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Old Brawl Code Thead (CLOSED!!!)

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Jose_Gallardo

Smash Apprentice
Joined
Sep 24, 2008
Messages
145
Location
Los Angeles
for all you people using codes and stuff:

do you think there is auto-catch up in brawl?

like, you know in mario kart, when you're last you get 7 stars, 3 blue shells, 4 thunders, etc.

does the person losing actually get small advantages?
The only thing I could think of is handicapped matches. That's as far as "auto-catch up" (that and mercy smashballs) goes in Brawl.
 

meleemaster500

Smash Lord
Joined
Jan 29, 2008
Messages
1,824
does anyone know if anyone has been working on custom texture files, and released them somewhere, for use with gecko os (ocarina only) users, in the form of snapshots?
 

Jose_Gallardo

Smash Apprentice
Joined
Sep 24, 2008
Messages
145
Location
Los Angeles
I know Phantom Wings and Pizzaboy were working together a couple of days ago to extend the features on the Texture Editor, but I haven't received word since. The project has been STOPPED because of the limited power the current Texture Editor has. I doubt anyone is currently working on Snapshots files, as pretty much Texture Editing is quite impossible at the moment (for Ocarina Users).

I have, however, been able to change Mario's Texture, given Phantom's only decent custom .bin file.

http://www.youtube.com/watch?v=QcjRaUG2NNs
 

meleemaster500

Smash Lord
Joined
Jan 29, 2008
Messages
1,824
so, your saying that for actually editing texture values for characters, you must be hooked to usbgecko, cause the editor is nothing but scramble without it?

it's like you need it to view the results of what you do, right?

(i just want to bring Dr. Mario back in brawl...)
 

Jose_Gallardo

Smash Apprentice
Joined
Sep 24, 2008
Messages
145
Location
Los Angeles
so, your saying that for actually editing texture values for characters, you must be hooked to usbgecko, cause the editor is nothing but scramble without it?
Even with a USB Gecko, Texture Editing is still very limited. There is no REAL way of editing texture files, as you can only make a minor changes to the color of a character's pre-formatted outfit with the current App. The USB Gecko helps to extract texture .bin files from the game, and allows for uploading edited .bin files without the need of the Snapshot Reader method.
 

Jose_Gallardo

Smash Apprentice
Joined
Sep 24, 2008
Messages
145
Location
Los Angeles
New Code From [spunit262]

Code:
All players can be on the same team [spunit262]
0468D534 38600000
Interesting, but kinda useless.
 

Revven

FrankerZ
Joined
Apr 27, 2006
Messages
7,550
Location
Cleveland, Ohio
Is there a way to give all aerials or at least specific ones with Auto-Cancel properties?
Yeah there is, PW (Phantom Wings) said he could do it, but, I don't know if he's ever going to work on it. Gonna have to bug him about it. >_>
 

Amazing Ampharos

Balanced Brawl Designer
Writing Team
Joined
Jan 31, 2008
Messages
4,582
Location
Kansas City, MO
Just so you guys know, attempting to watch a replay with a music track that your Wii doesn't have on that stage causes the game to lock just like you can do with WiFi. That really sours the benefit of hacking the music on stages since it kills your ability to share replays (I have a great Ganon v. Sheik match on Lylat Cruise that no one else can watch because the music is Tal Tal Heights).

However, I am going to point out for those who didn't catch on, greater than three minute replays pretty much obsoletes capture equipment if you only want to share match videos among other brawl owners. We all have SD cards anyway (for the code to have long replays!) so just sharing the .bin replay files directly uses a fraction of the file size of a traditional video file for radically higher video quality and no spoilers about how the match ends based on time remaining (the real big problem youtube has).
 

nakedsnake

Smash Journeyman
Joined
Jul 26, 2008
Messages
362
Location
Shadow Moses Island(Blaine,MN)
This is a question
I was using the ocarnia when it loaded the cheats but it said the code list was to large then I cut down on some of the codes to make it work but the list is still to large what are the restrictions on to many codes?
 

ryanguildford

Smash Cadet
Joined
Sep 27, 2008
Messages
34
This Is From Phantom Wings

-this is by Phantom Wing himself


Alright, due to the fact that texture hacks aren't really considered codes, I decided to create a thread directly devoted to Super Smash Bros Brawl texture hacking.

