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GaryCXJk

Smash Lord
Joined
Jun 2, 2006
Messages
1,809
When I was searching for the right address, this was the first one that came up after doing several comparisons between different matches on both flat and depth stages.

Also, the only thing I tested was making characters flat on certain stages (custom stages that is), and that one did work. I don't know if it works the other way, though.

Also, I've noticed that flatness isn't defined by the rel files at all, but by the stage number, so somewhere in the game there is a general table of basic stage settings per stage that should be set before the stages are loaded.

Anyway, after testing it myself, I found that the code actually does exactly what flat stages do. The code makes everything flat except for certain things like effects and billboarded entities (naturally, since billboards are always supposed to be facing the camera). I might try to find a method to make even effects flat, which could mean that the vanilla flat stages can be even more flat.
 

standardtoaster

Tubacabra
Joined
Nov 26, 2009
Messages
9,253
Location
Eau Claire, Wisconsin
2D stage Z axis scale modifier (NTSC-U) [standardtoaster]
046F93B0 XXXXXXXX

3D8F5C29 (0.07) is default.

2D stage Z axis scale modifier (PAL) [standardtoaster]
046F3EE0 XXXXXXXX

3D8F5C29 (0.07) is default.
 

GaryCXJk

Smash Lord
Joined
Jun 2, 2006
Messages
1,809
The thing that baffles me the most out of this code though is that it took us, at least a year, maybe two, to even bother searching for a code to do this. I mean, people bothered changing the playing angle for crying out loud.
 

LC-DDM

Smash Journeyman
Joined
Nov 27, 2011
Messages
300
Location
lol, Portugal
...okay, so uh... maybe just posting here as a first post isn't exactly the best ways of credibility... or anything else, for that matter, but I'll try to be quick and to the point and pray that this at one point has existed... either in PAL or NTSC format. ._.

Anyway, regarding Oxe's post... anyone found anything for that thing where you're able to move your character after batting the sandbag away yet? I did remember seeing a video that had it, but the code itself was nowhere to be seen, and I have asked that person, with no results.
 

monochrome

Smash Rookie
Joined
Jun 22, 2011
Messages
3
PAL X world wrap TESTED AND WORKS
dunno who made it but thank you so much
4A000000 80729824
14000000 60000000
14000004 60000000
D2000008 00000013
9421FF80 BC410008
80A30088 3CC080B8
60C66428 80C60000
C2840000 C2A60058
C2C6005C 81C40000
81E60058 8206005C
3A200007 3A400000
8A6300BC 2C130007
4082000C 3A600005
9A6300BC FC14A840
41810010 3DD0FFFF
9A2300BC 9A450075
FC14B040 41800010
3DCFFFFF 9A2300BC
9A450075 81E40004
82040008 91C3000C
91E30010 92030014
B8410008 38210080
60000000 00000000

cannot believe this took years to port but im so annoyed at the way people were about me being persistant for this, alot of people wanted it
 

Tesh

Smash Hero
Joined
Oct 28, 2008
Messages
9,737
Location
TX
Could someone direct me to the code database for NA? I can never find it and its apprently not stickied like this one.
 

darksamus77

Smash Champion
Joined
Oct 18, 2009
Messages
2,987
Location
Seattle, WA
NNID
darksamus77
3DS FC
3282-3124-8340
Could someone direct me to the code database for NA? I can never find it and its apprently not stickied like this one.
...

North American codes are found all over the place. I believe the Wiird database has every code you need (or could ever possibly want). This thread is dedicated to properly porting the NA codes to PAL so they can use textures, music, etc. That's also why there isn't a NA codes thread, because they're all over the web. Search, and you will find.
 

Flutterbombsexmachine

Smash Cadet
Joined
Mar 24, 2012
Messages
41
Anyone got PAL codes for Independent Pokémon Engine and Custom Random so my CSS will work? The ones I have aren't working.

