@2016 2018 - PS3 Jailbreak Download Free. All Right Reserved. This website uses cookies to improve your experience. We'll assume you're ok with this, but you can opt-out if you wish. MOLEX BEAU TERMINAL BLOCK. Abstract: No abstract text available Text: BEAU Terminal Blocks SERIES 84 5,0mm Eurostyle® Economy Screw Terminal Block Description Features The Eurostyle® series 84, screw terminal block features a modular, snap together design. The, terminal block, the series 84 is often used in the security, alarms and HVAC industries. Only available for cobra enabled cfw (rebug), games will be converted to iso format, no more split files and no more playing on the internal hdd for those with limited internal hdd space CONTACT DETAILS. Videos (more to come): April 23, 2015: 20XX Hack Pack Guide Part 1: Basic Features November 18, 2015: 20XX Hack Pack Guide Part 2: Advanced Features This document will give you a basic idea on how to use some features of the hack pack to practice by yourself.
Posted by2 years ago
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Greetings fellow smashers,
The past thirteen months have been a period of significant growth for the 20XX Hack Pack, and I am here to share with you the latest release of the project, Version 4.06. Aside from the tangible new features, much of this growth has occurred behind the scenes, with smarter and safer programming practices in addition to a deeper understanding of the game engine through reverse engineering; an imperative combination for developing a rich and flexible set of practicing tools for the community. I continuously struggle with finding the perfect 'stopping point' for releasing full versions of the Hack Pack, but I am very comfortable with its current state and feel it is time. Please refer to the changelog below for details about the new version.
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Before attempting to use the new replay system, I implore you to block off 1.5 hours of your life and watch the extremely low production quality, incredibly informal, unscripted, 9 part, 20XX Hack Pack 4.06 - Save States/Replay Tutorial Playlist. The content quality is high though, so pay attention! It will be well worth your time. The only change relevent to the replay system since the time of those recordings was adding a 'Random Hold Last Percent Chance' [to continue the replay] flag in the Debug Menu, rather than a hard-coded value like in the videos.
I am relatively new to the programming world, and just created a Github project, my first ever, for the 20XX Hack Pack. The nature of the 'source code' for this project is..strange..compared to higher level languages because it is standalone assembly code being injected into already existing assembly code via manual hex editing (although, I let MCM handle the vast majority of code injection now). I guess the current plan for this Github is to just be a public home for some of my notes. Two main files are uploaded - 'SSBM Facts.txt' and 'Scratchpad - Achilles.txt' whose names and format were inspired from wParam, the Melee hacker from a decade ago that created the original memory card stack overflow exploit. 'SSBM Facts' details some of the structures, flags, ID lists, and other things of that nature used by the game. 'Scratchpad - Achilles' is basically where I write all my code and research notes. As of now, it is a 27,000 line long text file where order, clarity, and organization is not guaranteed. For the most part, the stuff towards the bottom is the most recent. The majority of the assembly code used in the project can be found in this file, but it is not exhaustive. Both of these files could use a lot of updating.
I also created an official 20XX Hack Pack Discord Chat. I am hoping for this to be a hub of collaboration between community members to assist one another with general questions about features of the Hack Pack and to share effective ways of using its features for practicing techniques.
Much thanks goes out to DRGN, for assisting with updating the alternate costumes for this release and for his incredibly useful Melee hacking programs - DAT Texture Wizard and Melee Code Manager. An obvious thanks also goes out to all the other modders in the community whose work somehow or another has been incorporated into the Hack Pack.
Head over to the 20XX Hack Pack SmashBoards thread to >>DOWNLOAD<< and support the project.
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I hope you all enjoy using the Hack Pack as much as I enjoy creating it.
Smash onward,
Achilles
20XX Hack Pack Changelog - 4.05 to 4.06
Note: Existing 20XX 4.05 memory card data will be overwritten with default 4.06 data. If there is anything you want saved before updating (e.g. color values or something), write it down and manually restore it at a later time.
