WiiRd forum

Wii & Gamecube Hacking => USA Wii Cheat Codes => USA Wii Code Support => Topic started by: hetoan2 on April 05, 2009, 10:48:41 AM

Title: Super Smash Bros Brawl [RSBE01]
Post by: hetoan2 on April 05, 2009, 10:48:41 AM
From Old Support Thread:

Attention! It is highly recommended that you back up your game save before using any codes.

According to SMK, the following codes have been confirmed to cause problems
Quote from: SMK
Quote1) Music Modifiers (the My Music one and the one that you can only play one song while you're playing. This is mostly if you mess the code up).
2) Stage Modifier (WiFi and offline)
3) Character Modifier (FOR SURE now)
4) Stage Builder codes (Unlimited Parts and Overlapping, I think the version 2 codes might reduce the possibility though so, I don't think these are a worry anymore, probably 20% chance of it happening now. Just don't go overboard with the unlimited parts code)

I recommend using XXXX characters dont wreck My Music by spunit262:

Alloys don't crash and Others don't wreck My Music V2 [spunit262]
06407BD0 0000000E
04030F0D 1E1B1F1B
201B211B 221B0000
C2815524 0000000D
7C641B78 2C030011
4182000C 2C030012
40A20008 38600010
2C03002C 40A20008
3860000C 2C03002D
40A20008 38600017
2C03002E 40A20008
3860000A 2C03002F
40A20008 3860000E
2C030030 40A20008
38600000 2C030031
40A20008 38600006
4E800020 00000000
C29472D8 00000003
2C04002E 4180000C
90810058 38000000
9801005D 00000000

Independent Pokemon Engine +no wreck My Music V2 [spunit262]
06407BD0 0000000E
04030F0D 1E1B1F1B
201B211B 221B0000
C2684964 00000007
881400B8 2C00003F
41A00028 2C03001D
40A20008 3860001E
2C03001F 40A20008
38600020 2C030021
40A20008 38600022
987400B8 00000000.
-----

Due to the popularity of the SSBB USA thread, it was decided that it was probably a better idea to have two threads to separate all the clutter.

This thread is for assistance if you're having trouble with a code not working or have a question.

If your issue is not about a game (hardware, etc.) check the Collective First.

I made a new topic since 147 pages of posts is a lot to go through. However, you may still go through the old posts here:

http://wiird.l0nk.org/forum/index.php/topic,258.0.html (http://wiird.l0nk.org/forum/index.php/topic,258.0.html)

Feel free to link to a post in there if their solution has been answered before.
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: TyDoMaster on April 06, 2009, 04:41:31 AM
Can someone who is smarter than me convert this code from the JPN version:

Unrestricted Replay Camera
0409E8CC 60000000
0409E8D4 60000000
0409E944 FC201890
0409E950 FC600090
0409E954 FC000890
0409E960 FC001890

into the NA version please?

Thanks
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: Deku on April 08, 2009, 07:01:31 PM
Is there a way to get camera control on Captain Falcon's or Olimar's final smash? I can't seem to find any codes.
(Is this the correct place fro requests?)
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: Universeman on April 11, 2009, 10:39:29 PM
Hey everyone,

I was looking over some codes to get rid of Mr. Resetti and that Devil Bat Assist Trophy and found the following code that might work:

Assist Trophy Spawn Modifier (WiFi) [FMK]
4A000000 90FDCD3C
14000000 XXXXXXXX
E0000000 80008000


I don't think the WiFi part makes a difference, as I haven't tested it out yet. Anyway, I assume that to get the trophies I want, I will need to add all the values of the ones I want from the list here:

01000000 Tingle
02000000 Waluigi
04000000 Dr. Wright
00100000 Saki Amamiya
00200000 Shadow
00400000 Stafy
00800000 Infantry & Tanks
00010000 Metroid
00020000 Nintendog
00040000 Mr.Resetti
00080000 Isaac
00001000 Kat & Ana
00002000 Jill & Drill Dozer
00004000 Lyn
00008000 Little Mac
00000100 Lakuitu
00000200 Knucle Joe
00000400 Hammer Bros
00000800 Herlin
00000010 Samurai Goroh
00000020 Devil
00000040 Excite Bikes
00000080 Jeff
00000001 Adross
00000002 Barbara
00000004 Grey Fox
00000008 Ray Mk3


Am I correct in doing so this way? (I'm not currently near my Wii to test it out and the hex I get in return is 07FBFFDF)
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: hetoan2 on April 12, 2009, 11:57:34 AM
looks right to me, you could always test it and see if it works...

that one should only work on wifi btw
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: Universeman on April 12, 2009, 06:53:04 PM
Quote from: hetoan2 on April 12, 2009, 11:57:34 AM
looks right to me, you could always test it and see if it works...

that one should only work on wifi btw

Thanks, hetoan2. I'll be giving it a shot when I get home later tonight.
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: Oasis_S on April 15, 2009, 11:06:19 PM
I'm sorry, but I don't see where else to post this.

I've been looking around for a few days, and I can't find a code that just forces characters into their T-pose. I'm pretty sure Melee had a code like that. With all that I've seen people do with Brawl, this request sounds rather simple. I understand I could mess around with the moveswapping code until I get a T-pose from every character, but that just seems like it would be such a time-consuming hassle. I can if I really have to, but I just wanted to at least attempt to make things a bit easier for myself...

So... T-pose code, please?
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: Warchamp7 on April 17, 2009, 03:01:12 AM
Quote from: TyDoMaster on April 06, 2009, 04:41:31 AM
Can someone who is smarter than me convert this code from the JPN version:

Unrestricted Replay Camera
0409E8CC 60000000
0409E8D4 60000000
0409E944 FC201890
0409E950 FC600090
0409E954 FC000890
0409E960 FC001890

into the NA version please?

Thanks

This has already been ported to NA. A long time ago. Unfortunately, the forums went through a change at some point and the attachments system was removed (I had 5 different code files attached in the old RSBE Code thread)

I have now uploaded those 5 files to my file storage and they are linked in the code thread

http://wiird.l0nk.org/forum/index.php/topic,257.msg2214.html#msg2214 (http://wiird.l0nk.org/forum/index.php/topic,257.msg2214.html#msg2214)

Hetoan, if you'd like to add those links to this support thread that'd be appreciated. Maybe one of these days I'll update the lists better.
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: Yoshi52 on April 18, 2009, 04:48:12 PM
Would it be possible for me to change this code so that it treats the Training CSS to behave like the VS. Mode CSS, instead of the Event CSS? If so, what value would I put in?

Train Alone
4A000000 90180B44
38000000 00FF0A00
10000000 0000000B
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: QuirkyDude on April 26, 2009, 01:11:07 PM
Where can i go for people to tell me what the codes do? Like:
Death Boundary Mod V2 [spunit262]
Format is [spunit262]
Frame Speed Mod Engine V2 [spunit262]
Charactor Id Fix [spunit262]
Hitstun, originally by Phantom Wings [spunit262]
P.Trainer Infinite Stamina, originally by Phantom Wings [spunit262]
Custom CSS V3 [spunit262]
Hold Shield for Giga & Company V2 [spunit262]
Giga and Company Engine V2 [spunit262]
Independent Pokemon Engine +no wreck My Music V2 [spunit262]
Unrestricted Control Editing [spunit262]

There are tonnes more i dnt understand, like what is CSS, Giga and Company, independant pokemon, im just so confused!  Heres all the codes, http://www.usbgecko.com/codes/index.php?r=u&c=RSBE01 (http://www.usbgecko.com/codes/index.php?r=u&c=RSBE01)
I know, i know - No0b alert, no0b alert.



Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: Yoshi52 on April 27, 2009, 10:57:25 PM
What code type would I use to make a, "If Player 1 is X Character, then Force Y Costume," kind of code?

Also, I still didn't figure out the Replacing Training Mode Screen with Vs. Mode Screen...
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: Warchamp7 on April 28, 2009, 08:21:15 PM
Quote from: QuirkyDude on April 26, 2009, 01:11:07 PM
Where can i go for people to tell me what the codes do? Like:
Death Boundary Mod V2 [spunit262]
Used to edit the size of the map boundaries (Where you die from going off-screen)

Hitstun, originally by Phantom Wings [spunit262]
Changes the hitstun value (How long after being hit you're able to do something)

P.Trainer Infinite Stamina, originally by Phantom Wings [spunit262]
The pokemon have infinite stamina (If you have a pokemon out long enough, it gets weaker or something. I don't exactly remember what stamina does when it runs out)

Custom CSS V3 [spunit262]
A custom character select screen

Answered what I could
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: Msingh999 on April 29, 2009, 12:49:17 AM
What about an autosweetspot for Captain Falcon, that would be awesome!
also,
I can't get the smash ball activator and infinite smash balls to work... every time someone else gets a smash ball and someone already has a smash ball my wii freezes help ???
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: mkarim85 on May 04, 2009, 06:59:10 PM
hi, is there some code to not receive any damage(0%)?
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: Manic on May 08, 2009, 11:42:44 PM
I need help with the Dynamic SD loader code. I've turned on the File Replacement code, the Disable Custom Stages code, and the Dynamic SD one, but nothing works. I put the character textures as it said, for example, private/wii..../fighter/sonic, I replaced Sonic's second texture (FitSonic01) with Stacksmash's Metal Sonic. But when I load the game, nothing happens at all. I've also tried to switch to the first version of the code, but still, nothing.. So, is there something I might have done wrong? When I put the code in the text file, all I did was copy the entire code, and pasted it in the text file.

EDIT: Nevermind, I've got it working.
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: masterwriter42 on May 09, 2009, 04:57:21 PM
Hi,

I can't seem to get any of the following codes to work, and I've tried them with both the most recent version of Gecko and with Ocarina:

cracker launcher inf [Jassim]
Ray gun has infinite shots [Jassim]
Ness' PK thunder lasts forever until it hits someone/something [Jassim]
Lucas' PK thunder (etc., as above)
Taunt enables final smash

The last of which was one I was really looking forward to trying out. I'm not sure why none of these work, but most of the other codes on this site do. I've tried them in different sets of other codes or by themselves, and nothing happens. I think one of them might actually make the game freeze.

I've also removed some from my list because they didn't work, and I can't remember which ones. Also, I love the "Ultimate Final Godly Omegaman", but I've had lots of issues with it. First and foremost, it seems to be immune to the "Super codes don't work in Wifi or SSE" code. Also, does it technically qualify as an 'ultimate' power up, if it means you'll fly off the screen whenever you hit someone who's using the shield? I of course by 'shield' I refer specifically to the bubble one everyone has, not a special technique shield like Pit has. Lol, Superman's weakness is kryptonite, but Omegaman's arch nemesis is anyone who can duck and cover. But maybe it's intentional, for there to be a chink in the ultimate armor. I'd like to see a version that excludes the metal look, though. If it's important to the features, then maybe an added effect that makes it look like it's not metal? Also, I found that Ness' downwards special (blue PK Shield), sends anyone and any container flying off the screen.
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: Aeolus on May 15, 2009, 02:38:19 PM
QuoteAggressive AT's and Pokeballs: (Phantom Wings)(untested)
4A000000 8077F780
D2000000 00000008
2C000002 40820030
2C120000 40820010  <-  Assist Trophy
2C1C0003 40820008
3B800005 60000000
2C12002A 40820010  <- Pokeball
2C1C0003 40820008
3B800005 60000000
939E0038 00000000
E0000000 80008000

Think I could get someone to break this code down for me? I've tried inserting other item values into the places of the Pokeball and Assist Trophy... it works for making some items aggressive, but not others...


For example:

[Credit still to Phantom Wings]
4A000000 8077F780
D2000000 00000008
2C000002 40820030
2C120009 40820010 <- Capsule
2C1C0003 40820008
3B800005 60000000
2C120006 40820010 <- Bob-omb
2C1C0003 40820008
3B800005 60000000
939E0038 00000000
E0000000 80008000

The Capsules explode/release item on contact with the ground or a player, but the bob-ombs just spawn normally.. I'd like to try and change an item's status to thrown or dropped [in case there's a difference] upon creation. I'm assuming it's some other value used here since an Assist Trophy isn't actually thrown, and it only works with some items... and I can't seem to fashion the code to accept more than two items at a time without crashing on boot

I'm not an experienced hacker by any means [as I'm sure I've made apparent], but I might can absorb some if it can be explained.. The end code I'm looking morph out of this would make all of the following items spawn as hostile to all players. [I've explained how a few items may react to being thrown, since they may seem to not be working... though it may have been unneccessary]

00 Assist Trophy
02 Banana Peel
03 Barrel           <- might just land on its side instead of breaking, but should be hostile if touched
04 Beam Sword
06 Bob-Omb
07 Crate
08 Bumper <- after test with curry, I think these are going to fall and activate upon hitting the ground.. unless someone gets in the way as they fall.
09 Capsule
0A Rolling Crate <- I don't think this would break if the code works... just hit whoever is in the way and land.
0C Sticky Bomb
0D Cracker Launcher
12 Deku Nut
13 Mr. Saturn
18 Fire Flower
1A Freezie
1C Green Shell <- not really sure what this one would do if anything, since it has no horizontal velocity when it spawns
1F Fan
21 Homerun Bat
22 Party Ball
28 Hot Head
29 Pitfall
2A Pokeball
2B Explosive Box <- I don't expect it to explode, just to hit whoever is under it
2C Ray Gun
2E Lipstick
34 Motion-Sensor Bomb
35 Timer <- like the shell, I'm not even sure if this one would be compatible XD
36 Smart Bomb
38 Smoke Screen
39 Spring
3A Star Rod
3D Superscope
41 Team Healer <- in case this one causes bugs, it can be dropped without much loss
43 Unira
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: supermariorick on May 16, 2009, 04:32:50 AM
Quote from: mkarim85 on May 04, 2009, 06:59:10 PM
hi, is there some code to not receive any damage(0%)?
Yes, it is called a damage modifier :)

Player 1 Invincible :) [(No clue who to give credit to for Defense Ratio Modifier, but NOT my work at all)]
4A000000 90180F20
140000C8 FF800000
E0000000 80008000

Value set so that no damage is received, and none or very little knockback.
Enjoy :)
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: mkarim85 on May 16, 2009, 06:20:11 PM
thanks!!! ;D
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: PMXD on May 17, 2009, 08:13:53 PM
Anyone care helping me figure out how to get activators to work with button combos?
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: Aeolus on May 17, 2009, 09:14:38 PM
PMXD: Just add the different values together, and remember to count in hex.. your computer should have a calculator that can work in hex. If you give specific examples of what you want to combine, I or someone else could probably just add them for you.
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: TwilightErik on May 17, 2009, 11:06:33 PM
With the Dynamic SD Loader for Brawl Textures is it possible to modify the music in the game just like the textures how about adding custom music can this be possible to do?
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: ssbbdude on May 17, 2009, 11:38:55 PM
it's been done You have to add it to the iso i think
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: TwilightErik on May 18, 2009, 01:56:46 AM
Quote from: ssbbdude57 on May 17, 2009, 11:38:55 PM
it's been done You have to add it to the iso i think
Well the thing is I rather not waste any discs why waste discs when you can put them on an SD card to load off of it would be easier. You can get Character textures to work why not music.
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: Deku on May 21, 2009, 08:03:50 PM
Because the music is streamed from the disc.
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: shadowofchaos on May 23, 2009, 08:04:13 AM
Quote from: Deku on May 21, 2009, 08:03:50 PM
Because the music is streamed from the disc.

Just wait probably... it's a highly demanded feature people are waiting on... it's only been a little over a year since Brawl came out... and look...

Patience is the key...

Quote from: PMXD on May 17, 2009, 08:13:53 PM
Anyone care helping me figure out how to get activators to work with button combos?

I'm REALLY thinking about making a video tutorial... some people on another forum keep asking me how I use those to change the Wifi Music Mod by FMK each match...
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: gamerpaul611 on May 25, 2009, 12:29:58 AM
Hey, when using the "Taunt to do Victory Poses" code, if I have a size modifier code, whenever I taunt it makes my character revert to normal size. Any way to prevent this?
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: Yoshi52 on May 25, 2009, 01:05:18 AM
Quote from: gamerpaul611 on May 25, 2009, 12:29:58 AM
Hey, when using the "Taunt to do Victory Poses" code, if I have a size modifier code, whenever I taunt it makes my character revert to normal size. Any way to prevent this?

I believe you could fix it by assigning a button activator to a Visual Size Modifier(Changes the character's visual size, but doesn't actually change the physical size. Like how the Giga-lypuff glitch works) code with the same value as the normal size modifier's value and pressing that button combo after a Victory Pose is done. Though, I don't think it would work during the Victory Pose, as the Victory Pose seems to force it to a specific visual size. l dunno if it constantly forces it or just forces it at the start of the Victory Pose. Also, I don't think anyone actually made a Visual Size Modifier, but they should have.
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: thrillakilla on May 27, 2009, 10:00:46 PM
Is there a code for Super Smash Bros. Brawl that uses the wiimote and nunchuck remote to modify stages on WiFi (stages like online practice stage, target).

I've been using my GC controller to modify them, but it broke recently and I only had 1, so I have to use my wiimote and nunchuck now, until my GC controller I ordered online, arrives.

All the stage modifying codes use buttons on the GC controller like L,R, etc. I didn't come across one that uses the wiimote and nunchuck buttons. So is there one???
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: gamerpaul611 on June 05, 2009, 05:39:09 AM
I'm still having problems.

Is there a way to make character's retain any size modifiers they had when using the "Taunt for Victory Poses" code? phantomwings, hetoan2, igglyboo?
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: REDSOXROX on June 10, 2009, 04:10:13 AM
Quote from: gamerpaul611 on June 05, 2009, 05:39:09 AM
I'm still having problems.

Is there a way to make character's retain any size modifiers they had when using the "Taunt for Victory Poses" code? phantomwings, hetoan2, igglyboo?
You can just use button activated codes as Yoshi52 explained :)

I have a quick question on the music mod, can you add more songs to a stage than it already has and is there a max?
If no one knows I'll just go back up my save and find out on my own.
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: pichu04 on June 10, 2009, 06:04:26 AM
Quote from: REDSOXROX on June 10, 2009, 04:10:13 AM
Quote from: gamerpaul611 on June 05, 2009, 05:39:09 AM
I have a quick question on the music mod, can you add more songs to a stage than it already has and is there a max?
If no one knows I'll just go back up my save and find out on my own.

Nope you cannot.
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: Yoshi52 on June 11, 2009, 09:59:52 PM
Quote from: REDSOXROX on June 10, 2009, 04:10:13 AM
You can just use button activated codes as Yoshi52 explained :)

Yea, but I never saw the codes anywhere, so I don't think any one made them yet, but they should have.
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: REDSOXROX on June 12, 2009, 03:42:33 AM
Another question, what are the XXXX values and YYYYYY values for in this code:

Spawn Items With Button(s) XXXX (Activator 28YYYYYY) [brkirch]
C298D574 00000004
3D608000 880B5004
2C000001 4082000C
38000002 980B5004
809D08C0 00000000
C2951F3C 0000001A
3FE08000 817F5000
A16B0000 3800XXXX
7C0B5838 7C005800
897F5004 4082008C
2C0B0002 41820038
3FE08095 3D604800
396B0028 917F1FC8
3C006000 901F1F58
901F1F64 901F1F70
901F2030 901F2040
901F2058 39600001
48000064 3FE08095
3D604082 396B0178
917F1FC8 3D604182
380B02B0 901F1F58
380B02A4 901F1F64
380B0298 901F1F70
380B01D8 901F2030
380B01C8 901F2040
380B01B0 901F2058
39600002 48000018
3FE08095 A17F1FC8
2C0B4800 4182FFA8
39600000 3FE08000
997F5004 3FE080AE
60000000 00000000
04005000 80YYYYYY
Doesn't work in certain modes (The Subspace Emissary, and modes that don't have items such as HRC)
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: Yoshi52 on June 12, 2009, 08:50:51 PM
Quote from: REDSOXROX on June 12, 2009, 03:42:33 AM
Another question, what are the XXXX values and YYYYYY values for in this code:

Spawn Items With Button(s) XXXX (Activator 28YYYYYY) [brkirch]
C298D574 00000004
3D608000 880B5004
2C000001 4082000C
38000002 980B5004
809D08C0 00000000
C2951F3C 0000001A
3FE08000 817F5000
A16B0000 3800XXXX
7C0B5838 7C005800
897F5004 4082008C
2C0B0002 41820038
3FE08095 3D604800
396B0028 917F1FC8
3C006000 901F1F58
901F1F64 901F1F70
901F2030 901F2040
901F2058 39600001
48000064 3FE08095
3D604082 396B0178
917F1FC8 3D604182
380B02B0 901F1F58
380B02A4 901F1F64
380B0298 901F1F70
380B01D8 901F2030
380B01C8 901F2040
380B01B0 901F2058
39600002 48000018
3FE08095 A17F1FC8
2C0B4800 4182FFA8
39600000 3FE08000
997F5004 3FE080AE
60000000 00000000
04005000 80YYYYYY
Doesn't work in certain modes (The Subspace Emissary, and modes that don't have items such as HRC)

Uhm.... Seems to be X is the button combo values, and Y is the address for the button activator? If so, that's kind of.... a different way of doing it...
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: REDSOXROX on June 12, 2009, 10:10:57 PM
Quote from: Yoshi52 on June 12, 2009, 08:50:51 PM
Quote from: REDSOXROX on June 12, 2009, 03:42:33 AM
Another question, what are the XXXX values and YYYYYY values for in this code:

Spawn Items With Button(s) XXXX (Activator 28YYYYYY) [brkirch]
C298D574 00000004
3D608000 880B5004
2C000001 4082000C
38000002 980B5004
809D08C0 00000000
C2951F3C 0000001A
3FE08000 817F5000
A16B0000 3800XXXX
7C0B5838 7C005800
897F5004 4082008C
2C0B0002 41820038
3FE08095 3D604800
396B0028 917F1FC8
3C006000 901F1F58
901F1F64 901F1F70
901F2030 901F2040
901F2058 39600001
48000064 3FE08095
3D604082 396B0178
917F1FC8 3D604182
380B02B0 901F1F58
380B02A4 901F1F64
380B0298 901F1F70
380B01D8 901F2030
380B01C8 901F2040
380B01B0 901F2058
39600002 48000018
3FE08095 A17F1FC8
2C0B4800 4182FFA8
39600000 3FE08000
997F5004 3FE080AE
60000000 00000000
04005000 80YYYYYY
Doesn't work in certain modes (The Subspace Emissary, and modes that don't have items such as HRC)

Uhm.... Seems to be X is the button combo values, and Y is the address for the button activator? If so, that's kind of.... a different way of doing it...
It doesn't seem like that because YYY's line is a RAM-write code line...although it does seem  to say XXXX is for button combo...
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: gamerpaul611 on June 18, 2009, 02:10:50 AM
Could somebody please link or show me the button-activated size mod codes?
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: KaiserYoshi on June 19, 2009, 11:31:32 PM
QuoteName Changer [spunit262]
4A000000 90172E20
16YYYYYY 0000000A
ZZZZZZZZ ZZZZZZZZ
ZZZZ0000 00000000
E0000000 80008000

Each character is 2 bytes (4 hex digits), the encoding use is basically
the ASCII value + 0xFEE0, except that "space" is 3000.
Y is 0x0124*(name_number-1). The best way to determine the name_number is
at Data/Records/Group Records/pg. 4

Could somebody explain this in idiot terms? These instructions make no sense whatsoever to me. :/
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: JamesRaynor on June 21, 2009, 08:18:03 AM
For Some reason I cannot seem to get textures to load.

http://img218.imageshack.us/img218/8377/halpt.jpg (http://img218.imageshack.us/img218/8377/halpt.jpg)


Can someone tell me what I am doing wrong.

(I use Gecko OS 1.91  and I tried to get to use this texture:  http://stacksmash.cultnet.net/?p=3165 (http://stacksmash.cultnet.net/?p=3165) )



(Also, do characters with multiple forms (Like Samus and ZSS) have a single texture file or are they two separate files?)
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: GirugaMarc on June 25, 2009, 04:12:28 AM
how come super codes desync when both players have the same codes?
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: Vinylcake on June 25, 2009, 08:51:32 AM
Quote from: KaiserYoshi on June 19, 2009, 11:31:32 PM
QuoteName Changer [spunit262]
4A000000 90172E20
16YYYYYY 0000000A
ZZZZZZZZ ZZZZZZZZ
ZZZZ0000 00000000
E0000000 80008000

Each character is 2 bytes (4 hex digits), the encoding use is basically
the ASCII value + 0xFEE0, except that "space" is 3000.
Y is 0x0124*(name_number-1). The best way to determine the name_number is
at Data/Records/Group Records/pg. 4

Could somebody explain this in idiot terms? These instructions make no sense whatsoever to me. :/

Basically, The "Y"s tell what place the name is.  This is basically the order in which the names were added.  So if you wanna edit your name "Meg" go to Data/Records/Group Records/pg. 4 in Brawl's menus to see which number on the list Meg is.  Now remember that number.  Say it's 3rd.  In the equation,  So get Microsoft's Calculator out, View>Scientific, Select Hex on the left.  Do 124*(3-1=2) = 248.  Great.  So for the "Y"s you put 000248.

In brawl you can have up to 5 letters in a name.  Every letter in the name takes up 4 spaces in the code, which is why there are 20 "Z"s (5x4=20).  Say you want to change the name from Meg to John.  Go Here (http://www.asciitable.com/) and look up the letters: Capital-J, o, h, and n.  In hex.  4A, 6F, 68, 6E.  Go back to the calculator (still in Hex mode) and add FEE0 to those values.  You get FF2A, FF4F, FF48, and FF4E.

K.  Now we have what we need, so time to fill in the code.  For the Z block, fill the letters in order.  Since there's space for a fifth letter that we don't use in the name John, just fill it with 0000.  :D  So we should have:

4A000000 90172E20
16000248 0000000A
FF2AFF4F FF48FF4E
0000
0000 00000000
E0000000 80008000

I hope that's clear enough!  :D  Best of luck.



Quote from: gamerpaul611 on June 18, 2009, 02:10:50 AM
Could somebody please link or show me the button-activated size mod codes?
http://wiird.l0nk.org/forum/index.php/topic,257.msg6071.html#msg6071 (http://wiird.l0nk.org/forum/index.php/topic,257.msg6071.html#msg6071)
I just applied this last night for the first time.
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: Vinylcake on June 25, 2009, 12:01:22 PM
Your textures are not named correctly.  They should all follow a similar naming format.  This is because the textures replace the in-game textures for colors.  Hence why Pikachu can only really have 4 textures, since he only has 4 colors total (-emerald).

Download this archive (http://nintendobros.com/2009/03/15/brawl-texture-hacking-with-gecko-os-quick-guide-for-custom-textures/) and extract it where the textures folder goes (you have the folder names correct).  That is what the folder for each fighter should be named and also what their PCS (and PAC) files should be named.  Note that the 00 means the default color.  01, 02, 03 and so on go through the rest of the colors.  This text file (http://stacksmash.cultnet.net/STUFFZ/PAC%20LIST.txt) displays the characters' colors and their corresponding numbers.

Take the PCSs that you have downloaded already, rename them with what's already in those folders, and replace those defaults with the textures you want.  So you'd have stuff like "FitLink00.pcs" and "FitLink01.pcs" to replace his green and red costumes with whatever you'd like.  :D  Once in Brawl, just select the costume color you used and your texture should load instead.  (I usually just do defaults since that's easier.  xD)  Have fun!

Note that I did have a problem using vA of the code even with the correct file names.  If you happen to have trouble after fixing your filenames, perhaps try using vB of the code and moving the "fighters" folder to the root of your SD card.

Edit:  Also, you should've just posted in the main SSBB USA Support thread, dude.  :/
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: Yoshi52 on June 25, 2009, 07:07:46 PM
Quote from: Vinylcake on June 25, 2009, 08:51:32 AM
http://wiird.l0nk.org/forum/index.php/topic,257.msg6071.html#msg6071 (http://wiird.l0nk.org/forum/index.php/topic,257.msg6071.html#msg6071)
I just applied this last night for the first time.

That's not the one he's looking for, I can tell. The one he needs is the one to re-apply the size during the match. It would be one that's similar to the "Giga-lypuff Glitch" in which the scale is 1.0, but the visual size is around 8.0, y'know?

Someone did make a code for it, though, but it only worked for Jigglypuff. If someone could make that code to work for all characters and we can figure out the format of the size value(probably floating point) we could easily make it to work to fix the resizing the Victory Poses use.

This is that code:
QuoteAll Player Giga-lypuff:
80000000 90180FB8
80000001 81000000
80000002 804DE4B0
60000006 00000000
4A001000 00000000
92010003 00000000
4A001002 00000000
92110004 00000000
20001814 00000027
4A001001 00000000
20001818 00000081
14282CC0 41800000
20001819 00000082
14282CC0 3F800000
E200000F 00000000
80100000 0000005C
80100001 00052000
80100002 00000008
62000000 00000000
E0000000 80008000
-can change you're size anytime in battle with D <- or D ->.
-each player is only affected by the controller they're plugged into.
-works for all players

Can anyone make it work for all players and tell us if the size value is in Floating Point?
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: Vinylcake on June 25, 2009, 09:22:14 PM
Replace the 41800000 in the 12th line for the size you want in floating point.  The rest of that requires actual hacking.  :D
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: Dimentio on July 02, 2009, 10:36:49 PM
Can anyone make a code so that Mr. Game and Watch's "Judge" move is always a 9?

Also, how about a code where the Items are always CDs?

Thank you,
Dimentio
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: hetoan2 on July 02, 2009, 10:56:49 PM
both of those codes already exist.
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: Dimentio on July 06, 2009, 03:37:13 PM
Hunh?  ???

Could you please tell me where I could find them? They aren't on the main code list.
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: codfish92 on July 07, 2009, 06:07:59 AM
how do you add these values

To get combined buttons combine the bytes.

Code:

Example 1: A+B Activator | 0180 + 0280 = 0380
Example 2: X+Y Activator | 0480 + 0880 = 0C80
Example 3: L+R Activator | 00A0 + 00C0 = 00E0
Example 4: L+A Activator | 00C0 + 0180 = 01C0
Example 5: R+B Activator | 00A0 + 0280 = 02A0
Final Ex.: L+R+A+B Activator | 00A0 + 00C0 + 0180 + 0280 = 03E0

how r these the correct values, when i add example 1 together i get 0400, example 2 gives 0D00, 3 gives me 160, 4 gives me 240, 5 gives me 320, and 6 gives me 560. what am i doing wrong or is there another hidden to add these values, and yes i am using a hex calculator(Hexit version 1.5 to be specific)
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: Romaap on July 07, 2009, 06:46:30 PM
I dont know about you, but if I add those values I get 560.
Try using windows calculator and set it to scientific mode, thats what I used.
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: Yoshi52 on July 07, 2009, 08:49:38 PM
Well first, value 0080 is the "No Button" that is always pressed on Wired GCN controllers, that's why they all have 80 in them. And since that's one button of itself, you should remove the 0080 from all those numbers. And after adding them like that, THEN you add 0080 to it and you get your final value. But you don't want 0080 if you use a Wireless GCN, those don't have the "No Button," if I remember correctly.

