CeLL
Smash Lord
Look a few posts up.Does anyone know what the hacked stages replace? I want to modify only those but don't know which .dat or .usd file to touch
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Look a few posts up.Does anyone know what the hacked stages replace? I want to modify only those but don't know which .dat or .usd file to touch
The concept is more for practicing tech skill (hence training pack), but to expand on your idea, I think it would be pretty cool if there were a feature (that could be turned on/off, of course) that, when you selected a legal stage, gave you one of various re-themes of it (with identical collision data) (just have multiple stage files and pull one from a table at random when the stage is chosen). With model importing/exporting starting to become a thing thanks to @ Tcll , I think this is definitely possible, though perhaps not quite yet.I had an idea for this pack.
Now if I understand correctly, the concept is to keep Melee the same as the vanilla one but optimize it more for tournaments and maybe add some flourishes and extra training options.
This makes me think of the stage list, Melee has a ton of stages we never ever see and will never ever hope to see.
But what if it didn't have to be that way? I'm not proposing new stages be made out of these banned stages but what if all of the stages were made to be 1:1 functionality wise with a legal stage?
Pokefloats DL64 version?
Venom BF version?
Icicle Mountain FD?
The possibilities are endless, and we can get some visual variety out of the stages.
It may be harder (probably impossible) to do with stages that have an element to them (Whispy Woods, Pokemon Stadium, Kongo Jungle 64) but I think the idea is solid for the stages with nothing going on.
That's great, I mean even consciously being able to pick the theme you want would be great. I just like the events and look and all that of the stages.The concept is more for practicing tech skill (hence training pack), but to expand on your idea, I think it would be pretty cool if there were a feature (that could be turned on/off, of course) that, when you selected a legal stage, gave you one of various re-themes of it (with identical collision data) (just have multiple stage files and pull one from a table at random when the stage is chosen). With model importing/exporting starting to become a thing thanks to @ Tcll , I think this is definitely possible, though perhaps not quite yet.
I don't think that's for wii dude... hehJust use Nintendont.
It is though. I wrote a whole setup on Nintendont and I use a Wii not U.I don't think that's for wii dude... heh
Alright I looked through the FAQ again and couldn't find anything, but i did plug in my USB again and i made my "folder after folder after folder" thing that i talked about earlier into an actual ISO ( it was not in an ISO form before, but it still worked for some reason...) however when i put it in this form nothing showed up when i tried to USB load my game. Is there some format that i need to put the ISO in so it will load?You need to inject the textures into the iso with GCR, then put it into the weird format for usb loading. Also make sure you are using the textures on the correct color.
DIOS MIOS or Nintendont?Alright I looked through the FAQ again and couldn't find anything, but i did plug in my USB again and i made my "folder after folder after folder" thing that i talked about earlier into an actual ISO ( it was not in an ISO form before, but it still worked for some reason...) however when i put it in this form nothing showed up when i tried to USB load my game. Is there some format that i need to put the ISO in so it will load?
Check the FAQ on the first post.Yo so like I load up 20XX on my dolphin and go into the debug mode. when I finish up in debug mode I press start after I go to the title screen it get this error http://prntscr.com/6twzde. I've tried getting the newest version of dolphin and I still gives me that error. I just wanna do endless friendlies ;_;
Here's a couple ideas:So my DIOS MIOS stopped working after functioning perfectly after 8 months. When I launch 20XX, the DIOS MIOS splash screen appears, but after that the screen goes green. I don't think it's freezing because I don't have to hold the power button to turn it off. I've re-installed and rebuilt my ISO and re-installed DIOS MIOS (with the newest update 2.11). Any help would be appreciated
I'm using dios mios. When you say"handled by your loader." Does that mean I can format my Iso in my "usb loader gx" because as of now my iso does not even show up.DIOS MIOS or Nintendont?
DIOS MIOS: Handled by your loader. Usually where your Wii games go.
Nintendont: K:\games\_________\game.iso where ________ can be literally anything.
I took your advice and decided to install Nintendont, and it went without a hitchHere's a couple ideas:
You can find some help here: http://gwht.wikidot.com/
- Verify you have the right cIOS (custom IOS) installed in the right place. Use Syscheck for that. (Should be d2x if I recall correctly)
- Make sure IOS236 is installed to do the above + more.
