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Official Code Q&A + Requests

Bakuryu

Smash Ace
Joined
Sep 16, 2005
Messages
507
Location
Breinigsville, PA
Double Jump Canceling
Freeze Pictochat
Pokemon Stadium 1 Freeze
Shield colour modifier
Replace Stock Icons with Character Icons (Melee Style)
Snake can move around in box
Rock, Paper, Scissors code (Player 1 would be extra strong against P2, P2 would be strong against P3, and P3 strong against P1)
Grab While in the air
Name Specific Random Character Choices (http://www.smashboards.com/showpost.php?p=7035729&postcount=204)
Freeze Castle Siege at throne room
Skip intro movie/Wiimote safety warning
Start match with no Pikmin as Olimar
Random stage selection biased (http://www.smashboards.com/showpost.php?p=7041098&postcount=218)
Pokemon selections from Pokemon Change are input based
Zamus can transform to Samus (Reverse Animation from Taunt sequence, no armor pieces should she return to Zamus)
FLUDD/Water Gun pushes the opponent a little further
Taunt Canceling
JC Grabs
CC affects KB on weak moves (disabled during crawl)
Ganon/Falcon get back their 2nd jump after aerial DownB
No Footstool Jumps/Map Footstool Jumps to Another Button
Ability for D3 to attack with A button instead of picking up Waddle when standing on one.
Ability to store "stats?" inside the Wiimote along with your tag and button config
Two more requests. Samus's bombs explode on impact like in melee and Shieks needles are hold b to charge like in melee.
 

PanzerOceania

Smash Ace
Joined
Feb 2, 2008
Messages
640
Location
Salem, Oregon USA
So remember when people made a code so you enter final smash mode by taunting? and it was suggested to add one stock to each player and give them each one final smash per game? Well It'd still be interesting to see if that is possible to do for all you coders out there, but I also have a new idea, that I got playing with a casual friend.

This idea is for "Ninja Mode"

basically what this involves, is each player has access to one smoke ball, and one cloak (I know there is not cloak item in brawl, but there is the ability to cloak so I'm sure it could be coded to work like melee)
to spawn your smoke ball, you press left taunt, to spawn your cloak, you press right taunt

This mode is supposed to add some more strategy to the game. At any time in the game someone could cloak, but only once and when it runs out, that was your only chance. While someone is cloaked it becomes difficult to determine where they are or what move they are doing exactly at real time speeds. To counter this, you could choose to throw your smoke ball at them in hopes that you hit them and thus can see where they are to attack them. You could also use your smoke ball right away for mind games or also to make it hard to determine what move exactly you are executing and this lowering your opponent's defenses.

I feel that this could be a fun side game, but also isn't shallow or frivolous but allows depth and competition.

what are your thoughts everyone?

Full credit obviously goes to whoever codes it, I just thought it was a neat idea.
 

Phase

Smash Apprentice
Joined
Dec 7, 2008
Messages
80
is there a code that will add name tags to the a saved replay? i use the no limit replay time code and when i post videos online it can become tedious to find all the tag names that go with the match/char especially when i have old videos or an abundance of them from a tourney.
 

Pleather

Smash Cadet
Joined
Nov 28, 2008
Messages
52
Location
STL
So, I've always hated this one particular mechanic in Lawl+ (xD), but never bothered to inquire about it's purpose.

I recently noticed it in one of the newer codesets, andthatt reminded me to ask. Why have they included a code to make airdodging impossible during your tumble animation? I can't think of any specific reason for the code, so unless it was meant to make a more general change, what gives? And don't think I randomly decided that I hated the code, it's just that I've made a habit out of airdodging directly from a tumble, and despite my attempts to train myself otherwise, I can't shake it. =/.

Then again, I doubt the code was put in place without good reason.... but I'm still curious...
 

SCOTU

Smash Hero
Joined
Mar 16, 2007
Messages
6,636
Location
Northville, MI
I'm assuming that the point of that code is to change the focus of juggling and comboing. It affects the game balance, as some characters can now take advantage of tumble where they couldn't fully take advantage of hitstun.
 

Almas

Smash Lord
Joined
Jul 6, 2008
Messages
1,588
We are removing the code for the time being. It changes character balance a lot, and a majority of people seem to dislike it.
 

