I've finally finished my guide to making a super code! :D
It's very detail, yet noob-friendly! :P
Super Code Guide v1.0 (http://files.filefront.com/Super+code+Guidezip/;12104017;/fileinfo.html)
Super Code Guide v1. (http://files.filefront.com/My+guide+2zip/;12729382;/fileinfo.html) IS HERE! :D
it's great but google chrome said the site was reported as a harmful site...
(still downloading anyways i figure i can always deal w/ it if i get a virus)
could you upload it on some other site?
Here (http://files.filefront.com/Super+code+Guidezip/;12104017;/fileinfo.html) you go Hetoan2! :)
Hopefully that's not bad either...
umm dude i just got warning from my virus protection from it...
which website? BOTH?! ;)
top one dude... id suggest removing link :S
Done... I now have put the useful one on top post...
The SDBP portion is very lacking, i noticed in phantom and your super codes, you use SDBP's all the time.
The guide is hard to understand, the SDBP section should be expanded.
Well, I've your the only one asking me this so I'll pm ya! :)
would this work for pal users?
Yes... it should... Unless Finding BPs are different in PAL than NA...
Power Marshall im a PAL hacker and im interested in making super codes for us, but im pretty sure that your setup:
80000000 90180FB8
80000001 81000000
60000006 00000000
4A001000 00000000
38000000 00FF0000
4A001001 00000000
--
--
--
--
E200000F 00000000
80100000 0000005C
80100001 00052000
62000000 00000000
E0000000 80008000
Will not work entirely for Brawl as it is, because the values should be different sadly. Could you maybe pm me, sent you a pm before i was aware of this but ive just read the guide and all. Maybe we can check if we can work something out for PAL? I have both NTSC-US and PAL versions of Brawl if it can help us. A solution for this would be nice.
Hmm... Maybe you should make a USA code, then have someone port it to PAL.
so why wouldn't he just make a PAL code then?
it's not like anyone that only has PAL can port over a super code.
(unless someone here gives me VERY specific search tips)
The first thing that fails us in the search for a code is the ActBPF aka 8077F780. This must be ported to PAL,
secound probably the AniBPF = 80729E6C also needs to be ported. This is maybe our missing link to super codes if what im saying below is correct.
I looked over some codes for PAL brawl and it seems like the rest of the setup must be correct.
The code below is a PAL code that did seem to be quite the same as the super code setup in your guide.
[always super sonic ported by quadra]
80000000 9018F1D8
80000001 80FF1980
60000006 00000000
4A001000 00000000
38000000 00FF2B00
4A001001 00000000
142878C8 000000FF
14285548 000000FF
30283054 00000118 (118 = Botton = mmm in your guide)?
14282248 000000FF
E2000001 00000000
30283054 00000120
1427EF98 4F000000
30283055 00000115 (115 = Botton = mmm in your guide)?
14282248 0000027F
30283055 00000123 (123 = Botton = mmm in your guide)?
30283229 40ECCCCC
14283228 41100000
30283229 40BF5C28
14283228 41000000
E2000002 00000000
80100000 0000005C
80100001 00052000
62000000 00000000
E0000000 80008000
* You see there is alot of same asm codetypes right Power Marshall? And as ive previously stated i have both ntsc-us and pal brawl so if thats to any use we could try to do something about this.
So yeah i was wrong not everything needs to be ported over i hope, just those 2 above if im correct. as you know some of those 14's can be from the breakpoints that was needed to be changed or whatever. But this is a different code in a way but so many things seems to be the same. And i feel ive forgotten to mention something important here but i cant set my foot on it.
Those mmm codes seems slighty different so its just a guess.
I havnt seen quadra in awhile.
What do you think?
So your saying that the '14's' need to be ported? And the "mmms?" If so, comfirm your thoughts with Phantom, as I have no way of porting these.
Alright, Fred? Don't worry, we'll see this through. With God's grace, we'll see this through. :D
The first thing that dosnt work out with the guide of yours for PAL is the search for Action and Animation in breakpoint tab. With the 14's in your guide as result:
30actacta 00000mmm
30aniania 40000000
14aniania SS000000
E2000002 00000000
You remember this from your guide right? actacta and aniania we need to port the breakpoint search for them.
