Super Smash Bros. Melee (GCN/AR/NTSC-U)

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Ralf@gc-forever
Posts: 1230
Joined: Sun Mar 16, 2014 9:31 am

Super Smash Bros. Melee (GCN/AR/NTSC-U)

Post by Ralf@gc-forever » Wed Jul 23, 2014 1:24 pm

Super Smash Bros. Melee (Version 1.00)

[DOL-GALE01-NOA-00]; Game-ID: 004

Code: Select all


(m) [Ralf]
Z80A-2RWT-NX2H2
58A3-ZTYF-FK3UP

Additional master code with better code handling.

16:9 Aspect Ratio (Widescreen) [Ralf]
C8C8-985B-D5H13
WVHU-GB1V-1G3UA
E62X-B8R8-2PHAN
125K-9D4C-5KH81

Unrestricted Camera [Ralf]
F2V8-A9RH-83M3K
GB9H-NXXY-JMEG8
XTVE-DANH-JK7DN
2G02-FJHT-498B7
5G5W-E5J6-8MDNF

Heavy Metal [Ralf]
HUX8-1ABY-8H1CQ
A4CU-MVMW-J5CUQ
T8HJ-Q0QD-UT351
7BWG-MVYP-XVMM2
0844-BE7P-Y29FJ
H6ZF-6VJ8-ZK4NY
YFUH-WNB8-9PVB8

Peach Wears No Skirt [Ralf]
5ZBG-PZ9P-JUQ2M
8Y6C-T49T-3WVVT
T2D0-KAH0-BGP9B

Zelda Wears No Skirt [Ralf]
CT9Y-W75U-DBDME
Y3NY-PVBJ-42ZRV
RNQE-K216-8WUQA

Enable Development Mode [Ralf]
MZUJ-2DY4-CTNCG
WAXW-HJD9-BWTR5
R77W-1BB7-BD8YC

Title Screen Control Keys

Y = Debug Menu
X = Sound Test Menu

Note: The development mode can be turned off in the master control
debug menu (DBLEVEL option). Press the RESET button when you want
the development mode to be reactivated.


Super Smash Bros. Melee (Version 1.01)

[DOL-GALE01-NOA-01]; Game-ID: 0E6

Code: Select all


16:9 Aspect Ratio (Widescreen) [Ralf]
B9BZ-JXVW-1MA75
J39H-Q7BQ-7U6UT
WYUA-0BXD-NMW9A
EFGZ-78ZU-UJEBA

Unrestricted Camera [Ralf]
UM7T-VMCR-TJ3J3
J5ZG-XVA4-9Z6B1
UF2C-E4JZ-E5A2K
4T41-8GMC-VF921
FWAY-H28J-GJE7M

Heavy Metal [Ralf]
P7NV-WAK8-RTNZ8
A4CU-MVMW-J5CUQ
T8HJ-Q0QD-UT351
7BWG-MVYP-XVMM2
0844-BE7P-Y29FJ
K34E-2JDY-F8QMJ
VXE4-8N4R-V143E

Peach Wears No Skirt [Ralf]
G590-075T-EQU4Q
RYWD-Y8UY-VEPMV
FWT7-6BYD-BUVDJ

Zelda Wears No Skirt [Ralf]
5VJP-Q8ZN-N4NNM
V353-20Z7-AAE4G
XHQQ-YVZ4-97XVZ

Enable Development Mode [Ralf]
1N0U-2P0P-27WAP
B1U8-HGKR-DGG5N
FMU3-D66T-VTCF5

Title Screen Control Keys

Y = Debug Menu
X = Sound Test Menu

Note: The development mode can be turned off in the master control
debug menu (DBLEVEL option). Press the RESET button when you want
the development mode to be reactivated.


