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There's been multiple people reporting an issue with the salty runback code. I've personally never experienced problems and was doing testing with it in my 2.08 build and it seemed to be working fine (although I don't think I tested it after rage quitting - I'll try that later today). But something must be up with it, if multiple people have been having the issue. Does salty runback still work for you after ending a match regularly?I'm having an issue with the runback input. It only seems to work during the end of the match. if I try to do the run back input during a rage quit, i get redirected back to the character select screen. I was able to do it before with the 20xx 2.07 build but all of a sudden, i'm not able to do it anymore. I've tried deleting the save memory as well but it still doesn't work. am i doing something wrong? I'm positive i'm not inputting the wrong buttons.
So you can't play a match of any kind? Or is there a bunnyhood only special melee that I am forgetting?Im on the latest version posted and I tried to put bunny ears on to **** around with moon walking and the game would crash whenever I started a match
You want P2's percent to just stay frozen, so that no matter how many times you hit them, they will always be at a set percent?Hey Achilles, the thought struck me that a sweet toggle would be the ability to freeze P2's percent, so they take damage and knock back, but their percent is reset after a second or so.
Edit: Also, there was talk earlier of sharing symbol maps. I started working on one, but I'm starting completely from scratch atm, which is kind of fun, but also slow. Do you have a symbol map you've been working on Achilles? If so, would you be prepared to share it?
I really like this idea. @TheDekuNut , what are your thoughts on this?Any possibility of hacking the pause overlay to also display the input for salty runbacks?
No, 20XX will not be converted to 1.00. Doing so would be way too much work that would be much better spent further progressing the project. If I were you, I would just trade in the cube and get a Wii. Keep your disc as a backup. But you could always just have both a 1.02 and 1.00 iso on your Wii to switch between whenever you want.Is there any way to get a version 1.0 20XX? I'm thinking of trading in my gamecube + melee 1.0 for a wii set-up (allowing me project M, 20xx, SSB64, etc.) but as I do actually play Young Link in competitive sets, 1.0 kinda matters to me.
Create a save state at the percent that you want, then load that save state every time you want to return to that percentHi Achilles, I know about that code, it's good, but P2 experiences no knockback with it so it can't be used to experiment with things like Falco's pillar timing.
What do you mean they don't receive knockback? Or I guess I'm confused as to exactly what you're trying to do.Hi Achilles, I know about that code, it's good, but P2 experiences no knockback with it so it can't be used to experiment with things like Falco's pillar timing.
Well, for starters some basic knowledge on how machine logic etc works wouldn´t hurt.Clean your room and also make backups. Whenever I do client work for design I try to back it up somewhere, otherwise I'd never have the work for my portfolio. With the cloud and everything it isn't hard to keep a backup or two. Ideally you would want 2 local sources and a cloud source.
With drop box configured properly you can seriously back everything up at the same time you create the file, as long as you have the space on DB and a proper method of saving revisions, you can back up everything without doing any added work. If you are coding ASM stuff, I don't imagine it would require much space, and you could likely back up your work in this way without having to pay anything.
Speaking of coding ASM, I was wondering if there was some kind of guide for coding ASM, specifically when it came to hacking melee. I doubt I'd ever have the time for it, but I'm interested in it enough to read a bit more than likely.
Thanks!you could definitely do this. Instead of loading the normal stage music, this code pulls a song ID from a custom table of IDs that is inserted into the DOL and plays that song instead. I'm not sure if changing the dimensions of the table (so completely removing a song ID) would mess it up, because if it pulls an ID that is not a song it will freeze. But you should be totally safe to just swap out an ID of a song you don't like to one that you do. I'll give you more details on how to do this later.
(Sham Rock wrote that code, which is why I am unsure about the table dimensions thing).
See collapse box below.Thanks!
