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

Tee ay eye

Smash Hero
Joined
Jun 1, 2008
Messages
5,635
Location
AZ
for the next installment of 20XX, could we make it so that marth's sword-swing colors can be toggled on and off? i love them, but sometimes i just want pure unfiltered melee :p
 

Achilles1515

Smash Master
Joined
Jun 18, 2007
Messages
3,211
Location
Cincinnati / Columbus OH
Im enjoying using 2.05 but ive found some bugs. Whenever I try and access the debug menu>versus mode>rule submenu my game crashes, anyone else have this problem? Also when you change the camera to "zoom" in training mode, the camera becomes SEVERELY screwed up, its a very small problem and its not worth extra lines of code to fix, Im just mentioning it. I have also noticed that sometimes that up and x are spammed on the menu screens even when no controllers are plugged in, think it might have something to do with the p2 hacked AI codes working on the menus. to replicate the last glitch go to training mode and set the CP type to human, then exit to the modes menu.
Thanks for pointing these out. I should probably try and fix the debug menu problem, but I don't really care about the "zoom" mode at the moment. It is really ****ed up though.

Are the individual asm codes/dol mods used in the hack pack available online anywhere, or would I have to extract them from the .dol file (if so, would this be difficult).
At the moment, I do not really have these codes separated, due to the fact that they all are using the same injection point being one long code.

Achilles, I have an idea for you idk how difficult it would be to implement but hear me out. You use the CPU slider (CPU level) as a mechanism to control the min and max response time for how characters respond within certain windows. Basically use a latency variable that is added to input precision. You grab a random number that is within those frame limits when performing certain actions or being hit, and then use it as the latency for that instance. IE, CPU get's jabbed while on ground (jab reset), grabs a random number between the min and max and then waits that many frames before responding. If he responds fast enough then he can tech roll but if not then too bad. Level 9 being frame perfect almost always, whereas level 5 lets say is decently precise but certainly not frame perfect. The idea is that the CPU level will start to determine the frequency that CPUs miss certain techs or L-cancels etc or how good they are at SDI and Tech rolling from Jab resets etc.

Then players could let's say, play against a level 2 if they want to get better at punishing missed L cancels, etc. Or lets say they wanted to practice against falco doing short hop lasers, a lower level will do it less frame perfect, meaning it will be a little slower (a little more time between lasers) and the height will vary more. Maybe they may even do some of them too low and fail to get the laser out. This would make something like playing against a peach set to use out of shield options more realistic because it's not frame perfect but varies realistically based off your settings.

Even if it only worked for the scripted inputs it would still be phenomenal. I think that it would be a truly amazing implementation if we can achieve it.

We could even use CPU Level and Handicap level as Min and Max. The only problem is if people want to use a HMN to start with instead of a CPU and then assign it stuff. I'm sure there's an intuitive way to accomplish all this.
Having some way to make changes like this would be ideal and should be possible. It would be a huge task to implement it into [almost] every action the CPU does, but it is a good idea. This would definitely be done further in the future though. You've got some quality ideas, Acryte.

Achilles I figured out my 100% Issue now and i would like to request you update this portion to your OP.

Be sure your dios mios/dios mios lite is updated. I was using dios mios 2.6 and it would never load till i read my friends sd card and saw he had 2.10 updated accordingly and everything loaded very smooth. I want to thank you for all your help and i'll still be keeping a eye on this for anything else you come up with in the future. you're a mad scientist XD
Congrats on figuring it all out. :pimp:
 

Achilles1515

Smash Master
Joined
Jun 18, 2007
Messages
3,211
Location
Cincinnati / Columbus OH
As an IC main, how exactly can I best utilize this pack? I've been practicing my Shield pressure options against spacies but I feel like I'm missing out on something more.
Play against others as only SoPo. (like working on your left hand in basketball. Although right hand for me, because I'm left-handed :smirk:)

General things like shield dropping after an attack hits your shield (using P1 choose P2 spam), edge-teching using the same code action, grab combos and punishes at specific percentages against random DI (using save states).

