you can provide a virtual memory card. The reason I ask is because I don't want to take up too much space on my flash drive
 

Kipcom

Smash Journeyman
Joined
Apr 16, 2014
Messages
409
Location
Georgia
NNID
Kipcom
3DS FC
4725-7977-1418
Can someone explain to me the point of 20XX Event mode #2: Survivor?

What exactly is the training purpose of this?
 

whims

Smash Apprentice
Joined
Mar 7, 2016
Messages
100
Is there any way you can provide a virtual memory card. The reason I ask is because I don't want to take up too much space on my flash drive
if you're using nintendont, press b for settings while in the drive menu, and turn on memcard emulation. afaik there's no way to save it directly on the wii
 

galan0

Smash Rookie
Joined
Apr 8, 2016
Messages
10
Achilles, will you be making a 666XX hack with every character replaced with Jigglypuff?
 

J⩓мє

Smash Apprentice
Joined
Jan 21, 2016
Messages
77
Can someone explain to me the point of 20XX Event mode #2: Survivor?

What exactly is the training purpose of this?
Training dash dancing & movement control, most likely. Since dashing & aerials heal at random, stalling harms per frame, and the items move around at random, with bomb rain, it forces you to focus on your character's positioning and movement on an incredibly accurate level, while planning your overall movement.
It also inverts the normal stage control situation, since center stage is the most dangerous, though the ledge is also dangerous, which means controlled movement under the side platforms with the ability to navigate the platforms while managing risk as being the best way to play imo.

TL;DR movement training.
 

trash?

witty/pretty
Premium
Joined
Jul 27, 2012
Messages
3,452
Location
vancouver bc
NNID
????
xdelta method:



Instructions for building the ISO in Windows, Linux, and Mac are included in the download.

Remember to please specify which build you're using if submitting a bug. And the more detailed steps you can provide for reproducing it, the better.


I would say Achilles' most recent guide.
right off the bat, I'm fairly certain that the .sh file isn't properly formatted in unix, but dos2unix fixed that on its own. running the script:
Code:
Verifying that the given file is a vanilla v1.02 copy of SSBM.
    This will take a few moments....SUCCESS
The ISO has been verified!

Constructing 20XX 4.05.
    Please stand by....FAIL
Conversion complete!
for whatever reason, the xdelta3 bash command just... doesn't feel like working. I just ended up modifying the line and shoving it in the termal manually:

Code:
xdelta3 -f -d -s "ssbm_1.02.iso" "20XX 4.05 xdelta patch.xdelta" "20XX.iso"
and that seemed to work out, so whatever
 

IronChar

Smash Journeyman
Joined
Dec 12, 2013
Messages
362
Location
West side
hey I'm not sure where to write this, but I wanted to bring to your attention.

the "SD remix falcon" seems to be biased on an old version, with grounded falcon kick being an "exploding move" in 3.2.1 its been reverted back to regular falcon kick. I haven't noticed any other changes from other characters.

also I see that fox and falco switch their reflector propitiates with the SD remix button on the select screen- neat! do the other characters who don't have SD remix changes have something like this?

also ... how do you pull up the item infos on the debug menus for special throwing and stealing? no info menus are posted

this may be a bad way of contacting you, as their are the platforms of facebook,smashboards,reddit and others to choose but I wasn't sure and had to say something. Thanks for your continued work in making melee a better game

PS: can you give mewtwo a black tail skin simular to PMs? I feel he needs more standard colors over customes
 
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