UCF Wii package 2017-12-06, Release 2, UCF-v0.70 Beta 1.

Installation:

1. Copy all files to the root folder of the SD card you use for your soft-modded Wii.
1b. If you use an operating system that doesn't automatically put the files into pre-existing folders, you might have to copy the files in [apps] and [codes] to the same folders on your SD card individually.
2. Make sure you have an NTSC 1.02 iso in the /games/GALE01 folder. The iso should be named "game.iso".
3. Start Nintendont from the Homebrew Channel on your Wii.
4. If you use 480p output, change the settings as instructed in "Nintendont configuration.jpg". (The screenshot shows the reference settings nincfg.bin is pre-configured with, for 480i screens.)
5. To make your Wii auto-boot to Melee, you need to set Priiloader to auto-boot the forwarder file created by jmlee337 (included in this release). 
First, enter the Priiloader configuration menu, then go to the option "install file" and select "Nintendont-forwarder". After that, set the autoboot feature to "installed file".
After configuring the Nintendont settings properly for your setup (video and memory card settings), set "auto boot" in the Nintendont settings to ON. From now on, your Wii will directly boot into Melee!


There are 4 different sets of codes for both NTSC 1.02 and PAL included. The higher the number, the more progressive the changes. If you use higher versions than (2), you should announce it on your tournament listing and maybe talk with players whether they are okay with the respective changes. 
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1. Only UCF, nothing else: Use this one if you already have save files on your Wii or memory card, or if you use a modified iso that already has everything unlocked.

2 [DEFAULT]. UCF plus unlock and tournament settings codes: This is the default and recommended version that ensures that all characters and stages are unlocked [NTSC only]. It also saves a bit of time from booting to the Character Select Screen directly and having the tournament settings applied by default.

3. All of the above plus stage striking within the Stage Selection Screen, name tag fixes, quick rumble toggle access [NTSC only] and code for disabling Final Destination's background transitions: The stage striking code saves time by allowing them to strike and ban stages with X, Y and Z. 
Additionally, name tags are persistent (they don't get lost when closing a port or leaving the CSS).
In NTSC only, you can access rumble selection from CSS with D-pad down.
The black-to-white transition is strainful for some players and can induce mild headaches. I personally always use and recommend using this code. SS3 is the set that I prefer, however it might be a bit too intrusive for some people, so I decided against having it as the default one.
Due to this codeset giving slightly altered striking methods and altering the background of FD, you should only use it when you announce all of these code in your tournament rules from the original listing on.

4. All of the above plus input lag decreasement codes: It turned out that the polling drift fix codes used in the newer versions of Dolphin and Faster Melee work on console too, and perfectly so. You can read the details of my findings and measurements on http://kadano.net/SSBM/inputlag.
To give a short summary, the input lag decreasement code decreases average console video and audio input lag by 4-21 ms, depending on which version of the code is used and which component (audio/video) of the lag you are looking at.
4a uses Dan Salvato's original polling drift fix. With this code, both audio and video input lag are decreased by 12 ms compared to vanilla on console. The range of possible input lag is decreased from 24 ms to about 17 ms. The audio sync relative to the video is kept the same as on console, with audio on average starting 17 ms earlier than video. At the moment, 4a is only available for NTSC.
4b uses the Faster Melee polling drift fix version 1.2 [Dan Salvato, Achilles, Hannes Mann, taukhan]. With this code, video input lag is decreased by 21 ms compared to vanilla, for audio it's only 4 ms faster. Effectively, with the FM 1.2 code, video and audio input are perfectly synced. 
21 ms less video input lag is an extremely large amount that changes what's possible to do on reaction in-game, giving more than one frame more time for critical inputs. 
Set 4 should only be used for testing purposes. You can use it to test LCDs or laggy 120hz CRT TVs: if their inherent video input lag is 21 ms or less, they should feel similar to CRTs with this code enabled and might be suitable for tournament play. 
4a is better suited for screens with about 12 ms video input lag, while 4b is better suited for screens with about 21 ms video input lag.
Keep in mind that with 4a, audio input lag is decreased by 12 ms, yet the speaker / amplifier part in your TV or monitor probably won't delay the audio to a noticeable degree, if at all. So for auditive cues, slightly faster reaction times are possible. This can be helpful, but it can also make you react too quickly in some situations, if you go by the audio cue.
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These 4 versions are located in /codes/codesets/. By default, the second one is active. If you want to use a different one, delete the GALE01.gct and GALP01.gct files from /codes/, then paste the codeset from /codes/codesets/ to /codes/ and remove all the bracket text, so that just GALE01.gct / GALP01.gct remains.

GALE01.gct affects only NTSC isos or game discs while GALP01.gct only is for PAL isos or game discs. 
If you use a game image with a different game ID (for example PALE01, GALE47), you will need to rename the .gct file to the respective ID so that it's activated. The .gct file itself does not contain information about the game ID, the game ID is taken only from the file name. So be careful not to name PAL files to GALE01.gct or NTSC files to GALP01.gct as loading the wrong regional version of the codes can lead to crashes.

If you want to include other additional codes, use codemanager.exe in the /codes/codesets/txt folder to open the codeset you want to use as base, add Gecko format codes, then export them to GCT. Afterwards, rename them to GALE01.gct, replacing the original version included in /codes/.
GALE01.gct and GALE01[UCF-v0.66-BETA-plus-unlock-tournament-settings].gct are the same files, Nintendont will only load the GALE01 one. (The copy is just included as a backup and for quickly telling the version number and included codes.)

This is UCF version 0.66b. You can check whether this is still the newest version of UCF by going to http://www.20xx.me/ucf.html
If there is a newer version and you want me to release an update of this pre-configured pack, just tweet at me (@Kadano).

FAQ:

Q: Why are some codes NTSC only?
A: These codes have not been ported to PAL yet as Gecko codes. If you want to play PAL with tournament settings enabled by default, your best option is to use a .iso with a DOL mod that has the tournament settings.

Q: Is there a visual indicator if I use this package of UCF? Can I use it to run tournaments?
A: Yes, as of release 2, there is an indicator code written by UnclePunch for all game versions.

Q: All game versions? What about NTSC-J and NTSC 1.00 / 1.01?
A: NTSC-J 1.02 uses the same codes as NTSC-U, so you can simply rename GALE01.gct to GALJ01.gct and it should work with Japanese SSBM.
NTSC 1.00 and 1.01 are not yet supported, but support is planned for the next release.

Q: How can I ask other questions?
A: You can contact me on Twitter (https://twitter.com/Kadano).