Idk....you've gotta get creative.

I think that I (or maybe someone else...probably someone else, as I've got enough to work on atm) should make a thread of effective training methods for using the hack for each different character or specific actions (such as shield dropping against shield being hit) - based on feedback and suggestions and submissions by Smashboards members. Gifs would be nice.
 
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Doser

Smash Ace
Joined
Nov 23, 2010
Messages
572
Location
Lincoln Nebraska
I had an idea, in PM when you select time it defaults to unlimited time. I imagine most only use the time mode if they just want to have infinite time as well.

Teching with captain falcon is still broken, at levels 6-9 he is only teching in one direction (left for me), in fact he only teched rolled right once in over 4 minutes of continuous down throws.
 
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Dinowulf

Smash Journeyman
Joined
Jan 31, 2012
Messages
482
Location
Selma, Alabama
Quick question about the recording feature. How do you program a CPU movements after you press l+r and dpad up. So far I've only got sheik and falco to constantly grab. I know how to activate the mode it just doesn't let me play it back
 

Achilles1515

Smash Master
Joined
Jun 18, 2007
Messages
3,211
Location
Cincinnati / Columbus OH
I had an idea, in PM when you select time it defaults to unlimited time. I imagine most only use the time mode if they just want to have infinite time as well.

Teching with captain falcon is still broken, at levels 6-9 he is only teching in one direction (left for me), in fact he only teched rolled right once in over 4 minutes of continuous down throws.
Yep. Good idea with the infinite time.
20XX 2.05 Default Infinite Time.dol
This will be added to the next version release.

See the DOL mod topic for information on modifying the default game settings and where I got the memory offset in the DOL to change this stuff.

All I did was change the default time value byte from 02 (2 minutes) to 00 (infinite time).
The attached screenshot shows the byte that was modified.
-----------------------

As for C. Falcon, when I tried him on lvl 6 he did tend toward rolling to the left but not at the rate you mentioned. Lol...have you tried lvls 2-5? Also try on different stages.

Quick question about the recording feature. How do you program a CPU movements after you press l+r and dpad up. So far I've only got sheik and falco to constantly grab. I know how to activate the mode it just doesn't let me play it back
Whatever input you are pressing the moment their color tint goes away (3 seconds after pressing l+r+d-pad up), will be the input they spam.

So if you wanted them to spam grab, hit l+r+d-pad up and then hold z. As soon as the color tint goes away, they will be spamming grab.

@ Achilles1515 Achilles1515
any chance cpus could SDI jab resets?
What exactly does SDI'ing a jab reset do? So they are laying on the ground and then get jabbed...if you SDI it [up?], do you not do the standard getup or roll away?
 

Attachments

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Malurth

Smash Cadet
Joined
Dec 18, 2011
Messages
34
Would you consider changing the savestate stuff to be a button combo rather than a straight up press of the Dpad? I've experienced many crashes because of inadvertent presses and it straight up interferes with some things, like doing Samus's extended grapple.
 

Achilles1515

Smash Master
Joined
Jun 18, 2007
Messages
3,211
Location
Cincinnati / Columbus OH
No. As stated in a few earlier posts, I do not want the button combination for saving or loading a state to be one that will cause the character to input any sort of action. D-pad are the only buttons that accomplish this. And yes, it does interfere with Samus’ EXTENDERRRR but….that’s something I’m willing to give up for this function. And if you want it back, you can play it with in-game codes OFF via the debug menu. Sorry that this isn’t the response you were probably looking for.
 

hectohertz

Smash Ace
Joined
Aug 20, 2006
Messages
800
Location
Brooklyn, NY
Yep. Good idea with the infinite time.
20XX 2.05 Default Infinite Time.dol
This will be added to the next version release.

See the DOL mod topic for information on modifying the default game settings and where I got the memory offset in the DOL to change this stuff.

All I did was change the default time value byte from 02 (2 minutes) to 00 (infinite time).
The attached screenshot shows the byte that was modified.
-----------------------

As for C. Falcon, when I tried him on lvl 6 he did tend toward rolling to the left but not at the rate you mentioned. Lol...have you tried lvls 2-5? Also try on different stages.