Super Smash Bros. Melee (Version 1.02)

[DOL-GALE01-NOA-02]; Game-ID: 0E2

Code: Select all


16:9 Aspect Ratio (Widescreen) [Ralf]
RX7D-22QC-BD3HR
JBCU-YA4R-TV377
TKX4-BUG5-65HHA
13DC-HH1C-EXG4Q

Unrestricted Camera [Ralf]
JTC9-CPZ4-GQJ67
326M-UWW3-2AGUD
KB86-NUAA-NHUX8
PTCQ-UN9W-RGNGY
7A23-7997-61U3R

Heavy Metal [Ralf]
YCD5-YYAD-RR9G7
A4CU-MVMW-J5CUQ
T8HJ-Q0QD-UT351
7BWG-MVYP-XVMM2
0844-BE7P-Y29FJ
CU0X-TNB5-GHA58
N4GA-GFV8-E929W

Peach Wears No Skirt [Ralf]
7ERD-UUTZ-Z1CVN
7TGE-BNTC-8TAHT
JUBC-BUWW-6T6DX

Zelda Wears No Skirt [Ralf]
NQT6-F94K-773B4
6EG9-HZE4-K4VMU
EYC8-R6BZ-87ZW3

Enable Development Mode [Ralf]
Y618-FKAD-4BRNT
AHXJ-B8AZ-QJE0Q
55VB-QB34-BWZDP

Title Screen Control Keys

Y = Debug Menu
X = Sound Test Menu

Note: The development mode can be turned off in the master control
debug menu (DBLEVEL option). Press the RESET button when you want
the development mode to be reactivated.

quater100
Posts: 4
Joined: Fri Apr 14, 2017 7:31 am

Re: Super Smash Bros. Melee (GCN/AR/NTSC-U)

Post by quater100 » Thu Apr 20, 2017 12:20 pm

Hello Ralf.Super Smash Bros Melee Is Much Older Than 15 Years Ago.
Now previous GC Code Is Bored.
Anyway Is it possible to create a code that 'Player 1 Deal Damage Multiplier Modifier,Player 1 Receive Damage Multiplier Modifier'Please?
That would be Fun. Please Leave The Comment.
nyancat128
Posts: 6
Joined: Thu Aug 31, 2017 12:43 am

Re: Super Smash Bros. Melee (GCN/AR/NTSC-U)

Post by nyancat128 » Sat Sep 02, 2017 9:54 pm

Some codes I made for 1.2:

Code: Select all

Player 1 Size Modifier [nyancat128]

044530DA 0000XXXX

Player 2 Size Modifier [nyancat128]

04453F6A 0000XXXX

Player 3 Size Modifier [nyancat128]

04454DFA 0000XXXX

Player 4 Size Modifier [nyancat128]

04455C8A 0000XXXX

Player 5 Size Modifier [nyancat128]

04456B1A 0000XXXX

Player 6 Size Modifier [nyancat128]

044579AA 0000XXXX

3F00 = Tiny
3F80 = Normal Size
4000 = Giant

NOTE: The codes for players 2-6 don't work in some cases such as when a character spawns during the match or multi man melee.
nyancat128
Posts: 6
Joined: Thu Aug 31, 2017 12:43 am

Re: Super Smash Bros. Melee (GCN/AR/NTSC-U)

Post by nyancat128 » Sun Jan 28, 2018 6:28 am

I have managed to convert AR codes from 1.0 to 1.2.

