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Gundam Build Fighters Rewatch - Episode 19 Discussion

Episode 19 Astray's Blade

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Episode Index Thread

General Rewatch Instructions

To all Rewatch Participants
Please follow all subreddit rules, treat all participants here with kindness and respect, and take care to follow proper reddiquette.
Note to all Rewatchers
Please abstain from spoiling future events in this series and other Gundam series. If you want to explain a reference, either do so in a way that does NOT include plot relevant events or spoiler tag it. Thus, if you are unsure and want to include a possible spoiler, err to the side of caution and spoiler tag the comment like so: Spoiler Source Given that there are several first time viewers of Gundam Build Fighters as well as the Gundam Franchise in general, we must ensure that the utmost care is given to make sure no one is spoiled.
Discord Collaboration
Want to head over to the Gundam Discord? One of our two co-hosts of Comrade RX-Nota-II has got you covered as here’s a link to the official Gundam Discord where you can find a Channel Dedicated to this Rewatch as well as a whole lot more. Also thanks once again to the kind and learned Comrade Fenixius, a moderator from the Gundam Discord Server that has kindly offered to identify any and all Mobile Suits you may be curious about, see instructions here.

Comments of the Day

For our Eighteenth Comment of the Day, Comrade Nazenn brings some great analysis of today's battle alongside some interesting reactions and impressions.
Let's start off with some of the great introduction points brought up:
Speaking of IBO Mika clearly adopted some of the no chill from Reiji because that "Who cares" about Mao's date was brutal, and hilarious.
Not-Aina and Reiji get funnier all the time though. Forces of chaos tamed by masses of sweets. They even sync up when excited for their food. It really couldn't get much better at this stage honestly, any time the two of them are in a scene its just a joy. Plus that little smile at the end there, showing that she's able to let her guard down around people more.
Now, let's get into the meat of the discussion with the amazing fight commentary, and since it's so fantastic, I'm listing the entire write-up below:
Todays Fights
Minor fight: Dallara vs Twins. Given that this forms much more of a teaser for the upcoming battle then it's own thing, understandably it got little focus but I do love that we got to see it at all. Also Dallara forgot the core lesson of games: "Do not gloat or taunt them". The beetle never ceases to look silly when it flies around, but the level of destruction appeals to me.
Yuuki vs Twins
What even... They had little tiny solider dudes?! I love it. This is amazing. That's not something I ever expected to see in this sort of fighting but it's the perfect counter point to all the huge mechs we've seen so far.
To be honest I'm not event entirely sure where to start with everything else because it was just a great fight. Incredible to see both players using their very best strategies to deal with the moves and counter moves of the fight, weaponry vs additional forces, not to mention
Second A given out for art! Aside from one animation derp where he turned around 180 degrees in 3 frames early on, the general design of this battle was just incredible. So many amazing shots being framed that managed to be informative and look great at the same time. It may be a bit cliche by now but emerging from the explosion in the rain is a classic for a reason because it looks amazing, especially when detailed like this. And small things like using off center camera angles to present info about what was going on or allow for other objects in view. It was just an incredibly well drawn fight. Also a bonus for not forgetting about the greased joints before and after it's mentioned as well so you can spot it for yourself if you want.
Again with the tonnes of different types of music as well, that touch of bullfighter to show Yuuki is thiking with his own strategies, that mysteriousness when the first shots happen from afar, the hype later on. Just really smooth and well handled transitions much like the Fellini and Reiji fight.
It would have gotten an S in hype as well, but I really don't like the "high and mighty" Meijin persona, so that preaching at the end bugged me a bit, but other then that I can't fault the overall excitement of what we watched.
I'm potentially going to cause a stir but this is going very high up
For our first runner-up Comment of the Day, dralcax adds more great and in-depth lore write-ups along with an amazing recap of the GLORIOUS Saga of The Meatbun Chronicles.
Let's start off with the excellent lore information our sage and learned Comrade of Culture provided:
Today, we’re looking at the Renato brothers’ GM Sniper K9, based off the GM Sniper II from War in the Pocket! The brothers adopt an interesting perspective on Gunpla Battle, treating it as a war game and not just a sport. As such, they rely more on strategy and tactics than the performance of their own Gunpla, and for that, they turn to the good ol’ GM.
In contrast to Zeon’s constant development of all sorts of weird and wacky mobile weapons, the Federation had a cheap but effective design that could be produced in absurd numbers and just modified those to fit the situation instead of engineering new suits completely from scratch. Seriously, just how many freaking GM variants even are there? Still, though, it was this that allowed the Federation to win the war, because Zeon, in its search for the superweapon that would turn the tables in their favor, ended up falling way behind in mass production. By the end of it all, there weren’t nearly enough Gelgoogs to deal with the absolute shitton of GMs that the Federation had cranked out. Cue a lot of exploding Zakus and a victory for the Federation.
The GM Sniper II, as one of the last GM types of the OYW, was the product of multiple improvements and refinements of the basic GM design. Although, as the name implies, it’s one of the few MS capable of sniping with physical weapons, that’s not the only thing it can do. Its performance is actually as good as that of the RX-78-2 Gundam, and it can also function well in mid-range and close-range combat. Its multiple thrusters give it above-average mobility and its armor is reinforced with Luna Titanium. However, the war ended before many of them could be produced. They did make an appearance when the Kampfer attacked Side 6, buuuuuuuut they didn’t last very long. It’s a GM, after all, what do you expect?
The GM Sniper K9 builds upon the practicality and versatility of the original, equipped with a wide variety of tactics to win at any cost in any situation. Its backpack can transform into the K9 Dog Pack, a support unit that moves independently and gives them an extra gun on the battlefield. For some odd reason, even though it has articulated legs, it hovers everywhere? With both this thing and the GM Sniper itself shooting at the opponent, they can lay down a ton of pressure and gain the upper hand in a battle. Not only that, but it can detach an APC full of Zeon soldiers (wait, but it’s a Feddie suit...) that can lay traps and set bombs. This is, of course, a reference to the 0079 episode “Time, Be Still”, in which Zeon soldiers stick a bunch of time bombs to the Gundam and force the protagonists to race to remove them all. It’s not about the strength of the Gunpla anymore, but rather, the effectiveness of one’s tactics. While this can be seen as cowardly on their part, it’s also a reasonably creative way in which even a weaker Gunpla can take down a strong one, so why not? After all, the franchise has been making a point ever since the beginning that the pilot matters just as much as the machine. Usually, however, these types of characters tend to fold when they’re forced to face the opponent directly... but not the K9! The Renato brothers thought of that, and as a last resort, equipped their Gunpla with the EXAM System from the Blue Destiny games! It’s a system that grants the pilot access to Newtype powers built into the suit itself, but uh, it kind of has a nasty tendency to go berserk. And it’s kind of got a dark secret to it. Fun!
And of course we got some great points about the main fight too along with some funny quips, but to save space, let's finish off this section with the highlights of The Meatbun Chronicles:

The Meatbun Chronicles

Last time on The Meatbun Chronicles, Aila and Reiji learned the joys of building their own Gunpla, fighting together to take down C! But what will become of Aila now?
This time on the Meatbun Chronicles...
Arc Angel, nice.
They’re on a date!
And Reiji finally gets a name! Well... it’s not her real name, but, uh... close enough? At least it fits.
These two are just too perfect together
Finally, last but not least is our second runner-up Comment of the Day, invokeneko has some great analysis and discussion points regarding today's episode.
Once again, our fellow Comrade of Culture begins things with a pithy opening:
In today's episode: The Meatbun Chronicles, chapter 6. And also the reason why you shouldn't count your chickens before they're hatched, taken to its logical extreme. Oh, and also the end of a certain twins' little 'war'.
And in addition to this, here are some of the great highlights of the main comment:
  • The more I see Luang's battle, the more I get pissed since the dickish Renato twins denied Luang (and more importantly, the viewers in- and out of-universe) a spectacular fight. Kinda like watching a boxing match where the winner kept on defending and occasionally throws wimpy jabs that allows him to win on points or something.
  • 'Is the Kämpfer Amazing because he's a Meijin?' Yes. Yes he is.
  • The Meatbun Chronicles, chapter 6: As expected of Mr. and Mrs. Meatbun, they sure can demolish cups after cups of ice cream. Feeding them both will require a bottomless money bank (preferably one you can use to swim in the cash because in the face of utter annihilation of money from the two black holes, it is all ephemeral)... where am I going with this anyway?
  • As expected of Reiji and Aila Aina, they're both a lot alike. Both tsunderes, both have voids in their stomachs and they both like to eat, they're made for each other.
  • On to the actual battle between Meijin Tatsuya vs the dickish Renato twins. This is probably the most tactical (and tacticool!) battle of Gundam Build Fighters to date with both Meijin and the Renato twins using strategies within strategies against each other (Kämpfer camping in one place where there are only three spots the K9 can snipe him? Jebait him so that the Bloodhound can be in the right spot to snipe the fool! Being lured into a spot where mini soldiers can stick their C4s on the joints? Grease the joints so that the C4s will slide over the joints easily! Kämpfer cornering the K9? Unleash the EXAM system and gang up on him with the help of the Bloodhound! Trapped between a rock the K9 and a hard place the Bloodhound? Lure them to the spot where they made you drop one weapon container + your rifle so that you can finish both of them off and claim victory!). The fact that the entire match is underscored by a variation of Tatsuya's usual flamenco theme should make the outcome obvious, but it still is one hell of a match that keeps me on my toes the first time I watched it.
Also, Comrade ZeonTwoSix brings yet another amazing TOP GUNPLA Write-Up to the thread, and also, Comrade AlienOvermind had SUCH a hilarious quip regarding Reiji's eating habits, that I am awarding an honorary Comment of the Day point for the following post Also, for the great GIF and screencap shares from this fellow Comrade of Culture, look here ;)
And with that, we conclude with our eighteenth Comment of the Day section for today, I'm pleased to see that everyone continues to do fantastic work, and I eagerly await to read the posts for the future.
Current Comments of the Day Standings List:
Comrade dralcax: 6.5 Points
Comrade invokeneko: 5.5 Points
Comrade Nazenn: 4.0 Points
Comrade JadineRhine: 3.5 Points
Comrade sleepyafrican: 3.0 Points
Comrade fonzinator99: 2.5 Points
Comrade Shimmering-Sky: 2.0 Points
Comrade No_Rex: 2.0 Points
Comrade RyuuohD: 2.0 Points
Comrade AmeteurElitist: 1.5 Points
Comrade AlienOvermind: 1.5 Points
Comrade ZeonTwoSix: 1.0 Point
Comrade DjiDjiDjiDji: 1.0 Point
Comrade SgtExo: 1.0 Point
Comrade Pixelsaber: 0.5 Point
Comrade TheRiyria: 0.5 Point
Comrade Delta_45321: 0.5 Point
Also, remember that the individual with the most Comments of the Day at the end of the rewatch will be awarded a Reddit Silver (this award will be given to the individual's post in the July 29 Overall Discussion thread) so I wish everyone the best of luck.

Series Information

MyAnimeList | Anilist | ANN

Polls and Questions of the Day

Maybe it's just me, but the OST was really special this episode. Out of 5, how do you feel about this show's background music?
Rate this Episode here
Don't know what to write for the Rewatch thread? Need something to discuss? How about taking a look at the Rewatch Questions of the Day?
  • What did you think of Sei's creative solution to use glue in order to cancel out the Particle Fa Jin move from Nils' Gunpla, and while on this subject, what were your thoughts on this melee brawl Comrades?
  • Comrades, the ships in this show are moving along rather nicely, with today's episode having the declaration of love from our resident ojou-sama to Nils, thus, what is the ship you love most in this show BESIDES The Meatbun Chronicles (I have to add this qualifier to prevent everyone from answering Mr. & Mrs. Meatbun, and NO, Mr. & Mrs. Meatbun and Food does NOT count as being different from The Meatbun Chronicles Comrades)

Poll Results

For those that are curious, here are the results of the polls from the previous thread:
For the first question of 'The Renato Brothers used a 1/144 Zeon soldiers and their mobile artillery in this battle. How do you feel about these Gunpla tactics in a 1v1 battle?' we had the following responses:
10 votes for 'It's not against the rules so it's a smart tactic'
And no votes for 'It's a bit uncouth but it's fine,' 'It's definitely unfair,' and 'It's cheating!'
For the Rate this Episode Poll, we had the following answers:
6 votes for 5/5
1 vote for 4/5
And no votes for 1/5, 2/5, or 3/5
I look forward to the results of today's polls Comrades, many thanks for your kind participation.

Fan Art of the Day

侍ノ弐 Sengoku Astray Gundam (Yes that's the full name of Nils' Gunpla Comrades)
Comrades, let's give it up for the resident Weeb Wunderkind of Anime Jaden Smith 'Nils Nielsen' and his unique Custom Gunpla ;) Anyway, I got more than just fanart of Nils to share today, for today also marks the GLORIOUS return of the OHHHHHHHHHHHHHHHHHHH~HO~HO~HO~HO~HO~HO~HO~HO~HO~HO~HO~HO~HO! Er, I mean, our resident ojou-sama of Caroline Yajima, who just so happens to unilaterally declare herself as Nils' girlfriend cuz... reasons ;) Speaking of which, boy we got a LOT of ships in this show eh? We got The Meatbun Chronicles, The Italian Dandy and The No. 1 Idol in the (Gunpla) Universe, Rainer Cziommer and Jobbing, Mr. Ral and Goufs, etc. Thus, for the final fanart share of today, I present some of the lovely ships in Gundam Build Fighters.

Radio Free Gundam

Gundam Build Fighters OST: Samurai Edge
One shall stand... one shall fall, and in today's clash of Mobile Suit Gundam SEED Astray and Mobile Suit Gundam SEED, Sei and Reiji triumphed once again. As such, I feel it is only fitting to share some music from both Astray and SEED for this section, namely the extended arrangement of Red Stroke from Astray as well as SEED's first OP of INVOKE by T.M. Revolution, ENJOY COMRADES!
'He named his Gunpla "Sengoku" but he's using Chinese martial arts.'
submitted by DidacticDalek to anime

20XX Melee Hack Pack v4.06 RELEASE! (In-game replay recording and playback, drastically improved Save States, DI line drawing, Tag Team Melee, and much, much more!)

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.
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.
I hope you all enjoy using the Hack Pack as much as I enjoy creating it.
Smash onward,
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 playeCPU 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.
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.
  • 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-BowsePopo). 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
  • 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 MenuGeneral CodesVS 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:
      Vanilla, 100% complete SSBM: Stage Expansion [Achilles] 20XXTE [Dan Salvato] SDR Lite [Glook, etc.] Minigames Mod [Flieskiller] Crazy Mod [wParam] 
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.
  • 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.
  • 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.
Bug Fixes
  • 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.
submitted by achilles1515 to smashbros

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