I'd like to make a specific request if I may. Part of the request might even be a challenge actually. Both of my requests are for multiplayer purposes. I want to be able to play as if they were just regular stages (5 stock battles with no items on).
1. Be able to play on Battlefield whether it replaces XX stage or hold X button when selecting a stage to make it turn into Battlefield.
2. Be able to play on Final Destination whether it replaces XX stage or hold X button when selecting a stage to make it turn into Final Destination.
I don't know how easy the first one would be but the 2nd request may be a pain. First of all, when you're able to play on Final Destination, you're always going to face Master Hand so that will have to be removed some how. Also, the game messes up the number of stocks and such when this happens. Not only that, but when you finish the match, the results screen crashes I believe. This is all based on assumptions because that's what happened when people tried getting Final Destination to work on Project64. It took them a while to fix it but they recently did and now Final Destination is playable on Project64.
For example [ http://www.smashboards.com/showthread.php?t=273584 ], it took them many years to come up with this code and finally make it somewhat playable. I will be amazed if you were able to make this possible.
I hope something can be done. Thanks.
um id like to make a request if possible i just want a a character modifier code please thanks
yeah being able to play as alloys or metal mario would be cool even master hand!
hey if there was a level mod then could the 'tutorial demo' stage be made useable?
heck even a music mod!
but these are just my ideas im throwing out there ;D
O0 Yeah, How about some codes ported from Gameshark? Or another code like, um.... A Power Modifier, or a Invencibility code?
What do you think?
i would also like to add a few requests for this game
crazy pokemon on Saffron city stage (basically same as the gameshark code)
crazy tornados on Hyrule Castle stage (same as above)
play on beta Kirby stage 1
one hit kills for P1-P4
get one target to beat "break the targets"
get one platform to beat "board the platforms"
P1 is CPU controlled and Lv 9 (might be a tricky one)
Debug mode!!! cause it does have one
I just want to be able to use the C-Stick for Smashes on my GCN controller.
Thanks to GMO making/submitting some codes,Uereka! I've done it!
I have successfully ported infinite jumps and hit anywhere.
infinite jumps (all players/modes) [retroben]
0126468B 00240000
Of course except kirby/jigglypuff.
hit anywhere (all players/modes-training) [retroben]
012094F1 00000024
012095BD 00000024
01209601 00000024
Sadly not working in training mode.
ENJOY!
The hex addresses are odd because any other position crashes the game.
Remember to check the codebox occasionally for some NEW codes!
notes of ports are above each code.
Port of "Other Clothes/ZSS".
P1 Skeleton Mode (Hyrule,VS)
01388158 00000008
great for halloween
Port of "crazy attack".
Shell Glitch effects
0120960D 00000001
Fun to combine with no hit delay and/or hit anywhere.
Port of "Matrix Mode".
matrix
0120E9D0 00000001
Slow responses come from attacking and being attacked.
Sticky player P2
0120E9D0 00000004
I found that when matrix is set to 4,it freezes P2 in place after P2 is hit while letting P1 continue to move also effecting some items,pokemon,and stage item physics P3/4 not tested,feel free to try.
Port of "No Attack Delay".
No Hit Delay
0120E9C0 00000001
Every part of an attack is inflicted (e.g Mario's Down-B)
That is all the ports I have for now.
I will now also post (what I have tested so far) self converted Japan to US codes from VC version,give credit to GMO for these even though I calculated the values using "1820" the difference of unlimited lives P1 in each version,because GMO made the Unlimited Lives P1 that gave me the ability to port other codes.
0% P1
031C9536 00000000
VS mode only and neither version actually stays at zero (visual but not physical)
0% P2
031C95AA 00000000
Same as P1
Character Modifier P1 (VS)
011C94EB 000000XX
XX=values
00 Mario
01 Fox
02 DK
03 Samus
04 Luigi
05 Link
06 Yoshi
07 C. Falcon
08 Kirby
09 Pikachu
0A Jigglypuff
0B Ness
0C Master Hand
0D Metal Mario
0E Polygon Mario
10 Polygon DK
13 Polygon Link
14 Polygon Yoshi
15 Polygon Samus
18 Polygon Kirby
1A Giant Donkey Kong
P1 controlled by CPU (VS)
011C94EA 00000001
P2 Character Modifier (VS)
011C955F 000000XX
P2 Controllable (VS)
011C955E 00000000
P3 Character Modifier (VS)
011C95D3 000000XX
P3 Controllable (VS)
011C95D2 00000000
P4 Character Modifier (VS)
011C9647 000000XX
P4 Controllable (VS)
011C9646 00000000
Debug Menus
031C928F 0000000x
3=normal debug {Press Start for control menu} (music,sounds,visual effects)
4=debug match mode
3n={Press Start for control menu} (music,sounds,visual effects)
4n=Play as any character on any stage including Master Hand/character specific bonus stages
Infinite Lives P1 (VS)
011C94F3 00000062
Infinite Raygun Ammo (All Players/Modes) [Retroben]
0129A2BE 000003E7
Technically Ported from a Youtube video's alternate gameshark code.
