Super Smash Bros Brawl [RSBE01]

Started by hetoan2, April 05, 2009, 10:48:41 AM

Previous topic - Next topic

REDSOXROX

Quote from: gamerpaul611 on June 05, 2009, 05:39:09 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?
You can just use button activated codes as Yoshi52 explained :)

I have a quick question on the music mod, can you add more songs to a stage than it already has and is there a max?
If no one knows I'll just go back up my save and find out on my own.
Red Sox vs. Yankees 4/4/2k10 Season Opener
Red Sox: 9 Yankees: 7 Final!

pichu04

Quote from: REDSOXROX on June 10, 2009, 04:10:13 AM
Quote from: gamerpaul611 on June 05, 2009, 05:39:09 AM
I have a quick question on the music mod, can you add more songs to a stage than it already has and is there a max?
If no one knows I'll just go back up my save and find out on my own.

Nope you cannot.

Yoshi52

Quote from: REDSOXROX on June 10, 2009, 04:10:13 AM
You can just use button activated codes as Yoshi52 explained :)

Yea, but I never saw the codes anywhere, so I don't think any one made them yet, but they should have.

REDSOXROX

Another question, what are the XXXX values and YYYYYY values for in this code:

Spawn Items With Button(s) XXXX (Activator 28YYYYYY) [brkirch]
C298D574 00000004
3D608000 880B5004
2C000001 4082000C
38000002 980B5004
809D08C0 00000000
C2951F3C 0000001A
3FE08000 817F5000
A16B0000 3800XXXX
7C0B5838 7C005800
897F5004 4082008C
2C0B0002 41820038
3FE08095 3D604800
396B0028 917F1FC8
3C006000 901F1F58
901F1F64 901F1F70
901F2030 901F2040
901F2058 39600001
48000064 3FE08095
3D604082 396B0178
917F1FC8 3D604182
380B02B0 901F1F58
380B02A4 901F1F64
380B0298 901F1F70
380B01D8 901F2030
380B01C8 901F2040
380B01B0 901F2058
39600002 48000018
3FE08095 A17F1FC8
2C0B4800 4182FFA8
39600000 3FE08000
997F5004 3FE080AE
60000000 00000000
04005000 80YYYYYY
Doesn't work in certain modes (The Subspace Emissary, and modes that don't have items such as HRC)
Red Sox vs. Yankees 4/4/2k10 Season Opener
Red Sox: 9 Yankees: 7 Final!

Yoshi52

Quote from: REDSOXROX on June 12, 2009, 03:42:33 AM
Another question, what are the XXXX values and YYYYYY values for in this code:

Spawn Items With Button(s) XXXX (Activator 28YYYYYY) [brkirch]
C298D574 00000004
3D608000 880B5004
2C000001 4082000C
38000002 980B5004
809D08C0 00000000
C2951F3C 0000001A
3FE08000 817F5000
A16B0000 3800XXXX
7C0B5838 7C005800
897F5004 4082008C
2C0B0002 41820038
3FE08095 3D604800
396B0028 917F1FC8
3C006000 901F1F58
901F1F64 901F1F70
901F2030 901F2040
901F2058 39600001
48000064 3FE08095
3D604082 396B0178
917F1FC8 3D604182
380B02B0 901F1F58
380B02A4 901F1F64
380B0298 901F1F70
380B01D8 901F2030
380B01C8 901F2040
380B01B0 901F2058
39600002 48000018
3FE08095 A17F1FC8
2C0B4800 4182FFA8
39600000 3FE08000
997F5004 3FE080AE
60000000 00000000
04005000 80YYYYYY
Doesn't work in certain modes (The Subspace Emissary, and modes that don't have items such as HRC)

Uhm.... Seems to be X is the button combo values, and Y is the address for the button activator? If so, that's kind of.... a different way of doing it...

REDSOXROX

Quote from: Yoshi52 on June 12, 2009, 08:50:51 PM
Quote from: REDSOXROX on June 12, 2009, 03:42:33 AM
Another question, what are the XXXX values and YYYYYY values for in this code:

Spawn Items With Button(s) XXXX (Activator 28YYYYYY) [brkirch]
C298D574 00000004
3D608000 880B5004
2C000001 4082000C
38000002 980B5004
809D08C0 00000000
C2951F3C 0000001A
3FE08000 817F5000
A16B0000 3800XXXX
7C0B5838 7C005800
897F5004 4082008C
2C0B0002 41820038
3FE08095 3D604800
396B0028 917F1FC8
3C006000 901F1F58
901F1F64 901F1F70
901F2030 901F2040
901F2058 39600001
48000064 3FE08095
3D604082 396B0178
917F1FC8 3D604182
380B02B0 901F1F58
380B02A4 901F1F64
380B0298 901F1F70
380B01D8 901F2030
380B01C8 901F2040
380B01B0 901F2058
39600002 48000018
3FE08095 A17F1FC8
2C0B4800 4182FFA8
39600000 3FE08000
997F5004 3FE080AE
60000000 00000000
04005000 80YYYYYY
Doesn't work in certain modes (The Subspace Emissary, and modes that don't have items such as HRC)

Uhm.... Seems to be X is the button combo values, and Y is the address for the button activator? If so, that's kind of.... a different way of doing it...
It doesn't seem like that because YYY's line is a RAM-write code line...although it does seem  to say XXXX is for button combo...
Red Sox vs. Yankees 4/4/2k10 Season Opener
Red Sox: 9 Yankees: 7 Final!

gamerpaul611

Could somebody please link or show me the button-activated size mod codes?

