Super Smash Brothers Brawl [RSBE01]

Started by PizzaBoy, July 26, 2008, 06:49:25 AM

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hetoan2

If anyone knows the wiimotes button codes for brawl it would be very very nice to find out :love

Crashdance22

Major props to whoever created that infinite Smash Balls code. But I'm having trouble. In Training, before anyone has broken a SB I can create 8 of them, as expected with any item using the infinite item codes (finding that global object limiter would also be great). But once a character breaks it and obtains the energy, I can't spawn anymore then, as well as when that character is doing their FS. I narrowed down my 16-bit searches to 1 variable, but it was quite far away from the SB counter. I'm guessing it's either a different type of code (8-bit for 1's and 0's, maybe?), or this is beyond our control right now.

But as for the actual Final Smashes, so far everyone I've tested hasn't crashed. The only situation that froze me is when Kirby tries to pull a character into his cooking pot while they're doing their FS. I'm guessing it has something to do with a parameter that doesn't exist in the opponent's behavior that "allows" it to get sucked in. Oh, and because SB spawning doesn't work when someone breaks 1, the Kirby FS glitch doesn't work with it because Kirby broke one to do his FS in the first place. Now, it might work if someone creates a character modifier to set characters to their FS states, that way it won't trip that variable we haven't found yet.

So that's pretty much it for me, other than that, I've been having a Brawl... er, I mean... ball. 2 Luigi's making the screen around them normally colored and twice as many Waddle Dees and angels (Pit's FS) flying around never gets old.

Krisan Thyme

Quote from: hetoan2;1780its really annoying because if you have the characters set to essential buttons like a or b they become unusable since if you even try to attack you just turn into a different character

Not really. Just combine a button with the D-Pad.. Like, B + Up.. Nothing ever normally combines with the D-Pad, so you have a LOT of combination's at your disposal. As a proof of concept, here is how I set mine up earlier in a way that allows me to use every character while still not being intrusive upon regular play.


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

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 =

R + A + Up = Kirby
R + A + Left = Metaknight
R + A + Right = King Dedede
R + A + Down =

GaryCXJk

I think the color modifier needs a little bit of change.

For each character, change the following line:

1000009D 000000XX

into:

1000009D 000100XX

This will also change the portrait.

Also, if you use this in combination with the Overlay code from Heinermann and use 00 as value:

100000A2 00000000

all characters will always use the given costume, without color modifications (lighter / darker shades) when in team battle. I for example gave everyone the first costume, regardless of what character they picked. This way you could (semi-)replicate the events to record.

hetoan2

Quote from: Crashdance22;1799Major props to whoever created that infinite Smash Balls code. But I'm having trouble. In Training, before anyone has broken a SB I can create 8 of them, as expected with any item using the infinite item codes (finding that global object limiter would also be great). But once a character breaks it and obtains the energy, I can't spawn anymore then, as well as when that character is doing their FS. I narrowed down my 16-bit searches to 1 variable, but it was quite far away from the SB counter. I'm guessing it's either a different type of code (8-bit for 1's and 0's, maybe?), or this is beyond our control right now.

But as for the actual Final Smashes, so far everyone I've tested hasn't crashed. The only situation that froze me is when Kirby tries to pull a character into his cooking pot while they're doing their FS. I'm guessing it has something to do with a parameter that doesn't exist in the opponent's behavior that "allows" it to get sucked in. Oh, and because SB spawning doesn't work when someone breaks 1, the Kirby FS glitch doesn't work with it because Kirby broke one to do his FS in the first place. Now, it might work if someone creates a character modifier to set characters to their FS states, that way it won't trip that variable we haven't found yet.

So that's pretty much it for me, other than that, I've been having a Brawl... er, I mean... ball. 2 Luigi's making the screen around them normally colored and twice as many Waddle Dees and angels (Pit's FS) flying around never gets old.
the reason you can't spawn any more when someone is in final smash or has a smash ball in them is because ssbb blocks anymore from being created to prevent multiple final smashes. otherwise it could cause crashes like kirby's final smash which you mentioned before, so the only way so far that you can get more than one is just by spawning 8 smash balls and having each player get 1 before they dissapear or in regular brawls you have one smash ball appear and then force another character to get a pitty final smash then you get the other smash ball. I've done it but it usually always results in freezing in regular matches.

hetoan2

Quote from: Krisan Thyme;1800Not really. Just combine a button with the D-Pad.. Like, B + Up.. Nothing ever normally combines with the D-Pad, so you have a LOT of combination's at your disposal. As a proof of concept, here is how I set mine up earlier in a way that allows me to use every character while still not being intrusive upon regular play.