Here's the codes I'm using:
[COLLAPSE="Codes"]CSS [spunit262, ported by Tomie]
* 0667A88C 00000030
* 387E006C 3B600000
* 3C808068 38848560
* 7CBB20AE 7CA50775
* 41800014 94A30004
* 3B7B0001 2C1B0032
* 4180FFE8 48000038
* 04687B64 48000068
* 06687904 00000008
* 2C170028 41820168
* 02678560 0022FFFF
* 06678560 0000002D
* 00090D0C 02240E0F
* 14051501 1A290304
* 11210616 1F292929
* 0713250B 190A1829
* 12221017 1B1D1E1C
* 23200826 27000000

Regular Zelda Icon (CSS) [spunit262 ported by Deathwolf]
* 04687914 60000000

Custom Random V1 [spunit262 ported by Deathwolf]
* 0667D040 0000000C
* 3C608067 7C630214
* 88638600 00000000
* 0467D00C 3AE00028
* 06678600 00000028
* 00090D0C 0515011A
* 0A071325 1002240E
* 0F140616 1F170304
* 0B190823 201B5D5E
* 5C112118 22122627

CSS fixes for Samus/ZSS and Zelda/Shiek V2 [spunit262, ported by Tomie]
* 8068B560 38800004
* 0668B57C 00000008
* 38000000 3880000F
* 04687914 60000000
* 0468F788 60000000
* 0468F71C 60000000

Independent Pokemon Engine +no wreck My Music V2 [spunit262, ported by Tomie]
* 0640AA80 0000000E
* 04030F0D 1E1B1F1B
* 201B211B 221B0000
* C267C170 00000007
* 881400B8 2C00003F
* 41A00028 2C03001D
* 40A20008 3860001E
* 2C03001F 40A20008
* 38600020 2C030021
* 40A20008 38600022
* 987600B8 00000000

CSS fixes for Giga and Company V1 [spunit262, ported by Tomie] (helps with the pokémon engine)
* 040B0F84 546025B6
* 040B1014 546025B6
* 040B0E98 546025B6
* 040B0B90 546025B6
* 040B0E78 546025B6
* 040B0EE8 546025B6
* 040B0EB0 546025B6[/COLLAPSE]
 

Korba

Smash Rookie
Joined
Apr 15, 2012
Messages
9
Location
Finland
Hey!

Would someone wan't to help porting Brawl Minus SFX to PAL?

Or if someone has them already done, pls share with me :)

Edit: And if there is some software that simply ports them to a different region please PM me!
 

Korba

Smash Rookie
Joined
Apr 15, 2012
Messages
9
Location
Finland
Is there a "No ZSS armor" code to PAL?
I saw a request somewhere and someone answered about already porting one but havn't seen the ready code anywhere :/
 

standardtoaster

Tubacabra
Joined
Nov 26, 2009
Messages
9,253
Location
Eau Claire, Wisconsin
If I remember correctly, the offsets for that do not change between regions. You should be able to use the code just fine. I think it's actually region-free.

No ZSS Armor Pieces [standardtoaster]
4A000000 91000000
1406BEB4 00000007
1406BEBC 00000000
E0000000 80008000
 

Korba

Smash Rookie
Joined
Apr 15, 2012
Messages
9
Location
Finland
If I remember correctly, the offsets for that do not change between regions. You should be able to use the code just fine. I think it's actually region-free.

No ZSS Armor Pieces [standardtoaster]
4A000000 91000000
1406BEB4 00000007
1406BEBC 00000000
E0000000 80008000
Ok thanks. I'll try it out! :)

Edit: Works fine on PAL, thank you!
 

Flutterbombsexmachine

Smash Cadet
Joined
Mar 24, 2012
Messages
41
Does anyone have a PAL Independent Pokémon engine code or No Switch On Death code that doesn't break final smashes? The Independent code stops Pokémon from being able to final smash and the No Switch On Death stops Bowser from transforming into Giga Bowser for his FS.

Anyone got working ones?
 

standardtoaster

Tubacabra
Joined
Nov 26, 2009
Messages
9,253
Location
Eau Claire, Wisconsin
The independent pokemon do not have final smashes because the final smashes for them are tied with Pokemon Trainer. Pokemon Trainer isn't there, and therefore can't use the final smash.
 

Flutterbombsexmachine

Smash Cadet
Joined
Mar 24, 2012
Messages
41
The independent pokemon do not have final smashes because the final smashes for them are tied with Pokemon Trainer. Pokemon Trainer isn't there, and therefore can't use the final smash.
Any way to make them work? Or alternate working final smashes?

I wouldn't mind the Pokémon trainer being there if they didn't switch on death but when I use that code it stops Bowser's Final Smash from working.
 

Flutterbombsexmachine

Smash Cadet
Joined
Mar 24, 2012
Messages
41
Will a CSS for Just ZSS ever exist for PAL?
Or do I need to learn porting?
Here ya go:

Regular Zelda Icon (CSS) [spunit262 ported by Deathwolf]
* 04687914 60000000

CSS fixes for Samus/ZSS and Zelda/Shiek V2 [spunit262, ported by Tomie]
* 8068B560 38800004
* 0668B57C 00000008
* 38000000 3880000F
* 04687914 60000000
* 0468F788 60000000
* 0468F71C 60000000

Just stick those in your GCT's text file so you don't have to remove the *s
 

SiloZen

Smash Rookie
Joined
May 17, 2012
Messages
4
Location
England
The CSS Icon works, however the CSS Fix does not.
There's only Zelda on there, nothing has changed. ._.
But thank you for the code.
 

