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Author Topic: Super Smash Bros Brawl [RSBE01]  (Read 67361 times)
masterwriter42
Not the Radioactive Mongoose of Darkness
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« Reply #15 on: May 09, 2009, 03:57:21 PM »

Hi,

I can't seem to get any of the following codes to work, and I've tried them with both the most recent version of Gecko and with Ocarina:

cracker launcher inf [Jassim]
Ray gun has infinite shots [Jassim]
Ness' PK thunder lasts forever until it hits someone/something [Jassim]
Lucas' PK thunder (etc., as above)
Taunt enables final smash

The last of which was one I was really looking forward to trying out. I'm not sure why none of these work, but most of the other codes on this site do. I've tried them in different sets of other codes or by themselves, and nothing happens. I think one of them might actually make the game freeze.

I've also removed some from my list because they didn't work, and I can't remember which ones. Also, I love the "Ultimate Final Godly Omegaman", but I've had lots of issues with it. First and foremost, it seems to be immune to the "Super codes don't work in Wifi or SSE" code. Also, does it technically qualify as an 'ultimate' power up, if it means you'll fly off the screen whenever you hit someone who's using the shield? I of course by 'shield' I refer specifically to the bubble one everyone has, not a special technique shield like Pit has. Lol, Superman's weakness is kryptonite, but Omegaman's arch nemesis is anyone who can duck and cover. But maybe it's intentional, for there to be a chink in the ultimate armor. I'd like to see a version that excludes the metal look, though. If it's important to the features, then maybe an added effect that makes it look like it's not metal? Also, I found that Ness' downwards special (blue PK Shield), sends anyone and any container flying off the screen.
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Heads Up: Always double check, when you're buying a game with multiple versions, that the disk is the version you want to buy. I've ended up with the wrong disk more than once.
Aeolus
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« Reply #16 on: May 15, 2009, 01:38:19 PM »

Quote
Aggressive AT's and Pokeballs: (Phantom Wings)(untested)
4A000000 8077F780
D2000000 00000008
2C000002 40820030
2C120000 40820010  <-  Assist Trophy
2C1C0003 40820008
3B800005 60000000
2C12002A 40820010  <- Pokeball
2C1C0003 40820008
3B800005 60000000
939E0038 00000000
E0000000 80008000

Think I could get someone to break this code down for me? I've tried inserting other item values into the places of the Pokeball and Assist Trophy... it works for making some items aggressive, but not others...


For example:

[Credit still to Phantom Wings]
4A000000 8077F780
D2000000 00000008
2C000002 40820030
2C120009 40820010 <- Capsule
2C1C0003 40820008
3B800005 60000000
2C120006 40820010 <- Bob-omb
2C1C0003 40820008
3B800005 60000000
939E0038 00000000
E0000000 80008000

The Capsules explode/release item on contact with the ground or a player, but the bob-ombs just spawn normally.. I'd like to try and change an item's status to thrown or dropped [in case there's a difference] upon creation. I'm assuming it's some other value used here since an Assist Trophy isn't actually thrown, and it only works with some items... and I can't seem to fashion the code to accept more than two items at a time without crashing on boot

I'm not an experienced hacker by any means [as I'm sure I've made apparent], but I might can absorb some if it can be explained.. The end code I'm looking morph out of this would make all of the following items spawn as hostile to all players. [I've explained how a few items may react to being thrown, since they may seem to not be working... though it may have been unneccessary]

Code:
00 Assist Trophy
02 Banana Peel
03 Barrel           <- might just land on its side instead of breaking, but should be hostile if touched
04 Beam Sword
06 Bob-Omb
07 Crate
08 Bumper <- after test with curry, I think these are going to fall and activate upon hitting the ground.. unless someone gets in the way as they fall.
09 Capsule
0A Rolling Crate <- I don't think this would break if the code works... just hit whoever is in the way and land.
0C Sticky Bomb
0D Cracker Launcher
12 Deku Nut
13 Mr. Saturn
18 Fire Flower
1A Freezie
1C Green Shell <- not really sure what this one would do if anything, since it has no horizontal velocity when it spawns
1F Fan
21 Homerun Bat
22 Party Ball
28 Hot Head
29 Pitfall
2A Pokeball
2B Explosive Box <- I don't expect it to explode, just to hit whoever is under it
2C Ray Gun
2E Lipstick
34 Motion-Sensor Bomb
35 Timer <- like the shell, I'm not even sure if this one would be compatible XD
36 Smart Bomb
38 Smoke Screen
39 Spring
3A Star Rod
3D Superscope
41 Team Healer <- in case this one causes bugs, it can be dropped without much loss
43 Unira
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supermariorick
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« Reply #17 on: May 16, 2009, 03:32:50 AM »

hi, is there some code to not receive any damage(0%)?
Yes, it is called a damage modifier Smiley

