Super Smash Bros. Brawl [RSBE01]

Started by Warchamp7, August 05, 2008, 10:16:22 PM

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Phantom Wings

I hope you know that all you've done with that code is written 0000 40 times thus effectively causing all of P4's data to be 0's... One of the values you hit was the size which, if set too low, will cause the system to backfire and splatter graphics all over the screen...

So if you wanted to make the code more effective, you would put:



4A000000 90181034
140000D8 00000000
E0000000 80008000



this way you can use it with any character

Warchamp7

#121
Edit: Durr, just trash this

hetoan2

Items Never Disappear (Phantom Wings) :

4A000000 814CD0A8
60000027 00000000
36000000 00000046
14000004 00000100
E2000001 00000000
4A100000 FFFFBEC0
62000000 00000000
E0000000 80008000

DOESN'T WORK IN SSE.

Warchamp7

Quote from: hetoan2;7748Items Never Disappear (Phantom Wings) :

4A000000 814CD0A8
60000027 00000000
36000000 00000046
14000004 00000100
E2000001 00000000
4A100000 FFFFBEC0
62000000 00000000
E0000000 80008000

DOESN'T WORK IN SSE.

I love you Phantom

Updating main post with Super list and new Code list

Ninja Mario

Quote from: Phantom Wings;7687I hope you know that all you've done with that code is written 0000 40 times thus effectively causing all of P4's data to be 0's... One of the values you hit was the size which, if set too low, will cause the system to backfire and splatter graphics all over the screen...

So if you wanted to make the code more effective, you would put:



4A000000 90181034
140000D8 00000000
E0000000 80008000



this way you can use it with any character


Yes I know I just like seeing all the different stuff that happens to p4.

Ninja Mario

CPU in training mode.  body parts are missing

48000000 80672FA8
DE000000 80009380
58010000 00000148
14000000 00210000
14000004 00210000
E0000000 80008000

hetoan2

dont take someone else's code and change one value and call it your own. -.- give credit to who you took it from.

Ninja Mario

Quote from: hetoan2;7871dont take someone else's code and change one value and call it your own. -.- give credit to who you took it from.

Somebody has already created this?

Phantom Wings

#128
That code is my Character Graphics modifier code which is used to modify the graphics of any onscreen character...


P1 Graphics Modifier:[Phantom Wings]
48000000 YYYYYYYY
DE000000 80009380
58010000 00000148
1000000X 0000000X
--------------------Insert additional modifiers here.
E0000000 80008000

YYYYYYYY Oncscreen character
80672FA8 1
80672FB4 2
80672FC0 3
80672FCC 4

Sorry, my mistake on the YYYYYYYY values, I accidentally posted the wrong ones.



Anyways, I didn't mean to sound critical in my last post to you, I just thought I'd show you a way that would work better with that code.

Ninja Mario

I don't get it my code effects CPU.  It doesn't affect P1

hetoan2

Great Code Phantom But what are the values for X? can you put them up or are they something already posted 0.o

Quote from: Ninja Mario;7889I don't get it my code effects CPU.  It doesn't affect P1
>_< it affects first of all and P1 is CPU in training mode and also by changing 1 value it doesn't make it your code. Even if it does something different. thats like porting a code from a different region and calling it your own. or just switching button activators -.-

Phantom Wings

The reason onscreen character 2 affects P1 is because the onscreen characters are not always are the  listed in the order of the players(i.e. if you have Iceclimbers in the battle, which are two character, things make get offset by a bit.) For some reason, in training, P1 is listed as character 2 and P2 is listed as character 1 - everywhere else it's pretty much normal.

I'm still working on a list for the X's but the first X is the object you are affecting, and the second X is the state(0 = off, 1 = on), usually 0 for the first X is the body of the character.

Oh, and the My Music codes can be found in the first post - but it will require you to do a bit of math to find the right addresses.

hetoan2

PHANTOM WINGS posted more details on his graphics modifier.

