GibranSalazar
Smash Rookie
Might be a dumb question but ive been playing melee on my wii for a week now (Nintendont) and I dowloaded the v4.06 20xx onto my computer but where do I put it in my SD card? Thanks in advance.
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hmmm, a folder called games seems suspicious. Make sure within that suspicious folder you put the iso within a folder called like GALE05 or some other number. And that the iso is named game. Or use DMToolbox.Might be a dumb question but ive been playing melee on my wii for a week now (Nintendont) and I dowloaded the v4.06 20xx onto my computer but where do I put it in my SD card? Thanks in advance.
Haha thank you!!hmmm, a folder called games seems suspicious. Make sure within that suspicious folder you put the iso within a folder called like GALE05 or some other number. And that the iso is named game. Or use DMToolbox.
Hmm so literally all you did was remake the ISO in GCR and then it worked fine? I had a guy, who was having the same problem, tell me that his solution was to simply switch from Dios Mios to Nintendont...which is a solution I don't understand. I use Dios Mios.I had this happen with my first build. I think you accidentally compressed your ISO. (You can tell it's compressed if the game is red in Nintendont.) Did you use DAT Texture Wizard make the ISO instead of GCR? Because that's how it happened to me.
I am unable to test right now. Dolphin or console? Are you importing new textures? And to be clear, you are toggling the Battlefield texture to any 6th or higher option and then just selecting it on the SSS for a regular VS match?When I try to use a Battlefield texture using a file at GrNBa.5at and onwards the game crashes when trying to load the stage. Is this just me? I tried moving the textures and they work perfectly fine in any slot before that so it's not the textures
What do you mean they matched up before and after conversion? You mean your vanilla ISO was verified, but not the finished disc? Are you talking about the .bat or .sh script? What's your OS? What hash did you get for the finished disc? There would be another file created called "Your 20XX 4.06 MD5 hash.txt." If you used the batch file, it should've looked like this:The md5 check on that xdelta patch looks like it's broken. My md5s match up before and after conversion, but the program tells me otherwise.
Thanks for making it though, it works fine, and of course thanks to the legend achilles
I think Nintendont will display the game in red simply if the game isn't the standard size for a GameCube disc. DTW doesn't do any compression, but it does create a disc several hundred MB smaller (optionally), by not adding a bunch of zeroed-out space between files. If the game runs, then the system files are in their correct place, which should be all that matters in terms of file position. Even if other files have different offsets, they're still defined in the FST for the game to reference them.I had this happen with my first build. I think you accidentally compressed your ISO. (You can tell it's compressed if the game is red in Nintendont.) Did you use DAT Texture Wizard make the ISO instead of GCR? Because that's how it happened to me.
Been playing 4.06 for a while and it seems like 3.02 is still superior for practicing tech chases, but I hope I'm wrong.
In 4.06 Fox and Falco rarely shine after teching,
the CPU doesn't always spotdodge after teching even when it's set to 100,
and if you have the 20XX CPU type set to "stay" the CPU just stands there after teching.
Am I missing a setting or something?
Windows 10 x64, using the batch file. What I mean is that my Vanilla 1.02 SSBM iso matches the correct md5 (0E63D4223B01D9ABA596259DC155A174), but the batch file says it doesn't. Here's what I get:What do you mean they matched up before and after conversion? You mean your vanilla ISO was verified, but not the finished disc? Are you talking about the .bat or .sh script? What's your OS? What hash did you get for the finished disc? There would be another file created called "Your 20XX 4.06 MD5 hash.txt." If you used the batch file, it should've looked like this:
Read the instructions more carefully. None of them require you to find a Melee ISO.not sure how many people can help w mac, but i used the instructions in the faq and can't find my melee iso in gcr. any help?
are we reading the same instructions?Read the instructions more carefully. None of them require you to find a Melee ISO.
Yeah, if the given ISO doesn't appear to be a vanilla disc, the script doesn't bother to hash check the finished product (or generate a text file with the result) because it assumes the new file/hash would always fail the check anyway. The reason it doesn't pass the vanilla ISO in the first place might be a difference in output of the CertUtil tool on your system, which is what's used to generate the hash. I'll test this later on a Win10 system. In the meantime, if you want, you could try executing this command in command line:Windows 10 x64, using the batch file. What I mean is that my Vanilla 1.02 SSBM iso matches the correct md5 (0E63D4223B01D9ABA596259DC155A174), but the batch file says it doesn't. Here's what I get:
The finished 4.06 iso also matches the correct md5 (6ed757739de410658799e4ada97a31a1), so there's no harm done. Also, there's no text file being made in the directory after completion, and there's not an option to check it from the batch file like there is in your screenshot.
You should be able to use the xdelta patch download in the OP on a mac system (either with the included .sh script, or a patching program you can download for xdelta and mac). I haven't tried it though, so I can't walk you through it. That Google though....not sure how many people can help w mac, but i used the instructions in the faq and can't find my melee iso in gcr. any help?
