[N64] Super Smash Bros [NALE]

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

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rikana

I'd like to make a specific request if I may. Part of the request might even be a challenge actually. Both of my requests are for multiplayer purposes. I want to be able to play as if they were just regular stages (5 stock battles with no items on).

1. Be able to play on Battlefield whether it replaces XX stage or hold X button when selecting a stage to make it turn into Battlefield.
2. Be able to play on Final Destination whether it replaces XX stage or hold X button when selecting a stage to make it turn into Final Destination.

I don't know how easy the first one would be but the 2nd request may be a pain. First of all, when you're able to play on Final Destination, you're always going to face Master Hand so that will have to be removed some how. Also, the game messes up the number of stocks and such when this happens. Not only that, but when you finish the match, the results screen crashes I believe. This is all based on assumptions because that's what happened when people tried getting Final Destination to work on Project64. It took them a while to fix it but they recently did and now Final Destination is playable on Project64.

For example [ http://www.smashboards.com/showthread.php?t=273584 ], it took them many years to come up with this code and finally make it somewhat playable. I will be amazed if you were able to make this possible.

I hope something can be done. Thanks.

mysticremen11

um id like to make a request if possible i just want a a character modifier code please thanks
sup guys the names actually remen11 you can call me mystic or just remen doesnt matter

Arc Ray

yeah being able to play as alloys or metal mario would be cool even master hand!
hey if there was a level mod then could the 'tutorial demo' stage be made useable?

heck even a music mod!
but these are just my ideas im throwing out there ;D

Paulo Maddarena

 O0 Yeah, How about some codes ported from Gameshark? Or another code like, um.... A Power Modifier, or a Invencibility code?
What do you think?

Credits to Heatran20000 For this awesome banner!!!!!!

MasamuneMarth

i would also like to add a few requests for this game

crazy pokemon on Saffron city stage (basically same as the gameshark code)
crazy tornados on Hyrule Castle stage (same as above)
play on beta Kirby stage 1
one hit kills for P1-P4
get one target to beat "break the targets"
get one platform to beat "board the platforms"
P1 is CPU controlled and Lv 9 (might be a tricky one)
Debug mode!!! cause it does have one

lizard81288

I just want to be able to use the C-Stick for Smashes on my GCN controller.

retroben

#6
Thanks to GMO making/submitting some codes,Uereka! I've done it!

I have successfully ported infinite jumps and hit anywhere.

infinite jumps (all players/modes) [retroben]
0126468B 00240000
Of course except kirby/jigglypuff.

hit anywhere (all players/modes-training) [retroben]
012094F1 00000024
012095BD 00000024
01209601 00000024
Sadly not working in training mode.

ENJOY!

The hex addresses are odd because any other position crashes the game.

Remember to check the codebox occasionally for some NEW codes!

notes of ports are above each code.

Port of "Other Clothes/ZSS".

P1 Skeleton Mode (Hyrule,VS)
01388158 00000008
great for halloween

Port of "crazy attack".

Shell Glitch effects
0120960D 00000001
Fun to combine with no hit delay and/or hit anywhere.

Port of "Matrix Mode".

matrix
0120E9D0 00000001
Slow responses come from attacking and being attacked.

Sticky player P2
0120E9D0 00000004

I found that when matrix is set to 4,it freezes P2 in place after P2 is hit while letting P1 continue to move also effecting some items,pokemon,and stage item physics P3/4 not tested,feel free to try.

Port of "No Attack Delay".

No Hit Delay
0120E9C0 00000001
Every part of an attack is inflicted (e.g Mario's Down-B)

That is all the ports I have for now.

I will now also post (what I have tested so far) self converted Japan to US codes from VC version,give credit to GMO for these even though I calculated the values using "1820" the difference of unlimited lives P1 in each version,because GMO made the Unlimited Lives P1 that gave me the ability to port other codes.

