jordanbarkley / 19xx Goto Github PK
View Code? Open in Web Editor NEWA Super Smash Bros. 64 Hack Organized by Cyjorg
Home Page: https://trello.com/b/i2LILYB4/19xx
A Super Smash Bros. 64 Hack Organized by Cyjorg
Home Page: https://trello.com/b/i2LILYB4/19xx
Version: 1.0 Beta
Console or emulator: Console
On 19XXCE's Vs. Mode, Free-for-all, 1 player vs 3 CPU's, it crashed when I select the 'How to play' level:
Third pic just shows SYS.
Edit: When I picked the 'Dream Land Beta 2' stage with the same setup as I mentioned above, it froze and got this:
When I try to access one of the options menus, (like 19xx menu or random stage menu) the game freezes and refuses to take any input.
On console, if you enter the custom menu or advanced results screen and then exit, you will permanently have vertical bars on the left and right side of the screen.
The menus themselves also have graphical issues. One issue not present in the screenshots I have uploaded is the that the white box in the custom menu flickers on the left hand side.
Hey this is a really cool project, great work!
I wanted to get a discussion going on a crazy idea: netplay on console. Imagine an adapter which inserts into the game port like GameShark that has an ethernet port, 4 controller male ports that connect to the console's controller ports (so it can route input), and one or more female controller ports for local input. The adapter could introduce a GUI similar to existing Kaillera interfaces to help find someone to play against, and then in tandem with the hacked ROM, accept frames after input has been received.
My understanding of netplay on emulators is that the emulator can be controlled in terms of fps due to its integration with the software, whereas we don't have that luxury with the console. So that's the real ask - assuming adapter exists, do you think the ROM could be hacked to allow one to manage the fps to make this feasible?
Like I said, crazy idea. Very interested to hear your thoughts. Let me know if you'd like to discuss via some other means.
19XXTE 1.4
Emulator (Wii64 1.2 Beta (Mupen64))
Attempting to exit out of the main menu in 19XXTE will freeze the game, requiring to reset. This only happens in 19XXTE, not in 19XXCE. Not sure if it's an emulator problem or not.
I was supposed to post this on another SSB64 mod but accidentally posted it here first, well, anyways, since you already know the issue the over explanation isn't needed.
They talk about this in the page 32 of the 19XXTE Smashboards thread: (Link)
https://smashboards.com/threads/updated-06-09-16-19xxte-0-11-rom-hack-working-on-console.402248/page-32
I was supposed to post this on another SSB64 mod, well, anyways, since you already know the issue the over explanation isn't needed.
Some single use carts are only 16MB and unable to hold any 19XX variant due to its 32MB size.
The base ROM is exactly 16MB (16777216 bytes), but is binary padded with 0xFF
. The 0xFF
padding starts at 0xF5F4E0
meaning there's ~0.65MB (0xA0B1F
bytes exactly) of easy free space to work with. The TE additions should definitely be small enough to place inside the the padding area, and allow the ROM to stay 16MB. I suspect that the CE additions might also be possible, but it would be tighter and limit future additions.
0x10000
bytes from the ROM's 0x01000000
into RAM at 0x80380000
0x10000
bytes from the ROM's 0x01000000
into RAM at 0x80380000
0x400000
bytes from the ROM's 0x01400000
into RAM at 0x80400000
.0x400000
length is currently being usedWith all of that in mind, the following should be the bare minimum to allow TE to run within the 16MB limit (this breaks the CE build):
0xFF
padding; 0x00F60000
seems fine?These things would also need to happen for CE, but more work would be needed. If we can confirm that there's no other side-effects, I can probably submit a PR that lets both TE and CE build.
I thought I would be able to play v1.2 CE without an Expansion Pak, since an earlier version states on its release notes that it was possible, but it just doesn't boot up.
Works fine with an Expansion Pak, though.
Using an ED64 Plus, newest version. NTSC-U console and ROM.
Using project64KVE, none of the custom menus in CE work without crashing the game. This includes the extra options menu added to training mode as well as any of the sub menus now available on the main Options screen.
Mod: 19XXCE / 19XXTE / 19XXG6
Version: 1.2
Console or emulator: BOTH
Level: RANDOM
Mode: Free-For-All (Stock / Time / Team)
Players: ANY HUM vs ANY CPU
Items: ON or OFF
EXPECTED BEHAVIOR
OBSERVED BEHAVIOR
ADDITIONAL INFO
Mod: 19XXCE
Version: 1.1 Beta
Console or emulator: Console
Level: Dream Land Beta 2
Mode: Vs., Free-for-all
Players: 1 vs 3 CPU's
Items: All on, very high
It crashed about a minute or 2 in the match. Items seem to have appeared less then usual. Probably related to #5.
Edit: Seems like the items are the culprit, regardless of their rate and selection. Without them, it doesn't crash.
19XXCE 1.4
Emulator
If you do something like Down air to cargo grab on any character it'll freeze the game if improved combo meter is on.
Issue on emulator not sure if reproducible on console
Turning Improved combo meter off fixes this bug also (so grabs don't count as combo) Didn't record footage of that though as I originally thought the bug was in the combo meter itself
https://www.youtube.com/watch?v=bEF6_8H-gto
Can anyone create an ips patch file?
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