KaiserYoshi

QuoteName 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 + 0xFEE0, 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

Could somebody explain this in idiot terms? These instructions make no sense whatsoever to me. :/

JamesRaynor

For Some reason I cannot seem to get textures to load.

http://img218.imageshack.us/img218/8377/halpt.jpg


Can someone tell me what I am doing wrong.

(I use Gecko OS 1.91  and I tried to get to use this texture:  http://stacksmash.cultnet.net/?p=3165 )



(Also, do characters with multiple forms (Like Samus and ZSS) have a single texture file or are they two separate files?)

GirugaMarc

how come super codes desync when both players have the same codes?

Vinylcake

#40
Quote from: KaiserYoshi on June 19, 2009, 11:31:32 PM
QuoteName 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 + 0xFEE0, 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

Could somebody explain this in idiot terms? These instructions make no sense whatsoever to me. :/

Basically, The "Y"s tell what place the name is.  This is basically the order in which the names were added.  So if you wanna edit your name "Meg" go to Data/Records/Group Records/pg. 4 in Brawl's menus to see which number on the list Meg is.  Now remember that number.  Say it's 3rd.  In the equation,  So get Microsoft's Calculator out, View>Scientific, Select Hex on the left.  Do 124*(3-1=2) = 248.  Great.  So for the "Y"s you put 000248.

In brawl you can have up to 5 letters in a name.  Every letter in the name takes up 4 spaces in the code, which is why there are 20 "Z"s (5x4=20).  Say you want to change the name from Meg to John.  Go Here and look up the letters: Capital-J, o, h, and n.  In hex.  4A, 6F, 68, 6E.  Go back to the calculator (still in Hex mode) and add FEE0 to those values.  You get FF2A, FF4F, FF48, and FF4E.

K.  Now we have what we need, so time to fill in the code.  For the Z block, fill the letters in order.  Since there's space for a fifth letter that we don't use in the name John, just fill it with 0000.  :D  So we should have:

4A000000 90172E20
16000248 0000000A
FF2AFF4F FF48FF4E
0000
0000 00000000
E0000000 80008000

I hope that's clear enough!  :D  Best of luck.



Quote from: gamerpaul611 on June 18, 2009, 02:10:50 AM
Could somebody please link or show me the button-activated size mod codes?
http://wiird.l0nk.org/forum/index.php/topic,257.msg6071.html#msg6071
I just applied this last night for the first time.

Vinylcake

#41
Your textures are not named correctly.  They should all follow a similar naming format.  This is because the textures replace the in-game textures for colors.  Hence why Pikachu can only really have 4 textures, since he only has 4 colors total (-emerald).

Download this archive and extract it where the textures folder goes (you have the folder names correct).  That is what the folder for each fighter should be named and also what their PCS (and PAC) files should be named.  Note that the 00 means the default color.  01, 02, 03 and so on go through the rest of the colors.  This text file displays the characters' colors and their corresponding numbers.

Take the PCSs that you have downloaded already, rename them with what's already in those folders, and replace those defaults with the textures you want.  So you'd have stuff like "FitLink00.pcs" and "FitLink01.pcs" to replace his green and red costumes with whatever you'd like.  :D  Once in Brawl, just select the costume color you used and your texture should load instead.  (I usually just do defaults since that's easier.  xD)  Have fun!

Note that I did have a problem using vA of the code even with the correct file names.  If you happen to have trouble after fixing your filenames, perhaps try using vB of the code and moving the "fighters" folder to the root of your SD card.

Edit:  Also, you should've just posted in the main SSBB USA Support thread, dude.  :/

Yoshi52

Quote from: Vinylcake on June 25, 2009, 08:51:32 AM
http://wiird.l0nk.org/forum/index.php/topic,257.msg6071.html#msg6071
I just applied this last night for the first time.

That's not the one he's looking for, I can tell. The one he needs is the one to re-apply the size during the match. It would be one that's similar to the "Giga-lypuff Glitch" in which the scale is 1.0, but the visual size is around 8.0, y'know?

Someone did make a code for it, though, but it only worked for Jigglypuff. If someone could make that code to work for all characters and we can figure out the format of the size value(probably floating point) we could easily make it to work to fix the resizing the Victory Poses use.

This is that code:
QuoteAll Player Giga-lypuff:
80000000 90180FB8
80000001 81000000
80000002 804DE4B0
60000006 00000000
4A001000 00000000
92010003 00000000
4A001002 00000000
92110004 00000000
20001814 00000027
4A001001 00000000
20001818 00000081
14282CC0 41800000
20001819 00000082
14282CC0 3F800000
E200000F 00000000
80100000 0000005C
80100001 00052000
80100002 00000008
62000000 00000000
E0000000 80008000
-can change you're size anytime in battle with D <- or D ->.
-each player is only affected by the controller they're plugged into.
-works for all players

Can anyone make it work for all players and tell us if the size value is in Floating Point?

Vinylcake

Replace the 41800000 in the 12th line for the size you want in floating point.  The rest of that requires actual hacking.  :D

Dimentio

Can anyone make a code so that Mr. Game and Watch's "Judge" move is always a 9?

Also, how about a code where the Items are always CDs?

Thank you,
Dimentio