Flutterbombsexmachine

Smash Cadet
Joined
Mar 24, 2012
Messages
41
The CSS Icon works, however the CSS Fix does not.
There's only Zelda on there, nothing has changed. ._.
But thank you for the code.
What's the problem? You only have an icon to select Zelda and not Sheik? You need a custom CSS for that.

Here's my custom with all characters (no Pokémon trainer but the three pokémon are separated)

[COLLAPSE="See moar"]CSS [spunit262, ported by Tomie]
* 0667A88C 00000030
* 387E006C 3B600000
* 3C808068 38848560
* 7CBB20AE 7CA50775
* 41800014 94A30004
* 3B7B0001 2C1B0032
* 4180FFE8 48000038
* 04687B64 48000068
* 06687904 00000008
* 2C170028 41820168
* 02678560 0022FFFF
* 06678560 00000028
* 00090D05 0C140F0E
* 24020103 06161F25
* 13070B11 1A041D1E
* 1C232008 1921150A
* 17182210 12272629[/COLLAPSE]

And here's a guide to making your own: http://www.smashboards.com/showthread.php?t=318528&

The part of the code that needs editing for your custom CSS starts at the 28 under the line of Fs, the hyperlink above will have a list of numbers for each character and the 28 refers to character slots (it's written in Hex though so 28 is 40 I think).
 

Var Parasite

Smash Apprentice
Joined
Nov 24, 2006
Messages
174
Location
Netherlands, Noord-Brabant, Hilvarenbeek.
Hi, I'm new to modding and I have a question. Does anyone here know how large of a gap there is between NTSC coding and PAL coding? I'm considering to spend some serious time making a code converter that takes an NTSC mod and recompiles it to something that works for PAL. It would be nice to know beforehand how viable this idea is. If possible, I'd like to get an idea of where the diferences become nearly unusable.

Yes, I am aware that if it were easy at all, someone would've made it already. If there is already some basis built up with still room for expansion, I'd gladly assist in it.
 

Flutterbombsexmachine

Smash Cadet
Joined
Mar 24, 2012
Messages
41
Hi, I'm new to modding and I have a question. Does anyone here know how large of a gap there is between NTSC coding and PAL coding? I'm considering to spend some serious time making a code converter that takes an NTSC mod and recompiles it to something that works for PAL. It would be nice to know beforehand how viable this idea is. If possible, I'd like to get an idea of where the diferences become nearly unusable.

Yes, I am aware that if it were easy at all, someone would've made it already. If there is already some basis built up with still room for expansion, I'd gladly assist in it.
If you can do it then great but I doubt it's possible. I don't know too much about it but I think it's a lot to do with the Hex values being completely different on each version and so rather than 12 always being 6F it can change really drastically.
If you can do it then it will allow things like Melee 2.0, Brawl- and Brawl+ to easily be ported to PAL as well as custom sound effects and useful codes like the stage roster expansion.
 

Var Parasite

Smash Apprentice
Joined
Nov 24, 2006
Messages
174
Location
Netherlands, Noord-Brabant, Hilvarenbeek.
If you can do it then great but I doubt it's possible. I don't know too much about it but I think it's a lot to do with the Hex values being completely different on each version and so rather than 12 always being 6F it can change really drastically.
If you can do it then it will allow things like Melee 2.0, Brawl- and Brawl+ to easily be ported to PAL as well as custom sound effects and useful codes like the stage roster expansion.
What interpretation of 'version' should I have here? Suppose one would map the Hex values of one instance of an NTSC mod to one specific instance of a PAL game, where would the change start to occur?

Also, when porting these chunks of code, what are typically the things that get changed? I can imagine that there are things like memory locations being switched up all over the place. Is there any particular recurring structure in how ports are constructed?
 

Flutterbombsexmachine

Smash Cadet
Joined
Mar 24, 2012
Messages
41
What interpretation of 'version' should I have here? Suppose one would map the Hex values of one instance of an NTSC mod to one specific instance of a PAL game, where would the change start to occur?