Character Modifier P1 (Single Player)
011C92FB 000000xx
Needs FAKE character mod port to work through entire game as otherwise unplayable characters.
P1 CPU controlled (single player)
011C92F8 00000009
011C92FA 00000001
Break the Targets makes you controllable until beaten,pikachu always kills you even at lvl9 on very easy mode.
CPU #2 character mod (single player)
011C936F 000000xx
Sadly basically useless cuz of match character pointers have higher priority,also freezes when yoshi P2 dies.
CPU #2 HUM control
011C936E 00000000
Only works on Teams when P2 dies,funny to have someone help you with that P2 spawned HUM to defeat Teams.
Saffron City Pokemon are Crazy
05255BCC 01000001
YAY!
0% P1 real (VS Hyrule Only) [retroben]
013876FF 00000000
Percentage will stay at last attacks number but still actually is 0.
255% P2 real (VS Hyrule Only) [retroben]
0138824F 000000FF
Hit P2 to see the real percentage,some reason sadly does not allow 999%.
Giant Shield P1 (VS) [retroben]
01387707 000000FF
lava stays low on Samus' stage [retroben]
05255BC4 00000003
Level Is... (single player)
011C92A7 000000xx
XX values
00 - Link on Hyrule (first in single player)
... - All values in between just go in the order of the stages
0D - Master Hand Battle
0E - Luigi Unlock Level
0F - Ness Unlock Level
10 - Jigglypuff Unlock Level
11 - Captain Falcon Unlock Level
------NEW!
--------V
Level Select (training) [retroben]
011C929F 000000xx
09= kirby beta level
Eight and below are normally selectable levels,and the other values above 9 crash the game,select the reset option after starting a level to load the addressed level.
Randomly more powerful attacks (all players/modes) [retroben]
0120962D 00000001
Sometimes you can get an excess of over 200% damage (DK's Wind-up Punch).
---------^
I actually found this myself from modifying the shell glitch effects code,works way better with "Hit Anywhere" enabled (550% Luigi Up-B).
Enjoy! XD
I noticed that the debug code for NALJ should be 031C7A6F 000000xx because the simple conversion did the same until setting it backwards by 1 so hetoan2 can test it for proof so he can fix it for NALJ.
Also,anyone could probably convert most of the codes I ported to NALE on NALJ by subtracting "1820" from the addresses(e.g "hit anywhere,crazy attacks").
Bump for new codes...
That I am posting.
Edit:Further updates in my first code box above.
------NEW!
--------V
Level Select (training) [retroben]
011C929F 000000xx
09= kirby beta level
Eight and below are normally selectable levels,and the other values above 9 crash the game,select the reset option after starting a level to load the addressed level.
Randomly more powerful attacks (all players/modes) [retroben]
0120962D 00000001
Sometimes you can get an excess of over 200% damage (DK's Wind-up Punch).
---------^
I actually found this myself from modifying the shell glitch effects code,works way better with "Hit Anywhere" enabled (550% Luigi Up-B).
Edit: Both are fixed now.
Auto Cancel (Hyrule w/items) [Port Attempt]
053880AC 8013F660
F660=air attacks
E070=ground attacks (freezes over landless edges)
Invincible P1 [Port Attempt]
0520D280 0C000018
05124820 8FA5001C
05124824 3C018013
05124828 8C210D84
0512482C 24040003
05124830 50A10001
05124834 ACA405AC
05124838 03E00008
0512483C 24000000
V=0512482C 2404000?
Change to 0,1,2 for different effects
GMO put the "fixed" target/platform codes in the database,I tried them and they still don't apply your time if you get new record.
Edit for (July 12th, 2011 at 10:30 pm):My problems are "Shallow and Pedantic". *wink*
Expect some more new codes later. ^v^
just one question...
what's the game ID?
sorry for asking a nooby question... i just want to know.
You can blame the topic starter for not adding "NALE" to the topics title.
Obviously,the Game ID is NALE because the japanese one is NALJ (J=E for US versions).
Sadly I will no longer have internet access at August 1st So I will post what I have for unfinished betas of my code conversions later today for character taunt mods I cannot seem to get working correctly,along with their gameshark counterparts for reference.
Anyone feel free to take credit for these codes if you get them fixed,and same goes for invincibility and auto cancel codes.
Here I am!
