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Source title: в… How to Softmod a Wii (Any Version) - Part 1: Installing IOS236 в… - Number One Website For Video - videozi.website Source title: IOS236 Installer v6 (inglГ©s) download. This can be fixed.Source title: Tutorial Dios Mios play GameCube Games on your Wii from USB hard drives or USB flash drives - YouTube This is just due to how I coded those changes to take place, combined with the fact that I never thought about saving things to memory cards and how that would affect things. The only problem is that a few of the toggles (Skip Results, Widescreen, and new feature) won't change their default settings until you go back to the debug menu and exit out of it, like you would currently do - no matter what you have saved to the memory card for those toggles. So that happens before you can even start playing the game which makes it seem like it is normal memory card data.
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At this point, I just inject custom code to copy the debug toggles saved to the memory card location mentioned above and paste that data over the default debug settings. So that's no problem.just write a code that copies the debug menu data to that "memory card info" location.Īnd then all I needed was the right injection point a line of code that gets executed after the game has been initially booted and memory card data has been loaded, but before the game screen actually shows up on the tv. And the other day I finally came to the realization that I could use this free space to store the debug menu toggles. Well, what I also noticed is that, for whatever reason, there is a bunch of free space in between each name tag (0's). Or at least this is what I noticed after some testing (and this is why extended name tags can be saved to mem card and work on vanilla melee). If you've ever messed around with manually editing name tags in Dolphin, you'll notice that the areas where each name tag is stored gets directly copied to the memory card. Would it be possible to have an alternate version of the Falco laser macro in which Falco doesn't shoot lasers as quickly? It'd would soften the learning curve of power shielding if this was an option.Ĭlick to expand.I do not believe so. Would it be possible that when you set the CPU to "attack" in practice mode that the CPU retains it's random DI? I would like to work on things at precise percents and it would be easier to do this in practice mode. I haven't identified what it is that causes it, but it seems to happen in menus.
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Occasionally the game acts as I have a controller that is stuck in an upwards position (as if the control stick was miscalculated). It would be great if it didn't stop, as then I could get much better practice out of it. I realised this during chain throw practice against spacies with Marth, as well as combo practicing spacies with Mewtwo. It seems that the CPU will stop DI'ing randomly if you string a lot of hits together in a short amount of time. I'm sure some of these have been documented, so I apologise for the repeats: I have a few things I've noticed as well as a suggestion if you have the time. I'm enjoying it a great deal and it's increasing my ability to do lots of stuff that would otherwise require a partner. I just want to start things off saying that this training pack is amazing and I suspect that it will help tons of people improve.