Whatever input you are pressing the moment their color tint goes away (3 seconds after pressing l+r+d-pad up), will be the input they spam.

So if you wanted them to spam grab, hit l+r+d-pad up and then hold z. As soon as the color tint goes away, they will be spamming grab.




What exactly does SDI'ing a jab reset do? So they are laying on the ground and then get jabbed...if you SDI it [up?], do you not do the standard getup or roll away?
yeah basically. its possible to SDI jab resets (up) so that you land on your feet and are in a neutral animation. this lets you grab/jab/shine/whatever after being jab reset.

wizzrobe is really good at sdi'ing double jab resets (something a lot of us sheiks have adopted due to falcons getting good at SDI'ing jab resets) so that he's in the air, then he immediately knees (might be DJ knee, not entirely sure).

more info from magus here: http://smashboards.com/threads/trying-to-avoid-jab-resets.274711/
 
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beanwolf

Smash Apprentice
Joined
Mar 19, 2013
Messages
80
I haven't updated the DL link in my description of the tutorial for since like 2.02... I should fix that. Too much stuff going on right now lol
 

Kou

Smash Apprentice
Joined
Nov 22, 2011
Messages
198
Location
Japan
20XX 2.05 - P2 CPU Less Getup Attack.dol

I have not tested this, so please give feedback.
Thank you Achilles, I tested this and Less Getup-attack is confirmed.
How do you change the rates of "tech or down" and "what kinds of tech" and "what kinds of getup"?
Could you tell me the way?

I compared 2.04's dol with 2.05(+less Getup-Attack)'s dol using binary editor, I found some different points of value.
@0x93B: F0(normal 2.05) -> F8(2.05 with Less getup-attack)
Is 0x93B the rate of getup-attack?
I would like to know the means of the addresses and values for cpu's teching.




I want cpu to more tech and more tech in spot.
If it's not too difficult, I will try by myself.


Also, 0x3F73CB is the address of "COLORS"?
Self-Solved. This is correct.

Is there a way to use "turn YELLOW during shield stun"?
I think white is hard to see.
 
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Zef

Smash Ace
Joined
Oct 19, 2010
Messages
993
Location
Mississauga, Ontario
nvm nvm

i'm not sure how to use the debug menu, though. what options exactly do i turn on for 16:9?
 
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Achilles1515

Smash Master
Joined
Jun 18, 2007
Messages
3,211
Location
Cincinnati / Columbus OH
Thank you Achilles, I tested this and Less Getup-attack is confirmed.
How do you change the rates of "tech or down" and "what kinds of tech" and "what kinds of getup"?
Could you tell me the way?

I compared 2.04's dol with 2.05(+less Getup-Attack)'s dol using binary editor, I found some different points of value.
@0x93B: F0(normal 2.05) -> F8(2.05 with Less getup-attack)
Is 0x93B the rate of getup-attack?
I would like to know the means of the addresses and values for cpu's teching.




I want cpu to more tech and more tech in spot.
If it's not too difficult, I will try by myself.


Also, 0x3F73CB is the address of "COLORS"?
Self-Solved. This is correct.

Is there a way to use "turn YELLOW during shield stun"?
I think white is hard to see.
With the way I am doing random getup options right now, I cannot specifically increase the chance of standing up in place or rolling left/right. This is because I am having them input a random joystick input while they are on the ground (or, instead, inputting the A button to do a getup attack).

It works like this.

Memory address 0x804d5f90 is the "random seed" address.
It's location in memory never changes and the value at this address changes every frame of the game.
(I think it might be partially influenced by stages / character actions....but for all intents and purposes, its random).

So for example, one frame it's value could be C53AF974 and then the next frame of the game it is A76A7B44 (these are actual values that I just copied to this post while playing the game on Dolphin).

So it's always changing.

