Super Smash Bros Brawl [RSBE01]

Started by Warchamp7, August 05, 2008, 10:16:31 PM

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smk

Quote from: meleemaster500;11905Does anyone know if the new gecko os w/ocarina allows more lines of code to be run?

It doesn't. You will never be able to have more than 256 lines (rough estimation) of code for a single game because that's the limit WiiRd's code handler has (which is what Ocarina is made from).

meleemaster500


shadowkhan256

When you make your character "Squirtle" (with Pok?mon Trainer), and you switch out, will it be something like "Get back!  Go, Squirtle!  *Squitle dies* Go Squirtle!"?

meleemaster500

#1098
I don't understand the post above at all.

chaotictails

I am wondering how to use the texture modifier code.
How to I download and upload the files?
I didn't make this (obviously lol)
QuoteFinally done!:890: Texture hacking is finally complete(with the
exception of the extra
 compressed texture files).

Anyways, it's kind of complicated but it's pretty easy once you get
the hang of it.
Also, this code would work 100% if Ocarina had a upload file function.

I'll try to explain it the best I can and
I'll try not to make this very long.

Code:

Texture Finder:
4A000000 XXXXXXXX
30000000 00000001
58010000 00000008
DE000000 80009380
6610001A 00000000
58010000 0000014C
80000000 000000YY
86100000 00000104
4A101000 00000010
92210000 00000000
86300000 00FFFFFF
86100000 00000020
86000000 80000000
80000001 00000000
88000001 00000000
6000FFFF 00000000
86000001 00000020
4A000000 00000000
48101001 00000030
48101001 00000034
48101001 00000038
48101001 0000003C
90010002 00000000
80000003 00000000
80000004 80001810
80000005 80001814
A0000000 45000000
80000004 80001812
A0000000 45000000
66000002 00000000
E2000002 00000000
62000000 00000000
80000004 00000000
80000005 00000000
E0000000 80008000

XXXXXXXX Player
YY Texture File to find
Texture File Location is stored at 80001808
Texture File End is stored at 8000180C

XXXXXXXX
80494EEC P1
80494F54 P2
80494FBC P3
80495024 P4
etc.

This code is for finding the texture files for each character. The textures for
each character are stored in multiple parts so you've got to find each one(I'll
make a list someday)

Usually a character will have 2 primary texture files that modify their main
textures - you do, however, have to sort through other unusable files like the
ones my editor can't modify yet(the unusable ones are much shorter than the
normal ones - so there's a hint) My best advice is to start with YY = 00 and
dump each file from there up to about 10 - then just keep the larger files.

Note
To keep things organized you may want to code each file you dump to
something like .bin - so Green Links texture file #2,
for example, would be LinkG2.bin.

After finding your textures you can modify them using the utility and what not.

Now to upload it back into the game(this is the code that would work perfectly
 with Ocarina as well)

Code:

Texture Setter:
80000002 80494EEC
80000003 90180FB8
60000006 00000000
4A001003 00000000
38000000 00FFXX00
38000004 FF0000YY
4A001002 00000000
30000000 00000001
58010000 00000008
DE000000 80009380
58010000 0000014C
80000000 00000001
86100000 00000104
4A101000 00000010
92210000 00000000
86300000 00FFFFFF
86100000 00000020
86000000 80000000
80000001 TTTTTTTT
6000SSSS 00000001
8A002010 00000000
86000000 00000020
86000001 00000020
62000000 00000001
E2000003 00000000
80100002 00000068
80100003 0000005C
62000000 00000000
E0000000 80008000

XX Character Affected
YY Color Affected
ZZ Texture File Written to
TTTTTTTT Location of uploaded file
SSSS uploaded file size \ 20(Hex) - 1

TTTTTTTT
can be anywhere from 93573000 - 935E0000(Empty)

SSSS can be found by subtracting the End file address from the Start file
address(or you can just look at the size in a hex editor) and then doing the
divided by 20(Hex) - 1 part

Using this code you only have to upload the texture file once at
the start of the game - instead of each time the match starts.