Here's the results from that command (for the vanilla 1.02 disc):Yeah, if the given ISO doesn't appear to be a vanilla disc, the script doesn't bother to hash check the finished product (or generate a text file with the result) because it assumes the new file/hash would always fail the check anyway. The reason it doesn't pass the vanilla ISO in the first place might be a difference in output of the CertUtil tool on your system, which is what's used to generate the hash. I'll test this later on a Win10 system. In the meantime, if you want, you could try executing this command in command line:
CertUtil -hashfile "[pathToYourISO]" MD5
Assuming version differences are the issue, I might just add a copy of certutil to the download.
You need to also modify MnSlChr.usd and be sure to check 'Do not use game.toc' if you're building with GCRHi. When transfering my custom music from 20xx 4.05 to 4.06, ive encountered a problem. After building the new ISO, when i try to launch it on dolphin, i get an error " Invalid Write to 0x00000d2c, PC = 0x80082b04". When i tried to play the ISO on my wii, the wii didnt load it. All i did was replace some of the .hps song files with custom files that i have been using with my 4.05 ISO, so i dont think the files themselves are the problems
Have you loaded a Melee ISO from this SD card before? Does the 4.06 ISO you created work fine in Dolphin?Hi, I'm having trouble loading 20xx 4.06. I have nintendont and a 4.06 iso on a 2gb SD card. The game shows up in the nintendont menu but when I click on it, the game never loads and a black screen stays there forever. Is it Me, or what? Any help would be appreciated!
What exactly do you mean by "modify MnSlChr.usd? I was under the impression that you needed to do this if you added more .hps files, incrementing the number of files. What i did is replace .hps, so the overall number and names of the hps files remain the same. What exactly is it that i have to edit in the MnSlChr.usd file?You need to also modify MnSlChr.usd and be sure to check 'Do not use game.toc' if you're building with GCR
Debug Menu --> Texture Hacks --> toggle to disable all in-game GFX and EFX textures?I'm having some problems with some textures, i don't have a shine neither a shield.
Any suggetions?
What was your exact process for replacing the files and rebuilding the ISO? What program were you using to rebuild the ISO?What exactly do you mean by "modify MnSlChr.usd? I was under the impression that you needed to do this if you added more .hps files, incrementing the number of files. What i did is replace .hps, so the overall number and names of the hps files remain the same. What exactly is it that i have to edit in the MnSlChr.usd file?
There is no way to change recovery habits at the current moment. I might focus on CPUs in a later update at some point. This isn't directly related to what you were saying, but check out this video:OMGOMGOMG settings for CPU DI.... This is exactly what I asked for when the first edition came out :D Amazing work like always!
One question though: are there any way to influence the CPUs recovery habits? Spacies mostly shorten their side-bs for example, would be cool to have them alternate between shorten and normal side-b.
I followed the same process that i did with the 4.05 ISO. Having my custom hps files already created, i renamed the files to replace specific songs that already came with the ISO (Example: 6C, 65, etc.) Having replaced these hps files with my own, I simply used GCR to rebuild the ISO, and the aforementioned happened.What was your exact process for replacing the files and rebuilding the ISO? What program were you using to rebuild the ISO?
https://smashboards.com/threads/the...k-v4-06-4-20-17.351221/page-129#post-20702420I'd like to make my own stage select screen on the 4th page but i dont know where to start off doing that. can someone point me in the right direction?
My computer is too slow for dolphin. Previous melee isos worked before on my wii, but for some reason this one doesn't. Should I get Dios Mios?Have you loaded a Melee ISO from this SD card before? Does the 4.06 ISO you created work fine in Dolphin?
There is no maximum number of frames. It works off a percent chance. You can adjust the number in Debug Menu --> Training Codes --> In-game toggles --> Save States/ReplaysAchilles1515 First off, thank you so much for everything you've done. I've wanted to be able to program CPU inputs to practice specific situations since I started playing this game, so this update is a godsend.
I have a question about the random hold last feature. Is there a maximum number of frames it will hold the input. And if so, how many is that? I'm trying to make a replay of a Fox that dash dances a few times then short hop nairs at me to practice spacing around it. My idea was to use a random hold last during each dash forward to make the timing less predictable (and better simulate a real opponent). It kinda works but the problem is no matter how short I make the forward dash in the recording, the engine will pretty consistently insert too many frames and put Fox into the run animation, which ruins the replay.
(Sorry, i think i messed up the quote of my previous post, so im posting again.)What was your exact process for replacing the files and rebuilding the ISO? What program were you using to rebuild the ISO?
Great, thanks for the reply. If that was in your video tutorials, I must have missed it (there was a lot of great information to absorb).There is no maximum number of frames. It works off a percent chance. You can adjust the number in Debug Menu --> Training Codes --> In-game toggles --> Save States/Replays
The naming convention is a little confusing and should probably be changed but the percent chance value represents the percent chance to continue the replay. So if you set it to 0, the replay will never continue. Set it to 100 and the replay will never hold.
I'm interested in seeing the result of this replay you mention. It sounds cool.
Go to the Reddit post linked in the OP and follow the link in the "Music" changelog section.Hey Achilles, how did you get the new .HPS's to be a normal, small size? Is there a new app for that?