Super Smash Bros. Brawl Super Code Guide Released!

Started by Power Marshall, October 19, 2008, 07:34:07 PM

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Power Marshall

So your saying that the '14's' need to be ported? And the "mmms?" If so, comfirm your thoughts with Phantom, as I have no way of porting these.

Alright, Fred? Don't worry, we'll see this through. With God's grace, we'll see this through. :D
-Power Marshall

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Fred

#16
The first thing that dosnt work out with the guide of yours for PAL is the search for Action and Animation in breakpoint tab. With the 14's in your guide as result:

30actacta 00000mmm
30aniania 40000000
14aniania SS000000
E2000002 00000000

You remember this from your guide right? actacta and aniania we need to port the breakpoint search for them.
Because if we do we should have the thing which we just need to fix this

1st one:
Quote from: From your guide
This babie is "the root of all evi-" I mean Super codes lol...
Anyways, this is the "Action Bp" Finder:(much less called ActBPF!)
8077F70 ABPF
Put this 8-digit number in the space under "Set Breakpoint" like the picture above...
Once it's in, you need to do 2 more things besides clicking "Set Breakpoint"

This is your complete code in the guide and the only difference (that i can think of) is actually those 4 lines we have there, those is not correct with PAL, if im right about this like ive said in the topic. If we have a talk with Phantom this can maybe work out.
Mario's many fireballs [Power Marshall]
80000000 90180FB8
80000001 81000000
60000006 00000000
4A001000 00000000
38000000 00FF0000
4A001001 00000000
               <30262604 00000117
               <1425E978 4F000000
               <14261824 4F000000
               <E2000002 00000000
E200000F 00000000
80100000 0000005C
80100001 00052000
62000000 00000000
E0000000 80008000
If someone helped you press the thank you button.

Romaap

if you want to port the aniBPF and the actBPF you only need to know what value is at the NTSC version, because it is the same ASM instruction, so if you know the instruction you can find it in the PAL version (because it is the same value)

Fred

Quote from: Romaap on November 22, 2008, 11:07:56 PM
if you want to port the aniBPF and the actBPF you only need to know what value is at the NTSC version, because it is the same ASM instruction, so if you know the instruction you can find it in the PAL version (because it is the same value)
Im afraid i cant follow you since i have never managed to port a code yet, but all i can tell is that the aniBPF and the actBPF did not match with the guide it had no "stw" on the breakpoint tabel. Thats all i have to say now, i dont know how the addresses were made.
If someone helped you press the thank you button.

Romaap

what I meant was, you have to search for that instruction. what instrucion is in the aniBPF and the actBPF (in NTSC)?

Fred

The instruction says to set a executeable breakpoint at a ntsc address to find actBPF and aniBPF, but the address gives up other results in PAL than the guide at NTSC, so i cant see how they are the same for each version.
If someone helped you press the thank you button.

paprika_killer

he means if the aniBPF hold the value (intruction actually) XXXXXXXX you need to search for that value in the PAL version.
[SIGPIC][/SIGPIC]

Romaap

just search for the value at 8077F780 (actBPF) in WiiRD.
If there is more than one address just breakpoint them all to look if it breaks.

paprika_killer

[SIGPIC][/SIGPIC]

Romaap

I meant that they have to brake when 8077F780 breaks in NTSC game. (I think that would be when you use a move)

Fred

Yes it breaks but it does not give the same results. not even a swt asm code.
If someone helped you press the thank you button.

Romaap

the instruction at 8077F780 is a stw. so it is stw rX, value(rY).

example: the instruction is: stw r1, 100(r0)
use link's ASM converter, it will give :
C2000000 00000001
90200064 00000000
so
stw r1, 100(r0) = 90200064

then search in WiiRD Gui for "90200064"
there will be a couple of addresses (if there is just one youre lucky :P)
just pick one of those addresses and put it in the execute breakpoint, and use an attack.
if it breaks while attacking it is probably the one you're looking for.
[spoiler]I don't know for sure but it is the most logical thing :D[/spoiler]

Fred

Quote from: Romaap on November 23, 2008, 10:38:20 PM
the instruction at 8077F780 is a stw. so it is stw rX, value(rY).

example: the instruction is: stw r1, 100(r0)
use link's ASM converter, it will give :
C2000000 00000001
90200064 00000000
so
stw r1, 100(r0) = 90200064

then search in WiiRD Gui for "90200064"
there will be a couple of addresses (if there is just one youre lucky :P)
just pick one of those addresses and put it in the execute breakpoint, and use an attack.
if it breaks while attacking it is probably the one you're looking for.
[spoiler]I don't know for sure but it is the most logical thing :D[/spoiler]
The main point for bringing up the question was that it was claimed that PAL could not use these super codes, i figuired out that most of the code is the same but when i followed the guide exactly i would not get the "required" results from a breakpoint test in actBPF and aniBPF. But if what you just said is true ill test it out when i have the time, just need to find Links ASM converter first and some other stuff. Im always taking suggestions so thanks for trying to help :)
If someone helped you press the thank you button.

Jassim

if anyone gets the breakpoint for PAL could they please post it here? thank you

do NOT pm me to request a code or if you have any problems with my code.
[spoiler]http://cristgaming.com/pirate.swf[/spoiler]



Igglyboo

the entire code needs to be ported, not just the breakpoints