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

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 =

R + A + Up = Kirby
R + A + Left = Metaknight
R + A + Right = King Dedede
R + A + Down =
in theory that would work but how would you keep track of that many and it probably wouldn't load that many codes. plus if you change between 4 different characters it freezes. always has for me anyways. i go from gigabowser to warioman to red alloy to blue and then it freezes any other order does too so i dont think you can do them in match, but if you're talking about when it loads then maybe it would work

GaryCXJk

He's just saying. In theory it is possible, so you wouldn't need to worry about running out of buttons.

hetoan2

Quote from: GaryCXJk;1805He's just saying. In theory it is possible, so you wouldn't need to worry about running out of buttons.
i know... and since you have a usbgecko would you possibly know the wiimote button codes for brawl? :)

Veritech Fox

Quote from: Crashdance22;1799Major props to whoever created that infinite Smash Balls code. But I'm having trouble. In Training, before anyone has broken a SB I can create 8 of them, as expected with any item using the infinite item codes (finding that global object limiter would also be great). But once a character breaks it and obtains the energy, I can't spawn anymore then, as well as when that character is doing their FS. I narrowed down my 16-bit searches to 1 variable, but it was quite far away from the SB counter. I'm guessing it's either a different type of code (8-bit for 1's and 0's, maybe?), or this is beyond our control right now.

But as for the actual Final Smashes, so far everyone I've tested hasn't crashed. The only situation that froze me is when Kirby tries to pull a character into his cooking pot while they're doing their FS. I'm guessing it has something to do with a parameter that doesn't exist in the opponent's behavior that "allows" it to get sucked in. Oh, and because SB spawning doesn't work when someone breaks 1, the Kirby FS glitch doesn't work with it because Kirby broke one to do his FS in the first place. Now, it might work if someone creates a character modifier to set characters to their FS states, that way it won't trip that variable we haven't found yet.

So that's pretty much it for me, other than that, I've been having a Brawl... er, I mean... ball. 2 Luigi's making the screen around them normally colored and twice as many Waddle Dees and angels (Pit's FS) flying around never gets old.

This should cover it if all the characters are the same. EG 4X Mario.

Made by me....

Multiple Final Smash List.

Mario: Works Perfect.

Luigi: Works. (Strange Negative Zone when Combined though.)

Peach: Works. (Camera Pulls a Bit Back.)

Bowser: Works Perfect.

Donkey Kong: Works. (Music is out of beat for other players.)

Diddy Kong: Works Perfect.

Yoshi: Works Perfect.

Wario: Works Perfect.

Link: Works Kinda. (Crashes when another player Triforce Slashes another player already inside one.)

Zelda/Sheik: Works Perfect.

Gannondorf: Crash.

Toon Link: Same as Link.

Samus: Works Perfect.

Zero Suit Samus: Works Perfect.

Pit: Crash.

Ice Climbers: Crash. (Works for awile.)

R.O.B: Works Perfect.

Kirby: Crash.

Meta Knight: Works? (Other players can't seem to use their's on you if your already in the FS.)

King Dedede: Works Perfect.

Olimar: Crash.

Fox: Crash

Falco: Crash

Wolf: Crash.

Captain Falcon: Crash.

Pikachu: Works Perfect.

Pokemon Trainer: Crash.

Lucario: Works Perfect.

Jigglypuff: Works. (Causes "The Bridge of Eldin" Glitch if a shrinking Jigglypuff touches a big Jigglypuff.)

Marth: Works Perfect.

Ike: Works. ( Haven't Seen what happenes if you try to hit another player with another Greath Aether already in the FS.)

Ness: Works Perfect.

Lucas: Works Perfect.

Mr Game & Watch: Works perfect.

Snake: Works. (Snakes seem to pile on top of each other making it look "funny".)

Sonic: Crash.

MurraySkull

I would like to see a dump for a dark character in SSE (such as Dark Bowser), so I can try to figure out how to make the icon Dark, to accomodate the Dark Character code.

Krisan Thyme

Quote from: hetoan2;1803in theory that would work but how would you keep track of that many and it probably wouldn't load that many codes. plus if you change between 4 different characters it freezes. always has for me anyways. i go from gigabowser to warioman to red alloy to blue and then it freezes any other order does too so i dont think you can do them in match, but if you're talking about when it loads then maybe it would work

It actually isn't that hard to keep track. Since if you notice, I kept characters from specific series' close together.. Making button combination's fairly memorable after awhile. And no, while this WOULD be an excessively large code it is not too large to actually work. (I tried it for testing purposes, it works.)