See, because of the "No Button," you want to subtract 0080 from your values BEFORE you add them. For Ex. 1, it would be like this:
Example 1: A+B Activator | 0100 + 0200 = 0300 + 0080 = 0380

Example 2: X+Y Activator | 0400 + 0800 = 0C00 + 0080 = 0C80

Example 3: L+R Activator | 0020 + 0040 = 0060 + 0080 = 00E0


Hope I explained it well enough. :)
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: codfish92 on July 08, 2009, 01:58:45 AM
thx got it now
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: codfish92 on July 08, 2009, 01:59:47 AM
looking for an NTSC code that makes player(s) x always win/ lose the wario ware minigames
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: Dimentio on July 14, 2009, 12:02:33 AM
O...K? Can someone please tell me where I can find the codes? I already looked in the correct forum. (I Think)
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: masterwriter42 on July 16, 2009, 07:04:15 PM
Quote from: Dimentio on July 14, 2009, 12:02:33 AM
O...K? Can someone please tell me where I can find the codes? I already looked in the correct forum. (I Think)

Try doing a search. Also, the official USA SSBB code thread contains a code that I think will do what you're wanting to. It just might not be named what you'd expect it to. There's a code there that will make Mr Game and Watch's down B attack always maxed out. It's on one of the most recent pages. I hope that helps you find what you're looking for.

Also, is this now officially the proper place to request SSBB codes? Because I've had a few things I've wanted to ask for, but I won't request anything until I get official confirmation.
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: REDSOXROX on July 16, 2009, 09:26:13 PM
Quote from: masterwriter42 on July 16, 2009, 07:04:15 PM
Quote from: Dimentio on July 14, 2009, 12:02:33 AM
O...K? Can someone please tell me where I can find the codes? I already looked in the correct forum. (I Think)

Try doing a search. Also, the official USA SSBB code thread contains a code that I think will do what you're wanting to. It just might not be named what you'd expect it to. There's a code there that will make Mr Game and Watch's down B attack always maxed out. It's on one of the most recent pages. I hope that helps you find what you're looking for.

Also, is this now officially the proper place to request SSBB codes? Because I've had a few things I've wanted to ask for, but I won't request anything until I get official confirmation.
G&W's DB and judge are different.
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: JamesRaynor on July 16, 2009, 11:27:54 PM
Well I heard somewhere that there was a code that allowed you to 'Stretch' pieces in the custom stage editor, however I cannot find that code anywhere.

Second, I would request (If one hasn't already been made) of a stage size enlargement for Big blue, Norfair, Brinstar, and Rainbow Cruise.    If anyone would be so kind.
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: masterwriter42 on July 17, 2009, 01:28:57 AM
Quote from: REDSOXROX on July 16, 2009, 09:26:13 PM
G&W's DB and judge are different.

Okay, sorry, it's been a while. In any case, I thought I saw the Judge one on the official page. I just got mixed up on the placement of the move (it's forward+B if I'm not utterly mistaken).
Dimentio, if all else fails (with the CD request), the way I got all the disks was by creating a level out of only triangular pieces [EDIT: Placed so that the negative space resembled an upside down pyramid, in the peak of which I was standing], played on special brawl with super speed turned on, and all items (except perhaps containers) turned off. I can't remember how long I made the match for sure, but I did it several times and it didn't take long to get all the disks.
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: REDSOXROX on July 17, 2009, 04:53:12 AM
Quote from: masterwriter42 on July 17, 2009, 01:28:57 AM
Quote from: REDSOXROX on July 16, 2009, 09:26:13 PM
G&W's DB and judge are different.

Okay, sorry, it's been a while. In any case, I thought I saw the Judge one on the official page. I just got mixed up on the placement of the move (it's forward+B if I'm not utterly mistaken).
Dimentio, if all else fails (with the CD request), the way I got all the disks was by creating a level out of only triangular pieces [EDIT: Placed so that the negative space resembled an upside down pyramid, in the peak of which I was standing], played on special brawl with super speed turned on, and all items (except perhaps containers) turned off. I can't remember how long I made the match for sure, but I did it several times and it didn't take long to get all the disks.
There's also a code to unlock them anyway
(although it might  unlock everything, can't remember if they're separate)
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: jaysterinoizm on July 22, 2009, 06:00:46 PM
I was wondering if somebody could make a code for Brawl that can "Unlock All Notices" ? That way it'll be the ultimate "Unlock Everything" Code.
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: Chaemelion on July 24, 2009, 10:14:56 AM
Hey all, I'd make this if I had a USB Gecko, but I don't so... Anyhow anyone feel like making a modifier to change how much damage is dealt from Luigi's taunt? A Luigi Power Taunt of sorts...
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: jaysterinoizm on July 25, 2009, 02:02:32 AM
Could somebody PLEASE make a code that unlocks all songs in My Music? I've unlocked all the music but it doesn't show in my music... So basically I'll never have all the music again, somebody please help!
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: REDSOXROX on July 29, 2009, 10:57:34 PM
Quote from: REDSOXROX on June 12, 2009, 10:10:57 PM
Quote from: Yoshi52 on June 12, 2009, 08:50:51 PM
Quote from: REDSOXROX on June 12, 2009, 03:42:33 AM
Another question, what are the XXXX values and YYYYYY values for in this code:

Spawn Items With Button(s) XXXX (Activator 28YYYYYY) [brkirch]
C298D574 00000004
3D608000 880B5004
2C000001 4082000C
38000002 980B5004
809D08C0 00000000
C2951F3C 0000001A
3FE08000 817F5000
A16B0000 3800XXXX
7C0B5838 7C005800
897F5004 4082008C
2C0B0002 41820038
3FE08095 3D604800
396B0028 917F1FC8
3C006000 901F1F58
901F1F64 901F1F70
901F2030 901F2040
901F2058 39600001
48000064 3FE08095
3D604082 396B0178
917F1FC8 3D604182
380B02B0 901F1F58
380B02A4 901F1F64
380B0298 901F1F70
380B01D8 901F2030
380B01C8 901F2040
380B01B0 901F2058
39600002 48000018
3FE08095 A17F1FC8
2C0B4800 4182FFA8
39600000 3FE08000
997F5004 3FE080AE
60000000 00000000
04005000 80YYYYYY
Doesn't work in certain modes (The Subspace Emissary, and modes that don't have items such as HRC)

Uhm.... Seems to be X is the button combo values, and Y is the address for the button activator? If so, that's kind of.... a different way of doing it...
It doesn't seem like that because YYY's line is a RAM-write code line...although it does seem  to say XXXX is for button combo...
anymore help on this?
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: TornZero on July 30, 2009, 05:09:26 AM
I asked the following question on GSCentral but no one replied, not even denying the request. The code that will be shown only works when you have a GCN Controller active, so could someone get it to work with the WiiMote+Nunchuk?

Teleportation [Igglyboo]
205BA488 00000040
4A000000 806212CC
92210005 00000000
92210004 00000004
E0000000 80008000
205BA488 00000020
80000000 80623320
80000001 00000000
60000006 00000000
60000003 00000001
4A001000 00000000
4A101001 00000000
36000000 00000032
58010000 00000004
DE000000 80008180
58010000 00000060
DE000000 80008180
58010000 00000018
92210006 000000BC
100000BC 00000007
94210005 0000000C
94210004 00000010
94210006 000000BC
58010000 00000088
10000075 00000000
94210005 0000000C
94210004 00000010
80100001 00000008
62000000 00000001
E200000F 00000000
80000001 00000000
80100000 00000000
62000000 00000000
E0000000 80008000

R+L+Up(Dpad) To save coordinates
R+L+Down(Dpad) To teleport to coordinates
To change the teleport command change this line
205BA488 00000064
Do not change the coordinate saving command


Yes, I am aware that Igglyboo says not to change the coordinate-saving command, but please if you can, get this code to work for someone who can only use a WiiMote+Nunchuk control setup.
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: REDSOXROX on July 30, 2009, 05:18:41 AM
Quote from: TornZero on July 30, 2009, 05:09:26 AM
I asked the following question on GSCentral but no one replied, not even denying the request. The code that will be shown only works when you have a GCN Controller active, so could someone get it to work with the WiiMote+Nunchuk?

Teleportation [Igglyboo]
205BA488 00000040
4A000000 806212CC
92210005 00000000
92210004 00000004
E0000000 80008000
205BA488 00000020
80000000 80623320
80000001 00000000
60000006 00000000
60000003 00000001
4A001000 00000000
4A101001 00000000
36000000 00000032
58010000 00000004
DE000000 80008180
58010000 00000060
DE000000 80008180
58010000 00000018
92210006 000000BC
100000BC 00000007
94210005 0000000C
94210004 00000010
94210006 000000BC
58010000 00000088
10000075 00000000
94210005 0000000C
94210004 00000010
80100001 00000008
62000000 00000001
E200000F 00000000
80000001 00000000
80100000 00000000
62000000 00000000
E0000000 80008000

R+L+Up(Dpad) To save coordinates
R+L+Down(Dpad) To teleport to coordinates
To change the teleport command change this line
205BA488 00000064
Do not change the coordinate saving command


Yes, I am aware that Igglyboo says not to change the coordinate-saving command, but please if you can, get this code to work for someone who can only use a WiiMote+Nunchuk control setup.
Wiimote+Nunchuck activator addresses
Wii Controller
1 284F7880
2 284F8220
3 284F8BC0
4 284F9560
Just add your button activators and you're set.
(The tele-save command is first line I think)
Sounds like it may not work however
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: Asagiri on August 02, 2009, 06:12:01 AM
I became interested in codes when I saw a Wario player start off as Wario-man and never switch out of that form on Wifi, and just tried to go online as Giga Bowser, but I don't seem to have the effect, I'm just the character that I swapped for Giga Bowser.

Any idea on how aforementioned Wario player got it to work?

EDIT: Okay, I found the mod codes. Gee, these can get you banned? I sure hope that guy did!
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: lamentofking on August 02, 2009, 09:11:28 PM
Quote from: idkWITH ANYONE - Basic Brawl Multiplayer [Phantom Wings]
4A000000 90180B44
38000000 00FF1000
10000000 0000000C

*Must Be Host. You must also start the Waiting Room before someone else joins (kinda like having someone join your game instead of you joining theirs).


WITH ANYONE - Team Battle Multiplayer [Phantom Wings & Jose Gallardo]
4A000000 90180B44
38000000 00FF1100
10000000 0000000C

*Works without being the host, but the same rule applies for starting the Waiting Room before others join (have them join while you are in the waiting room).
These are the only codes i have active. The basic brawl just doesn't see the other controller. The team battle gets us to the waiting room and then just stays there. 2 different times it got us to the game but the first time my partner couldn't move then the 2nd time his character kept going off the edge. Can someone help me with these codes please?
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: MarcBuckley on August 23, 2009, 06:18:21 PM
 Hi everyone I'm new here and I'm currently working on Partial size modifications to enhance my Textures I've designed right now I'm currently trying to adjust Peach's body to fit that of my Chun-Li  (http://allisbrawl.com/blogpost.aspx?id=26940) Peach texture the obvious problem is that Peach's legs and thighs are just too damn small and i was wondering if anyone knows if there's a way to modify her waist the other problem is when the legs are enlarged her pelvis stays the same making even less sense it would be much appreciated if someone could help me on this problem so i can finish up this texture and move on to the next one.

Here's the list of parts that i can currently mod

In Short does anyone know how to modify her Hips

0D - Peach

Offset Part Note
0000 N/A
000C N/A
0018 N/A
0024 N/A
0030 Whole
003C Whole Wrong Position
0048 Whole Wrong Position
0054 Whole Wrong Position
0060 Leg Left
006C Lower Leg Left
0078 Foot Left
0084 Toe Left
0090 Leg Right
009C Lower Leg Right
00A8 Foot Right
00B4 Toe Right
00C0 Skirt part1
00CC Skirt part2
00D8 Skirt part3
00E4 Skirt part4
00F0 Skirt part5
00FC Skirt part6
0108 Skirt part7
0114 Skirt part8
0120 Skirt part9
012C Skirt part10
0138 Skirt part11
0144 Skirt part12
0150 Skirt part13
015C Skirt part14
0168 Skirt part15
0174 Skirt part16
0180 Skirt part17
018C Skirt part18
0198 Skirt part19
01A4 Skirt part20
01B0 Skirt part21
01BC Skirt part22
01C8 Skirt part23
01D4 Skirt part24
01E0 Skirt part25
01EC Skirt part26
01F8 Skirt part27
0204 Skirt part28
0210 Skirt part29
021C Skirt part30
0228 Skirt part31
0234 Skirt part32
0240 Skirt part33
024C Skirt part34
0258 Skirt part35
0264 Skirt part36
0270 Skirt part37
027C Skirt part38
0288 Skirt part39
0294 Skirt part40
02A0 Upper Body
02AC Upper Body
02B8 Collar
02C4 Arm Left
02D0 Arm Left
02DC Forearm Left
02E8 N/A
02F4 Hand Left
0300 Index Finger Left
030C Index Finger Left
0318 Middle Finger Left
0324 Middle Finger Left
0330 Ring Finger Left
033C Ring Finger Left
0348 Little Finger Left
0354 Little Finger Left
0360 N/A
036C N/A
0378 N/A
0384 N/A
0390 N/A
039C Thumb Left
03A8 Thumb Left
03B4 Shoulder Left
03C0 Head
03CC Head
03D8 Tiara
03E4 Hair
03F0 Hair
03FC Hair
0408 Hair
0414 Jaw
0420 Arm Right
042C Forearm Right
0438 Hand Right
0444 N/A
0450 Hand Right
045C Index Finger Right
0468 Index Finger Right
0474 Middle Finger Right
0480 Middle Finger Right
048C Ring Finger Right
0498 Ring Finger Right
04A4 Little Finger Right
04B0 Little Finger Right
04BC N/A Right
04C8 Thumb Right
04D4 Thumb Right
04E0 Shoulder Right
04EC N/A
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: KaiserYoshi on August 24, 2009, 04:05:14 AM
Are there any song name changer codes beyond Spear Pillar? I need to change a song on Port Town Aero Dive but there doesn't appear to be a code for that.
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: Louisdebou on August 26, 2009, 02:39:05 PM
Hi guys,

Can i keep my nickname on a Brawl replay ? I think thats useful (especially for matchs w/ same characters) and i see this code in action (i think). See this video : that not a live match but a recorded replay and you can see the nickname "Mr. R" ! => http://www.youtube.com/watch?v=kmwRomKtY-I (http://www.youtube.com/watch?v=kmwRomKtY-I)

Thanks for your help !
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: Yoshi52 on August 26, 2009, 05:26:37 PM
Quote from: Louisdebou on August 26, 2009, 02:39:05 PM
Hi guys,

Can i keep my nickname on a Brawl replay ? I think thats useful (especially for matchs w/ same characters) and i see this code in action (i think). See this video : that not a live match but a recorded replay and you can see the nickname "Mr. R" ! =>

Thanks for your help !

Replays With Tags
0404B140 38A00000

It saves the tags straight to the replay file itself in a way that can be accessed without cheats, I think... I never bother to remember who makes these codes, sorry. :'(
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: Louisdebou on August 27, 2009, 12:05:06 PM
Thanks for your quick help Yoshi52 !  :cool:
I'll try this code tonight.
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: JC-Gamer on August 27, 2009, 11:30:16 PM
I'm having trouble getting the Name Timestamp code to work. Can you tell me what I'm doing wrong? I want to move the third name at Data/Records/Group Records/pg. 4 to first for when I select my name in Brawls.

Name Timestamp [spunit262]
4A000000 90172E30
14YYYYYY XXXXXXXX
E0000000 80008000

My edited one:
4A000000 90172E30
14000248 FFFFFFFF
E0000000 80008000

I changed the YYYYYY to 000248 since 124*(3-1)=248 in hex.

Then, I changed  XXXXXXXX  to FFFFFFFF since that's the highest value possible.


Can someone please help?
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: OneUp on August 27, 2009, 11:45:41 PM
I'm not quite sure what the Name Timestamp is, but putting that big of a value in is probably a bad idea.
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: JC-Gamer on August 28, 2009, 02:58:33 AM
Quote from: OneUp on August 27, 2009, 11:45:41 PM
I'm not quite sure what the Name Timestamp is, but putting that big of a value in is probably a bad idea.

I've also tried lower values like 99999999 all the way down to 00000032 (even all 0's which didn't move it down to the bottom either) with no luck. That third name I'm moving still doesn't go to the top. That's why I have a feeling I interpreted the code wrong and that either it does something totally different than what I thought it did or I did the math for the YYYYYY part wrong and it's something different than 000248 for the third name down.

Can someone who is familiar with this cheat please help me?

Also, (I might as well not make a new post) I want to replace a stage with another stage and I found a code that does that from Brawl+:

New Pork City is now Online Waiting Room:
C298D528 00000003
2C060031 40820008
38C00005 60000000
90DD08C0 00000000
C26DCEE0 00000003
A37A0022 2C1B0020 By changing this value, I was able to change which stage was going to be replaced. (duh)
40820008 3B600037 By changing this value, I was able to change which stage it would be replaced with. (also duh)
60000000 00000000

However, I want to change the stage to a target test level other than level one. To do this though I need a spot to insert the sub ID of the level I want. Is there a spot for it in this code? I didn't think there was so I looked for a code with a sub ID spot in it and found this one:

Stage Modifier Code
284DE4B0 00000188
4A000000 90180F08
10000033 000000SS
10000034 000000TT
E0000000 80008000
284DE4B0 00000181
4A000000 90180F08
10000033 000000UU
10000034 000000VV
E0000000 80008000
284DE4B0 00000182
4A000000 90180F08
10000033 000000WW
10000034 000000XX
E0000000 80008000
284DE4B0 00000184
4A000000 90180F08
10000033 000000YY
10000034 000000ZZ
E0000000 80008000
Hold button combination of your choice while loading a stage.
Do not activate a stage in mid battle!!!
D-Pad Up + A Activates Stage 1
SS= Stage 1 ID
TT= Stage 1 Sub ID
D-Pad Left + A Activates Stage 2
UU= Stage 2 ID
VV= Stage 2 Sub ID
D-Pad Right + A Activates Stage 3
WW= Stage 3 ID
XX= Stage 3 Sub ID
D-Pad Down + A Activates Stage 4
YY= Stage 4 ID
ZZ= Stage 4 Sub ID

I then took one of the four sub ID parts of this code and tried to merge it with the "replace stage code". I know nothing about codes and don't have a USB Gecko so that naturally, didn't work.



I know I could just use the 2nd code to get all 4 other levels of target test, but I don't like inputting button commands and trying to remember where I put what level is frustrating. I would much rather prefer if I could implement this into my Custom SSS Code [spunit262]. Could someone please either show me how to combine these codes together or actually do it for me?
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: Dadiro on September 04, 2009, 10:26:12 PM
Where can I find the animation modifier, the code that allows you to replace an animation with another one, I think I saw it somewhere but I can't find it. I would like to have a quick answer.
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: WaxyPumpkin on September 09, 2009, 09:01:43 PM
(Assuming that you're NTSC-U)

Is http://geckocodes.org/index.php?c=RSBE01 (http://geckocodes.org/index.php?c=RSBE01) that what you're looking for? Just scroll through the pages until you find what you want. :)
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: WaxyPumpkin on September 21, 2009, 12:00:42 AM
Actually, it is there. I just looked at it. Here:

Replace the X's with the name of the character you want to switch textures with. Hope that helps. :)

Captain Falcon [James0x57]
077DB54C 00000008
XXXXXXXX XXXXXXXX
Hacked by Y.S. for NTSC-JP, ported by James0x57 to NTSC-US

Dedede [James0x57]
077DB648 00000008
XXXXXXXX XXXXXXXX
Hacked by Y.S. for NTSC-JP, ported by James0x57 to NTSC-US

Diddy Kong [James0x57]
077DB768 00000008
XXXXXXXX XXXXXXXX
Hacked by Y.S. for NTSC-JP, ported by James0x57 to NTSC-US

Donkey Kong [James0x57]
077DB870 00000008
XXXXXXXX XXXXXXXX
Hacked by Y.S. for NTSC-JP, ported by James0x57 to NTSC-US

Falco [James0x57]
077DB960 00000008
XXXXXXXX XXXXXXXX
Hacked by Y.S. for NTSC-JP, ported by James0x57 to NTSC-US

Fox [James0x57]
077DBA74 00000008
XXXXXXXX XXXXXXXX
Hacked by Y.S. for NTSC-JP, ported by James0x57 to NTSC-US

Mr.Game & Watch [James0x57]
077DBAF8 00000008
XXXXXXXX XXXXXXXX
Hacked by Y.S. for NTSC-JP, ported by James0x57 to NTSC-US

Ganondorf [James0x57]
077DBBF4 00000008
XXXXXXXX XXXXXXXX
Hacked by Y.S. for NTSC-JP, ported by James0x57 to NTSC-US

Giga Bowser [James0x57]
077DBC48 00000008
XXXXXXXX XXXXXXXX
Hacked by Y.S. for NTSC-JP, ported by James0x57 to NTSC-US

Ike [James0x57]
077DBD38 00000008
XXXXXXXX XXXXXXXX
Hacked by Y.S. for NTSC-JP, ported by James0x57 to NTSC-US

Kirby [James0x57]
077DC128 00000008
XXXXXXXX XXXXXXXX
Hacked by Y.S. for NTSC-JP, ported by James0x57 to NTSC-US

Bowser [James0x57]
077DC614 00000008
XXXXXXXX XXXXXXXX
Hacked by Y.S. for NTSC-JP, ported by James0x57 to NTSC-US

Link [James0x57]
077DC704 00000008
XXXXXXXX XXXXXXXX
Hacked by Y.S. for NTSC-JP, ported by James0x57 to NTSC-US

Lucario [James0x57]
077DC7DC 00000008
XXXXXXXX XXXXXXXX
Hacked by Y.S. for NTSC-JP, ported by James0x57 to NTSC-US

Lucas [James0x57]
077DC8D8 00000008
XXXXXXXX XXXXXXXX
Hacked by Y.S. for NTSC-JP, ported by James0x57 to NTSC-US

Luigi [James0x57]
077DC9F8 00000008
XXXXXXXX XXXXXXXX
Hacked by Y.S. for NTSC-JP, ported by James0x57 to NTSC-US

Mario [James0x57]
077DCAF4 00000008
XXXXXXXX XXXXXXXX
Hacked by Y.S. for NTSC-JP, ported by James0x57 to NTSC-US

Marth [James0x57]
077DCBE4 00000008
XXXXXXXX XXXXXXXX
Hacked by Y.S. for NTSC-JP, ported by James0x57 to NTSC-US

Metaknight [James0x57]
077DCCE0 00000008
XXXXXXXX XXXXXXXX
Hacked by Y.S. for NTSC-JP, ported by James0x57 to NTSC-US

Ness [James0x57]
077DCDDC 00000008
XXXXXXXX XXXXXXXX
Hacked by Y.S. for NTSC-JP, ported by James0x57 to NTSC-US

Peach [James0x57]
077DCF2C 00000008
XXXXXXXX XXXXXXXX
Hacked by Y.S. for NTSC-JP, ported by James0x57 to NTSC-US

Pikachu [James0x57]
077DCFF8 00000008
XXXXXXXX XXXXXXXX
Hacked by Y.S. for NTSC-JP, ported by James0x57 to NTSC-US

Captain Olimar [James0x57]
077DD13C 00000008
XXXXXXXX XXXXXXXX
Hacked by Y.S. for NTSC-JP, ported by James0x57 to NTSC-US

Pit [James0x57]
077DD238 00000008
XXXXXXXX XXXXXXXX
Hacked by Y.S. for NTSC-JP, ported by James0x57 to NTSC-US

Venasaur [James0x57]
077DD304 00000008
XXXXXXXX XXXXXXXX
Hacked by Y.S. for NTSC-JP, ported by James0x57 to NTSC-US

Charizard [James0x57]
077DD3D0 00000008
XXXXXXXX XXXXXXXX
Hacked by Y.S. for NTSC-JP, ported by James0x57 to NTSC-US

PokeTrainer [James0x57]
077DD4F0 00000008
XXXXXXXX XXXXXXXX
Hacked by Y.S. for NTSC-JP, ported by James0x57 to NTSC-US

Squirtle [James0x57]
077DD5BC 00000008
XXXXXXXX XXXXXXXX
Hacked by Y.S. for NTSC-JP, ported by James0x57 to NTSC-US

Popo [James0x57]
077DD6B8 00000008
XXXXXXXX XXXXXXXX
Hacked by Y.S. for NTSC-JP, ported by James0x57 to NTSC-US

Jigglypuff [James0x57]
077DD784 00000008
XXXXXXXX XXXXXXXX
Hacked by Y.S. for NTSC-JP, ported by James0x57 to NTSC-US

Robot [James0x57]
077DD8D4 00000008
XXXXXXXX XXXXXXXX
Hacked by Y.S. for NTSC-JP, ported by James0x57 to NTSC-US

Samus [James0x57]
077DD9E8 00000008
XXXXXXXX XXXXXXXX
Hacked by Y.S. for NTSC-JP, ported by James0x57 to NTSC-US

Sheik [James0x57]
077DDAD8 00000008
XXXXXXXX XXXXXXXX
Hacked by Y.S. for NTSC-JP, ported by James0x57 to NTSC-US

Snake [James0x57]
077DDBD4 00000008
XXXXXXXX XXXXXXXX
Hacked by Y.S. for NTSC-JP, ported by James0x57 to NTSC-US

Sonic [James0x57]
077DDCAC 00000008
XXXXXXXX XXXXXXXX
Hacked by Y.S. for NTSC-JP, ported by James0x57 to NTSC-US

Zero Suit Samus [James0x57]
077DDDF0 00000008
XXXXXXXX XXXXXXXX
Hacked by Y.S. for NTSC-JP, ported by James0x57 to NTSC-US

Toon Link [James0x57]
077DDEC8 00000008
XXXXXXXX XXXXXXXX
Hacked by Y.S. for NTSC-JP, ported by James0x57 to NTSC-US

Wario [James0x57]
077DE060 00000008
XXXXXXXX XXXXXXXX
Hacked by Y.S. for NTSC-JP, ported by James0x57 to NTSC-US

Wolf [James0x57]
077DE1BC 00000008
XXXXXXXX XXXXXXXX
Hacked by Y.S. for NTSC-JP, ported by James0x57 to NTSC-US

Yoshi [James0x57]
077DE2AC 00000008
XXXXXXXX XXXXXXXX
Hacked by Y.S. for NTSC-JP, ported by James0x57 to NTSC-US

ZakoBall [James0x57]
077DE300 00000008
XXXXXXXX XXXXXXXX
Hacked by Y.S. for NTSC-JP, ported by James0x57 to NTSC-US

ZakoBoy [James0x57]
077DE33C 00000008
XXXXXXXX XXXXXXXX
Hacked by Y.S. for NTSC-JP, ported by James0x57 to NTSC-US

ZakoChild [James0x57]
077DE378 00000008
XXXXXXXX XXXXXXXX
Hacked by Y.S. for NTSC-JP, ported by James0x57 to NTSC-US

ZakoGirl [James0x57]
077DE3B4 00000008
XXXXXXXX XXXXXXXX
Hacked by Y.S. for NTSC-JP, ported by James0x57 to NTSC-US

Zelda [James0x57]
077DE4A4 00000008
XXXXXXXX XXXXXXXX
Hacked by Y.S. for NTSC-JP, ported by James0x57 to NTSC-US

XXXXXXXX XXXXXXXX Values by Character Name:

Captain Falcon [James0x57]
2F0E4EFA 00382120
Value Hacked by Y.S. for NTSC-JP, ported by James0x57 to NTSC-US

Dedede [James0x57]
2F4E5221 0040C500
Value Hacked by Y.S. for NTSC-JP, ported by James0x57 to NTSC-US

Diddy Kong [James0x57]
2F8A27E0 0036BCC0
Value Hacked by Y.S. for NTSC-JP, ported by James0x57 to NTSC-US

Donkey Kong [James0x57]
2FD78C71 00331F00
Value Hacked by Y.S. for NTSC-JP, ported by James0x57 to NTSC-US

Falco [James0x57]
301C41C7 00307920
Value Hacked by Y.S. for NTSC-JP, ported by James0x57 to NTSC-US

Fox [James0x57]
306A7958 00360800
Value Hacked by Y.S. for NTSC-JP, ported by James0x57 to NTSC-US

Mr.Game & Watch [James0x57]
3088574E 002404A0
Value Hacked by Y.S. for NTSC-JP, ported by James0x57 to NTSC-US

Ganondorf [James0x57]
30CA8FF4 0038B5A0
Value Hacked by Y.S. for NTSC-JP, ported by James0x57 to NTSC-US

Giga Bowser [James0x57]
30E068FF 001A02E0
Value Hacked by Y.S. for NTSC-JP, ported by James0x57 to NTSC-US

Ike [James0x57]
311F4198 002D1EE0
Value Hacked by Y.S. for NTSC-JP, ported by James0x57 to NTSC-US

Kirby [James0x57]
31809D75 002BBB20
Value Hacked by Y.S. for NTSC-JP, ported by James0x57 to NTSC-US

Bowser [James0x57]
32029EF9 003328E0
Value Hacked by Y.S. for NTSC-JP, ported by James0x57 to NTSC-US

Link [James0x57]
3243794C 002BAAA0
Value Hacked by Y.S. for NTSC-JP, ported by James0x57 to NTSC-US

Lucario [James0x57]
32910A1F 00339140
Value Hacked by Y.S. for NTSC-JP, ported by James0x57 to NTSC-US

Lucas [James0x57]
32CE06CF 0034CD00
Value Hacked by Y.S. for NTSC-JP, ported by James0x57 to NTSC-US

Luigi [James0x57]
3314681D 002E3140
Value Hacked by Y.S. for NTSC-JP, ported by James0x57 to NTSC-US

Mario [James0x57]
334D15F9 0032CD40
Value Hacked by Y.S. for NTSC-JP, ported by James0x57 to NTSC-US

Marth [James0x57]
33888F16 0031A2E0
Value Hacked by Y.S. for NTSC-JP, ported by James0x57 to NTSC-US

Metaknight [James0x57]
33C9B63A 003223C0
Value Hacked by Y.S. for NTSC-JP, ported by James0x57 to NTSC-US

Ness [James0x57]
340E1995 0035DE60
Value Hacked by Y.S. for NTSC-JP, ported by James0x57 to NTSC-US

Peach [James0x57]
3451FE02 003FA380
Value Hacked by Y.S. for NTSC-JP, ported by James0x57 to NTSC-US

Pikachu [James0x57]
34832B63 0039E8E0
Value Hacked by Y.S. for NTSC-JP, ported by James0x57 to NTSC-US

Captain Olimar [James0x57]
34C23459 002CC2E0
Value Hacked by Y.S. for NTSC-JP, ported by James0x57 to NTSC-US

Pit [James0x57]
35052F39 0035B240
Value Hacked by Y.S. for NTSC-JP, ported by James0x57 to NTSC-US

Venasaur [James0x57]
3529DE41 002BAF80
Value Hacked by Y.S. for NTSC-JP, ported by James0x57 to NTSC-US

Charizard [James0x57]
35449279 002D98E0
Value Hacked by Y.S. for NTSC-JP, ported by James0x57 to NTSC-US

PokeTrainer [James0x57]
3576A408 000B1F00
Value Hacked by Y.S. for NTSC-JP, ported by James0x57 to NTSC-US

Squirtle [James0x57]
358F1278 0032FEE0
Value Hacked by Y.S. for NTSC-JP, ported by James0x57 to NTSC-US

Popo [James0x57]
35D262AE 002B48A0
Value Hacked by Y.S. for NTSC-JP, ported by James0x57 to NTSC-US

Jigglypuff [James0x57]
35EC8CA7 002C2460
Value Hacked by Y.S. for NTSC-JP, ported by James0x57 to NTSC-US

Robot [James0x57]
3629E963 00215F80
Value Hacked by Y.S. for NTSC-JP, ported by James0x57 to NTSC-US

Samus [James0x57]
3675964F 002FD180
Value Hacked by Y.S. for NTSC-JP, ported by James0x57 to NTSC-US

Sheik [James0x57]
36C3CD5D 00301560
Value Hacked by Y.S. for NTSC-JP, ported by James0x57 to NTSC-US

Snake [James0x57]
36FCC548 003EA8E0
Value Hacked by Y.S. for NTSC-JP, ported by James0x57 to NTSC-US

Sonic [James0x57]
3733B0FB 003A63C0
Value Hacked by Y.S. for NTSC-JP, ported by James0x57 to NTSC-US

Zero Suit Samus [James0x57]
3790CD17 002C4580
Value Hacked by Y.S. for NTSC-JP, ported by James0x57 to NTSC-US

Toon Link [James0x57]
37C39136 00364DE0
Value Hacked by Y.S. for NTSC-JP, ported by James0x57 to NTSC-US

Wario [James0x57]
38208394 003F66A0
Value Hacked by Y.S. for NTSC-JP, ported by James0x57 to NTSC-US

Wolf [James0x57]
38798C69 003656A0
Value Hacked by Y.S. for NTSC-JP, ported by James0x57 to NTSC-US

Yoshi [James0x57]
38C489F7 002E3A20
Value Hacked by Y.S. for NTSC-JP, ported by James0x57 to NTSC-US

ZakoBall [James0x57]
38D40688 000EC9E0
Value Hacked by Y.S. for NTSC-JP, ported by James0x57 to NTSC-US

ZakoBoy [James0x57]
38D9674A 000A4260
Value Hacked by Y.S. for NTSC-JP, ported by James0x57 to NTSC-US

ZakoChild [James0x57]
38DD91AD 000E0D60
Value Hacked by Y.S. for NTSC-JP, ported by James0x57 to NTSC-US

ZakoGirl [James0x57]
38E2BE3F 000DEE60
Value Hacked by Y.S. for NTSC-JP, ported by James0x57 to NTSC-US

Zelda [James0x57]
391164EB 003DFCE0
Value Hacked by Y.S. for NTSC-JP, ported by James0x57 to NTSC-US
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: nerdy2009kid on September 28, 2009, 02:16:33 AM
I used super meta knight but i want to be able to use meta knight's down-b as long as im hold it down so once i use it i want to be able to hold down b and as long as i hold it i want to stay invisible.and i have looked but i can't find any like that.
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: Dadiro on September 28, 2009, 06:12:35 AM
That's MOVE SWAP. I am talking about the code that allows you to replace ONE animation on a character, example. Mario does a fireball animation when you press the taunt button.
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: nerdy2009kid on September 28, 2009, 10:11:30 PM
well i don't know if it would be simulating it if you just combined two of them together would it so lets say u use samuse's normal attack it would be like if u hold it down it continuously fires it LIKE a laser that is what i mean.
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: AzureTwilight on November 08, 2009, 04:51:33 PM
Super Smash Bros. Brawl [RSBE01] Support

First, I want to make clear, none of the following codes are mine, they are codes I have found throughout various forums and sites. Some of the codes I found had credit, some didn't. So for simplicity's sake, I just left them all without credit, although I do want to say, I am very grateful for all the creators of code for the amazing job they do. :3

So, yes, I have some questions if someone would be kind enough to answer them. ^  ^

I also want to I thank anyone who takes the time to read this and consider helping me. I have read through many pages of forums looking for codes, and these are the one's I have not found any answers to.