The logic for the "random" getup options is like this:

(Your character is laying on the ground)
- Grab the first byte from that random seed address. So in that example I gave (the value of the first frame), my code would look at the first byte which is C5.
- Compare that value to F0. If it less than F0 then input a random joystick direction (roll or standup). If it greater than F0, input the A button (getup attack).

That byte can range from 00 to FF. So when looking at that range of values, the random byte should be below F0 a lot of the time, as there are many more possible values below it than possible values above it. (which is why I'm surprised the CPU was getup attacking "so much" in the first place).

So what I did to make the getup attack happen less is I changed that byte comparison (that you stated above) from F0 to F8. So now, the character will only getup attack if that random byte is above F8 instead of above F0 (which means it should happen less often, as there are now less values that will cause a character to hit the A button).

That's pretty much it.

And for the random joystick input, I take the first 16-bits of that random seed address (which would be a value of C53A in that first frame of the example above), and then just plugging that into P2's joystick input. So this will happen like every frame or whatever, and when the value input into the P2 joystick corresponds to a joystick direction, then they will perform that direction on-screen.

If I wanted to make "rates" for each specific direction, I would need to not have the character input a random direction and instead have them input a specific direction of up, left, or right.

So it would be something like:

- Pull the random seed byte
- compare the random byte value to 0x3F.
- if its less than that value, input UP​
- compare the random byte value to 0x7E
- if its less than that value, but greater than 3F, input LEFT​
- compare the random byte value to 0xBD
- if its less than that value, but greater than 7E, input RIGHT​
- compare the random byte value to 0xF8 (like it currently does)
- if its greater than that value, input A
So...idk..something like that. Pulling the random byte and splitting up it's available values to have a certian value range correspond to specific inputs. That way, you could adjust those comparison values to have specific actions happen more often than others.

and this would be a longer code....

Hopefully, this clears things up. And feel free to change the "F8" value to something else if you want to try a different "rate" at which they will getup attack.


As for turning yellow during shield stun, I could change it to this, but I might have to add a couple lines of code (not exactly sure yet, need to experiment). This means I would have to make some [larger] changes in the DOL file and might have to move some stuff around. Like you said, yellow might be better, so I'll probably work on this right now and get your guys' feedback as to whether it should be a permanent change for the next 20XX version update.
 
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Achilles1515

Smash Master
Joined
Jun 18, 2007
Messages
3,211
Location
Cincinnati / Columbus OH
Thank you Achilles, I tested this and Less Getup-attack is confirmed.
Is there a way to use "turn YELLOW during shield stun"?
I think white is hard to see.
20XX 2.05 MOD.dol
- Time is default to infinite
- Turn yellow during shield stun instead of white
- D-pad left now loads save state ***
- D-pad down now toggles infinite shield ***
- P2 CPU getup attacks less often

***This change was made to hopefully avoid accidentally saving/loading a state when you are trying to do the opposite action.

These will all be changes in the next version.
 

Tee ay eye

Smash Hero
Joined
Jun 1, 2008
Messages
5,635
Location
AZ
the random DI doesn't work very well for me :(

the computer mixes it up sometimes, but the computer will just *not DI* for several throws at a time, pretty consistently

any idea what's wrong?

i tried a fresh reinstall and that still didn't work
also i tried tinkering with the cpu level and i don't think that did an awful lot
 
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Kou

Smash Apprentice
Joined
Nov 22, 2011
Messages
198
Location
Japan
With the way I am doing random getup options right now, I cannot specifically increase the chance of standing up in place or rolling left/right. This is because I am having them input a random joystick input while they are on the ground (or, instead, inputting the A button to do a getup attack).

It works like this.

Memory address 0x804d5f90 is the "random seed" address.
It's location in memory never changes and the value at this address changes every frame of the game.
(I think it might be partially influenced by stages / character actions....but for all intents and purposes, its random).

So for example, one frame it's value could be C53AF974 and then the next frame of the game it is A76A7B44 (these are actual values that I just copied to this post while playing the game on Dolphin).

So it's always changing.