Music table/id´s Since there is no simple coherent way to determine which songs would be legal to use in multiplayer, I just wrote a table with legal ID´s into the main.dol @1560 (or 80004560). R19 points at some place in this table and loads it into r26 at the end Music ID´s # name Hex id 0 Opening 6B 1 Princess Peach´s Castle 0A 2 Rainbow Cruise 76 3 Kongo Jungle 33 4 Jungle Japes 4D 5 Great Bay 36 6 Temple 79 7 Brinstar D2 8 Brinstar Depths 50 9 Yoshi´s Story D1 10 Yoshi´s Island CF 11 Fountain of Dreams 49 12 Green Greens 38 13 Corneria 0E 14 Venom c3 15 Pokemon Stadium 71 16 Poke Floats 74 17 Mute City 5D 18 Big Blue 07 19 Mother 69 20 EarthBound 2E 21 Mushroom Kingdom 41 22 Mushroom Kingdom(Finale) 42 23 Mushroom KingdomII 43 24 Mushroom Kingdom(Finale) 44 25 Icicle Mountain 40 26 Flat Zone 2D 27 Kongo Jungle N64 65 28 Yoshi´s Island N64 67 29 Dream Land N64 66 30 Super Mario Bros.3 7B 31 Saria´s Theme 78 32 Battle Theme 70 33 Fire Emblem 05 34 Mach Rider 5C 35 Mother 2 6A 36 Dr.Mario 11 37 Balloon Fight 06 38 Mario´s Victory 25 39 DK´s Victory 1C 40 Zelda Team Victory 24 41 Samus´s Victory 28 42 Yoshi´s Victory 2C 43 Kirby´s Victory 23 44 Fox´s Victory 1F 45 Pokemon Victory 27 46 Capt. Falcon´s Victory 20 47 Ness´s Victory 26 48 Fire Emblem Team Victory 1D 49 Mr. Game & Watch´s Victory 1E 50 Ice Climbers´ Victory 22 51 Metal Battle 7F 52 Battlefield 80 53 Final Destination 7D 54 Menu 1 57 55 Menu 2 59 56 How to Play 3C 57 Targets! 89 58 Multi-Man Melee 1 3D 59 Multi-Man Melee 2 3E 60 All-Star Intro 04 61 Tournament 1 CD 62 Tournament 2 CE 63 Trophy 58 64 Classic Intro 45 65 Adventure Intro 46 66 Stage Clear 1 19 67 Stage Clear 2 1A 68 Continue 0D 69 Game Over 31 70 New Trophy! 85 71 Rare Trophy! 86 72 Challenger! 87 73 New Feature 1 82 74 New Feature 2 83 75 New Feature 3 84 76 Hammer 47 77 Starman 48 78 Warning Siren 7A 79 Ending 15 And original Music Table looks like this with proper hex ID's: 0506070a 0e112d2e 3336383d 3e404142 4344494d 505c5d65 6667696a 70717476 78797b7d 7f80c3cf d1d2696A
I have not looked into the boomerang jump thing, but are you sure the data for making that happen is all contained in his player file?You can actually replace a character from another version ( 1.00 to 1.02 )
So if you put the 1.00 Young link on 1.02 it should work.
At least i have a NTSC fox/falco for PAL. So it worked for me.
No, there is not. Quite a few people have been requesting something like this so maybe I'll eventually make some sort of custom music code to play certain songs on stages. But not in the near future.Mr.achilles,can you increase the number of stage music?
I want to play about 5 music in one stage.
Example,I want to play gourmet race music and break the targets music in Dreamland stage.
So I was just about to post about this. I think we should replace the boring text with a larger preview of the stage like in Brawl and 64. It's very simple. I would do it myself, but I have no idea how to get the screen caps you got on your custom stage previews (like dreamland, smasville etc).
That's an interesting idea. Can you get it in color?So I was just about to post about this. I think we should replace the boring text with a larger preview of the stage like in Brawl and 64. It's very simple. I would do it myself, but I have no idea how to get the screen caps you got on your custom stage previews (like dreamland, smasville etc).
Getting the images in color isn't an issue. The issue is how big we can make the picture without it looking like pixelated mess. And yes, I legitimately have no idea how you got a screenshot of the stages without characters on it. Amazing.That's an interesting idea. Can you get it in color?
And are you taking about just getting screenshots of the stages?
For some, fixed camera + force load SSS with one character + get your character out of the camera view. I think Dreamland and DK 64 were just googled.Getting the images in color isn't an issue. The issue is how big we can make the picture without it looking like pixelated mess. And yes, I legitimately have no idea how you got a screenshot of the stages without characters on it. Amazing.
I have work in 20 but I'll fill you in on what I know later.
The DOL mod topicAfter doing a lot of different modding/hacking on my wii for some reason its unable to load discs. I've tried using a gamecube backup launcher but once it loads melee it can't load any stages. Is there any way to fix this or alternatively, is there a way to get a melee iso that has everything unlocked on it but doesn't have any of the 20XX hacks? I've tried loading a clean melee iso and then putting my memory card in to have all the unlocks but it wouldn't work.
You don't need a second controller. Just move your human cursor over Zelda, and press Z --> Zelda is turned into Shiek for all players until a human reverts her. Then move the CPUs cursor to Shiek.How do I get the CPU to spawn as Sheik and stay Sheik?
Edit: Wait, never mind, I figured it out. I didn't realize you had to put a controller in the P2 slot to change the CPU.
it's true. It should be able to do everything but textures. Search this thread for more info on this.I heard that gc memory cards could be used in the future to load this. Is this true or a wild rumour?
I got the stage preview thing working but it looks absolutely terrible. I'd just try to find a font that looks nice.For some, fixed camera + force load SSS with one character + get your character out of the camera view. I think Dreamland and DK 64 were just googled.
If you go to a player's data offset +0x2278, this byte is the collision bubble flag. This offset is in the Google spreadsheet. If you turn that byte to 00, the character becomes invisible. So you could use that + force load SSS with one character + unrestricted pause camera + hide HUD. This can net you angled pictures.