Dinowulf
Smash Journeyman
I'm having a strange problem with 20xx and a melee iso in general. When loading it via Dios Mios Booter the music will stutter for no reason when loaded up. I tested the Vanilla and the 20xx versions of it to be sure.
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Nothing ever happens for no reason. My first guess is you're booting from a USB 1.1 port, then after that I'd guess a slow drive. Are you using the latest version of DIOS MIOS, 2.11?I'm having a strange problem with 20xx and a melee iso in general. When loading it via Dios Mios Booter the music will stutter for no reason when loaded up. I tested the Vanilla and the 20xx versions of it to be sure.
Either untoggle all of Melee's cheats or disable cheats globally.It freezes when I hit start in the start screen. Any solutions?
Okay i didn't know that there was a 2.11 cause the site where you can download it wasn't displaying...i didn't know that i had my adblocker on I'll try again.Nothing ever happens for no reason. My first guess is you're booting from a USB 1.1 port, then after that I'd guess a slow drive. Are you using the latest version of DIOS MIOS, 2.11?
Either untoggle all of Melee's cheats or disable cheats globally.
Really, Achilles, put this at the top of the first post. 80% of the problems people have with 20XX are from the netplay codes. Either that or include an AZXE0J header by default, which is actually what I'd prefer.
This was actually discussed several pages back. Making them use side B off the stage to recover is like a 10. Making them do it intelligently is like a 6 or so. For instance, spacies sweetspot side B to the ledge may have to be coded separately for every stage. The biggest problem is probably using up too many lines of code as well as dev time that could be used for other things. Achilles thinks he's solved his lines issue, but he's got a back-log of things to do which he'll probably tackle in whatever order he wants.On a scale from 1 to 10 how possible would it be to have computers use recovery other than their up b? Like fox using illusion or Ice Climbers using squall hammer?
Thanks, I figured someone asked already, but I wasn't about to dig through 67 pages.This was actually discussed several pages back. Making them use side B off the stage to recover is like a 10. Making them do it intelligently is like a 6 or so. For instance, spacies sweetspot side B to the ledge may have to be coded separately for every stage. The biggest problem is probably using up too many lines of code as well as dev time that could be used for other things. Achilles thinks he's solved his lines issue, but he's got a back-log of things to do which he'll probably tackle in whatever order he wants.
https://www.youtube.com/watch?v=Ltze2Ac4VYQBest way to practice ledge tech > Bair as Marth?
Have you seen Sham Rock's new thread on adding new files to an ISO yet? It's pretty amazing. Perhaps some of those new files could be devoted to just providing more lines for code space.This was actually discussed several pages back. Making them use side B off the stage to recover is like a 10. Making them do it intelligently is like a 6 or so. For instance, spacies sweetspot side B to the ledge may have to be coded separately for every stage. The biggest problem is probably using up too many lines of code as well as dev time that could be used for other things. Achilles thinks he's solved his lines issue, but he's got a back-log of things to do which he'll probably tackle in whatever order he wants.
The L-Cancel stuff is in the 20XX Debug Menu --> Gameplay Codes --> L-Cancel section.What I'd love from a "Training Hack" would be passive L-Cancel indicators.
Audio would be easiest, a ding every time you hit an L-Cancel and a clang every time you missed.
These could be added for other situations too, such as at Techs, un-cancelled shines, something with regards to learning wavedashing, etc.
A "metronome" for wobbling grab with the Ice Climbers? I can imagine lots of character specific indicators.
EDIT:
Ah, this reddit thread mentions "flash red on L-Cancel miss" mode. I didn't see anything like that in the release notes / wiki here though. Is there a write-up on these kind of features?
PAL Melee no; it's only compatible with the NTSC 1.02 version.Is this compatible for PAL versions of Wii and Melee?
It copies your joystick & button inputs to P2 THE MOMENT three seconds have elapsed. Anything you do inbetween those three seconds doesn't matter. You can do tilts and everything. Just be extra subtle with the joystick.Im really confused on how the action spam works, sometimes P2 will freeze and do nothing after 3 seconds (even still flashing), and it does not reset until I hit him with a move. So far it has only worked with smash attacks or neutral B moves, but I don't do the move I just hold the stick and or buttons. When I try to do tilts, the cpu dashes, jumps, crouches or does a smash move instead.
Also, I don't think it does the combination of buttons you press, it seems to do the last thing you did after 3 seconds with a very small time window for the input.
I might be totally wrong here (most likely) I beg someone to clarify me how this works. Thanks in advance.
It copies your joystick & button inputs to P2 THE MOMENT three seconds have elapsed. Anything you do inbetween those three seconds doesn't matter. You can do tilts and everything. Just be extra subtle with the joystick.