The logic for the "random" getup options is like this:

(Your character is laying on the ground)
- Grab the first byte from that random seed address. So in that example I gave (the value of the first frame), my code would look at the first byte which is C5.
- Compare that value to F0. If it less than F0 then input a random joystick direction (roll or standup). If it greater than F0, input the A button (getup attack).

That byte can range from 00 to FF. So when looking at that range of values, the random byte should be below F0 a lot of the time, as there are many more possible values below it than possible values above it. (which is why I'm surprised the CPU was getup attacking "so much" in the first place).

So what I did to make the getup attack happen less is I changed that byte comparison (that you stated above) from F0 to F8. So now, the character will only getup attack if that random byte is above F8 instead of above F0 (which means it should happen less often, as there are now less values that will cause a character to hit the A button).

That's pretty much it.

And for the random joystick input, I take the first 16-bits of that random seed address (which would be a value of C53A in that first frame of the example above), and then just plugging that into P2's joystick input. So this will happen like every frame or whatever, and when the value input into the P2 joystick corresponds to a joystick direction, then they will perform that direction on-screen.

If I wanted to make "rates" for each specific direction, I would need to not have the character input a random direction and instead have them input a specific direction of up, left, or right.

So it would be something like:

- Pull the random seed byte
- compare the random byte value to 0x3F.
- if its less than that value, input UP​
- compare the random byte value to 0x7E
- if its less than that value, but greater than 3F, input LEFT​
- compare the random byte value to 0xBD
- if its less than that value, but greater than 7E, input RIGHT​
- compare the random byte value to 0xF8 (like it currently does)
- if its greater than that value, input A
So...idk..something like that. Pulling the random byte and splitting up it's available values to have a certian value range correspond to specific inputs. That way, you could adjust those comparison values to have specific actions happen more often than others.

and this would be a longer code....

Hopefully, this clears things up. And feel free to change the "F8" value to something else if you want to try a different "rate" at which they will getup attack.


As for turning yellow during shield stun, I could change it to this, but I might have to add a couple lines of code (not exactly sure yet, need to experiment). This means I would have to make some [larger] changes in the DOL file and might have to move some stuff around. Like you said, yellow might be better, so I'll probably work on this right now and get your guys' feedback as to whether it should be a permanent change for the next 20XX version update.
Thank you a lot for explanation in easy English!
Now I understand the logic of getup option.

But excuse me, I couldn't find the address in Start.dol of 3F(UP), 7E(LEFT) and BD(RIGHT).
UP -> 0x???
LEFT -> 0x???
RIGHT -> 0x???
A button -> 0x93B

Could you tell me top 3 addresses in Start.dol ?
I understand how to use hex-editor but I don't understand how to search memory or something at all...

Also, I'm so interested in the range and address in Start.dol of "down or tech" and "tech options". (if you have time)
 
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Achilles1515

Smash Master
Joined
Jun 18, 2007
Messages
3,211
Location
Cincinnati / Columbus OH
the random DI doesn't work very well for me :(

the computer mixes it up sometimes, but the computer will just *not DI* for several throws at a time, pretty consistently

any idea what's wrong?

i tried a fresh reinstall and that still didn't work
also i tried tinkering with the cpu level and i don't think that did an awful lot
If you read my long explanation in my above response to Kou, I go into some detail on how the "random" DI works. And I think what you're experiencing is sometimes the "random" 16-bit hex value that gets copied to P2's joystick input, does not fall in the range of normal values relating to the joystick input. So in that case, I think it just acts like there is no input, and hence no DI.

I actually already programmed in hard DI left/right after p2 is thrown, so I can increase those rates if you'd like. It would more than likely make it better.

Thank you a lot for explanation in easy English!
Now I understand the logic of getup option.

But excuse me, I couldn't find the address in Start.dol of 3F(UP), 7E(LEFT) and BD(RIGHT).
UP -> 0x???
LEFT -> 0x???
RIGHT -> 0x???
A button -> 0x93B

Could you tell me top 3 addresses in Start.dol ?
I understand how to use hex-editor but I don't understand how to search memory or something at all...