In-Game Toggles
Quite a few changes here. Make sure to review Debug Menu --> Training Codes --> In-Game Toggles --> 20XX Toggles Info & Develop Mode Toggles Info
Big Note: Collision bubbles are no longer 20XX toggles, but still are and have always been Develop Mode toggles. I know it will take some getting used to, but I am prioritizing removing conflicts between the sets of in-game toggles (and promoting the use of Develop Mode), which is important and was very annoying before.
- D-Pad Down = Replay/Player Flag Menu
- The menu to control various player/CPU flags and for recording/playing back inputs on a per player basis. This is not a replay system meant for full match recording. Please watch the tutorial series for an introduction.
- Y+D-Pad Left = 20XXTE Input Display (basically taken straight from that separate project)
- Debug Menu --> Training Codes --> In-Game Toggles --> 20XXTE Input Display Y-Pad to adjust the vertical screen location of the display.
- Y+D-Pad Right = DI Draw
- Debug Menu --> Training Codes --> In-Game Toggles --> DI Draw Info
- Drawn DI is defaulted to disappear after hitstun, but there is a Debug Menu option to adjust this. Setting the value to -1 will keep it drawn 'forever' until the next player is hit.
- A+D-Pad Right/Left = Save State [Minor] (..a second save state)
- Develop Camera Mode is re-enabled with the requirement of holding B to move the camera. To use Develop Camera, the camera mode has to be explicitly changed by pressing X+D-Pad Left.
- B+D-Pad Up/Down will save/load the Develop Camera position. This saved camera position will persist between matches and will save to the memory card during a normal save operation.
- Holding Z while starting a match will disable the 20XX in-game toggles, with on-screen display indication.
20XX CPU AI
A few minor updates. Certainly not the focus of this Hack Pack update.
- The 20XX AI type is titled '20XX' in the Debug Menu instead of 'Normal'.
- Invincibility/intangibility of the 20XX CPU and opponent are now respected (e.g. CPU plays more defensively if opponent is intangible).
- 20XX CPU level selection changes the percent chance of acting out of grounded, actionable action states (e.g. Higher level = moving more often/links actions together faster more often, lvl 9 is basically what the AI was like in v4.05).
- Debug Menu options to change the 20XX CPU propensity for playing offensively/defensively. https://sportnew808.weebly.com/backtrack-5-iso-download.html.
- Debug Menu option to have the 20XX CPU perform a specific SHFFL aerial instead of a 'random' selection.
- Debug Menu option to have the 20XX CPU perform a specific out of shield (OoS) option.
- Shielding logic is no longer broken for Yoshi.
- Falco has a lower percent chance of lasering high.
- CPUs will sometimes choose to hang on the edge.
- Fixed a few other internal issues with the 20XX AI (ex. U-Smash OoS was not working).
- Debug Menu --> CPU Codes --> Added a toggle for specifying Nana to always throw a specific direction.
- Debug Menu --> CPU Codes --> Directional Influence --> added options for Smash DI Type (random/toward/away/etc.) and a percent chance for the CPU to execute the Smash DI option. Note that this percent chance to SDI is calculated every frame of hitlag, and setting it too high could cause impossible SDI to occur.
- Random DI options (and other CPU only codes) no longer apply to 'Manual' type CPUs.
Stage Stuff/Stage Select Screens
- Striked stages cannot be randomly selected.
- Added a sound effect when switching Stage Select Screens.
- Home-Run Contest floor extended from a max distance of 11,347.2 feet to ?????? feet (an absurdly high number).
2nd Stage Select Screen
- New Stages:
- Japan: Suzaku Castle
- Hazy Maze Cave: Metal Cavern M
- Planet Zebes: Metroid Lab
- Return to Dream Land (Night)
- Hyrule Castle 64 has fixed vertex colors for a few stage elements.