Phase

Smash Apprentice
Joined
Dec 7, 2008
Messages
80
Save Tags in Replays v3
0404B140 38A00000
thank you very much, i now realize that if i had taken an extra min to look around i would have seen in on the first page of threads in the workshop but i thank you for helping me out anyway and not bashing me : )
 

jenk

Smash Rookie
Joined
Nov 8, 2008
Messages
16
Location
United Kingdom
can people from Europe (pal) play online against people from America (NTSC) I ask because they have different versions of the codes
 

spunit262

Smash Journeyman
Joined
Oct 15, 2008
Messages
421
can people from Europe (pal) play online against people from America (NTSC) I ask because they have different versions of the codes
The PAL code are different to the NTSC codes the same way PAL SSBB is different to the NTSC SSBB. The only time the code shouldn't work online is when they don't work online, period.
 

nevershootme

Smash Master
Joined
Feb 9, 2008
Messages
3,787
Location
Warner Robins, GA (Used to be Miami, FL)
here's an interesting code request, but don't know if it was already asked.

is there a way to alter the randomness of using the random button in character select screen. like you can make the random pick out from a specific list of characters instead of randomly picking from the whole cast. also, can each individual random list be mapped to each player?

example:

player 1 likes to play mk, snake, g&w, marth, and falco.

player 2 likes to play fox, wolf, pokemon trainer, wario

player 3 likes to play mario, luigi, bowser, peach

when each of the players pick random, they will get the character as perscribed in the list.
 

jokey665

Smash Ace
Joined
Oct 31, 2004
Messages
913
Location
Cleveland, Ohio
here's an interesting code request, but don't know if it was already asked.

is there a way to alter the randomness of using the random button in character select screen. like you can make the random pick out from a specific list of characters instead of randomly picking from the whole cast. also, can each individual random list be mapped to each player?

example:

player 1 likes to play mk, snake, g&w, marth, and falco.

player 2 likes to play fox, wolf, pokemon trainer, wario

player 3 likes to play mario, luigi, bowser, peach

when each of the players pick random, they will get the character as perscribed in the list.
There IS a custom random code, but I don't happen to have it on me at the moment. It's probably in either the WiiRD Codes thread or the Custom CSS thread. As far as I know there's no way to make a different random for each player, though.
 

SCOTU

Smash Hero
Joined
Mar 16, 2007
Messages
6,636
Location
Northville, MI
you might be able to pull off a custom random list using the custom random hack (usually used to tidy up the random function for a custom char select screen), but that won't work for individual players w/o modification (probably heavy modification), if it even does the first part.
 

Skyshroud

Smash Ace
Joined
Aug 7, 2006
Messages
794
Location
PA
I know we can't create new characters, but would it be possible to make clones?

I got the idea when thinking about textures. For example, if I had a Marth set up as the Roy texture, could we alter the game so that there are minor changes to his moveset when he is that specific color (like sweetspot/knockback/etc changes)? This would allow us to essentially clone some characters and add more (minor) variation to gameplay.
 

auroreon

Smash Ace
Joined
Aug 31, 2007
Messages
583
I got every request from the beggining of the thread till now. They are in order of popularity, so the amount of times they have been requested is to the left of the request. Links to descriptions where appropriate.

5 - Switch between Samus/Zamus
4 - Reset SD upon hitting ground (http://www.smashboards.com/showpost.php?p=6913075&postcount=40)
3 - Ganon/Falcon get back their 2nd jump after aerial DownB
3 - No Footstool Jumps/Map Footstool Jumps to Another Button
2 - No bomb rain when sudden death goes on too long
2 - Remove Limit on amount of Vault data that can be sent
2 - Save taunt comment data in replays
2 - Name Specific Random Character Choices (http://www.smashboards.com/showpost....&postcount=204)
1 - Ability to store "stats" inside the Wiimote along with your tag and button config (http://www.smashboards.com/showpost.php?p=7056100&postcount=235)
1 - Random stage selection biased (http://www.smashboards.com/showpost....&postcount=218)
1 - Show +1/-1 in any match type (http://www.smashboards.com/showpost.php?p=6913382&postcount=41)
1 - Stock Stamina mode
1 - Kirby Kills Opponant when he eats them
1 - Opponants cannot escape when Kirby eats them
1 - Kirby shoots opponant out with more power
1 - CPUs have names
1 - No Respawn Invincibility
1 - Double Jump Canceling
1 - Shield colour modifier
1 - Replace Stock Icons with Character Icons (Melee Style)
1 - Snake can move around in box
1 - Rock, Paper, Scissors code (Player 1 would be extra strong against P2, P2 would be strong against P3, and P3 strong against P1)
1 - Grab While in the air
1 - Skip intro movie/Wiimote safety warning
1 - Start match with no Pikmin as Olimar
1 - Pokemon selections from Pokemon Change are input based
1 - FLUDD/Water Gun pushes the opponent a little further
1 - Taunt Canceling
1 - JC Grabs
1 - CC affects KB on weak moves (disabled during crawl)
1 - Ability for D3 to attack with A button instead of picking up Waddle when standing on one.
1 - Ability to store "stats" inside the Wiimote along with your tag and button config (http://www.smashboards.com/showpost.php?p=7056100&postcount=235)
1 - Samus' bombs explode on impact
1 - Hold B to charge Shieks needles
1 - 'Ninja Mode' (http://www.smashboards.com/showpost.php?p=7069054&postcount=243)
 

zephyrnereus

Smash Journeyman
Joined
Feb 8, 2008
Messages
419
Location
Canadia
3DS FC
1048-9153-4450
can someone post the sweetspot knee = HYESZ code?

