20xx hack pack for dolphin
^ I think the version string may be overwritten on saveĨ0469B94 End of last nametag (start of 20XX debug menu flag saves)Ĩ046B0EC End of memcard data (61892/F1C4 total) last byte saved/restored is at B0E8Ġx3F7174 803FA174 Start of 20XX flags, section 1 0x358 bytesĠx3F7848 803FA848 Start of section 2 0x11DC bytesĠx3F8A24 803FBA24 End of memcard data/20XX flags space (inclusive the word here is the last saved)Ġx2254C0 802288E0ĝisplay Time at Top Right of CSSĠx2254D8 802288F8Ğasier Wavedashes (ROA-Style)Ġx2254DC 802288FC Missing L-Cancels Fall Through FloorĠx2254F4 80228914 Half-Frame Lag Reduction # Initial copy in RAM one contiguous regionĨ045D850 Start of nametag data (Vulnerable name on memory card) It seems not all of this space is actually used Debug menu data is between the two, at 803FA4CC to 803FA848 (0x37C bytes long) Default 20XX flags are stored in MnSlChr at 0x3E2010
#20xx hack pack for dolphin code#
Every Frame Code copies flag data from DOL space to memory card RAM space The 'OnBoot Function' code copies flag data from memory card to DOL space the branch is from the address of the branch, not the address immediately following the branch. When branching, the distance value includes the length of the branch itself i.e. Highlighted line (when stepping through code) has NOT been executed yet it is about to be on next step. Probably better to load inputs to the fighter properties at 0圆5C The start of ButtonPresses_CopyInputsToStruct (80019900) Structs are 0x44 long, thus P2=804C1FF0, P3=804C2034, P4=804C2078ĥth struct at 804C20BC, which detects for all playersĬan simulate controller inputs by writing to this area at Input structs start at 0x804c1fac, with P1 d is loaded into a persistent heap after advancing from the title screen, and is present for the entire time the game is running. the SFX when hitting L/R for alternate costumes)." So if I ever need to play a SFX for a code, I just write the SFX ID to this RAM address and I know my every-frame code will take care of it next frame (ex.
![20xx hack pack for dolphin 20xx hack pack for dolphin](https://pics.onsizzle.com/20xx-hack-pack-tag-team-one-player-from-each-team-52427126.png)
![20xx hack pack for dolphin 20xx hack pack for dolphin](https://staticdelivery.nexusmods.com/images/3100/thumbnails/53764636-1647582045.jpg)
"I have a custom function that is executed every frame of the game to monitor a flag value, and if not 0, take the value as a SFX ID and play the SFX, then null the flag value. Should be linked to the SFX player code in the 20XXHP MCM Library. 0x4B0C(r13)) handled by the Every Frame Function (in Scratchpad). There's a flag for playing audio files (i.e. The version shown in OSReport prints is sourced from the DOL location.
#20xx hack pack for dolphin mod#
included with the "Debug Menu Region Overwrites" mod cannot do major/minor/patch numbers >9 without updating "Enable OSReport Print on Crash" includes "20XX" string, followed by bytes for project#/major/minor/patch this last one is the main one and the most detailed (referenced by internal code)
![20xx hack pack for dolphin 20xx hack pack for dolphin](https://i.ytimg.com/vi/iXVhnPxvG-A/maxresdefault.jpg)
Texture on CSS upper-right (in MnSlChr DOL at 803FA154|0x3F7154 checked by OnBoot code
![20xx hack pack for dolphin 20xx hack pack for dolphin](http://www.20xx.me/uploads/4/9/0/8/49086459/_9555775_orig.png)
\-/ + Mem card/flag infoĢ0XX version number changes need to be updated in 3 places:Ġx3A4CDD in MnSlChr (for Debug Menu display) My own R&D combined with random notes of interest from others, mostly specific to 20XX.