Super Smash Brothers Brawl [RSBP01]

Started by hetoan2, November 13, 2008, 08:31:54 PM

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Fred

Anyone explain this code for me?
Question is its four Y's and four X's, but only three digits. Well im just alittle unsure about this, mind explain some in detail for me? :P

My Music Modifier[ported by GaryGXJk, original by Phantom Wings]
4A000000 9018CDEC
1400XXXX 0000YYYY
E0000000 80008000
!ATTENTION! Be care if you change menu music, that cannot be
reset! Instruction now:
XXXX = Stage Offset + (Song # - 1) * 8
YYYY = Song to Replace with
Offset list:
+000: Battle field (5 songs)
+028: Final Destination (5 songs)
+050: Delfino Plaza (5 songs)
+078: Luigi's Mansion (5 songs)
+0A0: Mushroomy Kingdom 1 (3 songs)
+0B8: Mushroomy Kingdom 2 (3 songs)
+0D0: Mario Circuit (7 songs)
+108: 75m (3 songs)
+120: Jungle Falls (7 songs)
+158: Pirate Ship (8 songs)
+198: Bridge of Eldin (9 songs)
+1E0: Norfair (6 songs)
+210: Frigate Orpheon (6 songs)
+250: Yoshi's Island (5 songs)
+268: Halberd (12 songs)
+2C8: Space Armada (11 songs)
+320: Pokemon Stadium 2 (5 songs)
+348: Spear Pillar (5 songs)
+370: Port Town Aero Dive (12 songs)
+3D0: Summit (5 songs)
+3F8: Flat Zone 2 (3 songs)
+410: Castle Siege (12 songs)
+470: Wario Ware, Inc. (8 songs)
+4B0: Distant Planet (9 songs)
+4F8: Skyworld (4 songs)
+518: Mario Bros. (5 songs)
+540: New Pork City (6 songs)
+570: Smashville (5 songs)
+598: Shadow Moses Island (9 songs)
+5E0: Green Hill Zone (12 songs)
+640: Picto Chat (9 songs)
+688: *Hanenbow (1 song)
+690: Temple (Melee) (2 songs)
+6A0: Yoshi's Island (Melee) (2 songs)
+6B0: Jungle Japes (Melee) (2 songs)
+6C0: Onett (Melee) (2 songs)
+6D0: Green Greens (Melee) (2 songs)
+6E0: Pokemon Stadium (Melee) (3 songs)
+6F8: Rainbow Cruise (Melee) (2 songs)
+708: Corneria (Melee) (2 songs)
+718: Big Blue (Melee) (2 songs)
+728: Brinstar (Melee) (2 songs)
+738: Menu (4 songs)
--------------------
*Hanenbow's music will freeze if you try to change it in the "My
Music" menu.
If someone helped you press the thank you button.

exkillerxe

#46
Could someone please port these codes?
[spoiler]SSBM Air Dodge:[Phantom Wings]
80000000 80623320
80000001 00000000
60000006 00000000
80000002 806212BC
4A001000 00000000
36000024 00000007
92210003 00000024
86100003 000001C4
88000002 00000003
4A001002 00000000
92210002 00000000
4A001002 00000000
DE000000 80008180
92210003 00000010
92210004 00000014
86A00003 40000000
86A00004 3FE00000
60000003 00000001
4A001000 00000000
4A101001 00000000
36000000 00000032
58010000 00000004
DE000000 80008180
58010000 00000060
92210006 0000007C
92210007 00000014
9221000A 00000018
58010000 00000088
92210008 00000058
92210009 00000064
4A001006 00000000
30000038 00000021
4A001007 00000000
36000040 41C00000
4A001008 00000000
1400000C 3E300000
4A001007 00000000
36000041 41000000
4A00100A 00000000
92210005 00000010
88900005 00000004
94210005 00000010
4A001009 00000000
94210003 00000008
4A001007 00000000
34000041 41000000
4A001009 00000000
14000008 00000000
E2000001 00000000
80100001 00000008
62000000 00000001
E200000F 00000000
80000001 00000000
80100000 00000244
62000000 00000000
4A000000 8077F780
D2000000 00000006
2C030000 41820010
2C1C000E 40820014
819E0038 2C0C0021
40820008 3B800010
60000000 939E0038
60000000 00000000

