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Integrating AR Codes into the Disc Image

Rew

Smash Journeyman
Joined
May 19, 2008
Messages
246
Location
Columbia, S.C. (USA)
Thanks for the input, everyone! I now see that I have Melee v. 1.02.

So assuming I get the version of AR shown in a couple pics above, that will work w/ SSBM 1.02 to get the 3 trophies, 7 bonuses, and C-stick smash in 1P...correct?

(I just want to have confirmation so I know for sure before I make the purchase since Magus is right--it is pricey. It's a good thing I got a sizable tax refund this year. =P)

Also, I'm afraid I don't have hacking capabilities on my Wii (that I'm aware of).
 

GenG

Smash Lord
Joined
Dec 24, 2005
Messages
1,473
Location
Spain
Right now there is no C-Stick in single player mode for 1.2, though Zauron was working at it. That code is (as for now) only available for 1.0. Unless you use the modification that Magus420 made for the copied game.

Try to get a 1.0 Melee, you can find it second hand at a very low price. The thing would be to get that particular version.
 

standardtoaster

Tubacabra
Joined
Nov 26, 2009
Messages
9,253
Location
Eau Claire, Wisconsin
Um, simple math can actually port these...

C-Stick in 1P (1.1)
0416B18C 60000000

C-Stick in 1P (1.2)
0416B480 60000000

C-Stick in 1P (PAL)
0416BE50 60000000

Debug Menu replaces Tournament Mode (1.1)
0422CEB0 38000006

Debug Menu replaces Tournament Mode (1.2)
0422D638 38000006

Debug Menu replaces Tournament Mode (PAL)
0422F4A4 38000006

Disable stage transformation timer update in Pokemon Stadium (1.1)
041D0EDC 60000000

Disable stage transformation timer update in Pokemon Stadium (1.2)
041D1548 60000000

Disable stage transformation timer update in Pokemon Stadium (PAL)
041D316C 60000000

Tree AI never decides to blow wind in Dreamland (1.1)
04210CBC 60000000

Tree AI never decides to blow wind in Dreamland (1.2)
04211444 60000000

Tree AI never decides to blow wind in Dreamland (PAL)
042132AC 60000000

Disable update that spawns shy guys in Yoshi's Story (1.1)
041E2BE8 60000000

Disable update that spawns shy guys in Yoshi's Story (1.2)
041E3348 60000000

Disable update that spawns shy guys in Yoshi's Story (PAL)
041E5178 60000000
 

UltiMario

Out of Obscurity
Joined
Sep 23, 2007
Messages
10,438
Location
Maryland
NNID
UltiMario
3DS FC
1719-3180-2455
If I can find it, I could give you my AR. I have no idea where the AR memory card went.... or is it only the disc that lets you write codes? If so I'd give you the disc easy.

Alternatively, you could get the action replay homebrew App on the Wii. It'll let you run an AR (you don't need the disc) that I THINK has code insert capabilities, and functions exactly the same as a normal AR.
 

GenG

Smash Lord
Joined
Dec 24, 2005
Messages
1,473
Location
Spain
Um, simple math can actually port these...

C-Stick in 1P (1.1)
0416B18C 60000000

C-Stick in 1P (1.2)
0416B480 60000000

C-Stick in 1P (PAL)
0416BE50 60000000

Debug Menu replaces Tournament Mode (1.1)
0422CEB0 38000006

Debug Menu replaces Tournament Mode (1.2)
0422D638 38000006

Debug Menu replaces Tournament Mode (PAL)
0422F4A4 38000006

Disable stage transformation timer update in Pokemon Stadium (1.1)
041D0EDC 60000000

Disable stage transformation timer update in Pokemon Stadium (1.2)
041D1548 60000000

Disable stage transformation timer update in Pokemon Stadium (PAL)
041D316C 60000000

Tree AI never decides to blow wind in Dreamland (1.1)
04210CBC 60000000

Tree AI never decides to blow wind in Dreamland (1.2)
04211444 60000000

Tree AI never decides to blow wind in Dreamland (PAL)
042132AC 60000000

Disable update that spawns shy guys in Yoshi's Story (1.1)
041E2BE8 60000000

Disable update that spawns shy guys in Yoshi's Story (1.2)
041E3348 60000000

Disable update that spawns shy guys in Yoshi's Story (PAL)
041E5178 60000000
Wow, thanks a lot. I used GCNCrypt to make the PAL codes into AR codes and they work.
 

melon

Smash Cadet
Joined
Nov 14, 2010
Messages
30
Location
Seattle
Holy cow, thanks Magus! I've been looking for the 1-P C-stick code for a loong time.
 

Makai

Smash Apprentice
Joined
Jun 23, 2007
Messages
106
Location
North Carolina
So does anyone know how to implement the code from the OP? I'm stuck because I don't know how to find the offsets for codes that begin with anything other than 04.
 

Rew

Smash Journeyman
Joined
May 19, 2008
Messages
246
Location
Columbia, S.C. (USA)
Okay, so I finally got GCN AR working on my Wii (thanks to Homebrew). But now I'm trying to enter the codes for 1P C-stick, and it's just not working. I've tried the codes that Magus put in his post, I tried the one listed above by standardtoaster, and every time I get the "code not valid" error message. What's the right code to input for 1P C-Stick on NTSC Melee 1.2? And how many lines is it supposed to be? I think I see that codes are supposed to be 5 lines long, but I haven't seen any that long for this code.

(Also note that this is my first time ever using Action Replay, so I'm almost a blank slate on how it works.)
 

standardtoaster

Tubacabra
Joined
Nov 26, 2009
Messages
9,253
Location
Eau Claire, Wisconsin
I can't link it because it has some cIOS downloads, but just search in google "gamecube gecko os codes" and click the first link. Use that with the codes listed in this topic.
 

Rew

Smash Journeyman
Joined
May 19, 2008
Messages
246
Location
Columbia, S.C. (USA)
Me again. Now that I've soft-modded my Wii for this, when I went to insert my Brawl disc today, instead of having the game available to play, I was prompted to update my system instead. I was given the following message:

Wii said:
IMPORTANT: If your Wii console includes unauthorized modifications, this update may detect and remove unauthorized content causing immediate or delayed inoperability of your console. Failure to accept this update may also render this and future games unplayable. If you do not wish to accept this update, you can hold down the POWER button for 4 seconds.
I just want to play Brawl, not update my system and potentially brick it. So I'm afraid to click "I Accept" but I'm also afraid to hold down the power button to turn it off because that's supposed to make Brawl (and future games) unplayable on my system.

What do I do? Do I just remove the SD card every time I want to play a game like Brawl? Is there some other solution? =/
 

UltiMario

Out of Obscurity
Joined
Sep 23, 2007
Messages
10,438
Location
Maryland
NNID
UltiMario
3DS FC
1719-3180-2455
Brawl shouldn't be prompting an update... I don't know why it would.

It's not going to make anything unplayable, I assure you. If anything, you can just run Brawl through an empty Gecko OS/Riivolution app (just means not using codes) if it keeps on asking you, so you'll always just be able to boot games through the Homebrew Channel.
 

Cyan_Blau

Smash Apprentice
Joined
Nov 13, 2007
Messages
99
---Porting---

From the case that we know this now. Isn't there a case were we can just port one code to the other version?