For those of you just joining us, texture hacking now is possible for Ocarina but is still very limited.

This thread is for anyone who wants to use, create, request, or just lookup the latest in custom texture files and hacking.

Edit: due to the fact that there's still too much that can't be modified with the texture editor, this project has been closed for a while - so don't expect any updates soon.

There are two codes that you're always going to have to use while using texture hacks as well as a couple of things you need to know about.

(These codes will be changed whenever there's an update.)
Code:
---------------------------------------------------------------------------------------------------------
-Texture Uploader(Updated as of Oct.3)
4A000000 800C7348
D2000000 00000005
83A40008 92440008
3E408000 3A522F00
93B20000 82440008
93A40008 83A40004
60000000 00000000
80000002 80000000
80000003 80000000
4A000000 80002F00
30000000 00000000
6600002B 00000000
E2000001 00000000
92210000 00000000
4A001000 00000000
30000000 FADEF00D
80000001 93573000
60000000 00000000
4A001001 00000000
32000000 FADEF00D
66000012 00000000
E2000001 00000000
80000002 0000000E
88000002 00000000
80000003 0000000E
88000003 00000001
A0000000 23000000
80000002 0000000A
88000002 00000000
80000003 0000000A
88000003 00000001
A0000000 23000000
66000016 00000000
E2000002 00000000
92210002 00000004
86100002 00000020
86000002 00000010
88000001 00000002
64000000 00000000
4A001000 00000000
92210002 00000004
92210003 00000004
86100003 00000020
88000003 00000001
26001814 935E0000
8A001001 00000000
86000000 00000010
86000001 00000010
60000000 00000001
8A002001 00000000
86000000 00000020
86000001 00000020
86000002 FFFFFFFF
22001810 00000000
64000000 00000001
E0000000 80008000
04002F00 00000000



Texture Setter
80000001 93573000
8000000A 80000000
8000000B 80000000
60000000 00000001
4A001001 00000000
30000000 FADEF00D
66100031 00000000
92110002 00000006
92010003 0000000A
86100003 00000104
92010004 0000000E
92010005 0000000F
80000008 80494EEC
80000009 90180FB8
60000006 00000000
4A001009 00000000
92010006 00000000
92010007 00000005
8000000A 8000181A
8000000B 80001822
A0000000 AB000000
8000000A 8000181E
8000000B 80001826
A0000000 AB000000
4A001008 00000000
30000000 00000001
58010000 00000008
DE000000 80009380
58010000 0000014C
4A101003 00000010
92210000 00000000
86300000 00FFFFFF
86100000 00000020
86000000 80000000
4A001001 00000010
8221000C 00001848
60000000 00000000
9C0020F0 00000000
86000000 00000020
4A100000 00000020
86000002 FFFFFFFF
22001810 00000000
64000000 00000000
E2000001 00000000
8421000C 00001848
E0000002 00000000
80100008 00000068
80100009 0000005C
62000000 00000000
4A001001 00000000
92110002 00000006
86100002 00000020
86000002 00000010
88000001 00000002
64000000 00000001
---------------------------------------------------------------------------------------------------------
Many thanks goes to PizzaBoy for the code for reading snapshot files. None of this can work without it.


The use-able texture files will be in the form of Brawl Snapshots, you must make sure to access the album they are stored in before starting any battles. Or the files wont be loaded.


To anyone who wishes to find texture files, here's a code for for locating texture files.(for USB Gecko users only)
---------------------------------------------------------------------------------------------------------
Code:

Texture Finder:
4A000000 XXXXXXXX
30000000 00000001
58010000 00000008
DE000000 80009380
6610001A 00000000
58010000 0000014C
80000000 000000YY
86100000 00000104
4A101000 00000010
92210000 00000000
86300000 00FFFFFF
86100000 00000020
86000000 80000000
80000001 00000000
88000001 00000000
6000FFFF 00000000
86000001 00000020
4A000000 00000000
48101001 00000030
48101001 00000034
48101001 00000038
48101001 0000003C
90010002 00000000
80000003 00000000
80000004 80001810
80000005 80001814
A0000000 45000000
80000004 80001812
A0000000 45000000
66000002 00000000
E2000002 00000000
62000000 00000000
80000004 00000000
80000005 00000000
E0000000 80008000
---------------------------------------------------------------------------------------------------------
XXXXXXXX Player
YY Texture File # to find
Texture File Location is stored at 80001808
Texture File End is stored at 8000180C

XXXXXXXX
80494EEC P1
80494F54 P2
80494FBC P3
80495024 P4
etc.

