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5P and 6P hacking

tadghd

Smash Rookie
Joined
Mar 5, 2008
Messages
11
Hey all, I'm not very well versed in hacking smash but I'm curious as to the eventual likely hood of adding in a 5th or even 6th player slot for brawl. Given that the engine can clearly handle more than 4 character models running around at once is it conceivable that code could be written to allow 5th and 6th player support via a combination of gamecube and wii controllers? Or is this just a pointless pipe dream?
 

shadowtroop

Smash Ace
Joined
Jul 14, 2008
Messages
631
Location
Ann Arbor, MI
This was being looked into well over a year ago. We discovered that it isn't possible (even though it was in melee). Phantom Wings had made codes for it using 4 GC and 2 Wii Remotes. But due to the amount of space a character takes in memory now (much more than melee) the wii can't handle it.

The wireframes take much less memory space, which is why they work.

EDIT: BTW the hack even let you have a 7th player.
 

Eternal Yoshi

I've covered ban wars, you know
Joined
Mar 3, 2007
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EternalYoshi
3DS FC
3394-4459-7089
Thanks for nothing, Final Smashes,tripping animations, and poor data management.
>_<

Thankfully, we can have 6 players in Melee.
 

Eternal Yoshi

I've covered ban wars, you know
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You need an Action Replay or a way to load the Action Replay dol on the Wii.
Then put in the 6 player debug menu code.

If you want more info, you need to check what version of the game you have.

Edit: here.

[collapse=If you have SSBM NTSC V1.0]
Code:
6-Player Debug Menu - Short Version (donny2112)
DC18-H909-BFGB3 
5MBW-XH02-HEA88 
DF6M-CM56-5DFEN 
XWKH-KP1E-PM9N9 
KH2Z-FYVW-9GX62
[/collapse]
[collapse=If you have SSBM NTSC V1.1]
Code:
6-Player Debug Melee
B0B7-DFPZ-JXU2C 
UJZC-P4T7-BE2C8 
4CVZ-Z72C-Y9KPT 
HA0B-9T4K-B6T9X 
4GMT-1UY3-K3ARA 
V0PP-FJT9-BGMJ1 
NV6F-J84A-DGR1X 
K3NW-KV2B-A5T3G 
XRP0-73AB-GWHVP 
8M2J-8JJE-NZ87Y 
U9KG-QUUF-TV6AJ 
TZDK-U92A-MHWC4 
RHKY-YE87-UY9HZ 
RCM6-V8G2-Q7Y9Y 
2PDE-VXZM-1AEM1 
7TU7-U77F-26E52 
FYVK-MTDA-D9WEF 
80YF-0VW1-EKRRK 
X5FB-YJ0Q-2WW2B 
8R8W-3BVX-B4ADK 
F60M-CN58-N1PQT 
CT9B-K3EX-JWV8Y
[/collapse]
[collapse=If you have SSBM NTSC V1.2]
Code:
6-Player Debug Melee
3PDT-9QAN-WQD7B 
FGHB-VGKG-4UYHN 
M4EJ-D9FZ-N0QF2 
CA7W-33QH-2YBTN 
39ZG-R2N0-GVYKH 
TVRB-QAFG-CWAYJ 
R5GP-ZKPM-ET70Q 
DQYF-ZMBD-TEG68 
RAU2-V3QR-Z6KRH 
W07K-3VC8-TG4BJ 
EQGT-8UBP-GJVU1 
PCHW-7BZ5-W796P 
4J70-ZWKW-8A3EC 
HYYW-U36B-12YE5 
AN6F-FH6P-KYCF4 
YM68-1NCZ-CU2UN 
3J66-2JWB-7G8ZE 
058T-3Q62-YJCZX 
9XK9-ZFJN-85BHK 
RGM2-69TH-KJ80U 
Q6CZ-H78U-MR8J1 
Q5FP-96GN-BHFT1 
CGCU-PRR4-21P0U 
63VU-8WB2-ZFUG9 
EURR-UXUJ-1VKYA 
RJPX-EXCD-F7U7Y
[/collapse]
[collapse=If you have SSBM PAL]
Code:
6-player Debug Menu(Link)
0728-V3UE-GJR0X 
G5HV-WFZU-EEBCB 
8QYZ-3JF5-N81JP 
2NHJ-ZNME-A0HUA 
41KJ-MAH8-JQBQ7
[/collapse]

[collapse=READ ME BEFORE USING ANY OF THE ABOVE CODE]
With this code, you can play a melee match with six fighters. (Still only 1-4 humans, but now you can play 4 humans and 2 computers all at once.) Note: this only works for matches started from the debug menu.

With this code, player 5 gets the same settings as player 3, and player 6 gets the same settings as player 4 (but see below for how this can be changed). This includes everything like size, offense/defense ratio, damage, flags (if you use the stamina debug menu code), and, most importantly, cpu level.

The only settings that are not copied are the "Char" setting and the "kind" setting. Player 5 gets its character from the "ALL_CHAR" setting under the char menu, and player 6 gets its character from the "Publicity" setting on the root of the debug menu. Both players 5 & 6 get their "kind" from the "ALL_KIND" entry on the kind select menu.

The IK Debug Flag now controls which characters get copied where. It defaults to 1, and if you leave it at 1 this code works as above. When you change it to 0, though, things get different:

When IK Debug flag is 1: (this is how it normally is)
-Player 1 gets data from player 1
-Player 2 gets data from player 2
-Player 3 gets data from player 3
-Player 4 gets data from player 4
-Player 5 gets data from player 3, char from ALL_CHAR, kind from ALL_KIND
-Player 6 gets data from player 4, char from Publicity, kind from ALL_KIND

When IK Debug flag is 0:
-Player 1 gets data from player 1
-Player 2 gets data from player 2
-Player 3 gets data from player 1, char from ALL_CHAR, kind from ALL_KIND
-Player 4 gets data from player 2, char from Publicity, kind from ALL_KIND
-Player 5 gets data from player 3
-Player 6 gets data from player 4

Basically it lets you set values for 5 and 6 directly, in case you want to do a match of 4 humans against 2 computers and you want to be able to make the computers really big or really strong or something. It's sort of confusing, but worth it for the added flexibility.

QUOTE FROM ARC
[/collapse]
 

tadghd

Smash Rookie
Joined
Mar 5, 2008
Messages
11
This was being looked into well over a year ago. We discovered that it isn't possible (even though it was in melee). Phantom Wings had made codes for it using 4 GC and 2 Wii Remotes. But due to the amount of space a character takes in memory now (much more than melee) the wii can't handle it.

The wireframes take much less memory space, which is why they work.

EDIT: BTW the hack even let you have a 7th player.
that would have been amazing if it had worked, oh well. could you theoretically strip down the amount of data loaded, eg: disable the sound effects, to allow more characters to be loaded?

I'm trying to picture 7 human players at once; whether it'd be far too hectic or pure awesome, like 8 player bomberman.
 

Eternal Yoshi

I've covered ban wars, you know
Joined
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EternalYoshi
3DS FC
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I doubt that would be enough. You would probably have to strip down more(E.G. Final Smashes, their effects and articles).
 
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