- Nintendo GameCube stage --> character shadows are now cast on the white controller port face.
- Mushroom Kingdom Adventure --> main stage floor is now flat instead of a slight incline.
- Greece: Mount Olympus (Trophy Stage) --> removed clipping through platforms and walls.
- Custom Battlefields have been moved to the 3rd Stage Select Screen
3rd Stage Select Screen
- Hooked back in the following hacked stages: Skyrule (Hyrule), Great Bay, Kongo Jungle, Brinstar (no rising lava), Corneria (no ships/gun), Yoshi's Island 64.
- Added an extended Final Destination (main stage is 3x length).
- Added KirbyWare, Inc.
- Home-Run Contest & Brinstar Escape stages in VS/Training Mode now use a regular camera instead of focusing on a specific player.
- Stage preview texts have been updated.
Character Select Screen
- Extra characters (Sheik, Giga-B, Wireframes, Popo, Crazy/Master Hand - Press Z on CSS while hovering holding cursor token) can now be accessed while holding a CPU token and not just your own HMN token.
- D-Pad Down at the CSS to immediately transition to the Rumble Screen has been removed and is replaced by pressing the PAL/NTSC image toward the top of the screen.
- D-Pad Down at the CSS will now toggle an analog input display, on a per player basis. Use this after plugging in to quickly check if the current controller calibration is satisfactory.
- Holding Z while entering the CSS is now a shortcut straight to the Debug Menu. Exiting the Debug Menu afterward will automatically transition back to the CSS it came from. Note that memory card data (and Debug Menu toggles) are not saved during this transaction, so you'll need to initiate a saving sequence at some point to do so, such as leaving the CSS normally to the Main Menu.
- Holding X+A for 3 seconds at the CSS or anywhere in the Debug Menu will perform a system reset and will set all the Debug Menu flags to the default values. If a memory card with 4.06 save data is inserted, a prompt will appear asking to reload data from the memory card. Selecting YES will reload the Debug Menu flags associated with that save file, and pressing NO will leave the Debug Menu options as default and disable further memory card saving.
- Target Test mismatch can now be accomplished at the Target Test CSS. Select the character to play as, hover the empty cursor hand over the character icon whose stage to play on, and then hold A for 1.5 seconds. Z Button to Retry will stay on the mismatch stage. Beware, high scores on mismatch stages will be documented as a normal high score for the character in the match.
- X/Y Alternate Costume toggling on the CSS is now disabled for some extra characters (Wireframes/The Hands/Giga-Bowser/Popo). This used to cause issues with a Blue Yoshi CSP appearing.
- Name Entry [English Alphabet] now contains a 'shine' insignia.
- Reminder: Set the match rule to TIME and hold Start for 1.5 seconds to start a solo player match.
Game Modes
- Debug Menu --> Game Modes --> All-Star Mode Options -->
- Can now be played on tournament legal stages only
- No Fountain of Dreams, for the possibility of lag with 4+ players.
- CPU Sheik is used instead of CPU Zelda in this mode.
- Can specify the AI type to play against.
- Can enable a clone of the main human character that can be controlled by a different player port (2-Player All-Star Mode?!?!).
- Endless Friendlies is now fixed! The Debug Menu options for this mode have been moved to Debug Menu --> Game Modes.
- Endless Friendlies optional random character count has been increased from 3 to 4.
- New Game Mode: Tag Team Melee
- One active player on-screen per team with the ability to tag your teammate into play.
- Debug Menu --> Game Modes --> Tag Team Info
Textures
- CSS L/R alternate costumes have been majorly overhauled by DRGN, who not only assembled the new pack of textures, but also spent a lot of time doing color conversions, image touch-ups, and full texture creations. Major shoutouts to his assistance with the project, as well as his Melee hacking programs, DAT Texture Wizard (DTW) and Melee Code Manager (MCM). Make sure to check those programs out if you haven't already, and DTW can now auto-generate the CSP alternate costume background colors, if you choose to replace a .lat/.rat costume file.
