[N64] Super Smash Bros [NALE]

Started by rikana, May 04, 2010, 07:02:24 PM

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retroben

#30
To make sure everyone sees that I just fixed my auto cancel port.

:cool:

Auto Cancel (Hyrule,VS)
053880AC 8013F660
The values
F660=air attacks
E070=ground attacks (freezes when out of stage boundaries)

Edit:I got some codes for someone to test.

Link Ocarina Taunt
032439AA2 0000019B
Ocarina is invisible.
019C=Intro Karate Kick
[original creator unknown]

Pikachu Pokeball Taunt
03249272 000001E3
Pokeball is invisible.
01E4=Intro Karate Kick
[original creator unknown]
@GMO:I noticed these following codes below are not in the database yet for some reason.

No Hit Delay
0120E9C0 00000001
Every part of an attack is inflicted (e.g Mario's Down-B)
[original code by Smasherx74 of SmashBoards]

Unlimited Lives P1 (VS)
011C94F3 00000062
Gives you 99 Lives as the limit is the same.
NALJ port,submit to database please.

Saffron City Pokemon are Crazy
05255BCC 01000001
NALJ port,submit to database please.

0% P1 real (VS,Hyrule)
033876FF 00000000
Percentage will stay at last attacks number but still actually is physically 0.
[original code by Kamek]

999% P2 real (VS,Hyrule)
0338824F 000003E7
Hit P2 to see the real percentage.
[original code by Kamek]

Giant Shield P1 (VS)
01387707 000000FF
[original code by viper187]

lava stays low on Samus' stage [retroben]
05255BC4 00000003
[original by CosmicMuffinMan]

Level Is... (single player)
011C92A7 000000xx
The XX values
00 - Link on Hyrule (first in single player)
... - All values in between just go in the order of the stages
0D - Master Hand Battle
0E - Luigi Unlock Level
0F - Ness Unlock Level
10 - Jigglypuff Unlock Level
11 - Captain Falcon Unlock Level
[NALJ port,submit to database please.]

Level Select (training)
011C929F 000000xx
09= kirby beta level
Eight and below are normally selectable levels,and the other values above 9 crash the game,select the reset option after starting a level to load the addressed level.
[NALJ port,submit to database please.]

Randomly more powerful attacks (all players/modes except training)
0120962D 00000001
Sometimes you can get an excess of over 200% damage (DK's Wind-up Punch).
Use with Hit Anywhere and P1 Invincible to be Godly.
[I made this one modifying another code so this should be submitted to the database please].
I can calculate/port N64 Gameshark codes to VC especially when I have two codes that match within each version.

Skiller

Quote from: Sharkbyte on August 04, 2011, 11:41:19 PM
Quote from: Skiller on August 01, 2011, 06:58:55 AM
Quote from: Sharkbyte on August 01, 2011, 04:39:38 AM
This is an n64 asm code and will never work as a port. n64 asm codes must be rehacked to be accomplished.

Na Unless its rebuilt for Wii ASM .. all standerd ASM is still in the game from the orignal game its just sent threw an emulator thats built into the Wii.. so in the end all u would have to do is find the game being emulated Asm section in the Ram of the Wii and u can hack that asm.. this has been known for along time also i think dcx2 put a guide out how to backtrack your emulated asm back to the actual ASM of the game ..
I don't know why GMO gave a thank you for this post. Basically you both are saying I am wrong. And I *was* wrong. This is what I noticed... I converted some n64 codes and looked in my GS Pro at the memory viewer to view it and then looked at the wii version they all matched up. All the values and everything were the same... So I changed it in real time in the GS Pro then the code started working. Now when I do the same thing in the wii it doesn't work. What I never thought of was that you can't enable n64 asm codes in real time. So I converted the code then loaded through sd card so it threw the codes in the game before anything booted. The codes worked. The reason I thought you would have to rehack them is cause it used different asm and the wii asm that match the same (or similar) instructions were in completely different locations of memory. (wii asm is usually from around 80000000-80200000 and the n64 game didn't technically start until around 80E00000) So therefore the n64 asm was in the 80E00000 range. Also, I rarely load sd cheats. I usually only load stuff through the usb gecko.