To dump files, just click Show WiiRD and type:

dump <FileName>.bin <address at 80001808> <address at 8000180C>


For the sake of orderliness I would appreciate it if all files were coded as:

<Character Name><First Letter of Color><Texture File #>.bin

So, for example, Green Link's texture file 4 would be:

LinkG4.bin

Any color that is Black should be thought of as Dark to avoid confusion(Blue and Black have the same first letter).

The name of any custom textures will follow the letter for the color so the users know
what the texture is and what color it replaces.---

For modifying texture file's you're going to have to use the Texture Editor. It's pretty simple to use, but once again, there's still a lot of work that needs to be done on it. In order to convert the texture files into snapshot files, you'll also have to use a set of conversion utilities, there's a tutorial included with them - but most of the steps are pretty straight forward, so you shouldn't really need it.

(Files will change whenever there's an update)

Smash Texture Editor

Texture Converter


Please do not make any requests here to have any modified texture files made for you - I will not do that. I will, however, find any requested texture file you'll need so you can modify the texture yourself and release it here if you so wish...(there are, however, some texture files that cannot be modified by the texture editor yet, so there's no guarantees you'll get the one you want.)

I do have a couple of example texture files(already encrypted) I have made for anyone to see how the process works.

al_MarioDSmash4

al_MarioYInverted4

(you'll notice that if you have something like 4 Marios with two textures on two of them, the game will lag to some degree, I am working on a fix for this, but for now you should refrain from large battles with more than one texture.

*As a footnote, the current texture codes may have some problems with characters such as Zelda/Sheik, Pokemon Trainer, and Samus/ZSS.-
 

Jose_Gallardo

Smash Apprentice
Joined
Sep 24, 2008
Messages
145
Location
Los Angeles
Why??? is that how u get scroll text
What?!

This is a question
I was using the ocarnia when it loaded the cheats but it said the code list was to large then I cut down on some of the codes to make it work but the list is still to large what are the restrictions on to many codes?
Code limit for Ocarina is 256 lines

This is an example of 3 lines of CODE:
X1X1X1X1 X2X2X2X2
X3X3X3X3 X4X4X4X4
X5X5X5X5 X6X6X6X6

EDIT: oh no, not another page with long @$$ code...
 

Jose_Gallardo

Smash Apprentice
Joined
Sep 24, 2008
Messages
145
Location
Los Angeles
Oh man, I'm having so much FUN with the Music Modifier (wi-fi)

Everyone online goes like, "WTF?"

For example, when I played as Sonic, I would choose "Emerald Hill Zone". The match started at Eldin Bridge, everyone jumped around getting ready to fight, then all of a Sudden they stop altogether, Taunting to let everybody else know that something weird is going on.

I LOVE IT!

Note to meleemaster500

While I did not create the Boss Control Codes or related material, I did compile the new moveset for the Bosses that differs to a certain degree from that of the Japan Version of Brawl. I also changed the moveset list to be more "UI-friendly", so it would be nice (although not required) to add a "Moveset Compiled by Jose_Gallardo" at the end of the Boss Control list.

I went through alot of trouble to get the Boss Control list look as it does now, just for you guys (and a couple of other forums).
 

AfroThunderRule

Smash Journeyman
Joined
Oct 8, 2008
Messages
346
Location
New York City
Hey, I'm new around here. I was just wondering if there's any codes that allows overlapping with the stickers in the subspace emissary mode.

Like for example like I can put multiple stickers on my characters like putting the Ridley sticker (+25 Arm Attack) and Excitebike (+31 Leg Attack) together even though there's no way under normal circumstances that's possible. :D

Thanks in advance .
 