Character Graphics Modifier:
48000000 XXXXXXXX
DE000000 80009380
58010000 00000148
1000000Y 0000000Z
E0000000 80008000

XXXXXXXX  On-screen Character
80672FA8 1
80672FB4 2
80672FC0 3
80672FCC 4
80672FD8 5
80672FE4 6
80672FF0 7
80672FFC 8

Y = Part Affected
Z = State
0 = Off
1+ = On

Note:
Keep in mind that the order of on-screen characters isn't always the same.
Some characters such as Ice Climbers or Pokemon Trainer will cause the list to be offset.
Additionally, Training will cause P1 to be character 2 and P2 to be 1.


Character Parts List

Mario:
+00 Body
+01 Cap
+02 FS Eyes
+03 Face(Damage)
+04 Face(Default)
+05 Hair
+06 Hair(Without Cap)



DK:
+00 Body
+01 FS Eyes
+25 Teeth(lower)
+29 Teeth(Upper)


Link:
+00 Body
+01 FS Eyes
+02 Teeth
+08 Pouch 1
+0A Pouch 2
+1C Sword(Hilt)
+1E Sword(Blade)
+31 Eyes
+47 Shield
+4A Sheath
+4C Shield(On Back)
+4E Sword(In Sheath)


Samus:
+00 Body
+01 FS Visor
+14 Left Shoulder
+26 Head
+29 Right Shoulder
+2C Arm Cannon
+2E Morph Ball

Zamus:
+00 Body
+01 FS Eyes
+03 Face(Eyes Half Closed)
+04 Face(Eyes Closed)
+05 Face(Default)
+06 Face(Damage 1)
+07 Face(Damage 2)


Kirby:
+00 Arms/Legs
+01 Body(Mouth Open)
+02 Body(Default)
+03 FS Eyes(Mouth Open Face)
+04 FS Eyes(Default Face)


Fox:
+00 Body
+01 Blaster in Holster
+02 FS Eyes
+04 Face(Eyes Half Closed)
+05 Face(Eyes Closed)
+06 Face(Default)


Pikachu:
+00 Body


Marth:
+00 Body
+01 FS Eyes
+03 Face(Eyes Half Closed)
+04 Face(Eyes Closed)
+05 Face(Default)
+06 Face(Damage 1)
+07 Face(Damage 2)
+15 Sheath
+17 Sword in Sheath
+43 Sword(Blade)
+44 Sword(Hilt)


Mr. Game & Watch
+00 Body
+58 Head
+59 Head(Mouth Open)
+5A Arm(Back)
+5B Hand(Back)
Unfinished


Luigi:
+00 Body
+01 Cap + hair
+02 FS Eyes
+03 Face(Damage)
+04 Face(Default)
+05 Hair(Without Cap)


Diddy Kong:
Not Done


Metaknight:
+00 = Body
+01 = cape
+29 = Sword
+4B = Dimensional Cape
+4C = Wings


Zelda:
+00 Body
+01 FS Eyes
+03 Face(Eyes Half Closed)
+04 Face(Eyes Closed)
+05 Face(Default)
+06 Face(Damage)


Sheik:
+00 Body
+01 FS Eyes


Pit:
+00 = Body
+01 = FS Eyes
+03 = Face(Brows Arched)
+04 = Face(Eyes Half Closed)
+05 = Face(Eyes Closed)
+06 = Face(Default)
+07 = Face(Damage 1)
+08 = Face(Damage 2)
+2D = Shield
+2f = L Hand weapon
+34 = Bracelet 1
+36 = Bracelet 2
+4A = R Hand Weapon
+4C = Dual Edge
+4E = Bow


Falco:
+00 Body
+01 Blaster in Holster
+02 FS Eyes


Pokemon Trainer:
+00 Body


Charzard:
+00 Body
+01 FS Eyes


Squirtle:
+00 Body
+01 FS Eyes


Ivysuar:
+00 Body
+01 FS Eyes


Ike:
+00 Body
+01 FS Eyes
+03 Face(Eyes Half Closed)
+04 Face(Eyes Closed)
+05 Face(Default)
+06 Face(Damage 1)
+07 Face(Damage 2)
+08 Teeth
+47 Sword