Player 1 Invincible Smiley [(No clue who to give credit to for Defense Ratio Modifier, but NOT my work at all)]
4A000000 90180F20
140000C8 FF800000
E0000000 80008000

Value set so that no damage is received, and none or very little knockback.
Enjoy Smiley
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mkarim85
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« Reply #18 on: May 16, 2009, 05:20:11 PM »

thanks!!! Grin
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PMXD
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« Reply #19 on: May 17, 2009, 07:13:53 PM »

Anyone care helping me figure out how to get activators to work with button combos?
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Aeolus
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« Reply #20 on: May 17, 2009, 08:14:38 PM »

PMXD: Just add the different values together, and remember to count in hex.. your computer should have a calculator that can work in hex. If you give specific examples of what you want to combine, I or someone else could probably just add them for you.
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TwilightErik
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« Reply #21 on: May 17, 2009, 10:06:33 PM »

With the Dynamic SD Loader for Brawl Textures is it possible to modify the music in the game just like the textures how about adding custom music can this be possible to do?
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ssbbdude
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degie_999@hotmail.co.uk
« Reply #22 on: May 17, 2009, 10:38:55 PM »

it's been done You have to add it to the iso i think
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TwilightErik
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« Reply #23 on: May 18, 2009, 12:56:46 AM »

it's been done You have to add it to the iso i think
Well the thing is I rather not waste any discs why waste discs when you can put them on an SD card to load off of it would be easier. You can get Character textures to work why not music.
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Deku
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« Reply #24 on: May 21, 2009, 07:03:50 PM »

Because the music is streamed from the disc.
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shadowofchaos
Random Generic Masochist
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見つけるといいね・・・


« Reply #25 on: May 23, 2009, 07:04:13 AM »

Because the music is streamed from the disc.

Just wait probably... it's a highly demanded feature people are waiting on... it's only been a little over a year since Brawl came out... and look...

Patience is the key...

Anyone care helping me figure out how to get activators to work with button combos?

I'm REALLY thinking about making a video tutorial... some people on another forum keep asking me how I use those to change the Wifi Music Mod by FMK each match...
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gamerpaul611
The Uprising One
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Just remember- be smart about hacking!


« Reply #26 on: May 24, 2009, 11:29:58 PM »

Hey, when using the "Taunt to do Victory Poses" code, if I have a size modifier code, whenever I taunt it makes my character revert to normal size. Any way to prevent this?
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Yoshi52
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Amateur at Hacking


« Reply #27 on: May 25, 2009, 12:05:18 AM »

Hey, when using the "Taunt to do Victory Poses" code, if I have a size modifier code, whenever I taunt it makes my character revert to normal size. Any way to prevent this?

I believe you could fix it by assigning a button activator to a Visual Size Modifier(Changes the character's visual size, but doesn't actually change the physical size. Like how the Giga-lypuff glitch works) code with the same value as the normal size modifier's value and pressing that button combo after a Victory Pose is done. Though, I don't think it would work during the Victory Pose, as the Victory Pose seems to force it to a specific visual size. l dunno if it constantly forces it or just forces it at the start of the Victory Pose. Also, I don't think anyone actually made a Visual Size Modifier, but they should have.
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thrillakilla
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« Reply #28 on: May 27, 2009, 09:00:46 PM »

Is there a code for Super Smash Bros. Brawl that uses the wiimote and nunchuck remote to modify stages on WiFi (stages like online practice stage, target).

I've been using my GC controller to modify them, but it broke recently and I only had 1, so I have to use my wiimote and nunchuck now, until my GC controller I ordered online, arrives.

All the stage modifying codes use buttons on the GC controller like L,R, etc. I didn't come across one that uses the wiimote and nunchuck buttons. So is there one???
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gamerpaul611
The Uprising One
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« Reply #29 on: June 05, 2009, 04:39:09 AM »

I'm still having problems.

Is there a way to make character's retain any size modifiers they had when using the "Taunt for Victory Poses" code? phantomwings, hetoan2, igglyboo?
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