Super Smash Bros Brawl [RSBE01]

Started by Warchamp7, August 05, 2008, 10:16:31 PM

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Crashdance22

Quote from: Warchamp7 on November 01, 2008, 03:50:38 PM
Just a note about Training though, it's limited to 8 items on screen, no matter what

Has someone looked into this? And what's this have to do with items don't disappear?

Warchamp7

Quote from: Igglyboo on November 01, 2008, 10:58:11 PM
in the air or on the ground

In the air and ground for Down B

On the ground for Up B

Up B in the air appears unmodified

Quote from: Igglyboo on November 02, 2008, 03:44:32 AM
Well here is my second super code, once again, PLEASE tell me if there are any bugs in this code.

Features
Improved farming, pick turnips in the blink of an eye!
Faster over b(butt attack?)
Faster up b(umbrella)
Faster B(toad)
Faster Over A (golf club,tennis racket, etc.)

Super codes should only affect B moves. Going outside of B moves is intruding on Amazing Code territory :P

Austin

#1622
ooooooooooooohhhhhhh...
so amazing codes affect all other moves???

... i new THAT :P

[spoiler][/spoiler]

Igglyboo

Have you seen super ike, made by phantom wings who started the super codes?
kthxbai

Austin


[spoiler][/spoiler]

Igglyboo

....
amazing codes are just something that power marshall started, their is not norm for super codes

Austin

wait what?so what do they do exactly?

[spoiler][/spoiler]

leeharris100

No idea if someone has an easy way to do this (I would think so considering all of the super codes!), but does someone have a hack so that your running momentum carries over to your jumping momentum? For example, in Melee if you walked and jumped your distance you travel would be short. If you ran and jumped, you'd go much further. In Brawl, your jumps are the same distance if you stand still, walk, or run.

It would be amazing if someone could create a code to make running jumps go (twice-ish?) further!

GaryCXJk

#1628
For the tweaked stage, it's quite easy, really.

First, one must know the offsets of each texture, relative to the address of the start of the actual stage data. Here are most of the ones I used:

000A4260 - Background
002080E0 - Ladder

Actually, those are the only ones I'm sure of. These are three others I'm not sure of. You'll have to test them, with the regular blocks:

0013B1E0
00150260
0015AAA0

Now the files themselves can't be bigger than 64 kB without overwriting any data, but it appears that stages over 10 kB don't work at all anyway. But since you would only want to use simple colours, it's not that big a deal.

Anyway, here are the instructions on how to create your own stages with custom textures. The tools I'll post at the end.

The tools I used were Isaac356's crypter tools, a CRC32 calculator and DeLZSS.

First, decrypt the stage using Isaac356's decrypter. You will get a decrypted stage. If it's a hacked stage, chances are it's already DeLZSS'd, otherwise, you'll have to decompress it.

But in order to do that, you will need to first temporarily strip the first sixteen bytes. Then, use DeLZSS on the stripped file. Afterwards, re-add the sixteen bytes.

Now it's time to get working. First of all, to prepare for recompilation, change the four bytes at 0x10 to D8D75498. We'll leave it at that. Next thing we should do is go to the address where you can find the string "ED01". Then go eight bytes further. These four bytes are the offset where the JPEG data is, starting at the "ED01" part. The four bytes after define the length of the JPEG data.

What you'll need to do is go to the end of the file. This can be done by adding the two values to each other (the offset and the length of the JPEG data), and go that much bytes forward from the "ED01" part. Now, if you want you could pad zeroes, so that you get a round address number, but you will have to change the JPEG data length accordingly.

Now, at this point, you must add the following:

0x00 - 4 - TLD0
0x04 - 4 - The amount of textures to be replaced (not the amount of textures included)
0x08 - 8 - Zeroes
-- For each texture to be replaced --
0x00 - 4 - Offset of the TEX0 block, starting from "TLD0"
0x04 - 4 - Offset of the texture to be replaced (as defined above)

For TEX0 files, I've included a base TEX0 file. The only things you'll have to know are:

0x04 - 4 - Size of TEX0 block
0x1C - 2 - Width
0x1E - 2 - Height
0x20 - 2 - Texture type
0x40 - - - Texture data

In this case, the texture type is 4. All you have to know is that the texture is stored as RGB565, which means that color is stored in 16 bits, five bits for red, six bits for green and five bits for blue (rrrrrggg gggbbbbb). So if you would want a completely red background, you would have to encode it as F800 (11111000 00000000), a completely green as 07E0 (00000111 11100000) and a completely blue as 001F (00000000 00011111).

After you're complete, you can finish the stage file. First, however, you'll have to check if the total file length can be divided by 16. Next you'll have to change both 0x18 and 0x1C to the total file length, minus 0x20. Finally, change the four bytes after "ED01" into the previous value (total file length - 0x20) minus 0x34. Save the file, and run the CheckCRC on the stage. Now, look at the value you got, and put that value at 0x10 of the stage file. You're done now, all you need to do is encrypt the file.