HP Brawl
Being able to have stock matches where the players have HP instead of damage. And the HP can be set up to 999.
There were able to do it for Melee, so the same general concept should apply.
What happened then was, when a player's HP reached 0, they would collapse and become lifeless, and until they were knocked off the stage, they wouldn't die. When they died in that manner, they would lose a stock, and then respawn with their HP.
I personally think it's awesome to fight with HP, and if you die, you can come back with HP. It makes for an interesting fighting type. :3

I tried to base it off this code I found, but I am unable to set the HP values, and I believe the characters don't have more than one stock when this code is activated.
They just have a counter that says 0HP and the counter increases as damage increases. So in essence, it's just cosmetic.

Status Modifier (P1)
4A000000 90180F20
100000B3 000000XX
100000B4 000000YY
E0000000 80008000
Status Modifier Information
XX and YY are both calculated.. The calculations starts with 00 for
both.
XX
+04 Invisible
+10 Metal
(14 would be invisible and metal as: 00(base) +04(Inv) +10(Metal) =14)
YY
+01 Reflect
+02 Curry
+04 Flower
+08 Bunny hood
+80 HP


Basically, the request is to, when the code is on, P1-P4's damage values are replaced by HP. So in any mode in the game, it will be HP rather than damage. So one could just play stock or time or whatever, and they will have HP instead.
Also, the HP can be set for each individual player when entering the code, of course. XD

Kill Affirmation
Something that bugged me since Melee, is that they got rid of the kill affirmation display from non-timed matches.
Back in SSB for the 64, every time someone got a kill or died, it would show "+1" and/or "-1", so you would know who got a particular kill.
Both Melee and Brawl have this, but only for timed matches.
Since the data and image for "+1" and "-1" exists, is it possible to enable the kill affirmation notice in a stock match?
I was looking at this code, and I was wondering if it could be applied.
For all I know, there might be a specific code to make it appear, but I don't know anything about making codes, I just try to apply the codes I find to try to do what I want. ^  ^;

Default Settings Modifier
24494A98 80000000
20523300 00000000
04523300 DEADBEEF
42000000 90000000
0417F360 0000XXYY
0417F364 WWGGZZNN
0417F368 KKTTPPSS
0417F36C JJ000000
E0000000 80008000

YY = Time(Infinite time is 00)
WW = Stock

KK = Stock Time Limit(Infinite Time is 00)

XX = Game Type
Timed Match = 0
Stock Match = 1
Coin Match = 2

GG = Handicap
Off = 0
Auto = 1
On = 2
ZZ = Damage Ratio
Just move the decimal place over and act as if its in hex.
For Example, if you want
.8 = 08
1.6 = 10
2.0 = 14
NN = Stage Choice
Choose = 00
Random = 01
Turns = 02
Ordered = 03
Loser's Pick = 04
TT = Team Attack
Off = 00
On = 01
PP = Pause
Off = 00
On = 01
SS = Score Display
Off = 00
On = 01
JJ = Damage Gauge
Off = 00
On = 01


I was thinking that if somehow one makes the matches set to be like timed matches, but still stock or something, the kill affirmation would show.

Setting Infinite Items
These following two codes are for infinite of their particular item. How would one translate an item ID into the lower left line?

Infinite Gooey Bombs
4A000000 80000000
1462C374 00000000

Infinite Party Balls
4A000000 80000000
1462C38A 00000000


True Random Stage Select
When one plays matches with random stages, you will play through every level each once, without any repeats. Though actually choosing a level resets it.
Since there are a lot of stage select type codes, I'm wondering if one, is for a code that just allows a random that doesn't exclude levels as it goes.

Final Smash Swap
I've read a lot about moveset swapping, but I'd like to know, is it possible to swap final smashes between characters? Specifically, I'd like to set Zero Suit Samus to use Samus's Shoop da Woop Laser. :3

Hitbox Property Mod
This code:

Hit Effect Modifier
C2744A18 00000009
9421FF98 BCE10008
48000005 7D8802A6
80DE0030 80EC0044
7C063800 40820010
80EC0048 50E606FE
48000014 398C0008
54E7463E 2C0700E0
40A2FFDC B8E10008
38210068 00000000
662000XX 00000000
[Insert code(s) below]
E0000000 80008000

XX is the number of inserted codes.

Mario
Fireball
003FEDE5 000000ZZ
Up B
007FEDE6 000000ZZ
Cape
007FEDE7 000000ZZ

Samus
Missiles & Bombs
007FEDE5 000000ZZ
Charge Shot
007FEDE3 000000ZZ
Screw Attack etc.
007FEDE0 000000ZZ
Flame Attacks
15FFEDE5 000000ZZ


As it says, it changes the property of the attacks; I assume it means the element. My question is, would one be able to apply this to any attack of a character? Such as a simple punch, kick, etc. And how would I be able to find the codes for attacks and characters I'd want? I suppose I could just keep trying random lines, but I would like to know if there is a way to find out without guessing.

I do apologize for the extensive list, and once again, many thanks for reading my requests.
If anyone could help me with my questions, I'd be very grateful. ^  ^
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: Master-King on November 25, 2009, 10:01:49 PM
hello everyone  i need some help cause its the first time using codes for SSBB and well....

i want a code for sheik,lucario and samus that they get instant charge but no rapid fire because it freeze my game when im using some codes i found here like im using super lucario and i kill him when i use up+b

and with sheik stick to the wall forever when i jump or run it get stuck and thats frustating

anyways if someone can help me and when i create a stage it freezes me as well and im not mixing part or putting them only in one place 

thanks in advance
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: Dark Chaos on November 29, 2009, 07:25:31 PM
I have a question.How do you make super codes work for a specific player.

I asked because i use the Super Mario Code for player1

P1 Super Mario:(Phantom Wings)
4A000000 90180FB8
38000000 00000000
4A000000 81000000
30262604 00000112
3025E978 40000000
1425E978 41700000
14289CC4 4F000000
E2000002 00000000
30262604 00000113
3025E978 40000000
1425E978 41a00000
14289CC4 41300000
E2000002 00000000
30262604 00000114
3025E978 41300000
1425E978 4f000000
14289CC4 4f000000
E2000002 00000000
30262604 00000115
1425E978 4f000000
E2000001 00000000
30262604 00000118
3025E978 42100000
1425E978 4F000000
14289CC4 4F000000
E2000002 00000000


This code only work with Player 1 and none of the other players
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: jackharvest on December 15, 2009, 01:13:46 AM
We at KittyCorp: MeowMix have unburried a Partial Size Modification List that originated from Japan, and was then translated.  Our youtube tutorial (and downloads for the list) are here: http://www.youtube.com/watch?v=mvlqRPSPGuk

We noticed that there were multiple questions regarding partial size modification, and perhaps they were solved already, but I'm not one to go charging through hundreds of threads to make sure you have this awesome PDF we have for you.

You're welcome.

-Jack H.
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: nintendude on December 15, 2009, 06:40:17 AM
Sorry if this is the wrong area to post this question, but here it goes:

Is there a code that lets you zoom out with the unrestricted pause/game camera that doesn't fade everything to white? You know, when you zoom out to show the stage in its entirety, some stages (such as Isle Delfino for example) start to get whited out the farther you zoom out, making it hard to get a nice clear picture.

Additionally (while I'm at it), is there a code that lets you stay your modified size when you do a victory pose and let you move around after doing a victory pose?

Any/all responses are appreciated!
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: DG on December 16, 2009, 10:14:08 PM
Not sure if this is the right place to ask but yea i seem to be having trouble with the wifi music modifier code and im not sure why. I have tried codes with and without the button activators and still none of them seemed to work at all.  Heres some of the codes i tried to use but never seem to work.

Dpad Up = Boss Battle Song 1
284DE4B0 00000088
4A000000 90FDCD20
14000000 FF002823
E0000000 80008000

Up = Boss Battle Song 1
4A000000 90FDCD20
14000000 FF002823
E0000000 80008000

Boss Battle Song
4A000000 90180F06
14000076 FF002823
E0000000 80008000

D padUp = Boss Battle Song 1
284DE4B0 00000088
4A000000 90180F06
14000076 FF002823
E0000000 80008000

The ones with the button activators i hold that button down when the stage is loading and nothing happens..and with the one without the button activators..nothing happens period.  If someone could give a response,  maybe if you notice something wrong with the codes, have another code i could use, or just some advice on how to solve this problem, i would greatly appreciate it.  Thanks

Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: Yoshi52 on December 17, 2009, 09:30:57 PM
This button activated one works for me fine, but it only works if you're Host, so it's easier in With Friends. I've found out that it works if you hold the button combination as the game starts the "READY TO FIGHT!" and begins loading the next stage in the Waiting Room. Basically, it'll work if you're Host of the match and you were holding the button combination when it started loading the match.

Wi-Fi Music Modifier
284DE4B0 yyyyyyyy
4A000000 90FDCD20
14000000 FF00xxxx
E0000000 80008000


Button Values:
Add 80 to sum.
0000 - No Button
0001 - D-Pad Left
0002 - D-Pad Right
0004 - D-Pad Down
0008 - D-Pad Up
0010 - Z
0020 - R
0040 - L
0100 - A
0200 - B
0400 - X
0800 - Y
1000 - Start/Pause


Music Values:
(Most Nameless and Unused
songs are silence)
26F9 Menu 1
26FA Menu 1
26FB Menu 2
26FC Battlefield
26FD Final Destination
26FF Online Practice Stage
2700 Results Display Screen
2701 Tournament Registration
2702 Tournament Grid
2703 Tournament Match End
2705 Classic: Results Screen
2706 ENDING
2707 All-Star Rest Area
2708 Home-Run Contest
2709 Cruel Brawl
270A Boss Battle
270B Trophy Gallery
270C Sticker Album / Album / Chronicle
270D Coin Launcher
270F Stage Builder
2712 Target Smash!!
2713 Credits
2714 Ground Theme (Super Mario Bros.)
2715 Underground Theme (Super Mario Bros.)
2716 Underwater Theme (Super Mario Bros.)
2717 Underground Theme (Super Mario Land)
2718 Airship Theme (Super Mario Bros. 3)
2719 Castle / Boss Fortress (Super Mario World / SMB 3)
271A Title / Ending (Super Mario World)
271B Main Theme (New Super Mario Bros.)
271C Luigi's Mansion Theme
271D Gritzy Desert
271E MLRPG02 (Unused)
271F MORINOKINOKO (Unused)
2720 Delfino Plaza
2721 Ricco Harbor
2722 Main Theme (Super Mario 64)
2723 Ground Theme 2 (Super Mario Bros.)
2724 Mario Bros.
2725 Mario Circuit
2726 Luigi Circuit
2727 Waluigi Pinball
2728 Rainbow Road
2729 Jungle Level Ver.2
272A The Map Page / Bonus Level
272B Opening (Donkey Kong)
272C Donkey Kong
272D King K.Rool / Ship Deck 2
272E Bramble Blast
272F Battle for Storm Hill
2730 Jungle Level
2731 25m BGM
2732 DK Jungle 1 Theme (Barrel Blast)
2733 Title (The Legend of Zelda)
2734 Main Theme (The Legend of Zelda)
2735 Great Temple / Temple
2736 The Dark World
2737 Hidden Mountain & Forest
2738 KAZENOSAKANA (Unused)
2739 Tal Tal Heights
273A Hyrule Field Theme
273B Ocarina of Time Medley
273C Song of Storms
273D Molgera Battle
273E Village of the Blue Maiden
273F Gerudo Valley
2740 Termina Field
2741 Dragon Roost Island
2742 The Great Sea
2743 Main Theme (Twilight Princess)
2744 The Hidden Village
2745 Midna's Lament
2746 Main Theme (Metroid)
2747 Norfair
2748 Ending (Metroid)
2749 Vs. Ridley
274A Theme of Samus Aran, Space Warrior
274B Sector 1
274C Opening / Menu (Metroid Prime)
274D Vs. Parasite Queen
274E Vs. Meta Ridley
274F Multiplayer (Metroid Prime 2)
2750 Ending (Yoshi's Story)
2751 Obstacle Course
2752 Yoshi's Island
2753 COCKIE (Unused)
2754 Flower Field
2755 Wildlands
2756 ATHLETIC2 (Unused)
2757 The Legendary Air Ride Machine
2758 King Dedede's Theme
2759 Boss Theme Medley
275A Butter Building
275B Gourmet Race
275C Meta Knight's Revenge
275D Vs. Marx
275E 0 Battle
275F Forest / Nature Area
2760 Checker Knights
2761 Frozen Hillside
2762 Squeak Squad Theme
2763 Main Theme (Star Fox)
2764 Corneria
2765 Main Theme (Star Fox 64)
2766 Area 6
2767 Star Wolf
2768 COMMAND (Unused)
2769 Space Battleground
276A Break Through the Ice
276B Star Wolf (Star Fox: Assault)
276C Space Armada
276D Area 6 Ver. 2
276E Pokémon Main Theme
276F Pokémon Center
2770 Road to Viridian City (From Pallet Town / Pewter City)
2771 Pokémon Gym / Evolution
2772 Wild Pokémon Battle! (Ruby / Sapphire)
2773 Victory Road
2774 Wild Pokémon Battle! (Diamond / Pearl)
2775 Dialga / Palkia Battle at Spear Pillar!
2776 Team Galactic Battle!
2777 Route 209
2778 Mute City
2779 White Land
277A Fire Field
277B Car Select
277C Dream Chaser
277D Devil's Call in Your Heart
277E Climb Up! And Get The Last Chance!
277F Brain Cleaner
2780 Shotgun Kiss
2781 Planet Colors
2783 Fire Emblem Theme
2784 Shadow Dragon Medley
2785 With Mila's Divine Protection (Celica Map 1)
2787 Preparing to Advance
2788 Winning Road - Roy's Hope
2789 Attack
278A Against the Dark Knight
278B Crimean Army Sortie
278C Power-Hungry Fool
278D Victory Is Near
278E Ike's Theme
278F Snowman
2790 SENTOUONIISAN (Unused)
2791 EIGHTMELODIES (Unused)
2792 SMILEANDTEARS (Unused)
2793 Humoresque of a Little Dog
2794 BECAUSE (Unused)
2795 Porky's Theme
2796 Mother 3 Love Theme
2797 Unfounded Revenge / Smashing Song of Praise
2798 You Call This a Utopia?!
2799 World Map (Pikmin 2)
279A Forest of Hope
279B Environmental Noises
279C Ai no Uta
279D Tane no Uta
279E Main Theme (Pikmin)
279F Stage Clear / Title (Pikmin)
27A0 Ai no Uta (French Version)
27A1 WarioWare, Inc.
27A2 WarioWare, Inc. Medley
27A3 Mona Pizza's Song (Japanese Version)
27A4 Mona Pizza's Song (English Version)
27A5 Mike's Song (Japanese Version)
27A6 Mike's Song (English Version)
27A7 Ashley's Song (Japanese Version)
27A8 Ashley's Song (English Version)
27B3 Title (Animal Crossing)
27B4 Go K.K. Rider!
27B5 2:00 a.m.
27B6 RADIOTAISO (Unused)
27B7 The Roost
27B8 Town Hall and Tom Nook's Store
27B9 K.K. Crusin'
27BA K.K. Western
27BB K.K. Gumbo
27BC Rockin' K.K.
27BD DJ K.K.
27BE K.K. Condor
27BF Underworld
27C0 Title (Kid Icarus)
27C1 Skyworld
27C2 Kid Icarus Original Medley
27C3 Famicom Medley
27C4 Gyromite
27C5 SPORTSMEDLEY (Unused)
27C6 Chill (Dr. Mario)
27C7 Clu Clu Land
27C8 Balloon Trip
27C9 Ice Climber
27CA Shin Onigashima
27CB Title (3D Hot Rally)
27CC Tetris: Type A
27CD Tetris: Type B
27CE Tunnel Scene (X)
27CF Power-Up Music
27D0 Douchuumen (Nazo no Murasamejo)
27D1 WILDTRACKS (Unused)
27D2 PictoChat
27D3 ELECTRO
27D4 Flat Zone 2
27D5 Mario Tennis / Mario Golf
27D6 Lip's Theme (Panel de Pon)
27D7 Marionation Gear
27D8 Title (Big Brain Academy)
27D9 Golden Forest (1080Snowboarding)
27DA Mii Channel
27DB Wii Shop Channel
27DC Battle Scene / Final Boss (Golden Sun)
27DD Shaberu! DS Cooking Navi
27DE Excite Truck
27DF Brain Age: Train Your Brain in Minutes a Day
27E0 Opening Theme (Wii Sports)
27E1 Charge! (Wii Play)
27E2 MAINTHEME (Unused)
27E3 Encounter
27E4 Theme of Tara
27E5 Yell "Dead Cell"
27E6 Snake Eater (Instrumental)
27E7 MGS4 Theme of Love Smash Bros. Brawl Version
27E8 Cavern
27E9 Battle in the Base
27EA BEATMANIA (Unused)
27EB Theme of Solid Snake
27EC Calling to the Night
27ED Credits (Super Smash Bros.)
27EE Menu (Super Smash Bros. Melee)
27EF Opening (Super Smash Bros. Melee)
27F0 HOWTOPLAY (Unused)
27F1 DXTERMINAL (Unused)
27F2 Green Hill Zone
27F3 Scrap Brain Zone
27F4 Emerald Hill Zone
27F5 Angel Island Zone
27F6 UCANDO
27F7 Sonic Boom
27F8 Super Sonic Racing
27F9 Open Your Heart
27FA Live & Learn
27FB Sonic Heroes
27FC Right There, Ride On
27FD HIS WORLD (Instrumental)
27FE Seven Rings In Hand
27FF Princess Peach's Castle (Melee)
2800 Rainbow Cruise (Melee)
2801 Jungle Japes (Melee)
2802 Brinstar Depths (Melee)
2803 Yoshi's Island (Melee)
2804 Fountain of Dreams (Melee)
2805 Green Greens (Melee)
2806 Corneria (Melee)
2807 Pokémon Stadium (Melee)
2808 Poké Floats (Melee)
2809 Big Blue (Melee)
280A Mother (Melee)
280B Icicle Mountain (Melee)
280C Flat Zone (Melee)
280D Super Mario Bros. 3 (Melee)
280E Battle Theme (Melee)
280F Fire Emblem (Melee)
2810 Mach Rider (Melee)
2811 Mother 2 (Melee)
2812 Dr. Mario (Melee)
2813 Battlefield (Melee)
2815 Multi-Man Melee 1 (Melee)
2816 Temple (Melee)
2817 Final Destination (Melee)
2818 Kong Jungle (Melee)
2819 Brinstar (Melee)
281A Venom (Melee)
281B Mute City (Melee)
281C Menu (Melee)
281D Giga Bowser (Melee)
281F Adventure Map
2820 Step: The Plain
2821 Step: The Cave
2822 Step: Subspace
2823 Boss Battle Song 1
2824 SSE Results (Nameless)
2825 Boss Battle Song 2
2826 Save Point
2827 SSE DK Jungle (Nameless)
2828 SSE Luigi Mansion (Nameless)
2829 Halberd Interior (Nameless)
282A SSE Data Select (Nameless)
282B SSE Brinstar (Nameless)
282C Step: Subspace Ver.2
282D Step: Subspace Ver.3
282E Halberd Moving (Nameless)
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: Dark Chaos on December 19, 2009, 02:00:10 AM
Fly swap updated!
284DE4B0 00000188
4A000000 90180F20
10000098 0000002E
E0000000 80008000
284DE4B0 00000181
4A000000 90180F20
10000098 0000002F
E0000000 80008000
284DE4B0 00000182
4A000000 90180F20
10000098 00000030
E0000000 80008000
284DE4B0 00000184
4A000000 90180F20
10000098 00000031
E0000000 80008000
284DE4B0 00000288
4A000000 90180F20
10000098 00000016
E0000000 80008000
284DE4B0 00000281
4A000000 90180F20
10000098 0000000E
E0000000 80008000
284DE4B0 00000282
4A000000 90180F20
10000098 00000002
E0000000 80008000
284DE4B0 00000284
4A000000 90180F20
10000098 00000028
E0000000 80008000
284DE4B0 00000488
4A000000 90180F20
10000098 0000000B
E0000000 80008000
284DE4B0 00000481
4A000000 90180F20
10000098 00000003
E0000000 80008000
284DE4B0 00000482
4A000000 90180F20
10000098 00000004
E0000000 80008000
284DE4B0 00000484
4A000000 90180F20
10000098 0000001B
E0000000 80008000
284DE4B0 00000888
4A000000 90180F20
10000098 00000014
E0000000 80008000
284DE4B0 00000881
4A000000 90180F20
10000098 00000019
E0000000 80008000
284DE4B0 00000882
4A000000 90180F20
10000098 00000010
E0000000 80008000
284DE4B0 00000884
4A000000 90180F20
10000098 00000026
E0000000 80008000
284DE4B0 000000C8
4A000000 90180F20
10000098 0000000D
E0000000 80008000
284DE4B0 000000C1
4A000000 90180F20
10000098 00000000
E0000000 80008000
284DE4B0 000000C2
4A000000 90180F20
10000098 00000009
E0000000 80008000
284DE4B0 000000C4
4A000000 90180F20
10000098 00000005
E0000000 80008000
284DE4B0 000000A8
4A000000 90180F20
10000098 0000002C
E0000000 80008000
284DE4B0 000000A1
4A000000 90180F20
10000098 0000000C
E0000000 80008000
284DE4B0 000000A2
4A000000 90180F20
10000098 00000017
E0000000 80008000
284DE4B0 000000A4
4A000000 90180F20
10000098 0000002D
E0000000 80008000
284DE4B0 00000098
4A000000 90180F20
10000098 0000002A
E0000000 80008000
284DE4B0 00000091
4A000000 90180F20
10000098 00000013
E0000000 80008000
284DE4B0 00000092
4A000000 90180F20
10000098 00000025
E0000000 80008000
284DE4B0 00000094
4A000000 90180F20
10000098 0000002B
E0000000 80008000
284DE4B0 000000E8
4A000000 90180F20
10000098 0000001D
E0000000 80008000
284DE4B0 000000E1
4A000000 90180F20
10000098 00000008
E0000000 80008000
284DE4B0 000000E2
4A000000 90180F20
10000098 00000027
E0000000 80008000
284DE4B0 000000E4
4A000000 90180F20
10000098 00000024
E0000000 80008000
284DE4B0 00000C88
4A000000 90180F20
10000098 0000000A
E0000000 80008000
284DE4B0 00000C81
4A000000 90180F20
10000098 00000007
E0000000 80008000
284DE4B0 00000C82
4A000000 90180F20
10000098 00000015
E0000000 80008000
284DE4B0 00000C84
4A000000 90180F20
10000098 00000029
E0000000 80008000
284DE4B0 000001C8
4A000000 90180F20
10000098 0000001A
E0000000 80008000
284DE4B0 000001C1
4A000000 90180F20
10000098 00000001
E0000000 80008000
284DE4B0 000001C2
4A000000 90180F20
10000098 0000001C
E0000000 80008000
284DE4B0 000001C4
4A000000 90180F20
10000098 0000001E
E0000000 80008000
284DE4B0 000001A8
4A000000 90180F20
10000098 00000006
E0000000 80008000
284DE4B0 000001A1
4A000000 90180F20
10000098 00000018
E0000000 80008000
284DE4B0 000001A2
4A000000 90180F20
10000098 00000023
E0000000 80008000
284DE4B0 000001A4
4A000000 90180F20
10000098 00000020
E0000000 80008000
284DE4B0 00000388
4A000000 90180F20
10000098 00000022
E0000000 80008000
284DE4B0 00000381
4A000000 90180F20
10000098 00000011
E0000000 80008000
284DE4B0 00000382
4A000000 90180F20
10000098 00000012
E0000000 80008000
284DE4B0 00000384
4A000000 90180F20
10000098 0000000F
E0000000 80008000

New list as well

[spoiler]A + Up = Alloy Red
A + Left = Alloy Blue
A + Right = Alloy Yellow
A + Down = Alloy Green
----------
B + Up = Gannondorf
B + Left = Zelda
B + Right = Link
B + Down = Toon Link
----------
X + Up = Ness
X + Left = Samus
X + Right = Zero-Suit Samus
X + Down = Lucas
----------
Y + Up = Mr. Game & Watch
Y + Left = Pit
Y + Right = Ice Climbers
Y + Down = R.O.B.
----------
L + Up = Peach
L + Left = Mario
L + Right = Luigi
L + Down = Yoshi
----------
R + Up = Giga Bowser
R + Left = Bowser
R + Right = Wario
R + Down = Wario-Man (Do Not End Match As)
----------
Z + Up = Snake
Z + Left = Marth
Z + Right = Ike
Z + Down = Sonic
----------
L + R + Up = Pokemon Trainer
L + R + Left = Pikachu
L + R + Right = Jigglypuff
L + R + Down = Lucario
----------
X + Y + Up = Captain Falcon
X + Y + Left = Fox
X + Y + Right = Falco
X + Y + Down = Wolf
----------
L + A + Up = Olimar
L + A + Left = Donkey Kong
L + A + Right = Diddy Kong
L + A + Down = Charizard (independent)
----------
R + A + Up = Kirby
R + A + Left = Metaknight
R + A + Right = King Dedede
R + A + Down = Squirtle (independent)
--------
A + B + Up = Ivysaur (independent)
A + B + Left = Popo (independent)
A + B + Right = Nana (independent)
A + B + Down = Sheik[/spoiler]
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: DG on December 22, 2009, 06:42:21 AM
Quote from: Yoshi52 on December 17, 2009, 09:30:57 PM
This button activated one works for me fine, but it only works if you're Host, so it's easier in With Friends. I've found out that it works if you hold the button combination as the game starts the "READY TO FIGHT!" and begins loading the next stage in the Waiting Room. Basically, it'll work if you're Host of the match and you were holding the button combination when it started loading the match.

