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Integrating AR Codes into the Disc Image

mikeyn1gm

Smash Journeyman
Joined
May 7, 2012
Messages
219
WHAT THE HELL...............

The 6 Player Debug Melee code almost doesn't even work with version "1.1" its only working on final destination and corneria so far...........and even so with corneria level, the 5th player always automatically dies and loses one life starting the match............When the match the ends the game freezes and the same if I try other stages...........I remember that this wasn't a problem when i tried these codes with my "old melee" on any of the normal stages and that when match ended it wouldn't freeze it would just say no contest. (LET it be known that I am using the longer version of the code and not the short version)

is it because of version 1.1? is it obsolete?

CAN SOMEONE PLEASE HELP ME??? I want get my 6 man melee on badly (it should of been in the game in my opinion)
 

Xelyst

-_-
Joined
Dec 22, 2005
Messages
1,466
Was wondering if there was any code for forcing sheik to load when zelda is selected

eliminating the need for holding "A"

i changed the ssm to say sheik instead of zelda and the csps and name plate to reflect sheik instead

i essentially want to have sheik as the selectable character and was hoping to find any sort of code to integrate into the dol

i noticed that in the debug menu its a selectable option...

vs mode >
mode : dairantou >
char select ->
chara_1 : CKIND_ZE -> SE

im not too sure if this is actually at all relative ... <_<

hopefully ill figure it out soon
 

iffy525

Smash Apprentice
Joined
Aug 30, 2011
Messages
135
How would you implement the widescreen hack that IE made?

1.2 AR Code: 04BDC5E4 3FCFC217
 

Theftz22

Smash Lord
Joined
Mar 21, 2008
Messages
1,030
Location
Hopewell, NJ
I tried putting in magus code:

4 Stock, 8 min, Friendly Fire On*
00340102 04000A00 08010100 00000808 00000800

translated that into AR code for 1.0:

ZZ56-2ZJW-6GTXT
4248-BQW4-N7V73
A5XW-A2HK-1F6DN

But it just causes the game to not load. I think it's because I didn't do the whole dol offset hex replacement thing for 1.0 version. I'm not sure how that works. What specifically in the original code are you supposed to replace and with what? He lists the 1.0 dol offset as being:

3CFB90

Edit: I also tried to use the debug menu code:

0422C340 3800001B

That's with the hex replacement for 1.0. But the code doesn't do anything. It translates to:

KRUA-P3CF-J7M7W
3QVF-8F1T-G5VHR
 

Theftz22

Smash Lord
Joined
Mar 21, 2008
Messages
1,030
Location
Hopewell, NJ
Ok I fixed the debug menu code, got it to work. But changing stuff in the versus mode rules doesn't affect anything. I put it to stock, 8 mins, 4 stocks, but when I exit out of the debug menu, the rules are still time 2 mins. This even happens if I use the Yoshiki save function. Any fix?
 

Pac-Man Vs.

Smash Rookie
Joined
Feb 2, 2011
Messages
15
[bump]

SypherPhoenix found the list of mode IDs. Can anyone make a DOL patch for 1.02 that replaces single-button mode (2C) with debug mode (06)? I tried but couldn't find the proper location in the DOL that single-button mode's menu item was stored.

edit: Sorry, I thought that list was buried. Turns out it's on the most recent page. (I found it using Google.)

To make up for my egregious error, I've created a few IPS patches for the 1.02 main.dol. Patch these with Smart IPS, Lunar IPS, etc.

http://www.mediafire.com/download/gxubhgjdd4ul8zv/SSBM_v1.02u_Main.dol_Patches.7z

The benefit to using IPS patches is you can very quickly add the edits that you want to your game. You don't need to muck around in a hex editor. However my desired edits are very particular so you'll probably have to make your own for things like 4-stock default, no airships on Corneria, no transformations on Pokemon Stadium, etc.
 