Oh, and this code is also affected by the Sheik/Zelda or
charzard/Ivysuar/Squirtle problem.

whew, it's good to have it done:cool: I'll try and
release a few examples soon.

meleemaster500

if you don't have usb gecko, you cannot do it

hetoan2

Quote from: chaotictails;11919I am wondering how to use the texture modifier code.
How to I download and upload the files?
I didn't make this (obviously lol)
for that you need wiiRD and a usb gecko, but once you have that you have to have the texture finder code activated and then you have to click show wiird button. then type in "dump nameyouwantfiletobe.bin (address first pointer goes to 80001808) (address second pointer goes to 8000180C) you have to go under memory viewer and put in those  and see what address's come up and they go in the perenthesis. there's something with ZZ that Phantom said but i have been able to dump the bin files, just not the right ones >_<

Hippochinfat

Quote from: Phantom Wings;11861The code you're looking for for modifying CDs to throw able weapons is the partial item replacement code, you should be able to find it in the code forums somewhere. Anyways thats the code you use to make things like a gold hammer that you can swing like a home-run-bat.

I used the "Item Switcher" code since I couldn't find the partial item replacment code you were talking about. I switched the homerun bat with CDs and Homerun bats DO appear as CDs, I still can't pick them up.

Quote from: BrwlUsr1206;11803If you use the  Replace Entrances with Standing Animation code you can see mario's pipe, dedede's waddle dees, star fox arwings etc. However, you can only taunt once to see the intro with his pipe since really you're only supposed to see the entrance once.  Anytime you taunt after that his pipe won't appear again as if you were just using the action modifier code by itself.  You're trying to find out what code MASTERLINKX used in his video so you can see his pipe as many times as you want, right?  Sorry, that's all I know of.

Thanks, but is there any way I can make things from victory poses appear in regular brawls when replacing taunts with victory poses?

meleemaster500

QuoteThanks, but is there any way I can make things from victory poses appear in regular brawls when replacing taunts with victory poses?

I know that certain moveswaps, like fox's moveset, can cause arwings to appear when you use particular moves. for example, snake with fox's moveset spawns a large arwing (which steals textures from stuff) when a downsmash mine is planted, the arwing acts exactly as a mine, just looks different. sonic's spring also spawns arwings instead of springs.

so maybe mario's moveset could create a pipe.

Cooler 101

When I use the ultimate superman code and do a certain move/taunt, that move/taunt becomes the SSE green.

Example:
(His down-b not matching Dedede's body is normal, it also appears when doing it in invisible brawl)

Is it just metal with SSE colors giving it a shadow shade?

rizard

does anyone have a .txt file with all or most of the codes for this game?
The oen that comes with ocarina doesnt have them all and warchamp7's code list doesnt have them all either. Plus i really cant be bothered adding them all myself.

Soz if this is in the wrong thread

Cooler 101

Quote from: rizard;11952does anyone have a .txt file with all or most of the codes for this game?
The oen that comes with ocarina doesnt have them all and warchamp7's code list doesnt have them all either. Plus i really cant be bothered adding them all myself.

Soz if this is in the wrong thread

1. He's made 4 lists all with different codes, use them.
2. You can't be bothered adding them yourself, huh? Don't be so lazy.

Naraku2000

wow, the rebooter doesn't live 24 hours and someone already made a code supporting it? kirch, you're awesome.

Quote from: Cooler 101;11936When I use the ultimate superman code and do a certain move/taunt, that move/taunt becomes the SSE green.

Example:
[Not gonna quote the picture here]

Is it just metal with SSE colors giving it a shadow shade?

nope, it's metal with SSE color with color overlay, color value #13 ("blue"). At least the last 2 lines of the code 4A000000 90180FB8
1000000A 00000013
tell me when comparing to the standalone color overlay code which is the exact same (and while we're at it, posting codes without giving credits is bastardy, so I'm gonna say it's Heinermann's).

Quote from: Hippochinfat;11934Thanks, but is there any way I can make things from victory poses appear in regular brawls when replacing taunts with victory poses?
Like the special taunts (Fox', Falco's, Wolf's and Snake's intermissions on the respective stages) victory poses are designed ONLY for the respective stage, any else stage than the result screen will not work and crash.

meleemaster500

so the rebooter/rebooter codes are only available to usbgecko users, right?

Naraku2000

Quote from: meleemaster500;12001so the rebooter/rebooter codes are only available to usbgecko users, right?

Quote from: Nuke;11950As an added bonus for None USB Gecko users i've added ocarina to work with rebooter. Just make sure its enabled in the 'config' menu like before

...