0% P1
031C9536 00000000
VS mode only and neither version actually stays at zero (visual but not physical)

0% P2
031C95AA 00000000
Same as P1

Character Modifier P1 (VS)
011C94EB 000000XX
XX=values
00 Mario
01 Fox
02 DK
03 Samus
04 Luigi
05 Link
06 Yoshi
07 C. Falcon
08 Kirby
09 Pikachu
0A Jigglypuff
0B Ness
0C Master Hand
0D Metal Mario
0E Polygon Mario
10 Polygon DK
13 Polygon Link
14 Polygon Yoshi
15 Polygon Samus
18 Polygon Kirby
1A Giant Donkey Kong

P1 controlled by CPU (VS)
011C94EA 00000001

P2 Character Modifier (VS)
011C955F 000000XX

P2 Controllable (VS)
011C955E 00000000

P3 Character Modifier (VS)
011C95D3 000000XX

P3 Controllable (VS)
011C95D2 00000000

P4 Character Modifier (VS)
011C9647 000000XX

P4 Controllable (VS)
011C9646 00000000

Debug Menus
031C928F 0000000x
3=normal debug {Press Start for control menu} (music,sounds,visual effects)
4=debug match mode
3n={Press Start for control menu} (music,sounds,visual effects)
4n=Play as any character on any stage including Master Hand/character specific bonus stages

Infinite Lives P1 (VS)
011C94F3 00000062

Infinite Raygun Ammo (All Players/Modes) [Retroben]
0129A2BE 000003E7
Technically Ported from a Youtube video's alternate gameshark code.

Character Modifier P1 (Single Player)
011C92FB 000000xx
Needs FAKE character mod port to work through entire game as otherwise unplayable characters.

P1 CPU controlled (single player)
011C92F8 00000009
011C92FA 00000001
Break the Targets makes you controllable until beaten,pikachu always kills you even at lvl9 on very easy mode.

CPU #2 character mod (single player)
011C936F 000000xx
Sadly basically useless cuz of match character pointers have higher priority,also freezes when yoshi P2 dies.

CPU #2 HUM control
011C936E 00000000
Only works on Teams when P2 dies,funny to have someone help you with that P2 spawned HUM to defeat Teams.

Saffron City Pokemon are Crazy
05255BCC 01000001
YAY!

0% P1 real (VS Hyrule Only) [retroben]
013876FF 00000000
Percentage will stay at last attacks number but still actually is 0.

255% P2 real (VS Hyrule Only) [retroben]
0138824F 000000FF
Hit P2 to see the real percentage,some reason sadly does not allow 999%.

Giant Shield P1 (VS) [retroben]
01387707 000000FF

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

Level Is... (single player)
011C92A7 000000xx
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

------NEW!
--------V
Level Select (training) [retroben]
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.

Randomly more powerful attacks (all players/modes) [retroben]
0120962D 00000001
Sometimes you can get an excess of over 200% damage (DK's Wind-up Punch).
---------^
I actually found this myself from modifying the shell glitch effects code,works way better with "Hit Anywhere" enabled (550% Luigi Up-B).


Enjoy! XD

I noticed that the debug code for NALJ should be 031C7A6F 000000xx because the simple conversion did the same until setting it backwards by 1 so hetoan2 can test it for proof so he can fix it for NALJ.

Also,anyone could probably convert most of the codes I ported to NALE on NALJ by subtracting "1820" from the addresses(e.g "hit anywhere,crazy attacks").
I can calculate/port N64 Gameshark codes to VC especially when I have two codes that match within each version.

retroben

#7
Bump for new codes...

That I am posting.

Edit:Further updates in my first code box above.

------NEW!
--------V
Level Select (training) [retroben]
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.

Randomly more powerful attacks (all players/modes) [retroben]
0120962D 00000001
Sometimes you can get an excess of over 200% damage (DK's Wind-up Punch).
---------^
I actually found this myself from modifying the shell glitch effects code,works way better with "Hit Anywhere" enabled (550% Luigi Up-B).

Edit: Both are fixed now.

Auto Cancel (Hyrule w/items) [Port Attempt]
053880AC 8013F660
F660=air attacks
E070=ground attacks (freezes over landless edges)

Invincible P1 [Port Attempt]
0520D280 0C000018
05124820 8FA5001C
05124824 3C018013
05124828 8C210D84
0512482C 24040003
05124830 50A10001
05124834 ACA405AC
05124838 03E00008
0512483C 24000000
V=0512482C 2404000?
Change to 0,1,2 for different effects


GMO put the "fixed" target/platform codes in the database,I tried them and they still don't apply your time if you get new record.

Edit for (July 12th, 2011 at 10:30 pm):My problems are "Shallow and Pedantic". *wink*

Expect some more new codes later. ^v^
I can calculate/port N64 Gameshark codes to VC especially when I have two codes that match within each version.