L-Canceling:[Phantom Wings]
80000000 80623320
80000001 00000000
60000006 00000000
60000003 00000001
4A001000 00000000
4A101001 00000000
36000000 00000032
58010000 00000004
DE000000 80008180
58010000 00000060
DE000000 80008180
92210002 00000014
92210003 00000068
92210004 0000007C
58010000 000000C4
92210006 00000010
4A000000 805A0100
92210007 00000000
88A00006 00000007
88A00007 00000006
86A00007 BF800000
4A001004 00000000
32000036 00000018
4A001003 00000000
360000C4 80000000
92210005 000000C4
88900005 00000007
94210005 000000C4
360000C9 80000000
92210005 000000C8
88900005 00000007
94210005 000000C8
340000C5 80000000
38000076 FFF70008
140000C4 42140000
140000C8 40E00000
E2000003 00000000
4A001004 00000000
30000036 00000018
4A001003 00000000
360000C8 80000000
4A001002 00000000
92210005 00000040
88900005 00000006
94210005 00000040
E2000002 00000000
80100001 00000008
62000000 00000001
E200000F 00000000
80000001 00000000
80100000 00000244
62000000 00000000
E0000000 80008000[/spoiler]

Thanks in advance if you port it.
Sorry didn't realize that there was a request sub-forum.

BrutalBrutal

#47
Hey exkillerxe, I'm trying to port over a Brawl+ code too: Hitstun 2.0. It's not working yet though. I should point out, however, that you shouldn't request codes here.

I have a couple of questions. First: I've compared the PAL and NTSC codes for Brawl and found that the addresses were always apart by exactly E220 (PAL = NTSC+E220). So, in order to port the codes, I got the NTSC Hitstun code and added E220 to all addresses. However, I've got a problem. I have no way of knowing if the addresses being written to are pointers (any values written to pointers should also be incremented by E220). How can I tell if any given address is a pointer? Is there a specific memory range which contains pointers in Brawl or anything that I can use to determine if what's at an address is a pointer?

Josh0

I have encountered a problem while using these codes, either I used too many at once or they didn't work well with others...

but whenever I go into stage builder and exit it my game freezes and the 'Challenge' feature also freezes my game.

The codes I used are the following:
- Unrestricted pause camera (I know that wasnt the problem)
- Infinite Up B
- Taunt gives player smash ball
- Control loser on victory screen
- Allow smash balls to be created even if a player already has one
- Super scope mod
- Item modifier (snakes grenades become bob-omb)
- Unlock all stickers
- Unlock all trophies
- Unlock all challenges (maybe that was the problem?)

Now this error occurs in and out of ocarina and there the only problems i've encountered so far..

was wondering if there was a way to reset this ... and hopefully thats enough information to find out the problem  :)

Note: I use the PAL version
Thanks.

Fred

Quote from: Josh0 on December 07, 2008, 11:53:18 AM
[spoiler]I have encountered a problem while using these codes, either I used too many at once or they didn't work well with others...

but whenever I go into stage builder and exit it my game freezes and the 'Challenge' feature also freezes my game.

The codes I used are the following:
- Unrestricted pause camera (I know that wasnt the problem)
- Infinite Up B
- Taunt gives player smash ball
- Control loser on victory screen
- Allow smash balls to be created even if a player already has one
- Super scope mod
- Item modifier (snakes grenades become bob-omb)
- Unlock all stickers
- Unlock all trophies
- Unlock all challenges (maybe that was the problem?)

Now this error occurs in and out of ocarina and there the only problems i've encountered so far..

was wondering if there was a way to reset this ... and hopefully thats enough information to find out the problem  :)

Note: I use the PAL version
Thanks.
Well codes are suppost to be about fun, the more you use em the more youre game is going to be corrupted thats why you should use either savegame and install extractor to backup wifi games like brawl and mario kart (or use the copyflag feature).
If someone helped you press the thank you button.

Fred

Quote from: BrutalBrutal on December 07, 2008, 03:15:15 AM
Hey exkillerxe, I'm trying to port over a Brawl+ code too: Hitstun 2.0. It's not working yet though. I should point out, however, that you shouldn't request codes here.