Jose_Gallardo

Smash Apprentice
Joined
Sep 24, 2008
Messages
145
Location
Los Angeles
No Overlapping Sticker Code at the moment (not that I know of, at least). Quite a few people are asking for this one, so hopefully it will be out sometime soon.
 

meleemaster500

Smash Lord
Joined
Jan 29, 2008
Messages
1,824
"Note to meleemaster500

While I did not create the Boss Control Codes or related material, I did compile the new moveset for the Bosses that differs to a certain degree from that of the Japan Version of Brawl. I also changed the moveset list to be more "UI-friendly", so it would be nice (although not required) to add a "Moveset Compiled by Jose_Gallardo" at the end of the Boss Control list.

I went through alot of trouble to get the Boss Control list look as it does now, just for you guys (and a couple of other forums)."



fixed it!

both the online and downloadable one have your credit
 

Morrigan

/!\<br>\¡/
Joined
Mar 10, 2006
Messages
18,681
-_-


Put the codes INSIDE these:

Code:
XXXXXXX XXXXXXX
XXXXXXX XXXXXXX
XXXXXXX XXXXXXX
[/CODE ]

Just like quoting or posting a pic but with [CODE]
 

ryanguildford

Smash Cadet
Joined
Sep 27, 2008
Messages
34
heres a mario has no hat code

Code:
48000000 80672FB4
DE000000 80009380
58010000 00000148
14000000 01000100
14000004 01000100
E0000000 80008000
 

Jose_Gallardo

Smash Apprentice
Joined
Sep 24, 2008
Messages
145
Location
Los Angeles
heres a mario has no hat code
Please post the proper credits when posting someone else's codes. If you aren't sure who made the code, use the search bar, or Google please.

And thanks, Meleemaster. I really appreciate it.


Also, here is the new list for Prop IDs to be used with Phantom's Props Modifier code.

Code:
Prop IDs (00000000 - none)
-------------------------------------------------------------
Snake:
8126896C Grenade Rounds
8126A8BC Targeting Recticle
8126C88C Grenade Launcher
8126E7F0 Ladder
81270724 Nikita Launcher
8127C8CC Rocket Launcher
8127DF88 Mortar Launcher
-------------------------------------------------------------
Fox:
812867DC Blaster
92D62220 Arwing(Freeze at end of match)
-------------------------------------------------------------
Falco:
812867D4 Blaster
92D62100 Arwing(Freeze at end of match)
-------------------------------------------------------------
Wolf
812867D4 Blaster
92D5F9E0 Wolfen(Freeze at end of match)
-------------------------------------------------------------
Pikachu:
8126BAF0 Volt Tackle
-------------------------------------------------------------
Link:
812780D0 Clawshot
812797A4 Claw Open
8127AEE0 Claw Closed
812870EC Bow
81285108 Arrow
-------------------------------------------------------------
Zelda
8127875C Light Arrow
8127A698 Light Bow
-------------------------------------------------------------
Sheik
8125784C Light Arrow
81259788 Light Bow
8125D608 Chain
-------------------------------------------------------------
Zamus
81258A88 Plasma Whip
812574A8 Lower Armor
81255ED0 Upper Armor
812548F8 Arm Cannon
81253320 Helmet
81251D48 Left Legging
81250770 Right Arm armor
8124F198 Left Shoulder guard
8124DBC0 Right Legging
-------------------------------------------------------------
Ness
81247E1C Yoyo sting
The only new things that Phantom Wings added were Fox/Falco Arwings & Wolf's Wolfen. I made the list much more organized and Code Manager friendly so you won't have to scroll down to another line/section just to see the Prop IDs.
 

meleemaster500

Smash Lord
Joined
Jan 29, 2008
Messages
1,824
props code name changed, organized values added as well as credit, and it's formatted kinda better

and the download is the same
 

Cooler 101

Smash Cadet
Joined
Sep 20, 2008
Messages
30
Location
In a cardboard box
tnx ill try for practice

Code:
46464564 XXXXXXXXX
64464654 XXXXXXXXX
98721688 XXXXXXXXX
sweet thnx
heres a mario has no hat code

Code:
48000000 80672FB4
DE000000 80009380
58010000 00000148
14000000 01000100
14000004 01000100
E0000000 80008000
:urg:


Anyways, here's a code by Phantom Wings (I believe so, not sure if it's been posted)

Code:
Waiting Room Replacement
4A000000 90180F3A
38000000 FF000037
10000001 000000XX
E0000000 80008000
Tired of always being in the wi-fi waiting room beating up a sandbag? Replace XX with a stage ID. It replaces the online waiting room with whatever stage ID you use.
 

