But I should be able to fix those in the future easier now, after having looked into Samus.The game features 12 princesses, each with their unique personality and style. I believe there are still some problems with a few SDR characters when playing on console (emulator should be fine), such as with Ness up-B, iirc. I really look forward to the potential the program has, but I also plan to devote some time to the decomp project again soon, so it'll still be a little while before I'm comfortable with a 1.0 MMW release (though you can still try out the beta, if you want, by downloading the GitHub repo). When you design software that you also regularly use, it helps a lot in figuring out how to build a good user experience and optimize workflows for the user. I've simultaneously been slowly making improvements to the MMW, integrating some of this new knowledge. And between work and family, I've had a hard time finding free time to work on this, so this update took much longer than expected. I needed to learn all about a few new processes, including model export/editing/import, subAction event editing, and the file structures for character actions and subActions. This one has a lot of small fixes (and a few major ones the SSS crash and making SDR Samus playable on console), but a few took a surprising amount of work. I could be following these instructions incorrectly? But I tried this method as follows:ĭownloads can be found in the OP or the GitHub repo releases. The older manual method mentioned is what I've been trying to work through, but I haven't been able to figure out which MnSlChr.#sd files I'm supposed to make changes to, let alone which addresses in memory I'm supposed to change. I suspect it's because the program doesn't support there being multiple MnSlChr.#sd files? Either way, haven't been able to get it to work. You can find a variation of it and other codes for vanilla Melee here.įor those trying to add custom music from 4.06 into 5.0, I've been working to find the easiest solution with no luck yet, but I feel like I'm close to getting it to work:įor 4.06 and before, I had been using the program DRGN linked (20XX Music Manager) just fine for the past few years, but trying to bust open the 5.0 ISO with it causes it to immediately crash. The C-Stick in develop mode code is also a little different from the normal one. Also, for anyone who knows how to edit/write ASM, the source code for many of the codes is in Achilles' scratchpad or the Source Codes folder. It doesn't have most of those extra checks. However, Achilles posted a reduced version of this code here on the boards as well, as a Gecko code, which I just found with a site search. The current game mode is also checked, so the code doesn't run for Classic, Adventure, and All-Star modes. The Rainbow FD code, for example, is contingent on a flag that's set by the Debug Menu to turn it on or off, as well as the stage filename being loaded, so as to not apply to specific stage skins (the code only applies alongside FD file extensions below. Anyway, some of the codes could be applied to vanilla NTSC 1.02 directly, but others are tied to the Debug Menu and/or other codes as part of a larger system. Technically, 20XX doesn't actually use Gecko codes at all. Hoping someone could shed some light on this? Would love to add my music to 5.0 before Genesis 8 if possible.īig thanks to Achilles, DRGN, and everyone else that's contributed to the 20XX Hack Pack thus far! We're blessed to have such amazing mods and features packed into one game. I've joined DRGN's Patreon hoping to catch the drop of that new music adding program they mentioned, but until it's released I'm not sure how else to make it happen. In any case, the file structure of 5.0 and my limited experience with this stuff has me at a loss on how to get my custom tracks into the new version. Running the newly built ISO in Dolphin just left me with a black screen, so either I'm doing something wrong or there's a different method here I need to try.
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