MasamuneMarth

just one question...
what's the game ID?
sorry for asking a nooby question... i just want to know.

retroben

#9
You can blame the topic starter for not adding "NALE" to the topics title.

Obviously,the Game ID is NALE because the japanese one is NALJ (J=E for US versions).

Sadly I will no longer have internet access at August 1st So I will post what I have for unfinished betas of my code conversions later today for character taunt mods I cannot seem to get working correctly,along with their gameshark counterparts for reference.

Anyone feel free to take credit for these codes if you get them fixed,and same goes for invincibility and auto cancel codes.

Here I am!

Link Ocarina Taunt (incorrect function but does something)
01243AA2 0000019B
019C=Intro Kick

Pikachu Pokeball Taunt (same)
01249272 000001E3
01E4=Intro Kick

Moveswap (P1 in VS Hyrule)
013875BB 0000000x
Not yet working.
x values=
00 - Mario
01 - Fox
02 - DK
03 - Samus
04 - Luigi
05 - Link
06 - Yoshi
07 - C. Falcon
08 - Kirby
09 - Pikachu
0A - Jigglypuff
0B - Ness
0C - Master Hand (Most Compatible)

P1 Skeleton Mode (Hyrule in VS mode)
01388158 00000008
Sorry about not saying what level it is on before.

Gameshark references and more (From emudigital's awesome codelist)

http://www.emudigital.net/foro/guias-trucos-y-records/5251-todos-los-codigos-gameshark-de-n64.html

Chrome users using auto translate will have to copy/paste the link into google search's search bar and click translate on the bottom of the site result matching the link because auto translate has a bug that disables opening spoiler boxes making it impossible to get the PJ64 cheat file.

auto cancel code (beta)
D00A4D09 0002
8126B85C 8013
D00A4D09 0002
8126B85E ????
D00A4D09 0006
812688CC 8013
D00A4D09 0006
812688CE ????
D00A4D09 0009
8125F254 8013
D00A4D09 0009
8125F256 ????
D00A4D09 000A
8125CBC4 8013
D00A4D09 000A
8125CBC6 ????
D00A4D09 000E
8125D4FC 8013
D00A4D09 000E
8125D4FE ????
D00A4D09 000B
8125D434 8013
D00A4D09 000B
8125D436 ????
D00A4D09 0004
812638EC 8013
D00A4D09 0004
812638EE ????
D00A4D09 000D
8125E374 8013
D00A4D09 000D
8125E376 ????
D00A4D09 0008
812636FC 8013
D00A4D09 0008
812636FE ????
D00A4D09 0000
8125EB2C 8013
D00A4D09 0000
8125EB2E ????
D00A4D09 0003
8126AD34 8013
D00A4D09 0003
8126AD36 ????
D00A4D09 000F
8123B9E4 8013
D00A4D09 000F
8123B9E6 ????
D00A4D09 0007
8126E824 8013
D00A4D09 0007
8126E826 ????
D00A4D09 0001
8126BE84 8013
D00A4D09 0001
8126BE86 ????
D00A4D09 0005
8126E1B4 8013
D00A4D09 0005
8126E1B6 ????
D00A4D09 000C
80263C2D 8013
D00A4D09 000C
80263C2F ????
????=E070 - Cancel Floor Combo
F660 - Cancel Air Combo

Following Taunt codes can be converted when someone fixes the two port attempts of Link's-Ocarina and Pikachu's-Pokeball I have at the first of this post.

Clap Taunt (all players but kirby)
81117632 0169
81119462 0175
8111A9E2 0181
8111CA82 018C
8111DEC2 0169
8111F2E2 0197
811207C2 01BE
81121C42 01B0
81124AB2 01DF
81125F62 01D8
81127402 01B7
81127408 8000

Char. Selection Taunt (all players but luigi)
81117632 0167
81119462 0174
8111A9E2 017D
8111CA82 018B
8111DEC2 01CE
8111F2E2 0194
811207C2 01BC
81121C42 01AF
81123142 01A2
81124AB2 01DC
81124AB8 8000
81125F62 01D6
81127402 01B5
81127408 8000

Victory 1 Taunt (all players but kirby)
81117632 0165
81119462 0172
81119464 8039
81119466 1110
8111A9E2 017E
8111CA82 0189
8111DEC2 01CF
8111DEC8 0000
8111DECA 0004
8111F2E2 0195
811207C2 01BB
81121C42 01AD
81124AB2 01DD
81125F62 01D5
81127402 01B4

