Super Smash Bros Brawl [RSBP01]

Started by Link, July 26, 2008, 07:35:07 AM

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Link

Okay, guys.. it was ought to happen.. Euro codes, here we come:

Player mods:
All player mods are always a combination of:
[Start line for specific character]
[Code content]
E0000000 80008000 [<-- End line]

Examples follow:

Start lines (ported - original by Y.S.):
P1: 4A000000 9018F140
P2:  4A000000 9018F19C
P3:  4A000000 9018F1F8
P4:  4A000000 9018F254
P5:  4A000000 9018F2B0 (Multi-man and so on)
P6:  4A000000 9018F30C


Content possibilities (copied from Y.S.):
Status modifiers:
100000B3 000000XX
100000B4 000000YY

XX
+01 ?
+02 ?
+04 Invisible
+08 ?
+10 Metal
+20 ?
+40 ?
+80 ?

YY
+01 Reflect
+02 Curry
+04 Flower
+08 Bunny hood
+10 ?
+20 ?
+40 ?
+80 HP


Color Modifier:
1000009D 000000XX

00~05 Normal 6 colors
06~0B Wario's 6 colors
0C Emerald


Character Modifier:
10000098 000000XX

XX
00 Mario
01 Donkey Kong
02 Link
03 Samus
04 Zero Suit Samus
05 Yoshi
06 Kirby
07 Fox
08 Pikachu
09 Luigi
0A Captain Falcon
0B Ness
0C Bowser
0D Peach
0E Zelda
0F Sheik
10 Ice Climbers
11 Popo
12 Nana
13 Marth
14 Mr. Game & Watch
15 Falco
16 Ganondorf
17 Wario
18 Metaknight
19 Pit
1A Pikmin & Olimar
1B Lucas
1C Diddy Kong
1D Charizard
1E Charizard (Trainer Independant)
1F Venasaur
20 Venasaur (Trainer Independant)
21 Squirtle
22 Squirtle (Trainer Independant)
23 Dedede
24 Lucario
25 Ike
26 Robot
27 Jigglypuff
28 Toon Link
29 Wolf
2A Snake
2B Sonic
2C Giga Bowser
2D WarioMan
2E ZakoRed
2F ZakoBlue
30 ZakoYellow
31 ZakoGreen
32 Mario


Dark character:
140000B4 00E81219
Only works with some characters!


Size modifier:
140000D8 XXXXXXXX

XXXXXXXX = Floating point number.. Examples:
1.0 = 3F800000
2.0 = 40000000
4.0 = 40800000
0.5 = 3F000000
0.25 = 3E800000


Gravity modifier:
140000E0 XXXXXXXX

XXXXXXXX = Floating point number


Defense ratio modifier:
140000D0 XXXXXXXX

XXXXXXXX = Floating point number
C0000000 Almost Invincible


Attack Ratio Modifier:
140000CC XXXXXXXX

XXXXXXXX = Floating point number




Typical example:
Player 1 double size and always Zelda:

4A000000 9018F140 [start line for P1]
10000098 0000000E [Zelda]
140000D8 40000000 [double size]
E0000000 80008000 [end line]

And this is how that looks like:




More codes:

Unrestricted pause camera: (original by Y.S.)
040A9424 4E800020
0410B4E0 38800001


Stage Builder Unlimited Objects: (original by pizzaboy)
0551DB7C 00000000

Stage Builder Allow Overlapping: (original by pizzaboy)
01515A78 00000001


Have fun

James0x57



Nuke

thanks for putting these codes back on Link
0xFFFFFFuuuuuuu

Link

Quote from: James0x57;97lol, exact same post? XD

Wrong.. I copied it from arcentral.net where I scrapped the [ b ] [ /b ] parts.. these are still missing ^^

James0x57

lol
WHATEVER LINK! It's the same!

lol ;p


Link

Stage override
046D75AC 3B6000XX

(actually attempted a port from Y.S. just it seems horribly instable so it's a new asm based code)