Link Ocarina Taunt (incorrect function but does something)
01243AA2 0000019B
019C=Intro Kick
Pikachu Pokeball Taunt (same)
01249272 000001E3
01E4=Intro Kick
Moveswap (P1 in VS Hyrule)
013875BB 0000000x
Not yet working.
x values=
00 - Mario
01 - Fox
02 - DK
03 - Samus
04 - Luigi
05 - Link
06 - Yoshi
07 - C. Falcon
08 - Kirby
09 - Pikachu
0A - Jigglypuff
0B - Ness
0C - Master Hand (Most Compatible)
P1 Skeleton Mode (Hyrule in VS mode)
01388158 00000008
Sorry about not saying what level it is on before.
Gameshark references and more (From emudigital's awesome codelist)
http://www.emudigital.net/foro/guias-trucos-y-records/5251-todos-los-codigos-gameshark-de-n64.html
Chrome users using auto translate will have to copy/paste the link into google search's search bar and click translate on the bottom of the site result matching the link because auto translate has a bug that disables opening spoiler boxes making it impossible to get the PJ64 cheat file.
auto cancel code (beta)
D00A4D09 0002
8126B85C 8013
D00A4D09 0002
8126B85E ????
D00A4D09 0006
812688CC 8013
D00A4D09 0006
812688CE ????
D00A4D09 0009
8125F254 8013
D00A4D09 0009
8125F256 ????
D00A4D09 000A
8125CBC4 8013
D00A4D09 000A
8125CBC6 ????
D00A4D09 000E
8125D4FC 8013
D00A4D09 000E
8125D4FE ????
D00A4D09 000B
8125D434 8013
D00A4D09 000B
8125D436 ????
D00A4D09 0004
812638EC 8013
D00A4D09 0004
812638EE ????
D00A4D09 000D
8125E374 8013
D00A4D09 000D
8125E376 ????
D00A4D09 0008
812636FC 8013
D00A4D09 0008
812636FE ????
D00A4D09 0000
8125EB2C 8013
D00A4D09 0000
8125EB2E ????
D00A4D09 0003
8126AD34 8013
D00A4D09 0003
8126AD36 ????
D00A4D09 000F
8123B9E4 8013
D00A4D09 000F
8123B9E6 ????
D00A4D09 0007
8126E824 8013
D00A4D09 0007
8126E826 ????
D00A4D09 0001
8126BE84 8013
D00A4D09 0001
8126BE86 ????
D00A4D09 0005
8126E1B4 8013
D00A4D09 0005
8126E1B6 ????
D00A4D09 000C
80263C2D 8013
D00A4D09 000C
80263C2F ????
????=E070 - Cancel Floor Combo
F660 - Cancel Air Combo
Following Taunt codes can be converted when someone fixes the two port attempts of Link's-Ocarina and Pikachu's-Pokeball I have at the first of this post.
Clap Taunt (all players but kirby)
81117632 0169
81119462 0175
8111A9E2 0181
8111CA82 018C
8111DEC2 0169
8111F2E2 0197
811207C2 01BE
81121C42 01B0
81124AB2 01DF
81125F62 01D8
81127402 01B7
81127408 8000
Char. Selection Taunt (all players but luigi)
81117632 0167
81119462 0174
8111A9E2 017D
8111CA82 018B
8111DEC2 01CE
8111F2E2 0194
811207C2 01BC
81121C42 01AF
81123142 01A2
81124AB2 01DC
81124AB8 8000
81125F62 01D6
81127402 01B5
81127408 8000
Victory 1 Taunt (all players but kirby)
81117632 0165
81119462 0172
81119464 8039
81119466 1110
8111A9E2 017E
8111CA82 0189
8111DEC2 01CF
8111DEC8 0000
8111DECA 0004
8111F2E2 0195
811207C2 01BB
81121C42 01AD
81124AB2 01DD
81125F62 01D5
81127402 01B4
Victory 2 Taunt (all players but Mario,Ness,Kirby,Fox)
81119462 0173
8111A9E2 017F
8111CA82 018A
8111DEC2 01D0
8111DEC8 0000
8111DECA 0004
8111F2E2 0196
811207C2 01BD
81121C42 01AE
81123142 01A1
81123148 8000
8112314A 0000
81124AB2 01DF
81125F62 01D7
81127402 01B6
Invincible/Untouchable (P1 All Modes)
810E8AC0 0C00
810E8AC2 0018
81000060 8FA5
81000062 001C
81000064 3C01
81000066 8013
81000068 8C21
8100006A 0D84
8100006C 2404
8100006E 00xx
81000070 50A1
81000072 0001
81000074 ACA4
81000076 05AC
81000078 03E0
8100007A 0008
8100007C 2400
(I attempted to convert but failed and I need someone to help me to correctly compress the usage of them by doing this:
{from 12345678 1stval=0C00 12345678 2ndval=0018} to {1234567# (8=9/7?) 1st&nextval????&????})
xx values=
02 - Is Touchable but Inmortal yet
03 - ON
01 - OFF
Moveswap (All levels in VS mode)
D00A4D09 0002
8026AD5B 00??