SypherPhoenix

Smash Lord
Joined
Feb 12, 2007
Messages
1,563
Location
Fairfax, VA
i've had this done for a long while but i really really do not want to deal with figuring out new formatting for the second post

i have some other dol mods too that i will post eventually

~~~~~~~~~~~~~~~
in all cases, change 3800002C -> 38000006

1.00
227F2C

1.01
228A9c

1.02
229224



PAL uses different menu IDs and i'm too lazy to test for them


edit: wait this isn't the dol mod topic

post new developments here, this topic is not very good.
 

Wooggle

Smash Apprentice
Joined
Jul 7, 2014
Messages
83
Location
NJ, USA
I have read through every single post in this thread, and I still don't understand how you figure out which offsets to put the code in when editing the DOL file. I have two codes that I want to use, (Both are for version 1.2)

Unrestricted Pause Camera
04452F54 42000000
04452F58 42000000
04452F5C 42000000
04452F60 40200000
04452F64 47000000

6 Player Melee through Debug Menu
0430009C 38000003
043001B4 4839FE9C
046A0050 7C0902A6
046A0054 807F002C
046A0058 7C030214
046A005C 2C000003
046A0060 4182002C
046A0064 2C000002
046A0068 40820020
046A006C 801F0164
046A0070 98060061
046A0074 98060085
046A0078 801F0150
046A007C 98060060
046A0080 801F0134
046A0084 98060084
046A0088 38A50008
046A008C 4BC6012C
04179188 2C1B0004
0416EA2C 38000007
04167A84 38600006
043FA56C 803FB538
043FA578 42080000
043FA564 00000000
043FA5B0 803FA154

Can someone please explain to me how you figure out which offsets to use, or at least tell me which offsets to use when editing the DOL file for these 2 codes?
 
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Achilles1515

Smash Master
Joined
Jun 18, 2007
Messages
3,211
Location
Cincinnati / Columbus OH
I have read through every single post in this thread, and I still don't understand how you figure out which offsets to put the code in when editing the DOL file. I have two codes that I want to use, (Both are for version 1.2)

Unrestricted Pause Camera
04452F54 42000000
04452F58 42000000
04452F5C 42000000
04452F60 40200000
04452F64 47000000

6 Player Melee through Debug Menu
0430009C 38000003
043001B4 4839FE9C
046A0050 7C0902A6
046A0054 807F002C
046A0058 7C030214
046A005C 2C000003
046A0060 4182002C
046A0064 2C000002
046A0068 40820020
046A006C 801F0164
046A0070 98060061
046A0074 98060085
046A0078 801F0150
046A007C 98060060
046A0080 801F0134
046A0084 98060084
046A0088 38A50008
046A008C 4BC6012C
04179188 2C1B0004
0416EA2C 38000007
04167A84 38600006
043FA56C 803FB538
043FA578 42080000
043FA564 00000000
043FA5B0 803FA154

Can someone please explain to me how you figure out which offsets to use, or at least tell me which offsets to use when editing the DOL file for these 2 codes?
@ Achilles1515 Achilles1515 have you done any dol stuff like this before? I'm very busy and don't really do melee hacking anymore otherwise I'd look into making the dol port of those two codes above myself.
You're in the wrong [old] thread. I already made the unrestricted pause camera DOL mod.

Doing a DOL mod of the unrestricted pause camera with the code you gave above is impossible. The RAM locations that it refers to do not have DOL equivalents. That code is basically using a short cut. Everytime you pause the match, there are addresses in the memory that the "camera limits" get written to. The code you gave modifies these camera limit RAM values every frame of the game (no matter if you're in a match or at a menu....whenever) to hold those new, bigger values. It gets the job done.

But how do those limits get put there in the first place??? Well, with assembly language code of course! This is what is in the DOL and what can be modified with a DOL mod. So in order to make that unrestricted pause camera into a DOL mod, you need to find the game's function that writes those limit values into the RAM, and basically modify the ASM code to say "instead of loading the normal limits, load these new values instead."

Making the six player code into a DOL mod is not trivial. It is custom ASM code that was created before Gecko was around. All of the lines that are loaded into 0x806A_____ is ASM code lines that are being placed into a "free space" within the RAM, far out from where the DOL ever reaches. Then he modifies default ASM lines (which do have DOL equivalents) to branch to this new custom code.

Basically, you would need to play the game with his code --> look at his ASM instructions and copy them, specifically noting his branches to/from functions because they will change value because you would be inserting the code in a different location than he did. Convert the ASM into hex, then paste it into "free space" at the beginning of the DOL and manually fix the branches. And of course, make all his other DOL equivalent overwrites that are in the code.
 
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Wooggle

Smash Apprentice
Joined
Jul 7, 2014
Messages
83
Location
NJ, USA
Thanks for the help with the unrestricted camera, I was able to get it working, but I was unable to understand a single thing you said about the six player code. I guess I won't be able to do this on my own.
Also, how long does it take for you to make a dol port of an action replay code?
 
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