• Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!

    You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!

The Alternate File Loader (aka "The Clone Engine")

Almas

Smash Lord
Joined
Jul 6, 2008
Messages
1,588
Interesting. I wonder which noises I can make by creating bugged codes.
 

Cyan_Blau

Smash Apprentice
Joined
Nov 13, 2007
Messages
99
I've a request for correction

Sorry if I'm a bit impatient or critical, but...

It would be 100% more suitable if the data code isn't compressed in only 3 lines!

Reasons:

1. The button activator can only be changed from GCN to Wavebird by long difficult math prozess
2. It can't be really seperated in some different players (I think so)
3. There is nothing against it since an unlimited number of lines can be used.

[EDIT]
4. Also It would be great to use On the Fly Character Switching together with this code, so that Marth and Roy Can fight...
[/EDIT]

I hope you agree

AX
 

Kaye Cruiser

Waveshocker Sigma
Joined
Aug 11, 2009
Messages
8,032
NNID
KayeCruiser
Switch FC
0740-7501-7043
Also It would be great to use On the Fly Character Switching together with this code, so that Marth and Roy Can fight...
...Why in the world are a few people getting so worked up over this notion? What's really the point of both being able to fight each other in the first place? Let alone having both in the game. It'd be better to just get rid of Marth completely and have Roy instead. Then again, I'm bias against Marth and for Roy, so I can't really speak much. XD
 

Almas

Smash Lord
Joined
Jul 6, 2008
Messages
1,588
There may or may not be a "simple" solution that would allow multiple versions of the same character in a match. And I may or may not check to see if said solution is feasible once I get my head around what is causing these glitches. Because right now I have no idea.

Code:
Test #9 (The one-liner)
C23FA350 00000020
90C20000 90E20004
91620008 90A2000C
90620010 91220014
91420018 9182001C
91A20020 38C07066
3CE0805A 60E77C16
B0C70000 3D800004
618C86C0 3CC08152
60C6E27B 3CA0804D
60A5E4B0 3C608057
6067A000 6063A0FC
3D60805A 616B7C22
816B0000 39A00000
48000020 38A50008
7CCC3050 39AD0001
3C608057 6063A0FC
2C0D0004 4182004C
89460000 4800000C
7D4A3A14 814A0000
7C0A5800 4082FFD0
A1250000 A1430004
2C0A0000 4182FFC0
7C095000 4182000C
38630004 4BFFFFE8
A0C30002 3CE0805A
60E77C16 B0C70000
80C20000 80E20004
81620008 80A2000C
80620010 81220014
81420018 8182001C
81A20020 8C040001
60000000 00000000
0657A000 000000A0
6172696F 6F6E6B65
696E6B2F 616D7573
7A65726F 6F736869
69726279 6F782F46
696B6163 75696769
61707461 6573732F
6F6F7061 65616368
656C6461 6865696B
6F706F2F 61727468
616D6577 616C636F
616E6F6E 6172696F
6574616B 69742F46
696B6D69 75636173
69646479 6F6B6574
6F6B656C 6F6B657A
6F6B6566 65646564
75636172 6B652F46
6F626F74 7572696E
6F6F6E6C 6F6C662F
6E616B65 6F6E6963 

