Super Smash Bros Brawl [RSBE01]

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

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smk

Quote from: Bakkon;8291I turned on all the super character codes that are out so far and nothing else. When I tried to load up the game with cheats with Ocarina, it said something about the GCT file being too big. Is there away to allow it to except larger GCT files or do I just have to use smaller codes?

Ocarina can only load up to about 256 lines of codes, so, having all the Super codes in one .gct file is impossible. You'd only be able to have three on at most, possibly four (doing the math in my head says so but, this is based on a 25 line code, if it's more than that obviously the amount of codes is less). So, the most I'm going to say you could have on for Super codes is 3, any more and I think it'll be too big.

Renald100

Quote from: hetoan2;7984Get the Replay on your SD Memory Card and Put it in an attachment 0.o i'm sure it will help.

Ok i'll post it in a few hours.  Oh, and I was wondering if I posted this in the right place or should it go in the Codes Developement Forum?

smk

Quote from: Renald100;8336Ok i'll post it in a few hours.  Oh, and I was wondering if I posted this in the right place or should it go in the Codes Developement Forum?

This is fine for now.

meleemaster500

yeah, i got a bit of trouble with the character modifier code, the one phantom wings posted that changes the values of character parts to either on or off.

could someone post an example code? cause the y values seem to have more than one digit for particular parts.

‮nukaaD

Quote from: meleemaster500;8429yeah, i got a bit of trouble with the character modifier code, the one phantom wings posted that changes the values of character parts to either on or off.

could someone post an example code? cause the y values seem to have more than one digit for particular parts.


Character one - Ike has no sword
4A000000 90180F20
38000098 00FF2500
48000000 80672FA8
DE000000 80009380
58010000 00000148
10000047 00000000
E0000000 80008000

meleemaster500

Quote from: Peach;8439Character one - Ike has no sword
4A000000 90180F20
38000098 00FF2500
48000000 80672FA8
DE000000 80009380
58010000 00000148
10000047 00000000
E0000000 80008000

Character Graphics Modifier:
48000000 XXXXXXXX
DE000000 80009380
58010000 00000148
1000000Y 0000000Z
E0000000 80008000

that isn't EXACTLY the same as the original code, so what did ya add (of course besides the entered in values)?

Kama

Oops, forgot to read the rules

I didn't mean to request a code that lets G&W hammer always be a 9 in this section, sorry

Dark Lugia

Quote from: twoacross;8286is there a code like this for JPN Brawl?

You could try the code in Japanese game first...if it doesn't work, then look for "True Item Mod" Code for Japanese version, and then put in the value.

‮nukaaD

Quote from: meleemaster500;8451that isn't EXACTLY the same as the original code, so what did ya add (of course besides the entered in values)?

Those first two lines will make it so the code doesn't try to activate unless character one actualy is Ike.

meleemaster500

OK.

Btw, I still need to know:

-if the size of a character's model (specific parts) can be changed by code.

-if there is a food modifier.

-if you can texture swap with say "character 2" instead of changing a particular character into another and making another code file each time.

-codes that work to moveswap movesets onto Bowser, Kirby, Zelda, Shiek , Samus, Zamus, Ice Climbers, Squirtle, Ivysaur, and Charizard correctly.

-and if there's a U.S. code to take pics out side of the pause menu.

Naraku2000

Quote from: meleemaster500;8526OK.

Btw, I still need to know:

-if the size of a character's model (specific parts) can be changed by code.
probably not. if there aren't any unused things like bigger heads so the game actually recognizes this, then I think it's impossible.

Quote-if there is a food modifier.
-> item modifier? or what do you mean?


Quote-if you can texture swap with say "character 2" instead of changing a particular character into another and making another code file each time.
wha? isn't it like that already?

Quote-codes that work to moveswap movesets onto Bowser, Kirby, Zelda, Shiek , Samus, Zamus, Ice Climbers, Squirtle, Ivysaur, and Charizard correctly.
Squirtle, Ivysaur and Charizard work. Kirby works. Zamus works. Samus should work too. Bowser and Ice Climbers don't work because their movesets are probably saved somewhere else, I think it's because of Nana (the other Ice Climber, because the moveset actually belongs to Pepe) and Giga Bowser which refer to the same respective movesets, with Giga Bowser having different effects. If something doesn't work for you it's probably because the moveset size is too big for the character. Often movesets don't work because the Frankenstein's monsters can't perform any entrances, so try in training mode.

Quote-and if there's a U.S. code to take pics out side of the pause menu.
You can't let a game do something if the game isn't programmed for something like this. For example, they never programmed a camera mode for the menus.

meleemaster500

Quote from: Naraku2000;85531. probably not. if there aren't any unused things like bigger heads so the game actually recognizes this, then I think it's impossible.