Code: Select all

Classic + Adventure + All Star Level Modifier [nyancat128]
02472B06 00000XXX
Multi Man Melee Level Modifier [nyancat128]
02495246 00000XXX
Target Test Level Modifier [nyancat128]
02490AB6 00000XXX
000 [000] // Dummy
001 [001] // TEST
STANDARD
002 [002] // Fountain of Dreams (Izumi)
003 [003] // Pokémon Stadium (Pstadium)
004 [004] // Princess Peach's Castle (Castle)
005 [005] // Kongo Jungle (Kongo)
006 [006] // Brinstar (Zebes)
007 [007] // Corneria
008 [008] // Yoshi's Story (Story)
009 [009] // Onett
010 [00A] // Mute City
011 [00B] // Rainbow Cruise (RCruise)
012 [00C] // Jungle Japes (Garden)
013 [00D] // Great Bay
014 [00E] // Hyrule Temple (Shrine)
015 [00F] // Brinstar Depths (Kraid)
016 [010] // Yoshi's Island (Yoster)
017 [011] // Green Greens (Greens)
018 [012] // Fourside
019 [013] // Mushroom Kingdom I (Inishie1)
020 [014] // Mushroom Kingdom II (Inishie2)
// 021 [015] // Akaneia (Deleted Stage)
022 [016] // Venom
023 [017] // Poké Floats (Pura)
024 [018] // Big Blue
025 [019] // Icicle Mountain (Icemt)
026 [01A] // Icetop
027 [01B] // Flat Zone
028 [01C] // Dream Land N64 (old ppp)
029 [01D] // Yoshi's Island N64 (old yosh)
030 [01E] // Kongo Jungle N64 (old kong)
031 [01F] // Battlefield (battle)
032 [020] // Final Destination (last)
TARGET TEST
033 [021] // Target Test // Mario (TMario)
034 [022] // Target Test // C. Falcon (TCaptain)
035 [023] // Target Test // Young Link (TClink)
036 [024] // Target Test // Donkey Kong (TDonkey)
037 [025] // Target Test // Dr. Mario (TDrmario)
038 [026] // Target Test // Falco (TFalco)
039 [027] // Target Test // Fox (TFox)
040 [028] // Target Test // Ice Climbers (TIceclim)
041 [029] // Target Test // Kirby (TKirby)
042 [02A] // Target Test // Bowser (TKoopa)
043 [02B] // Target Test // Link (TLink)
044 [02C] // Target Test // Luigi (TLuigi)
045 [02D] // Target Test // Marth (TMars)
046 [02E] // Target Test // Mewtwo (TMewtwo)
047 [02F] // Target Test // Ness (TNess)
048 [030] // Target Test // Peach (TPeach)
049 [031] // Target Test // Pichu (TPichu)
050 [032] // Target Test // Pikachu (TPikachu)
051 [033] // Target Test // Jigglypuff (TPurin)
052 [034] // Target Test // Samus (TSamus)
053 [035] // Target Test // Sheik (TSeak)
054 [036] // Target Test // Yoshi (TYoshi
055 [037] // Target Test // Zelda (TZelda)
056 [038] // Target Test // Mr. Game & Watch (TGamewat)
057 [039] // Target Test // Roy (TEmblem)
058 [03A] // Target Test // Ganondorf (TGanon)
ADVENTURE MODE
059 [03B] // 1 //1 Kinoko (Mushroom Kingdom Adventure)
060 [03C] // 1 //2 Castle (vs Peach & Mario [or luigi])
061 [03D] // 2 //1 Kongo (vs 2 mini Donkey Kongs)
062 [03E] // 2 //2 Garden (vs Donkey Kong)
063 [03F] // 3 //1 Meiktu (Zelda Adventure[Underground Maze])
064 [040] // 3 //2 Shrine (vs Zelda)
065 [041] // 4 //1 Zebes (vs Samus)
066 [042] // 4 //2 Dassyut (Escape from Brinstar Adventure)
067 [043] // 5 //1 Greens (vs Kirby)
068 [044] // 5 //2 Greens (vs Kirby Team)
069 [045] // 5 //3 Greens (classic Kirby music) (vs Giant Kirby)
070 [046] // 6 //1 Corneria (vs Fox [or Falco])
071 [047] // 6 //2 Corneria (vs Fox [or Falco] with massive arwing attack)
072 [048] // 7 //1 Pokémon Stadium (vs Pikachu Team, and 1 Jigglypuff if unlocked, lots of pokeball)
073 [049] // 8 //1 B Route (F //Zero Adventure[F //Zero Grand Prix])
074 [04A] // 8 //2 Mute City (vs Captain Falcon)
075 [04B] // 9 //1 Onett (vs Ness x3, lots of Mr Saturn)
076 [04C] // 10 //1 Icemt (Icicle Mountain Adventure)
077 [04D] // 10 //2 Icetop (vs Ice Climbers x2)
078 [04E] // 11 //1 Battle (vs Fighting Wireframe team, low gravity)
079 [04F] // 11 //2 Battle (vs Metal Mario [& Metal Luigi if unlocked])
080 [050] // 12 //1 Last (vs Bowser)
081 [051] // 12 //2 Last (vs Giga Bowser)
082 [052] // Takisusume (Race to the Finish Classic)
083 [053] // Grab the Trophies (figureget)
084 [054] // Homerun Contest (homerun)
085 [055] // Heal (All-Star's Stage Inbetween Matches)
*Original 1.0 codes made by Y.S and Rune@GSC
GALE01-1796.png
All Star On Race To The Finish
(387.63 KiB) Not downloaded yet
GALE01-1797.png
Popo On Sheik's Target Test
(1.03 MiB) Not downloaded yet
GALE01-1798.png
Multi Man Melee On All Star Rest Area
(2.73 MiB) Not downloaded yet
nyancat128
Posts: 6
Joined: Thu Aug 31, 2017 12:43 am