Its all good .. the problem on them not working with Live mod Could be because the Emu has taken over and moved the active Asm to a new section or (Cant see this) Converted it to Wii Asm...

but i think it would mainly depend on the code .. for it to work or not to work .. iv not done direct ASM hack i normaly use the wiis Emu to hack emu games :P

This will be the last part from me .. dont want to drag this off any more . ...

GMO

Quote from: Sharkbyte on August 04, 2011, 11:41:19 PM
Quote from: Skiller on August 01, 2011, 06:58:55 AM
Quote from: Sharkbyte on August 01, 2011, 04:39:38 AM
This is an n64 asm code and will never work as a port. n64 asm codes must be rehacked to be accomplished.

Na Unless its rebuilt for Wii ASM .. all standerd ASM is still in the game from the orignal game its just sent threw an emulator thats built into the Wii.. so in the end all u would have to do is find the game being emulated Asm section in the Ram of the Wii and u can hack that asm.. this has been known for along time also i think dcx2 put a guide out how to backtrack your emulated asm back to the actual ASM of the game ..
I don't know why GMO gave a thank you for this post. Basically you both are saying I am wrong. And I *was* wrong. This is what I noticed... I converted some n64 codes and looked in my GS Pro at the memory viewer to view it and then looked at the wii version they all matched up. All the values and everything were the same... So I changed it in real time in the GS Pro then the code started working. Now when I do the same thing in the wii it doesn't work. What I never thought of was that you can't enable n64 asm codes in real time. So I converted the code then loaded through sd card so it threw the codes in the game before anything booted. The codes worked. The reason I thought you would have to rehack them is cause it used different asm and the wii asm that match the same (or similar) instructions were in completely different locations of memory. (wii asm is usually from around 80000000-80200000 and the n64 game didn't technically start until around 80E00000) So therefore the n64 asm was in the 80E00000 range. Also, I rarely load sd cheats. I usually only load stuff through the usb gecko.

was saying thank you for the info on wii asm
http://gamemasterzer0.blogspot.com
For Codes, Guides, & Support Codemasters-Project
USB Gecko Facebook Page - My Wii's 4.1 U | 4.0 E

retroben

#33
I fixed 1 target to win and 1 Platform to win (now they save your record time even at 1 millesecond)!

All they needed was button assignments (press in the instant when level is loaded for best results).

Target test Win D-pad up
289B0C00 FFF70008
01255BBC 00000001
E0000000 80008000
Press once then hit a target.

Platform Test Win D-pad down
289B0C00 FFFB0004
01255BC0 00000001
E0000000 80008000
Press once then board a platform

Edit:There is a bad problem with the auto cancel code that also happened with PJ64 before,when using another code like invincibility,the code stops working altogether even on it's own,so somehow we need a fix to prevent this from being an issue.

Edit2:I added credit for the code ports I have in my previous post so GMO you can post them now.

Edit3:Must be a dry week,anyway,I got some codes I made from hexing
No Attack Delay so thanx to "Smasherx74 of SmashBoards".

The following codes are my own from random hexing:

Tested/working/even tested/working on Dolphin Emulator 3.0 (Windows) via patch codes tab ^v^.

Fatal Fall (all players)
0120E972 00000001
You cannot recover after being hit/thrown off a ledge.

Some Attacks Can Be Canceled
0120E974 00000001
Some moves can also stun/freeze the one attacked.

