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Completed Flash on L-Cancelling?

Supreme Dirt

King of the Railway
Joined
Sep 28, 2009
Messages
7,336
I'm just wondering how feasible it would be to add a flash effect on L-Canceling, similar to Project:M? I'm fairly certain I'd need to go into the individual character files and hex edit them, for each move, but aside from that I know nothing.

I just have a friend who's having some trouble getting into Melee, since he plays Falco, and I figured him seeing himself L-Cancelling would help with his consistency, since Project:M's whole flash thing got me to 100% consistency on it.


I just know almost nothing about Melee's files and such.
 

Alotsa

Smash Cadet
Joined
Jan 9, 2006
Messages
49
Location
CA, USA
I know this post is old, but i found it doing a search so ill just revive it.

Ive also wondered about the same thing, I think it would be really useful.

If you cant make a flash or it would be difficult or w/e what about any other animation/graphic already in the game?

Or maybe a quick slight sound could play or perhaps the rumble feature could be used.

Also if making any of those mods is impossible with L-canceling specifically what if the sound/flash/animation/rumble/etc. was applied to L R or Z every time the button was used. (i don't know if a successful L-cancel depends on if the game registers that L R Z was pressed before the landing or not but that's the logic im using) i realize this might get annoying but it'd just solely be for practicing. Any way any thoughts or ideas?
-Alotsa
 

fatman667

Smash Journeyman
Joined
May 30, 2011
Messages
364
Location
4S Ranch, San Diego, CA
For newcomers this is a great idea and will surely help a lot. I remember when I had to see really closely if I L-Canceled or not during practices. Another thing we could use from P:M are the CPU's AI.
 

Toomai

Smash Ace
Joined
Aug 17, 2006
Messages
769
Location
Someplace in Canada
If Brawl's approach towards moveset file formats is like a half-filled bookshelf, Melee's approach is a bookshelf with the books squeezed in so hard that you don't know what will fall down if you try to do something to it, and you're not sure whether you can add anything without just making the shelf bigger.

It's certainly possible, but I don't think we can do it with our current tools.
 

fatman667

Smash Journeyman
Joined
May 30, 2011
Messages
364
Location
4S Ranch, San Diego, CA
I never knew Melee used up all of the memory on the disc. Melee hacking isn't very advanced from what it seems so I guess this'll take a very long time or will never happen.
 

Alotsa

Smash Cadet
Joined
Jan 9, 2006
Messages
49
Location
CA, USA
I was talking about an .iso with dolphin mainly. I can see how a working version for a Game Cube would be more difficult.
 

fatman667

Smash Journeyman
Joined
May 30, 2011
Messages
364
Location
4S Ranch, San Diego, CA
Great news, if you didn't see, IE made a code to this, but it only works with V1.2 for now (I hope).

Topic:
http://www.smashboards.com/showthread.php?t=327311

Code:
Flash on successful L-cancel (v1.02) [InternetExplorer]:
0408D6A0 48519A60
045A7100 C00600E8
045A7104 39E000D4
045A7108 99E30564
045A710C 4BAE6598
040C0148 484E6FC8
045A7110 387F0488
045A7114 89FE0564
045A7118 2C0F00D4
045A711C 41820008
045A7120 4BB1902C
045A7124 39E00091
045A7128 99FE0564
045A712C 3DE0C200
045A7130 91FE0518
045A7134 91FE051C
045A7138 91FE0520
045A713C 91FE0524
045A7140 3DE0C280
045A7144 91FE0534
045A7148 4BB19008
 

standardtoaster

Tubacabra
Joined
Nov 26, 2009
Messages
9,253
Location
Eau Claire, Wisconsin
Flash on successful L-Cancel Melee 1.0

@1600 (1.00 DOL - Injected Function)
C00600E8 39E000D4
99E30564 48088DEC
387F0488 89FE0564
2C0F00D4 41820008
480BB770 39E00091
99FE0564 3DE0C200
91FE0518 91FE051C
91FE0520 91FE0524
3DE0C280 91FE0534
480BB74C

@89FD8 (1.00 DOL Injection Point 1 of 2)
4BF77208

This redirects it to the start of the injected code.

@BC970 (1.00 DOL Injection Point 2 of 2)
4BF44880

This redirects it to a slightly later point in the injected code.



