ssknight7
Smash Apprentice
- Joined
- Oct 8, 2014
- Messages
- 136

<3
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Was using cfg for your 4.00 04 build because Nintendont didn't like it, now it's the other way around, so my guess its the USB loader causing it. I turned on native control cuz it was off, and changed the effect by having the shield light shielding, and a digital press giving a full shield. Went into the live inputs and messed around with resetting the controller and trigger position, and on the second try with the trigger all the way down until digital press, it worked. I don't know if I will have to calibrate it this way on reset, but thank you anyhow!Are you using Nintendont? If so, is Native Control set to ON? What happens when you recalibrate the controller with X+Y+Start for 3 secs? It should function the exact same as vanilla Melee.
Below statements only apply to when a character is DI'ing for the DamageFlyTop action state. Getting u-thrown is a good example of this, but it may not be the case for every character's u-throw.
1) Set CUSTOM IN/OUT DI CHANCE to 100.
--> 100% chance to use custom x-axis DI instead of regular decision DI (which is what you specify with the DIRECTIONAL INFLUENCE selection at the top of the menu).
2) Set CUSTOM INWARD DI CHANCE to 0.
--> when using custom x-axis DI, there will be a 0% chance to DI inward (inward = current facing direction). This means there will be a 100% to do the opposite of inward, which is outward (away from the facing direction).
3) specify the x-axis DI strength. Everything below 0.28 is dead zone and is the same as 0.
Some throws have interesting properties, like Marth's u-throw, which turn the thrown character around. In this case, you'd probably want to switch the CUSTOM INWARD DI CHANCE around because DI'ing inward would actually be like DI'ing away from Marth.
Try reversing the custom inward di chance to 100. I think I messed up a branch in the code for this feature.I tried to get sheik to DI falcon's downthrow to avoid the chaingrabs.
I did what you said, he DI's slightly out every time but the sheik doesnt DI it away enough to be able to avoid the regrab.
When it's at default settings, it does the correct away DI sometimes to avoid regrab. I want to be able to replicate that furthest DI.
Is there anything else I should be trying?
Debug Menu --> Extras --> Lock Debug MenuConsider adding a PIN/password feature to the debug menu? Who knows, maybe a TO might want to set up a small, friendly tourney with the hacked maps. Quite a handful of them have the potential to be really fun to play on.
Yes, it is coming. Slowly but surely.Achilles1515 with 4.05's 1 year anniversary a few short months away, will we see an update perhaps with CPU actions re-enabled / and things like shine on getup and double jump on uthrow?
<3
Extract the files of the stages and skins you replaced, and add them to the new root folder. You may have to rename some file names, for example, GrNLa.dat > GrNLa.0at, or PlCaRe.usd > PlCaRr.usd. Then rebuild the ISO using GCR, or some equivalent tool.Okay, I must be dumb. How do I upgrade to the new 20XX (4.05) from the last version (Beta 04) without losing all of the stage and character skins I have added in the meantime?
Just download, rebuild, and play using either Dios Mios or Nintendont, you don't need any other files.I own the Melee Disk and i play on Wii, what method should i use for this. (my wii is hacked.)
Try using the GCR method and see if that works.Is it just me or are some hacked stages not present in 4.05. Smashvile is missing also skyrule, custom bf, no lava brinstar and legal great bay. i used the xdalta patch. am i doing something wrong?
Isn't there an option for that in the Debug Menu color overlays?Is there any way to get characters to change colors when in shieldstun or hitstun in 20xx? I know there was a code for the shieldstun for dolphin made a while ago, just curious if that got implemented any more.
Just got the latest version of 20XX. I see there are color overlays for hitlag and hitstun. I couldn't find anything for shieldstun though unless it's one of the action states I overlooked.Isn't there an option for that in the Debug Menu color overlays?
That's strange try using GCRebuilder to change the name of the Creator and short and long names etc... It will be on the left side.I finally got around to changing my game banner and now Dolphin has the 20XX name when I pick it but also (Disc 47). What's going on here and how can I fix itView attachment 125515
This is what it looks like. I've even gone into a Hex Editor and used GCRebuiler and the name looks fine, this is really weird
Yea yea that's what I was thinking when I first checked it out. The only strange thing I could find was the Game IDThat's strange try using GCRebuilder to change the name of the Creator and short and long names etc... It will be on the left side.