For example "Any character can perform wall jump" from 1.00 to 1.02.

04081418 60000001
0408141C 981F2224

->80081418
->8008141C

... The problem now is that I still have now Gecko support on my Dolphin ...

But hopefully nobody hates me for bumping this topic.

I think more releases shall be made here :cool:
 

Cyan_Blau

Smash Apprentice
Joined
Nov 13, 2007
Messages
99
---Porting---

So in the .dol there is a fixed offset???

I mean isn't it much more complex? --- So if I would do it how you said I just would change the line from the offset from another code to the version I want???

This is just crazy! Isn't it?
 

Cyan_Blau

Smash Apprentice
Joined
Nov 13, 2007
Messages
99
---Porting---

Look at Magus' post. He posted the offsets of a few of the commands that some codes changed. Figure out the offset in the .dol that your code is modifying. Then from there, just follow my post directions.
Maaann!!!

I found the conversion by my self by just trying some offsets until I just subtracted 4 from a nearby offset and found it :cool:

If you could say me a better method let me see your result!

LIKE THIS: SSBM V1.2: All Character can perform Wall Jump
 

Cyan_Blau

Smash Apprentice
Joined
Nov 13, 2007
Messages
99
---Gecko---

I use the latest build.

But for that code I just converted it normally from 1.0 to 1.2.

I don't have to integrate it via Dolphin.

The optionality of some code, for some reason, is really useful ^^!

But for doing it I have the cheat search in Dolphin which makes it a lit a bit easier.

I hope that answers your questions for now ^^"
 

Indolent

Smash Rookie
Joined
Nov 16, 2010
Messages
16
Location
Huntington Beach, CA
whoa whoa whoa. how did he go from this:
Debug Menu replaces Tournament Mode
-Selecting Tournament Melee in the main menu takes you to the Debug Menu instead

'Debug Menu replaces Tournament Mode [Magus, donny2112]
0422C340 38000006

Location: .DOL
Code:
[B][U]Version  DOL Offset     Hex to Replace          ASM Code        [/U][/B]
1.00     0x228F20   3800001B -> 38000006  (li r0,27 -> li r0,6)
1.01     0x229A90   3800001B -> 38000006  (li r0,27 -> li r0,6)
1.02     0x22A218   3800001B -> 38000006  (li r0,27 -> li r0,6)
PAL      0x22C084   3800001E -> 38000006  (li r0,30 -> li r0,6)
to this:
Um, simple math can actually port these...

Debug Menu replaces Tournament Mode (1.1)
0422CEB0 38000006

Debug Menu replaces Tournament Mode (1.2)
0422D638 38000006

Debug Menu replaces Tournament Mode (PAL)
0422F4A4 38000006
and if it is simple math (hex modifications?), can someone explain what steps he took? a simple guide or link would suffice. if i can figure this out, i'll be able to encrypt some of Zauron's decrypted codes for Green Greens modifications to use for action replay if it hasn't been done already.
 

NoAh MenQui

Smash Apprentice
Joined
Feb 5, 2011
Messages
107
Video Request

Would be very nice if a video of this was made.

EDIT:

For the Dual 1v1 Code to be in action.

thanks for the feedback st lol

EDIT 2:

Dual 1v1

[collapse=copypasta from the linked site]
Code:
The Codes

These codes are for US version 1.0 of Super Smash Bros. Melee, simply because that is the version I own. I do not know how to convert them to other versions.
Dual 1v1 Mode:

In my normal Smash group of 4 players, we have limited time and no one wants to wait out matches, yet we prefer 1v1-style fights. This code allows this by letting all 4 players play at once, but each "set" of 1v1 players can't directly interfere with the other fight (beyond things like messing with the camera or edge hogging). Once each pair has a winner, the two winners can battle it out for the overall winner of the match!

The only downside is that you can no longer play team matches with Friendly Fire turned off - but no one worth their salt plays Teams without Friendly Fire turned on anyway.

To use:

   1. Turn Friendly Fire to OFF.
   2. Switch to Team mode and set the team colors so that each set of players that should fight each other are the same color. Players will only be able to hurt other players set to the same team color.
   3. (Optional) Switch Team mode back off so players can switch to whatever costume they want.
   4. Start the match
   5. When the match is over, re-shuffle team colors as desired (this step can be skipped using another code further down!). 

Dual 1v1 mode code:

   1. 7XBM-UEQM-ABZVX
   2. A6CE-M7QR-BFYE0
   3. JQ55-16XM-MJ1QH
   4. V0VW-V6HU-BA5M1
   5. VV4N-V7KU-9KZ0D
   6. JVWV-TCNZ-EBQ0J
   7. 3XUP-9HV3-19VGM
   8. A5EJ-Z01W-QV6AC
   9. GKNJ-R1D0-RN06Q
  10. 0R9K-5803-72TV2
  11. QAW8-Q6HD-GA4BQ
  12. 7QCH-W9J8-AC728
  13. W8G7-QB4W-E2Y79
  14. UZG9-JHF8-7RQBV
  15. 23N4-M3MQ-86ECP
  16. VTWP-83ZW-EXH80
  17. U8WR-KB0Y-ZTV3P
  18. 6UZU-R4FT-8T5PC
  19. 8G9U-HHQQ-HXPUP
  20. GT3X-5BCU-2V8GB
  21. 4HGF-F6KY-UCMYR
  22. 0GJ2-K81G-4ZF8P
  23. 3Z08-2UJG-T6F03
  24. 011B-0E8W-YMFRM
  25. X3BD-K9K4-8UG4E 

The above code has an initially unintended side effect - attacks from the "neutral" faction will not attack any players. This means most stage hazards won't hurt anyone, but also things like mushrooms and power stars. I figured out how to re-enable the "neutral" faction with this alternate version of the above code:

Dual 1v1 mode w/ working "neutral" attacks code:

   1. G7R9-9U9P-QD0F8
   2. A6CE-M7QR-BFYE0
   3. JQ55-16XM-MJ1QH
   4. A5EJ-Z01W-QV6AC
   5. GKNJ-R1D0-RN06Q
   6. QAW8-Q6HD-GA4BQ
   7. 7QCH-W9J8-AC728
   8. W8G7-QB4W-E2Y79
   9. 23N4-M3MQ-86ECP
  10. VTWP-83ZW-EXH80
  11. U8WR-KB0Y-ZTV3P
  12. 6UZU-R4FT-8T5PC
  13. 8G9U-HHQQ-HXPUP
  14. GT3X-5BCU-2V8GB
  15. 4HGF-F6KY-UCMYR
  16. 0GJ2-K81G-4ZF8P
  17. 3Z08-2UJG-T6F03
  18. 011B-0E8W-YMFRM
  19. X3BD-K9K4-8UG4E 

Shuffle teams based on rank:

The Dual 1v1 mode is pretty cool, but having to switch teams around after every match can be tedious. This code gets rid of that step by automating the shuffling of team assignments based on the rankings from the previous match. With it, there is no need to switch to Teams mode at all, unless you just want to check as a reminder of who is fighting whom.

The players that recieved 1st or 2nd place will be set to fight each other for the next match, and the players that got 3rd and 4th place will fight each other. When the game is first booted everyone can fight everyone, so you can treat the first match as a FFA "placements" match that determines the pairings for the first paired-off match.

Of course, even with this code enabled, you can still at any time manually switch to Teams mode and change around the pairings before starting the next match.

Note: In the unlikely event of a tie, this code will not compensate and will still assign directly based on rank. You will want to manually go into Teams mode and fix the color assignments in this case.

Re-shuffle teams by Rank code:

   1. 9C4P-UPXK-6M6HW
   2. KXA2-GHYB-YBXU3
   3. ZK06-1YTD-9H46A
   4. 3CCZ-VRD6-P1A14
   5. 52WJ-9W0E-ANW0A
   6. KKRF-4KAY-DT3FX
   7. A88D-RTXA-B6GF3
   8. 9V4P-CT75-FVM7U
   9. H378-K5Z5-C9YXH
  10. 8W1X-M0N5-PJTDU
  11. TUF3-DFTP-CXVTQ
  12. PA3J-UNHD-NPAG8
  13. BDNM-ETD8-41EQ3
  14. DE05-Z4H6-6DQHG
  15. QF4R-***K-MMDE2
  16. HDX9-U3DM-JBRV6
  17. GGXC-RE77-TTYR2
  18. BYPU-CMM2-81RYF
  19. D82N-CQ7G-DEWRZ
  20. Z639-H6A4-GGTJ2
  21. 1TQB-W6YX-QQWRW
  22. TAHU-FMJF-BVHM2
  23. 83BK-451R-TK4D7
  24. PQ9B-Q9ZB-MRXMC
  25. 3FV1-Z9K0-4PNQ6
  26. 28XW-RBC5-TFCVZ
  27. VHDR-UM94-BT76H
  28. KH5F-385R-AR6YC
  29. GJ24-6AC6-UVZQB
  30. E9FZ-A3QA-YCERP 

Disable some stage features:

Many stages have annoying features that interfere with a straight skill-based fight. Argue fairness as you will, but we would rather not have stages do some of this stuff. This code disables the following stage features:

    * Brinstar: Rising lava
    * Corneria: Attacking ships and Great Fox gun
    * Dreamland 64: Wind
    * Fountain of Dreams: Moving platforms
    * Green Greens: Wind, apples, and falling blocks
    * Peach's Castle: Switches and Bullet Bills
    * Pokemon Stadium: Transformations
    * Yoshi's Story: Shy guys

Disable stage features code:

   1. 12GV-JMV8-Z38E8
   2. PC0M-DD84-KDEN8
   3. 8N46-M6MR-3FF6D
   4. CR16-BE3A-E5ZQT
   5. N0A2-0X7Z-K4QXV
   6. JFY3-RBX4-E6X32
   7. 7KPA-W91E-EM8MJ
   8. K0UD-W4V9-4HGK5
   9. Z04D-ZEZ4-Q7GT5
  10. 69R5-52CR-98W45
  11. 43FJ-MTHU-MDNA4
  12. RHMY-M2YG-QRGD5
  13. 7BRE-D2BT-GPR8A 

C-stick smashes in 1p Mode:

Want to use Training Mode and still have the c-stick do smash attacks instead of moving the camera? Don't we all! Now you can with this code.

C-stick 1p mode code:

   1. T1PY-QR55-E4EWG
   2. GCH0-5WBT-26FY8 



For other hackers

Below are the unencrypted versions of the above codes complete with comments on what each line does, for anyone wanting to further modify the codes or make new ones. The codes were encrypted using GCNCrypt.
Dual 1v1 mode:

'Make sure FF (Friendly Fire) is checked for grabs even with Team mode off
040787D0 60000000
'Make sure FF is checked for melee attacks even with Team mode off
04078A3C 60000000
'Make sure FF is checked for projectile vs projectile even with Team mode off
0426F434 60000000
'Make sure team id's are compared for self-damaging projectiles (Link's bombs)
0426f44c 60000000
0426f458 60000000
0407901C 60000000
'Check Team of Projectile attacks
04078FFC 88770020
'Compare Projectile team to "Neutral"
04079000 2C0300FF
'Skip attacks from "Neutral" team (leave out this line to make "Neutral" attacks work!)
04079004 418207A0
'Swap FF logic for grabs (ONLY grab teammates)
000787EC 00000040
'Swap FF logic for melee attacks (ONLY attack teammates)
00078A7C 00000040
'Swap FF logic for projectiles (ONLY hit teammates)
0007902C 00000040
'Swap FF logic for projectile vs projectile attacks (ONLY hit teammate's projectiles)
'0026F44C 00000040
'Special force jump to custom code stored in memory only used by debug mode
0416b748 4828CDD9
'New code - subtract # of deaths from total # of players
043F8520 7C1FE850
'New code - Set address to store resulting # of living players
043F8524 3FC0803F
'New code - Store # of living players
043F8528 901E7FD0
'New code - Perform original operation that was changed to a code jump
043F852c 381DFFFF
'New code - Return back to original code
043F8530 4E800020
'Check - is FF turned OFF in menus?
48459F51 00000000
'If above is true, turn FF off in the match as well
0046BBA1 00000000
'If above is true, always switch Teams mode off
0046BBA8 00000000
'Is there less than 3 players still alive (checking value set by custom code above)?
2C3F7FD0 00000003
'If above is true, turn temp in-game FF mode ON so last 2 players can kill each other
0046BBA1 00000001
Shuffle teams based on rank:

'This address stores the player number of the last player that died, but at the start of a match it defaults to 6. Here we check if it is 6 to know if a match started.
484696E5 00000006
'If just started a match (last player died == 6), set a value to FF as a marker. This value will get set back to normal when the match ends by normal game code, and is how to know the match ended.
0047E8CD 000000FF
'By the same above check, change the player number of the last player that died to '5' so don't do the above more than once.
004696E5 00000005
'Check - if last player that died is still 6, match must have just started, so don't continue.
904696E5 00000006
'Check - if last player that died is a special tag 'FF', must have already performed the below, so don't continue.
904696E5 000000FF
'Check - if this address is still special tag 'FF' from intial code, match must not have ended yet, so don't continue.
9047E8CD 000000FF
'Check - if Friendly Fire is turned off, not using Dual 1v1 mode anyway, so don't continue.
88459F51 00000000
'Set Player 1 to red team
003EEF76 00000000
0047E861 00000000
'Set player 2 to red team
003EEF9A 00000000
0047E885 00000000
'Set player 3 to red team
003EEFBE 00000000
0047E8A9 00000000
'Set player 4 to red team
003EEFE2 00000000
0047E8CD 00000000
'If player 1's rank is > 2 (3rd or 4th place), set to blue team.
7047A0BD 00000001
003EEF76 00000001
0047E861 00000001
'If player 2's rank is > 2 (3rd or 4th place), set to blue team.
7047A165 00000001
003EEF9A 00000001
0047E885 00000001
'If player 3's rank is > 2 (3rd or 4th place), set to blue team.
7047A20D 00000001
003EEFBE 00000001
0047E8A9 00000001
'If player 4's rank is > 2 (3rd or 4th place), set to blue team.
7047A2B5 00000001
003EEFE2 00000001
0047E8CD 00000001
'Set the last player that died to 'FF' to prevent doing this more than once after match ends. It will get set back to 6 by normal game code at the beginning of the next match.
004696E5 000000FF
'Tag for Action Replay that this is the end of the multi-line if checks above.
00000000 40000000
Disable some stage features:

'Skip functions for creating switches and bullets in Peach's Castle.
041CC8F8 4800000C
'Disable update for rising lava in Brinstar.
041D89B4 4E800020
'Tree AI never decides to blow wind in Dreamland.
0421035C 60000000
'Turn off the moving platforms and the water that holds them up in Fountain of Dreams.
041CB8DC FC000028
041CB8E4 4800013C
'Disable update that spawns ships in Corneria.
041DCA1C 60000000
'Tell the Great Fox's gun to start out dead (so it won't shoot or act as a platform).
041E035C 40800430
'Turn off initial bricks appearing in Green Greens.
04213434 60000000
'Disable update for new bricks falling in Green Greens.
0421586C 60000000
'Disable update for tree (wind and apples) in Green Greens.
04212958 4E800020
'Disable stage transformation timer update in Pokemon Stadium.
041D0578 60000000
'Disable update that spawns shy guys in Yoshi's Story.
041E2284 60000000
C-stick smashes in 1p Mode:

'Always report in VS mode
0416AB64 60000000
Stage hacking tips:

Smash Melee's code keeps a linked list of objects with update functions, which it runs through and calls the update functions every game frame. This list is constantly having objects added to and deleted from it. Each stage adds several objects to the list, and the easiest way to change the stage's behaviour is to tell these functions to not do anything.

Each stage has an initialization function, and while it is possible to find out what function is run for each stage by following a series of several links in memory, the easist way is to put a breakpoint at the address 0x801BFA90, start the stage you want to mess with, and then step once when the breakpoint is hit. This will put you at the start of that stage's initialization function.

During the initialization function several objects will be added to the update list. To find where the update functions are, starting from the initialization function you found, scroll down the code to find the return code (blr) and put a breakpoint there. Next, put a breakpoint at the address 0x8038DF40. This is part of the function that adds new objects to the list.

Now let the code run until that breakpoint is reached. When it is, look at the address in register #28. This is the address of the update function for the object being added. Keep running the code and jot down the addresses in register 28 until you hit the breakpoint at the end of the stage's initialization function. After that, more objects will be added all the time but they are not related to the stage.

There are two global update functions you will see that should be ignored - 0x801C0D00 (which updates animations) and 0x801C0D68 (unknown purpose). The rest are likely specific to that stage. Many of those will be nothing more than a return (blr) though, as an "empty" update, so those can also be ignored.

A quick change just to see what happens is to take those update functions and tell them to just return immediately by using a code like 04XXXXXX 4E800020, where XXXXXX is the last 6 digits of the address of the update function. If that does more than you intended, you may need to step through the update functions and find things to change, often just telling it to skip a branch or something using 60000000.

You can also try to mess with the stage's init function, though I've rarely found this useful. One thing that has been useful to know though is that many objects have init functions of their own, where additional steps are taken. For example, I had to edit the init function for the main stage platform of Green Green's in order to get rid of the initial yellow blocks. You can find these in a similar way to finding the update functions - while in the stage's init function, put a breakpoint at 0x802122F8 and step once to get into the init function of initialized objects for that stage.

Good luck hacking!
[/collapse]
And that is what I want to be shown, that code in action, the Dual 1v1 code
 

SypherPhoenix

Smash Lord
Joined
Feb 12, 2007
Messages
1,563
Location
Fairfax, VA
just decided to get off my lazy *** and finish zauron's stuff:
http://www.mediafire.com/?1tg8lwb9uusy25k


i've actually had this close to completion for a few months now >____>;;


Updated info.txt with the new stuff written in Magus' little format. I was too lazy to do the ASM code. **** you.

Mods included:

•C-Stick in 1P Mode
•Debug Menu replaces Tournament Mode
•Disable Transformations on Pokémon Stadium
•Disable Wind on DL64
•Disable Fly Guy Spawns on YS
•Disable Arwing Spawns on Corneria
•Great Fox's Guns diediedie at GO!
•Disable Brinstar Lava
•Remove (Disable) Moving Platforms on FoD

Green Greens -
•No Blocks At Start
•Disable Falling Blocks
•Disable Whispy Woods (Apples & Wind)





funny thing, when Great Fox's guns blow up at the beginning of the match, a hitbox (the charging one) is left there for the rest of the game and will zap anything that comes into contact with it. You also seem to be able to hit the guns even though you can't land on them. I haven't tried figuring out what happens after you deal enough damage to destroy the normal guns, but I suppose one of you guys can, lol. When you deal enough damage (enough to normally destroy the guns) the gun hurtboxes change to their normal and unhittable destroyed state. The charging hitbox sticks around, though.

Also, I can't get the Peach's Castle code to work with Dolphin's built-in AR, and when I stuck it in the dol it was the same deal. I just get an error upon trying to load the stage.



[collapse="info.txt copypasta"]===========================
##-ENABLED MODIFICATIONS-##
===========================









------------------
C-Stick in 1P Mode
------------------
'Always report in VS mode [Zauron]
0416AB64 60000000

Location: .DOL

Version DOL Offset Hex to Replace ASM Code
-------------------------------------------------------------
1.00 0x167744 48000008 -> 60000000 (b 0x8 -> nop)
1.01 0x167D6C 48000008 -> 60000000 (b 0x8 -> nop)
1.02 0x168060 48000008 -> 60000000 (b 0x8 -> nop)
PAL 0x168A30 48000008 -> 60000000 (b 0x8 -> nop)


-----------------------------------
Debug Menu replaces Tournament Mode
-----------------------------------
'Selecting Tournament Melee in the main menu takes you to the Debug Menu instead [Magus, donny2112]
0422C340 38000006

Location: .DOL

Version DOL Offset Hex to Replace ASM Code
----------------------------------------------------------------
1.00 0x228F20 3800001B -> 38000006 (li r0,27 -> li r0,6)
1.01 0x229A90 3800001B -> 38000006 (li r0,27 -> li r0,6)
1.02 0x22A218 3800001B -> 38000006 (li r0,27 -> li r0,6)
PAL 0x22C084 3800001E -> 38000006 (li r0,30 -> li r0,6)






***************
* Stage Stuff *
***************


---------------
Pokemon Stadium
---------------
-Disable Transformations

'Disable stage transformation timer update in Pokemon Stadium [Zauron]
041D0578 60000000

Location: .DOL

Version DOL Offset Hex to Replace ASM Code
-------------------------------------------------------------
1.00 0x1CD158 48002FA5 -> 60000000 (bl 0x2FA4 -> nop)
1.01 0x1CDABC 48002FA5 -> 60000000 (bl 0x2FA4 -> nop)
1.02 0x1CE128 48003001 -> 60000000 (bl 0x3000 -> nop)
PAL 0x1CFD4C 48003135 -> 60000000 (bl 0x3134 -> nop)


------------
Dreamland 64
------------
-Disable Wind

'Tree AI never decides to blow wind in Dreamland [Zauron]
0421035C 60000000

Location: .DOL

Version DOL Offset Hex to Replace ASM Code
-------------------------------------------------------------
1.00 0x20CF3C 4800059C -> 60000000 (b 0x59C -> nop)
1.01 0x20D89C 4800059C -> 60000000 (b 0x59C -> nop)
1.02 0x20E024 4800059C -> 60000000 (b 0x59C -> nop)
PAL 0x20FE8C 4800059C -> 60000000 (b 0x59C -> nop)


-------------
Yoshi's Story
-------------
-Disable Fly Guy Spawns

'Disable update that spawns shy guys in Yoshi's Story [Zauron]
041E2284 60000000

Location: .DOL

Version DOL Offset Hex to Replace ASM Code
-------------------------------------------------------------
1.00 0x1DEE64 480000D1 -> 60000000 (bl 0xD0 -> nop)
1.01 0x1DF7C8 480000D1 -> 60000000 (bl 0xD0 -> nop)
1.02 0x1DFF28 480000D1 -> 60000000 (bl 0xD0 -> nop)
PAL 0x1E1D58 480000D1 -> 60000000 (bl 0xD0 -> nop)


--------
Corneria
--------
-Disable Arwing Spawns

'Disable update that spawns ships in Corneria. [Zauron]
041DCA1C 60000000

Location: .DOL

Version DOL Offset Hex to Replace ASM Code
-------------------------------------------------------------
1.00 0x1D95FC 4BFFF3D5 -> 60000000 ()
1.01 0x1D9F60 4BFFF3D5 -> 60000000 ()
1.02 0x1DA628 4BFFF3D5 -> 60000000 ()
PAL 0x1DC438 4BFFF3D5 -> 60000000 ()


--------
Corneria
--------
-Destroyed Guns From Start

'Tell the Great Fox's gun to start out dead (so it won't shoot or act as a platform). [Zauron]
041E035C 40800430

Location: .DOL

Version DOL Offset Hex to Replace ASM Code
-------------------------------------------------------------
1.00 0x1DCF3C 40800018 -> 40800430 ()
1.01 0x1DD8A0 40800018 -> 40800430 ()
1.02 0x1DDF70 40800018 -> 40800430 ()
PAL 0x1DFDA0 40800018 -> 40800430 ()


--------
Brinstar
--------
-Disable Lava

'Disable update for rising lava in Brinstar. [Zauron]
041D89B4 4E800020

Location: .DOL

Version DOL Offset Hex to Replace ASM Code
-------------------------------------------------------------
1.00 0x1D5594 7C0802A6 -> 4E800020 ()
1.01 0x1D5EF8 7C0802A6 -> 4E800020 ()
1.02 0x1D65C0 7C0802A6 -> 4E800020 ()
PAL 0x1D83D0 7C0802A6 -> 4E800020 ()


------------
Green Greens
------------
-No Blocks At Start

'Turn off initial bricks appearing in Green Greens. [Zauron]
04213434 60000000

Location: .DOL

Version DOL Offset Hex to Replace ASM Code
-------------------------------------------------------------
1.00 0x210014 4800046D -> 60000000 ()
1.01 0x210B44 4800046D -> 60000000 ()
1.02 0x2112CC 4800046D -> 60000000 ()
PAL 0x213214 4800046D -> 60000000 ()


------------
Green Greens
------------
-Disable Falling Blocks

'Disable update for new bricks falling in Green Greens. [Zauron]
0421586C 60000000

Location: .DOL

Version DOL Offset Hex to Replace ASM Code
-------------------------------------------------------------
1.00 0x21244C 4BFFF3B5 -> 60000000 ()
1.01 0x212F7C 4BFFF3B5 -> 60000000 ()
1.02 0x213704 4BFFF3B5 -> 60000000 ()
PAL 0x21556C 4BFFF3B5 -> 60000000 ()


------------
Green Greens
------------
-Disable Whispy Woods

'Disable update for tree (wind and apples) in Green Greens. [Zauron]
04212958 4E800020

Location: .DOL

Version DOL Offset Hex to Replace ASM Code
-------------------------------------------------------------
1.00 0x20F538 7C0802A6 -> 4E800020 ()
1.01 0x210068 7C0802A6 -> 4E800020 ()
1.02 0x2107F0 7C0802A6 -> 4E800020 ()
PAL 0x1EB0C8 7C0802A6 -> 4E800020 ()


------------------
Fountain of Dreams
------------------
-Disable Water Jets

'Turn off the moving platforms and the water that holds them up in Fountain of Dreams. [Zauron]
041CB8DC FC000028

Location: .DOL

Version DOL Offset Hex to Replace ASM Code
-------------------------------------------------------------
1.00 0x1C84BC EC0007FA -> FC000028 ()
1.01 0x1C8E20 EC0007FA -> FC000028 ()
1.02 0x1C948C EC0007FA -> FC000028 ()
PAL 0x1CB0B0 EC0007FA -> FC000028 ()


------------------
Fountain of Dreams
------------------
-Remove (Disable) Moving Platforms

'Turn off the moving platforms and the water that holds them up in Fountain of Dreams. [Zauron]
041CB8E4 4800013C

Location: .DOL

Version DOL Offset Hex to Replace ASM Code
-------------------------------------------------------------
1.00 0x1C84C4 801B0014 -> 4800013C ()
1.01 0x1C8E28 801B0014 -> 4800013C ()
1.02 0x1C9494 801B0014 -> 4800013C ()
PAL 0x1CB0B8 801B0014 -> 4800013C ()









===============================
##-END ENABLED MODIFICATIONS-##
===============================










xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
@@;Couldn't get the stage to load with this one...

--------------
Peach's Castle
--------------
-Disable Bazai Bill and Switch Spawns

'Skip functions for creating switches and bullets in Peach's Castle. [Zauron]
041CC8F8 48000020

Location: .DOL

Version DOL Offset Hex to Replace ASM Code
-------------------------------------------------------------
1.00 0x1C94D8 48001FA1 -> 48000020 ()
1.01 0x1C9E3C 48001FA1 -> 48000020 ()
1.02 0x1CA4A0 48001FA1 -> 48000020 ()
PAL 0x1CC0C0 48001FA1 -> 48000020 ()[/collapse]
 

Kal

Smash Champion
Joined
Dec 21, 2004
Messages
2,973
How about a DOL with everything unlocked by default, as well as the c-stick in 1P mode and the debug replacing tournament mode, so I don't need a memory card? >_>
 

crush

Smash Master
Joined
Feb 8, 2011
Messages
3,701
Location
Fashion Sense Back Room
just decided to get off my lazy *** and finish zauron's stuff:
http://www.mediafire.com/?1tg8lwb9uusy25k


i've actually had this close to completion for a few months now >____>;;


Updated info.txt with the new stuff written in Magus' little format. I was too lazy to do the ASM code. **** you.

Mods included:

•C-Stick in 1P Mode
•Debug Menu replaces Tournament Mode
•Disable Transformations on Pokémon Stadium
•Disable Wind on DL64
•Disable Fly Guy Spawns on YS
•Disable Arwing Spawns on Corneria
•Great Fox's Guns diediedie at GO!
•Disable Brinstar Lava
•Remove (Disable) Moving Platforms on FoD

Green Greens -
•No Blocks At Start
•Disable Falling Blocks
•Disable Whispy Woods (Apples & Wind)





funny thing, when Great Fox's guns blow up at the beginning of the match, a hitbox (the charging one) is left there for the rest of the game and will zap anything that comes into contact with it. You also seem to be able to hit the guns even though you can't land on them. I haven't tried figuring out what happens after you deal enough damage to destroy the normal guns, but I suppose one of you guys can, lol. When you deal enough damage (enough to normally destroy the guns) the gun hurtboxes change to their normal and unhittable destroyed state. The charging hitbox sticks around, though.

Also, I can't get the Peach's Castle code to work with Dolphin's built-in AR, and when I stuck it in the dol it was the same deal. I just get an error upon trying to load the stage.



[collapse="info.txt copypasta"]===========================
##-ENABLED MODIFICATIONS-##
===========================









------------------
C-Stick in 1P Mode
------------------
'Always report in VS mode [Zauron]
0416AB64 60000000

Location: .DOL

Version DOL Offset Hex to Replace ASM Code
-------------------------------------------------------------
1.00 0x167744 48000008 -> 60000000 (b 0x8 -> nop)
1.01 0x167D6C 48000008 -> 60000000 (b 0x8 -> nop)
1.02 0x168060 48000008 -> 60000000 (b 0x8 -> nop)
PAL 0x168A30 48000008 -> 60000000 (b 0x8 -> nop)


-----------------------------------
Debug Menu replaces Tournament Mode
-----------------------------------
'Selecting Tournament Melee in the main menu takes you to the Debug Menu instead [Magus, donny2112]
0422C340 38000006

Location: .DOL

Version DOL Offset Hex to Replace ASM Code
----------------------------------------------------------------
1.00 0x228F20 3800001B -> 38000006 (li r0,27 -> li r0,6)
1.01 0x229A90 3800001B -> 38000006 (li r0,27 -> li r0,6)
1.02 0x22A218 3800001B -> 38000006 (li r0,27 -> li r0,6)
PAL 0x22C084 3800001E -> 38000006 (li r0,30 -> li r0,6)






***************
* Stage Stuff *
***************


---------------
Pokemon Stadium
---------------
-Disable Transformations

'Disable stage transformation timer update in Pokemon Stadium [Zauron]
041D0578 60000000

Location: .DOL

Version DOL Offset Hex to Replace ASM Code
-------------------------------------------------------------
1.00 0x1CD158 48002FA5 -> 60000000 (bl 0x2FA4 -> nop)
1.01 0x1CDABC 48002FA5 -> 60000000 (bl 0x2FA4 -> nop)
1.02 0x1CE128 48003001 -> 60000000 (bl 0x3000 -> nop)
PAL 0x1CFD4C 48003135 -> 60000000 (bl 0x3134 -> nop)


------------
Dreamland 64
------------
-Disable Wind

'Tree AI never decides to blow wind in Dreamland [Zauron]
0421035C 60000000

Location: .DOL

Version DOL Offset Hex to Replace ASM Code
-------------------------------------------------------------
1.00 0x20CF3C 4800059C -> 60000000 (b 0x59C -> nop)
1.01 0x20D89C 4800059C -> 60000000 (b 0x59C -> nop)
1.02 0x20E024 4800059C -> 60000000 (b 0x59C -> nop)
PAL 0x20FE8C 4800059C -> 60000000 (b 0x59C -> nop)


-------------
Yoshi's Story
-------------
-Disable Fly Guy Spawns

'Disable update that spawns shy guys in Yoshi's Story [Zauron]
041E2284 60000000

Location: .DOL

Version DOL Offset Hex to Replace ASM Code
-------------------------------------------------------------
1.00 0x1DEE64 480000D1 -> 60000000 (bl 0xD0 -> nop)
1.01 0x1DF7C8 480000D1 -> 60000000 (bl 0xD0 -> nop)
1.02 0x1DFF28 480000D1 -> 60000000 (bl 0xD0 -> nop)
PAL 0x1E1D58 480000D1 -> 60000000 (bl 0xD0 -> nop)


--------
Corneria
--------
-Disable Arwing Spawns

'Disable update that spawns ships in Corneria. [Zauron]
041DCA1C 60000000

Location: .DOL

Version DOL Offset Hex to Replace ASM Code
-------------------------------------------------------------
1.00 0x1D95FC 4BFFF3D5 -> 60000000 ()
1.01 0x1D9F60 4BFFF3D5 -> 60000000 ()
1.02 0x1DA628 4BFFF3D5 -> 60000000 ()
PAL 0x1DC438 4BFFF3D5 -> 60000000 ()


--------
Corneria
--------
-Destroyed Guns From Start

'Tell the Great Fox's gun to start out dead (so it won't shoot or act as a platform). [Zauron]
041E035C 40800430

Location: .DOL

Version DOL Offset Hex to Replace ASM Code
-------------------------------------------------------------
1.00 0x1DCF3C 40800018 -> 40800430 ()
1.01 0x1DD8A0 40800018 -> 40800430 ()
1.02 0x1DDF70 40800018 -> 40800430 ()
PAL 0x1DFDA0 40800018 -> 40800430 ()


--------
Brinstar
--------
-Disable Lava

'Disable update for rising lava in Brinstar. [Zauron]
041D89B4 4E800020

Location: .DOL

Version DOL Offset Hex to Replace ASM Code
-------------------------------------------------------------
1.00 0x1D5594 7C0802A6 -> 4E800020 ()
1.01 0x1D5EF8 7C0802A6 -> 4E800020 ()
1.02 0x1D65C0 7C0802A6 -> 4E800020 ()
PAL 0x1D83D0 7C0802A6 -> 4E800020 ()


------------
Green Greens
------------
-No Blocks At Start

'Turn off initial bricks appearing in Green Greens. [Zauron]
04213434 60000000

Location: .DOL

Version DOL Offset Hex to Replace ASM Code
-------------------------------------------------------------
1.00 0x210014 4800046D -> 60000000 ()
1.01 0x210B44 4800046D -> 60000000 ()
1.02 0x2112CC 4800046D -> 60000000 ()
PAL 0x213214 4800046D -> 60000000 ()


------------
Green Greens
------------
-Disable Falling Blocks

'Disable update for new bricks falling in Green Greens. [Zauron]
0421586C 60000000

Location: .DOL

Version DOL Offset Hex to Replace ASM Code
-------------------------------------------------------------
1.00 0x21244C 4BFFF3B5 -> 60000000 ()
1.01 0x212F7C 4BFFF3B5 -> 60000000 ()
1.02 0x213704 4BFFF3B5 -> 60000000 ()
PAL 0x21556C 4BFFF3B5 -> 60000000 ()


------------
Green Greens
------------
-Disable Whispy Woods

'Disable update for tree (wind and apples) in Green Greens. [Zauron]
04212958 4E800020

Location: .DOL

Version DOL Offset Hex to Replace ASM Code
-------------------------------------------------------------
1.00 0x20F538 7C0802A6 -> 4E800020 ()
1.01 0x210068 7C0802A6 -> 4E800020 ()
1.02 0x2107F0 7C0802A6 -> 4E800020 ()
PAL 0x1EB0C8 7C0802A6 -> 4E800020 ()


------------------
Fountain of Dreams
------------------
-Disable Water Jets

'Turn off the moving platforms and the water that holds them up in Fountain of Dreams. [Zauron]
041CB8DC FC000028

Location: .DOL

Version DOL Offset Hex to Replace ASM Code
-------------------------------------------------------------
1.00 0x1C84BC EC0007FA -> FC000028 ()
1.01 0x1C8E20 EC0007FA -> FC000028 ()
1.02 0x1C948C EC0007FA -> FC000028 ()
PAL 0x1CB0B0 EC0007FA -> FC000028 ()


------------------
Fountain of Dreams
------------------
-Remove (Disable) Moving Platforms

'Turn off the moving platforms and the water that holds them up in Fountain of Dreams. [Zauron]
041CB8E4 4800013C

Location: .DOL

Version DOL Offset Hex to Replace ASM Code
-------------------------------------------------------------
1.00 0x1C84C4 801B0014 -> 4800013C ()
1.01 0x1C8E28 801B0014 -> 4800013C ()
1.02 0x1C9494 801B0014 -> 4800013C ()
PAL 0x1CB0B8 801B0014 -> 4800013C ()









===============================
##-END ENABLED MODIFICATIONS-##
===============================










xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
@@;Couldn't get the stage to load with this one...

--------------
Peach's Castle
--------------
-Disable Bazai Bill and Switch Spawns

'Skip functions for creating switches and bullets in Peach's Castle. [Zauron]
041CC8F8 48000020

Location: .DOL

Version DOL Offset Hex to Replace ASM Code
-------------------------------------------------------------
1.00 0x1C94D8 48001FA1 -> 48000020 ()
1.01 0x1C9E3C 48001FA1 -> 48000020 ()
1.02 0x1CA4A0 48001FA1 -> 48000020 ()
PAL 0x1CC0C0 48001FA1 -> 48000020 ()[/collapse]
cant wait to dl this
 

SypherPhoenix

Smash Lord
Joined
Feb 12, 2007
Messages
1,563
Location
Fairfax, VA
How about a DOL with everything unlocked by default, as well as the c-stick in 1P mode and the debug replacing tournament mode, so I don't need a memory card? >_>
I would but the commonly distributed "unlock all characters and stages" code isn't working with dolphin.

The one included in Dolphin:
04459F58 08000000
04459F60 08000000

ARCentral:
04459F58 FFFFFFFF
04459F60 FFFFFFFF

Using SSBM 1.0, if someone can either test these and confirm that they work, or find another one that definitely works, I'll put it in a dol for you guys.
 

TPoint1BUA

Smash Cadet
Joined
Mar 22, 2008
Messages
32
Location
Cambridge, MA
Is there a guide on how to make the .dol files? I accidentally left my GC Memory Card at home, and would love to be play more than 14 characters ><
 

SypherPhoenix

Smash Lord
Joined
Feb 12, 2007
Messages
1,563
Location
Fairfax, VA
Is there a guide on how to make the .dol files? I accidentally left my GC Memory Card at home, and would love to be play more than 14 characters ><
You extract a dol from an iso with GC-Tool or possibly some other tool, and edit the file from there. You don't actually create them from scratch.
 

Magus420

Smash Master
Joined
Dec 13, 2003
Messages
4,541
Location
Close to Trenton, NJ Posts: 4,071
I set stock to 93, 8 bit searched for 5D, changed to 92, refined with 5C, changed to 91, refined with 5B, etc until I found where the current settings were in memory. Then I did breakpoint write on that location, reset the game, and found where they loaded from during that write. I searched for the default settings' string in the DOL after that.
 

SypherPhoenix

Smash Lord
Joined
Feb 12, 2007
Messages
1,563
Location
Fairfax, VA
I'm assuming you're using Dolphin's debug mode and its cheat/memory tool, correct?

Doing what you did got me down to 0x4A04F4 and 0x45BF14 following whatever value I set the stock at. In the memory viewer I can see the adjacent offsets changing depending on the rules, so I know I have the right location.

My problem is that I'm unable to get the breakpoint to work. I set two breakpoints respective to the above offsets, but the game won't pause itself when the rules are changed or at any other time. Is there something I'm missing?

v1.02, btw.
 

Magus420

Smash Master
Joined
Dec 13, 2003
Messages
4,541
Location
Close to Trenton, NJ Posts: 4,071
Haven't tried dolphin's stuff. I have a usb gecko and use gecko dotnet.





-C-Stick in 1P Mode
-Debug replaces Tournament
-Default Settings: 4 Stock, 8 min, Friendly Fire On
-C-Stick in Develop mode also does normal functions. Avoid c-stick in develop mode messing with the camera by going into training (go into debug menu, switch to develop, back out to main menu, go into training)

Includes DOLs for 1.00, 1.01, 1.02, and PAL.

http://www.mediafire.com/?f8t2v2ph3gfu3al


Normal C-Stick Functionality in Develop Mode
-C-Stick does attacks, shield buffer stuff, etc like in Master mode while in Develop mode. Also moves the camera as well like Develop mode unless you go into training where the debug camera control is disabled (go into debug menu, switch to develop, back out to main menu, go into training). Doesn't affect Nana for some reason, lol. Works with frame advance!

Always Use Master C-Stick Function [Magus]
0406AD38 38000000

Location: .DOL
Code:
[B][U]Version  DOL Offset     Hex to Replace       ASM Code     [/U][/B]
1.00     0x67918   800D9368 -> 38000000  (lwz r0,-27800(r13) -> li r0,0)
1.01     0x67A28   800D9368 -> 38000000  (lwz r0,-27800(r13) -> li r0,0)
1.02     0x67A70   800D9368 -> 38000000  (lwz r0,-27800(r13) -> li r0,0)
PAL      0x68154   800D9388 -> 38000000  (lwz r0,-27768(r13) -> li r0,0)
 

Shadic

Alakadoof?
Joined
Dec 18, 2003
Messages
5,695
Location
Olympia, WA
NNID
Shadoof
Bah, you find this like a week after I burn my first Melee disk.

Guess I'm burning another one.
 

Pi

Smash Hero
Joined
Feb 5, 2008
Messages
6,038
Location
Lake Mary, Florida
MAGUS2good

i have ur cstick in 1p mode as well as debug for tourney menu thing already on my iso
i'm assuming just going through the motions w/ this new thing won't negatively impact anything?
 

SypherPhoenix

Smash Lord
Joined
Feb 12, 2007
Messages
1,563
Location
Fairfax, VA
Haven't tried dolphin's stuff. I have a usb gecko and use gecko dotnet.

Hmm...well, at what point did the breakpoint stop the game? Did you have to change any rules or anything to get the game to write to that address?


Oh and goo shi on on the C-Stick functionality, that was actually going to be my next investigation, lol. Good **** on the rule stuff too, for that matter.




BTW, everyone, regarding the debug menu mod:
HEEEEEEEEEEY guys, I need some help. Basically, I'm unable to find the location of these files in the disc image:






I'm sure many of you know that there was a .dol replacement put together by Magus that replaces Tournament Mode with the debug menu; this is hopefully going to turn into a texture hack meant to accompany it.





(sorry about the second one being so sloppy, it's the best i can do right now)


If anyone wants to help me find the offsets, that would be wonderful. I have a rar here with the appropriate tga files: http://www.mediafire.com/?wb1bmacrn2m581y
/shameless advertisement

Surely I'm not the only one who wants to make it look more professional. Oh, and those stupid plants on DL64 that still move as if Whispy Woods is blowing, even though it's disabled. God damnit.
 

Magus420

Smash Master
Joined
Dec 13, 2003
Messages
4,541
Location
Close to Trenton, NJ Posts: 4,071
It should BP when changing a rule that's kept within the word that has the BP on it, as well as when resetting the game when first writing 00000000 over all of the current settings initially, then break again when it writes the default settings over them.




When you reset the game it'll first write and BP during this section of code that loops writing r6 (00000000) into each byte for a very long time (is clearing a lot of other stuff in that area as well I guess as the loop counter for the bdnz+ is 0x2145). These are all from v1.00 so they won't match exactly.
Code:
8000C17C:  98C30000	stb	r6,0(r3)
8000C180:  98C30001	stb	r6,1(r3)
8000C184:  98C30002	stb	r6,2(r3)
8000C188:  98C30003	stb	r6,3(r3)
8000C18C:  98C30004	stb	r6,4(r3)
8000C190:  98C30005	stb	r6,5(r3)
8000C194:  98C30006	stb	r6,6(r3)
8000C198:  98C30007	stb	r6,7(r3)
8000C19C:  38630008	addi	r3,r3,8
8000C1A0:  4200FFDC	bdnz+	0x8000c17c

Then you get to this on the next write BP. Red is the write to the 1st current settings' word (you can see it's writing r3 into it), and green is where r3 was loaded shortly before the BP to see where those settings in r3 came from (loaded it from r4 +0 address). r4 +0 is the address of the default settings.
Code:
8015F3F4:  3C60803D	lis	r3,-32707
8015F3F8:  38832B90	addi	r4,r3,11152
8015F3FC:  3CA08046	lis	r5,-32698
[B][COLOR="PaleGreen"]8015F400:  80640000	lwz	r3,0(r4)[/COLOR][/B] (r4=803D2B90)
8015F404:  80040004	lwz	r0,4(r4)
8015F408:  38A58700	subi	r5,r5,30976
8015F40C:  3BE00001	li	r31,1
[B][COLOR="Red"]8015F410:  90651848	stw	r3,6216(r5)[/COLOR][/B] (r5=80458700)
8015F414:  9005184C	stw	r0,6220(r5)
8015F418:  80640008	lwz	r3,8(r4)
8015F41C:  8004000C	lwz	r0,12(r4)
8015F420:  90651850	stw	r3,6224(r5)
8015F424:  90051854	stw	r0,6228(r5)
8015F428:  80640010	lwz	r3,16(r4)
8015F42C:  80040014	lwz	r0,20(r4)
8015F430:  90651858	stw	r3,6232(r5)
8015F434:  9005185C	stw	r0,6236(r5)
8015F438:  387F0000	addi	r3,r31,0
8015F43C:  38800001	li	r4,1
8015F440:  4BFFF95D	bl	0x8015ed9c
 

standardtoaster

Tubacabra
Joined
Nov 26, 2009
Messages
9,253
Location
Eau Claire, Wisconsin
Ported the codes using the .dol offset for anyone who uses GCTs instead of modded isos.

Always Use Master C-Stick Function (1.1) [Magus]
0406AE48 38000000

Always Use Master C-Stick Function (1.2) [Magus]
0406AE90 38000000

Always Use Master C-Stick Function (PAL) [Magus]
0406B574 38000000
 

standardtoaster

Tubacabra
Joined
Nov 26, 2009
Messages
9,253
Location
Eau Claire, Wisconsin
From the case that we know this now. Isn't there a case were we can just port one code to the other version?

For example "Any character can perform wall jump" from 1.00 to 1.02.

04081418 60000001
0408141C 981F2224

->80081418
->8008141C

... The problem now is that I still have now Gecko support on my Dolphin ...

But hopefully nobody hates me for bumping this topic.

I think more releases shall be made here :cool:
Every Character Can Walljump
-Allows all characters to perform walljumps.

Location: .DOL

Code:
Version  DOL Offset     Hex to Replace                       ASM Code        
1.00     0x7DFF8   540007FF 41820254 -> 60000001 981F2224  (rlwinm r0,r0,0,31,31; beq- 0x254)
1.01     0x7E0E0   540007FF 41820254 -> 60000001 981F2224  (rlwinm r0,r0,0,31,31; beq- 0x254)
1.02     0x7E2A0   540007FF 41820254 -> 60000001 981F2224  (rlwinm r0,r0,0,31,31; beq- 0x254)
PAL      0x7E918   54000CFF 41820254 -> 60000001 981F2224  (rlwinm r0,r0,25,31,31; beq- 0x254)
Any character can perform walljump (1.0)
04081418 60000001
0408141C 981F2224

Any character can perform walljump (1.1)
04081500 60000001
04081504 981F2224

Any character can perform walljump (1.2)
040816C0 60000001
040816C4 981F2224

Any character can perform walljump (PAL)
04081D38 60000001
04081D3C 981F2224


Please test the PAL one.
 

TheDekuNut

Smash Journeyman
Joined
May 27, 2010
Messages
413
Location
NJ
Magus is too good

@sypher



: 3
all i've done so far.

its in MnMaAll.usd

dolphin dumps the words as red but in order for it to come out right you need them white instead. like this



set dolphin to output .png and just (EDIT reformat) them to .tga

did you want to retry the second one, or should i put that in aswell?
also send me an altered bracket image if you had an idea for that.

we can do a lot of stuff with these :cool:

SIDENOTE:

I know that MnMaAll.dat is for the japanese section but i dont know the purpose of
MnExtAll.usd/MnExtAll.dat

they are nearly exactly the same as
MnMaAll.usd/MnMaAll.dat
 

SypherPhoenix

Smash Lord
Joined
Feb 12, 2007
Messages
1,563
Location
Fairfax, VA
only terrible people quote magus posts
I'll fiddle a bit with Dolphin and 1.0 to see if I can get the BPs to work, maybe ask around the Dolphin forums, but I'm probably going to end up with some other **** to clarify with you. Your thoroughness is appreciated, as always.


: 3
all i've done so far.

its in MnMaAll.usd

dolphin dumps the words as red but in order for it to come out right you need them white instead. like this

did you want to retry the second one, or should i put that in aswell?
also send me an altered bracket image if you had an idea for that.

Awesome. I saw your earlier post and I was going to suggest MnMaAll but I didn't post for some reason >_>

So, I can just directly copy the red layer to G and B in Photoshop, ya? I assume you recolored the "Debug Menu" one yourself. Does the whole red/white thing apply for all other text textures that are dumped as red (in the same format)?

You can just leave the second one out for now, I'm planning on retyping the menu previews so that they match. Melee just uses a slanted Times New Roman for those, iirc. Once I finish I'll post the settings I used so others can do it as well.

The kerning for the "u" and "g" in "Debug" seems a bit off, don't you think? Maybe I should retype all of the menu text as well.

Also I have no clue how the text at the bottom works. I didn't see any texture dump, but I might've missed it.

I do have an idea for the bracket replacement, and hopefully I'll produce that by the end of the day. No guarantees though.
 
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