Premade 1.0 DOL file
 

Led-Zeppelin

Smash Apprentice
Joined
Feb 21, 2012
Messages
98
is this for melee 1.0 iso? i cant find find that iso, is there a way that you can convert that to 1.2? ;)
 

♡ⓛⓞⓥⓔ♡

Anti-Illuminati
Joined
Jan 10, 2007
Messages
1,863
Flash on successful L-Cancel Melee 1.0

@1600 (1.00 DOL - Injected Function)
C00600E8 39E000D4
99E30564 48088DEC
387F0488 89FE0564
2C0F00D4 41820008
480BB770 39E00091
99FE0564 3DE0C200
91FE0518 91FE051C
91FE0520 91FE0524
3DE0C280 91FE0534
480BB74C

@89FD8 (1.00 DOL Injection Point 1 of 2)
4BF77208

This redirects it to the start of the injected code.

@BC970 (1.00 DOL Injection Point 2 of 2)
4BF44880

This redirects it to a slightly later point in the injected code.



Premade 1.0 DOL file
So I heard this doesn't work
 

standardtoaster

Tubacabra
Joined
Nov 26, 2009
Messages
9,253
Location
Eau Claire, Wisconsin
Flash on successful L-Cancel Melee 1.0 *WORKING*

@1600 (1.00 DOL - Injected Function)
C00600E8 39E000D4
99E30564 48088DF0
387F0488 89FE0564
2C0F00D4 41820008
480BB774 39E00091
99FE0564 3DE0C200
91FE0518 91FE051C
91FE0520 91FE0524
3DE0C280 91FE0534
480BB750

@89FD8 (1.00 DOL Injection Point 1 of 2)
4BF77208

This redirects it to the start of the injected code.

@BC970 (1.00 DOL Injection Point 2 of 2)
4BF44880

This redirects it to a slightly later point in the injected code.
 

standardtoaster

Tubacabra
Joined
Nov 26, 2009
Messages
9,253
Location
Eau Claire, Wisconsin
The 1.2 version writes values to an unused area in memory. Action Replay codes are able to do the same thing, which is why IE made his code like that. I wanted to make the code into the .dol for 1.0 because I knew more people were starting to use DML for hacked melee. Have you looked into using DML to use hacked melee instead of using Action Replay?
 

Theftz22

Smash Lord
Joined
Mar 21, 2008
Messages
1,030
Location
Hopewell, NJ
Yeah I considered it, but I don't want to bother DLing all the stuff that you need to do that and hack my wii, and besides I'd rather play on a GC than a wii.
 

Qzzy

Smash Journeyman
Joined
Apr 27, 2008
Messages
208
Location
Hawthorne, CA
Flash on successful L-Cancel Melee 1.0 *WORKING*

@1600 (1.00 DOL - Injected Function)
C00600E8 39E000D4
99E30564 48088DF0
387F0488 89FE0564
2C0F00D4 41820008
480BB774 39E00091
99FE0564 3DE0C200
91FE0518 91FE051C
91FE0520 91FE0524
3DE0C280 91FE0534
480BB750

@89FD8 (1.00 DOL Injection Point 1 of 2)
4BF77208

This redirects it to the start of the injected code.

@BC970 (1.00 DOL Injection Point 2 of 2)
4BF44880

This redirects it to a slightly later point in the injected code.
Okay, so I think I know what to do @1600 with all that, but @89FD8 and @BC970 I'm lost.

I looked at your first set of codes that you posted (the non-working ones) and compared that with the DOL you uploaded to get an idea of what I would have to do with the correct set of codes and an unmodified DOL.

I know I have Melee 1.00 since that's all I've been messing with and that's been working fine. I've been using the codes from The DOL mod topic thread.

I'm wondering if I'm just looking at the completely wrong "address" (I dont even know if that's te the correct term :( ), if the DOL is simply not matching the the non-working codes, or if I'm just reading those last two steps wrong.

I just recently started messing around with this kind of stuff. And for reference, this post and image helped me out a lot when i first started inserting the other codes:

http://www.smashboards.com/showpost.php?p=14958419&postcount=5
 

mooki

Smash Apprentice
Joined
Apr 13, 2013
Messages
157
Location
Cali
Is there anyway to use the 1.2 code to edit a dol for 1.2? I see that there's a dol edit for 1.0 already.

