Super Smash Bros Brawl [RSBE01]

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

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Cooler 101

Quote from: teconmoon on February 01, 2009, 06:23:26 PM
I have a question.

I like the Results Screen stage, but how can I get the background to load with the stage?

Play on Results Screen *Select Random*
4A000000 81000000
3253CDDC 01010101
305E25C4 00000036
145E25DC FFFFFFFF
E2000001 00000000
305E25DC FFFFFFFF
145E25D8 00000028
E2000002 80008000

When I use this code, there is only black in the background. While this is cool, it's not what I had in mind.

Thanks
The Real Result Screen [Jose Gallardo]
284F7880 00004000
CC000000 00000000
4A000000 8077F780
D2000000 00000004
2C030000 41820010
2C1C010C 40820008
3B80010F 60000000
939E0038 00000000
E0000000 80008000
4A000000 81000000
3253CDDC 01010101
305E25C4 00000036
145E25DC FFFFFFFF
E2000001 00000000
305E25DC FFFFFFFF
145E25D8 00000028
E2000002 80008000

Victory poses can be used anywhere, with no freezing at the end of a match. If you select random as a stage (custom stages don't count), you will get a regular Black Result stage. Press Taunt and you will do a victory pose that will bring you to the REAL RESULT SCREEN. Battle there and have fun!

***Things to Note***
1)Do NOT end a match while in your Victory Pose if you are not at the result stage (black or real).

2)You cannot move after doing a victory pose. Have someone else hit you, or use the Generalized Super Code to move after Posing.

teconmoon

So for whatever reason, Nintendo decided to have the background only load when someone does a victory pose?

Alright, thanks for the code.

tony

Unlock all Characters [eric]
42000000 90000000
0417B640 FFFFFFFF
0417B644 FFFFFFFF

Unlock all Stages [eric]
42000000 90000000
0417B658 FFFFFFFF

when I put this in code manager it sees no code.

Oh and by the way, I have tried both versions below and neither code shows in code manager to be selected. What am I doing wrong? Could someone fix this so I can export to .gct and unlock the characters and stages please.


RSBE01
unlock all
Code:
42000000 90000000
0417B640 FFFFFFFF
0417B644 FFFFFFFF
E2000001 80008000

and

RSBE01
unlock all
Code:
42000000 90000000
0417B640 FFFFFFFF
0417B644 FFFFFFFF
E0000000 80008000



TNTkryzt

The correct format should be;

RSBE01
Super Smash Bros. Brawl

Unlock all Characters [eric]
42000000 90000000
0417B640 FFFFFFFF
0417B644 FFFFFFFF
E0000000 80008000

tony

Quote from: TNTkryzt on February 02, 2009, 11:33:57 PM
The correct format should be;

RSBE01
Super Smash Bros. Brawl

Unlock all Characters [eric]
42000000 90000000
0417B640 FFFFFFFF
0417B644 FFFFFFFF
E0000000 80008000



Okay, now I have both the ..txt and .gct files for the stages and characters. So, are there any instructions for use or do both, the stages and the characters, unlock automaticly when I begin gameplay through Gecko entry?  Thanks for the help, much appeciated.

Jumpi95

Were do Code requests go?    -.-

ssbbdude57

last time i checked it was in the o god what was it called o yea! code suggestions

tony

TO:  TNTkryzt

all unlocked, stages and characters, you have just made a my kid very happy, thanks Bud

Cooler 101

Mr. Game & Watch Side B = 9 [Y.S.] UNTESTED
80000000 80623320
60000003 00000000
4A001000 00000000
3000002C 00000014
58010000 00000004
DE000000 80008180
58010000 00000060
340000D8 81000000
58010000 000000D8
58010000 00000070
58010000 00000030
58010000 00000458
58010000 00000000
58010000 0000000C
140000E8 3B600008
E2000003 00000000
80100000 00000244
62000000 00000000
E0000000 80008000

This code works great :D

Shadowtroop

I NEED Classic controller input IDs :mad:.

And how do I use it with this code?
QuoteTeleportation [Igglyboo]
C2912EF0 0000000A
C0190060 9421FF80
BC410008 3DC0805B
61CEA488 81CE0000
2C0E0068 40820024
3DC08062 61CE1270
7C0EC800 40820014
3DC08052 61CE0000
D00E0010 D02E0014
B8410008 38210080
60000000 00000000
82200004 80520010
82200005 80520014
205BA488 00000064
80000000 80623320
80000001 00000000
60000006 00000000
60000003 00000001
4A001000 00000000
4A101001 00000000
36000000 00000032
58010000 00000004
DE000000 80008180
58010000 00000060
DE000000 80008180
58010000 00000018
94210005 0000000C
94210004 00000010
80100001 00000008
62000000 00000001
E200000F 00000000
80000001 00000000
80100000 00000000
62000000 00000000
E0000000 80008000

R+L+Up(Dpad) To save coordinates
R+L+Down(Dpad) To teleport to coordinates
To change the teleport command change this line
205BA488 00000064
Do not change the coordinate saving command

Please help me... :fire:

Austin

acording to the note at the bottom you cant change the save command. but you can the teleport command. but then youd have to use the GC to save it and the classic to teleport

[spoiler][/spoiler]

Yoshi52


Infinite Diddy's Final Smash [Jassim]
284DE4B0 FFBF0040
01268D5B 00000046
012BAD5B 00000046
0130CD5B 00000046
0135ED5B 00000046