I have a couple of questions. First: I've compared the PAL and NTSC codes for Brawl and found that the addresses were always apart by exactly E220 (PAL = NTSC+E220). So, in order to port the codes, I got the NTSC Hitstun code and added E220 to all addresses. However, I've got a problem. I have no way of knowing if the addresses being written to are pointers (any values written to pointers should also be incremented by E220). How can I tell if any given address is a pointer? Is there a specific memory range which contains pointers in Brawl or anything that I can use to determine if what's at an address is a pointer?

How many codes have you tested?, well from my hacking i also know that its a 52hex difference between P1-P2-P3-P4 etc. You should show us where this difference is? The whole 8digits or at the end of it? Characters are 3th to 5th digit (i think).
I think when its a pointer address code starts with 4A000000 XXXXXXXX or something like that (but i have not worked with pointers much myself, so you could ask someone at ntsc forum by support since the topic is much the same).

Good Luck and thanks for information, please go more into detail where the difference is in the code. XXXXX(XXX) <-Here?
If someone helped you press the thank you button.

ssbbdude57


BrutalBrutal

QuoteI think when its a pointer address code starts with 4A000000 XXXXXXXX or something like that

That's just the code type for loading pointer values into the pointer offset (po). I meant pointers as in actual pointers, which are used in the game. It's possible that he is writing values to memory locations which contain pointers which the game uses to find certain objects or variables when he actually writes a value to a location.

Quotewell from my hacking i also know that its a 52hex difference between

Using the character size, gravity and attack ratio modifiers to compare the difference between NTSC and PAL, I found the difference to be 0x0000E220 between the two versions. The difference refers to the memory location where the value (XXXXXXXX) was written in the two different versions.

Quoteyou can recognise pointer codes since they usually have a line with 4A000....

Are you saying that it's a convention to use the po for codes dealing with pointers, and ba for other memory locations? That makes sense.

Quotepointers are kinda annoying since they are kind of random

Ah, ok, thanks for the info. That helps. Thanks for your help.

Link

the only major differnce of po and ba is: po can be everything.. ba can only be a multiple of 02000000

Romaap

Quote from: Link on December 08, 2008, 04:25:41 PM
the only major differnce of po and ba is: po can be everything.. ba can only be a multiple of 02000000
why is that?

why don't only use the po, its even handyer than the ba :confused:

marshtomp8

Hey, I have a few problems.

first of all is witht the Aggressive Assistant and Pokémon [ported by quadra, original by Phantom Wings]
(4A000000 8077A684
D2000000 00000008
2C000002 40820030
2C120000 40820010
2C1C0003 40820008
3B800005 60000000
2C12002A 40820010
2C1C0003 40820008
3B800005 60000000
939E0038 00000000
E0000000 80008000)
basically..it doesnt work.

Next, I cant find a stage reset for Skworld which currently has gotten veyr messed up and has none of the original songs.

and lastly is one that allows all players to be on the same team which freezes the game whenever I try and pick any charicter. unfortunatley I dont have a referance as to who made/ported the code so I cant post it.




marshtomp8

No it does nothing. the PB/AT just land down and wait to be picked up.

IceWolf762

Hey guys! I was looking at the "Pokémon Selection" code and I didn't notice Mew's value? Does anyone know it? It'll make getting CD's MUCH easier!

Jassim

#58
hi guys

im trying to make codes for masterpieces and i need the "disable time limit on virtual console games" code (for obvious reasons), now im using the code with the rebooter but it still doesnt seem to be working, im on 3.2E with a wasabi modchip. is there anything else i have to do to make this codework?


thanks in advanced

EDIT: never mind it suddenly started working again, lol

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



Liggliluff

I have problem whit the action swapper (who did create it and if there was anyone who ported it, who was it?)
I change the Netural B to Side B and I want it to work on some characters only and Side B to Neutral B on others.
(Won't post the code before I found who the creator was)
Can you just add a simple row that check the character?

Made it all by myself (in Photoshop)
Send me a PM with information about: Main Char., Fav. Stage, F.C., Move, Item and Pokémon, I will make one for you when I have time.
Number in queue right now: 0 (zero)