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ds22's Code Showcase

Discussion in 'Brawl Workshop' started by ds22, Jan 10, 2016.

  1. ds22

    ds22
    Expand Collapse
    Smash Lord

    Joined:
    Aug 30, 2009
    Messages:
    1,661
    Location:
    Rotterdam, The Netherlands
    Hey everyone, ds22 here.
    Thought I might just go ahead and showcase some of the codes I've made.

    Code:
    Modifier Codes:
    
    Phantom Hit SFX & GFX Modifier [ds22]
    * 0476205C 3880XXXX
    * 0476BCCC 3880XXXX
    First line is the SFX ID, default is 00BD
    Second line is the GFX ID, default is 0026
    
    Walljump GFX Modifier [ds22]
    * 04879CBC 3880XXXX
    Default is 0087
    
    ASM Codes:
    
    Disable Challenger Approaches [ds22]
    * 046F5D58 930F0008
    
    Cape won't apply Super Armor to victim [ds22]
    * 0476CA50 38600000
    
    Timer Always Displays 6th Digit [ds22]
    * 040DE17C 60000000
    
    Training Room Item Spawn Fix [ds22]
    * 046D1704 60000000
    
    Frozen StarScreen KO goes into regular StarSceen KO V1.1 [ds22]
    * 0487C93C 4800005C
    * 0487CB60 48000058
    
    Team Coloured Shields V2.1 [ds22]
    * 0481DED4 5404CFFE
    * C281DEEC 00000003
    * 2C170002 4182000C
    * 7EE4BB78 48000008
    * 38800003 00000000
    * 0481DEF4 7EE4BB78
    Fixes team coloured shields not working when Friendly Fire is enabled
    
    Warioman has no FitResult [ds22]
    * 04AD8098 00000000
    Fixes WarioMan hanging the game on the result screen
    
    ZSS Jumbo Screen Name Fix [ds22]
    * 04985F44 3AE00017
    * 0498652C 3BC00017
    Fixes ZSS' name being displayed as 'Samus' on the Pokémon Stadium (2) jumbotron
    
    CSS Record Display Fix [ds22]
    * C268DBCC 00000002
    * 2C1D0028 41820008
    * 2C1D0029 00000000
    * 0468DBD0 4182003C
    Makes the game display CSS record data for non-Brawl CSS slots
    
    Enemy SFX Fade Fix [ds22]
    * C21C7574 00000004
    * 2C1A2431 41800010
    * 2C1A26F8 41810008
    * 38000005 901F0000
    * 60000000 00000000
    
    Injection Codes:
    
    Respawn Camera Zoom Refocus [ds22]
    * 06FC3A60 00000008
    * 1A070100 80FBF89C
    Makes the camera snap onto the character on respawn, instead of after the character has descended
    
    Footstool Action Exit Clears Auto-Footstool Bit [ds22]
    * 4A000000 90000000
    * 1619BDD0 00000028
    * 00000005 12000005
    * 00000002 9019BDE0
    * 12000200 80FB6334
    * 120B0100 9019BDD0
    * 00080000 00000000
    * 06FB6344 00000008
    * 00070100 9019BDD8
    
    Action F1 Goes into Idle on ground [ds22]
    * 4A000000 90000000
    * 161A1200 00000060
    * 00000002 901A1238
    * 00000000 00000000
    * 00000006 00000001
    * 00000006 00000003
    * 00000000 0000000E
    * 00000006 00000001
    * 00000006 00000004
    * 02010200 901A1208
    * 02040100 901A1218
    * 02010200 901A1220
    * 02040100 901A1230
    * 00080000 00000000
    * 06FAFE3C 00000008
    * 00070100 901A1200
    Makes is so Kirby's/MK's U-Throw won't always be forced into the aerial state on exit
    
    WaitItem Subaction Check [ds22]
    * 4A000000 90000000
    * 161A1280 00000030
    * 00000002 901A1298
    * 00000006 0000002C
    * 00000000 00000005
    * 04020200 80FAB76C
    * 04020100 80FAB77C
    * 00080000 00000000
    * 06FAB8D4 00000018
    * 00070100 901A1280
    * 000D0100 80FAB784
    * 000B0200 901A1288
    Adds a check to see if a character has a valid named (not NONE) WaitItem subaction when holding an item
    Used for PM Mewtwo to have him use his regular Wait subactions when holding an item
    
    Monkey Flip DamageFace Fix [ds22]
    * 4A000000 90000000
    * 161B20B0 00000050
    * 00000002 901B20B8
    * 0C290000 00000000
    * 041A0100 80FBD634
    * 04000100 80FBD44C
    * 00080000 00000000
    * 00000002 901B20E0
    * 0C290000 00000000
    * 041A0100 80FBD634
    * 04000100 80FBD524
    * 00080000 00000000
    * 04FBD4AC 00070100
    * 04FBD4B0 901B20B0
    * 04FBD594 00070100
    * 04FBD598 901B20D8
    Fixes the Monkey Flip victims not using their damage faces
    
    Non stand-alone Codes (require file modifications):
    
    Yoshi Eggs are Costume Based v1.1 [ds22]
    * C2A1580C 0000000C
    * 83FA001C 83FF0028
    * 83FF0010 8BFF0055
    * 835A0008 835AFFFC
    * 8B5A0033 2C1A0005
    * 41820030 3F4080B8
    * 835A7C50 835A0000
    * 1FFF04D4 7F5AFA14
    * 3B5A0018 849A0004
    * 2C0400FF 4080FFF8
    * 90810014 48000008
    * 90A10014 7C7F1B78
    * 60000000 00000000
    * 04A15820 60000000
    Requires the PM Yoshi costume files to work properly.
    
     
    #1 ds22, Jan 10, 2016
    Last edited: Jan 11, 2016
    Sir Noon likes this.
  2. Sir Noon

    Sir Noon
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    Smash Rookie

    Joined:
    Mar 8, 2015
    Messages:
    11
    Are you still making codes?

    Disable Challenger Approaches seems pretty useful for our local tourney setups.
    Gonna snag that thanks.
     
    #2 Sir Noon, Jan 13, 2016
    Last edited: Jan 13, 2016
  3. ds22

    ds22
    Expand Collapse
    Smash Lord

    Joined:
    Aug 30, 2009
    Messages:
    1,661
    Location:
    Rotterdam, The Netherlands
    I'm more or less on a hiatus for the time being.
     
  4. ds22

    ds22
    Expand Collapse
    Smash Lord

    Joined:
    Aug 30, 2009
    Messages:
    1,661
    Location:
    Rotterdam, The Netherlands
    Code:
    Clone Soundbank Unload Fix Engine [ds22]
    * 0484C30C 480006C8
    * C284C928 00000003
    * 3CA08084 60A5C9D8
    * 7CA903A6 80A31088
    * 60000000 00000000
    * C284C260 00000003
    * 3D208084 6129C310
    * 7D2903A6 81231088
    * 60000000 00000000
    
    Code:
    Clone Soundbank Unload Fix Char Check [ds22]
    C284C9D4 0000000E
    2C070003 4082005C
    7C002000 41820054
    2C040026 40A20010
    2C000021 40A20044
    4800003C 2C040021
    40A20010 2C000026
    40A20030 48000028
    2C040027 40A20010
    2C000011 40A2001C
    48000014 2C040011
    40A20010 2C000027
    40A20008 7C802378
    7C002000 4E800420
    60000000 00000000
    
    Code address - 8084C9D4:
    cmpwi  r7,3
    bne-  END  # Skip if not soundbank loader routine
    
    cmpw  r0,r4
    beq-  END  # Skip if instance IDs match
    
    
    MEWTWO:
    cmpwi  r4,0x26
    bne+  LUCARIO  # Go to LUCARIO if loader ID is not Mewtwo
    cmpwi  r0,0x21
    bne+  END  # Skip if exiting ID is not Lucario
    b  MOVE
    
    LUCARIO:
    cmpwi  r4,0x21
    bne+  ROY  # Go to ROY if loader ID is not Lucario
    cmpwi  r0,0x26
    bne+  END  # Skip if exiting ID is not Mewtwo
    b  MOVE
    
    
    ROY:
    cmpwi  r4,0x27
    bne+  MARTH  # Go to MARTH if loader ID is not Roy
    cmpwi  r0,0x11
    bne+  END  # Skip if exiting ID is not Marth
    b  MOVE
    
    MARTH:
    cmpwi  r4,0x11
    bne+  END  # Go to END if loader ID is not Marth
    cmpwi  r0,0x27
    bne+  END  # Skip if exiting ID is not Roy
    
    
    MOVE:
    mr  r0,r4  # Make loader EXIST
    
    END:
    cmpw  r0,r4  # Entry point (8084C9D4)
    bctr  # Exit to ctr offset
    
    These two codes will, as the name would suggest, fix the 'SFX unload' glitch that happens when you give two or more unrelated characters the same soundbank.
    But seeing as the possible combinations of characters/soundbanks could possibly be endless, the second part also includes a template Assembly output, with notes and set to Mewtwo/Lucario and Roy/Marth, for use with ASMWiird.
    If for example you'd want the soundbanks of Instance Slots 0x13 (Falco) and 0x22 (Ike) to be shareable when set to the same sound bank, you'd copy the MEWTWO and LUCARIO sections, paste before the MEWTWO and LUCARIO section, and change the labels and instance IDs.
    So it would go as followed:
    Code address - 8084C9D4:

    cmpwi r7,3
    bne- END # Skip if not soundbank loader routine

    cmpw r0,r4
    beq- END # Skip if instance IDs match


    MEWTWO:
    cmpwi r4,0x26
    bne+ LUCARIO # Go to LUCARIO if loader ID is not Mewtwo
    cmpwi r0,0x21
    bne+ END # Skip if exiting ID is not Lucario
    b MOVE

    LUCARIO:
    cmpwi r4,0x21
    bne+ ROY # Go to ROY if loader ID is not Lucario
    cmpwi r0,0x26
    bne+ END # Skip if exiting ID is not Mewtwo
    b MOVE



    ROY:
    cmpwi r4,0x27
    bne+ MARTH # Go to MARTH if loader ID is not Roy
    cmpwi r0,0x11
    bne+ END # Skip if exiting ID is not Marth
    b MOVE

    MARTH:
    cmpwi r4,0x11
    bne+ END # Go to END if loader ID is not Marth
    cmpwi r0,0x27
    bne+ END # Skip if exiting ID is not Roy


    MOVE:
    mr r0,r4 # Make loader EXIST

    END:
    cmpw r0,r4 # Entry point (8084C9D4)
    bctr # Exit to ctr offset
    Bold would be copied, and pasted and changed as followed:
    Code address - 8084C9D4:

    cmpwi r7,3
    bne- END # Skip if not soundbank loader routine

    cmpw r0,r4
    beq- END # Skip if instance IDs match


    IKE:
    cmpwi r4,0x22
    bne+ FALCO # Go to FALCO if loader ID is not Ike
    cmpwi r0,0x13
    bne+ END # Skip if exiting ID is not FALCO
    b MOVE

    FALCO:
    cmpwi r4,0x13
    bne+ MEWTWO # Go to MEWTWO if loader ID is not Falco
    cmpwi r0,0x22
    bne+ END # Skip if exiting ID is not Ike
    b MOVE



    MEWTWO:
    cmpwi r4,0x26
    bne+ LUCARIO # Go to LUCARIO if loader ID is not Mewtwo
    cmpwi r0,0x21
    bne+ END # Skip if exiting ID is not Lucario
    b MOVE

    LUCARIO:
    cmpwi r4,0x21
    bne+ ROY # Go to ROY if loader ID is not Lucario
    cmpwi r0,0x26
    bne+ END # Skip if exiting ID is not Mewtwo
    b MOVE


    ROY:
    cmpwi r4,0x27
    bne+ MARTH # Go to MARTH if loader ID is not Roy
    cmpwi r0,0x11
    bne+ END # Skip if exiting ID is not Marth
    b MOVE

    MARTH:
    cmpwi r4,0x11
    bne+ END # Go to END if loader ID is not Marth
    cmpwi r0,0x27
    bne+ END # Skip if exiting ID is not Roy


    MOVE:
    mr r0,r4 # Make loader EXIST

    END:
    cmpw r0,r4 # Entry point (8084C9D4)
    bctr # Exit to ctr offset
    Bold be what gets pasted in, and the underscored bits being what needs to be changed.

    Links:
    http://opensa.dantarion.com/wiki/Instance_Slots
    http://www.mediafire.com/download/aw8y0n4a1q5kd50/asmwiird.zip
     
    Spigel likes this.
  5. KamiSquad_X

    KamiSquad_X
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    Smash Rookie

    Joined:
    Oct 3, 2015
    Messages:
    15
    Location:
    New York
    NNID:
    WaveDashX77
    Nice! Great Work dude! ^.^

    Except, Yoshi's egg costume based code give me glitches.

    Also, Do you still make codes? You think you could make some sm4sh codes like, ledge trumping, TurnRun/TurnRunBreak cancels into forward tilt, c-stick smash charging ? I need help to modiify or create a melee airdodge code to allow it to be limited to only 1 melee airdodge per air (my melee airdodge code goes into fall instead of specialfall)

    Thanks dude, Keep up the great codes!

    Edit: In case your still on a hiatus do you know anyone else still making codes? I mainly want to limit the number of melee airdodges to 1 per air, if you could point me in the right direction on how to code that, it'll really help out. :)
     
    #5 KamiSquad_X, Mar 14, 2016
    Last edited: Mar 14, 2016
  6. ds22

    ds22
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    Smash Lord

    Joined:
    Aug 30, 2009
    Messages:
    1,661
    Location:
    Rotterdam, The Netherlands
    Necrobumping this thread with more (requested) codes:
    Code:
    PT Pokes have Final Smashes & FS characters Don't [ds22]
    * 04B060DC 8081DF8C
    * 04B060E4 8081DF8C
    * 04B060EC 8081DF8C
    * 04B06114 8081DF84
    * 0481DF14 809D0008
    * 0481DF18 3804FFFD
    * 0481DF84 380000EC
    * 04AD8BB4 17171717
    * C281DF6C 00000003
    * 3800005C 2C04002D
    * 40A20008 3800007C
    * 60000000 00000000
    
    Alloys can Shield, Dodge & Grab Ledges [ds22]
    * 048A082C 48000088
    * 048A083C 48000078
    * 048A087C 48000038
    
    Bob-omb timer doesn't run when held [ds22]
    * 4A000000 90000000
    * 161A1400 00000028
    * 00000000 00FFFFFF
    * 00000000 00000001
    * 65050100 901A1400
    * 04000100 901A1408
    * 00080000 00000000
    
    Reverse Effect doesn't deal Damage when Shielded V1.1 [ds22]
    * C27451CC 0000000D
    * 3D808125 7C196000
    * 41A00054 3D80813A
    * 7C196000 41810048
    * 80830030 548406FE
    * 2C040007 40A20038
    * 8095002C 7C046000
    * 4181002C 8184007C
    * A18C0036 2C0C001A
    * 41A0001C 2C0C001D
    * 41A10014 2C0C001C
    * 4182000C 38800000
    * 6C808000 9001000C
    * 60000000 00000000
    
    Disable Screen KO [ds22]
    * 0687C310 00000008
    * 60000000 4800000C
    
    Star & Screen KO Timer Modifier [ds22]
    * 04FA0430 000000XX    #Star KO Timer part 1 (default 0x82 [130] Frames)
    * 04FA0434 000000XX    #Star KO Timer part 2 (default 0x2D [45] frames)
    * 04FA044C 000000XX    #Screen KO Timer part 1 (default 0x28 [40] Frames)
    * 04FA0450 000000XX    #Screen KO Timer part 2 (default 0x05 [5] Frames)
    * 04FA0454 000000XX    #Screen KO Timer part 3 (default 0x28 [40] Frames)
    * 04FA0458 000000XX    #Screen KO Timer part 4 (default 0x23 [35] Frames)
    
    
     
    #6 ds22, Aug 25, 2017
    Last edited: Aug 26, 2017
  7. Wobbaduck

    Wobbaduck
    Expand Collapse
    Smash Rookie

    Joined:
    Oct 1, 2016
    Messages:
    2
    Clone Soundbank Fix sounds almost exactly like what I'm looking for - only not quite. I'm using Solaros's code from this thread to allow Ike to load Duon's sounds: 04AD8A68 0000013E. This means he can't load his default sounds, though - do you know of a code to let a character load sounds from two soundbanks at once?
     
    #7 Wobbaduck, Sep 3, 2017
    Last edited: Sep 3, 2017
  8. Bob

    Bob
    Expand Collapse
    Banned (6 Points)

    Joined:
    Nov 22, 2001
    Messages:
    429
    I have a code request(s).

    *Trajectory DI is limited to 8 degrees*
    *Footstooling Disabled*

    While I'd appreciate both, the former's a priority. Having these codes would really help me and would be much appreciated,

    A code that prevents Samus from turning into ZSS would also be nice, but it isn't a priority.

    Thank you!
     
    #8 Bob, Sep 5, 2017
    Last edited: Sep 5, 2017
  9. ds22

    ds22
    Expand Collapse
    Smash Lord

    Joined:
    Aug 30, 2009
    Messages:
    1,661
    Location:
    Rotterdam, The Netherlands
    Unfortunately not I'm afraid.
    I'm not really making codes these days (haven't done so for more than a year now).
    This thread is mainly to showcase and share codes I've already made beforehand, so I'm afraid I can't help you.
     
  10. Bob

    Bob
    Expand Collapse
    Banned (6 Points)

    Joined:
    Nov 22, 2001
    Messages:
    429
    Do you know where in the memory DI is located, or how to go about changing it? I can probably find a way to create it if I know where to go.
     
  11. Bob

    Bob
    Expand Collapse
    Banned (6 Points)

    Joined:
    Nov 22, 2001
    Messages:
    429
    Do you know any other coders who can?
     
  12. ds22

    ds22
    Expand Collapse
    Smash Lord

    Joined:
    Aug 30, 2009
    Messages:
    1,661
    Location:
    Rotterdam, The Netherlands
     
    Shren and Draco_The like this.
  13. KingJigglypuff

    KingJigglypuff
    Expand Collapse
    Smash Ace

    Joined:
    May 2, 2010
    Messages:
    644
    Un-related to what was recently posted (still exciting none the less), but here's two codes ds22's letting me share. (If you want to post these yourself, I can delete this post).

    Code:
    Clone Engine Corps Stock Fix [ds22]
    *04952F14 2C04003A
    
    BrawlEX Corps Fix V1[ds22]
    *04952F38 7C802378
    These two codes in conjunction allow BrawlEx Fighter stock icons to appear on the All-Star menu when inserted properly.
     
    ds22 likes this.
  14. SonicTheHedgehog02

    SonicTheHedgehog02
    Expand Collapse
    Smash Journeyman

    Joined:
    Apr 25, 2010
    Messages:
    485
    Location:
    Massachusetts
    woah, Kirby hats lookin nice!
     
  15. ds22

    ds22
    Expand Collapse
    Smash Lord

    Joined:
    Aug 30, 2009
    Messages:
    1,661
    Location:
    Rotterdam, The Netherlands
  16. ds22

    ds22
    Expand Collapse
    Smash Lord

    Joined:
    Aug 30, 2009
    Messages:
    1,661
    Location:
    Rotterdam, The Netherlands
    NOTE: The following code only works with an info.pac file based on Project M 3.6's info.pac file, and is showcased mainly to explain its inner workings.

    Code:
    Individual Stock Icons (info.pac) V2.4 ASV [ds22, wiiztec]
    C20E2168 0000002C
    818100E8 3D609018
    896BF37F 2C0B0002
    4082007C 392000A5
    3D408058 614A8000
    897F0002 1D6B00A0
    7D4A5A14 896A009E
    80BF0020 2C050006
    41810020 2C050000
    40820030 3CA08128
    60A5AE64 80A50000
    2C050006 4081001C
    7D8A58AE 2C0C00CC
    4082000C 39600003
    48000008 396B0003
    7D8A58AE 2C0C00CC
    40820014 2C0B0000
    4182000C 39600000
    4BFFFFE8 3FA08045
    38C0003D 3BBD56D8
    38E00000 7CC903A6
    88DD0002 7C0C3000
    4182001C 88DD0003
    7C0C3000 41820010
    3BBD0010 38E70001
    4200FFE0 2C07003D
    4082000C 3FA08045
    3BBD56D8 899D0000
    2C0C0042 40A20008
    39800025 88C100ED
    2C0900A5 4082002C
    7CCA582E 54C6801E
    54C6463E 396B0003
    996A009E 2C1B0004
    40820010 892A009C
    39290003 992A009E
    1D8C000A 7D8C3214
    38EC0001 2C1B0000
    4082000C 7C882378
    7FFCFB78 3D8080C2
    A18C4314 3BA05F65
    7C0CE800 4182000C
    6D1E8000 48000008
    6CFE8000 83BC008C
    60000000 00000000
    
    800E2168:
    lwz  r12,0xE8(r1)  # Load Character ID
    
    ASV_MODE_ROUTINE:
    lis  r11,-28648
    lbz  r11,-3201(r11)
    cmpwi  r11,2
    bne-  COSMETIC_SLOT_START  # Branch if not ASV Mode
    li  r9,165
    lis  r10,-32680
    ori  r10,r10,32768
    lbz  r11,2(r31)
    mulli  r11,r11,160
    add  r10,r10,r11
    lbz  r11,158(r10)
    lwz  r5,32(r31)
    cmpwi  r5,6
    bgt-  0x20
    cmpwi  r5,0
    bne-  0x30
    lis  r5,-32472
    ori  r5,r5,44644
    lwz  r5,0(r5)
    cmpwi  r5,6
    ble-  0x1C
    lbzx  r12,r10,r11
    cmpwi  r12,204
    bne-  0x0C
    li  r11,3
    b  0x08
    addi  r11,r11,3
    lbzx  r12,r10,r11
    cmpwi  r12,204
    bne-  COSMETIC_SLOT_START
    cmpwi  r11,0
    beq-  COSMETIC_SLOT_START
    li  r11,0
    b  0xFFFFFFE8
    
    COSMETIC_SLOT_START:
    lis  r29,0x8045
    li  r6,61
    addi  r29,r29,22232  # Load Cosmetic Slots base address
    li  r7,0
    mtctr  r6  # Set Count Register (CTR) to total amount of Cosmetic Slots
    
    CHARACTER_ID_LOADER:
    lbz  r6,0x02(r29)  # Load Character ID
    cmpw  r12,r6
    beq-  COSMETIC_ID_LOADER  # Branch if equal
    lbz  r6,0x03(r29)  # Load Second Character ID
    cmpw  r12,r6
    beq-  COSMETIC_ID_LOADER  # Branch if equal
    addi  r29,r29,16
    addi  r7,r7,1  #
    bdnz+  CHARACTER_ID_LOADER  # Loop if CTR is not zero
    
    COSMETIC_ID_LOADER:
    cmpwi  r7,61
    bne-  0x0C  # Skip if valid index
    lis  r29,0x8045
    addi  r29,r29,22232  # Load Cosmetic Slots base address
    lbz  r12,0(r29)  # Load Cosmetic ID
    
    WARIOMAN_COSMETIC_CHECK
    cmpwi  r12,0x42
    bne+  PORTRAIT_ID_LOADER  # Branch if not WarioMan's Cosmetic ID
    li  r12,0x25  # Load Wario's Cosmetic ID
    
    PORTRAIT_ID_LOADER:
    lbz  r6,0xED(r1)  # Load Portrait ID
    
    ASV_PORTRAIT_ID:
    cmpwi r9,165
    bne-  PORTRAIT_ID_LOADER_EQUATION:  # Branch if not ASV Mode
    lwzx r6,r10,r11
    rlwinm r6,r6,16,0,15
    rlwinm r6,r6,8,24,31
    addi r11,r11,3
    stb r11,158(r10)
    cmpwi r27,4
    bne- 0x10
    lbz r9,156(r10)
    addi r9,r9,3
    stb r9,158(r10)
    
    PORTRAIT_ID_LOADER_EQUATION:
    mulli  r12,r12,10
    add  r12,r12,r6
    addi  r7,r12,1  # Multiply Cosmetic ID by 10, add Portrait ID, add 1 [A*10+B+1=C]
    
    cmpwi r27,0
    bne- 0x0C
    mr r8,r4
    mr  r28,r31  # (Original instruction located at 0x800E215C)
    
    INFO.PAC_CHECK:
    lis  r12,0x80C2
    lhz  r12,0x4314(r12)  # Load Info.pac header
    li  r29,0x5F65
    cmpw  r12,r29
    beq-  MELEE_STOCK  # Branch if Info_en.pac
    
    BRAWL_STOCK_COLOUR:
    xoris  r30,r8,0x8000  # Set PlayerTeam Colour ID as Frame ID
    b  0x08  # Skip to exit
    
    MELEE_STOCK_COLOUR:
    xoris  r30,r7,0x8000  # Set Stock Colour ID as Frame ID
    
    EXIT:
    lwz  r29, 0x008C (r28)
    
    040E215C 60000000
    
    040E2160 60000000
    
    C203D8B4 00000005
    2C09000B 40820018
    3C600006 38631C00
    3C800002 38847180
    7C641A14 881B001C
    60000000 00000000
    
    8003D8B4:
    cmpwi  r9,0x0b
    bne-  END # Skip if not info_en.pac
    lis  r3,6
    addi  r3,r3,7168
    lis  r4,2
    addi  r4,r4,29056
    add  r3,r4,r3 # Add 0x27180 to unmodified Compressed File Size (0x61C00)
    END:  lbz r0, 0x001C (r27)
    
    044218EC 00095F00
    
    0442190C 00180000
    
    04494990 00095F00
    
    044949EC 80C23A60
    
    044949F0 00180000
    
     
  17. ds22

    ds22
    Expand Collapse
    Smash Lord

    Joined:
    Aug 30, 2009
    Messages:
    1,661
    Location:
    Rotterdam, The Netherlands
    Bumping this thread with a little lost gem I recently found:
    Code:
    Skip Sudden Death [ds22]
    * 046D39D4 60000000
    * 046D39E0 60000000
    
     
  18. Popthekirby

    Popthekirby
    Expand Collapse
    Smash Cadet

    Joined:
    Feb 24, 2016
    Messages:
    30
    Is it possible to make the code take into account percent values and player stocks. Atm it always causes the lower port to win.
     

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