- Try reformatting your USB to FAT32. (Make sure your games are saved correctly!)
- Try DIOS-MIOS Lite or Nintendont if your regular DIOS MIOS isn't working.
And there's a guide for Nintendont here (I recommend it over DIOS MIOS): http://nintendont.net/
If native controls aren't there, try updating. It should be near the bottom. If it still isn't there, then you aren't looking hard enough.I took your advice and decided to install Nintendont, and it went without a hitch
I just have one question though, I'm aware of the fact that if Native Control isn't turned on, it could mess with shield dropping. But when I go to options, the toggle for Native Control isn't present. Why is this? Also, what are the pros and cons of Nintendont/DIOS MIOS? (These questions are directed towards everyone who can answer) Thanks again
Yes. Check the alt costume section of the first post.Is there a way to change the custom skins the game gives you when you're on certain characters and press L?
Have you checked the FAQ?Hey everyone, whenever I use 20xx on Dolphin. It runs fine and everything, but whenever I try to change something in the debug menu, such as flash red when unsuccessful l-cancel, my dolphin crashes. Any idea what's wrong here?
Any code can be converted into a DOL mod, as in a mod to Start.dol, the program or ".exe" of the ISO. http://smashboards.com/posts/18921377@achilles1515 how did you manage to get your pack to start up with cheats? It seems like it's programmed into the ISO.
I might be wrong, but what I read, for Melee the characters is pre-loaded before the match starts, which is different from Brawl. We would need to find a way based on the events (single player, fighting against 5-6 characters) and implement it in multiplayer. I feel like it would be limited though, because in these events, you fight 2-3 characters then the stage changes, so maybe there is a limit of precache.I understand most of the stuff I wrote isn't feasible to code, but what about a different character per stock? Project M has All-Star Smash, and it would be useful for crew battles. Is there another technicality that I am unawares?
Actually, Brawl is the same way in where it preloads characters (and funnily enough Brawl also only loads one copy like Melee). I do not know exactly how PM All Star Versus works.I might be wrong, but what I read, for Melee the characters is pre-loaded before the match starts, which is different from Brawl. We would need to find a way based on the events (single player, fighting against 5-6 characters) and implement it in multiplayer. I feel like it would be limited though, because in these events, you fight 2-3 characters then the stage changes, so maybe there is a limit of precache.
Wow I'm dumb.Have you checked the FAQ?
The problem is that the GC does not have enough RAM to load a full second set of CSPs.Achilles, when you press L to load the custom skin, would it be possible to switch the CSP to a matching new one on the spot? I figure since you can have all these additional files in the root it could be a thing.
Well it would only be switching out one CSP for one other CSP. Unless what you're telling me means it loads all the CSPs of a selected/highlighted character as soon as they are highlighted/selected and just switches between them?The problem is that the GC does not have enough RAM to load a full second set of CSPs.
Old discussion here. http://smashboards.com/posts/18347007Well it would only be switching out one CSP for one other CSP. Unless what you're telling me means it loads all the CSPs of a selected/highlighted character as soon as they are highlighted/selected and just switches between them?
I'm honestly not sure how it loads CSPs I just assumed it would do it one at a time and would be switchable.
Dan Salvato already said he would implement a toggle for the different widescreen codes into the 20XX TE in that thread so I was wondering if you could do the same for the regular pack. If you've already seen this then sorry for the repost.The ambiguity of the width of analog signals screws with widescreen codes as well. The code commonly used (and included in 20XX) was built under the premise that to convert from 4:3 to 16:9, you simply multiply the width of the FOV (field of view) by 4/3. Since the image itself isn't actually 4:3, what you need to do instead is to multiply it by the PAR(pixel aspect ratio) to get it to be 3:2, and then multiply it by 32/27 to increase the 3:2 field of view to 16:9. Combined, these steps multiply the FOV by approximately 32/25, or 1.28. I have modified the widescreen AR code to use this value, and it works great on a 16:9 monitor. However, if you are using a 16:9 TV instead of a monitor, the existing code works, because digital TVs, unlike computer monitors, are designed to handle analog television signals, and they have processing to handle sizing analog TV signals correctly. So on most TV's, you can just use the standard 4/3 multiplication code, which is the one that is handily built into 20XX.
Yes.@achilles1515 anyone know why the Alternate Costume for Red Falcon doesn't work?