Wi-Fi Music Modifier
284DE4B0 yyyyyyyy
4A000000 90FDCD20
14000000 FF00xxxx
E0000000 80008000


Button Values:
Add 80 to sum.
0000 - No Button
0001 - D-Pad Left
0002 - D-Pad Right
0004 - D-Pad Down
0008 - D-Pad Up
0010 - Z
0020 - R
0040 - L
0100 - A
0200 - B
0400 - X
0800 - Y
1000 - Start/Pause


Music Values:
(Most Nameless and Unused
songs are silence)
26F9 Menu 1
26FA Menu 1
26FB Menu 2
26FC Battlefield
26FD Final Destination
26FF Online Practice Stage
2700 Results Display Screen
2701 Tournament Registration
2702 Tournament Grid
2703 Tournament Match End
2705 Classic: Results Screen
2706 ENDING
2707 All-Star Rest Area
2708 Home-Run Contest
2709 Cruel Brawl
270A Boss Battle
270B Trophy Gallery
270C Sticker Album / Album / Chronicle
270D Coin Launcher
270F Stage Builder
2712 Target Smash!!
2713 Credits
2714 Ground Theme (Super Mario Bros.)
2715 Underground Theme (Super Mario Bros.)
2716 Underwater Theme (Super Mario Bros.)
2717 Underground Theme (Super Mario Land)
2718 Airship Theme (Super Mario Bros. 3)
2719 Castle / Boss Fortress (Super Mario World / SMB 3)
271A Title / Ending (Super Mario World)
271B Main Theme (New Super Mario Bros.)
271C Luigi's Mansion Theme
271D Gritzy Desert
271E MLRPG02 (Unused)
271F MORINOKINOKO (Unused)
2720 Delfino Plaza
2721 Ricco Harbor
2722 Main Theme (Super Mario 64)
2723 Ground Theme 2 (Super Mario Bros.)
2724 Mario Bros.
2725 Mario Circuit
2726 Luigi Circuit
2727 Waluigi Pinball
2728 Rainbow Road
2729 Jungle Level Ver.2
272A The Map Page / Bonus Level
272B Opening (Donkey Kong)
272C Donkey Kong
272D King K.Rool / Ship Deck 2
272E Bramble Blast
272F Battle for Storm Hill
2730 Jungle Level
2731 25m BGM
2732 DK Jungle 1 Theme (Barrel Blast)
2733 Title (The Legend of Zelda)
2734 Main Theme (The Legend of Zelda)
2735 Great Temple / Temple
2736 The Dark World
2737 Hidden Mountain & Forest
2738 KAZENOSAKANA (Unused)
2739 Tal Tal Heights
273A Hyrule Field Theme
273B Ocarina of Time Medley
273C Song of Storms
273D Molgera Battle
273E Village of the Blue Maiden
273F Gerudo Valley
2740 Termina Field
2741 Dragon Roost Island
2742 The Great Sea
2743 Main Theme (Twilight Princess)
2744 The Hidden Village
2745 Midna's Lament
2746 Main Theme (Metroid)
2747 Norfair
2748 Ending (Metroid)
2749 Vs. Ridley
274A Theme of Samus Aran, Space Warrior
274B Sector 1
274C Opening / Menu (Metroid Prime)
274D Vs. Parasite Queen
274E Vs. Meta Ridley
274F Multiplayer (Metroid Prime 2)
2750 Ending (Yoshi's Story)
2751 Obstacle Course
2752 Yoshi's Island
2753 COCKIE (Unused)
2754 Flower Field
2755 Wildlands
2756 ATHLETIC2 (Unused)
2757 The Legendary Air Ride Machine
2758 King Dedede's Theme
2759 Boss Theme Medley
275A Butter Building
275B Gourmet Race
275C Meta Knight's Revenge
275D Vs. Marx
275E 0 Battle
275F Forest / Nature Area
2760 Checker Knights
2761 Frozen Hillside
2762 Squeak Squad Theme
2763 Main Theme (Star Fox)
2764 Corneria
2765 Main Theme (Star Fox 64)
2766 Area 6
2767 Star Wolf
2768 COMMAND (Unused)
2769 Space Battleground
276A Break Through the Ice
276B Star Wolf (Star Fox: Assault)
276C Space Armada
276D Area 6 Ver. 2
276E Pokémon Main Theme
276F Pokémon Center
2770 Road to Viridian City (From Pallet Town / Pewter City)
2771 Pokémon Gym / Evolution
2772 Wild Pokémon Battle! (Ruby / Sapphire)
2773 Victory Road
2774 Wild Pokémon Battle! (Diamond / Pearl)
2775 Dialga / Palkia Battle at Spear Pillar!
2776 Team Galactic Battle!
2777 Route 209
2778 Mute City
2779 White Land
277A Fire Field
277B Car Select
277C Dream Chaser
277D Devil's Call in Your Heart
277E Climb Up! And Get The Last Chance!
277F Brain Cleaner
2780 Shotgun Kiss
2781 Planet Colors
2783 Fire Emblem Theme
2784 Shadow Dragon Medley
2785 With Mila's Divine Protection (Celica Map 1)
2787 Preparing to Advance
2788 Winning Road - Roy's Hope
2789 Attack
278A Against the Dark Knight
278B Crimean Army Sortie
278C Power-Hungry Fool
278D Victory Is Near
278E Ike's Theme
278F Snowman
2790 SENTOUONIISAN (Unused)
2791 EIGHTMELODIES (Unused)
2792 SMILEANDTEARS (Unused)
2793 Humoresque of a Little Dog
2794 BECAUSE (Unused)
2795 Porky's Theme
2796 Mother 3 Love Theme
2797 Unfounded Revenge / Smashing Song of Praise
2798 You Call This a Utopia?!
2799 World Map (Pikmin 2)
279A Forest of Hope
279B Environmental Noises
279C Ai no Uta
279D Tane no Uta
279E Main Theme (Pikmin)
279F Stage Clear / Title (Pikmin)
27A0 Ai no Uta (French Version)
27A1 WarioWare, Inc.
27A2 WarioWare, Inc. Medley
27A3 Mona Pizza's Song (Japanese Version)
27A4 Mona Pizza's Song (English Version)
27A5 Mike's Song (Japanese Version)
27A6 Mike's Song (English Version)
27A7 Ashley's Song (Japanese Version)
27A8 Ashley's Song (English Version)
27B3 Title (Animal Crossing)
27B4 Go K.K. Rider!
27B5 2:00 a.m.
27B6 RADIOTAISO (Unused)
27B7 The Roost
27B8 Town Hall and Tom Nook's Store
27B9 K.K. Crusin'
27BA K.K. Western
27BB K.K. Gumbo
27BC Rockin' K.K.
27BD DJ K.K.
27BE K.K. Condor
27BF Underworld
27C0 Title (Kid Icarus)
27C1 Skyworld
27C2 Kid Icarus Original Medley
27C3 Famicom Medley
27C4 Gyromite
27C5 SPORTSMEDLEY (Unused)
27C6 Chill (Dr. Mario)
27C7 Clu Clu Land
27C8 Balloon Trip
27C9 Ice Climber
27CA Shin Onigashima
27CB Title (3D Hot Rally)
27CC Tetris: Type A
27CD Tetris: Type B
27CE Tunnel Scene (X)
27CF Power-Up Music
27D0 Douchuumen (Nazo no Murasamejo)
27D1 WILDTRACKS (Unused)
27D2 PictoChat
27D3 ELECTRO
27D4 Flat Zone 2
27D5 Mario Tennis / Mario Golf
27D6 Lip's Theme (Panel de Pon)
27D7 Marionation Gear
27D8 Title (Big Brain Academy)
27D9 Golden Forest (1080Snowboarding)
27DA Mii Channel
27DB Wii Shop Channel
27DC Battle Scene / Final Boss (Golden Sun)
27DD Shaberu! DS Cooking Navi
27DE Excite Truck
27DF Brain Age: Train Your Brain in Minutes a Day
27E0 Opening Theme (Wii Sports)
27E1 Charge! (Wii Play)
27E2 MAINTHEME (Unused)
27E3 Encounter
27E4 Theme of Tara
27E5 Yell "Dead Cell"
27E6 Snake Eater (Instrumental)
27E7 MGS4 Theme of Love Smash Bros. Brawl Version
27E8 Cavern
27E9 Battle in the Base
27EA BEATMANIA (Unused)
27EB Theme of Solid Snake
27EC Calling to the Night
27ED Credits (Super Smash Bros.)
27EE Menu (Super Smash Bros. Melee)
27EF Opening (Super Smash Bros. Melee)
27F0 HOWTOPLAY (Unused)
27F1 DXTERMINAL (Unused)
27F2 Green Hill Zone
27F3 Scrap Brain Zone
27F4 Emerald Hill Zone
27F5 Angel Island Zone
27F6 UCANDO
27F7 Sonic Boom
27F8 Super Sonic Racing
27F9 Open Your Heart
27FA Live & Learn
27FB Sonic Heroes
27FC Right There, Ride On
27FD HIS WORLD (Instrumental)
27FE Seven Rings In Hand
27FF Princess Peach's Castle (Melee)
2800 Rainbow Cruise (Melee)
2801 Jungle Japes (Melee)
2802 Brinstar Depths (Melee)
2803 Yoshi's Island (Melee)
2804 Fountain of Dreams (Melee)
2805 Green Greens (Melee)
2806 Corneria (Melee)
2807 Pokémon Stadium (Melee)
2808 Poké Floats (Melee)
2809 Big Blue (Melee)
280A Mother (Melee)
280B Icicle Mountain (Melee)
280C Flat Zone (Melee)
280D Super Mario Bros. 3 (Melee)
280E Battle Theme (Melee)
280F Fire Emblem (Melee)
2810 Mach Rider (Melee)
2811 Mother 2 (Melee)
2812 Dr. Mario (Melee)
2813 Battlefield (Melee)
2815 Multi-Man Melee 1 (Melee)
2816 Temple (Melee)
2817 Final Destination (Melee)
2818 Kong Jungle (Melee)
2819 Brinstar (Melee)
281A Venom (Melee)
281B Mute City (Melee)
281C Menu (Melee)
281D Giga Bowser (Melee)
281F Adventure Map
2820 Step: The Plain
2821 Step: The Cave
2822 Step: Subspace
2823 Boss Battle Song 1
2824 SSE Results (Nameless)
2825 Boss Battle Song 2
2826 Save Point
2827 SSE DK Jungle (Nameless)
2828 SSE Luigi Mansion (Nameless)
2829 Halberd Interior (Nameless)
282A SSE Data Select (Nameless)
282B SSE Brinstar (Nameless)
282C Step: Subspace Ver.2
282D Step: Subspace Ver.3
282E Halberd Moving (Nameless)


managed to get it to work now, thx for the help
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: Xirsch on December 22, 2009, 08:37:11 AM
Quote from: Chaos1 on December 19, 2009, 02:00:10 AM
Fly swap updated!
284DE4B0 00000188
4A000000 90180F20
10000098 0000002E
E0000000 80008000
284DE4B0 00000181
4A000000 90180F20
10000098 0000002F
E0000000 80008000
284DE4B0 00000182
4A000000 90180F20
10000098 00000030
E0000000 80008000
284DE4B0 00000184
4A000000 90180F20
10000098 00000031
E0000000 80008000
284DE4B0 00000288
4A000000 90180F20
10000098 00000016
E0000000 80008000
284DE4B0 00000281
4A000000 90180F20
10000098 0000000E
E0000000 80008000
284DE4B0 00000282
4A000000 90180F20
10000098 00000002
E0000000 80008000
284DE4B0 00000284
4A000000 90180F20
10000098 00000028
E0000000 80008000
284DE4B0 00000488
4A000000 90180F20
10000098 0000000B
E0000000 80008000
284DE4B0 00000481
4A000000 90180F20
10000098 00000003
E0000000 80008000
284DE4B0 00000482
4A000000 90180F20
10000098 00000004
E0000000 80008000
284DE4B0 00000484
4A000000 90180F20
10000098 0000001B
E0000000 80008000
284DE4B0 00000888
4A000000 90180F20
10000098 00000014
E0000000 80008000
284DE4B0 00000881
4A000000 90180F20
10000098 00000019
E0000000 80008000
284DE4B0 00000882
4A000000 90180F20
10000098 00000010
E0000000 80008000
284DE4B0 00000884
4A000000 90180F20
10000098 00000026
E0000000 80008000
284DE4B0 000000C8
4A000000 90180F20
10000098 0000000D
E0000000 80008000
284DE4B0 000000C1
4A000000 90180F20
10000098 00000000
E0000000 80008000
284DE4B0 000000C2
4A000000 90180F20
10000098 00000009
E0000000 80008000
284DE4B0 000000C4
4A000000 90180F20
10000098 00000005
E0000000 80008000
284DE4B0 000000A8
4A000000 90180F20
10000098 0000002C
E0000000 80008000
284DE4B0 000000A1
4A000000 90180F20
10000098 0000000C
E0000000 80008000
284DE4B0 000000A2
4A000000 90180F20
10000098 00000017
E0000000 80008000
284DE4B0 000000A4
4A000000 90180F20
10000098 0000002D
E0000000 80008000
284DE4B0 00000098
4A000000 90180F20
10000098 0000002A
E0000000 80008000
284DE4B0 00000091
4A000000 90180F20
10000098 00000013
E0000000 80008000
284DE4B0 00000092
4A000000 90180F20
10000098 00000025
E0000000 80008000
284DE4B0 00000094
4A000000 90180F20
10000098 0000002B
E0000000 80008000
284DE4B0 000000E8
4A000000 90180F20
10000098 0000001D
E0000000 80008000
284DE4B0 000000E1
4A000000 90180F20
10000098 00000008
E0000000 80008000
284DE4B0 000000E2
4A000000 90180F20
10000098 00000027
E0000000 80008000
284DE4B0 000000E4
4A000000 90180F20
10000098 00000024
E0000000 80008000
284DE4B0 00000C88
4A000000 90180F20
10000098 0000000A
E0000000 80008000
284DE4B0 00000C81
4A000000 90180F20
10000098 00000007
E0000000 80008000
284DE4B0 00000C82
4A000000 90180F20
10000098 00000015
E0000000 80008000
284DE4B0 00000C84
4A000000 90180F20
10000098 00000029
E0000000 80008000
284DE4B0 000001C8
4A000000 90180F20
10000098 0000001A
E0000000 80008000
284DE4B0 000001C1
4A000000 90180F20
10000098 00000001
E0000000 80008000
284DE4B0 000001C2
4A000000 90180F20
10000098 0000001C
E0000000 80008000
284DE4B0 000001C4
4A000000 90180F20
10000098 0000001E
E0000000 80008000
284DE4B0 000001A8
4A000000 90180F20
10000098 00000006
E0000000 80008000
284DE4B0 000001A1
4A000000 90180F20
10000098 00000018
E0000000 80008000
284DE4B0 000001A2
4A000000 90180F20
10000098 00000023
E0000000 80008000
284DE4B0 000001A4
4A000000 90180F20
10000098 00000020
E0000000 80008000
284DE4B0 00000388
4A000000 90180F20
10000098 00000022
E0000000 80008000
284DE4B0 00000381
4A000000 90180F20
10000098 00000011
E0000000 80008000
284DE4B0 00000382
4A000000 90180F20
10000098 00000012
E0000000 80008000
284DE4B0 00000384
4A000000 90180F20
10000098 0000000F
E0000000 80008000

New list as well

[spoiler]A + Up = Alloy Red
A + Left = Alloy Blue
A + Right = Alloy Yellow
A + Down = Alloy Green
----------
B + Up = Gannondorf
B + Left = Zelda
B + Right = Link
B + Down = Toon Link
----------
X + Up = Ness
X + Left = Samus
X + Right = Zero-Suit Samus
X + Down = Lucas
----------
Y + Up = Mr. Game & Watch
Y + Left = Pit
Y + Right = Ice Climbers
Y + Down = R.O.B.
----------
L + Up = Peach
L + Left = Mario
L + Right = Luigi
L + Down = Yoshi
----------
R + Up = Giga Bowser
R + Left = Bowser
R + Right = Wario
R + Down = Wario-Man (Do Not End Match As)
----------
Z + Up = Snake
Z + Left = Marth
Z + Right = Ike
Z + Down = Sonic
----------
L + R + Up = Pokemon Trainer
L + R + Left = Pikachu
L + R + Right = Jigglypuff
L + R + Down = Lucario
----------
X + Y + Up = Captain Falcon
X + Y + Left = Fox
X + Y + Right = Falco
X + Y + Down = Wolf
----------
L + A + Up = Olimar
L + A + Left = Donkey Kong
L + A + Right = Diddy Kong
L + A + Down = Charizard (independent)
----------
R + A + Up = Kirby
R + A + Left = Metaknight
R + A + Right = King Dedede
R + A + Down = Squirtle (independent)
--------
A + B + Up = Ivysaur (independent)
A + B + Left = Popo (independent)
A + B + Right = Nana (independent)
A + B + Down = Sheik[/spoiler]

Cool code. As far as I can tell, this only works with P1 and wired GC. If you have them, could you post both wired and wireless versions for all 4 players?

Also, I was wondering if there is a way to make it so that after you switch, you retain current damage and number of lives. And less importantly, if there is a way for the game not to end if you switch when there are only 2 players in a match.
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: wiiztec on December 22, 2009, 02:52:54 PM
Replace every line with 284DE4B0 with

284DE4B8 for P2

284DE4C0 for P3

284DE4C8 for P4

And every line with 90180F20 with

90180F7C for P2

90180FD8 for P3

90181034 for P4

And subtract 80 in hex from every line to the right of 284DE4XX to make it work with a wavebird

Also it won't end the match with only 2 players if it's a time match

Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: Drenn on December 22, 2009, 05:29:26 PM
I've got a question about spunit's death boundary codes. There are 2:

Death Boundary Mod V2 [spunit262]
C2931438 0000001D
3C004248 90010008
C0610008 3C004B00
60000800 90010008
C0210008 3C809018
A0640F3A 88840F3C
811D0020 38A2FCD8
84C50008 80E50004
54C0463E 7C001800
40A2009C 54C0673E
2C00000F 41A2000C
7C002000 40A20088
54C0E53F 4182001C
68000800 B001000A
C0010008 FC000828
FC80182A D0880000
54C0452E 50E0463F
4182001C 68000800
B001000A C0410008
FC420828 FC821828
D0880004 54E0A53F
4182001C 68000800
B001000A C0C10008
FCC60828 FC861828
D0880008 54E0053F
4182001C 68000800
B001000A C0E10008
FCE70828 FC87182A
D088000C 7CC03B79
4082FF50 00000000

Death Boundary Mod Data [spunit262]
065A9000 000000ZZ
XXY0LLLR RRTTTVVV
XXY0LLLR RRTTTVVV

So am I supposed to just turn on the first one and put the values in the second? Also, what are the default values of these for small, medium and large custom stages? Or better yet for everything (not necessary but would be nice)?
And what's the size of one block in the stage editor in hex (I'm trying to make a ceiling in my level, boundary needs to be lowered just 3 or 4 blocks)?
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: Dark Chaos on December 22, 2009, 08:21:17 PM
What does these codes do anyways with the death boundary. ???
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: Drenn on December 22, 2009, 08:50:08 PM
The death boundary code is supposed to change the death boundary. :cool:
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: Dark Chaos on December 22, 2009, 08:52:24 PM
example please starkiller :)
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: Drenn on December 22, 2009, 09:03:08 PM
http://www.youtube.com/watch?v=zzT7FNqD2qM&feature=channel

Also: Is the stage modifier with no freezing at the end of a match safe to use? At the start of the thread it said no, is this a new version?
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: Dark Chaos on December 22, 2009, 09:09:52 PM
'kay thank you :D :D :D
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: nintendude on December 23, 2009, 06:20:53 AM
By the way, with the death boundary mod hack, is it possible to turn off the death boundary completely? I know it defeats the purpose of winning in Smash Bros., but so does the World Wrap X2 code with the side boundaries...

Also, while I have your attention, is there any of the 2 such hacks that I asked about? You know, the one where the stage and characters don't white out when zoomed out greatly on some stages and the one where you can move after doing a victory pose and staying modified size, if applicable? It'd be greatly appreciated if I could get any/all of these simple questions answered...
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: Dark Chaos on December 23, 2009, 12:13:34 PM
how you do that  :confused: :p
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: Drenn on December 23, 2009, 04:46:57 PM
Quote from: nintendude on December 23, 2009, 06:20:53 AM
By the way, with the death boundary mod hack, is it possible to turn off the death boundary completely? I know it defeats the purpose of winning in Smash Bros., but so does the World Wrap X2 code with the side boundaries...

Also, while I have your attention, is there any of the 2 such hacks that I asked about? You know, the one where the stage and characters don't white out when zoomed out greatly on some stages and the one where you can move after doing a victory pose and staying modified size, if applicable? It'd be greatly appreciated if I could get any/all of these simple questions answered...
I don't think there'll be a code for whiting out... it wouldn't be the easiest thing anyway. I guess it's possible...
I don't think you can turn the death boundary off, you can make it very far away though. But why would you do that? A guy falls off the stage... waiting... waiting... Just use that world wrap code instead, unless you've got some special plans with this.
Still waiting for answers, in case some of you skipped that last page.
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: Dark Chaos on December 26, 2009, 02:04:23 AM
can anyone make a debug menu code for brawl similar to the debug menu code in melee. :)
if its not possible than dont bother trying to make one. :p
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: wiiztec on December 26, 2009, 03:16:02 AM
Brawl doesn't have a debug menu
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: Dark Chaos on December 26, 2009, 05:08:00 PM
oh well. :-\
btw the stage modifier :(
284DE4B0 00000188(mariomaniac33)
4A000000 90180F08
10000033 000000SS
10000034 000000TT
E0000000 80008000
284DE4B0 00000181
4A000000 90180F08
10000033 000000UU
10000034 000000VV
E0000000 80008000
284DE4B0 00000182
4A000000 90180F08
10000033 000000WW
10000034 000000XX
E0000000 80008000
284DE4B0 00000184
4A000000 90180F08
10000033 000000YY
10000034 000000ZZ
E0000000 80008000
Hold button combination of your choice while loading a stage.
Do not activate a stage in mid battle!!!
D-Pad Up + A Activates Stage 1
SS= Stage 1 ID
TT= Stage 1 Sub ID
D-Pad Left + A Activates Stage 2
UU= Stage 2 ID
VV= Stage 2 Sub ID
D-Pad Right + A Activates Stage 3
WW= Stage 3 ID
XX= Stage 3 Sub ID
D-Pad Down + A Activates Stage 4
YY= Stage 4 ID
ZZ= Stage 4 Sub ID

i need help with stage id's and sub id's
what kind of stage is max?
00 (00) - Battle
01 (00) - BattleField (Battlefield)
02 (00) - Final (Final Destination)
03 (00) - Dolpic (Delfino Plaza)
04 (00) - Mansion (Luigi's Mansion)
05 (00-02) - MarioPast (Mushroomy Kingdom)
06 (00) - Kart (Mario Circuit)
07 (00) - Donkey (75 m)
08 (00) - Jungle (Rumble Falls)
09 (00) - Pirates (Pirate Ship)
0A (00) - Zelda2 (Bridge of Eldin)
0B (00) - Norfair (Norfair)
0C (00) - Orpheon (Frigate Orpheon)
0D (00) - Crayon (Yoshi's Island)
0E (00) - Halberd (Halberd)
0F (00) - TestHalberd_00
10 (00) - TestHalberd_01
11 (00) - TestHalberd_02
12 (00) - Karby2
13 (00) - Starfox (Lylat Cruise)
14 (00) - Stadium (Pok?mon Stadium 2)
15 (00) - Tengan (Spear Pillar)
16 (00) - Fzero (Port Town Aero Dive)
17 (00) - Ice (Summit)
18 (00) - Gw (Flat Zone 2)
19 (00) - Emblem (Castle Siege)
1A (00) - TestEmblem_00
1B (00) - TestEmblem_01
1C (00) - Madein (WarioWare, Inc.)
1D (00) - Earth (Distant Planet)
1E (00) - Palutena (Skyworld)
1F (00) - Famicom (Mario Bros.)
20 (00) - Newpork (New Pork City)
21 (00) - Village (Smashville)
22 (00) - Metalgear (Shadow Moses Island)
23 (00) - Greenhill (Green Hill Zone)
24 (00) - Pictchat (PictoChat)
25 (00) - Plankton (Hanenbow)
26 (00) - ConfigTest
27 (00) - Viewer
28 (00) - Result
29 (00) - DxShrine (Temple)
2A (00) - DxYorster (Yoshi's Island)
2B (00) - DxGarden (Jungle Japes)
2C (00) - DxOnett (Onett)
2D (00) - DxGreens (Green Greens)
2E (00) - DxPStadium (Pok?mon Stadium)
2F (00) - DxRCruise (Rainbow Cruise)
30 (00) - DxCorneria (Corneria)
31 (00) - DxBigBlue (Big Blue)
32 (00) - DxZebes (Brinstar)
33 (00) - Oldin
34 (00) - Homerun (Homerun Contest)
35 (00) - Edit (Stages made using the Stage Builder.)
36 (00) - Heal (All-Star Resting Stage)
37 (00) - OnlineTraining
38 (00-05) - TargetBreak (Break The Targets)
39 (00) - CharaRoll
3A (00) - General
3B (00) - Adventure
3C (00) - Adventure0
3D (00) - Adventure2
3E (00) - AdvMeleeTest
3F (00) - AdvMelee
40 (00) - BattleS
41 (00) - BattleFieldS
42 (00) - Max
43 (00) - Unknown

sub id's are in parenthesis.
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: nintendude on December 26, 2009, 09:55:29 PM
Quote from: Starkiller on December 23, 2009, 04:46:57 PM
Quote from: nintendude on December 23, 2009, 06:20:53 AM
By the way, with the death boundary mod hack, is it possible to turn off the death boundary completely? I know it defeats the purpose of winning in Smash Bros., but so does the World Wrap X2 code with the side boundaries...

Also, while I have your attention, is there any of the 2 such hacks that I asked about? You know, the one where the stage and characters don't white out when zoomed out greatly on some stages and the one where you can move after doing a victory pose and staying modified size, if applicable? It'd be greatly appreciated if I could get any/all of these simple questions answered...
I don't think there'll be a code for whiting out... it wouldn't be the easiest thing anyway. I guess it's possible...
I don't think you can turn the death boundary off, you can make it very far away though. But why would you do that? A guy falls off the stage... waiting... waiting... Just use that world wrap code instead, unless you've got some special plans with this.
Still waiting for answers, in case some of you skipped that last page.

The hack where the stage doesn't white out as well as the hack where death boundaries are turned off aren't a big deal, but the other hack where you stay modified size when you do a victory pose and are able to move after doing said pose is a bigger deal to me. That hack HAS to be possible...

Also, is there a hack that prevents the Pokemon Stadium 2 stage from changing every 30 or so seconds? I believe I remember hearing that it was a Brawl+ code, but I never saw the actual code...
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: Yoshi52 on December 27, 2009, 08:23:25 PM
Quote from: nintendude on December 26, 2009, 09:55:29 PMThe hack where the stage doesn't white out as well as the hack where death boundaries are turned off aren't a big deal, but the other hack where you stay modified size when you do a victory pose and are able to move after doing said pose is a bigger deal to me. That hack HAS to be possible...

Also, is there a hack that prevents the Pokemon Stadium 2 stage from changing every 30 or so seconds? I believe I remember hearing that it was a Brawl+ code, but I never saw the actual code...

l've mentioned before that it certainly is possible for the Victory Pose thing. lt's the main part of the Gigglypuff glitch. There was a code to have that activatable anywhere, but it was rather unnecessarily long. Victory Poses reset the visual size so that characters aren't oversized or undersized during the Results Screen, but they still have voice pitch differences.

Um, basically, the code should have been made a long time ago since it's really simple. It changes with the normal size mod too and probably uses Floating Point as well. l'd be able to make it if l could get a USB Gecko or whatever...
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: nintendude on December 27, 2009, 10:28:36 PM
Quote from: Yoshi52 on December 27, 2009, 08:23:25 PM
Quote from: nintendude on December 26, 2009, 09:55:29 PMThe hack where the stage doesn't white out as well as the hack where death boundaries are turned off aren't a big deal, but the other hack where you stay modified size when you do a victory pose and are able to move after doing said pose is a bigger deal to me. That hack HAS to be possible...

Also, is there a hack that prevents the Pokemon Stadium 2 stage from changing every 30 or so seconds? I believe I remember hearing that it was a Brawl+ code, but I never saw the actual code...

l've mentioned before that it certainly is possible for the Victory Pose thing. lt's the main part of the Gigglypuff glitch. There was a code to have that activatable anywhere, but it was rather unnecessarily long. Victory Poses reset the visual size so that characters aren't oversized or undersized during the Results Screen, but they still have voice pitch differences.

Um, basically, the code should have been made a long time ago since it's really simple. It changes with the normal size mod too and probably uses Floating Point as well. l'd be able to make it if l could get a USB Gecko or whatever...

If you could, that would be greatly appreciated. Especially if it is as simple as you say it is, then I'm sure it wouldn't be too much of a hassle to make it.
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: Xirsch on December 28, 2009, 01:07:00 AM
Quote from: wiiztec on December 22, 2009, 02:52:54 PM
Replace every line with 284DE4B0 with

284DE4B8 for P2

284DE4C0 for P3

284DE4C8 for P4

And every line with 90180F20 with

90180F7C for P2

90180FD8 for P3

90181034 for P4

And subtract 80 in hex from every line to the right of 284DE4XX to make it work with a wavebird

Also it won't end the match with only 2 players if it's a time match



Thanks for the help. I got it to work with wired controllers, but not with wavebirds. When you said "subtract 80 in hex" did you mean to convert 80 to hex before subtracting, or just subtract 80? If it's the former, I must have messed up somewhere because that's what I did.
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: wiiztec on December 28, 2009, 02:12:07 AM
80 is already in hex
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: Xirsch on December 28, 2009, 06:09:46 AM
Okay, that fixed it. Thanks.
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: Broly on December 28, 2009, 04:05:16 PM
Has someone made a Kirby always wears a certain hat code yet? i thought i saw one once but I'm not sure...
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: Yoshi52 on January 03, 2010, 08:02:28 PM
nintendude, l believe you could try these set of codes and set it to modify every bone to get your result. Really should be a simpler one, though...  :-\

Partial Size Modifier Set Pointers [Phantom Wings]
C283CAA4 00000006
80A30064 80A50020
80A5000C A8850002
80B90010 80A500AC
5484103E 38840040
7CA2212E 3CA01000
60000000 00000000

Skip Write:
C21A86E8 00000004
C01B0000 A89B0002
2C045953 4182000C
C002A078 67A44000
60000000 00000000
C2046AF8 00000004
C0170000 A8970002
2C045953 41820008
C00284C8 7E248B78
60000000 00000000

Character 1 Partial Size Modifier:
28708D68 00FFZZ00
48000000 805A9360
DE000000 80009380
1400XXXX YYYY5953
E0000000 80008000

Character 2 Partial Size Modifier:
28708DC4 00FFZZ00
48000000 805A9364
DE000000 80009380
1400XXXX YYYY5953
E0000000 80008000

Character 3 Partial Size Modifier:
28708E20 00FFZZ00
48000000 805A9368
DE000000 80009380
1400XXXX YYYY5953
E0000000 80008000

Character 4 Partial Size Modifier
28708E7C 00FFZZ00
48000000 805A936C
DE000000 80009380
1400XXXX YYYY5953
E0000000 80008000

ZZ Character
XXXX Part to modify(goes up in increments of C)
YYYY Size(FP value)

FP Values:
3E00 x.125
3E80 x.25
3F00 x.5
3F80 x1
4000 x2
4080 x4

Bone ID's are here:
http://www.smashboards.com/showthread.php?t=250327
Multiply the bone by C in hex for the XX value




Oh yeah, and to stop the Pokémon Stadium stage from changing, you could try the "Level Speed Modifier."

EDIT: Someone called it a level speed modifier, not stage.....

Level Speed Modifier
4A000000 90000000
1416A904 XXXXXXXX
E0000000 80008000

I'd imagine it uses floating Point like most of the other codes.
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: nintendude on January 05, 2010, 08:37:59 PM
Thank you for the codes! For the size values, can you list them up to x100 since I have the values for up to 100x in my size modifier code? Also, do I have to enter the partial size modifier code each time for every bone? Or can I implement each bone in one code?

Additionally, if I were to use Yoshi and wanted to modify, say, his hip (which has a value of 4), I would multiply that by C in hex and get a value of 30, correct? And if that value is correct, would I enter it as 0030, since there's 4 X's?
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: Yoshi52 on January 05, 2010, 10:27:46 PM
Quote from: nintendude on January 05, 2010, 08:37:59 PM
Thank you for the codes! For the size values, can you list them up to x100 since I have the values for up to 100x in my size modifier code? Also, do I have to enter the partial size modifier code each time for every bone? Or can I implement each bone in one code?

Additionally, if I were to use Yoshi and wanted to modify, say, his hip (which has a value of 4), I would multiply that by C in hex and get a value of 30, correct? And if that value is correct, would I enter it as 0030, since there's 4 X's?

x100? Uh, that would be 42C8. Is that what you meant by list?

The bone ID's don't look like bit flags, so you it looks like you gotta enter the partial size code in each time. Unless it's possible to put in that one line in multiple times.
28708D68 00FFZZ00
48000000 805A9360
DE000000 80009380
1400XXXX YYYY5953
1400XXXX YYYY5953
1400XXXX YYYY5953
1400XXXX YYYY5953
1400XXXX YYYY5953
E0000000 80008000

I'd imagine that would work. Just use as many of those repeated lines as you need, but l'm sure they need to be between the last line(E0000000) and the normally 3rd to last(DE000000). Can't hurt to try it out. Really should be a 3 line code for it, though... (Pointer, Modifier, & Terminator, right?)

Yeah, 4xC=30, then make it 0030 to fit in the code.
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: nintendude on January 06, 2010, 06:11:40 PM
How do you figure out the 4 digit code for the size values? I noticed that the first 4 you listed originally, there was a pattern, is there a pattern for each increment to go up?

Also, I'll give the size modifier code a try with all of the lines for all of the bones in one code and, if that doesn't work, I'll try entering the code multiple times for each bone (I really hope the first idea works...). Additionally, I'll try the level speed modifier code later and see if it works. Does it actually stop the stage from changing, or does it just slow it down a lot?
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: Yoshi52 on January 06, 2010, 10:06:56 PM
Quote from: nintendude on January 06, 2010, 06:11:40 PM
How do you figure out the 4 digit code for the size values? I noticed that the first 4 you listed originally, there was a pattern, is there a pattern for each increment to go up?