- Debug Menu --> Texture Hacks --> all 6 tourney legal stages now have a variety of textures that can be selected, as well as a random option at the end of the list. It is quite easy to add more textures as well - look for a SmashBoards post soon.
- Debug Menu --> Texture Hacks --> added a toggle to disable all in-game GFX and EFX textures (can use this to get a clear view of character hitboxes, e.g. Fire Fox).
Debug Menu - Miscellaneous
- Holding X+A for 3 seconds will perform the same system reset as mentioned in the Character Select Screen section.
- Debug Menu --> Extras --> Nintendont Users --> Added a fullscreen texture to inform Nintendont users to enable 'Native Control' in the Nintendont settings.
- Debug Menu --> Training Codes --> Collision Bubbles --> added options to display different hitbox display IDs with different colors, as well as changing the alpha value (transparency) of hitbox/hurtbox displays.
- Increased the joystick deadzone (to 0.8) for the Debug Menu to reduce the chance of accidentally toggling options while moving up/down.
- Disabled L/R from toggling options in the Debug Menu, due to R being used for turbo speed.
- 'IASA Enabled' (interrupt as soon as) color overlay now includes IASA frames for the Landing action state.
- 'Auto-Cancel Enabled' color overlay now works for Game & Watch's nair, bair, and uair.
- Added a color overlay option for 'Missed Smash Turn' in Debug Menu --> Training Codes --> Color Overlays.
- Added a color overlay option for Nana type secondary characters being desynced.
- Debug Menu --> Stage Codes --> Force Simple Geometry has been added to disable stage and background models and enable the Develop Mode collision link view mode with plain background by default.
- Debug Menu --> Stage Codes --> Always Draw Collision Links has been added, allowing collision link display overlay on stage models.
- Debug Menu --> Extras --> Widescreen: --> added a fourth selection for Monitor 4:3.
- Debug Menu --> Extras --> included a toggle for enabling [Smash.gg] 'Slippi' match stats extraction via EXI slot B. The use of this feature requires hardware by Jas Laferriere (Fizzi).
- Debug Menu --> Item Codes --> added an option for containers to spawn containers.
- Debug Menu --> General Codes --> Hitlag/SDI Behavior --> v1.02 is now default in the Debug Menu. I changed my stance on v1.00 being default after remembering that PAL never has the option to play with v1.00 and a lot of PAL players use 20XX.
- Debug Menu-->General Codes-->VS Melee Player Flags--> P4's CPU AI Type is defaulted to 'Normalish' instead of '20XX'.
- Damage staling is now enabled in Develop Mode by default. The option to change this is in Debug Menu --> Training Codes --> In-Game Toggles.
- Debug Menu --> Extras --> About Me --> A little info page about me for anyone curious.
Debug Menu - Memory Card Management - New major Debug Menu page
- Overwrite the default [NTSC] SSBM save file in Memory Card Slot A/B with a custom one.
- Current options include:
Character Stuff
- Debug Menu --> Character Codes --> Fire Emblem (Marth/Roy) Sword Swing Colors has been added again. Roy is able, but does not contain colors by default. Sword swing colors can now be specified within the costume file. See this post for more details and a more formal post will be created in the future.
- PAL Donkey Kong no longer loses Giant Punch charge upon being hit out of Up-B.
- PAL Samus can no longer enable the extended grapple.
- PAL Samus can no longer cancel aerial grapple with bomb jump.
- SDR toggled Fox & Falco can now 'eject' out of their Up-B animation with an instant Z press (again, these are not official SDR changes - just my fun experiments due to having a free character toggle).
- MasterHand and CrazyHand are now controlled by the selected port.
- Fox and Falco taunts will now randomly (~50% chance) execute the Corneria special taunt on any stage. The Corneria special taunt animations have been modified to have the exact same frame length as a regular taunt for both characters.