D00A4D09 0006
80267DBB 00??
D00A4D09 0009
8025CFA3 00??
D00A4D09 000A
8025E753 00??
D00A4D09 000E
8025C9FB 00??
D00A4D09 000B
8025C933 00??
D00A4D09 0004
80262DFB 00??
D00A4D09 000D
8025D883 00??
D00A4D09 0008
80262BFB 00??
D00A4D09 0000
8025E023 00??
D00A4D09 0003
8026A233 00??
D00A4D09 000F
8023AEE3 00??
D00A4D09 0007
8026DD1B 00??
D00A4D09 0001
8026B37B 00??
D00A4D09 0005
8026D6AB 00??
D00A4D09 000C
802625DB 00??
?? values=
00 - Mario
01 - Fox
02 - DK
03 - Samus
04 - Luigi
05 - Link
06 - Yoshi
07 - C. Falcon
08 - Kirby
09 - Pikachu
0A - Jigglypuff
0B - Ness
0C - Master Hand (Most Compatible)
Skeleton mode P1 (All levels in VS mode)
D00A4D09 0002
8126B908 0800
D00A4D09 0006
81268978 0800
D00A4D09 0009
8125DB50 0800
D00A4D09 000A
8125F300 0800
D00A4D09 000E
8125D5A8 0800
D00A4D09 000B
8125D4E0 0800
D00A4D09 0004
81263998 0800
D00A4D09 000D
8125E420 0800
D00A4D09 0008
812637A8 0800
D00A4D09 0000
8125EBD8 0800
D00A4D09 0003
8126ADE0 0800
D00A4D09 000F
8123BA90 0800
D00A4D09 0007
8126E8D0 0800
D00A4D09 0001
8126BF30 0800
D00A4D09 0005
8126E260 0800
D00A4D09 000C
81263CD8 0800
The all levels in vs codes can easily be converted for other levels,the D line with 4 is Hyrule so you can compare with the already converted ones.
In closing,anyone can convert codes for NALE from N64 Gameshark by doing the following:
Before then,it does not matter if codes begin with 80,81,and so on except when 88 (GS button code) just change 88 to 80 then convert like any other code you still use 01 regardless like the Infinite Lives in Story Mode code (011C9303 00000003.
Converting may not always work,because of 4 digits (2-bits 0000) changes to 8 digits (4-bits 00000000) if your code's not working then add/subtract by one bit on the address and/or reposition the value (e.g 00002436 moved to 00243600/24360000).
1.Get infinite lives codes for Story mode on each version N64GS=800A4B43 0003 WiiVC=011C9303 00000003.
2.Forget the left two digits (80) and Subtract 9303 with 4B43 to get 47C0,Then add to a GS code with 47C0 to convert
3.Notice that N64GS has x(80)x 0A and WiiVC has 011C,This means you can easily add 12 on the number in 0A's location
3cont. (e.g 8013####/adding 12 will give you 8025####)
4.Ditch the 80 and replace with 01 and get 0125####,the # will be your converted address from step 2.
5.Determine how to convert by whether the four digits are higher or lower than the Lives code when higher you just add 47C0.
5cont. when lower subtract 4B43 with the code lower than itself while not counting the left 4 digits N=not counted NNNN4B38.
5cont.2 those are already covered using step 3 (e.g 800A4B43-80133928=NNNN121B) now we add (8013121B+47C0=NNNN59DB).
6.Apply steps 3 and 4 (e.g 011359DB+00120000=012559DB) then apply the value of the original GS code we will say it is 3DA6
6cont. (e.g 012559DB 00003DA6) on multiple addressed GS codes with the addresses being next to each other by 2bit differences you should
6cont.2 be able to branch each value into one Wii VC address but I cannot get them to function when doing so because
6cont.3 even I do not know how to deal with them.
7.Finally,now you test your NEW code.
If it works CONGRATULATIONS!
If not then the Smash Bros. Announcer for Bonus Stages thinks you are a COMPLETE!... FAILURE. LOL
Unlock All Characters and Mushroom Kingdom is up
Thank you so much!!!!!! ;D
My request is that GMO would try to fix the invincibility code that I failed to get working correctly (it crashes before you get control of P1).
So please GMO,try to get Invincibility to work as it should.
I think the addresses are in fact RAM/ASM addresses like the Can Climb On Walls code for
Legend of Zelda:Ocarina of Time (NACE).
Which means it might need 04 instead of 01 as the left two address digits and it also needs 2/4 hex merging like that Climb Walls code.
Here is my second attempt.