Snake:
+00 Body
+01 FS Eyes
+03 Face(Eyes Half Closed)
+04 Face(Eyes Closed)
+05 Face(Default)
+06 Face(Damage 1)
+07 Face(Damage 2)
+08 Face(Shouting)
+09 Teeth


Peach:
+00 Body
+01 Crown
+02 FS Eyes
+03 Skirt
+49 Golf Club
+4A Crown(In Hand)
+4B Frying Pan
+4C Tennis Racket


Yoshi:
+00 Body
+12 Tail Guard
+2E Left Eye
+37 Right Eye


Ganondorf:
+00 Body
+01 FS Eyes
+02 Teeth


Ice Climber:
+00 Body
+01 FS Eyes
+18 Hammer
+1D Hair


Dedede:
+00 Hands + Feet + Head
+01 Body
+02 FS Eyes
+03 Hammer


Wolf:
+00 Body
+01 Blaster
+02 FS Eyes
+03 Face(Eyes Closed)
+04 Face(Eyes Half Closed)
+05 Face(Default)
+06 Face(Damage 1)
+07 Face(Damage 2)


Lucario:
+00 Body
+01 FS Eyes
+03 Face(Eyes Closed)
+04 Face(Eyes Half Closed)
+05 Face(Default)
+06 Face(Damage 1)


Ness:
+00 Body
+01 Head(Burnt)
+02 FS Eyes
+03 Head
+3D Bat


Sonic:
+00 Body
+01 Eyes
+02 FS Eyes
+04 Upper Face(Default)
+05 Lower Face(Half Grinning)
+06 Eyes Closed
+07 Eyes Half Closed
+08 Upper Face(Grinning)
+09 Lower Face(Grinning)
+0A Upper Face(Smirking)
+0B Lower Face(Smirking)
+0C Lower Face(Default)


Bowser:
+00 Body
+01 FS Eyes
+02 Left Horn
+03 Right Horn
+18 Body(While Jumping)
+19 Shell(while Jumping)


Wario:
+00 Body
+01 FS Eyes


Toon Link:
+00 Body
+01 FS Eyes
+18 Sword(Blade)
+1A Sword(Hilt)
+4A Shield
+4D Sheath
+4F Shield(On Back)
+52 Sword(In Sheath)


ROB:
Not Done


Olimar:
Not Done


Capt. Falcon:
+00 Body
+01 ??(FS?)
+2A Shoulder Guard


Jigglypuff:
+00 Body
+01 FS Eyes


Lucas:
+00 Body
+01 FS Eyes
+3B Stick

Heinermann

Fixed the following codes; stupid mistake(load into base address rather than set base address to). Also fixed the char unlock code from writing 1 byte beyond what it was supposed to.

Original Memory region for RSBJ/RSBE by Y.S.
Golden Hammer Modifier (RSBE/RSBJ):
42000000 9017B638
000015B0 000000XX
E0000000 80008000

Reset Character Unlock Data (RSBE/RSBJ):
42000000 9017B638
00000008 00070000
E0000000 80008000

VS Match Modifier (RSBE/RSBJ):
42000000 9017B638
04000290 XXXXXXXX
04000294 YYYYYYYY
04000298 ZZZZZZZZ
E0000000 80008000
X = Time Matches
Y = Stock Matches
Z = Coin Matches

Original Memory Region for RSBP by Link
Golden Hammer Modifier (RSBP):
42000000 90189858
000015B0 000000XX
E0000000 80008000

Reset Character Unlock Data (RSBP):
42000000 90189858
00000008 00070000
E0000000 80008000

VS Match Modifier (RSBP):
42000000 90189858
04000290 XXXXXXXX
04000294 YYYYYYYY
04000298 ZZZZZZZZ
E0000000 80008000
X = Time Matches
Y = Stock Matches
Z = Coin Matches

Crashdance22

Here are a few more values I found for the item swap code:

53: Snake's box
55: Link's bomb
56: Peach's turnip
58: Small onion?
59: Snake's grenade
5B: Toon Link's bomb

And 54 is Diddy Kong's peanut from the code that Dark Lugia posted. So if we weren't able to already, we can finally do some interesting "throwing whatever" hacks.