also, is there any way to make flames green?
 

patoons

Smash Journeyman
Joined
Oct 23, 2008
Messages
207
Location
LI, NY
NNID
Patoons
how about a code that lets you go back (say you wanna change characters but already on level select screen) on wifi.

i also heard there is a code that puts rotation mode on wifi??
 

Almas

Smash Lord
Joined
Jul 6, 2008
Messages
1,588
Code:
True Item Mod (Superscope shot->Sticker) [Phantom Wings]
C298D528 00000003
2C06003E 40820008
38C00033 60000000
90DD08C0 00000000
 

~Pink Fresh~

Smash Master
Joined
Jun 21, 2008
Messages
4,180
Location
Maryland
This may be the wrong place for this but, I only have a 256 MB micro SD card that came with my cell phone, and I have firmware version 3.4.

Will i still be able to get everything i need to play B+?

Note: I don't have HBC, yet.
 

Teronist09

Smash Journeyman
Joined
Nov 19, 2008
Messages
468
Location
Greenville NC
I'd also like to request the ability to disable tapjump on wiimote controller. With that off I could actually use the darned thing.
 

Volt7x

Smash Journeyman
Joined
Dec 6, 2008
Messages
435
I hope it's not rude to ask but the unrestricted control editing has this annoying glitch. If you change smash with C-Stick to something else then change it back to smash, it's a different attack. You can only do F-smash on the ground. Is there any way to fix that. And also, the Wii+Chuck allows specific smashes (U-Smash, D-Smash, F-Smash). Is there a way to make it so that you can set those specific smashes on a button on any controller? Like U-Smash on X?
Bumping up request.
 

CyberGlitch

Smash Journeyman
Joined
Nov 13, 2005
Messages
450
Location
Wisconsin
New request: Autosaving replays
Any mutliplayer match automatically has replays save at the end.

A variation to make it automatically save to SD card would be great as well.


This would be especially useful at tournaments.
 

GimR

GimR, Co-Founder of VGBootCamp
Joined
Nov 2, 2006
Messages
5,602
Location
Maryland
NNID
VGBC_GimR
I'm gonna ask this again, is there any code that can just turn off certain moves/animations? For example, If I don't want duoble jumping, just have a code that turns it off. Or if I just want to turn off Spot dodging.

I also want to be able to force fast falling when you rech the height of your jump.
 

jokey665

Smash Ace
Joined
Oct 31, 2004
Messages
913
Location
Cleveland, Ohio
New request: Autosaving replays
Any mutliplayer match automatically has replays save at the end.

A variation to make it automatically save to SD card would be great as well.


This would be especially useful at tournaments.
This is one of the better/more useful ideas I've heard.
 

Greenpoe

Smash Ace
Joined
Nov 6, 2007
Messages
852
I'm gonna ask this again, is there any code that can just turn off certain moves/animations? For example, If I don't want duoble jumping, just have a code that turns it off. Or if I just want to turn off Spot dodging.
Here's how you can disable certain things like double jumps:
Player Action Modifier: (Phantom Wings)
4A000000 8077F780
D2000000 00000004
2C030000 41820010
2C1C0XXX 40820008
3B800YYY 60000000
939E0038 00000000
XXX=replaced
YYY=replaced with
Notes:
1. Some actions are only for specific people (crawling for example) and will cause a freeze if used with those who can't use that action.
2. Some action replacements will cause the game to freeze if certain requirements aren't met(throwing when you don't have someone, or standing in midair don't work)
LIST:
000 Stand
001 Walk
002
003 Dash
004 Run
005 Stop
006 Turn 1
007 Turn 2
008 Stop Turn
009
00A Start Jump
00B Jump
00C Second Jump
00E Fall 1
00F Fall 2
010 Fall Dissabled
011 Enter Crouch
012 Crouch
013
014
015 Exit Crouch
016 Land 1
017 Land 2
018
019 Land Dissabled
01A Enter Shield
01B Shield
01C Exit Shield
01D Perfect Shield??
01E Dodge
01F Roll Forward
020 Roll Back
021 Air Dodge
022
023
024 N Attack(and Combo)
025
026 R Attack
027 S Attack
028 U Attack
029 D Attack
02A S Smash Charge
02B S Smash
02C S Smash(again?)
02D D Smash Charge
02E D Smash
02F D Smash
030 U Smash Charge
031 U Smash
032 U Smash
033 Air Attack(All???)
034 Grab
035 Grabbing Enemy
036
037
038
039 Hold
03A Grab Attack
03B Release
03C Throw
03E Held
03F Held Damage
040 Escape
041
042 Thrown
043 Damage 1
044 Damage 2
045 Air Damage
046 Hit ground(back)
047 Hit ground(face)
0BD Death
*0BE Respawn
0F2 Enlarge(and Size Revert)
0F3 Shrink(and Size Revert)
10B Unloaded
10C Taunt(All 3)
10D
*10E Entrance
*10F Victory(All)
*110 Loss
* These ones can't be replaced with the standard action replacement code. But they can be used for a replacement. If you want to replace these, use the Special Action Modifier code.

