Super Smash Bros Melee Continue Game Over

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Super Smash Bros. Melee is the 2001 sequel to the fighting game Super Smash Bros. 64 on the Super Smash Bros. series.

Analysis

Continue?

Trophy on the table with less amount of coins which leaves the player no choice but to abdicate the game.

Game Over!

After losing all of their lives in the regular match modes, the player will be sent to the red table where the trophy falls from between the silver text on the top onto the table laying down. The Game Over and Smash Brothers (from the Title Screen) displayed on the left of the screen are noticeable on wider aspect ratios when the animations for the trophy and/or the continue are played before the Game Over occurs. These slide over to the right if the player chooses to quit either automatically or by player choice.

The player is usually given a choice to decide whether to continue or quit the match and go back to the menu, but depending on what state is put into effect, the game can do the opposite of allowing the option to continue. However, the "Continue" state is used if the player has enough coins to pay otherwise the "Game Over" state will take effect.

When it's on a "Continue" state, the "Continue" bar is intact, the "Continue" audio effects will play on the background and the "Yes" and "No" buttons with Manufaktur font will appear on the screen after the trophy falls onto the table. Upon selection, the "Yes" button stops near the text planes placed on the left and the trophy will stand back up with the score and the coins being reduced by the desired amount depending on the difficulty; The "No" button on the other hand will stop at the right side of the table and then the game ends. The "Game Over" state causes the "Continue" bar that normally appears on the screen to be hidden before the transition to the screen albiet it does not affect the "Yes" and "No" buttons that appear on the screen as long as a Game Over doesn't occur, the Continue announcement and music will not play, and the player does not have a choice to continue after the trophy falls down. Instead for don´t have coins the Game Over audio and animations and then the player will have to start the mode all over again.

The All-Star mode always costs 10 coins regardless of the difficulty mode it has been set for. Due to how the functions to store the required coins in memory of the first revision of the game was programmed, the NPC character continuation may cost more than 10 coins (although it can only show 10 coins in display) while playing with hacked characters like Giga Bowser for example. While failing a mission using unplayable characters will fall down as a "Mario" trophy instead.

After "No" has been selected or triggered by the final state check if the Continue state isn't used due to insufficient amount of coins set at the menu's setup function, the "Game Over" (in Nud Motoya Mincho W4 font) animations will be played with the text and the squares (with round corner edges) zooming out one by one, the planes going across the screen to the right hand and the top to drop to the bottom and the giant black plane covers the 3D elements including the trophy.

The Game Over redirects the player back to the menu on the highlighted mode button and the other restores their point where they have left off. Sometimes the transition from the screen can take the player to the special messages screen before returning. Whenever a player uses all starter characters in any Regular Match mode by getting a Game Over, it will trigger an unlock match where they will combat Marth. With the Debug Menu code used, the menu is located in the "KIM" section of the "Mode Team Test" section and is called "Easy End". That selection can be used to test any character they desire with a random amount of coins and 99999 score. Sometimes when it comes to a state that plays Game Over after the trophy lands onto the table, the music that is currently playing such as main menu music will overlap before the music changes to it's own music.

This is a list of significant codes that operate the menu's behavor:

Initialization:

                  lhz	r0, 0x1E (r4) - Load the amount of coins the player has.  cmplwi  r0, 999 - Does the coins exceed the maximum coin limit?  ble 0x0C - If it doesn't, then skip over it; otherwise set the amount to 999.  li	r0, 999 - Set the coins to 999.....  sth	r0, 0 (r6) - ...and store it.  lhz	r0, 0x16 (r3) - Load the required coin amount the player will need to spend to continue.  sth	r0, 0x1C (r4) - Store amount in the memory for checking.  lhz	r5, 0 (r6) - Load the amount of coins the player has to compare with the required amount.  lhz	r0, 0x1C (r4) - Load the required coin amount to check to see if the player has enough coins to continue.  cmplw	r5, r0 - Check how many coins the player has.  blt 0x10 - Does the player have enough coins?  li	r0, 0 - If so, then the player can continue.  stb	r0, 0x20 (r4) - Store the state onto the memory.  b 0x0C - Skip over to avoid overwriting the state with Game Over.  li	r0, 1 - Otherwise, the player cannot continue.  stb	r0, 0x20 (r4) - Store the state onto the memory.                