Invincible (all modes,P1)
0420D280 00180C00
04024820 001C8FA5
04024824 80133C01
04024828 0D848C21
0402482C 00012404
04024830 000250A1
04024834 05ACACA4
04024838 000803E0
0402483A 24000000
Edit:Also,GMO,you can feel free to post the other codes I have ported whether or not you include me in the notes of each code.
Edit for request from sum1:As you ask,you might recieve.
Weak Enemies
011C936D 00AE000A
011C93E1 00AE000A
011C9455 00AE000A
I doubt it will work correctly as I have not fixed the invincibility code yet.
Other adresses are
011C936B
011C93DF
011C9453
These were merged with the first three.
Quote from: retroben on July 30, 2011, 02:23:52 AM
Which means it might need 04 instead of 01 as the left two address digits and it also needs 2/4 hex merging like that Climb Walls code.
Here is my second attempt.
Invincible (all modes,P1)
0420D280 00180C00
04024820 001C8FA5
04024824 80133C01
04024828 0D848C21
0402482C 00012404
04024830 000250A1
04024834 05ACACA4
04024838 000803E0
0402483A 24000000
This could be an easy port since its goin to be using an Emulator to run the game .. u could try this
http://wiird.l0nk.org/forum/index.php/topic,5184.msg44401.html#msg44401
it will alow u to Hook what writes the value and it will also alow u to set a check so that it only ever works for what u want it to work ..
iv not looked at any N64 VC games but every VC game i found has this same functions :P
i might look at this some time down the road ..
Something f***ed up my access to wiird/gmail from within wii opera browser,and I am now having to post via ds opera browser.
If anyone ports invincibility,they need to make sure to have the GS version copied down (it's on one of my previous posts) to help reference their values for conversion to Wii N64VC.
Invincible/Untouchable (P1 All Modes)
810E8AC0 0C00
810E8AC2 0018
81000060 8FA5
81000062 001C
81000064 3C01
81000066 8013
81000068 8C21
8100006A 0D84
8100006C 2404
8100006E 00xx
81000070 50A1
81000072 0001
81000074 ACA4
81000076 05AC
81000078 03E0
8100007A 0008
8100007C 2400
My second attempt failed,then I changed 04 back to 01 and it crashed at the exact same moment as it did with the non merged code,so I think the merged code matches the effect of the non merged code correctly,though it still crashes.
send me a PM with the codes you want added to the database
GO HERE FOR MY CODE TEST
http://wiird.l0nk.org/forum/index.php/topic,8684.0.html
Try This
P1 Unlimited Health + Multiply Everyone Elses Damage (All Levels+Modes)
0520EA24 08100004
055247D0 53200001
055247D4 00002821
055247D8 241B0003
055247DC 00BB0019
055247E0 00002812
055247E4 2812A89B
055247E8 01C57821Original GS Code By Viper187
Quote from: retroben on July 31, 2011, 02:00:18 AM
Something f***ed up my access to wiird/gmail from within wii opera browser,and I am now having to post via ds opera browser.
If anyone ports invincibility,they need to make sure to have the GS version copied down (it's on one of my previous posts) to help reference their values for conversion to Wii N64VC.
Invincible/Untouchable (P1 All Modes)
810E8AC0 0C00
810E8AC2 0018
81000060 8FA5
81000062 001C
81000064 3C01
81000066 8013
81000068 8C21
8100006A 0D84
8100006C 2404
8100006E 00xx
81000070 50A1
81000072 0001
81000074 ACA4
81000076 05AC
81000078 03E0
8100007A 0008
8100007C 2400
My second attempt failed,then I changed 04 back to 01 and it crashed at the exact same moment as it did with the non merged code,so I think the merged code matches the effect of the non merged code correctly,though it still crashes.
Change to
05 for 32-Bit, change to
03 for 16-bit
LOL you beat me to it,I also get same result! xwx
edit:WTF I fixed it... sorta! LOL
I just swapped every 4 bytes positions in the values (e.g 08100004 to 00040810) and now both players get 55% damage locked on every hit.
Now we just need it to do the right thing.
On further speculation,I also found when only switching the first addresses values it still does not freeze but it still makes every move do 55% damage and throws sets HP to 2% you/0% rival.
ahhh so i had them backwards
still needs testing
P1 Unlimited Health + Multiply Everyone Elses Damage (All Levels+Modes)
0520EA24 00040810
055247D0 00015320
055247D4 28210000
055247D8 0003241B
055247DC 001900BB
055247E0 28120000
055247E4 A89B2812
055247E8 782101C5
Original GS Code By Viper187
This is it.
Tomorrow I will not have internet so don't expect immediate responses from me cuz i'll have to go to a library and the worst part is that I don't have a lap-top. :'(
you have done a good work retroben, GMO :)
@GMO:My other code ports/conversions need to be placed on the code database for everyone to enjoy. ;D
just read all my posts on this thread plus the codeboxes,and don't forget to put Hit Anywhere on there as well. ;D
EDIT: @GMO:I sent you a PM,inform me if you recieve it.