Stage values taken from kakkoister.net

00 - Battle
01 - BattleField (Battlefield)
02 - Final (Final Destination)
03 - Dolpic (Delfino Plaza)
04 - Mansion (Luigi's Mansion)
05 - MarioPast (Mushroomy Kingdom)
06 - Kart (Mario Circuit)
07 - Donkey (75 m)
08 - Jungle (Rumble Falls)
09 - Pirates (Pirate Ship)
0A - Zelda2 (Bridge of Eldin)
0B - Norfair (Norfair)
0C - Orpheon (Frigate Orpheon)
0D - Crayon (Yoshi's Island)
0E - Halberd (Halberd)
0F - TestHalberd_00
10 - TestHalberd_01
11 - TestHalberd_02
12 - Karby2
13 - Starfox (Lylat Cruise)
14 - Stadium (Pokémon Stadium 2)
15 - Tengan (Spear Pillar)
16 - Fzero (Port Town Aero Dive)
17 - Ice (Summit)
18 - Gw (Flat Zone 2)
19 - Emblem (Castle Siege)
1A - TestEmblem_00
1B - TestEmblem_01
1C - Madein (WarioWare, Inc.)
1D - Earth (Distant Planet)
1E - Palutena (Skyworld)
1F - Famicom (Mario Bros.)
20 - Newpork (New Pork City)
21 - Village (Smashville)
22 - Metalgear (Shadow Moses Island)
23 - Greenhill (Green Hill Zone)
24 - Pictchat (PictoChat)
25 - Plankton (Hanenbow)
26 - ConfigTest
27 - Viewer
28 - Result
29 - DxShrine (Temple)
2A - DxYorster (Yoshi's Island)
2B - DxGarden (Jungle Japes)
2C - DxOnett (Onett)
2D - DxGreens (Green Greens)
2E - DxPStadium (Pokémon Stadium)
2F - DxRCruise (Rainbow Cruise)
30 - DxCorneria (Corneria)
31 - DxBigBlue (Big Blue)
32 - DxZebes (Brinstar)
33 - Oldin
34 - Homerun (Homerun Contest)
35 - Edit (Stages made using the Stage Builder.)
36 - Heal (All-Star Resting Stage)
37 - OnlineTraining
38 - TargetBreak (Break The Targets)
39 - CharaRoll
3A - General
3B - Adventure
3C - Adventure0
3D - Adventure2
3E - AdvMeleeTest
3F - AdvMelee
40 - BattleS
41 - BattleFieldS
42 - Max
43 - Unknown

Linebeck

It's possible to play online in Waiting room stage? I've tried with a friend, he has a PAL Brawl and i've a NTSC-US Brawl.
We used ocarina to override stages but only I saw the Waiting room stage. Then we got disconnected. (My friend is able to play with it offline.)

Can you help me? XD

Hiyoko

Do you have the stage ID's for SSE levels? Someone said he played Subspace Emmisary online. D: And even played the bosses..
DO NOT ADD ME, SEND ME A PM, OR WHATEVER IF IT IS HACKING RELATED. I DO NOT OWN AN USB GECKO, AND I PROBABLY NEVER WILL. THESE QUESTIONS WILL BE IGNORED.

GaryCXJk

Bumping this topic to say that the offsets aren't exactly right, or at least, they could have been placed better.


P1: 4A000000 9018F1D8
P2: 4A000000 9018F234
P3: 4A000000 9018F290
P4: 4A000000 9018F2EC
P5: 4A000000 9018F348
P6: 4A000000 9018F3A4
P7: 4A000000 9018F400


For the rest:


Character modifier:
10000000 000000XX

Color modifier:
10000005 000000XX

Status modifier:
1000001B 000000XX
1000001C 000000YY

Dark character:
1400001C 00E81219

Attack ratio modifier:
14000034 XXXXXXXX

Defense ratio modifier:
14000038 XXXXXXXX

Size modifier:
14000040 XXXXXXXX

Gravity modifier:
14000048 XXXXXXXX


For the rest all is the same.

An added code:


Overlay (Ported by GaryCXJk, original by Heinermann)
1000000A 000000XX

XX:
00 = None
01 = Light
02 = Dark
03 = Dark
04 = Completely black
05 = Cyan
09 = Darker
0A = Dark
0D = Dark

Link

indeed the offsets are a little strangely placed.. though that had a reason.. if you put read breakpoints on the addresses, the way I and the US/JP hackers did it, the game addresses them.. still, your solution is of course totally correct!

Link

Okay.. infinite jumps..

Must be on [Original by Y.S.]
C2837F1C 00000004
807900D8 80A30064
80A50020 80A5000C
A8850002 5484103E
7CA2212E 00000000

P1 infinite jumps [Ported from Y.S.]
48000000 805AB0E0
DE000000 80008180
14000004 00000001
E0000000 80008000

P2 infinite jumps [Ported from Y.S.]
48000000 805AB0E0
DE000000 80008180
14000004 00000001
E0000000 80008000

P3 infinite jumps [Ported from Y.S.]
48000000 805AB0E0
DE000000 80008180
14000004 00000001
E0000000 80008000

P4 infinite jumps [Ported from Y.S.]
48000000 805AB0E0
DE000000 80008180
14000004 00000001
E0000000 80008000

James0x57

Yes! Good stuff!

I tried like hell to hack it myself for NTSC-US but I had to break down and ask YS how he did it. hahaha


Link

personally I took your codes.. and well, I have the US version and simply did it via memory comparisons ^^

James0x57

Good stuff.
I'd post 'em on my site if I didn't have to resort to just porting YS's codes. ;(

Glad I could be the 'B' from 'A' to 'C' though. lol


quadra

finally the infinite jump ive heard about i respect you so much for taking your time to do this, omg crappy thing i have to work now but im trying it tonight thanks if its real