Also, I'll give the size modifier code a try with all of the lines for all of the bones in one code and, if that doesn't work, I'll try entering the code multiple times for each bone (I really hope the first idea works...). Additionally, I'll try the level speed modifier code later and see if it works. Does it actually stop the stage from changing, or does it just slow it down a lot?

This site is great for converting decimal numbers into Hex. you can just round the 8 digit Hex values to four just by rounding it, y'know? http://babbage.cs.qc.edu/IEEE-754/Decimal.html

Level speed mod. forces it to a certain speed and l'm fairly sure it uses Floating Point. l'm even more sure that it you can use 0 to stop it completely since some Final Smashes pause the stage completely. Negative values were said to work too, but can be glitchy. So, uh, you can try using 00000000 as the value.
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: nintendude on January 07, 2010, 07:57:09 PM
How exactly do you use the site you referred me to? Would the number I'm looking for be in the 'Hexadecimal' field under the 'Single Precision (32 bits)' section? I tested the size value of 4 (which is 4080) and tried the conversion out on the webpage. I got 40800000 as the hexadecimal value after entering and rounding 4. I then tried 100 and got 42C80000 (which is the 42C8 that you mentioned). So, I'm assuming that what I'm asking you and where to look for the result is the way to go, correct?

Oh, and what are the character values for ZZ for the partial size modifier code?
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: Yoshi52 on January 08, 2010, 11:58:27 PM
Quote from: nintendude on January 07, 2010, 07:57:09 PM
How exactly do you use the site you referred me to? Would the number I'm looking for be in the 'Hexadecimal' field under the 'Single Precision (32 bits)' section? I tested the size value of 4 (which is 4080) and tried the conversion out on the webpage. I got 40800000 as the hexadecimal value after entering and rounding 4. I then tried 100 and got 42C80000 (which is the 42C8 that you mentioned). So, I'm assuming that what I'm asking you and where to look for the result is the way to go, correct?

Oh, and what are the character values for ZZ for the partial size modifier code?

You're right, Single Precision (32 Bits) and the Rounded option are correct. And just to be sure you're sure, the first 4 digits is what you should use when you need to fit it in 4 digits. Ex. 40800000 should be 4080.

Oh, l didn't notice the ZZ's there. Here:
ZZ:
00 Mario
01 Donkey Kong
02 Link
03 Samus
04 Zero Suit Samus
05 Yoshi
06 Kirby
07 Fox
08 Pikachu
09 Luigi
0A Captain Falcon
0B Ness
0C Bowser
0D Peach
0E Zelda
0F Sheik
10 Ice Climbers
11 Popo
12 Nana
13 Marth
14 Mr. Game & Watch
15 Falco
16 Ganondorf
17 Wario
18 Metaknight
19 Pit
1A Pikmin & Olimar
1B Lucas
1C Diddy Kong
1D Charizard
1E Charizard (Trainer Independant)
1F Venasaur
20 Venasaur (Trainer Independant)
21 Squirtle
22 Squirtle (Trainer Independant)
23 Dedede
24 Lucario
25 Ike
26 Robot
27 Jigglypuff
28 Toon Link
29 Wolf
2A Snake
2B Sonic
2C Giga Bowser
2D WarioMan
2E ZakoRed
2F ZakoBlue
30 ZakoYellow
31 ZakoGreen
32 Mario


Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: Drenn on January 11, 2010, 11:00:31 PM
I'm not sure if I'm not supposed to request codes here, but I'm not sure where, so is there a code to make wario's fart permanently charged up?
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: GirugaMarc on January 16, 2010, 07:32:24 PM
is there a code that lets you move with the D-pad?
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: Yoshi52 on January 17, 2010, 03:53:44 PM
Quote from: GirugaMarc on January 16, 2010, 07:32:24 PM
is there a code that lets you move with the D-pad?
I haven't seen one around, but it sounds like an ASM hack.

Quote from: Starkiller on January 11, 2010, 11:00:31 PM
I'm not sure if I'm not supposed to request codes here, but I'm not sure where, so is there a code to make wario's fart permanently charged up?
You'd think so, but I haven't seen one...  :-\
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: wiiztec on January 17, 2010, 06:17:30 PM
Quote from: GirugaMarc on January 16, 2010, 07:32:24 PM
is there a code that lets you move with the D-pad?

I'm not sure but the unrestricted control editing code will probably let you do that
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: Yoshi52 on January 19, 2010, 09:35:49 PM
Quote from: wiiztec on January 17, 2010, 06:17:30 PM
I'm not sure but the unrestricted control editing code will probably let you do that
No, l used that code when trying to assign Usmash to a button on GC and didn't see the option of moving anywhere. The code just opens up all the normal controls you can normally assign to any button, like a Taunt to Y or R.
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: nintendude on January 20, 2010, 11:54:22 PM
Yoshi52, I made a code for each bone, but when I try to export them to my SD card, it stated that it can't as there are more than 256 lines active. Isn't there a code that will let me do more than 256 lines of code at a time?
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: Yoshi52 on January 21, 2010, 09:45:25 PM
I thought one of the latest Gecko OS's let you go higher... Oh, you can try going to Options in Gecko OS and saying "No" to the Debugger option, since you can't use it without the USB Gecko. It should allow more lines for you.
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: nintendude on January 21, 2010, 10:22:42 PM
Actually, I get this error message in Code Manager. Is there a way that I can get all of the bone codes to export?
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: Drenn on January 22, 2010, 03:30:04 AM
There's a later version, in that version it's only a warning. Go do some googling.
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: mkarim85 on January 23, 2010, 01:03:15 AM
is there any code for make a player a little better?, like the super player code but no so much, i don´t know, like give him more power, more hit ratio???? :confused:
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: nintendude on January 23, 2010, 06:56:35 PM
Quote from: Starkiller on January 22, 2010, 03:30:04 AM
There's a later version, in that version it's only a warning. Go do some googling.
What's the latest version? Is it 1.2?
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: cgpr4life2 on January 23, 2010, 10:00:38 PM
Is there a code that acts the same as the File Patch Code but with USB support instead of SD support? I've recently transferred everything on my SD card to my hdd and the only thing that doesn't work is the File Patch Code.
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: Drenn on January 24, 2010, 04:07:16 AM
Quote from: nintendude on January 23, 2010, 06:56:35 PM
Quote from: Starkiller on January 22, 2010, 03:30:04 AM
There's a later version, in that version it's only a warning. Go do some googling.
What's the latest version? Is it 1.2?
http://wiinewz.com/forums/nintendo-news/95476-code-manager-1-2-a.html
Google is your friend.
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: mkarim85 on January 25, 2010, 07:14:25 PM
Quote from: mkarim85 on January 23, 2010, 01:03:15 AM
is there any code for make a player a little better?, like the super player code but no so much, i don´t know, like give him more power, more hit ratio???? :confused:
please...can someone help me???? :(
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: nintendude on January 29, 2010, 04:09:59 AM
Ok, so after trying MANY different bone code combinations, oddly enough, using the hip bone code showed all of Yoshi without any other bones out of proportionate size. Although, his body is standing lower on the stage than at ground level (probably because I'm using the hip bone code). Is there a way that I can center him so that he's standing at ground level?
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: Yoshi52 on January 30, 2010, 03:23:23 PM
Quote from: mkarim85 on January 23, 2010, 01:03:15 AM
is there any code for make a player a little better?, like the super player code but no so much, i don´t know, like give him more power, more hit ratio???? :confused:
The Code Database should have Attack Ratio and Defense Ratio modifiers, if that's what you mean. I'm not sure what else you'd mean.



And nintendude, l dunno about anything on that code. Like l said before, someone really should've made a code that does that in three lines, but no hacker thinks of it.
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: Dogchow on February 07, 2010, 09:07:33 PM
Here are the codes I am looking for:

Infinite ammo codes:
   -Super Scope
   -Ray Gun
   -Cracker Launcher
   -Snake's FS(infinite time for his FS would be good too, or both. :P)
Character codes:
   -Geno(Only has his intro. Heres proof of him: http://www.youtube.com/watch?v=-_Jy3d9v3u8 (http://www.youtube.com/watch?v=-_Jy3d9v3u8))
   -Geno moveset swap(If he even had a moveset before Square Enix claimed copyright. Also, I want it to be toon link with Geno's moveset. But only if he has one.)

Thanks in advance.
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: Xyn on February 10, 2010, 10:56:23 PM
Is it possible to replace stage builder parts with bumper and could anyone post a code, wich unlock everything WITH subspace?
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: Yoshi52 on February 11, 2010, 07:13:43 PM
Quote from: Xyn on February 10, 2010, 10:56:23 PM
Is it possible to replace stage builder parts with bumper and could anyone post a code, which unlock everything WITH subspace?
That'd be an awesome feature, but the Bumper is an item and, as far as l know, it can't be used as a Stage Builder Piece.

And I can't find anything unlocking Subspace stuff... I guess maybe an imported save file could do good enough? :/
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: mkarim85 on February 14, 2010, 07:31:33 PM
Quote from: Yoshi52 on January 30, 2010, 03:23:23 PM
Quote from: mkarim85 on January 23, 2010, 01:03:15 AM
is there any code for make a player a little better?, like the super player code but no so much, i don´t know, like give him more power, more hit ratio???? :confused:
The Code Database should have Attack Ratio and Defense Ratio modifiers, if that's what you mean. I'm not sure what else you'd mean.



And nintendude, l dunno about anything on that code. Like l said before, someone really should've made a code that does that in three lines, but no hacker thinks of it.

yes, thats what i mean, my only doubt is that i want to use it in vs (no wifi) just with my friends, but its possible to aply this codes only for one player??
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: Yoshi52 on February 14, 2010, 08:03:41 PM
Quote from: mkarim85 on February 14, 2010, 07:31:33 PMyes, thats what i mean, my only doubt is that i want to use it in vs (no wifi) just with my friends, but its possible to aply this codes only for one player??
Yeah, there's one of each of those codes for each player.
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: Dark Chaos on February 16, 2010, 08:39:28 PM
is it possible to make a code in which that during battle you can change your size without a mushroom or without doint it before the battle starts
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: Yoshi52 on February 16, 2010, 09:24:34 PM
Quote from: Chaos1 on February 16, 2010, 08:39:28 PM
is it possible to make a code in which that during battle you can change your size without a mushroom or without doint it before the battle starts

That was made for Jigglypuff as a way to make its Final Smash glitch "Gigglypuff" happen anywhere, but only works with Jigglypuff.

All Player Giga-lypuff:
80000000 90180FB8
80000001 81000000
80000002 804DE4B0
60000006 00000000
4A001000 00000000
92010003 00000000
4A001002 00000000
92110004 00000000
20001814 00000027
4A001001 00000000
20001818 00000081
14282CC0 41800000
20001819 00000082
14282CC0 3F800000
E200000F 00000000
80100000 0000005C
80100001 00052000
80100002 00000008
62000000 00000000
E0000000 80008000
-can change you're size anytime in battle with D <- or D ->.
-each player is only affected by the controller they're plugged into.
-works for all players


Well, from the looks of it, it does use a partial size modifier. The address doesn't look familiar, so I don't know if the address is what makes it character specific or not. You know, an experienced hacker would do a much better job than l would with this. *cough*
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: Dark Chaos on February 17, 2010, 12:52:56 AM
Quote from: Yoshi52 on February 16, 2010, 09:24:34 PM
Quote from: Chaos1 on February 16, 2010, 08:39:28 PM
is it possible to make a code in which that during battle you can change your size without a mushroom or without doint it before the battle starts

That was made for Jigglypuff as a way to make its Final Smash glitch "Gigglypuff" happen anywhere, but only works with Jigglypuff.

All Player Giga-lypuff:
80000000 90180FB8
80000001 81000000
80000002 804DE4B0
60000006 00000000
4A001000 00000000
92010003 00000000
4A001002 00000000
92110004 00000000
20001814 00000027
4A001001 00000000
20001818 00000081
14282CC0 41800000
20001819 00000082
14282CC0 3F800000
E200000F 00000000
80100000 0000005C
80100001 00052000
80100002 00000008
62000000 00000000
E0000000 80008000
-can change you're size anytime in battle with D <- or D ->.
-each player is only affected by the controller they're plugged into.
-works for all players


Well, from the looks of it, it does use a partial size modifier. The address doesn't look familiar, so I don't know if the address is what makes it character specific or not. You know, an experienced hacker would do a much better job than l would with this. *cough*

The only thing that sucks about that code is that the strength dosen't match with jiggly's size. :-

what i am trying to say is that is it possible to enable the ability to grow or shrink as you please during the match, kind of like the mushroom stacker but you can grown on your own instead of using a mushroom

Post Merge: February 17, 2010, 12:57:36 AM

Edit: and it can work for all characters
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: Yoshi52 on February 17, 2010, 10:48:11 PM
I know that code does that, I was just trying to give something. But, I don't think sizes can be changed mid-match without a mushroom or something... Well, the Universal Animation Modifier... I got it to have a size change without the mushroom once, but it needed a different size value that comes with the Mushrooms and Lightnings. Without it, it made your size zero, meaning you still needed to get a Mushroom or such to change it, but after you got one, you could change back to it for the whole match, if l remember right.


Replace Taunt with Size Change
4A000000 8077F780
D2000000 00000004
2C030000 41820010
2C1C010C 40820008
3B8000F2 60000000
939E0038 00000000

As it is now, if you grab a Mushroom, then taunt, I'm pretty sure you'll stay the same size. When you go back to normal l think you should be able to taunt, then go back to the size you were, but l don't remember if it gave the power changes.

In order to get it to change size without a mushroom, you'd need to change the value of the address the mushrooms and lightning changes when you grab them. Of course, I don't know it, nor do l have the ability to find it. And, once again, no one else who can will do it since they never take notice. :-\
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: Dark Chaos on February 17, 2010, 10:58:39 PM
i think i have tried that and failed. hey do think it is possible to modify what kind of lighnting effect you will get.like you can control weather wtf lightning or regular shrinking lightning comes out.

maybe i will use wiiztec's toggle code to toggle on/off mushroom stacker.
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: MKnightDH on February 18, 2010, 01:11:38 AM
Can somebody make a code that sets up a range/speed/priority/power modifier for Olimar's Pikmin based on their maturity stage? I want to set those stats to different values so that Olimar's combat has more depth and making Pikmin lives more valuable. Bonus points if you allow for White Pikmin to have their own maturity modifiers, seeing as they die quickly and don't really have anything going for them except high damage when latched on with Pikmin Throw.
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: Dark Chaos on February 18, 2010, 02:41:40 PM
you mean make the pikmin inivncible or stronger. ???
i don't know if it is possible.
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: mkarim85 on February 18, 2010, 06:37:57 PM
Quote from: Yoshi52 on February 14, 2010, 08:03:41 PM
Quote from: mkarim85 on February 14, 2010, 07:31:33 PMyes, thats what i mean, my only doubt is that i want to use it in vs (no wifi) just with my friends, but its possible to aply this codes only for one player??
Yeah, there's one of each of those codes for each player.
sorry for bother again, but i can´t find the codes ???
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: Yoshi52 on February 18, 2010, 09:12:39 PM
mkarim85, l think you mean these?

Defense Ratio Modifer (P1)
4A000000 90180F20
140000CC XXXXXXXX
E0000000 80008000

Attack Ratio Modifier (P1)
4A000000 90180F20
140000D0 XXXXXXXX
E0000000 80008000

Values:
0.05 = 3D4CCCCD
0.25 = 3E800000
0.5 = 3F000000
1.0 = 3F800000
1.5 = 3FC00000
2.0 = 40000000
2.5 = 40200000
3.0 = 40400000
3.5 = 40600000
4.0 = 40800000
5.0 = 40A00000
6.0 = 40C00000
8.0 = 41000000
10.0 = 41200000
16.0 = 41800000
20.0 = 41A00000
32.0 = 42000000
64.0 = 42800000
100.0 = 42C80000


Those could've been found on the Code Database.



MKnightDH, l think something like that for Pikmin & Olimar would require some ASM hacking. I thought they already had slight power ups when the Pikmin bloom. Huh....
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: MKnightDH on February 18, 2010, 09:17:20 PM
Quote from: Chaos1 on February 18, 2010, 02:41:40 PM
you mean make the pikmin inivncible or stronger. ???
i don't know if it is possible.

I don't want to make the Pikmin invincible. I want to make them weaker/stronger.

Here's the modifiers I specifically have in mind currently, subject to change:
*Range (non-White) - ~0.9x, 1.0x, ~1.1x
*Range (White) - 1.0x, 1.25x, 1.5x
*Speed (non-White) - ~0.9x, 1.0x, ~1.1x
*Speed (White) - 1.0x, 1.25x, 1.5x
*Power (non-White) - ~0.8x, 1.0x, ~1.2x
*Power (White) - ~0.8x, ~1.2x, ~1.6x
*Priority (non-White) - ~0.8x, 1.0x, ~1.2x
*Priority (White) - ~0.8x, ~1.2x, ~1.6x

Yeah, it's basically nerfing Olimar but it does let players fight back against him on-stage and would encourage Olimar players to protect their Pikmin, including their White Pikmin who would get heavy boosts from maturity.

Quote from: Yoshi52 on February 18, 2010, 09:12:39 PMMKnightDH, l think something like that for Pikmin & Olimar would require some ASM hacking. I thought they already had slight power ups when the Pikmin bloom. Huh....

They don't. And frankly, it's rather stupid. And doesn't some codes in Brawl+ do ASM hacking anyway?
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: mkarim85 on February 27, 2010, 07:27:15 PM
Quote from: Yoshi52 on February 18, 2010, 09:12:39 PM
mkarim85, l think you mean these?

Defense Ratio Modifer (P1)
4A000000 90180F20
140000CC XXXXXXXX
E0000000 80008000

Attack Ratio Modifier (P1)
4A000000 90180F20
140000D0 XXXXXXXX
E0000000 80008000

Values:
0.05 = 3D4CCCCD
0.25 = 3E800000
0.5 = 3F000000
1.0 = 3F800000
1.5 = 3FC00000
2.0 = 40000000
2.5 = 40200000
3.0 = 40400000
3.5 = 40600000
4.0 = 40800000
5.0 = 40A00000
6.0 = 40C00000
8.0 = 41000000
10.0 = 41200000
16.0 = 41800000
20.0 = 41A00000
32.0 = 42000000
64.0 = 42800000
100.0 = 42C80000


Those could've been found on the Code Database.


yeah, thanx dude, works excellent :cool:, although not found in the Code Database, so I used only with P1
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: Yoshi52 on February 27, 2010, 08:20:58 PM
Quote from: MKnightDH on February 18, 2010, 09:17:20 PMThey don't. And frankly, it's rather stupid. And doesn't some codes in Brawl+ do ASM hacking anyway?

They do, but l hardly know anything regarding ASM. I'm still an amateur to hacking. Though, l do agree on how Pikmin should get some boost when they bloom. And seeing as how there's an event based off getting Pikmin to bloom, you'd think it'd do something other than eye candy. But that does mean the game can know when they are blooming, l assume.
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: MKnightDH on February 28, 2010, 09:23:24 AM
Quote from: Yoshi52 on February 27, 2010, 08:20:58 PM
Quote from: MKnightDH on February 18, 2010, 09:17:20 PMThey don't. And frankly, it's rather stupid. And doesn't some codes in Brawl+ do ASM hacking anyway?

They do, but l hardly know anything regarding ASM. I'm still an amateur to hacking. Though, l do agree on how Pikmin should get some boost when they bloom. And seeing as how there's an event based off getting Pikmin to bloom, you'd think it'd do something other than eye candy. But that does mean the game can know when they are blooming, l assume.

Well, that's definitely a start. If we can just find the values that determine the Pikmin maturity stages, that can easily become progress.

I wish I had hacking tools to let me use Training Mode to find each player's current stats (damage percentage, etc.). That would be a Godsend in finding the values, and I think there would be 6 values of Pikmin maturity, one for each Pikmin.
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: mariomariobrosluigi on March 11, 2010, 04:34:49 AM
is there a code to play in tabuu stage,master hand's stage? (boss's stage?)
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: GaryCXJk on March 12, 2010, 10:37:13 PM
This isn't so much a question rather it is a sort of request. Can anybody who is using the File Patch code (v3.5.1) show me what the register looks like when it's about to execute the assembly at 0x805A7C3C?
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: mariomariobrosluigi on March 13, 2010, 11:56:28 PM
Quote from: GaryCXJk on March 12, 2010, 10:37:13 PM
This isn't so much a question rather it is a sort of request. Can anybody who is using the File Patch code (v3.5.1) show me what the register looks like when it's about to execute the assembly at 0x805A7C3C?

it is a question!I said "IS THERE A CODE" not "CAN YOU MAKE THE CODE".its kinda different between request and question.What i was saying is a question if the tabuu stage code exist.if so what is the code? :p
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: Romaap on March 14, 2010, 12:01:09 AM
Quote from: mariomariobrosluigi on March 13, 2010, 11:56:28 PM
Quote from: GaryCXJk on March 12, 2010, 10:37:13 PM
This isn't so much a question rather it is a sort of request. Can anybody who is using the File Patch code (v3.5.1) show me what the register looks like when it's about to execute the assembly at 0x805A7C3C?

it is a question!I said "IS THERE A CODE" not "CAN YOU MAKE THE CODE".its kinda different between request and question.What i was saying is a question if the tabuu stage code exist.if so what is the code? :p
He wasn't talking to you.
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: mariomariobrosluigi on March 14, 2010, 02:31:49 AM
Quote from: Romaap on March 14, 2010, 12:01:09 AM
Quote from: mariomariobrosluigi on March 13, 2010, 11:56:28 PM
Quote from: GaryCXJk on March 12, 2010, 10:37:13 PM
This isn't so much a question rather it is a sort of request. Can anybody who is using the File Patch code (v3.5.1) show me what the register looks like when it's about to execute the assembly at 0x805A7C3C?

it is a question!I said "IS THERE A CODE" not "CAN YOU MAKE THE CODE".its kinda different between request and question.What i was saying is a question if the tabuu stage code exist.if so what is the code? :p
He wasn't talking to you.

lol oh my bad
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: Yoshi52 on March 14, 2010, 05:11:34 PM
Romaap can point out a mistake, but can't answer their question?


Erm... Well, mariomariobrosluigi, the Tabuu's stage is on a completely different part of the disc than Vs. Mode. Meaning Tabuu's stage and other SSE stages can't load in Vs. Mode.
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: mariomariobrosluigi on March 14, 2010, 06:12:41 PM
Quote from: Yoshi52 on March 14, 2010, 05:11:34 PM
Romaap can point out a mistake, but can't answer their question?


Erm... Well, mariomariobrosluigi, the Tabuu's stage is on a completely different part of the disc than Vs. Mode. Meaning Tabuu's stage and other SSE stages can't load in Vs. Mode.

i thought with usb gecko you can still track the code down in boss mode or sse.take classic mode for an example.when you reached to the semi final, fight three character after that when you win.it suddenly brings you to the master hand stage with the boss master hand and sometimes crazy hand comes.i'm sure if people find that code and mix it with 4 players including master hand which is in player 2 and crazy hand which is in player 3 fighting in vs mode transfer to classic mode final stage.  i'm sure if i had a usb gecko i would have found it ages ago cause i would not rest till i find it because i love playing as bosses like master and crazy hand especially tabuu himself. 
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: Dark Chaos on March 14, 2010, 07:39:51 PM
Quote from: mkarim85 on February 27, 2010, 07:27:15 PM
Quote from: Yoshi52 on February 18, 2010, 09:12:39 PM
mkarim85, l think you mean these?

Defense Ratio Modifer (P1)
4A000000 90180F20
140000CC XXXXXXXX
E0000000 80008000

Attack Ratio Modifier (P1)
4A000000 90180F20
140000D0 XXXXXXXX
E0000000 80008000

Values:
0.05 = 3D4CCCCD
0.25 = 3E800000
0.5 = 3F000000
1.0 = 3F800000
1.5 = 3FC00000
2.0 = 40000000
2.5 = 40200000
3.0 = 40400000
3.5 = 40600000
4.0 = 40800000
5.0 = 40A00000
6.0 = 40C00000
8.0 = 41000000
10.0 = 41200000
16.0 = 41800000
20.0 = 41A00000
32.0 = 42000000
64.0 = 42800000
100.0 = 42C80000


Those could've been found on the Code Database.


yeah, thanx dude, works excellent :cool:, although not found in the Code Database, so I used only with P1

there is another value that is not included in the floating point values list that can greatly enhance the defense ratio mod.
00000001
this will make anyone who is affected by the defense mod nearly invincible. basically no matter what size you or your opponent is. you wont flinch from an attack unless its a weak attack like mario's up punch but it wont launch you at all.
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: Yoshi52 on March 15, 2010, 09:38:05 PM
Quote from: mariomariobrosluigi on March 14, 2010, 06:12:41 PMi thought with usb gecko you can still track the code down in boss mode or sse.take classic mode for an example.when you reached to the semi final, fight three character after that when you win.it suddenly brings you to the master hand stage with the boss master hand and sometimes crazy hand comes.i'm sure if people find that code and mix it with 4 players including master hand which is in player 2 and crazy hand which is in player 3 fighting in vs mode transfer to classic mode final stage.  i'm sure if i had a usb gecko i would have found it ages ago cause i would not rest till i find it because i love playing as bosses like master and crazy hand especially tabuu himself. 

I meant, the Tabuu's stage won't load in a Vs. Mode because the game isn't programmed to read from that side of the disc. I don't know how Classic Mode works with the Master Hand at all...
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: mariomariobrosluigi on March 16, 2010, 02:10:38 AM
Quote from: Yoshi52 on March 15, 2010, 09:38:05 PM
Quote from: mariomariobrosluigi on March 14, 2010, 06:12:41 PMi thought with usb gecko you can still track the code down in boss mode or sse.take classic mode for an example.when you reached to the semi final, fight three character after that when you win.it suddenly brings you to the master hand stage with the boss master hand and sometimes crazy hand comes.i'm sure if people find that code and mix it with 4 players including master hand which is in player 2 and crazy hand which is in player 3 fighting in vs mode transfer to classic mode final stage.  i'm sure if i had a usb gecko i would have found it ages ago cause i would not rest till i find it because i love playing as bosses like master and crazy hand especially tabuu himself. 

I meant, the Tabuu's stage won't load in a Vs. Mode because the game isn't programmed to read from that side of the disc. I don't know how Classic Mode works with the Master Hand at all...

ohhh weeellll :(
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: rwb7041 on March 20, 2010, 02:06:00 AM
Looking for some codes:

1) Controller Activated Size modifier - code that changes a players size when a button combination is pressed. I tried to do this with the Controller Activator code and a size modifier code, but it didn't work.

2) Is there a way to replace multiple items (i.e. replace item A with item B AND replace item C with item D). I tried doing this with 2 item modifier codes, but it only took the last one entered (only replaced C with D, didn't replace A at all)

Thanks,
rwb7041
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: mariomariobrosluigi on March 24, 2010, 03:15:53 AM
i know this is not the right place to ask this buuuuut, is there a code to make p1 a cpu? also in boss battle make p2 and p4 play in boss battle as cpu also.can somebody do a code like that!!! like i said i know this is not the right place for that question.but please answer it :P
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: mariomariobrosluigi on March 28, 2010, 09:15:53 PM
P1 wiimote (with nunchuck attach) left = Giga-lypuff.wiimote (with nunchuck attach) Right ends final smash:
4A000000 90180FB8
92010002 00000000
20001810 00000027
4A000000 81000000
284F7880 00000008
14282CC0 41800000
284F7881 00000004
14282CC0 3F800000
E0000003 80008000
Not just a size modifier either, it is really the final smash.

P2 wiimote (with nunchuck attach) left = Giga-lypuff.wiimote (with nunchuck attach) Right ends final smash:
4A000000 90180FB8
92010002 00000000
20001810 00000027
4A000000 81000000
284F8220 00000008
14282CC0 41800000
284F8221 00000004
14282CC0 3F800000
E0000003 80008000
Not just a size modifier either, it is really the final smash.

P3 wiimote (with nunchuck attach) left = Giga-lypuff.wiimote (with nunchuck attach) Right ends final smash:
4A000000 90180FB8
92010002 00000000
20001810 00000027
4A000000 81000000
284F8BC0 00000008
14282CC0 41800000
284F8BC1 00000004
14282CC0 3F800000
E0000003 80008000
Not just a size modifier either, it is really the final smash

P4 wiimote (with nunchuck attach) left = Giga-lypuff.wiimote (with nunchuck attach) Right ends final smash:
4A000000 90180FB8
92010002 00000000
20001810 00000027
4A000000 81000000
284F9560 00000008
14282CC0 41800000
284F9561 00000004
14282CC0 3F800000
E0000003 80008000
Not just a size modifier either, it is really the final smash

i customized it.that code was for the gamecube controller and there was only 1gc controller code.the gc controller code was for a guy,i forgot his name...so anyway.now i'm making for the wiimote controller.hope you enjoy. have fun :)
ooh and let me know if it works cause its UNTESTED
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: mariomariobrosluigi on March 28, 2010, 11:56:00 PM
GUYS!!! i thing i found the code for tabuu to be playable on vs mode but the problem is that it freezez when the guy starts the match when he say 3...2...then zzzzzzzzzzzzzzzzzzzzzzzz froze so i think i found out the code for it!!!(ALSO I CHOSE THE STAGE "TABUU DESTINATION" THIS YOU CAN FIND THE STAGE IN YOUTUBE THERE: http://www.youtube.com/watch?v=SSoey5UEDx4 ,ITS ONLY THING THAT IS MISSING IS THE MUSIC ITSELF). here guy try fixing it to make it work and let me know when its finished

TABUU playable:
4A000000 90180FD8
10000098 0000003B
4A000000 810F1F3C
D2000000 00000002
901F058C 5400843E
90020070 00000000
C277F780 00000010
7CDFF050 2C06414C
4082006C 2C1C0002
40810064 39820074
809E0038 A0EC0000
7C043800 41810050
A0EC0002 7C1C3800
41820044 3CC0804E
A0C6E4C0 A8EC0004
2C070000 41820030
A8EC0004 7C063800
4082000C A38C0006
4800001C 2C07FFFF
4082000C AB8C0006
4800000C 398C0004
4BFFFFD8 939E0038
60000000 00000000
4A000000 805A9320
14000078 00000000
4A000000 805A9320
30000070 00005C08
16000074 00000048
00100027 10800027
01840011 01800012
00A00013 01810016
01820018 01880019
0480001D 0284001E
0288001F 02810020
02820023 00C00024
02800026 10800027
FFFFFFFF 00000000
E0000000 80008000

here's another one with the the tabuu icon code together(choose one of these code 1 at a time or i don't think it would work)

TABUU WITH ITS ORIGINAL ICON PLAYABLE UNTESTED
4A000000 90180FD8
C20E1EF4 00000002
60000000 38A0003B
2C040001 00000000
10000098 0000003B
4A000000 810F1F3C
D2000000 00000002
901F058C 5400843E
90020070 00000000
C277F780 00000010
7CDFF050 2C06414C
4082006C 2C1C0002
40810064 39820074
809E0038 A0EC0000
7C043800 41810050
A0EC0002 7C1C3800
41820044 3CC0804E
A0C6E4C0 A8EC0004
2C070000 41820030
A8EC0004 7C063800
4082000C A38C0006
4800001C 2C07FFFF
4082000C AB8C0006
4800000C 398C0004
4BFFFFD8 939E0038
60000000 00000000
4A000000 805A9320
14000078 00000000
4A000000 805A9320
30000070 00005C08
16000074 00000048
00100027 10800027
01840011 01800012
00A00013 01810016
01820018 01880019
0480001D 0284001E
0288001F 02810020
02820023 00C00024
02800026 10800027
FFFFFFFF 00000000
E0000000 80008000

if you guys really fix it, all the credits reports to me and the person who fixed it!!!and if it does not work, that means i have to work hard to try and find the exact code for tabuu without any freezes.that means find the code for the tabuu stage with the music, find the code for match with HP, find a code when tabuu is defeated the screen comes like a green color (all boss's when they are defeated,the screen comes green) like the pic in the youtube video: http://images.google.ca/imgres?imgurl=http://i2.ytimg.com/vi/eQqa124Om-g/default.jpg&imgrefurl=http://www.youtube.com/user/ThePixelatedMaster&usg=__8s9AcvuNaGTkoGOgT4FK5FTlU7Y=&h=90&w=120&sz=3&hl=en&start=225&um=1&itbs=1&tbnid=CCUF8dR-6wozoM:&tbnh=66&tbnw=88&prev=/images%3Fq%3Dssbb%2Bboss%26start%3D216%26um%3D1%26hl%3Den%26client%3Dfirefox-a%26sa%3DN%26rls%3Dorg.mozilla:en-US:official%26ndsp%3D18%26tbs%3Disch:1
and the tabuu code itself with its moveset,to p1. :-\ tell me if you guys fix it. C ya
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: wiiztec on March 29, 2010, 12:29:58 AM
Quote from: rwb7041 on March 20, 2010, 02:06:00 AM
Looking for some codes:

1) Controller Activated Size modifier - code that changes a players size when a button combination is pressed. I tried to do this with the Controller Activator code and a size modifier code, but it didn't work.