Infinite Falco's Final Smash [Jassim]
284DE4B0 FFBF0040
012753AF 00000088
012C73AF 00000088
013193AF 00000088
0136B3AF 00000088

Infinite Fox's Final Smash [Jassim]
284DE4B0 FFBF0040
0127571B 0000005A
012C771B 0000005A
0131971B 0000005A
0136B71B 0000005A

Infinite Wolf's Final Smash [Jassim]
284DE4B0 FFBF0040
01275713 0000005A
012C7713 0000005A
01319713 0000005A
0136B713 0000005A

Infinite G&W's Final Smash [Jassim]
284DE4B0 FFBF0040
01274BC5 0000003D
012C6BC5 0000003D
01318BC5 0000003D
0136ABC5 0000003D

Infinite Luigi's Final Smash [Jassim]
01283A9B 0000000A
012D5A9B 0000000A
01327A9B 0000000A
01379A9B 0000000A

These Final Smash codes are quite buggy... Well, Luigi's Final Smash is perfect, actually, but it only stays on when I hold L, and that's a bit of a bother, since L is used for shielding... But, the others are buggy. Diddy's Final Smash, when used with spunit's codes listed further down of this post, seemed to have froze a lot when used on stages that have active events. But, it didn't freeze when used on a Custom Stage... When I took spunit's codes off, his Final Smash on Norfair didn't freeze.

G&W's Final Smash is very Buggy indeed... It freezes when I'm holding L and am in the air simultaneously. It also froze a couple times when I use an attack.

Falco's Final Smash seems to freeze when I fired mah lazor! But, no really, it froze when using the blaster. But, when I tried letting a computer test it out, it froze when he turned around.

Fox's Final Smash never froze on me. I've only tried once or twice, but it never froze. But, it would still be good to go through some more testing with this one, just to be safe...

Wolf's Final Smash didn't freeze at all in training mode, on stages Wario Ware and Spear Pillar. But, when I tried watching a CPU match on Delfino Plaza, and giving Wolf infinite Final Smash, the game froze when he fired his blaster. Not sure if it's the stage or not, but it froze...

And finally, the game froze when I tried to reset a match while Toon Link had a Final Smash loaded. I didn't try resetting again because I didn't want to have to go through starting the game all over again.


Pirate Ship Water Level[spunit262]
0554958C YYYYYYYY

Death Boundaries Modifier[spunit262]
0492CF10 60000000
48000000 80B8A428
DE000000 80008180
16000058 00000010
LLLLLLLL RRRRRRRR
TTTTTTTT VVVVVVVV
E0000000 80008000

Pirate Ship Water Level code freezes on certain other stages, like Wario Ware's "Sidestep" minigame. It also seems to lag large scale stages, like Temple, Delfino Plaza, New Pork City(Not as much as others, though), etc. When the game lags, it removes visual data to free up space, so characters can't be seen when that happens.
The Death Boundaries Modifier seems to work OK. Not sure what would happen if I put the values to max, though... ;)

KaiserYoshi

Cam someone help me with this code:

Name Changer [spunit262]
4A000000 90172E20
16YYYYYY 0000000A
ZZZZZZZZ ZZZZZZZZ
ZZZZ0000 00000000
E0000000 80008000
Each character is 2 bytes (4 hex digits), the encoding use is basically
the ASCII value + 0xFFE0, except that "space" is 3000.
Y is 0x0124*(name_number-1). The best way to determine the name_number is
at Data/Records/Group Records/pg. 4


What exactly does "ASCII value + 0xFFE0" mean? I know how to get the ASCII values for any given character (charmap.exe). Also, is the first name on that list 0 or 1? The name I want to change is sixth down on the list, so is the number 5 or 6?

Ntsc

Quote from: KaiserYoshi on February 07, 2009, 11:44:42 PM
What exactly does "ASCII value + 0xFFE0" mean? I know how to get the ASCII values for any given character (charmap.exe). Also, is the first name on that list 0 or 1? The name I want to change is sixth down on the list, so is the number 5 or 6?

It means the characters are actually UTF-16 (at least I think thats it). By adding 0xFFE0 you are converting the character into UTF-16. The reason it is UTF is so it can hold non-ASCII characters. Each character is represented by 16 bits or 2 bytes (aka a WORD).

ASCII how characters are stored as a value.  http://www.asciitable.com/ You might be able to use charmap for odd characters but I don't remember if it notes the ASCII value of each character.

KaiserYoshi

Quote from: Ntsc on February 09, 2009, 06:27:23 AM
Quote from: KaiserYoshi on February 07, 2009, 11:44:42 PM
What exactly does "ASCII value + 0xFFE0" mean? I know how to get the ASCII values for any given character (charmap.exe). Also, is the first name on that list 0 or 1? The name I want to change is sixth down on the list, so is the number 5 or 6?

It means the characters are actually UTF-16 (at least I think thats it). By adding 0xFFE0 you are converting the character into UTF-16. The reason it is UTF is so it can hold non-ASCII characters. Each character is represented by 16 bits or 2 bytes (aka a WORD).

ASCII how characters are stored as a value.  http://www.asciitable.com/ You might be able to use charmap for odd characters but I don't remember if it notes the ASCII value of each character.

Charmap gives what I think is the UTF-16 value at the bottom of the window (ex. A is 0041). Is that right?

And do I start counting the names at 0 or 1?