Because if we do we should have the thing which we just need to fix this
1st one:
Quote from: From your guide
This babie is "the root of all evi-" I mean Super codes lol...
Anyways, this is the "Action Bp" Finder:(much less called ActBPF!)
8077F70 ABPF
Put this 8-digit number in the space under "Set Breakpoint" like the picture above...
Once it's in, you need to do 2 more things besides clicking "Set Breakpoint"
This is your complete code in the guide and the only difference (that i can think of) is actually those 4 lines we have there, those is not correct with PAL, if im right about this like ive said in the topic. If we have a talk with Phantom this can maybe work out.
Mario's many fireballs [Power Marshall]
80000000 90180FB8
80000001 81000000
60000006 00000000
4A001000 00000000
38000000 00FF0000
4A001001 00000000
<30262604 00000117
<1425E978 4F000000
<14261824 4F000000
<E2000002 00000000
E200000F 00000000
80100000 0000005C
80100001 00052000
62000000 00000000
E0000000 80008000
if you want to port the aniBPF and the actBPF you only need to know what value is at the NTSC version, because it is the same ASM instruction, so if you know the instruction you can find it in the PAL version (because it is the same value)
Quote from: Romaap on November 22, 2008, 11:07:56 PM
if you want to port the aniBPF and the actBPF you only need to know what value is at the NTSC version, because it is the same ASM instruction, so if you know the instruction you can find it in the PAL version (because it is the same value)
Im afraid i cant follow you since i have never managed to port a code yet, but all i can tell is that the aniBPF and the actBPF did not match with the guide it had no "stw" on the breakpoint tabel. Thats all i have to say now, i dont know how the addresses were made.
what I meant was, you have to search for that instruction. what instrucion is in the aniBPF and the actBPF (in NTSC)?
The instruction says to set a executeable breakpoint at a ntsc address to find actBPF and aniBPF, but the address gives up other results in PAL than the guide at NTSC, so i cant see how they are the same for each version.
he means if the aniBPF hold the value (intruction actually) XXXXXXXX you need to search for that value in the PAL version.
just search for the value at 8077F780 (actBPF) in WiiRD.
If there is more than one address just breakpoint them all to look if it breaks.
wouldn't most of those values break?
I meant that they have to brake when 8077F780 breaks in NTSC game. (I think that would be when you use a move)
Yes it breaks but it does not give the same results. not even a swt asm code.
the instruction at 8077F780 is a stw. so it is stw rX, value(rY).
example: the instruction is: stw r1, 100(r0)
use link's ASM converter, it will give :
C2000000 00000001
90200064 00000000
so
stw r1, 100(r0) = 90200064
then search in WiiRD Gui for "90200064"
there will be a couple of addresses (if there is just one youre lucky :P)
just pick one of those addresses and put it in the execute breakpoint, and use an attack.
if it breaks while attacking it is probably the one you're looking for.
[spoiler]I don't know for sure but it is the most logical thing :D[/spoiler]
Quote from: Romaap on November 23, 2008, 10:38:20 PM
the instruction at 8077F780 is a stw. so it is stw rX, value(rY).
example: the instruction is: stw r1, 100(r0)
use link's ASM converter, it will give :
C2000000 00000001
90200064 00000000
so
stw r1, 100(r0) = 90200064
then search in WiiRD Gui for "90200064"
there will be a couple of addresses (if there is just one youre lucky :P)
just pick one of those addresses and put it in the execute breakpoint, and use an attack.
if it breaks while attacking it is probably the one you're looking for.
[spoiler]I don't know for sure but it is the most logical thing :D[/spoiler]
The main point for bringing up the question was that it was claimed that PAL could not use these super codes, i figuired out that most of the code is the same but when i followed the guide exactly i would not get the "required" results from a breakpoint test in actBPF and aniBPF. But if what you just said is true ill test it out when i have the time, just need to find Links ASM converter first and some other stuff. Im always taking suggestions so thanks for trying to help :)
if anyone gets the breakpoint for PAL could they please post it here? thank you
the entire code needs to be ported, not just the breakpoints
Quote from: Igglyboo on December 05, 2008, 01:42:43 PM
the entire code needs to be ported, not just the breakpoints
Are you so sure about that? Infinite Super Sonic posted on the previous page had similar codes.
Just to let you all know I'll be realising My New 1.1 guide. This means All "lolz" and junk will be taken out. And I'll add more Contents to show y'all the real way to make supers. Sadly though, it won't cover how to port it to PAL or JPN. Sorry...
hey but i like the lolz and junk, it makes the guide quite ejoyable to read, im sure others would agree.
but obviously its up to you. gl and thx
Yeah well, others don't like it BUT the old one will stay so there will be two Links. One for New and Old! :)
can you please help me on this bit:
Again, what it means is(again, doesn't look like it...) you need to add 4 to "r3"
Look at the bigger box, and find r3's number...
WARNING! WARNING! Hey, it appear's that r3's number is way to high! Compare it to the new Action number you got before and you'll see it's different...
i didnt understand that, first it says add for to r3 then u immediately warn us about r3 being too high and tell us to compare it to our new action number.
reckon you could clarify things up? thx nd sry, i know this guides noob friendly but im too nooby.
also in this bit: See this part instead of adding 4 you add "36" to "r31!"
Where's r31? It's where r4 is... It's where any other 'r' is!
Ok, so once you have the new number, keep it safe! Now go to the mem. viewer...
Put the 8-digit number in the space your lovely memory viewer provides!
when u say go to the mem viewer to put the 8 digit number, do u put the number u got AFTER u added 36 or before.
thx
Quote from: jassim on December 09, 2008, 06:01:57 PM
can you please help me on this bit:
Again, what it means is(again, doesn't look like it...) you need to add 4 to "r3"
Look at the bigger box, and find r3's number...
WARNING! WARNING! Hey, it appear's that r3's number is way to high! Compare it to the new Action number you got before and you'll see it's different...
1- i didnt understand that, first it says add for to r3 then u immediately warn us about r3 being too high and tell us to compare it to our new action number.
reckon you could clarify things up? thx nd sry, i know this guides noob friendly but im too nooby.
also in this bit: See this part instead of adding 4 you add "36" to "r31!"
Where's r31? It's where r4 is... It's where any other 'r' is!
Ok, so once you have the new number, keep it safe! Now go to the mem. viewer...
Put the 8-digit number in the space your lovely memory viewer provides!
2- when u say go to the mem viewer to put the 8 digit number, do u put the number u got AFTER u added 36 or before.
thx
1- First add 4 to the animation then compare it to your act BP. EX act: 813C6589 Ani: 813CFD58
See the differents?
2- Yes
Notes for your next version:
For Pal the values on breakpoint are:
8077A780 and [(searching for value XD)]
ooog thx agrsm, i quit making super codes for usa when i found out every character has a super code :p hopefully i can make some for PAL
Quote from: agrs700 on December 22, 2008, 12:09:39 AM
Notes for your next version:
For Pal the values on breakpoint are:
8077A780 and [(searching for value XD)]
nice :D
ok, the pal values are: 8077A780 and 8071A3B4, now you can put then to the tutorial,
1 think Power Marshall, you put in the word file 8077F70 instead of 8077F780
I'm not sure of the second value, if anyone has the usa game plz contact me for comparition thanks
does this code stay the same?
30actacta 00000mmm
30aniania 40000000
14aniania SS000000
E2000002 00000000
or does that have to be ported as well
Quote from: jassim on December 22, 2008, 09:32:22 PM
does this code stay the same?
30actacta 00000mmm
30aniania 40000000
14aniania SS000000
E2000002 00000000
or does that have to be ported as well
No need to port
gr8, so is that it now? we can use this guide for PAL brawl?
yes.
Making a super mario code for testing my values sould be great
Quote from: agrs700 on December 23, 2008, 12:14:56 PM
Making a super mario code for testing my values sould be great
I'll make one today :)
how do we find the second value?
Next guide has been released. :D
k i tried the first step for marios fireballs by adding 38 to r30, i got 81256304, where do i go from therE?
Test it in Memory viewer. Turn on " auto update" and Do something. If '000' changes, then you found his actBP! :)
thx power marshall, dang u know how to explain things so well thank you
Tell me something I don't know. :p
so, any pal super characters done? :D
I'm trying to replicate the Super Fireballs code in the tut, but so far nothing is happening...