Possible Fix for P1 Character mod (VS).
Recent discovery:Use this to try and fix P1 character mod (VS) from freezing.
011C94EB 000000xx
0125F293 00000000
set xx value to 1A to test,also afterward,try adding this line of code along
with it:0125F2AA 00000000
Edit @GMO:You wanna know what sux?
Well,I just tried the original GS version of the (P1 infinite health/multiply everyone elses health) code on pj64 emulator and it crashed with executing from non mapped space error message.
So I decided to swap 0810 and 0004 like the other one and it did just exactly what that other one did,it made every attack worth 55%.
I know,DP.
I just found infinite health all players/modes by modifying the original P1 infinite health/Multiply everyone elses health code.
I changed
810EA264 0810
810EA266 0000
into
810EA262 0810
810EA264 0000
And now everyone stays at 0% when hit.
Ace Attorney:OBJECTION! :D
I have the evidence that I retardedly messed up on my attempt to port invincibility because it had 0102 when it should have been 0112.
Invincible (All Levels/Modes)
0520D280 0C000018
05124820 8FA5001C
05124824 3C018013
05124828 8C210D84
0512482C 2404000?
05124830 50A10001
05124834 ACA405AC
05124838 03E00008
0512483C 24000000
? value
3=ON
Try this on for size your honor. LOL ;D
Also GMO,your code P1 Inf HP/Multiply P2,3,4 matched the GS version but the thing is,the GS version is messed up itself.
*makes cartoon WOP! sound*
Quote from: Sharkbyte on August 01, 2011, 04:39:38 AM
This is an n64 asm code and will never work as a port. n64 asm codes must be rehacked to be accomplished.
Na Unless its rebuilt for Wii ASM .. all standerd ASM is still in the game from the orignal game its just sent threw an emulator thats built into the Wii.. so in the end all u would have to do is find the game being emulated Asm section in the Ram of the Wii and u can hack that asm.. this has been known for along time also i think dcx2 put a guide out how to backtrack your emulated asm back to the actual ASM of the game ..
IT WORKS!!!
Except on training mode or bonus mode.
Though invincibility for bonus stages works fine in story mode.
GMO,I need you to add this to the database as soon as possible for people eagerly waiting for it.
Quote from: retroben on August 01, 2011, 07:17:16 AM
IT WORKS!!!
Except on training mode or bonus mode.
Though invincibility for bonus stages works fine in story mode.
GMO,I need you to add this to the database as soon as possible for people eagerly waiting for it.
u should just ask for your hacker stats .. then GMO wont need to add your ported codes ..
can someone test
Need One Kill in Team Battle (1P Mode)
012B7761 00000001
012B8088 00000001
Full Blaster (Samus) -Regionfree [Deathwolf]
F6000001 8000817F
92670B1C 48000010
D2000000 00000002
3E600000 62730007
92670B1C 00000000
E0000000 80008000
@GMO:The one kill team battle (1P Mode) code works! ;D
@Deathwolf:Tried Full Blaster Samus shot and not working or freezing. :confused:
Edit:OMFG!
I just got auto cancel to work!
Auto Cancel P1 (Hyrule,VS)
053880AC 8013F660
You change F660 to E070 for ground attacks.
PAL Codes are up (Offset is +89E0)
http://geckocodes.org/index.php?c=NALP
To make sure everyone sees that I just fixed my auto cancel port.
:cool:
Auto Cancel (Hyrule,VS)
053880AC 8013F660
The values
F660=air attacks
E070=ground attacks (freezes when out of stage boundaries)
Edit:I got some codes for someone to test.
Link Ocarina Taunt
032439AA2 0000019B
Ocarina is invisible.
019C=Intro Karate Kick
[original creator unknown]
Pikachu Pokeball Taunt
03249272 000001E3
Pokeball is invisible.
01E4=Intro Karate Kick
[original creator unknown]
@GMO:I noticed these following codes below are not in the database yet for some reason.
No Hit Delay
0120E9C0 00000001
Every part of an attack is inflicted (e.g Mario's Down-B)
[original code by Smasherx74 of SmashBoards]
Unlimited Lives P1 (VS)
011C94F3 00000062
Gives you 99 Lives as the limit is the same.
NALJ port,submit to database please.
Saffron City Pokemon are Crazy
05255BCC 01000001
NALJ port,submit to database please.
0% P1 real (VS,Hyrule)
033876FF 00000000
Percentage will stay at last attacks number but still actually is physically 0.
[original code by Kamek]
999% P2 real (VS,Hyrule)
0338824F 000003E7
Hit P2 to see the real percentage.