2) Is there a way to replace multiple items (i.e. replace item A with item B AND replace item C with item D). I tried doing this with 2 item modifier codes, but it only took the last one entered (only replaced C with D, didn't replace A at all)

Thanks,
rwb7041

size modifiers won't work in the middle of matches because the game only sets your default size when your character is loaded using the on the fly character or costume switcher will allow the size to change however as the character is reloaded when you use those codes

I changed this code to get rid of the redundant 4A line and to indicate the Z variable

true item mod [Phantom Wings]
C298D528 000000ZZ
2C0600XX 40820008
38C000YY 60000000
--------------------<- addional swaps go here just copy the two lines above
90DD08C0 00000000
XX = Item Replaced
YY = Item Replaced With
ZZ = 1 + (the number of item swaps x 2) in hex so 10 would be A etc.

Here's an example of the code with 12 item swaps

C298D528 00000019
2C060054 40820008
38C00036 60000000
2C060002 40820008
38C00043 60000000
2C06003E 40820008
38C0000A 60000000
2C060055 40820008
38C0003A 60000000
2C060059 40820008
38C00026 60000000
2C060053 40820008
38C00026 60000000
2C06003B 40820008
38C00006 60000000
2C06005B 40820008
38C0003D 60000000
2C06005C 40820008
38C0001D 60000000
2C060056 40820008
38C00018 60000000
2C060019 40820008
38C0000A 60000000
2C060057 40820008
38C0002A 60000000
90DD08C0 00000000
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: rwb7041 on March 29, 2010, 02:05:20 AM
wiiztec,

Thanks for that. So can I modify the on-the-fly character switcher to change to a character with a preset size? If so, how do I do that? Can you give me a code example?

Thanks
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: wiiztec on March 29, 2010, 06:17:23 AM
No you just use the size modifier than the character switcher and you will see the effects of the size modifier
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: rwb7041 on March 29, 2010, 04:47:48 PM
so lets say I used the size modifier that 2.5x the size. If I understand you correctly, then I can use the character switcher and each time I use the switcher the character's size is increased by 2.5x. Is this correct, or does it just take the character's regular size and make it 2.5x that?

Also, my character switcher isn't working correctly. Can someone give me a link to one that works?

Thanks
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: wiiztec on March 29, 2010, 05:17:53 PM
The latter. What is wrong with you character switcher exactly?
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: rwb7041 on March 29, 2010, 06:53:09 PM
for some reason, no matter who the character switcher is for, it makes P1 disappear for a time, then come back, sometimes as a new character but sometimes with no change. This also causes problems because when P1 disappears and the only other player is P2, the match ends saying P2 is the winner. It also sometimes crashes when the match ends (due to the previous statement) because only P2 will be listed. I figured this might be because my code is incorrect for some reason, so I wanted to get the correct code if that was the case
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: rwb7041 on April 02, 2010, 01:27:48 PM
so there's no way to change a character's size during a match? I figured that you could have a code that, when activated, gives a player the effects of a mushroom, but you're telling me that even that is not possible? damn. well thanks anyways
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: wiiztec on April 02, 2010, 08:46:41 PM
Quote from: rwb7041 on March 29, 2010, 06:53:09 PM
for some reason, no matter who the character switcher is for, it makes P1 disappear for a time, then come back, sometimes as a new character but sometimes with no change. This also causes problems because when P1 disappears and the only other player is P2, the match ends saying P2 is the winner. It also sometimes crashes when the match ends (due to the previous statement) because only P2 will be listed. I figured this might be because my code is incorrect for some reason, so I wanted to get the correct code if that was the case

Obviously because of their length nobody ever bothered to use the 2 3 & 4 player versions of the code I did and they all change player 1's character just with player 2 3 & 4's controller I fixed them a long time ago here are the fixed ones

credit to Krisan Thyme

Player 2
284DE4B8 00000184
4A000000 90180F7C
10000098 0000000F
E0000000 80008000
284DE4B8 00000288
4A000000 90180F7C
10000098 00000016
E0000000 80008000
284DE4B8 00000281
4A000000 90180F7C
10000098 0000000E
E0000000 80008000
284DE4B8 00000282
4A000000 90180F7C
10000098 00000002
E0000000 80008000
284DE4B8 00000284
4A000000 90180F7C
10000098 00000028
E0000000 80008000
284DE4B8 00000488
4A000000 90180F7C
10000098 0000000B
E0000000 80008000
284DE4B8 00000481
4A000000 90180F7C
10000098 00000003
E0000000 80008000
284DE4B8 00000482
4A000000 90180F7C
10000098 00000004
E0000000 80008000
284DE4B8 00000484
4A000000 90180F7C
10000098 0000001B
E0000000 80008000
284DE4B8 00000888
4A000000 90180F7C
10000098 00000014
E0000000 80008000
284DE4B8 00000881
4A000000 90180F7C
10000098 00000019
E0000000 80008000
284DE4B8 00000882
4A000000 90180F7C
10000098 00000010
E0000000 80008000
284DE4B8 00000884
4A000000 90180F7C
10000098 00000026
E0000000 80008000
284DE4B8 000000C8
4A000000 90180F7C
10000098 0000000D
E0000000 80008000
284DE4B8 000000C1
4A000000 90180F7C
10000098 00000000
E0000000 80008000
284DE4B8 000000C2
4A000000 90180F7C
3A00009C 0000FF02
10000098 00000009
E0000000 80008000
284DE4B8 000000C4
4A000000 90180F7C
10000098 00000005
E0000000 80008000
284DE4B8 000000A8
4A000000 90180F7C
10000098 0000002C
E0000000 80008000
284DE4B8 000000A1
4A000000 90180F7C
10000098 0000000C
E0000000 80008000
284DE4B8 000000A2
4A000000 90180F7C
10000098 00000017
E0000000 80008000
284DE4B8 000000A4
4A000000 90180F7C
10000098 0000002D
E0000000 80008000
284DE4B8 00000098
4A000000 90180F7C
10000098 0000002A
E0000000 80008000
284DE4B8 00000091
4A000000 90180F7C
10000098 00000013
E0000000 80008000
284DE4B8 00000092
4A000000 90180F7C
10000098 00000025
E0000000 80008000
284DE4B8 00000094
4A000000 90180F7C
10000098 0000002B
E0000000 80008000
284DE4B8 000000E8
4A000000 90180F7C
10000098 0000001D
E0000000 80008000
284DE4B8 000000E1
4A000000 90180F7C
10000098 00000008
E0000000 80008000
284DE4B8 000000E2
4A000000 90180F7C
10000098 00000027
E0000000 80008000
284DE4B8 000000E4
4A000000 90180F7C
10000098 00000024
E0000000 80008000
284DE4B8 00000C88
4A000000 90180F7C
10000098 0000000A
E0000000 80008000
284DE4B8 00000C81
4A000000 90180F7C
10000098 00000007
E0000000 80008000
284DE4B8 00000C82
4A000000 90180F7C
10000098 00000015
E0000000 80008000
284DE4B8 00000C84
4A000000 90180F7C
10000098 00000029
E0000000 80008000
284DE4B8 000001C8
4A000000 90180F7C
10000098 0000001A
E0000000 80008000
284DE4B8 000001C1
4A000000 90180F7C
10000098 00000001
E0000000 80008000
284DE4B8 000001C2
4A000000 90180F7C
10000098 0000001C
E0000000 80008000
284DE4B8 000001A8
4A000000 90180F7C
10000098 00000006
E0000000 80008000
284DE4B8 000001A1
4A000000 90180F7C
10000098 00000018
E0000000 80008000
284DE4B8 000001A2
4A000000 90180F7C
10000098 00000023
E0000000 80008000


Player 3
284DE4C0 00000184
4A000000 90180FD8
10000098 0000000F
E0000000 80008000
284DE4C0 00000288
4A000000 90180FD8
10000098 00000016
E0000000 80008000
284DE4C0 00000281
4A000000 90180FD8
10000098 0000000E
E0000000 80008000
284DE4C0 00000282
4A000000 90180FD8
10000098 00000002
E0000000 80008000
284DE4C0 00000284
4A000000 90180FD8
10000098 00000028
E0000000 80008000
284DE4C0 00000488
4A000000 90180FD8
10000098 0000000B
E0000000 80008000
284DE4C0 00000481
4A000000 90180FD8
10000098 00000003
E0000000 80008000
284DE4C0 00000482
4A000000 90180FD8
10000098 00000004
E0000000 80008000
284DE4C0 00000484
4A000000 90180FD8
10000098 0000001B
E0000000 80008000
284DE4C0 00000888
4A000000 90180FD8
10000098 00000014
E0000000 80008000
284DE4C0 00000881
4A000000 90180FD8
10000098 00000019
E0000000 80008000
284DE4C0 00000882
4A000000 90180FD8
10000098 00000010
E0000000 80008000
284DE4C0 00000884
4A000000 90180FD8
10000098 00000026
E0000000 80008000
284DE4C0 000000C8
4A000000 90180FD8
10000098 0000000D
E0000000 80008000
284DE4C0 000000C1
4A000000 90180FD8
10000098 00000000
E0000000 80008000
284DE4C0 000000C2
4A000000 90180FD8
3A00009C 0000FF02
10000098 00000009
E0000000 80008000
284DE4C0 000000C4
4A000000 90180FD8
10000098 00000005
E0000000 80008000
284DE4C0 000000A8
4A000000 90180FD8
10000098 0000002C
E0000000 80008000
284DE4C0 000000A1
4A000000 90180FD8
10000098 0000000C
E0000000 80008000
284DE4C0 000000A2
4A000000 90180FD8
10000098 00000017
E0000000 80008000
284DE4C0 000000A4
4A000000 90180FD8
10000098 0000002D
E0000000 80008000
284DE4C0 00000098
4A000000 90180FD8
10000098 0000002A
E0000000 80008000
284DE4C0 00000091
4A000000 90180FD8
10000098 00000013
E0000000 80008000
284DE4C0 00000092
4A000000 90180FD8
10000098 00000025
E0000000 80008000
284DE4C0 00000094
4A000000 90180FD8
10000098 0000002B
E0000000 80008000
284DE4C0 000000E8
4A000000 90180FD8
10000098 0000001D
E0000000 80008000
284DE4C0 000000E1
4A000000 90180FD8
10000098 00000008
E0000000 80008000
284DE4C0 000000E2
4A000000 90180FD8
10000098 00000027
E0000000 80008000
284DE4C0 000000E4
4A000000 90180FD8
10000098 00000024
E0000000 80008000
284DE4C0 00000C88
4A000000 90180FD8
10000098 0000000A
E0000000 80008000
284DE4C0 00000C81
4A000000 90180FD8
10000098 00000007
E0000000 80008000
284DE4C0 00000C82
4A000000 90180FD8
10000098 00000015
E0000000 80008000
284DE4C0 00000C84
4A000000 90180FD8
10000098 00000029
E0000000 80008000
284DE4C0 000001C8
4A000000 90180FD8
10000098 0000001A
E0000000 80008000
284DE4C0 000001C1
4A000000 90180FD8
10000098 00000001
E0000000 80008000
284DE4C0 000001C2
4A000000 90180FD8
10000098 0000001C
E0000000 80008000
284DE4C0 000001A8
4A000000 90180FD8
10000098 00000006
E0000000 80008000
284DE4C0 000001A1
4A000000 90180FD8
10000098 00000018
E0000000 80008000
284DE4C0 000001A2
4A000000 90180FD8
10000098 00000023
E0000000 80008000


Player 4
284DE4C8 00000184
4A000000 90181034
10000098 0000000F
E0000000 80008000
284DE4C8 00000288
4A000000 90181034
10000098 00000016
E0000000 80008000
284DE4C8 00000281
4A000000 90181034
10000098 0000000E
E0000000 80008000
284DE4C8 00000282
4A000000 90181034
10000098 00000002
E0000000 80008000
284DE4C8 00000284
4A000000 90181034
10000098 00000028
E0000000 80008000
284DE4C8 00000488
4A000000 90181034
10000098 0000000B
E0000000 80008000
284DE4C8 00000481
4A000000 90181034
10000098 00000003
E0000000 80008000
284DE4C8 00000482
4A000000 90181034
10000098 00000004
E0000000 80008000
284DE4C8 00000484
4A000000 90181034
10000098 0000001B
E0000000 80008000
284DE4C8 00000888
4A000000 90181034
10000098 00000014
E0000000 80008000
284DE4C8 00000881
4A000000 90181034
10000098 00000019
E0000000 80008000
284DE4C8 00000882
4A000000 90181034
10000098 00000010
E0000000 80008000
284DE4C8 00000884
4A000000 90181034
10000098 00000026
E0000000 80008000
284DE4C8 000000C8
4A000000 90181034
10000098 0000000D
E0000000 80008000
284DE4C8 000000C1
4A000000 90181034
10000098 00000000
E0000000 80008000
284DE4C8 000000C2
4A000000 90181034
3A00009C 0000FF02
10000098 00000009
E0000000 80008000
284DE4C8 000000C4
4A000000 90181034
10000098 00000005
E0000000 80008000
284DE4C8 000000A8
4A000000 90181034
10000098 0000002C
E0000000 80008000
284DE4C8 000000A1
4A000000 90181034
10000098 0000000C
E0000000 80008000
284DE4C8 000000A2
4A000000 90181034
10000098 00000017
E0000000 80008000
284DE4C8 000000A4
4A000000 90181034
10000098 0000002D
E0000000 80008000
284DE4C8 00000098
4A000000 90181034
10000098 0000002A
E0000000 80008000
284DE4C8 00000091
4A000000 90181034
10000098 00000013
E0000000 80008000
284DE4C8 00000092
4A000000 90181034
10000098 00000025
E0000000 80008000
284DE4C8 00000094
4A000000 90181034
10000098 0000002B
E0000000 80008000
284DE4C8 000000E8
4A000000 90181034
10000098 0000001D
E0000000 80008000
284DE4C8 000000E1
4A000000 90181034
10000098 00000008
E0000000 80008000
284DE4C8 000000E2
4A000000 90181034
10000098 00000027
E0000000 80008000
284DE4C8 000000E4
4A000000 90181034
10000098 00000024
E0000000 80008000
284DE4C8 00000C88
4A000000 90181034
10000098 0000000A
E0000000 80008000
284DE4C8 00000C81
4A000000 90181034
10000098 00000007
E0000000 80008000
284DE4C8 00000C82
4A000000 90181034
10000098 00000015
E0000000 80008000
284DE4C8 00000C84
4A000000 90181034
10000098 00000029
E0000000 80008000
284DE4C8 000001C8
4A000000 90181034
10000098 0000001A
E0000000 80008000
284DE4C8 000001C1
4A000000 90181034
10000098 00000001
E0000000 80008000
284DE4C8 000001C2
4A000000 90181034
10000098 0000001C
E0000000 80008000
284DE4C8 000001A8
4A000000 90181034
10000098 00000006
E0000000 80008000
284DE4C8 000001A1
4A000000 90181034
10000098 00000018
E0000000 80008000
284DE4C8 000001A2
4A000000 90181034
10000098 00000023
E0000000 80008000


And all you have to do for it to not end the match is use time or have more than 2 players
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: Dark Chaos on April 05, 2010, 01:15:59 AM
there is a bug in that code where if 2 or more player switch to an alloy at the same time the game freezes :(

i tested that out when i had players 1-3 switch to an alloy.
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: mariomariobrosluigi on April 05, 2010, 01:19:03 AM
nobody found a fix for MY code? I feel like i'm being ignored :mad:
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: Dark Chaos on April 05, 2010, 01:43:23 PM
I not sure but i think that there isn't a fix for that. usually play as bosses would only work in boss battles. :-\

A quick question. how many players are in the battle when you are attempting to play as tabuu :confused:
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: PokemonCrazy on April 05, 2010, 05:48:16 PM
I don't understand why it won't work! It used to work. I tried Gecko OS 1.07b, but it won't load it just looks like this:
(http://i43.tinypic.com/23hmuix.png)

And none of the other versions work! Someone please help me!
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: Romaap on April 05, 2010, 07:04:13 PM
This is because you have a memory card in slot B.
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: PokemonCrazy on April 05, 2010, 09:24:41 PM
I took out the memory cards and now it says "SD Error." and loads the game without the codes
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: mariomariobrosluigi on April 05, 2010, 10:34:43 PM
Quote from: Chaos1 on April 05, 2010, 01:43:23 PM
I not sure but i think that there isn't a fix for that. usually play as bosses would only work in boss battles. :-\

A quick question. how many players are in the battle when you are attempting to play as tabuu :confused:

actually only two players me and a computer
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: Romaap on April 05, 2010, 11:35:43 PM
Do you have any other SD cards to try it with?
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: Dark Chaos on April 07, 2010, 09:11:24 PM
perhaps you can try playing alone just to see if it works. :-\

i am not too sure but you can try it alone.

here is the play alone code if you dont have it
Can start match with only 1 player (spunit262)
0468D420 2C060001

when in a free for all you can start a match without the other 3 players being added
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: PokemonCrazy on April 08, 2010, 12:06:59 AM
I tried a different SD and it worked, but the texture hacking still isn't working.

:confused:
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: mariomariobrosluigi on April 08, 2010, 01:40:52 AM
Quote from: Chaos1 on April 07, 2010, 09:11:24 PM
perhaps you can try playing alone just to see if it works. :-\

i am not too sure but you can try it alone.

here is the play alone code if you dont have it
Can start match with only 1 player (spunit262)
0468D420 2C060001

when in a free for all you can start a match without the other 3 players being added

thanks for help, maybe somebody else like phantom wings or heaton2 can try fixing the code i hope
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: Romaap on April 08, 2010, 06:10:08 PM
When you start the game through Gecko, does it say "codes found, applying"?
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: rwb7041 on April 08, 2010, 09:54:35 PM
Is there a way to give a player the effect of a super mushroom without having one spawn in? If so, can that be controlled by a controller activator code? I saw this one code that would modify all the player's sizes over a time lapse (made by Igglyboo), but I was wondering if that concept could be applied to make a code that would allow a character's size to change during a match.

Here's the original code from Igglyboo with the comments:

Growth/Decay Modifier[Igglyboo]
20524440 00000000
80000000 ZZZZZZZZ
80000001 3F800000
04524440 CAFEBABE
E0000000 80008000
24AD76C0 XXXXXXXX
80000001 BF800000
88A00000 00000001
E0000000 80008000
26AD76C0 YYYYYYYY
80000001 BF800000
88A00000 00000001
E0000000 80008000
82210002 00AD76C0
88900002 00000000
84210002 00AD76C0
XXXXXXXX is the upper bound on the height, in the video I use 2.25 (40100000).
YYYYYYYY is the lower bound on the height, in the video I use 0.5 (3F000000).
ZZZZZZZZ is the growth amount, in the video I use 0.01 (3c23d70a).
Special Thanks to Spunit for his universal size modifier.


Just an idea, but I think it might be possible
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: PokemonCrazy on April 11, 2010, 08:01:51 PM
Yes yes it does.
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: rwb7041 on April 23, 2010, 10:11:18 PM
I know that there is a code to increase a player's Attack Ratio, but this appears to only affect knockback. Is there one that would increase the amount of damage a player gives?

Here's the original one for knockback:


Attack Ratio Modifier:
140000CC xxxxxxxx
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: Yoshi52 on April 23, 2010, 11:38:44 PM
rwb7041, I think that might be this one:

Damage Deal Modifier (P1)
4A000000 90180F20
140000C4 XXXXXXXX
E0000000 80008000

Damage Deal Modifier (P2)
4A000000 90180F7C
140000C4 XXXXXXXX
E0000000 80008000

Damage Deal Modifier (P3)
4A000000 90180FD8
140000C4 XXXXXXXX
E0000000 80008000

Damage Deal Modifier (P4)
4A000000 90181034
140000C4 XXXXXXXX
E0000000 80008000

They use Floating Point, like the other ones.
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: rwb7041 on April 24, 2010, 01:53:41 PM
Awesome, thanks for the quick response Yoshi
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: warioman77 on April 24, 2010, 08:28:25 PM
I want to unlock everything including music but not all the music will appear.

I want to make sure that the disc will think i did the challenges.

Can there be a fix to the music not appearing when the "Unlock Everything. (Except for Subspace Emissary)", "Have all Challenge Data" codes are used?

Or can someone make a have all music code?
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: MKnightDH on May 01, 2010, 09:49:49 PM
Bringing up both of my posts again.

Quote from: MKnightDH on February 18, 2010, 01:11:38 AM
Can somebody make a code that sets up a range/speed/priority/power modifier for Olimar's Pikmin based on their maturity stage? I want to set those stats to different values so that Olimar's combat has more depth and making Pikmin lives more valuable. Bonus points if you allow for White Pikmin to have their own maturity modifiers, seeing as they die quickly and don't really have anything going for them except high damage when latched on with Pikmin Throw.

Quote from: MKnightDH on February 18, 2010, 09:17:20 PM

I don't want to make the Pikmin invincible. I want to make them weaker/stronger.

Here's the modifiers I specifically have in mind currently, subject to change:
*Range (non-White) - ~0.9x, 1.0x, ~1.1x
*Range (White) - 1.0x, 1.25x, 1.5x
*Speed (non-White) - ~0.9x, 1.0x, ~1.1x
*Speed (White) - 1.0x, 1.25x, 1.5x
*Power (non-White) - ~0.8x, 1.0x, ~1.2x
*Power (White) - ~0.8x, ~1.2x, ~1.6x
*Priority (non-White) - ~0.8x, 1.0x, ~1.2x
*Priority (White) - ~0.8x, ~1.2x, ~1.6x

Yeah, it's basically nerfing Olimar but it does let players fight back against him on-stage and would encourage Olimar players to protect their Pikmin, including their White Pikmin who would get heavy boosts from maturity.

Quote from: Yoshi52 on February 18, 2010, 09:12:39 PMMKnightDH, l think something like that for Pikmin & Olimar would require some ASM hacking. I thought they already had slight power ups when the Pikmin bloom. Huh....

They don't. And frankly, it's rather stupid. And doesn't some codes in Brawl+ do ASM hacking anyway?
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: Insetick on May 12, 2010, 06:05:11 AM
Hey, I'm curious if there's a code that forces Vs. Anyone mode to be 1v1.
I recently played Vs. Anyone (without any codes); a single player joined and his status went straight to "Brawling...". The match never started though, and he left, so I assumed this was either a glitch or a code that didn't work properly.

If this code hasn't been made, is it even possible? I'm personally sick of having to wait for 4 players to play Vs Anyone. Also, the game almost always fills empty spots with computers.

Thanks!
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: Yoshi52 on May 12, 2010, 08:18:46 PM
Quote from: Insetick on May 12, 2010, 06:05:11 AM
Hey, I'm curious if there's a code that forces Vs. Anyone mode to be 1v1.
I recently played Vs. Anyone (without any codes); a single player joined and his status went straight to "Brawling...". The match never started though, and he left, so I assumed this was either a glitch or a code that didn't work properly.

If this code hasn't been made, is it even possible? I'm personally sick of having to wait for 4 players to play Vs Anyone. Also, the game almost always fills empty spots with computers.

Thanks!

I haven't seen a code like that. Though, I'd rather just have a code that gets rid of the computers completely from Anonymous Wi-Fi.

But that situation you described was rather common with me. It's just some glitch that happens a lot, really.

If it's possible, l'd imagine it is, but l wouldn't know how.
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: Yoshi52 on May 14, 2010, 07:59:47 PM
Quote from: mangolo on May 14, 2010, 06:41:29 PM
Hi

I didn't really know where would this question suit best, so I apologize if I put it in the wrong place. Anyway, I would like to know if there is a way to convert wiiRD codes to action replay ones. I know, wii is protected and AR can't be used, but I want it to use in Dolphin Emulator. I've downloaded an AR>wiiRD converter, but I couldn't do the process backwards. Hope someone can help me, thanks. O0
Um, not even close. :p  But the latest revisions of Dolphin don't need the codes to be encrypted... I don't think it ever needed to be. But Dolphin isn't compatible with most Gecko codetypes anyway... The button conditional is different for AR and Gecko, but constant RAM writes are the same(I think).
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: anon17 on May 24, 2010, 08:16:00 PM
I've searched around and can't find this, so...

Does a code to force "Special Brawl" modifiers onto regular modes (Such as classic, multi man brawl etc...) exist?

I'd like to play and record a lightning brawl runthrough of the SSE on lightning mode or slow motion mode for example, but I can't find any modifiers that would let me do this.

These existed in Melee and were quite small so I'm sure it's possible, I'd try and make them myself only I can't get my hands on a USBGecko.
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: wiiztec on May 24, 2010, 08:26:02 PM
Special brawl settings are half byte 0/1 flags at 9017F378 - 9017F37C, not sure if changing these will have an effect on the single player modes though
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: anon17 on May 24, 2010, 08:55:51 PM
Any idea which is which?

Otherwise guess I'll just look up a tutorial on how to turn that information into a code - Thanks ^^
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: wiiztec on May 24, 2010, 09:33:39 PM
I think I had it written down somewhere but I lost i, I think it's the same order as on the special brawl selection screen top to bottom
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: anon17 on May 25, 2010, 05:19:24 PM
Hmm... Any idea why this doesn't set whichever mode 17F37C is to on? I even tried in special brawl (But without changing the options) to test it, as well as regular brawl.

4A000000 80000000
9017F37C 00000001

I did also try:

4A000000 80000000
9017F37C 00010000

But I think the first one should set that mode to on?
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: wiiztec on May 25, 2010, 05:28:16 PM
What are you doing?

those should be

42000000 90000000
0417F37C 00000001
E0000000 80008000

&

42000000 90000000
0417F37C 00010000
E0000000 80008000
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: Deathwolf on May 25, 2010, 05:30:40 PM
or

4A000000 9017F37C
14000000 00000001
E0000000 80008000

&

4A000000 9017F37C
14000000 00010000
E0000000 80008000
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: wiiztec on May 25, 2010, 05:38:04 PM

or

4A000000 9017F000
1400037C 00000001
E0000000 80008000

&

4A000000 9017F000
1400037C 00010000
E0000000 80008000

lol we could do this all day
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: Deathwolf on May 25, 2010, 05:39:56 PM
sure!^^

or

4A000000 90100000
1407F37C 00000001
E0000000 80008000

&

4A000000 90100000
1407F37C 00010000
E0000000 80008000
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: mariomariobrosluigi on May 25, 2010, 05:47:53 PM
what the hell are u guys talking about? what code?
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: Deathwolf on May 25, 2010, 05:49:33 PM
I don't know.
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: mariomariobrosluigi on May 25, 2010, 05:50:36 PM
wow :confused:
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: Deathwolf on May 25, 2010, 05:51:17 PM
ask wiiztec  ;)
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: mariomariobrosluigi on May 25, 2010, 05:52:30 PM
well i'm waiting for he's replay.he can see my comments anyway :)
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: wiiztec on May 25, 2010, 06:08:05 PM
Read this whole page and you'll know
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: anon17 on May 25, 2010, 06:13:30 PM
*Hits self*

Haven't really done any codes on the Wii, more of a PC Hacker I guess.

Next time I should pay more attention to the documentation I'm following, sorry for the stupid code.

Anyway the second code works fine now you've fixed it, but only affects the special brawl mode (7C = Gravity for example, with 78 -> 7E being the options). Any ideas if it could be tweaked to work in regular Brawl and single player?
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: mariomariobrosluigi on May 25, 2010, 06:22:24 PM
stop making my life difficult just say the name of the code
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: anon17 on May 25, 2010, 06:29:14 PM
Look at the above posts - It's getting special brawl modes (Lightning, Slowmo, Low Gravity etc...) to work in single player.
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: mariomariobrosluigi on May 25, 2010, 06:33:57 PM
oh i got it. thanks for telling me.you trying to find the code for special brawl to work on normal battle/brawl.
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: MKnightDH on May 26, 2010, 12:48:45 AM
And again.

Quote from: MKnightDH on February 18, 2010, 01:11:38 AM
Can somebody make a code that sets up a range/speed/priority/power modifier for Olimar's Pikmin based on their maturity stage? I want to set those stats to different values so that Olimar's combat has more depth and making Pikmin lives more valuable. Bonus points if you allow for White Pikmin to have their own maturity modifiers, seeing as they die quickly and don't really have anything going for them except high damage when latched on with Pikmin Throw.

Quote from: MKnightDH on February 18, 2010, 09:17:20 PM

I don't want to make the Pikmin invincible. I want to make them weaker/stronger.

Here's the modifiers I specifically have in mind currently, subject to change:
*Range (non-White) - ~0.9x, 1.0x, ~1.1x
*Range (White) - 1.0x, 1.25x, 1.5x
*Speed (non-White) - ~0.9x, 1.0x, ~1.1x
*Speed (White) - 1.0x, 1.25x, 1.5x
*Power (non-White) - ~0.8x, 1.0x, ~1.2x
*Power (White) - ~0.8x, ~1.2x, ~1.6x
*Priority (non-White) - ~0.8x, 1.0x, ~1.2x
*Priority (White) - ~0.8x, ~1.2x, ~1.6x

Yeah, it's basically nerfing Olimar but it does let players fight back against him on-stage and would encourage Olimar players to protect their Pikmin, including their White Pikmin who would get heavy boosts from maturity.

Quote from: Yoshi52 on February 18, 2010, 09:12:39 PMMKnightDH, l think something like that for Pikmin & Olimar would require some ASM hacking. I thought they already had slight power ups when the Pikmin bloom. Huh....

They don't. And frankly, it's rather stupid. And doesn't some codes in Brawl+ do ASM hacking anyway?
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: DrakeAnubis on May 30, 2010, 04:10:18 AM
I have a problem with this code I'm working on, and was hoping a gentleman and scholar could help me out. The code was suppose to extend the amount of time snake can stay in his box (one of his taunts).

The timer appears to be at 812627B4 (for P1 only), so I made an attempt at writing my first code:

4A000000 812627B4
14000000 00000070

Except that certain types of damage will freeze snake in the air, and you can only nudge him around. This is very cool until the novelty wears off.

Anyway, I don't know what the problem is, but I think it would be solved if the code had an if statement. Something like, when the timer gets to almost the end, reset it to the beginning. I spent some time trying to get the conditional statement working, with no success. Can anyone offer some pointers? I'd really appreciate it :)
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: wiiztec on May 30, 2010, 04:28:20 AM
First of all that code can be made into one line 052627B4 00000070 and that code as it is would need a E0000000 80008000 line at the end

You can use a 20 or 28 code to check for for the values at the end of the timer, check out the codetype document http://wiird.l0nk.org/codetypes.html
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: zfan121 on June 08, 2010, 01:27:00 AM
Okay well the warning thingy told me to make a new topic for this game since nobodies replied anyway so I did. Either way I  have a few code requests.