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Music
- 81 new HPS music files have been added to the default 20XX soundtrack! Tons of classics.
- Every non-vanilla HPS music file has been re-encoded using dsp2hps. Hopefully, this fixes console audio issues somes users were experiencing.
- Debug Menu --> Music Codes --> Custom Music Playlists --> Added an option for the Global playlist to not override the Menu playlist.
- D-Pad Up at match start (during the READY, GO!) will reload the background music. If using a random playlist of some sort, a new track will be chosen. A reminder that this can also be accomplished by pressing D-Pad Up on the Pause Screen.
Miscellaneous
- Pause Camera focus point z-axis translation (into and out of screen) can now be accomplished by holding Z and using the C-stick y-axis.
- When a Custom Shield Color is enabled, the color of the game series logo (behind player percents)/nametag arrow/off-screen magnifier bubble are changed in accordance to the new shield color.
- Salty Runback is now disabled for Single Player Modes.
- Salty Random Runback is a new feature triggered by holding A+Y when exiting a match (same scenario as regular Salty Runback). A new match will automatically be started with the same players/characters from the last match using RANDOM stage selection (similar to Endless Friendlies).
- Pause screen 'P1/P2/P3/P4 Pause' textures use a new font, instead of the default Comic Sans or whatever that crap was.
- Removed some Japanese files from the file system to clear space.
- An immense amount of general code cleanup!
Modding Features
- A fourth Stage Select Screen has been added for modders to create a custom stage page.
- Pl__.pat character files (PAL files in vanilla 20XX) now read frame speed modifications (FSMs) starting at 0x32BA80 in the DOL. No setup is necessary other than placing the FSM hex list at this location, and they will be immediately honored in-game.
- Itaru's extended Pl__Aj.dat files are used for all characters, allowing Results Screen animations to be used in-game.
- Subaction Event codes: Modified self damage/heal, character data modifications, projectile/item spawn.
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Bug Fixes
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- Fixed a bug where 'SDR' Falcon Kick fire textures would not appear.
- Fixed a bug where killing CrazyHand in Classic Mode would not allow you to finish the match.
- Fixed a bug that would cause the game to freeze upon returning to the VS Mode CSS after playing certain Stadium/1P Modes.
- Fixed a bug where the Tap Jump Disable Debug Menu option would be ignored for characters with DJC'able aerial jumps (this bug applied to aerial jumps only).
- Fixed a bug where mid-game player spawns for Event Matches (e.g. Event Match 16) would be disabled at certain times when it should not be.
- Fixed a bug where Debug Menu --> CPU Codes --> DI --> Custom DamageFlyTop DI Inward % chance was actually the outward DI % chance.
- Fixed a bug where Debug Menu --> CPU Codes --> Custom getup attack percent chance (non-frame perfect) was not being read correctly.
- Fixed a bug where selecting a character in All-Star (and maybe other Regular 1P Modes) and then switching to an alt costume/PAL/SDR would cause the game to freeze upon completing the first match.
- Fixed a bug with the Salty Runback code that would freeze the game if holding A+B while transitioning from SSS to CSS.
- Fixed a bug in Chess Melee where pummeling/mid-throw damaging a stamina player to death would not cause the thrower to freeze following the victim's death.
- Fixed a bug in Chess Melee where two or more players dying on the same frame would cause the lower port character to not be respawned.
- Fixed a bug where Players 1 & 2 were unable to pick-up coins in Coin Mode matches.
- Fixed a bug where some stages normally with a permanent fixed camera (e.g. PokeFloats) would use a regular camera instead.
- Fixed a bug in Event Match 3: Barrel Buster where breaking barrels before the match timer started decreasing would not add to the total counter.
- Fixed a bug in Event Match 3: Barrel Buster where the high score could not go higher than 2:00 (120 barrels busted).
- Some of the new features fixed bugs and things.
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