Linkums

Smash Rookie
Joined
Dec 18, 2005
Messages
3
Location
Eastern US
NNID
Linkums
Ahoy. I've been lurking for a long while and I'm wondering if there is a code or if it's possible to make a code that allows you to move the camera during a match. So you could put it at whatever angle you want on the fly and play from that perspective.
In return, here's some codes I rehashed to fit my own needs. (all tested and work with Wavebirds and wired GCN controllers)

Code:
All level speed codes originally by Phantom Wings
Level Speed x.25 Modifier [Press Down+Right on P1 Wiimote] 
284F7880 00000006
4A000000 90000000
1416A904 3E800000
E0000000 80008000

Level Speed x2 Modifier [Press Up+Right on P1 Wiimote]
284F7880 0000000A
4A000000 90000000
1416A904 40000000
E0000000 80008000

Level Speed x1 Modifier [Press Right on P1 Wiimote]
284F7880 00000002
4A000000 90000000
1416A904 3F800000
E0000000 80008000

Level Speed x(-1) [Press Left on P1 Wiimote]
284F7880 00000001
4A000000 90000000
1416A904 BF800000
E0000000 80008000

Level Speed x(-.25)[Press Left+Down on P1 Wiimote]
284F7880 00000005
4A000000 90000000
1416A904 BE800000
E0000000 80008000

Level Speed x(-2)[Press Left+Up on P1 Wiimote]
284F7880 00000009
4A000000 90000000
1416A904 C0000000
E0000000 80008000

Stop Level [Press A on P1 Wiimote]
284F7880 00000800
4A000000 90000000
1416A904 00000000
E0000000 80008000

Color codes originally from Y.S.
Solid Black Characters (P1) [Press X+Y+L]
284DE4B0 00000CC0
4A000000 90180FB8
1000000A 00000004
E0000000 80008000
284DE4B0 00000C40
4A000000 90180FB8
1000000A 00000004
E0000000 80008000

Emerald color (P1) [Press X+Y+R]
284DE4B0 00000CA0
4A000000 90180F20
1000009D 0000000C
E0000000 80008000
284DE4B0 00000C20
4A000000 90180F20
1000009D 0000000C
E0000000 80008000

Solid Black Characters (P2) [Press X+Y+L]
284DE4B8 00000CC0
4A000000 90181014
1000000A 00000004
E0000000 80008000
284DE4B8 00000C40
4A000000 90181014
1000000A 00000004
E0000000 80008000

Emerald color (P2) [Press X+Y+R]
284DE4B8 00000CA0
4A000000 90180F7C
1000009D 0000000C
E0000000 80008000
284DE4B8 00000C20
4A000000 90180F7C
1000009D 0000000C
E0000000 80008000

Solid Black Characters (P3) [Press X+Y+L]
284DE4C0 00000CC0
4A000000 90181070
1000000A 00000004
E0000000 80008000
284DE4C0 00000C40
4A000000 90181070
1000000A 00000004
E0000000 80008000

Emerald Color (P3) [Press X+Y+R]
284DE4C0 00000CA0
4A000000 90180FD8
1000009D 0000000C
E0000000 80008000
284DE4C0 00000C20
4A000000 90180FD8
1000009D 0000000C
E0000000 80008000

Emerald color (P4) [Press X+Y+R]
284DE4C8 00000CA0
4A000000 90181034
1000009D 0000000C
E0000000 80008000
284DE4C8 00000C20
4A000000 90181034
1000009D 0000000C
E0000000 80008000

Solid Black Characters (P4) [Press X+Y+L]
284DE4C8 00000C40
4A000000 901810CC
1000000A 00000004
E0000000 80008000
284DE4C8 00000CC0
4A000000 901810CC
1000000A 00000004
E0000000 80008000
 

meleemaster500

Smash Lord
Joined
Jan 29, 2008
Messages
1,824
i think all of codes above me are already added, but now i has the SAME ****ING ANNOYING PROBLEM that happened one time ago to the code list:
RANDOM NEW LINES!!! (that totally **** up the code maneger!)

i'll try fixing it while i hope that at least the downloadable version doesn't have that problem
 
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