Also, when porting these chunks of code, what are typically the things that get changed? I can imagine that there are things like memory locations being switched up all over the place. Is there any particular recurring structure in how ports are constructed?
If you go look at some PAL vs NTSC codes then you can see that they're very different. I've never tried to code before but have a look at this forum: http://wiird.l0nk.org/forum/index.php/topic,1815.1200.html for some help. There's lots of codes in there and I linked to that page because there's a good example of a port right at the top to compare the PAL with the NTSC.
 

Var Parasite

Smash Apprentice
Joined
Nov 24, 2006
Messages
174
Location
Netherlands, Noord-Brabant, Hilvarenbeek.
If you go look at some PAL vs NTSC codes then you can see that they're very different. I've never tried to code before but have a look at this forum: http://wiird.l0nk.org/forum/index.php/topic,1815.1200.html for some help. There's lots of codes in there and I linked to that page because there's a good example of a port right at the top to compare the PAL with the NTSC.
I looked into the code at the top you mentioned. It actually isn't that different at all, notice the porter mentioning it being easier with string patch code. The first code he gives is a string code version of the USA code. Here the first line is some address I think, then followed by 4C, which equals 76. The 19 lines of the original code are an address and a command or something each. Each address follows 4 after the last (4 bytes = 32 bit, probably connected to the RAM he mentions), 76/4 = 19 addresses, so I suppose it loops over the adresses rather than designating them seperately. The all 0 line in the end seems like a mark for the end of the loop or something. The actual change he makes is just the first address, each of the commands is exactly the same.

Sorry for the long text, I hope it helps understanding coding a bit more. :) In any case, in these particular ports memory addresses seem to be the main factor. I'll definitely stick around and try to get more into this.
 

standardtoaster

Tubacabra
Joined
Nov 26, 2009
Messages
9,253
Location
Eau Claire, Wisconsin
For a lot of codes, you can just port them by finding the original line in an NTSC-U memory dump and then search for that in the PAL memory dump. However, some codes may not port over properly because the registers used may be different between regions. I haven't seen too many cases of this, though.
 

Var Parasite

Smash Apprentice
Joined
Nov 24, 2006
Messages
174
Location
Netherlands, Noord-Brabant, Hilvarenbeek.
For a lot of codes, you can just port them by finding the original line in an NTSC-U memory dump and then search for that in the PAL memory dump. However, some codes may not port over properly because the registers used may be different between regions. I haven't seen too many cases of this, though.
Do the surroundings of the original lines generally have similar coding? If so, then some automated data mining could go a long way. As for the registers, is their local use different or are they different on a greater scale? Overriding the PAL register uses with the NTSC-U ones could maybe work on a local bases, couldn't it?

On the side, I think I saw you mentioning somewhere that you have some assembler for this stuff. If it's okay I'd like using it. I'll probably spend some time getting an understanding of the structure in mods and the differences between PAL and NTSC-U. Finally, do you think large partial automated porting is possible for Project M, Brawl+ and so on?
 

standardtoaster

Tubacabra
Joined
Nov 26, 2009
Messages
9,253
Location
Eau Claire, Wisconsin
Yes, the surroundings generally have the same or similar coding. I don't think you need to worry too much about the registers. I've only seen the case of the registers being different in one code.

I use asmwiird to convert asm commands to codes. I use a usb gecko to actually find the commands that are being run or what's going on in the game. If you need a memory dump of PAL and/or NTSC-U, I can give you one.
 

Var Parasite

Smash Apprentice
Joined
Nov 24, 2006
Messages
174
Location
Netherlands, Noord-Brabant, Hilvarenbeek.
Yes, the surroundings generally have the same or similar coding. I don't think you need to worry too much about the registers. I've only seen the case of the registers being different in one code.

I use asmwiird to convert asm commands to codes. I use a usb gecko to actually find the commands that are being run or what's going on in the game. If you need a memory dump of PAL and/or NTSC-U, I can give you one.
That should do to get me started. I won't really have that much time for another few weeks, but getting the information beforehand would really help understanding the whole thing later on. Please give me both the PAL and NTSC-U memory dump. It'd also help if you could point me to some mods that have a log of their creation process. That'd help later upscaling of porting to a project level.

I think I'll also try to get some more people to help out. I don't know much about the interests of most folk, but let's hope some Computer Science students of the Eindhoven University of Technology are anywhere near as interested as I am. Sadly, I am not the biggest social butterfly ever to say the least. Does anyone perhaps know how to approach such a thing or if it is even worth doing at all?
 

standardtoaster

Tubacabra
Joined
Nov 26, 2009
Messages
9,253
Location
Eau Claire, Wisconsin
Here's the memdump of NTSC-U and PAL.