Also, I'm so interested in the range and address in Start.dol of "down or tech" and "tech options". (if you have time)
The up, left, and right "rate" values do not exist. I was just speaking hypothetically, which is why I said "if I wanted to make rates..."

So right now there is just random joystick input or hitting the A button, as getup options.
 

Kou

Smash Apprentice
Joined
Nov 22, 2011
Messages
198
Location
Japan
If you read my long explanation in my above response to Kou, I go into some detail on how the "random" DI works. And I think what you're experiencing is sometimes the "random" 16-bit hex value that gets copied to P2's joystick input, does not fall in the range of normal values relating to the joystick input. So in that case, I think it just acts like there is no input, and hence no DI.

I actually already programmed in hard DI left/right after p2 is thrown, so I can increase those rates if you'd like. It would more than likely make it better.


The up, left, and right "rate" values do not exist. I was just speaking hypothetically, which is why I said "if I wanted to make rates..."

So right now there is just random joystick input or hitting the A button, as getup options.
ah, I see.
"tech options" is the same, isn't it?

plus, I would like to know the addresses of "chance of teching" and SDI.
You updated to 2.05, you said below.
----------
- P2 CPU no longer Smash DI's hits --> more realistic now.
- P2 CPU has an increased chance of teching.
----------
How did you realize these?
I'm so curious especially increasing chance of teching.
[COLLAPSE="comparison between 2.04 and 2.05"]
0x480-487:? 00000000 00000000->9A2F227A 480009B4
0x81F:? A0->C0
0x858:? 418005E0->41A0FC28
0xFEA:? 01->03
0x100E:? 01->03
0x2C16C:? D03F->91FF
0x2C174:? D03F->91FF
0x2C17C:? D03F->91FF
0x2C184:? D03F->91FF
0x2C191:? D03F->91FF
0x2C19C:? D03F->91FF
0x221804:? C0230040->39E00000
0x221824:? C0230048->3DE04700
0x22183C:? EC210032->3DE04700
0x221854:? EC210032->3DE04700
0x22186C:? EC210032->3DE04700
0x221884:? EC210032->3DE04700
[/COLLAPSE]
I tested changing some values (on dolphin), I think 0x81F is the chance of teching. is this correct?
C0->00 : no tech
C0->FF : lots of tech (but not perfect)
I wonder why FF doesn't make perfect tech.



btw, I tested some "Getup-Attack rates",
and I think "FC" is better for techchase practicing (for decision after seeing opponents' action).
(I tested using sheik's down-throw techchase with falco. rate seems to be depend on opponent character.)


Thank you again Achilles.
The rate of Tech in spot Is low for now, so I hope logic will be found and making rates will come true.
 
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Kou

Smash Apprentice
Joined
Nov 22, 2011
Messages
198
Location
Japan
Also, I found a bug of "save state".

Please try this.

P1 is Sheik
P1 is hit by Falco's shine (or any other attacks which have angle but 0)
Right after load "save state" during stun
Sheik grab falco, and down throw
Down-Throwing Sheik slides with very high speed !!

Loading "save state" seems to cause weird velocity or something when P1 has vertical velocity given by opponent's attack.
 
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Torsade de pointe

Smash Cadet
Joined
Jan 2, 2014
Messages
25
Hi achilles, your pack is awesome.

One bug I get sometimes is that I randomly get the same thing that I would get if I plugged in my controller while pressing down on the stick, ie the cursor goes crazy and starts moving ultrafast on the selection menu (sorry I'm having a hard time wording it out but I hope you get what I mean).
Something similar happens on the stage selection screen : the curser gets attracted towards the bottom left angle of the screen, and if I try to pick up a stage, all the stages icons the cursor runs over immediately turn blank and I can't choose these stages anymore, so ultimately only "random" is left available.

Regarding the yellow shieldstun, I'm not sure it's a good idea to implement it in your future official releases, as I think it's much harder to see if your shield is already yellow (P3 I think). I personally think white is better.