Special Action Modifier: (Phantom Wings)
4A000000 8077F908
D2000000 00000003
2C1e0XXX 40820008
3BC00YYY 60000000
93DD0038 00000000
XXX=replaced
YYY=replaced with
Notes:
1. Some actions are only for specific people (crawling for example) and will cause a freeze if used with those who can't use that action.
2. Some action replacements will cause the game to freeze if certain requirements aren't met(throwing when you don't have someone, or standing in midair don't work)
LIST:
000 Stand
001 Walk
002
003 Dash
004 Run
005 Stop
006 Turn 1
007 Turn 2
008 Stop Turn
009
00A Start Jump
00B Jump
00C Second Jump
00E Fall 1
00F Fall 2
010 Fall Dissabled
011 Enter Crouch
012 Crouch
013
014
015 Exit Crouch
016 Land 1
017 Land 2
018
019 Land Dissabled
01A Enter Shield
01B Shield
01C Exit Shield
01D Perfect Shield??
01E Dodge
01F Roll Forward
020 Roll Back
021 Air Dodge
022
023
024 N Attack(and Combo)
025
026 R Attack
027 S Attack
028 U Attack
029 D Attack
02A S Smash Charge
02B S Smash
02C S Smash(again?)
02D D Smash Charge
02E D Smash
02F D Smash
030 U Smash Charge
031 U Smash
032 U Smash
033 Air Attack(All???)
034 Grab
035 Grabbing Enemy
036
037
038
039 Hold
03A Grab Attack
03B Release
03C Throw
03E Held
03F Held Damage
040 Escape
041
042 Thrown
043 Damage 1
044 Damage 2
045 Air Damage
046 Hit ground(back)
047 Hit ground(face)
0BD Death
*0BE Respawn
0F2 Enlarge(and Size Revert)
0F3 Shrink(and Size Revert)
10B Unloaded
10C Taunt(All 3)
10D
*10E Entrance
*10F Victory(All)
*110 Loss
*this code is for replacing the actions marked with a *
Let's say you want to disable double jumping. Well, double jumps have to be done in the air, right? So just replace the double jump action with a ground-based attack (a smash or tilt), and you shouldn't be able to double jump. Since you can't do that, it just won't do anything. You can also disable airdodges this way.

So this code, for example, should get rid of double jumping.
Player Action Modifier: (Phantom Wings)
4A000000 8077F780
D2000000 00000004
2C030000 41820010
2C1C000C 40820008
3B800031 60000000
939E0038 00000000
 

Metmetm3t

Smash Lord
Joined
Mar 10, 2009
Messages
1,124
Location
Sunny Mobile, AL
It would be great if there was a code to rearrange the name list, or just invert it. After tournaments I always have to scroll through 20 new names to get to mine.
--Thanks
 

camelot

Smash Ace
Joined
Feb 28, 2009
Messages
597
Location
Northfield, MN
Hey, I've been lurking around the Smash Workshop a lot but I've never actually posted anything. Have a couple of questions...

1. Is there a stage size code? I mean, one that actually changes the size of stages and not the characters? It'd be cool to change the size of Corneria, so there would be more fighting space... it would be a lot more fun to play on.

2. Is there any chance that the "nipple spike" from Captain Falcon would be brought back? Or at least, have his meteor more reliable? It seems kind of mediocre as a meteor right now (if you hit anywhere other than the center of his body they fly at an upward angle).

One more thing... it looks like some want Falcon and Ganon to regain their 2nd jump after down-b in the air, I agree. It was a neat way of recovering in Melee, and for Ganon it would make for easier off-stage spikes (I don't know if it would be overpowering though).
 
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