Game ID should always be at 00 in boot.bin, or the disc as a whole. Idk what GCR is reading to get that value. Also, It's not associated with the banner file. As for the "Disc 47", You must have wrote into the disc count value at some point (@ 0x6 in boot.bin, or the disc as a whole). You could just grab a new boot.bin file from another build to fix all of this.Yea yea that's what I was thinking when I first checked it out. The only strange thing I could find was the Game ID View attachment 125592 For every other game it's 0x00 but not for my 20XX? I'm not sure if the banner did this or maybe 20XX has always been like this and if it has been then I honestly have no idea what could be going on.
Ah ha! This worked! Thanks so much, in order to get the Disc 47 thing out of the way I ended up having to use a bi2.bin from an unmodified 4.05. Strange bc the only hex I touched on the ISO directly was when I changed the Game ID to GALE$$... Confusing stuff. Also to other people who have a similar problem. When you're done updating your game title, banner, etc. any info that Dolphin displays, you have to go into the cache and delete it for the game you updated, otherwise the changes won't show.Game ID should always be at 00 in boot.bin, or the disc as a whole. Idk what GCR is reading to get that value. Also, It's not associated with the banner file. As for the "Disc 47", You must have wrote into the disc count value at some point (@ 0x6 in boot.bin, or the disc as a whole). You could just grab a new boot.bin file from another build to fix all of this.
Hey, that 20$$ banner looks great! I decided to make one for Link as well, so here it is:I finally got around to changing my game banner and now Dolphin has the 20XX name when I pick it but also (Disc 47). What's going on here and how can I fix itView attachment 125515
This is what it looks like. I've even gone into a Hex Editor and used GCRebuiler and the name looks fine, this is really weird
I talk about it a little here, but that was from a long time ago and I'm not sure how accurate it is. I don't feel like digging up that old code and investigating the exact reason, but it was probably a combination of an unoptimal injection point for the code and the fact that I was trying to push the button inputs into the "raw" system inputs which is not a good idea. It will be frame perfect in the next version.Achilles1515 could you provide any insight on how the insta shield grab feature was implemented?
A while ago I noticed it doesn't grab frame perfectly but never really bothered to test by how much. Today I finally decided to test it out and was met with inconsistent results. Sometimes the CPU *does* grab frame perfectly, other times however, they can be as late as *4* frames. This was of course tested on 3.02 as 4.0x versions don't have those features yet.
You press D-Pad Down at the Stage Select Screen. If you're using Dolphin, make sure to disable the Netplay code.How do you get to the other hacked stages like the 3 battlefields,Link Fight stage,etc when i go to the hacked stages i see it but i gpes directly next
It happens to me offline as well.I talk about it a little here, but that was from a long time ago and I'm not sure how accurate it is. I don't feel like digging up that old code and investigating the exact reason, but it was probably a combination of an unoptimal injection point for the code and the fact that I was trying to push the button inputs into the "raw" system inputs which is not a good idea. It will be frame perfect in the next version.
You press D-Pad Down at the Stage Select Screen. If you're using Dolphin, make sure to disable the Netplay code.
What does?It happens to me offline as well.
My bad. Stages like Skyloft don't load and Skyloft loads default Hyrule Temple. I tested Multiplayer and Training Mode, and also using the patch and the hacked files to install 20XX. Nothing.What does?
Yeah, much of the third stage select screen was ignored for 4.05 and some stages were not hooked in, like Skyloft.My bad. Stages like Skyloft don't load and Skyloft loads default Hyrule Temple. I tested Multiplayer and Training Mode, and also using the patch and the hacked files to install 20XX. Nothing.
I am not 100% sure this has to do with what you are talking about, but this might solve your problem.My bad. Stages like Skyloft don't load and Skyloft loads default Hyrule Temple. I tested Multiplayer and Training Mode, and also using the patch and the hacked files to install 20XX. Nothing.
Ah, that explains it.Yeah, much of the third stage select screen was ignored for 4.05 and some stages were not hooked in, like Skyloft.
That doesn't solve it, but it's an alternative, so thanks for this!I am not 100% sure this has to do with what you are talking about, but this might solve your problem.
https://smashboards.com/threads/stage-model-imports.419373/page-15#post-21447560