Victory 2 Taunt (all players but Mario,Ness,Kirby,Fox)
81119462 0173
8111A9E2 017F
8111CA82 018A
8111DEC2 01D0
8111DEC8 0000
8111DECA 0004
8111F2E2 0196
811207C2 01BD
81121C42 01AE
81123142 01A1
81123148 8000
8112314A 0000
81124AB2 01DF
81125F62 01D7
81127402 01B6

Invincible/Untouchable (P1 All Modes)
810E8AC0 0C00
810E8AC2 0018
81000060 8FA5
81000062 001C
81000064 3C01
81000066 8013
81000068 8C21
8100006A 0D84
8100006C 2404
8100006E 00xx
81000070 50A1
81000072 0001
81000074 ACA4
81000076 05AC
81000078 03E0
8100007A 0008
8100007C 2400
(I attempted to convert but failed and I need someone to help me to correctly compress the usage of them by doing this:
{from 12345678 1stval=0C00 12345678 2ndval=0018} to {1234567# (8=9/7?) 1st&nextval????&????})
xx values=
02 - Is Touchable but Inmortal yet
03 - ON
01 - OFF

Moveswap (All levels in VS mode)
D00A4D09 0002
8026AD5B 00??
D00A4D09 0006
80267DBB 00??
D00A4D09 0009
8025CFA3 00??
D00A4D09 000A
8025E753 00??
D00A4D09 000E
8025C9FB 00??
D00A4D09 000B
8025C933 00??
D00A4D09 0004
80262DFB 00??
D00A4D09 000D
8025D883 00??
D00A4D09 0008
80262BFB 00??
D00A4D09 0000
8025E023 00??
D00A4D09 0003
8026A233 00??
D00A4D09 000F
8023AEE3 00??
D00A4D09 0007
8026DD1B 00??
D00A4D09 0001
8026B37B 00??
D00A4D09 0005
8026D6AB 00??
D00A4D09 000C
802625DB 00??
?? values=
00 - Mario
01 - Fox
02 - DK
03 - Samus
04 - Luigi
05 - Link
06 - Yoshi
07 - C. Falcon
08 - Kirby
09 - Pikachu
0A - Jigglypuff
0B - Ness
0C - Master Hand (Most Compatible)

Skeleton mode P1 (All levels in VS mode)
D00A4D09 0002
8126B908 0800
D00A4D09 0006
81268978 0800
D00A4D09 0009
8125DB50 0800
D00A4D09 000A
8125F300 0800
D00A4D09 000E
8125D5A8 0800
D00A4D09 000B
8125D4E0 0800
D00A4D09 0004
81263998 0800
D00A4D09 000D
8125E420 0800
D00A4D09 0008
812637A8 0800
D00A4D09 0000
8125EBD8 0800
D00A4D09 0003
8126ADE0 0800
D00A4D09 000F
8123BA90 0800
D00A4D09 0007
8126E8D0 0800
D00A4D09 0001
8126BF30 0800
D00A4D09 0005
8126E260 0800
D00A4D09 000C
81263CD8 0800

The all levels in vs codes can easily be converted for other levels,the D line with 4 is Hyrule so you can compare with the already converted ones.


In closing,anyone can convert codes for NALE from N64 Gameshark by doing the following:

Before then,it does not matter if codes begin with 80,81,and so on except when 88 (GS button code) just change 88 to 80 then convert like any other code you still use 01 regardless like the Infinite Lives in Story Mode code (011C9303 00000003.

Converting may not always work,because of 4 digits (2-bits 0000) changes to 8 digits (4-bits 00000000) if your code's not working then add/subtract by one bit on the address and/or reposition the value (e.g 00002436 moved to 00243600/24360000).