2. item modifier? or what do you mean?

3. wha? isn't it like that already?

4. Squirtle, Ivysaur and Charizard work. Kirby works. Zamus works. Samus should work too. Bowser and Ice Climbers don't work because their movesets are probably saved somewhere else, I think it's because of Nana (the other Ice Climber, because the moveset actually belongs to Pepe) and Giga Bowser which refer to the same respective movesets, with Giga Bowser having different effects. If something doesn't work for you it's probably because the moveset size is too big for the character. Often movesets don't work because the Frankenstein's monsters can't perform any entrances, so try in training mode.

5. You can't let a game do something if the game isn't programmed for something like this. For example, they never programmed a camera mode for the menus.

1. there is not a big head mode in brawl, this would be some sort of a modifier to how the game loads character models, like the graphics modifier can do.

2. every time you spawn food, the food is random, the item modifier can only spawn "food", and not make, for example, Pie fall every time "food" spawns.

3. character 2, as in what texture swaps do, they still from a the 2nd character, and applies that texture to the other player. moveswaps need to be specified as in pikachu will always be replaced by mario or something.

4. of course many movesets break the game when they try to load the entrance animations, but the code which makes Bowser, Kirby, Zelda, Shiek , Samus, Zamus, Squirtle, Ivysaur, and Charizard have their moveset changed does not work, no movesets applied to them will affect them in any way. Ice Climbers just break whenever movesets are applied, either because they are not compatible, or the code does not work

5. I only mentioned it because rupeeclock has several pictures of characters during cutscenes and even the menu and safety warning screens. he has the japanese version of brawl and a usb gecko, i thought there could have been a way.

smk

Quote from: meleemaster500;85845. I only mentioned it because rupeeclock has several pictures of characters during cutscenes and even the menu and safety warning screens. he has the japanese version of brawl and a usb gecko, i thought there could have been a way.

There isn't, what he did was used the picture function of WiiRD I believe (because WiiRD is much like GCNrd, which with GCNrd you could take in-game snapshots and take shots of generally anything). You normally cannot do this without WiiRD and of course, a USB Gecko to connect the two. A code isn't going to allow this.

meleemaster500

oh and to finally dispel the rumors about filesizes having to do with whether a moveswap works or not, here's some data:

in this order, these characters are the most likely to not work (most to least) (number is the number of movesets that don't work for them)
1.Lucario (6)
2. yoshi (5)
3. captain falcon (4)
4. fox (4)
5. wolf (4)
6. falco (3)
7. DK (3)
8. Ike (3)
9. ness (3)
10. (i believe pit had one, but i never wrote that down)

and here are the movesets who have characters that freeze the game (most to least)
1. Bowser (so far no one works, it could be a problem with the code)
2. Peach (9)
3. Wario (9)
4. Dedede (9)
5. Zelda (5)
6. Pikachu (2)
7. Ganon (1)

this is based off of the info so far, collected here: http://smashboards.com/showthread.php?t=189443

as you can see, there is no correlation to character file size and their ability to moveswap

Naraku2000

Quote from: smk;8588There isn't, what he did was used the picture function of WiiRD I believe (because WiiRD is much like GCNrd, which with GCNrd you could take in-game snapshots and take shots of generally anything). You normally cannot do this without WiiRD and of course, a USB Gecko to connect the two. A code isn't going to allow this.
There is a way without WiiRD and stuff, you simply use a capture card and take a shot. simply as that.

Quote from: meleemaster500;85841. there is not a big head mode in brawl, this would be some sort of a modifier to how the game loads character models, like the graphics modifier can do.

2. every time you spawn food, the food is random, the item modifier can only spawn "food", and not make, for example, Pie fall every time "food" spawns.

3. character 2, as in what texture swaps do, they still from a the 2nd character, and applies that texture to the other player. moveswaps need to be specified as in pikachu will always be replaced by mario or something.

4. of course many movesets break the game when they try to load the entrance animations, but the code which makes Bowser, Kirby, Zelda, Shiek , Samus, Zamus, Squirtle, Ivysaur, and Charizard have their moveset changed does not work, no movesets applied to them will affect them in any way. Ice Climbers just break whenever movesets are applied, either because they are not compatible, or the code does not work

5. I only mentioned it because rupeeclock has several pictures of characters during cutscenes and even the menu and safety warning screens. he has the japanese version of brawl and a usb gecko, i thought there could have been a way.

3. You didn't write anything about moveswap before, thus I assumed you adressed texture swap (what you actually accidently did).

4. oh, you mean movesets filled in characters instead filling several movesets ON the respective characters.

5. Capture Card, baby.