Plane objects:

                  lbz	r0, 0x0020 (r31) - Load state to check if the player can continue.  cmplwi  r0, 0 - Can the player continue?  beq 0x28 - If the player is restricted from continuing, then delete the planes. Otherwise, skip over (don't modify)  lwz	r3, Continue-box (r13) - Load the continue planes to be removed from the screen.  li	r4, 16  bl Remove object address  lwz	r3, Yes button (r13) - Load the "Yes" plane to be removed from the screen.  li	r4, 16  bl Remove object address  lwz	r3, No button (r13) - Load the "No" plane to be removed from the screen.  li	r4, 16  bl Remove object address                

Play Continue Music:

                  lbz	r0, 0 (r26) - Load state to check if the player can continue.  cmplwi  r0, 0 - Can the player continue?  bne 0x20 - If the player is restricted from continuing, then skip over (don't play any of the audio effects)  lis	r3, 0x0001  subi	r3, r3, 25534  li	r4, 127  li	r5, 64  bl PlaySoundEffect  li	r3, 5 - Play the menu's theme for continuation.  bl PlayMusic                

Continuation check:

                  lbz	r0, 0x20 (r30) - Load state to check if the player can continue.  cmplwi  r0, 0 - Can the player continue?  beq 0x74 - If the player can continue, then skip over (allow the player to decide); Otherwise, automatically select "No".  lis	r3, 0x0001  subi	r3, r3, 25533  li	r4, 127  li	r5, 64  bl PlaySoundEffect  li	r3, 32 - Play the menu's game ending theme.  bl PlayMusic  li	r0, 10 - Set the menu behavior to Game Over  stb	r0, 0 (r30) - Store the behavior state to place the animation in effect.  b 0x4C - Jump out of the codes after the Game over stuff above has been executed.                

Functionalities

Textures

Functions

  • Even though failing a match on the 1 Player regular match as Sheik after Zelda is selected from the characters selection, it is less likely for that trophy character to be loaded. Instead it loads Zelda. The character trophy model can only be loaded via debug menu when the screen is being tested with "SZ-->ZE" being selected on "EASYEND".
  • In the game's source code, there is a behavior function that causes the "Yes" arrow button to be unselectable due to coinage. The operation that loads the un-selectable sound effect and the button doing nothing is left unused since it takes the player directly to a Game Over instead of the options to continue. If the menu parameter comparison code before the Game Over actions are played is No-oped, then it's likely that can be tested. It can be tested out using these action replay codes:
PAL:  Gecko: 041a02c4 60000000 001A15F3 00000000  Action Replay: F0QJ-3NEE-UXPZ3 HMX0-DQZC-D060D PEPZ-VQAZ-MMURH  v1.0:  Gecko: 0419ea1c 60000000 0019FD4B 00000000  Action Replay: N6M4-4JW0-CCQJY T5MW-4RUN-X2BC4 FF59-RBB8-BZRA4  v1.1:  Gecko: 0419f11c 60000000 001A044B 00000000  Action Replay: EXW2-HG3E-N0NDF J4RN-QT84-W8UNN GAZJ-M5VJ-6R6MC  v1.2:  Gecko: 0419f764 60000000 001A0A93 00000000  Action Replay: 1UNH-YFMK-HXCA0 YF45-WVMY-MWHE0 D2T4-8VBN-CPUU0          
  • If a player had a choice to continue and selects "Yes" when the coin amount is lower than the required amount, the coins will be reduced to almost a max value with a coin value subtracted from resulting in the next menu occurance to load 999 coins. There are no possibilities a negative number can be retrieved for coins in the game.
  • While manually selecting yes on continuation, the coins are deducted by the required amount. The automatic selection does not operate that command, but it reduces score. However, the only forced option that is available and operated is to abdicate the current progress on regular match.
  • If the continue object wasn't completely deleted by the Game Over state due to coin requirement disqualification, the animation to that stops after the letter "I" appears and a Game Over appears.

Action Replay/Gecko

Clear out Continue sign upon menu setup:

NTSC 1.00: 0419EFA0 <ConditionValue>  NTSC 1.01: 0419F6A0 <ConditionValue>  NTSC 1.02: 0419fce8 <ConditionValue>  PAL: 041A0848 <ConditionValue>  ConditionValue: 60000000 - Always take out sign 40820028 - Take out sign if state is 0. 41820028 - Take out sign if state isn't 0. 48000028 - Never take out sign  Default value: 41820028        

Effect:

SSBM GOver function 2.png

Continue Music:

Conditional states: NTSC 1.00: 0219FC90 <ConditionValue>  NTSC 1.01: 021A0390 <ConditionValue>  NTSC 1.02: 021a09d8 <ConditionValue>  PAL: 021A1538 <ConditionValue>  ConditionValue: 4082 - Play sound effects/music if state is 0 4182 - Play sound effects/music if state isn't 0 4800 - Never play sound effects/music 6000 - Play sound effects/music  Default value: 4082  No Music: NTSC 1.00: 0419FCAC 60000000  NTSC 1.01: 041A03AC 60000000  NTSC 1.02: 041a09f4 60000000  PAL: 041A1554 60000000        

Continue States:

NTSC 1.00: 0019FD3F <StateValue> 0019FD4B <StateValue>  NTSC 1.01: 001A043F <StateValue> 001A044B <StateValue>  NTSC 1.02: 001a0a87 <StateValue> 001a0a93 <StateValue>  PAL: 001A15E7 <StateValue> 001A15F3 <StateValue>  StateValues: 0 - Continue/Manual choice select 1 - Game Over/Automatic choice selection*        

Effects:

*The game selects "No" by default. To change what the game selects after the trophy lands onto the table when the Game Over state is used, use the code "Default Automatic Continue option to Yes" below.

The first line is the state that will be used if the player can pay a sufficient amount of coins; the second line of the code sets it to a different state if the player doesn't have enough coins to continue.

Default Continuation Option:

NTSC 1.00: 0219EEE6 0000XXXX 0219EA5A 00000240 0419EA84 60000000 8A19EEE6 00000001 0219E692 0000AF80 0219E6B2 0000AF84 0219FC92 00000018 0419F76C 38000009 0419F770 981E0000 0419F774 48000068 00000000 40000000 8A19EEE6 00000000 0219E692 0000AF84 0219E6B2 0000AF80 0219FC96 00000020 0419EA24 3C600001 0419EA28 38639C43 0419EA2C 3880007F 00000000 40000000  NTSC 1.01: 0219F5E6 0000XXXX 0219F15A 00000240 0419F184 60000000 8A19F5E6 00000001 0219ED92 0000AF78 0219EDB2 0000AF7C 021A0392 00000018 0419F124 38000009 0419F128 981E0000 0419F12C 48000068 00000000 40000000 8A19F5E6 00000000 0219ED92 0000AF7C 0219EDB2 0000AF78 021A0396 00000020 0419F124 3C600001 0419F128 38639C43 0419F12C 3880007F 00000000 40000000  NTSC 1.02: 0219FC2E 0000XXXX 0219F7A2 00000240 0419F7CC 60000000 8A19FC2E 00000001 0219F3DA 0000AF80 0219F3FA 0000AF84 021A09DA 00000018 0419F76C 38000009 0419F770 981E0000 0419F774 48000068 00000000 40000000 8A19FC2E 00000000 0219F3DA 0000AF84 0219F3FA 0000AF80 021A09DE 00000020 0419F76C 3C600001 0419F770 38639C43 0419F774 3880007F 00000000 40000000  PAL: 021A078E 0000XXXX 021A0302 00000240 041A032C 60000000 8A1A078E 00000001 0219FF3A 0000AF78 0219FF5A 0000AF7C 021A153A 00000018 041A02CC 38000009 041A02D0 981E0000 041A02D4 48000068 00000000 40000000 8A1A078E 00000000 0219FF3A 0000AF7C 0219FF5A 0000AF78 021A153E 00000020 041A02CC 3C600001 041A02D0 38639C43 041A02D4 3880007F 00000000 40000000  XXXX = Continuation options: 0000 (No); 0001 (Yes). Also affects the automatic option based on the Game Over state.        

Effect:

SSBM Trophy Stand Up.png

Default Continue highlighted option:

NTSC 1.00: 0019EEE7 <Highlighted option> NTSC 1.01: 0019F5E7 <Highlighted option> NTSC 1.02: 0019FC2F <Highlighted option> PAL: 001A078F <Highlighted option>  Highlighted option: 0 - No 1 - Yes        

No Character trophy:

NTSC 1.00: 0019F68C 60000000 NTSC 1.01: 0019FD8C 60000000 NTSC 1.02: 001A03D4 60000000 PAL: 001A0F34 60000000        

Effect:

SSBM Invisible Character Trophy.png

Trivia

  • This is the first Super Smash Bros. game to have functions to check for coins by comparing registers to ensure the player meets the requirements to Continue.
  • There are no foreign versions of this menu in the game, but the international release of Brawl have it's Game Over screens in different languages.

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Source: https://game-over-dex.fandom.com/wiki/Super_Smash_Bros._Melee

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