Re: Super Smash Bros. Melee (GCN/AR/NTSC-U)

Post by nyancat128 » Fri Feb 09, 2018 7:41 am

quater100 wrote:Hello Ralf.Super Smash Bros Melee Is Much Older Than 15 Years Ago.
Now previous GC Code Is Bored.
Anyway Is it possible to create a code that 'Player 1 Deal Damage Multiplier Modifier,Player 1 Receive Damage Multiplier Modifier'Please?
That would be Fun. Please Leave The Comment.
This code isn't exactly what you want, but this is the closest that can be done for now. It basically modifies how much knockback you deal and you recieve, which is pretty much the same effect as high percent damage.

Code: Select all

Player 1 Offense Ratio Modifier [nyancat128]
044530D4 XXXXXXXX

Player 1 Defense Ratio Modifier [nyancat128]
044530D8 XXXXXXXX

3F000000 = 0.5
3F800000 = 1.0
40000000 = 2.0
40400000 = 3.0
40800000 = 4.0
40A00000 = 5.0
nyancat128
Posts: 6
Joined: Thu Aug 31, 2017 12:43 am

Re: Super Smash Bros. Melee (GCN/AR/NTSC-U)

Post by nyancat128 » Fri Nov 09, 2018 8:40 pm

A cool code.

Code: Select all

Player 1 Subcolor/Team/Controlled by/CPU Level Modifier
044530C6 XXYYZZMM

XX = Subcolor
YY = Team
ZZ = Controlled By
MM = CPU Level

XX Values
00 = Normal
01 = Bright
02 = Slightly Dark
03 = Dark
04 = Gray
05 = Pink (requires code to load)
5th Subcolor Doesn't Crash (created by achilles1515)
04068A14 28000005

The cool thing about this code is that they effect the results screen/adventure cutscenes.


YY Values
00 = Red Team
01 = Blue Team
02 = Green Team
03 = Yellow Team (Used by port 3 in 1P mode)
04 = Gray Team (Used by CPU's in 1P mode except Home Run Contest, as teams are disabled).


ZZ Values
00 = Player 1 controls the player
01 = Player 2
02 = Player 3
03 = Player 4
04 = Player 5 (Can't do anything)
05 = Player 6 (Shields infinitely)

MM Values
00 = Level 0
01 = Level 1
02 = Level 2
03 = Level 3
04 = Level 4
05 = Level 5
06 = Level 6
07 = Level 7
08 = Level 8
09 = Level 9
GALE01-1796 (91).png
(2.7 MiB) Not downloaded yet
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