[original code by Kamek]
Giant Shield P1 (VS)
01387707 000000FF
[original code by viper187]
lava stays low on Samus' stage [retroben]
05255BC4 00000003
[original by CosmicMuffinMan]
Level Is... (single player)
011C92A7 000000xx
The XX values
00 - Link on Hyrule (first in single player)
... - All values in between just go in the order of the stages
0D - Master Hand Battle
0E - Luigi Unlock Level
0F - Ness Unlock Level
10 - Jigglypuff Unlock Level
11 - Captain Falcon Unlock Level
[NALJ port,submit to database please.]
Level Select (training)
011C929F 000000xx
09= kirby beta level
Eight and below are normally selectable levels,and the other values above 9 crash the game,select the reset option after starting a level to load the addressed level.
[NALJ port,submit to database please.]
Randomly more powerful attacks (all players/modes except training)
0120962D 00000001
Sometimes you can get an excess of over 200% damage (DK's Wind-up Punch).
Use with Hit Anywhere and P1 Invincible to be Godly.
[I made this one modifying another code so this should be submitted to the database please].
Quote from: Sharkbyte on August 04, 2011, 11:41:19 PM
Quote from: Skiller on August 01, 2011, 06:58:55 AM
Quote from: Sharkbyte on August 01, 2011, 04:39:38 AM
This is an n64 asm code and will never work as a port. n64 asm codes must be rehacked to be accomplished.
Na Unless its rebuilt for Wii ASM .. all standerd ASM is still in the game from the orignal game its just sent threw an emulator thats built into the Wii.. so in the end all u would have to do is find the game being emulated Asm section in the Ram of the Wii and u can hack that asm.. this has been known for along time also i think dcx2 put a guide out how to backtrack your emulated asm back to the actual ASM of the game ..
I don't know why GMO gave a thank you for this post. Basically you both are saying I am wrong. And I *was* wrong. This is what I noticed... I converted some n64 codes and looked in my GS Pro at the memory viewer to view it and then looked at the wii version they all matched up. All the values and everything were the same... So I changed it in real time in the GS Pro then the code started working. Now when I do the same thing in the wii it doesn't work. What I never thought of was that you can't enable n64 asm codes in real time. So I converted the code then loaded through sd card so it threw the codes in the game before anything booted. The codes worked. The reason I thought you would have to rehack them is cause it used different asm and the wii asm that match the same (or similar) instructions were in completely different locations of memory. (wii asm is usually from around 80000000-80200000 and the n64 game didn't technically start until around 80E00000) So therefore the n64 asm was in the 80E00000 range. Also, I rarely load sd cheats. I usually only load stuff through the usb gecko.
Its all good .. the problem on them not working with Live mod Could be because the Emu has taken over and moved the active Asm to a new section or (Cant see this) Converted it to Wii Asm...
but i think it would mainly depend on the code .. for it to work or not to work .. iv not done direct ASM hack i normaly use the wiis Emu to hack emu games :P
This will be the last part from me .. dont want to drag this off any more . ...
Quote from: Sharkbyte on August 04, 2011, 11:41:19 PM
Quote from: Skiller on August 01, 2011, 06:58:55 AM
Quote from: Sharkbyte on August 01, 2011, 04:39:38 AM
This is an n64 asm code and will never work as a port. n64 asm codes must be rehacked to be accomplished.
Na Unless its rebuilt for Wii ASM .. all standerd ASM is still in the game from the orignal game its just sent threw an emulator thats built into the Wii.. so in the end all u would have to do is find the game being emulated Asm section in the Ram of the Wii and u can hack that asm.. this has been known for along time also i think dcx2 put a guide out how to backtrack your emulated asm back to the actual ASM of the game ..
I don't know why GMO gave a thank you for this post. Basically you both are saying I am wrong. And I *was* wrong. This is what I noticed... I converted some n64 codes and looked in my GS Pro at the memory viewer to view it and then looked at the wii version they all matched up. All the values and everything were the same... So I changed it in real time in the GS Pro then the code started working. Now when I do the same thing in the wii it doesn't work. What I never thought of was that you can't enable n64 asm codes in real time. So I converted the code then loaded through sd card so it threw the codes in the game before anything booted. The codes worked. The reason I thought you would have to rehack them is cause it used different asm and the wii asm that match the same (or similar) instructions were in completely different locations of memory. (wii asm is usually from around 80000000-80200000 and the n64 game didn't technically start until around 80E00000) So therefore the n64 asm was in the 80E00000 range. Also, I rarely load sd cheats. I usually only load stuff through the usb gecko.
was saying thank you for the info on wii asm
I fixed 1 target to win and 1 Platform to win (now they save your record time even at 1 millesecond)!
All they needed was button assignments (press in the instant when level is loaded for best results).