As for freezing.. You can't go from an Alloy into another Alloy. I don't know why, but this ALWAYS crashes the game. You CAN go from an Alloy to a normal character, and then back into (the same or different) Alloy however. Trust me, I alternated between -every- character when testing this, that was the only instance of the game ever freezing.

nayborish

Quote from: Xtreme Starfox;1808This should cover it if all the characters are the same. EG 4X Mario.

Made by me....

Multiple Final Smash List.

Mario: Works Perfect.

Luigi: Works. (Strange Negative Zone when Combined though.)

Peach: Works. (Camera Pulls a Bit Back.)

Bowser: Works Perfect.

Donkey Kong: Works. (Music is out of beat for other players.)

Diddy Kong: Works Perfect.

Yoshi: Works Perfect.

Wario: Works Perfect.

Link: Works Kinda. (Crashes when another player Triforce Slashes another player already inside one.)

Zelda/Sheik: Works Perfect.

Gannondorf: Crash.

Toon Link: Same as Link.

Samus: Works Perfect.

Zero Suit Samus: Works Perfect.

Pit: Crash.

Ice Climbers: Crash. (Works for awile.)

R.O.B: Works Perfect.

Kirby: Crash.

Meta Knight: Works? (Other players can't seem to use their's on you if your already in the FS.)

King Dedede: Works Perfect.

Olimar: Crash.

Fox: Crash

Falco: Crash

Wolf: Crash.

Captain Falcon: Crash.

Pikachu: Works Perfect.

Pokemon Trainer: Crash.

Lucario: Works Perfect.

Jigglypuff: Works. (Causes "The Bridge of Eldin" Glitch if a shrinking Jigglypuff touches a big Jigglypuff.)

Marth: Works Perfect.

Ike: Works. ( Haven't Seen what happenes if you try to hit another player with another Greath Aether already in the FS.)

Ness: Works Perfect.

Lucas: Works Perfect.

Mr Game & Watch: Works perfect.

Snake: Works. (Snakes seem to pile on top of each other making it look "funny".)

Sonic: Crash.

This can't be completely right, or at least, it can't be the bible of multiple final smashes. Although you say that Game and Watch works, and so does Mario, for some reason when both of those are combined, it crashes.

At least, it did for me, you may want to test it.

Is the crashing possibly related to the amount of memory the Wii has being overloaded by the amount it requires to run certain final smashes?

For example, if the wii has 8 bytes (ridiculously low, I know) and it requires 7 to do a Game and watch fs, and 5 to do a Mario fs, does this cause a crash?

hetoan2

Quote from: Krisan Thyme;1810It actually isn't that hard to keep track. Since if you notice, I kept characters from specific series' close together.. Making button combination's fairly memorable after awhile. And no, while this WOULD be an excessively large code it is not too large to actually work. (I tried it for testing purposes, it works.)

As for freezing.. You can't go from an Alloy into another Alloy. I don't know why, but this ALWAYS crashes the game. You CAN go from an Alloy to a normal character, and then back into (the same or different) Alloy however. Trust me, I alternated between -every- character when testing this, that was the only instance of the game ever freezing.
thx for that info on the alloys and i'm sorry i didn't really look to see if they were grouped by category, but they are but still thats a lot of codes... 0.o

Krisan Thyme

Quote from: hetoan2;1812but still thats a lot of codes... 0.o

Yep. About 164 lines or so. It is grotesquely large for what it does, so there are probably ways to optimize it.. but eh, no real point in trying. This was just a testing scenario, of sorts. And in the end it still isn't practical because of how the character modifier currently works.. (It reloads all player data for that match, not just the character.)

If there were some way to change characters on the fly like that without resetting damage or stock.. It'd be a damn near ball to play around with. Certainly would make for some interesting matches between friends.. And I'd think it -should- be doable, since the same transition is handled by Zelda and other characters. (Though I don't have the means right now to look into it, sadly.)

Veritech Fox

Quote from: nayborish;1811This can't be completely right, or at least, it can't be the bible of multiple final smashes. Although you say that Game and Watch works, and so does Mario, for some reason when both of those are combined, it crashes.

At least, it did for me, you may want to test it.

Is the crashing possibly related to the amount of memory the Wii has being overloaded by the amount it requires to run certain final smashes?

For example, if the wii has 8 bytes (ridiculously low, I know) and it requires 7 to do a Game and watch fs, and 5 to do a Mario fs, does this cause a crash?

As I said X4 Characters, Like 4 Links, Making a list for every possible combination would take long.:mad: