Super Smash Bros. Melee 20XX Training Pack - Gaming and Entertainment - PureZC Forums (2024)

I just found this and I am absolutely overjoyed. Super Smash Bros. Melee 20XX Training Pack - Gaming and Entertainment - PureZC Forums (1)

This is a training pack for Melee that allows you to toggle different character actions from CPUs and such. More explained in the link below.

http://smashboards.c...toggles.351221/

The 20XX Melee Hack Pack 2.0 is finally upon us. I have been hard at work for the past month and a half collaborating with other hackers, making important new discoveries, and doing my best to implement all this new technology in the most convenient way I [currently] can. If you used the last pack of codes, you will find all the new stuff below to be 10x easier to use. Forget things like menu toggles for forcing Player 2 actions (ex. holding shield)...All this can now be turned on/off in-game, allowing for much more flexibility and usability.

The largest change of all is that EVERYTHING has been rewritten/newly written in assembly code instead of Gecko code format. This is good news for you for multiple reasons:

1) When codes are written in ASM, they can be injected into the DOL file of the game in some free space towards the beginning of that file. Think of the DOL file as the "heart" of the game. It holds the vast majority of the instructions of how the game's code is executed. When you inject codes into the DOL file at a specific code line, you are pretty much saying, "Hey! Listen!....Instead of executing this normal line of code, branch up to my custom code I put in this file. Once you are done executing the new code, branch back to where you were and keep going as normal." That's the basics of how it works.

2) Injecting codes into the DOL means you don't to worry about loading the game with Ocarina Cheats enabled or messing around with GCT files or anything (which caused a lot of people problems).

3) When loading a game with cheats applied, the Gecko codehandler can only use a maximum of something like 255 lines of code. Putting codes into the DOL file frees up these available lines for other codes if you so choose to apply more. And relatively speaking, more than 255 lines of code be injected into the DOL...a lot more than 255. But it's still not enough....grrr.

CONS of DOL Mods

1) Changes are "permanent", per se, which is why some people don't like DOL mods. That is, permanent until you replace the DOL with a different one. So if you injected a code like "Skip Results Screen" into the DOL, the results screen will always be skipped everytime you play. This is because the line of code in the DOL to branch to "skip results" code section has been permanently changed. Like a tattoo.

But you can create workarounds to this if you write your code creatively. So in the above example from Navi, we'll call it Code 1, does this:

1) changes a line of code from the default value to a line that says to branch to Custom Code 1
2) execute Custom Code 1
3) branch back to the first modified code line + 1 line (so one line ahead from our branch we made) and continue executing code like normal

In order to not make this a permanent change though, you can write a second code, Code 2, to do this:

1) at some other line of code of interest, branch to Custom Code 2
2) execute Custom Code 2
3) within Custom Code 2, if some criteria is met, write the default value back to the injection point of Code 1, so that there is no longer a branch to Custom Code 1. The next time the game goes through that first code line, it will act as if it was totally normal and never modified.
4) branch back to injected line + 1 yadayadayada

And I, like many others, am not a fan of permanent changes that please a few but likely not the majority. This is why I am so dedicated to code toggles. They please both sides.

Anyway, this new DOL mod pack should make things super easy for you guys. Once you have your Wii hacked and have the ability to load an SSBM ISO file, follow the below instructions.

*It is always wise to make a backup of your ISO before modding it

Note: There have been reports that your memory card will be overwritten when using this hack pack. I advise you to be safe, and just not use a memory card.

Latest Version
20XX 2.07 Pretest-2.dol - Newest "testing" DOL file. - Add...s.351221/page-22#post-16888063]new COLOR mods and Dual 1v1 Mode.

(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

You can also play as characters like Giga Bowser and the Fighting Wire Frames. lol

Pictures I took.

Hidden for Size

Thoughts?

Disclaimer

Just to clarify, don't ask me how to load this. Finding that information is UP TO YOU. I merely posted this up here for discussion and to see everyone's thoughts.


Super Smash Bros. Melee 20XX Training Pack - Gaming and Entertainment - PureZC Forums (2024)
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