Target test Win D-pad up
289B0C00 FFF70008
01255BBC 00000001
E0000000 80008000
Press once then hit a target.
Platform Test Win D-pad down
289B0C00 FFFB0004
01255BC0 00000001
E0000000 80008000
Press once then board a platform
Edit:There is a bad problem with the auto cancel code that also happened with PJ64 before,when using another code like invincibility,the code stops working altogether even on it's own,so somehow we need a fix to prevent this from being an issue.
Edit2:I added credit for the code ports I have in my previous post so GMO you can post them now.
Edit3:Must be a dry week,anyway,I got some codes I made from hexing
No Attack Delay so thanx to "Smasherx74 of SmashBoards".
The following codes are my own from random hexing:
Tested/working/even tested/working on Dolphin Emulator 3.0 (Windows) via patch codes tab ^v^.
Fatal Fall (all players)
0120E972 00000001
You cannot recover after being hit/thrown off a ledge.
Some Attacks Can Be Canceled
0120E974 00000001
Some moves can also stun/freeze the one attacked.
Instant KB Recovery
0120E97C 00000001
Allows you to attack even while flying skyward. (KB=knockback)
Slow Responding/Instant KB Recovery
0120E9A4 00000001
You can get your rival at 999% with the hammer.
Unbelievably,I have some new codes for yall! :P
;D
Tested/Working
Pixel Light???
011F66DD 00000004
Makes dust from being knocked around look golden,change value for different crazy garbled dust
[I found this posted on smashboards in codelist format without a name. "unknown creator"]
Effects,different dust???
011F6601 00000001
Found by random hex modding.
Music Mod.
011BD8D3 000000xx
$00 Kirby's Dream Land
$01 Planet Zebes
$02 Classic SMB Music
$03 Classic SMB Music (Running Out Of Time)
$04 Sector Z
$05 Congo Jungle
$06 Peach's Castle
$07 Pokemon Theme
$08 Yoshi's Island
$09 Hyrule Castle
$0A Choose Your Character
$0B Odd Beta Fanfare! It's not much
$0C Mario/Luigi Wins
$0D Samus Wins
$0E DK Wins
$0F Kirby Wins
$10 Fox Wins
$11 Ness Wins
$12 Yoshi Wins
$13 C. Falcon Wins
$14 Pikachu/Jigglypuff Wins
$15 Link Wins
$16 Post VS. Battle
$17 Pre-Master Hand
$18 Pre-Master Hand #2
$19 Master Hand Battle
$1A Bonus Stage
$1B Stage Clear
$1C Bonus Stage Clear
$1D Master Hand Clear
$1E Bonus Stage Failure
$1F Continue?
$20 Game Over
$21 Intro
$22 How to Play
$23 Pre-1P Battle
$24 Polygon Team Stage
$25 Metal Mario Stage
$26 Beat the Game
$28 Found a Secret!
$27 Credits Roll
$29 Fight the Hidden Character
$2A Training Mode
$2B Data
$2C Menu Screen
$2D Hammer
$2E Invincibility
note:due to timing of code execution,music only changes after loading character select in any mode but otherwise works fine.
[same reason as pixel light "unknown creator"]
I found the following codes below myself from random hex modding so they are not ports and are freshly made for NALE by me.
Normals mean physical attacks except projectiles or throwing.
Two Percent Normals [Retroben]
012075A8 00000001
One Percent Normals [Retroben]
012075A8 00000080
Hit 999% Normals [Retroben]
012075A8 00000024
Causes sticky players/free with projectiles (fireball/flower,thrown items etc.).
Better Crazy Attacks (all modes/incl. training) [Retroben]
0120753C 00000001
Now also works in training mode.
Mobile Crazy Attacks [Retroben]
01207538 00000002
Acts like shell glitch but allows the attacker to move freely but with consequences (minus and plus point indicators appear on rivals every time you defeat opponents).
Fixed (used to crash once ding star happens from sky death)/now still randomly crashes in combat.
BUMPSIES!!! ;D
Found my own new code.
Strange Airjump (-kirby/jpuff)
01264690 00000001
Your second jump animation is extended with twisting motions making it look awesome. O0
BUDDA BUMP BUDDA BUMP BUDDA BUMP BUMP BUMP!!!!!!
Some more results of new codes of my own.
tested/working
Airjump Death (all modes)
01264650 00000001
Jump again and your dead,that goes for you too P2.
(The following two codes below are not the regular Djump Cancel code,but I think these two are better.)
ZeroG Djump Cancel (all modes)
01264634 00000001
Allows instant air to ground attacks with air jump.
Alt Djump Cancel (all modes)
01264624 00000001
Same as ZeroG but with an awesome directional velocity increase upon air jumping and pushing left/right then perform an air attack A (try Captain Falcon).