As a suggestion, I think it would be great if the computer would roll/spotdodge/jab/shine immediately after he techs, so as to know if we're on point with our techchase.

One last thing, if it's not to much to ask : could you make an alternate release with the following default values : sound 50/50, deflicker on, rumble off, colors on, white shieldstun, random music off. That would be awesome. Thanks a lot.
 

fwb

Smash Cadet
Joined
Dec 11, 2007
Messages
51
Location
NorCal
Thanks for the work this is great!

At first I thought this was going to be my secret weapon to get on par with everyone else faster (I've only played melee for a couple months), but now this mod is getting popular and everyone will get better :(
 
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Tee ay eye

Smash Hero
Joined
Jun 1, 2008
Messages
5,635
Location
AZ
If you read my long explanation in my above response to Kou, I go into some detail on how the "random" DI works. And I think what you're experiencing is sometimes the "random" 16-bit hex value that gets copied to P2's joystick input, does not fall in the range of normal values relating to the joystick input. So in that case, I think it just acts like there is no input, and hence no DI.

I actually already programmed in hard DI left/right after p2 is thrown, so I can increase those rates if you'd like. It would more than likely make it better.
Do you know when you'll be able to get that?

You're awesome, achilles :)
 

Achilles1515

Smash Master
Joined
Jun 18, 2007
Messages
3,211
Location
Cincinnati / Columbus OH
***New Version Release***

(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



Download link is on the main post. The only thing changed in this release version is the DOL file.
 
Last edited:

Tee ay eye

Smash Hero
Joined
Jun 1, 2008
Messages
5,635
Location
AZ
hm.... i installed 2.06 and i'm still having issues with random DI

is this an issue only i'm having? how does it work for everyone else?

fyi, i'm using black marth (P1) vs lvl 1 white fox on FD
 

Achilles1515

Smash Master
Joined
Jun 18, 2007
Messages
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Location
Cincinnati / Columbus OH
hm.... i installed 2.06 and i'm still having issues with random DI

is this an issue only i'm having? how does it work for everyone else?

fyi, i'm using black marth (P1) vs lvl 1 white fox on FD
It might have something to do with what Redd posted about the CPU (probably only spacies) getting "stuck" in doing an action. I'll have to do some investigating when I get back to my desktop computer.
 

Doser

Smash Ace
Joined
Nov 23, 2010
Messages
572
Location
Lincoln Nebraska
Achilles what do I need to alter now, to set both the l-cancel and shield stun colors on, in a hex editor?

Thanks for the continuous fixes/improvements.
 
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edb1rd

Smash Rookie
Joined
May 24, 2014
Messages
10
Location
Philadelphia
Thanks for the new release. What would be the hex to turn on Flash Red on Unsuccessful L-Cancel?

EDIT: Found it. 003f73c7 for anyone that wants it.
 
Last edited:

Achilles1515

Smash Master
Joined
Jun 18, 2007
Messages
3,211
Location
Cincinnati / Columbus OH
Achilles what do I need to alter now, to set both the l-cancel and shield stun colors on, in a hex editor?

Thanks for the continuous fixes/improvements.
Thanks for the new release. What would be the hex to turn on Flash Red on Unsuccessful L-Cancel?

EDIT: Found it. 003f73c7 for anyone that wants it.
Yep. 0x003f73c7
Change from 01 to 02 if you want it to default on.

 

TerryJ

Smash Journeyman
Joined
Apr 12, 2010
Messages
488
Location
BEST COAST, WA
NNID
1337-1337-1337
3DS FC
1337-1337-1337
My god. I stopped keeping track of this thread for a bit and 12 pages later you've made a thousand more codes.

You've done EVERYTHING and more! God damn, I never thought I'd see the day.

I must say, again, I love you and thank you for all this hard work you've put into this game. <3
 

Tee ay eye

Smash Hero
Joined
Jun 1, 2008
Messages
5,635
Location
AZ
ah okay thanks achilles

do you know if there's any way for me to manipulate the computers so they get un-stuck? or is that something you have to take care of yourself?
 
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