I would really like it if there was some way to use all custom stage part 'types' (as in the background area) in any of the three stage types at any time. If this is even remotely possible I would love to have someone do that for me ^_^

I would also like
Toggle for Sonics final smash(easy button combos please maybe even one button)
Bowsers final smash lasts forever
Toggle lucario's final smash on/off
Press start then B to gain a smash ball
Press R for stage speed up/press L for stage slow down (using the gamecube controller)
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: zfan121 on June 10, 2010, 11:42:47 PM
I would really like it if there was some way to use all custom stage part 'types' (as in the different parts you use when in a different background type) in any of the three stage types at any time. If this is even remotely possible I would love to have someone do that for me ^_^

I would also like
Toggle for Sonics final smash(easy button combos please maybe even one button)
Bowsers final smash lasts forever
Toggle lucario's final smash on/off
Press start then B to gain a smash ball
Press R for stage speed up/press L for stage slow down (using the gamecube controller)
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: mariomariobrosluigi on June 11, 2010, 12:03:14 AM
Quote from: zfan121 on June 10, 2010, 11:42:47 PM
I would really like it if there was some way to use all custom stage part 'types' (as in the different parts you use when in a different background type) in any of the three stage types at any time. If this is even remotely possible I would love to have someone do that for me ^_^

I would also like
Toggle for Sonics final smash(easy button combos please maybe even one button)
Bowsers final smash lasts forever
Toggle lucario's final smash on/off
Press start then B to gain a smash ball
Press R for stage speed up/press L for stage slow down (using the gamecube controller)

all the codes you said already exist but with different button activator -.-
you can easily change the button activator without a usb gecko.just check the button code and check the code to compare then edit it.thanks and goodbye...just check the site carefully and with patients!!!
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: zfan121 on June 11, 2010, 12:35:11 AM
Quote from: mariomariobrosluigi on June 11, 2010, 12:03:14 AM
Quote from: zfan121 on June 10, 2010, 11:42:47 PM
I would really like it if there was some way to use all custom stage part 'types' (as in the different parts you use when in a different background type) in any of the three stage types at any time. If this is even remotely possible I would love to have someone do that for me ^_^

I would also like
Toggle for Sonics final smash(easy button combos please maybe even one button)
Bowsers final smash lasts forever
Toggle lucario's final smash on/off
Press start then B to gain a smash ball
Press R for stage speed up/press L for stage slow down (using the gamecube controller)

all the codes you said already exist but with different button activator -.-
you can easily change the button activator without a usb gecko.just check the button code and check the code to compare then edit it.thanks and goodbye...just check the site carefully and with patients!!!

Well what about the custom stage code then? I mean like, press a certain button to 'swap' through the stage part types (Forest, lab, cave) and use the different stage parts anywhere?
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: mariomariobrosluigi on June 11, 2010, 12:37:55 AM
Quote from: zfan121 on June 11, 2010, 12:35:11 AM
Quote from: mariomariobrosluigi on June 11, 2010, 12:03:14 AM
Quote from: zfan121 on June 10, 2010, 11:42:47 PM
I would really like it if there was some way to use all custom stage part 'types' (as in the different parts you use when in a different background type) in any of the three stage types at any time. If this is even remotely possible I would love to have someone do that for me ^_^

I would also like
Toggle for Sonics final smash(easy button combos please maybe even one button)
Bowsers final smash lasts forever
Toggle lucario's final smash on/off
Press start then B to gain a smash ball
Press R for stage speed up/press L for stage slow down (using the gamecube controller)

all the codes you said already exist but with different button activator -.-
you can easily change the button activator without a usb gecko.just check the button code and check the code to compare then edit it.thanks and goodbye...just check the site carefully and with patients!!!

Well what about the custom stage code then? I mean like, press a certain button to 'swap' through the stage part types (Forest, lab, cave) and use the different stage parts anywhere?

thats extreme new hack!!! check on youtube on how to get 12 custome maps forest,tabuu stage,etc...
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: zfan121 on June 11, 2010, 12:50:45 AM
Quote from: mariomariobrosluigi on June 11, 2010, 12:37:55 AM
Quote from: zfan121 on June 11, 2010, 12:35:11 AM
Quote from: mariomariobrosluigi on June 11, 2010, 12:03:14 AM
Quote from: zfan121 on June 10, 2010, 11:42:47 PM
I would really like it if there was some way to use all custom stage part 'types' (as in the different parts you use when in a different background type) in any of the three stage types at any time. If this is even remotely possible I would love to have someone do that for me ^_^

I would also like
Toggle for Sonics final smash(easy button combos please maybe even one button)
Bowsers final smash lasts forever
Toggle lucario's final smash on/off
Press start then B to gain a smash ball
Press R for stage speed up/press L for stage slow down (using the gamecube controller)

all the codes you said already exist but with different button activator -.-
you can easily change the button activator without a usb gecko.just check the button code and check the code to compare then edit it.thanks and goodbye...just check the site carefully and with patients!!!

Well what about the custom stage code then? I mean like, press a certain button to 'swap' through the stage part types (Forest, lab, cave) and use the different stage parts anywhere?

thats extreme new hack!!! check on youtube on how to get 12 custome maps forest,tabuu stage,etc...

Ahhh how about a link, cause i have no idea what you're talking about :P
I meant the actual Code to do so, not a video that shows you what you can do with it lol
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: mariomariobrosluigi on June 11, 2010, 01:04:31 AM
Quote from: zfan121 on June 11, 2010, 12:50:45 AM
Quote from: mariomariobrosluigi on June 11, 2010, 12:37:55 AM
Quote from: zfan121 on June 11, 2010, 12:35:11 AM
Quote from: mariomariobrosluigi on June 11, 2010, 12:03:14 AM
Quote from: zfan121 on June 10, 2010, 11:42:47 PM
I would really like it if there was some way to use all custom stage part 'types' (as in the different parts you use when in a different background type) in any of the three stage types at any time. If this is even remotely possible I would love to have someone do that for me ^_^

I would also like
Toggle for Sonics final smash(easy button combos please maybe even one button)
Bowsers final smash lasts forever
Toggle lucario's final smash on/off
Press start then B to gain a smash ball
Press R for stage speed up/press L for stage slow down (using the gamecube controller)

all the codes you said already exist but with different button activator -.-
you can easily change the button activator without a usb gecko.just check the button code and check the code to compare then edit it.thanks and goodbye...just check the site carefully and with patients!!!

Well what about the custom stage code then? I mean like, press a certain button to 'swap' through the stage part types (Forest, lab, cave) and use the different stage parts anywhere?

thats extreme new hack!!! check on youtube on how to get 12 custome maps forest,tabuu stage,etc...

Ahhh how about a link, cause i have no idea what you're talking about :P
I meant the actual Code to do so, not a video that shows you what you can do with it lol

OMG....to search your that lazy!!!! here: http://www.youtube.com/watch?v=ANsoBQ-_U7A
this one better: http://www.youtube.com/watch?v=aXJDGCGKQNg&feature=related
then watch the video then click the link in the description then your in the care of THE phantom wings.if you don't understand that then i don't know how else to explain you...oh and please rate my comments cause i went all the trouble on finding the specified video for you.
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: mariomariobrosluigi on June 11, 2010, 01:06:00 AM
I mean a THANK YOU star button,click it.thanks and come again
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: zfan121 on June 11, 2010, 01:21:15 AM
Quote from: mariomariobrosluigi on June 11, 2010, 01:04:31 AM
Quote from: zfan121 on June 11, 2010, 12:50:45 AM
Quote from: mariomariobrosluigi on June 11, 2010, 12:37:55 AM
Quote from: zfan121 on June 11, 2010, 12:35:11 AM
Quote from: mariomariobrosluigi on June 11, 2010, 12:03:14 AM
Quote from: zfan121 on June 10, 2010, 11:42:47 PM
I would really like it if there was some way to use all custom stage part 'types' (as in the different parts you use when in a different background type) in any of the three stage types at any time. If this is even remotely possible I would love to have someone do that for me ^_^

I would also like
Toggle for Sonics final smash(easy button combos please maybe even one button)
Bowsers final smash lasts forever
Toggle lucario's final smash on/off
Press start then B to gain a smash ball
Press R for stage speed up/press L for stage slow down (using the gamecube controller)

all the codes you said already exist but with different button activator -.-
you can easily change the button activator without a usb gecko.just check the button code and check the code to compare then edit it.thanks and goodbye...just check the site carefully and with patients!!!

Well what about the custom stage code then? I mean like, press a certain button to 'swap' through the stage part types (Forest, lab, cave) and use the different stage parts anywhere?

thats extreme new hack!!! check on youtube on how to get 12 custome maps forest,tabuu stage,etc...

Ahhh how about a link, cause i have no idea what you're talking about :P
I meant the actual Code to do so, not a video that shows you what you can do with it lol

OMG....to search your that lazy!!!! here: http://www.youtube.com/watch?v=ANsoBQ-_U7A
this one better: http://www.youtube.com/watch?v=aXJDGCGKQNg&feature=related
then watch the video then click the link in the description then your in the care of THE phantom wings.if you don't understand that then i don't know how else to explain you...oh and please rate my comments cause i went all the trouble on finding the specified video for you.
It's not being lazy it's called not knowing what to actually search for -_-;; all you said was "EPIC NEW HACK!!" which would lead to thousands of different things, so partly your fault dude...
And I might do that as soon as I get it working, but not just cause you asked lol
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: mariomariobrosluigi on June 11, 2010, 01:24:54 AM
Quote from: zfan121 on June 11, 2010, 01:21:15 AM
Quote from: mariomariobrosluigi on June 11, 2010, 01:04:31 AM
Quote from: zfan121 on June 11, 2010, 12:50:45 AM
Quote from: mariomariobrosluigi on June 11, 2010, 12:37:55 AM
Quote from: zfan121 on June 11, 2010, 12:35:11 AM
Quote from: mariomariobrosluigi on June 11, 2010, 12:03:14 AM
Quote from: zfan121 on June 10, 2010, 11:42:47 PM
I would really like it if there was some way to use all custom stage part 'types' (as in the different parts you use when in a different background type) in any of the three stage types at any time. If this is even remotely possible I would love to have someone do that for me ^_^

I would also like
Toggle for Sonics final smash(easy button combos please maybe even one button)
Bowsers final smash lasts forever
Toggle lucario's final smash on/off
Press start then B to gain a smash ball
Press R for stage speed up/press L for stage slow down (using the gamecube controller)

all the codes you said already exist but with different button activator -.-
you can easily change the button activator without a usb gecko.just check the button code and check the code to compare then edit it.thanks and goodbye...just check the site carefully and with patients!!!

Well what about the custom stage code then? I mean like, press a certain button to 'swap' through the stage part types (Forest, lab, cave) and use the different stage parts anywhere?

thats extreme new hack!!! check on youtube on how to get 12 custome maps forest,tabuu stage,etc...

Ahhh how about a link, cause i have no idea what you're talking about :P
I meant the actual Code to do so, not a video that shows you what you can do with it lol

OMG....to search your that lazy!!!! here: http://www.youtube.com/watch?v=ANsoBQ-_U7A
this one better: http://www.youtube.com/watch?v=aXJDGCGKQNg&feature=related
then watch the video then click the link in the description then your in the care of THE phantom wings.if you don't understand that then i don't know how else to explain you...oh and please rate my comments cause i went all the trouble on finding the specified video for you.
It's not being lazy it's called not knowing what to actually search for -_-;; all you said was "EPIC NEW HACK!!" which would lead to thousands of different things, so partly your fault dude...
And I might do that as soon as I get it working, but not just cause you asked lol

what are you talking about? i gave you the link.don't forget to Click on THANK YOU star button.
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: zfan121 on June 11, 2010, 01:41:19 AM
Okay I looked at the vid, ther seems to be a misunderstanding on what I'd like the code to do sooo more detailed explanation? Though that is impressive hack HE found, might try it sooner or later XE and yes...gonna give some props if I manage to make it work..

First off: I'm referring to the custom stage builder! not the actual stages already made.
Second: do you know how the three stage areas (the sky background, the cave background and the one that looks like a lab) that have three different sets of parts? That's what I'm talking about too...

What I'd like the code for is the ability to use any of the custom stage parts in any of the custom stage 'types' and if possible the ability to switch between those parts at any time via a button command. So yeah, sorry about any misunderstandings and stuff. I guess I should've been less vague in my description
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: mariomariobrosluigi on June 11, 2010, 01:43:50 AM
Quote from: zfan121 on June 11, 2010, 01:41:19 AM
Okay I looked at the vid, ther seems to be a misunderstanding on what I'd like the code to do sooo more detailed explanation? Though that is impressive hack HE found, might try it sooner or later XE and yes...gonna give some props if I manage to make it work..

First off: I'm referring to the custom stage builder! not the actual stages already made.
Second: do you know how the three stage areas (the sky background, the cave background and the one that looks like a lab) that have three different sets of parts? That's what I'm talking about too...

What I'd like the code for is the ability to use any of the custom stage parts in any of the custom stage 'types' and if possible the ability to switch between those parts at any time via a button command. So yeah, sorry about any misunderstandings and stuff. I guess I should've been less vague in my description

don't think that the code exist.not sure ???
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: zfan121 on June 11, 2010, 01:52:39 AM
Quote from: mariomariobrosluigi on June 11, 2010, 01:43:50 AM
Quote from: zfan121 on June 11, 2010, 01:41:19 AM
Okay I looked at the vid, ther seems to be a misunderstanding on what I'd like the code to do sooo more detailed explanation? Though that is impressive hack HE found, might try it sooner or later XE and yes...gonna give some props if I manage to make it work..

First off: I'm referring to the custom stage builder! not the actual stages already made.
Second: do you know how the three stage areas (the sky background, the cave background and the one that looks like a lab) that have three different sets of parts? That's what I'm talking about too...

What I'd like the code for is the ability to use any of the custom stage parts in any of the custom stage 'types' and if possible the ability to switch between those parts at any time via a button command. So yeah, sorry about any misunderstandings and stuff. I guess I should've been less vague in my description

don't think that the code exist.not sure ???

Duh XP I figure the same genious that created the code you were thinking of would be able to do it lol Hell....if I ever decided to get into this hacking thing I might give it a shot XD That's exactly why I put it in here in the first place lol to ask that someone create said code. Since it obviously doesn't exsist...?
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: mariomariobrosluigi on June 11, 2010, 01:54:04 AM
Quote from: zfan121 on June 11, 2010, 01:52:39 AM
Quote from: mariomariobrosluigi on June 11, 2010, 01:43:50 AM
Quote from: zfan121 on June 11, 2010, 01:41:19 AM
Okay I looked at the vid, ther seems to be a misunderstanding on what I'd like the code to do sooo more detailed explanation? Though that is impressive hack HE found, might try it sooner or later XE and yes...gonna give some props if I manage to make it work..

First off: I'm referring to the custom stage builder! not the actual stages already made.
Second: do you know how the three stage areas (the sky background, the cave background and the one that looks like a lab) that have three different sets of parts? That's what I'm talking about too...

What I'd like the code for is the ability to use any of the custom stage parts in any of the custom stage 'types' and if possible the ability to switch between those parts at any time via a button command. So yeah, sorry about any misunderstandings and stuff. I guess I should've been less vague in my description

don't think that the code exist.not sure ???

Duh XP I figure the same genious that created the code you were thinking of would be able to do it lol Hell....if I ever decided to get into this hacking thing I might give it a shot XD That's exactly why I put it in here in the first place lol to ask that someone create said code. Since it obviously doesn't exsist...?

ok...
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: Yoshi52 on June 11, 2010, 08:50:57 PM
From my understanding, the three custom stage object sets are part of their own file. I mean, Grass objects and backgrounds are in the same file, while the Machine-y objects and backgrounds are in a separate file than the Grass. Basically, you can't get all the objects of the different sets in one custom stage since Brawl can't load 3 stage files at once. You know what I'm saying?

Of course, texture and/or model hacking could do the trick if someone gets the collision editing in gear, l imagine.
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: zfan121 on June 11, 2010, 09:07:52 PM
Quote from: Yoshi52 on June 11, 2010, 08:50:57 PM
From my understanding, the three custom stage object sets are part of their own file. I mean, Grass objects and backgrounds are in the same file, while the Machine-y objects and backgrounds are in a separate file than the Grass. Basically, you can't get all the objects of the different sets in one custom stage since Brawl can't load 3 stage files at once. You know what I'm saying?

Of course, texture and/or model hacking could do the trick if someone gets the collision editing in gear, l imagine.

That's why I suggested a button activated 'swap' that just changes the textures/models to/from the three sets and not the background, get what I'm sayin? :s
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: Yoshi52 on June 11, 2010, 09:16:15 PM
Yes, but that may not work either, I think. I don't think a stage can be changed mid-match or something like that. I'm not too sure on that for Custom Stages, though, but l doubt it can do that easily.
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: zfan121 on June 11, 2010, 09:22:33 PM
Quote from: Yoshi52 on June 11, 2010, 09:16:15 PM
Yes, but that may not work either, I think. I don't think a stage can be changed mid-match or something like that. I'm not too sure on that for Custom Stages, though, but l doubt it can do that easily.
Gahh no no no X_X Geeze, I meant like for when you're actually BUILDING the stage, not using it! *headdesk*
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: Yoshi52 on June 11, 2010, 11:18:57 PM
I thought you already could do that by going to the menu and changing it. Bleh, having a Wii that can't read Brawl really makes me forget. :s
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: zfan121 on June 12, 2010, 12:23:36 AM
Quote from: Yoshi52 on June 11, 2010, 11:18:57 PM
I thought you already could do that by going to the menu and changing it. Bleh, having a Wii that can't read Brawl really makes me forget. :s
Yeah you can, but you can't use all three part types in one type of stage. Like, the lab stage pieces in the cave background etc
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: mariomariobrosluigi on June 12, 2010, 12:34:26 AM
Quote from: zfan121 on June 12, 2010, 12:23:36 AM
Quote from: Yoshi52 on June 11, 2010, 11:18:57 PM
I thought you already could do that by going to the menu and changing it. Bleh, having a Wii that can't read Brawl really makes me forget. :s
Yeah you can, but you can't use all three part types in one type of stage. Like, the lab stage pieces in the cave background etc

if its in another file that means you can't do that button activator.its the same for boss characters.
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: zfan121 on June 12, 2010, 01:18:08 AM
So there's no way to use all three custom stage part types on one stage IN the custom stage builder during stage creation/editing? I think it might work with a model+texture swap+button activated (Pressing the button activator swaps the current set of parts with one of the other two)  but it'd be a mundo complex code, or one that nobody really feels like doing any....
Maybe some screenshots would help? :s
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: mariomariobrosluigi on June 12, 2010, 01:24:07 AM
Quote from: zfan121 on June 12, 2010, 01:18:08 AM
So there's no way to use all three custom stage part types on one stage IN the custom stage builder during stage creation/editing? I think it might work with a model+texture swap+button activated (Pressing the button activator swaps the current set of parts with one of the other two)  but it'd be a mundo complex code, or one that nobody really feels like doing any....
Maybe some screenshots would help? :s

like u said its to complex to do a code for that.besides its not that fun.better use real stage.people won't wast there time on stuff like that.
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: Yoshi52 on June 12, 2010, 04:31:38 PM
Yeah, l know what you're saying, but like l said, both the Grass background and the Grass pieces are in one stage file, while the Underground background and pieces are in a different stage file. You can't mix 'em normally because the game can't load all three stage files at once. And even with Model Hacking, you probably couldn't have more slots than there are normally, so putting all the structures into one stage would prove impossible.

So, uh, it's just not doable at the time.
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: Sanitys Theif on June 12, 2010, 04:45:53 PM
Quote from: paprika_killer on May 30, 2010, 06:22:32 PM
can somone maybe port this to NTSC:
Gain FS at 100% V2[The Paprika Killer]
045AB0E0 42C80000
04817968 8803001F
4A000000 901825EE
3A000002 FF00003D
C2817968 0000000A
8803001F 2C0000F8
4182003C 38000038
C2230024 C2420000
FC119000 40A00010
38800000 9883001E
4800001C 8883001E
2C040001 41820010
38800001 9883001E
38000078 9803001F
48000004 00000000
E0000000 80008000

(it's PAL btw)

Damn, no one gonna port this to NTSC? The idea for this code is awesome
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: Yoshi52 on June 13, 2010, 02:55:10 PM
Don't worry, Sanitys Theif, the hackers don't recognize me either. I wonder if they go to this thread...
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: mariomariobrosluigi on June 13, 2010, 03:20:00 PM
thats because they finish doing some codes here,now there doing code another game.but i think phantom wings is still working on ssbb codes.
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: zfan121 on June 13, 2010, 04:42:33 PM
I was thinking of doing a funny michinima about how snake got into brawl, but I would like to use a few custom texture hacks to do so. Unfortunately I have no means nor the methods/knawlage to create said texture hacks. So I'll leave these to you guys.

Snake = indiana jhones
ZSS = Laura Croft
Ike = luke skywalker (XD)
Capt Falcon = Dr. Grant (yes from jarasic park)
Ganondorf = Pierce brodsman (XD)
Capt Falcon 2n'd costume = Ozzy osborne (XD)
Link = Obi Wan (XP)

If someone could do those I'd be happy lol They don't need to be exact likenesses, just as damn close as you can possibly get :3 thanks a bunch.
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: wiiztec on June 13, 2010, 06:30:42 PM
This is why they should call them texture mods, hackers don't make custom textures they make codes
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: zfan121 on June 13, 2010, 07:21:20 PM
Quote from: wiiztec on June 13, 2010, 06:30:42 PM
This is why they should call them texture mods, hackers don't make custom textures they make codes

Well could someone still do it at least? :s I have no clue how to make these things....also

Krystal from starfox (could be zelda, peach etc)
Naruto
Goku

Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: Yoshi52 on June 13, 2010, 07:28:35 PM
zfan, try asking at StackSmash, Elite Smash Hackers, or whoever takes in requests.
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: zfan121 on June 13, 2010, 08:24:21 PM
Quote from: Yoshi52 on June 13, 2010, 07:28:35 PM
zfan, try asking at StackSmash, Elite Smash Hackers, or whoever takes in requests.
Sounds interesting could I have a link to those two places please :3
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: Sanitys Theif on June 13, 2010, 11:01:45 PM
Quote from: mariomariobrosluigi on June 13, 2010, 03:20:00 PM
thats because they finish doing some codes here,now there doing code another game.but i think phantom wings is still working on ssbb codes.

No, Phantom Wings quit Brawl hacking for good, his equipment broke and he didn't really have time to do it anyways, so there's not going to be any model importing or clone engine, we just have to deal with what we have
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: zfan121 on June 17, 2010, 06:10:45 PM
Helo today I actually have some requests to port codes to the us(these are for the Europe version of the game) instead of creating them, they shouldn't take too long and it'd be awesome if they could be uploaded to the code database list. Either way here's the codes, dunno if they've been made already.

Unrestricted pause camera
040A7D60 4E800020
04109D88 38800001

Can start match with only 1 player [spunit262]
0468D420 2c060001

Super Mario: [Phantom Wings]
80000000 90180FB8
80000001 81000000
60000006 00000000
4A001000 00000000
92010002 00000000
20001810 00000000
4A001001 00000000
14262A84 00000180
30262604 00000112
3025E978 40000000
1425E978 41700000
14289CC4 4F000000
E2000002 00000000
30262604 00000113
3025E978 40000000
1425E978 41a00000
14289CC4 41300000
E2000002 00000000
30262604 00000114
3025E978 41300000
1425E978 4f000000
14289CC4 4f000000
E2000002 00000000
30262604 00000115
1425E978 4f000000
E2000001 00000000
30262604 00000118
3025E978 42100000
1425E978 4F000000
E200000F 00000000
80100000 0000005C
80100001 00052000
62000000 00000000
E0000000 80008000

Unrestricted Replay Camera [eric]
0409E934 60000000
0409E93C 60000000
0409E9AC FC201890
0409E9B8 FC600090
0409E9BC FC000890
0409E9C8 FC001890

Can start match with zero players [Igglyboo]
0468D420 2C060000


Taunt to sleep
4A000000 8077F780
D2000000 00000004
2C030000 41820010
2C1C010C 40820008
3B80005C 60000000
939E0038 00000000

Stage stays still
4A000000 90000000
1416A904 00000000
E0000000 80008000

No HUD [Phantom Wings]
4A000000 800E08D4
14000000 38A00000

No Tags [Phantom Wings]
C20E5190 00000002
38800000 90830354
60000000 00000000

Taunt enables Final Smash
0481C934 8803001F
4A000000 90180F38
3A000002 FF00003D
C281C934 00000005
8803001F 2C0000F8
4182001C 38000038
2C1B010C 40820008
38000078 9803001F
48000004 00000000
E0000000 80008000

No Offscreen Indicators[Phantom Wings]
4A000000 80960F48
14000000 38000000
E0000000 80008000

Pick Any Color You Want
0469A2B4 60000000
0469A3C4 60000000
04696FD4 60000000
04684E84 60000000

Infinite Jumps (Must be on for Infinite Jumps to work) [James0x57]
C283CAA0 00000004
807900D8 80A30064
80A50020 80A5000C
A8850002 5484103E
7CA2212E 00000000

Infinite Jumps (P1) [James0x57]
48000000 805A9320
DE000000 80008180
14000004 00000001
E0000000 80008000

Infinite Jumps (P2) [James0x57]
48000000 805A9324
DE000000 80008180
14000004 00000001
E0000000 80008000

Infinite Jumps (P3) [James0x57]
48000000 805A9328
DE000000 80008180
14000004 00000001
E0000000 80008000

Infinite Jumps (P4) [James0x57]
48000000 805A932C
DE000000 80008180
14000004 00000001
E0000000 80008000

I realize that's a big order, but at least this time i have the actual codes. Thanks to Akuago200 on youtube for compiling and sending them over to me ^_^
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: mariomariobrosluigi on June 17, 2010, 09:48:13 PM
Quote from: zfan121 on June 13, 2010, 08:24:21 PM
Quote from: Yoshi52 on June 13, 2010, 07:28:35 PM
zfan, try asking at StackSmash, Elite Smash Hackers, or whoever takes in requests.
Sounds interesting could I have a link to those two places please :3

did'nt I showed you the link -_-". that means you did'nt even bothered click the link i sent u >:(
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: Yoshi52 on June 17, 2010, 10:04:15 PM
zfan121, l swear l've already seen those codes for the US already. Unless you somehow meant to ask to port them to PAL, or something.
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: zfan121 on June 18, 2010, 12:02:38 AM
Quote from: Yoshi52 on June 17, 2010, 10:04:15 PM
zfan121, l swear l've already seen those codes for the US already. Unless you somehow meant to ask to port them to PAL, or something.

Are they in the code database? Cause I don't see them on that list(particularly super sonic lasts forever and taunt enables final smash) and it's annoying when i make a custom list. I'm trying to work my ways around it though so no biggie.

And yes I did check the links on both places and posted my requests there
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: zfan121 on June 25, 2010, 09:40:49 PM
I dun know why but when I use codes for smash bros I get the error that the game disk could not be read? Here's the codes I'm using, and the reagon is US.
Taunt to enable final smash
Unlimited jumps
Unlimited jumps p1
Unrestricted replay camera
Unrestricted pause camera
Can start match with one person
Can start match with no players

Also even though I haven't selected it, gecko seems to think I have the "player one controlls all characters" code on. I have a feeling that is one of the problems with the game?
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: JackKieser on July 04, 2010, 10:21:59 AM
Hey, all.  I'm trying to take the Balanced Brawl codeset and format it so that I can use homebrew GCT compilers to make GCT files on my Wii.  All of the compilers, though, use the same formatting: the one used by the Wiird code database.  That is NOT the same format that the old Ocarina Code Manager PC app uses when it saves TXT files.  I'm trying to do it manually by hand, but I can't figure out what the hell format the Wiird txt files use.  I've tried removing line breaks, removing spaces, and all sorts of things inbetween, but I just cannot get this txt file to work with Wii homebrew compilers.

Can anyone who makes codes for the Wiird database help me figure out how in the hell I can format the GIANT Balanced Brawl txt file to use with a homebrew compiler?
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: zfan121 on July 06, 2010, 04:27:15 AM
Okay I've tried everything and I still have no luck. I never had texture hack problems before I tried to apply a body texture to someone else's ZSS model. Now it freezes up when "get ready to fight" message appears on screen. I tried slimming down the file size of both the pac and pcs files but nothing works. All the other character hacks I've made work fine. It's just the Zero Suit Samus one and a Link model that gives me problems.

Also I'm using the dynamic sd loader from KKMM for my codes if it helps.
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: countzander on July 06, 2010, 09:36:02 PM
What numbers do you need to replace "XXXX" and "YYYYYY?

Spawn Items With Button(s) XXXX (Activator 28YYYYYY) [brkirch]
C298D574 00000004
3D608000 880B5004
2C000001 4082000C
38000002 980B5004
809D08C0 00000000
C2951F3C 0000001A
3FE08000 817F5000
A16B0000 3800XXXX
7C0B5838 7C005800
897F5004 4082008C
2C0B0002 41820038
3FE08095 3D604800
396B0028 917F1FC8
3C006000 901F1F58
901F1F64 901F1F70
901F2030 901F2040
901F2058 39600001
48000064 3FE08095
3D604082 396B0178
917F1FC8 3D604182
380B02B0 901F1F58
380B02A4 901F1F64
380B0298 901F1F70
380B01D8 901F2030
380B01C8 901F2040
380B01B0 901F2058
39600002 48000018
3FE08095 A17F1FC8
2C0B4800 4182FFA8
39600000 3FE08000
997F5004 3FE080AE
60000000 00000000
04005000 80YYYYYY
Doesn't work in certain modes (The Subspace Emissary, and modes that don't have items such as HRC)
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: Dark Chaos on July 14, 2010, 03:43:16 PM
hey, is it possible to make players cpu controlled and vice-versa.
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: Daisensei on July 24, 2010, 03:54:25 AM
Hi! Okay, well I need a very specific code here, I will be SUPER happy if someone can find/make it for me.  If you are familiar with the SSBB basic codes, you should know the general super code.  (skip this if you do) The general super code just makes it so you can interrupt your moves, ex. you can do down smashes over and over and over without having to completely finish the move (all moves can interrupt though, that was just an example). I have the super code, but I would like the general super code ONLY for Player 1. The general super code affects all players, I would like just P1 to have it. I have looked everywhere on the internet, please help me! Thanks SO much in advance!  :)
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: Daisensei on July 24, 2010, 04:24:10 AM
Okay, I found the 1 code online, but unfortunately it is in the PAL format. Is it possible to change it to the NTSC (USA) format? I have RSBE01 (NTSC) and the code is in RSBP01 (PAL). Ugh. Here is the code:

Generalized Super Code (P1)
80000000 8061CCE0
80000001 00000000
60000006 00000000
4A001000 00000000
30000024 00000000
60000003 00000001
4A001000 00000000
4A101001 00000000
36000000 00000032
58010000 00000004
DE000000 80008180
58010000 00000060
DE000000 80008180
58010000 0000007C
58010000 0000002C
58010000 00000004
10000020 00000080
10000034 00000080
10000048 00000080
1000005C 00000080
10000070 00000080
100000D4 00000080
100000E8 00000080
100000FC 00000080
10000110 00000080
10000124 00000080
10000138 00000080
10000174 00000080
E2000002 00000000
80100001 00000008
62000000 00000001
E2000003 00000000
80000001 00000000
80100000 00000244
62000000 00000000
E0000000 80008000
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: Dark Chaos on July 28, 2010, 03:36:58 PM
here ya go
Generalized Super Code p1
* 284DE4B0 00000082
* CC000000 00000001
* 80000000 80623320
* 80000001 00000000
* 60000006 00000000
* 60000003 00000001
* 4A001000 00000000
* 30000024 00000000
* 4A101001 00000000
* 36000000 00000032
* 58010000 00000004
* DE000000 80008180
* 58010000 00000060
* DE000000 80008180
* 58010000 0000007C
* 58010000 0000002C
* 58010000 00000004
* 10000020 00000080
* 10000034 00000080
* 10000048 00000080
* 1000005C 00000080
* 10000070 00000080
* 100000D4 00000080
* 100000E8 00000080
* 100000FC 00000080
* 10000110 00000080
* 10000124 00000080
* 10000138 00000080
* 10000174 00000080
* E2000002 00000000
* 80100001 00000008
* 62000000 00000001
* E2000003 00000000
* 80000001 00000000
* 80100000 00000244
* 62000000 00000000
* E0000000 80008000
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: wildgoosespeeder on September 05, 2010, 09:31:02 PM
I know where to look for Gecko OS cheat codes but I can't find certain ones and I know they exist.