Instant KB Recovery
0120E97C 00000001
Allows you to attack even while flying skyward. (KB=knockback)

Slow Responding/Instant KB Recovery
0120E9A4 00000001
You can get your rival at 999% with the hammer.
I can calculate/port N64 Gameshark codes to VC especially when I have two codes that match within each version.

retroben

#34
Unbelievably,I have some new codes for yall! :P

;D

Tested/Working

Pixel Light???
011F66DD 00000004
Makes dust from being knocked around look golden,change value for different crazy garbled dust
[I found this posted on smashboards in codelist format without a name. "unknown creator"]

Effects,different dust???
011F6601 00000001
Found by random hex modding.

Music Mod.
011BD8D3 000000xx
$00 Kirby's Dream Land
$01 Planet Zebes
$02 Classic SMB Music
$03 Classic SMB Music (Running Out Of Time)
$04 Sector Z
$05 Congo Jungle
$06 Peach's Castle
$07 Pokemon Theme
$08 Yoshi's Island
$09 Hyrule Castle
$0A Choose Your Character
$0B Odd Beta Fanfare! It's not much
$0C Mario/Luigi Wins
$0D Samus Wins
$0E DK Wins
$0F Kirby Wins
$10 Fox Wins
$11 Ness Wins
$12 Yoshi Wins
$13 C. Falcon Wins
$14 Pikachu/Jigglypuff Wins
$15 Link Wins
$16 Post VS. Battle
$17 Pre-Master Hand
$18 Pre-Master Hand #2
$19 Master Hand Battle
$1A Bonus Stage
$1B Stage Clear
$1C Bonus Stage Clear
$1D Master Hand Clear
$1E Bonus Stage Failure
$1F Continue?
$20 Game Over
$21 Intro
$22 How to Play
$23 Pre-1P Battle
$24 Polygon Team Stage
$25 Metal Mario Stage
$26 Beat the Game
$28 Found a Secret!
$27 Credits Roll
$29 Fight the Hidden Character
$2A Training Mode
$2B Data
$2C Menu Screen
$2D Hammer
$2E Invincibility
note:due to timing of code execution,music only changes after loading character select in any mode but otherwise works fine.
[same reason as pixel light "unknown creator"]

I found the following codes below myself from random hex modding so they are not ports and are freshly made for NALE by me.

Normals mean physical attacks except projectiles or throwing.

Two Percent Normals [Retroben]
012075A8 00000001

One Percent Normals [Retroben]
012075A8 00000080

Hit 999% Normals [Retroben]
012075A8 00000024
Causes sticky players/free with projectiles (fireball/flower,thrown items etc.).

Better Crazy Attacks (all modes/incl. training) [Retroben]
0120753C 00000001
Now also works in training mode.

Mobile Crazy Attacks [Retroben]
01207538 00000002
Acts like shell glitch but allows the attacker to move freely but with consequences (minus and plus point indicators appear on rivals every time you defeat opponents).
Fixed (used to crash once ding star happens from sky death)/now still randomly crashes in combat.
I can calculate/port N64 Gameshark codes to VC especially when I have two codes that match within each version.

retroben

BUMPSIES!!!  ;D

Found my own new code.

Strange Airjump (-kirby/jpuff)
01264690 00000001
Your second jump animation is extended with twisting motions making it look awesome.  O0
I can calculate/port N64 Gameshark codes to VC especially when I have two codes that match within each version.

retroben

BUDDA BUMP BUDDA BUMP BUDDA BUMP BUMP BUMP!!!!!!

Some more results of new codes of my own.

tested/working

Airjump Death (all modes)
01264650 00000001
Jump again and your dead,that goes for you too P2.

(The following two codes below are not the regular Djump Cancel code,but I think these two are better.)

ZeroG Djump Cancel (all modes)
01264634 00000001
Allows instant air to ground attacks with air jump.

Alt Djump Cancel (all modes)
01264624 00000001
Same as ZeroG but with an awesome directional velocity increase upon air jumping and pushing left/right then perform an air attack A (try Captain Falcon).
I can calculate/port N64 Gameshark codes to VC especially when I have two codes that match within each version.