Here's an example of a code that I ported to PAL.

Reverse Name Sort NTSC-U [Dantarion]
0469F600 7C002051

sub. r0,r0,r4 -> sub. r0,r0,r2

I found that the command and its surrounding commands from NTSC-U at 8069F600 are at 80696E94 in PAL.

Reverse Name Sort (PAL) [Dantarion, ported by Standardtoaster]
04696E94 7C002051

sub. r0,r0,r4 -> sub. r0,r0,r2


I hope this helps a bit.
 

Flutterbombsexmachine

Smash Cadet
Joined
Mar 24, 2012
Messages
41
Here's the memdump of NTSC-U and PAL.

Here's an example of a code that I ported to PAL.

Reverse Name Sort NTSC-U [Dantarion]
0469F600 7C002051

sub. r0,r0,r4 -> sub. r0,r0,r2

I found that the command and its surrounding commands from NTSC-U at 8069F600 are at 80696E94 in PAL.

Reverse Name Sort (PAL) [Dantarion, ported by Standardtoaster]
04696E94 7C002051

sub. r0,r0,r4 -> sub. r0,r0,r2


I hope this helps a bit.
I am so using that, thanks bro.
 

Var Parasite

Smash Apprentice
Joined
Nov 24, 2006
Messages
174
Location
Netherlands, Noord-Brabant, Hilvarenbeek.
Here's the memdump of NTSC-U and PAL.

Here's an example of a code that I ported to PAL.

Reverse Name Sort NTSC-U [Dantarion]
0469F600 7C002051

sub. r0,r0,r4 -> sub. r0,r0,r2

I found that the command and its surrounding commands from NTSC-U at 8069F600 are at 80696E94 in PAL.

Reverse Name Sort (PAL) [Dantarion, ported by Standardtoaster]
04696E94 7C002051

sub. r0,r0,r4 -> sub. r0,r0,r2


I hope this helps a bit.
Okay, so I've looked into the memory dump and that port a bit. From what I can tell, the modded code is achieved by sub. r0, r0, r4 -> sub. r0, r4, r0. That actually makes sense to me since it's reversing a sort, hence making a condition's arguments into their negatives. The change you described seems to come forth from 7C020051, which does look similar enough. It could be that I'm doing something wrong with the commands and whatnot, but that's what I get.

I see that the memory location is essentially the line in the memory dump here, but with 04 rather than 80. Is this a constant connection between them? Also, do those prefixes add something special to the code or are they just set values for the enviroment? Lastly, do the memory dumps contain pretty much everything needed as far as code goes?

Sorry for the question spam everytime, I'd like to get as much of an understanding as possible so the problem description can be done properly. Also thanks for all the help thusfar.
 

standardtoaster

Tubacabra
Joined
Nov 26, 2009
Messages
9,253
Location
Eau Claire, Wisconsin
04 is a 32 bit write command. You can read up on some of the commands used in a lot of codes here.

Yes, the memory dumps contain all that you need to port the code. I ported that code to PAL by looking at the offset in NTSC and the lines that surround it and looked for them in PAL. It's how a lot of codes are ported. :p
 

Var Parasite

Smash Apprentice
Joined
Nov 24, 2006
Messages
174
Location
Netherlands, Noord-Brabant, Hilvarenbeek.
I suppose the write commands are used to override the original coding. It should be doable enough to scan the dumps and map memory addresses. Automating the porting of pieces of code as far as write commands go seems no problem at all.

As far as the other commands go, would porting complete engine mods require anything more than a lot of memory address substitution? Actually, is there any difficulty at all that has prevented the development of an automatic porting tool?
 

standardtoaster

Tubacabra
Joined
Nov 26, 2009
Messages
9,253
Location
Eau Claire, Wisconsin
I'm not sure if anyone ever thought to make an automatic porter. I would say that almost every code can be ported that way. However, if a code is made up of two parts you will probably need to actually have that region and use usb gecko with it. For example, if a code has an initialization and then another code for the data, it could be something like this.

A C2 code for the initialization and then an 06 to write the data to an area in memory.

One code that I know of that you have to have the actual game to port it is unrestricted control editing. I had to look at the registers used in it because the values in them were a bit different. Generally though, not too many codes should be like this.
 

DWOLF

Smash Cadet
Joined
Apr 24, 2009
Messages
72
Location
Brazil
Yeah, there is one... Autoporter by Hamster3500VR... but the tool can't port ASM codes like this:

lis rX, 0x8123
ori rX,rX,0x4567
 
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