What's the code (not GCT) for that replay hack to allow for infinite time and nametags? Also there is a code where you will always get the stage you want when battling online (not the stage select modifier code, the stage select screen). Help?
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: rizard on October 14, 2010, 05:58:31 AM
hey guys its been awhile since ive checked up on this game  but im temporarily back, I've noticed that people arent really making codes for ssbb anymore, so i think its time for me to get a finished txt file with all the codes.
So i was wondering if someone would be able to upload their cheat list txt file with pretty much every code made, im guessing thats about 800 or so by now lol. I'm not really into texture hacks so if you cant include those it wouldnt be a concern, thank you very much if someone could do this for me
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: Romaap on October 14, 2010, 07:37:05 PM
Use Accio Hacks (http://geckocodes.org/AH.php) to manage your codes.
You only need an internet connection on your Wii for it to work.
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: standardtoaster on November 08, 2010, 06:01:37 PM
I made a code for zero suit samus's armor pieces dissapearing as soon as they dropped from her, but I forgot to put the terminate command in before I tested it. I ended up using:

No ZSS Armor Pieces [Standardtoaster]
4A000000 91000000
1406BEB4 00000007
1406BEBC 00000000

This worked fine of course the first time, but now it's always freezing at the stage selection screen, even without codes, hooks, or wiird on! I put the terminate command in for others so it doesn't freeze, but I'm having such an issue! I've already tried deleting my save and making a new one, this does not fix it. Any ideas on how I can fix this?

By the way, here's a fixed code that should not freeze or screw anyone up on anything.

No ZSS Armor Pieces [Standardtoaster]
4A000000 91000000
1406BEB4 00000007
1406BEBC 00000000
E0000000 80008000
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: Skyground95 on November 08, 2010, 07:14:33 PM
does this issue happen when entering SSS, or when loading a stage?
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: standardtoaster on November 08, 2010, 10:48:03 PM
It freezes about half a second after loading the SSS. It doesn't matter if you pick a stage or not, it'll crash by then. :(
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: standardtoaster on November 09, 2010, 02:21:15 PM
Nevermind, all I had to do was delete my st folder. I didn't have smashstack or anything like that. But whatever, my problem is solved. You can lock/delete this topic now.
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: Takeshi55 on November 10, 2010, 11:35:30 PM
Sorry for the bump, but whenever I play the SSE, the game crashes/Locks up in Sea of Clouds when I get knocked to the far right. Do you know which codes would do this? I have these codes on:
P.Trainer Infinite Stamina, originally by Phantom Wings [spunit262]
99 Lives (Press L) [REDSOXROX]
Infinite lives in Classic mode [jassim]
Nearly Invincible HRC Force Field On/Off (1/2) and + [James0x57]
Disable HRC Timer: Down and A to Finish [James0x57]
Infinite Jumps (Must be on) [James0x57]
P1 Infinite Jumps [James0x57]
Disable Time Limit On VC Games [brkirch]
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: Kurayamiblack on November 25, 2010, 12:51:02 PM
I know this is my first post around here but something has been bugging me to death. This hacking stuff has been going on forever so the code I'm looking for should have been made long ago considering it's nature, yet I've looked high and low across the internet and have not found it...

Has anyone invented a "Disable all Footstool Jumping" code yet? '_'

Does it exist?
Is it even possible? (probably, I've already seen an Infinite Footstool code)

This just seems like something that should have happened by now (no disrespect intended, coders do a great job and I love and appreciate thier work).
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: glogolf on November 26, 2010, 03:22:08 AM
Hey is their a code for this game like in melee where you press a certain button and you grow as if you were getting a mushroom
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: ASF1nk on December 03, 2010, 04:02:54 PM
Hello,

Is there any way anyone could help fix this code?

CSS Fix [Phantom Wings]:
* 046A0C68 C2000000
* 0469DC18 40820030
* 0469DC40 2C030000
* 04689E88 60000000

The code itself lets you be able to select anything that is below the "Ready To Fight!" bar when using custom character select screens (CSS)
Here's an example: [spoiler]http://i105.photobucket.com/albums/m202/antjor_s38/Textures%20Thumbnails/CSSDFB175.png[/spoiler]
With out the code the bottom half of the CSS wouldn't be selectable.

It has a bug which if you have any controllers plugged in it won't let you put them to 'none' you can only go between 'Player' and 'CPU' and you're forced to disconnect them or take off the batteries to set them to 'none'.

Any help will be greatly appreciated, and thank you before hand.
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: Kurayamiblack on January 17, 2011, 03:03:52 AM
Quote from: Kurayamiblack on November 25, 2010, 12:51:02 PM
I know this is my first post around here but something has been bugging me to death. This hacking stuff has been going on forever so the code I'm looking for should have been made long ago considering it's nature, yet I've looked high and low across the internet and have not found it...

Has anyone invented a "Disable all Footstool Jumping" code yet? '_'

Does it exist?
Is it even possible? (probably, I've already seen an Infinite Footstool code)

This just seems like something that should have happened by now (no disrespect intended, coders do a great job and I love and appreciate thier work).
Not to sound like a jerk or anything but I posted this back in November and I really need this code. I was told this site was the best place to find skilled coders and honestly, even with the "Disable tripping" code, Footstool jumping is ruining the game for me and all of my friends. As long as Brawl hacking has been around, I would have thought the code to already exist but I guess not, so I'd really appreciate it if someone could make the code or at least lead me to a more reliable place to acquire it. Thank you in advance for any (and I mean ANY) help you can provide me on this. This is very important to me.
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: James0x57 on January 17, 2011, 04:42:57 AM
Wtf is footstool jumping?
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: Thomas83Lin on January 17, 2011, 10:06:51 AM
Quote from: James0x57 on January 17, 2011, 04:42:57 AM
Wtf is footstool jumping?

http://super-smash-bros.wikia.com/wiki/Footstool_Jump
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: pichu04 on February 18, 2011, 05:12:44 AM
Could some one tell me how to use the cycle code for the partial size mod. Cause when i use it, it does nothing. I have the set pointers and the skip write code on as well when i do it. I was wondering if I needed to turn off a code in order for that too work.


Cycle Code:
48000000 805A9360
48100000 805A9370
DE000000 80009380
14000000 3F800000
284DE4B1 000000C1
205A9380 00000000
225A9370 00000000
80000000 805A9370
86010000 FFFFFFF4
045A9380 00000001
E2000003 00000000
284DE4B0 000000C2
205A9380 00000000
80000000 805A9370
86010000 0000000C
045A9380 00000001
E2000003 00000000
284DE4B0 000000E0
045A9370 00000000
E2000001 00000000
284DE4B0 000000C0
045A9380 00000000
E2000001 00000000
48000000 805A9360
48100000 805A9370
DE000000 80009380
14000000 YYYY5953
E0000000 80008000
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: Sanitys Theif on March 29, 2011, 03:24:59 AM
Can someone make a code that makes characters die automatically at say 300%, or just make Subspace Emissary run off the HP mode

I'm trying to make SSE like streets of rage and I've already hexed all the characters to be different for the SSE mode when running around, for example:

Sonic controls more like in his games for example, the horizontal momentum is preserved when you run and jump so he's a good platformer, he's very fun to use, and mario controls like the NES mario game, slow run startup but horizontal momentum on jump is preserved, I did this for all character really to keep a good flow, same treatment with the DK characters

The only thing killing the pace now is getting knocked around by attacks, I'd use the no knockback code but then there's no threat of dying

I'd like to release this but I really need this last piece
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: Laraso on April 09, 2011, 03:14:02 PM
Has there been a code made that removes the camera restrictions when you pause? I've been searching for a while and I can't find anything. I saw a code that completely restricts any camera movement, but that isn't really what I was wanting...
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: MasamuneMarth on April 09, 2011, 05:28:15 PM
@Laraso yes there is. it's called "unrestricted pause camera"

040A9424 4E800020
0410B4E0 38800001

hope that helps.
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: Laraso on April 09, 2011, 10:22:35 PM
Thanks!

Also, I found this code on this link here:

http://boards.ign.com/super_smash_bros_/b5213/177791134/p1/ (http://boards.ign.com/super_smash_bros_/b5213/177791134/p1/)

But whenever I tried to use the code, it freezes the game whenever I press start on the "Ready to Fight" part, so I never get to the level selection screen. I don't know if there is anything you guys can do about it, but I was wondering if someone could fix it if at all possible. I don't know how the USB Gecko works so I don't know if anyone can do this or not.

Debug Pause [GCC]
80000000 805B8A08
0402E5AC 8819000B
4A000000 804DE470
38000000 EFFF1000
86410000 00000001
E2000001 00000000
4A000000 805B8A08
3A000002 00FF0000
12000002 00000001
E2000001 00000000
4A000000 804DE470
38000000 FFEF0010
4A000000 805B8A08
3A000002 FF000000
12000002 00000100
E2000002 00000000

Button Modifier
041E6CD8 4BE1C128
041E6D1C 4BE1C114
06002E00 00000068
9421FF80 BC410008
7CE4402E 7CE738F8
7CE73039 3864FFC0
7CE3412E 7CC4412E
B8410008 38210080
60000000 481E3EB0
9421FF80 BC410008
7C03202E 3DC01000
7DCE70F8 7C007039
740E0408 3DE00408
7C0E7800 40820008
64001000 B8410008
38210080 481E3EBC


EDIT:

Also, after testing that pause camera code, it doesn't remove any of the restrictions and instead freezes my game after a few seconds of moving the camera.
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: Arc Ray on June 25, 2011, 05:36:00 AM
im wondering if somthing like an enemy placement code can be done for the Subspace Emissary.
like to make 10 of the same enemy appear in a room (like those sumo guys or the bucculus) sorta like a challenge mode thing.
or make all enemies in the stage the same enemy, it would be funny to go through an entire stage with nothing but Mites every where.

i dont see anything for subspace codes really, i think it would be cool.
like in SSBM i once saw a vid to fight 8 Master AND Crazy hands each at the same time (weird but cool looking)

in the end its a type of code id like to expiriment with, if its possible
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: pichu04 on August 23, 2011, 07:43:20 PM
Can Someone Port this code over from Super Smash Bros. Brawl (E) (RSBP01) to Super Smash Bros: Brawl (RSBE01) (U)?

Stage Items Invisible
205BA850 00001000
14671DC6 00000000

Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: Deathwolf on August 23, 2011, 08:10:14 PM
Or course he is! [Support]
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: Takeshi55 on September 01, 2011, 02:35:06 PM
Hey, I've been having problems catching things in SSE, so I was wondering if anyone can make a code that only lets you only get Trophy Stands?
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: standardtoaster on September 02, 2011, 11:14:01 PM
Has anyone made a code that removes the slow motion effect when a match is over?
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: retroben on September 03, 2011, 04:07:54 PM
I found some other actions for the action modifier code that
I will now contribute to all who want them! (Found values are marked with{my found values}).  ;D

Swing actions require use of the universal speed mod code when replacing 1B with them when not holding an item.

000 Stand
001 Walk
002
003 Dash
004 Run
005 Stop
006 Turn 1
007 Turn 2
008 Stop Turn
009
00A Start Jump
00B Jump
00C Second Jump
00E Fall 1
00F Fall 2
010 Fall Dissabled
011 Enter Crouch
012 Crouch
{013 Crawl
014 Crawl}
015 Exit Crouch
016 Land 1
017 Land 2
{018 Land After Attack}
019 Land Dissabled
01A Enter Shield
01B Shield
01C Exit Shield
01D Perfect Shield??
01E Dodge
01F Roll Forward
020 Roll Back
021 Air Dodge
022
023
024 N Attack(and Combo)
{025 N Attack (Loop)}
026 R Attack
027 S Attack
028 U Attack
029 D Attack
02A S Smash Charge
02B S Smash
02C S Smash(again?)
02D D Smash Charge
02E D Smash
02F D Smash
030 U Smash Charge
031 U Smash
032 U Smash
033 Air Attack(All???)
034 Grab
035 Grabbing Enemy
036
037
038
039 Hold
03A Grab Attack
03B Release
03C Throw
03E Held
03F Held Damage
040 Escape
{041 Air Escape}
042 Thrown
043 Damage 1
044 Damage 2
045 Air Damage
{046 Hit ground(back)
047 Hit ground(face)
049 before spinning in air
04A Spinning in air
062 Face Forward?
063 Wall kick
064 hit ceiling
065 hit wall
06E jumped on}
078 enable final smash
{086 getting up (face)
089 fall over
08A knocked down
08B hit by banana peel
08C Trip
08D Sitting
08E Getting up
08F Kick after trip
090 Trip (forwards)
091 Trip (backwards)
094 Climbing
097 Grab box
09B Throw Box?
09C Grab Item? (running)
09D Throw Cracker Launcher?}
"9E-A3 are used for all battering items except hammers"
{09E N Swing
09F S Swing
0A0 Swing Charge (and Smash)
0A1 Swing Smash
0A2 Swing Smash (Again?)
0A3 S Swing (running)
0A4 Shoot Ray Gun
0AF screwball jump
0B0 screwball jump 2
0BA Jump (water)
0BB Before drown
0BC Drown}
0BD Death
*0BE Respawn
{0C0 Eaten??
0C1 Shield pose?
0C2 invisible ??
0C3 ? froze in middle of stage
0C4 Spring Bounce
0C5 Let go
0C6 ?? invisible
0C7 impaled (on face)?
0C8 Head jump (higher)
0C9 Head jump (middle)
0CA Frozen
0CB Escape from ice}
0F2 Enlarge(and Size Revert)
0F3 Shrink(and Size Revert)
10B Unloaded
10C Taunt(All 3)
10D
*10E Entrance
*10F Victory(All)
*110 Loss
{111 debug movement
112 B attack neutral
113 B attack side
114 B attack up
115 B attack down
"117-126 are related to Final Smashes/extra moves (Wario's Bike etc.)"
117 after B/random
118 finish B/random
119 after finish B/random
11A random
11B random
11C random
11D random
11E random
11F random
120 random
121 random*
122 random
123 random
124 random
125 random}
126 atomic aether


Enjoy the extra actions!  ;D  :P
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: Takeshi55 on September 04, 2011, 03:48:37 PM
Hmmm... I may have a problem with Brawl regarding the Inf Jump codes. Are there any other Inf Jump/Moonjump codes that may stop the problem?
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: Takeshi55 on September 05, 2011, 12:32:38 PM
Oh and is there an Inf Lives code for stadium games?
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: standardtoaster on September 13, 2011, 06:42:20 PM
Retroben, check out for an even better list of Action IDs. (http://opensa.dantarion.com/wiki/Actions) Any Action ID over 111 is the character's special actions.


Also, finally made a code someone had requested from me a long time ago.

Bunny Hood Attributes Modifier [standardtoaster]
06FA09CC 00000040
40000000 40000000
40000000 40000000
40000000 40000000
40000000 40000000
40000000 3FC00000
3FC00000 3FC00000
40000000 40000000
40000000 40000000
http://www.smashboards.com/showpost.php?p=13335349&postcount=4
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: Dark Chaos on September 15, 2011, 03:32:05 PM
hi guys, can one of you guys test this code out for me. :)


Character Modifier (all players)
80000000 90180FB8
60000006 00000000
4A001000 00000000
10000000 000000XX
80100000 0000005C
62000000 00000000
E0000000 80008000


i can't test it myself right now because i'm a little busy with somethin else at the moment. thank you  :p
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: retroben on September 17, 2011, 03:46:55 PM
Quote from: standardtoaster on September 13, 2011, 06:42:20 PM
Retroben, check out for an even better list of Action IDs. (http://opensa.dantarion.com/wiki/Actions) Any Action ID over 111 is the character's special actions.

It is better but it needs some of the ones I have that they don't.

Like this one put in the description box.
0C3 ? froze in middle of stage

I would also assume it could be land on spring or bounced back from spring (sideways).

And #111 seems to be part of what the Master Extreme code uses to allow you to move around freely.
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: Takeshi55 on September 19, 2011, 03:18:46 PM
I have the code P1 Invincible on, but it makes the CPU Invincible instead. :/
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: pichu04 on September 26, 2011, 12:17:20 AM
I was wondering if you can do a victory pose while you have the size mod on?
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: Arc Ray on January 08, 2012, 08:40:21 AM
ive seen codes for subspace enemies recently and thought that was cool as it means somthing is possible in Subspace emissary mode.

ideas ive always wondered if they were possible, but these are my requests:
1. making final smashes useable in subspace. even the code "taunt to have final smash useable"(idk who made the code) doesnt work in there

2.enemy switching codes/boss switcher code. basically you could make all enemies in a level the same or turn them off or switch them as the name implies. the boss switcher would just be somthing along the lines of fight a boss in different boss arenas like Tabuu in Porkey's stage.

3.the one i wanted to ask about, stamina mode in subspace....is it possible? to switch the percentage guage for the stamina guage and have the code modfiable so one can choose their HP amount. and still keep the gravity effect like you have the % guage, otherwise you would get stuck lying there with enemie being unable to kill you more.

i would really appreciate it if the third code got made as thats the one id really like to mess with.

thanks to anybody who actually goes for it.
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: Arudo on January 08, 2012, 10:23:25 AM
Don't make a new topic when one already exists. Thanks.
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: KingOfHeart on February 08, 2012, 04:04:34 AM
Is there a code to make "a challenger approaches"
Testing some texture hacks, and the only way to get the results is to have a challenger approach.

edit: Or how about making the player icons invisible(name, icon, and percentage)
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: standardtoaster on March 05, 2012, 08:17:39 PM
Hey, I need a bit of help changing how the name maker works. I would like to add in or allow people to choose the hiragana and katakana letters. I know these characters exist in all versions. So far I've only found things that are related to choosing a name or bringing up the name maker. I haven't found anything that actually deals with what shows up in the name maker pages yet, though. Here's what I've found so far.

8069FF48 checks whether to bring up name maker
8069F8C0 checks something about name position?
8069F948 checks something about name order when scrolling?
8069F970 checks if name is used to change color of name?
8069F984 checks if name is used to change color of name?
8069F9B0 checks if name is used to change color of name?
8069F9C4 checks if name is used to change color of name?
8069F9D8 checks if name is in use?
8069FDE8 checks position of names?
8069FF98 checks whether to apply name or not
8069FFCC also deals with applying name


8004D47C - checks amount of letters in name and cuts off the end of the name if it's greater than what it's compared to
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: blazingflare on March 19, 2012, 08:52:46 PM
I have a request
could someone make a code for the moveswap code that allows you to change the moveset with a button combo?
like push up on the d-pad for p1's characters moveset, left for p2's character and so on.
I remember that there was a code like that for melee and it would be preferable to having to have the moveset preset like it currently is.
The old code
[spoiler]
Moveswap Hacked by Y.S. for Brawl(JP) ported by James0x57 to Brawl(USA)

Working Moveswap list (Work In Progress) by meleemaster500
View The List Here
http://smashboards.com/showthread.php?t=189443

Moveswaps

Captain Falcon [Y.S Ported By James0x57]
077DB54C 00000008
XXXXXXXX XXXXXXXX
<!--[!include:Moveswap Information]-->

Dedede [Y.S Ported By James0x57]
077DB648 00000008
XXXXXXXX XXXXXXXX
<!--[!include:Moveswap Information]-->

Diddy Kong [Y.S Ported By James0x57]
077DB768 00000008
XXXXXXXX XXXXXXXX
<!--[!include:Moveswap Information]-->

Donkey Kong [Y.S Ported By James0x57]
077DB870 00000008
XXXXXXXX XXXXXXXX
<!--[!include:Moveswap Information]-->

Falco [Y.S Ported By James0x57]
077DB960 00000008
XXXXXXXX XXXXXXXX
<!--[!include:Moveswap Information]-->

Fox [Y.S Ported By James0x57]
077DBA74 00000008
XXXXXXXX XXXXXXXX
<!--[!include:Moveswap Information]-->

Mr.Game & Watch [Y.S Ported By James0x57]
077DBAF8 00000008
XXXXXXXX XXXXXXXX
<!--[!include:Moveswap Information]-->

Ganondorf [Y.S Ported By James0x57]
077DBBF4 00000008
XXXXXXXX XXXXXXXX
<!--[!include:Moveswap Information]-->

Giga Bowser [Y.S Ported By James0x57]
077DBC48 00000008
XXXXXXXX XXXXXXXX
<!--[!include:Moveswap Information]-->

Ike [Y.S Ported By James0x57]
077DBD38 00000008
XXXXXXXX XXXXXXXX
<!--[!include:Moveswap Information]-->

Kirby [Y.S Ported By James0x57]
077DC128 00000008
XXXXXXXX XXXXXXXX
<!--[!include:Moveswap Information]-->

Bowser [Y.S Ported By James0x57]
077DC614 00000008
XXXXXXXX XXXXXXXX
<!--[!include:Moveswap Information]-->

Link [Y.S Ported By James0x57]
077DC704 00000008
XXXXXXXX XXXXXXXX
<!--[!include:Moveswap Information]-->

Lucario [Y.S Ported By James0x57]
077DC7DC 00000008
XXXXXXXX XXXXXXXX
<!--[!include:Moveswap Information]-->


Lucas [Y.S Ported By James0x57]
077DC8D8 00000008
XXXXXXXX XXXXXXXX
<!--[!include:Moveswap Information]-->

Luigi [Y.S Ported By James0x57]
077DC9F8 00000008
XXXXXXXX XXXXXXXX
<!--[!include:Moveswap Information]-->

Mario [Y.S Ported By James0x57]
077DCAF4 00000008
XXXXXXXX XXXXXXXX
<!--[!include:Moveswap Information]-->

Marth [Y.S Ported By James0x57]
077DCBE4 00000008
XXXXXXXX XXXXXXXX
<!--[!include:Moveswap Information]-->

Metaknight [Y.S Ported By James0x57]
077DCCE0 00000008
XXXXXXXX XXXXXXXX
<!--[!include:Moveswap Information]-->

Ness [Y.S Ported By James0x57]
077DCDDC 00000008
XXXXXXXX XXXXXXXX
<!--[!include:Moveswap Information]-->

Peach [Y.S Ported By James0x57]
077DCF2C 00000008
XXXXXXXX XXXXXXXX
<!--[!include:Moveswap Information]-->

Pikachu [Y.S Ported By James0x57]
077DCFF8 00000008
XXXXXXXX XXXXXXXX
<!--[!include:Moveswap Information]-->

Captain Olimar [Y.S Ported By James0x57]
077DD13C 00000008
XXXXXXXX XXXXXXXX
<!--[!include:Moveswap Information]-->

Pit [Y.S Ported By James0x57]
077DD238 00000008
XXXXXXXX XXXXXXXX
<!--[!include:Moveswap Information]-->

Venasaur [Y.S Ported By James0x57]
077DD304 00000008
XXXXXXXX XXXXXXXX
<!--[!include:Moveswap Information]-->

Charizard [Y.S Ported By James0x57]
077DD3D0 00000008
XXXXXXXX XXXXXXXX
<!--[!include:Moveswap Information]-->

Pokemon Trainer [Y.S Ported By James0x57]
077DD4F0 00000008
XXXXXXXX XXXXXXXX
<!--[!include:Moveswap Information]-->

Squirtle [Y.S Ported By James0x57]
077DD5BC 00000008
XXXXXXXX XXXXXXXX
<!--[!include:Moveswap Information]-->

Popo [Y.S Ported By James0x57]
077DD6B8 00000008
XXXXXXXX XXXXXXXX
<!--[!include:Moveswap Information]-->

Jigglypuff [Y.S Ported By James0x57]
077DD784 00000008
XXXXXXXX XXXXXXXX
<!--[!include:Moveswap Information]-->

Robot [Y.S Ported By James0x57]
077DD8D4 00000008
XXXXXXXX XXXXXXXX
<!--[!include:Moveswap Information]-->

Samus [Y.S Ported By James0x57]
077DD9E8 00000008
XXXXXXXX XXXXXXXX
<!--[!include:Moveswap Information]-->

Sheik [Y.S Ported By James0x57]
077DDAD8 00000008
XXXXXXXX XXXXXXXX
<!--[!include:Moveswap Information]-->

Snake [Y.S Ported By James0x57]
077DDBD4 00000008
XXXXXXXX XXXXXXXX
<!--[!include:Moveswap Information]-->

Sonic [Y.S Ported By James0x57]
077DDCAC 00000008
XXXXXXXX XXXXXXXX
<!--[!include:Moveswap Information]-->

Zero Suit Samus [Y.S Ported By James0x57]
077DDDF0 00000008
XXXXXXXX XXXXXXXX
<!--[!include:Moveswap Information]-->

Toon Link [Y.S Ported By James0x57]
077DDEC8 00000008
XXXXXXXX XXXXXXXX
<!--[!include:Moveswap Information]-->

Wario [Y.S Ported By James0x57]
077DE060 00000008
XXXXXXXX XXXXXXXX
<!--[!include:Moveswap Information]-->

Wolf [Y.S Ported By James0x57]
077DE1BC 00000008
XXXXXXXX XXXXXXXX
<!--[!include:Moveswap Information]-->

Yoshi [Y.S Ported By James0x57]
077DE2AC 00000008
XXXXXXXX XXXXXXXX
<!--[!include:Moveswap Information]-->

Green Alloy  [Y.S Ported By James0x57]
077DE300 00000008
XXXXXXXX XXXXXXXX
<!--[!include:Moveswap Information]-->

Red Alloy  [Y.S Ported By James0x57]
077DE33C 00000008
XXXXXXXX XXXXXXXX
<!--[!include:Moveswap Information]-->

Yellow Alloy  [Y.S Ported By James0x57]
077DE378 00000008
XXXXXXXX XXXXXXXX
<!--[!include:Moveswap Information]-->

Blue Alloy  [Y.S Ported By James0x57]
077DE3B4 00000008
XXXXXXXX XXXXXXXX
<!--[!include:Moveswap Information]-->

Zelda  [Y.S Ported By James0x57]
077DE4A4 00000008
XXXXXXXX XXXXXXXX
<!--[!include:Moveswap Information]-->

No More Codes (Just Information)

Moveswap Information
Change XXXXXXXX XXXXXXXX to give the chosen characters moves to the code's character
-----
Example:
Zelda
077DE4A4 00000008
XXXXXXXX XXXXXXXX <- 2F0E4EFA 00382120 (Captain Falcon)
-=This will give Zelda Captain Falcon's moveset=-
-----
All hacked by Y.S. for NTSC-JP and ported by James0x57 to NTSC-US
-----
2F0E4EFA 00382120   Captain Falcon
2F4E5221 0040C500   Dedede
2F8A27E0 0036BCC0   Diddy Kong
2FD78C71 00331F00   Donkey Kong
301C41C7 00307920   Falco
306A7958 00360800   Fox
3088574E 002404A0   Mr.Game & Watch
30CA8FF4 0038B5A0   Ganondorf
30E068FF 001A02E0   Giga Bowser
311F4198 002D1EE0   Ike
31809D75 002BBB20   Kirby
32029EF9 003328E0   Bowser
3243794C 002BAAA0   Link
32910A1F 00339140   Lucario
32CE06CF 0034CD00   Lucas
3314681D 002E3140   Luigi
334D15F9 0032CD40   Mario
33888F16 0031A2E0   Marth
33C9B63A 003223C0   Metaknight
340E1995 0035DE60   Ness
3451FE02 003FA380   Peach
34832B63 0039E8E0   Pikachu
34C23459 002CC2E0   Captain Olimar
35052F39 0035B240   Pit
3529DE41 002BAF80   Venasaur
35449279 002D98E0   Charizard
3576A408 000B1F00   Pokemon Trainer
358F1278 0032FEE0   Squirtle
35D262AE 002B48A0   Popo
35EC8CA7 002C2460   Jigglypuff
3629E963 00215F80   Robot
3675964F 002FD180   Samus
36C3CD5D 00301560   Sheik
36FCC548 003EA8E0   Snake
3733B0FB 003A63C0   Sonic
3790CD17 002C4580   Zero Suit Samus
37C39136 00364DE0   Toon Link
38208394 003F66A0   Wario
38798C69 003656A0   Wolf
38C489F7 002E3A20   Yoshi
38D40688 000EC9E0   Green Alloy
38D9674A 000A4260   Red Alloy
38DD91AD 000E0D60   Yellow Alloy
38E2BE3F 000DEE60   Blue Alloy
391164EB 003DFCE0   Zelda[/spoiler]
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: Tom Fawkes on March 26, 2012, 04:29:10 AM
I'm having a bit of trouble with some codes on the Dolphin Emulator. If there's no Dolphin support for these codes, then forget about this.

I need to use the "spawn item with a button" and "items never disappear" hacks, but for "spawn item with a button", the game freezes when it's loading the stage (more accurately, gets stuck in a perpetual state of loading) and the "items never disappears" I get an error message that says: "ERROR: Trying to compile at 0. LR=801af794" and then stops working.

If anybody knows what can be done to fix this, it will be much appreciated.

Thanks.

Mod Edit: We don't support dolphin.

Lesser User Edit: Dammit. Thanks anyway.
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: Deathwolf on April 16, 2013, 10:36:24 PM
Starmina increments by 30 [Deathwolf]
C269AE5C 0000002C
3E60814E 62735AF0
3E408149 6252D350
3E208145 62314BB0
2C160003 4082001C
3EC00000 62D60009
92DE01D0 92D30000
92D20000 92D10000
2C160006 4082001C
3EC00000 62D60012
92DE01D0 92D30000
92D20000 92D10000
2C160009 4082001C
3EC00000 62D6001B
92DE01D0 92D30000
92D20000 92D10000
2C16000C 4082001C
3EC00000 62D60024
92DE01D0 92D30000
92D20000 92D10000
2C16000F 4082001C
3EC00000 62D6002D
92DE01D0 92D30000
92D20000 92D10000
2C160012 4082001C
3EC00000 62D60036
92DE01D0 92D30000
92D20000 92D10000
2C160015 4082001C
3EC00000 62D6003F
92DE01D0 92D30000
92D20000 92D10000
2C160018 4082001C
3EC00000 62D60048
92DE01D0 92D30000
92D20000 92D10000
2C16001B 4082001C
3EC00000 62D60051
92DE01D0 92D30000
92D20000 92D10000
2C16001E 4082001C
3EC00000 62D6005A
92DE01D0 92D30000
92D20000 92D10000
92DE01D0 00000000
Title: Re: Super Smash Bros Brawl [RSBE01]
Post by: MasamuneMarth on August 17, 2013, 07:42:01 PM
I was wondering, if it hasn't been made yet, would it be possible to make an unrestricted pause camera code for Captain Falcon's Blue Falcon Final Smash scene? Since the regular unrestricted pause camera code doesn't have any effect during that one scene, i wanted to ask if it were possible. Or, maybe perhaps could the regular code be updated to also affect the Blue Falcon FS scene as well?