In case that didn't make sense: Is there a dol for the 1.2 version?
 

Orancube

Smash Cadet
Joined
May 3, 2006
Messages
26
Location
Netherlands
This is great!
A little confused, is there a code for 1.2? (revision 2).
If so, would I still be able to netplay if I change the code?
 

Geuse

Smash Rookie
Joined
Jan 11, 2014
Messages
13
"[F]irst port. Be gentle."
Okay, so I ported standardtoaster's code to 1.02. It's a couple lines longer because I used IE's current code with the format that standardtoaster used. I think the extra lines are just extra animation though, so it shouldn't make a difference. Let me know how it works.

Flash on successful L-Cancel Melee 1.02

0x1600 to 0x166B (1.2 DOL - function to inject. replaces unused memory):
C00600E8 39E000D4
99E30564 48089098
387F0488 89FE0564
2C0F00D4 41820008
480BBB2C 39E00091
99FE0564 3DE0C200
91FE0518 91FE051C
91FE0520 91FE0524
3DE00000 91FE0528
91FE052C 91FE0530
3DE0C280 91FE0534
3DE0800C 61EF0150
7DE903A6 4E800420
480BBB08

0x8A280 (1.2 DOL - injection point 1):
C00600E8 -------> 4BF76F60

0xBCD28 (1.2 DOL - injection point 2):
387F0488 -------> 4BF444C8


And now for some questions that will probably never be answered :D
@ standardtoaster standardtoaster : Why "4BF77208"? What is it? What is the difference between this and 48088DF7 (they branch to the same location, afaik)?
@ standardtoaster standardtoaster : So for codes like this to work in the DOL, you have to paste it into a chunk of unused memory. How much of this unused memory does ssbm contain? In the year 20XX, who will decide who's code gets what chunk (how do you prevent conflicts between codes)?

@InternetExplorer : In your original 1.02 Gecko code, why are the C2's injecting to 0x8D6A0 and 0xC0148? I have no idea what the original lines there do, but they're not carried over into your injected functions. It works fine as a gecko code, but messing with those addresses in the DOL only caused me pain.
 
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standardtoaster

Tubacabra
Joined
Nov 26, 2009
Messages
9,253
Location
Eau Claire, Wisconsin
i just write the stuff to places in the dol file that were near the beginning and were all 0s. as for the branches yes they branch to the same place i think. if two branches are going to point to the same place but are different distances apart, the distance they branch to will change. hopefully this makes any sense
 

Geuse

Smash Rookie
Joined
Jan 11, 2014
Messages
13
Yeah, I still don't really get it.
Like 48xxxxxx creates a branch directly to memory location 00xxxxxx, right?
ASMwiird shows that 4Byyyyyy also creates a direct branch, but to FFyyyyyy. This didn't make sense to me, because there is no memory in the FF range. I figured this meant that the true address of the branch is FFFFFFFF - FFyyyyyy = 00xxxxxx. This is what I did to port your code to 1.2, anyway. Problem is... I still don't see how this ever ends up branching to 0x1600. What am I misunderstanding?

Edit:
Ah, I didn't realize that the Dol's and the game code's addresses weren't one to one. 4B is saying branch a negative distance from this location in the game code (not from the Dol). I thought 48 and 4B's arguments were locations, not distances.
 
Last edited:

schmooblidon

Smash Journeyman
Joined
Feb 18, 2014
Messages
496
omg this thread! solved all my problems putting these codes into sd remix. thank you toaster
 

Jabronii

Smash Rookie
Joined
Feb 17, 2014
Messages
10
For SD Remix, do these go into the main.dol or the /root/&&SystemData/Start.dol?
 

Geuse

Smash Rookie
Joined
Jan 11, 2014
Messages
13
I believe that's the same file. It's just named differently depending on the tool you're using to extract it.
 

SmashingPokeKirby64

Smash Rookie
Joined
Jul 14, 2017
Messages
6
A great tip that I can handle is to right-click Melee, go to AR Codes, and enable Flash on L-Cancel. Honestly I think it's a pretty much faster way to do it ;)
 
Last edited:
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