No. Just do it ASAP after pressing L+R+D-Pad Up and hold that position until P2 starts spamming the input.
So I have to time what I want to do and do it exactly 3 seconds after pressing L+R+D pad up?
EDIT: I was practicing teching fox dmash with the freeze code and after loading saving states several times the grame froze, lol.
You could remove the character's gravity so they hover in place, then give them the command for the move spam.Also, is it possible to make a character spam an aerial with this method? I'm guessing is not? would it be in the future?
And thank you for this amazing work, is there any way I can contribute/help? (besides donations cause I'm a poor scrub).
Thanks for the reply, pretty informative.You could remove the character's gravity so they hover in place, then give them the command for the move spam.
The offset for that is 7C (counting the header) in the character's dat file. Go there, change the value to 0s. Then find a stage that has a spawn platform at your desired height, so you can kill off the character, and have them stay hovering at that height as they spam their move. If you want full shffling, you'd probably need an ASM code.
I'm intrigued.Yessssssss! It's working.
Does it do this with your ISO when played with Dolphin? Does it do this when you load vanilla Melee in the same manner? Are you loading the game off USB or SD? I have a feeling the hard drive you are using might be too slow.Everything works good the only problem i have is how the game looks. If i stand still it looks prettygood but once i start moving around the stage the stage it starts looking blurry. Tried remaking ISO and loaded on Dios Mios and Nintendont tried different TVS too.
anyone know how to fix?
How limited is this? Can custom stages/costumes be injected using it? From what I gather on the video, it seems it's limited to Gecko codes and because custom stages/costumes require special files, it's not doable.YEAAAA BOIIIIII! Dreams really can come true.
THIS IS ALL I WANT FOR CHIRSTMAS.
I'm not sure but I think stage modifications like competitive Green Greens and no-transformations PKMN Stadium can be done with just DOL modding / Gecko Codes.How limited is this? Can custom stages/costumes be injected using it? From what I gather on the video, it seems it's limited to Gecko codes and because custom stages/costumes require special files, it's not doable.
As far as I understand it, this does not allow for custom game files to be loaded. Only simple gecko codes. However, Gecko codes can do a lot.How limited is this? Can custom stages/costumes be injected using it? From what I gather on the video, it seems it's limited to Gecko codes and because custom stages/costumes require special files, it's not doable.
If I remember correctly, the white memory card file limit is 8mb. Wouldn't be hard to replace files with just 8mb?As far as I understand it, this does not allow for custom game files to be loaded. Only simple gecko codes. However, Gecko codes can do a lot.
IIRC Achilles said before that they intend on making a '20XX Lite' version just for the memory card hacking until it gets further along and they can place custom files.
Yeah, custom textures and alt costumes I could give two ****s about.I'm not sure but I think stage modifications like competitive Green Greens and no-transformations PKMN Stadium can be done with just DOL modding / Gecko Codes.
Also we don't really need stage textures and alt costumes, thats just a perk of the ISO mod version.
Yeah, pretty sure they're only 8mb. There is however the option for SD Gecko cards and other similar ones if it ever does become feasible to put custom content onto the save file. http://www.gc-forever.com/wiki/index.php?title=SDGeckoIf I remember correctly, the white memory card file limit is 8mb. Wouldn't be hard to replace files with just 8mb?
Pretty sure PAL versions of characters falls under custom content and having to load different character files unless they could figure out a way to patch over it with gecko codes.Yeah, custom textures and alt costumes I could give two ****s about.
No-transformation stadium, competitive Green Greens, option to select PAL versions of characters; now those would be godlike.
Wow...I never noticed this. S**t.On PS2, the camera is always looking at the jumbo screen as if its showing the symbol for the next transformation..
PLEASE FIX, I LOVE PS2, but I cant play on it cuz the camera gives me a headache.
Thank you.
You're right. Wii hacking will always be superior because you can use modified game files. Hacked stages, characters, costume files, etc. can't be used with GC hacking of this manner. That's why I've been calling it 20XX Lite. It's limited in comparison, but still has a lot of uses.How limited is this? Can custom stages/costumes be injected using it? From what I gather on the video, it seems it's limited to Gecko codes and because custom stages/costumes require special files, it's not doable.
I'll try and get it as a debug toggle in the next release.Achilles, what do I gotta do for you to put taunt canceling in 20XX?
:^)
Yeah, I meant having it as a toggle. Should've specified that. :3As has been discussed, taunt cancelling won't come standard because it has some edgehog applications. The plan is to put it in as a debug toggle in one of the upcoming updates (I think).
I'll try and get it as a debug toggle in the next release.