You can use the st_fhqwhgads.bin as a reference. I've included the decrypted file in the tools.

http://www.multiverseworks.com/stagetools.rar

Also, to make sure you got the most recent fixed code for PAL:

4A000000 9018F128
38000032 FF000035
48000000 8065AE4C
DE000000 80008180
58010000 00000008
DE000000 80008180
58010000 000000B0
DE000000 90009380
90010000 00000000
80000001 90179760
82200002 90179768
88000001 00000002
82200002 9017976C
88000001 00000002
4A001001 00000000
DE000000 90009380
30000000 544C4430
80000003 00000000
4A100000 00000010
DE000000 90009380
60000000 00000000
90010007 00000000
92210004 00000004
86400004 0000FFFF
88000004 00000003
86400004 0000FFFF
4A001001 00000008
94210004 00000000
34000000 00000000
4A001007 00000000
92210005 00000000
88000005 00000001
92210006 00000004
88000006 00000000
4A001005 00000006
92110008 00000000
4E000000 00000000
4A100000 00000010
94110008 00000001
8A000056 00000000
4A001007 00000008
64000000 00000000
E0000000 80008000


Here are the instructions to port it to your own version:


4A000000 9018F128
38000032 FF000035

This sets the pointer to the match data, used in the match settings code, the stage modifier and the pokémon / Assist Trophy switchers. You can just replace it with the same address of your own region. The check just looks if the 16bit value at po+address is 0035, with the biggest two bytes being set to zero.


48000000 8065AE4C
DE000000 80008180
58010000 00000008
DE000000 80008180
58010000 000000B0
DE000000 90009380

It first goes to the address specified in the pointer at location 8065AE4C. Then it reads the address at 8 bytes from [8065AE4C] and goes to that location. Last, it goes to the address specified in [[8065AE4C]+08]+B0.

However, for your region, it might be something else. To find the correct address, go to the MEM2 memory block and search for the PAC file. In my case, just searching for the string "PAC" starting at the address 93000000 will work. The proper address of the PAC file is the string PAC with, 16 bytes after, just a "2", maybe 2.pac, I forgot. However, if you supply me with a full memory dump of MEM2 and MEM1 while playing in a stage builder stage, I'll port the code for your region.


80000001 90179760
82200002 90179768
88000001 00000002
82200002 9017976C
88000001 00000002
4A001001 00000000
DE000000 90009380

The address of the stage builder file is fixed. In my case it's at this address (90179760). Just look for ED0 when running a stage, and make sure it's in the 90100000 - 90200000 range, or at least fairly close to that address. Strictly speaking the stage block starts earlier, but we don't really need the comment block.

Anyway, I hope I gave enough information.

By the way, this might be the last time I am giving you this opportunity. I'm sick and tired to hear people wanting to have this code ported while doing crap on actually getting it to happen.

Jose_Gallardo

#1629
Quote from: Austin on November 04, 2008, 05:59:04 AM
Heres a code that replaces what charactor you get if you coose random 'Random' Modifyer [made by Austin]
80000000 90180B48
80000001 90180BF8
60000003 00000000
4A001000 00000000
38000002 00FF2900
4A001001 00000000
10000000 000000XX
E0000000 80008000

Someone please tell me the difference between this code, and the regular character modifiers. Same darn effect, if you ask me.
And if its limited to only the RANDOM option, then I think its pretty useless (no offense).

shutupthe3rd

Igglyboo...

That "Godly Marth" code you made in the other thread has a very Major flaw: The range on all of his A moves (except for his Dair and his Smashes) gets drastically nerfed. Is there any way you could fix that?
no u

Jassim

ok ill just ask again since people arent understanding what im asking for, and no plz dont tell me to look in the code thread because as i said earlier the guy who posted it said he changed the code which he shouldntve done.

plz, all i need is the FULL ssbm air dodge with multiple dodges code coz its been released, its been given but the person who has just isnt posting the full code and i dont know why

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



Austin

Quote from: Jose_Gallardo on November 04, 2008, 12:04:04 PM
Quote from: Austin on November 04, 2008, 05:59:04 AM
Heres a code that replaces what charactor you get if you coose random 'Random' Modifyer [made by Austin]
80000000 90180B48
80000001 90180BF8
60000003 00000000
4A001000 00000000
38000002 00FF2900
4A001001 00000000
10000000 000000XX
E0000000 80008000

Someone please tell me the difference between this code, and the regular character modifiers. Same darn effect, if you ask me.
And if its limited to only the RANDOM option, then I think its pretty useless (no offense).
no its not just limited to the 'random' option. and the difference is that your not forced to be the same charactor every time instead of picking 'random' pick the charactor you want and the code is dissabled...intill you pick 'random' again. if youd like, i could change it so it works with any charactor you want on the selection screen...

[spoiler][/spoiler]

Cooler 101

Quote from: jassim on November 04, 2008, 06:27:16 PM
ok ill just ask again since people arent understanding what im asking for, and no plz dont tell me to look in the code thread because as i said earlier the guy who posted it said he changed the code which he shouldntve done.

plz, all i need is the FULL ssbm air dodge with multiple dodges code coz its been released, its been given but the person who has just isnt posting the full code and i dont know why
I guess you didn't pay attention to the first time I answered you. I posted the full code a couple pages back. =\

Jumpi95

Hey guys, does that "Random" Character modifier code work on wifi?
If it does, then I would get rid of that code as soon as posible.