1.Get infinite lives codes for Story mode on each version N64GS=800A4B43 0003 WiiVC=011C9303 00000003.
2.Forget the left two digits (80) and Subtract 9303 with 4B43 to get 47C0,Then add to a GS code with 47C0 to convert
3.Notice that N64GS has x(80)x 0A and WiiVC has 011C,This means you can easily add 12 on the number in 0A's location
3cont. (e.g 8013####/adding 12 will give you 8025####)
4.Ditch the 80 and replace with 01 and get 0125####,the # will be your converted address from step 2.
5.Determine how to convert by whether the four digits are higher or lower than the Lives code when higher you just add 47C0.
5cont. when lower subtract 4B43 with the code lower than itself while not counting the left 4 digits N=not counted NNNN4B38.
5cont.2 those are already covered using step 3 (e.g 800A4B43-80133928=NNNN121B) now we add (8013121B+47C0=NNNN59DB).
6.Apply steps 3 and 4 (e.g 011359DB+00120000=012559DB) then apply the value of the original GS code we will say it is 3DA6
6cont. (e.g 012559DB 00003DA6) on multiple addressed GS codes with the addresses being next to each other by 2bit differences you should
6cont.2 be able to branch each value into one Wii VC address but I cannot get them to function when doing so because
6cont.3 even I do not know how to deal with them.
7.Finally,now you test your NEW code.

If it works CONGRATULATIONS!

If not then the Smash Bros. Announcer for Bonus Stages thinks you are a COMPLETE!... FAILURE. LOL
I can calculate/port N64 Gameshark codes to VC especially when I have two codes that match within each version.

GMO

Unlock All Characters and Mushroom Kingdom is up
http://gamemasterzer0.blogspot.com
For Codes, Guides, & Support Codemasters-Project
USB Gecko Facebook Page - My Wii's 4.1 U | 4.0 E

Paulo Maddarena


Credits to Heatran20000 For this awesome banner!!!!!!

retroben

#12
My request is that GMO would try to fix the invincibility code that I failed to get working correctly (it crashes before you get control of P1).

So please GMO,try to get Invincibility to work as it should.

I think the addresses are in fact RAM/ASM addresses like the Can Climb On Walls code for
Legend of Zelda:Ocarina of Time (NACE).

Which means it might need 04 instead of 01 as the left two address digits and it also needs 2/4 hex merging like that Climb Walls code.

Here is my second attempt.

Invincible (all modes,P1)
0420D280 00180C00
04024820 001C8FA5
04024824 80133C01
04024828 0D848C21
0402482C 00012404
04024830 000250A1
04024834 05ACACA4
04024838 000803E0
0402483A 24000000


Edit:Also,GMO,you can feel free to post the other codes I have ported whether or not you include me in the notes of each code.

Edit for request from sum1:As you ask,you might recieve.

Weak Enemies
011C936D 00AE000A
011C93E1 00AE000A
011C9455 00AE000A
I doubt it will work correctly as I have not fixed the invincibility code yet.

Other adresses are
011C936B
011C93DF
011C9453
These were merged with the first three.
I can calculate/port N64 Gameshark codes to VC especially when I have two codes that match within each version.

Skiller

Quote from: retroben on July 30, 2011, 02:23:52 AM
Which means it might need 04 instead of 01 as the left two address digits and it also needs 2/4 hex merging like that Climb Walls code.

Here is my second attempt.

Invincible (all modes,P1)
0420D280 00180C00
04024820 001C8FA5
04024824 80133C01
04024828 0D848C21
0402482C 00012404
04024830 000250A1
04024834 05ACACA4
04024838 000803E0
0402483A 24000000



This could be an easy port since its goin to be using an Emulator to run the game .. u could try this
http://wiird.l0nk.org/forum/index.php/topic,5184.msg44401.html#msg44401

it will alow u to Hook what writes the value and it will also alow u to set a check so that it only ever works for what u want it to work ..
iv not looked at any N64 VC games but every VC game i found has this same functions :P

i might look at this some time down the road ..

retroben

#14
Something f***ed up my access to wiird/gmail from within wii opera browser,and I am now having to post via ds opera browser.

If anyone ports invincibility,they need to make sure to have the GS version copied down (it's on one of my previous posts) to help reference their values for conversion to Wii N64VC.

Invincible/Untouchable (P1 All Modes)
810E8AC0 0C00
810E8AC2 0018
81000060 8FA5
81000062 001C
81000064 3C01
81000066 8013
81000068 8C21
8100006A 0D84
8100006C 2404
8100006E 00xx
81000070 50A1
81000072 0001
81000074 ACA4
81000076 05AC
81000078 03E0
8100007A 0008
8100007C 2400

My second attempt failed,then I changed 04 back to 01 and it crashed at the exact same moment as it did with the non merged code,so I think the merged code matches the effect of the non merged code correctly,though it still crashes.
I can calculate/port N64 Gameshark codes to VC especially when I have two codes that match within each version.