I'm using a PAL Brawl, Gecko OS 1.0.7 and WiiRD GUI Beta v0.9a and this is the code I have so far:
80000000 90180FB8
80000001 81000000
60000006 00000000
4A001000 00000000
38000000 00FF0000
4A001001 00000000
30256322 00000112 //I've also tried jassim's address of 81256304 (which should be the correct one) without improvement
302526C0 40000000
142526C0 A0000000
E2000002 00000000
E200000F 00000000
80100000 0000005C
80100001 00052000
62000000 00000000
E0000000 80008000
Step by step:
Finding ActBP
http://img504.imageshack.us/img504/3271/actbpgs9.png (http://img504.imageshack.us/img504/3271/actbpgs9.png)
Which gives 812562CC+56=81256322
Finding AniBP
http://img504.imageshack.us/img504/8254/anibptj9.png (http://img504.imageshack.us/img504/8254/anibptj9.png)
Which gives 81252638+88=812526C0
Memory-viewing ActBP on buttonpress
http://img353.imageshack.us/img353/577/memoryviewactkj2.png (http://img353.imageshack.us/img353/577/memoryviewactkj2.png)
Memory-viewing AniBP on buttonpress
http://img183.imageshack.us/img183/1676/memoryviewanizg4.png (http://img183.imageshack.us/img183/1676/memoryviewanizg4.png)
The "Special delay BPF" 80139824 doesn't break, so I can't test adjusting the code with it.
The most advanced thing I've done with WiiRD before this is Inf Starbits And Health in Super Mario Galaxy, so be gentle to me :p .
Some MMMs I looked up:
011 Crouch
01A Shield
024 A
027 Side A
028 Up A
029 Down A
030 Up Smash A
02A Side Smash A
02E Down Smash A
034 Z Grab
096 Grab item
09B Release item
0A4 Fire Super Scope (Use item?)
112 Neutral B
113 Side b
114 Up b
115 Down B
116 Activate Final Smash
all the super codes are done, why are people still doing this?
>_____________>
PAL maybe?
for PAL
This guide is for NTSC
should work for both as long as you dont take specific values and registers into consideration even though registers should be pretty close
yh were tryna get the values to pal
i've already given the address LOL
8077A780 and 8071A3B4
Quote from: agrs700 on December 31, 2008, 02:18:53 AM
i've already given the address LOL
8077A780 and 8071A3B4
But neither gives a correct adress for me... please read my previous post on page 4 for more info.
i searched for the animation breakpoint finder for marios b move for the pl version of brawl. in the guide it says add 4 to r3s number, and when i look at the screen shot, it shows r3.4(r3) and to the left of it it says stfs however when i did it for the pal version i got
8071A3B4: 80630058 lwz r3,88(r3)
8071A3B8: 4E800020 blr
8071A3BC: C023004C lfs f1,76(r3)
8071A3C0: 4E800020 blr
8071A3C4: D023004C stfs f1,76(r3)
8071A3C8: 4E800020 blr
8071A3CC: 88030054 lbz r0,84(r3)
8071A3D0: 50803E30 rlwimi r0,r4,7,24,24
8071A3D4: 98030054 stb r0,84(r3)
8071A3D8: 4E800020 blr
8071A3DC: 88030054 lbz r0,84(r3)
8071A3E0: 5403CFFE rlwinm r3,r0,25,31,31
8071A3E4: 7C0300D0 neg r0,r3
8071A3E8: 7C001B78 or r0,r0,r3
8071A3EC: 54030FFE rlwinm r3,r0,1,31,31
8071A3F0: 4E800020 blr
does that mean i add 88 to r3s number?
Thats because those breakpoints are wrong.
oh right :(
you could ask phantom how he found what to break on...
perhaps i could, but im not sure if phantom wings still comes here, ill try tho.
hi,
great guide, only problem is that Special delay BPF isnt in PAL yet?
That's now what we're discussing now, loz. :)
Someone give me a ram dump of pal and i will find the damn breakpoints.
It will take me literally 1 minute.
Quote from: Igglyboo on January 11, 2009, 01:50:58 AM
Someone give me a ram dump of pal and i will find the damn breakpoints.
It will take me literally 1 minute.
Just contact me on mirc later ill do one for you.