Alternate File Data
0657A100 00000004
01A06270 00000000 

File Patch Code v3.5.1 (NTSC-U) [Phantom Wings]
E0000000 80008000
225664EC 00000000
0401BFE0 4858BE20
065A7E00 00000070
38A00067 38810020
3CE0805A 60E37C18
4BE52531 38A0007F
3883FFE8 38610020
4BE52521 38A00068
60E47C18 38610020
9421FF80 BC410008
38610088 4BA74DB9
7C7C1B78 2C030000
4082000C 38210080
4800001C B8410008
38210080 4BE524E5
38610008 4BA742E1
7C7C1B78 4BA741E8
040223E0 48585BC0
065A7FA0 00000028
80010044 3C608001
6063581C 7C001800
4082000C 7FDDC850
3BDEFFE0 93DB0008
4BA7A424 00000000
0401CD0C 4858B1F4
065A7F00 00000038
2C030000 4182000C
4BA7DD51 4BA74E04
80780008 2C030000
41820014 8118000C
7C634214 7C7B1850
48000008 8078000C
4BA74DE0 00000000
043EE9D8 48000014
043EEBD4 48000014
043D8B9C 48000018
043E9B4C 38600000
043E9D38 38600000
043D8C80 60000000
80000000 80406920
80000001 805A7C00
8A001001 00000000
045A7C10 2F525342
045A7C14 452F7066
80000001 805A7B00
8A001001 00000000
065A7B10 0000000F
2F525342 452F7066
2F736F75 6E642F00
041C6CE0 483E0D20
065A7A00 00000028
9421FF80 BC410008
3C60805A 60637B1F
4BE52931 B8410008
38210080 4BE52995
4BC1F2C4 00000000
065A7900 00000078
9421FF80 7C0802A6
9001000C BC810010
9421FF00 7C872378
54B2BA7E 7CD33378
38800000 9081000C
90810010 90610014
90810018 3880FFFF
9081001C 38610020
90610008 7CE43B78
38A00080 4BE529F5
38610008 4BA752A1
60000000 80210000
B8810010 8001000C
7C0803A6 80210000
4E800020 00000000
043E399C 481C3F04
065A78A0 00000010
80BC0020 7CA59214
3A400000 4BE3C0F4
043DBAEC 481CBDE4
065A78D0 00000018
800302A4 2C130000
41820008 7E609B78
3A600000 4BE3420C
041CDF7C 483D9884
065A7800 00000098
818C0014 9421FF80
BC410008 3D009034
61089D94 7C034000
4082003C 7C882378
3C60804D 60630000
3C80805A 60847B00
7CC53378 38C04200
80E40080 2C070000
40820014 60000000
480000B9 2C030000
41820010 B8410008
80210000 4BC26724
70A501FF 3868FFFF
3C80804C 6084FFFF
7C842A14 38A04001
38A5FFFF 8C040001
9C030001 2C050000
4082FFF0 B8410008
80210000 4BC2670C
141CCF90 483DA770
065A7700 00000048
9421FF80 BC410008
7FE3FB78 3C80805A
60847B00 38A00000
38C04000 480001E5
90640080 807F0008
907A0014 907A005C
907A0074 B8410008
80210000 807F0000
4BC25854 00000000
E0000000 80008000
Code:
Test #10 (look ma, no lines!)
C23FA350 00000020
90C20000 90E20004
91620008 90A2000C
90620010 91220014
91420018 9182001C
91A20020 38C07066
3CE0805A 60E77C16
B0C70000 3D800004
618C86C0 3CC08152
60C6E27B 3CA0804D
60A5E4B0 3C608057
6067A000 6063A0FC
3D60805A 616B7C22
816B0000 39A00000
48000020 38A50008
7CCC3050 39AD0001
3C608057 6063A0FC
2C0D0004 4182004C
89460000 4800000C
7D4A3A14 814A0000
7C0A5800 4082FFD0
A1250000 A1430004
2C0A0000 4182FFC0
7C095000 4182000C
38630004 4BFFFFE8
A0C30002 3CE0805A
60E77C16 B0C70000
80C20000 80E20004
81620008 80A2000C
80620010 81220014
81420018 8182001C
81A20020 8C040001
60000000 00000000
0657A000 000000A0
6172696F 6F6E6B65
696E6B2F 616D7573
7A65726F 6F736869
69726279 6F782F46
696B6163 75696769
61707461 6573732F
6F6F7061 65616368
656C6461 6865696B
6F706F2F 61727468
616D6577 616C636F
616E6F6E 6172696F
6574616B 69742F46
696B6D69 75636173
69646479 6F6B6574
6F6B656C 6F6B657A
6F6B6566 65646564
75636172 6B652F46
6F626F74 7572696E
6F6F6E6C 6F6C662F
6E616B65 6F6E6963

Alternate File Data
0657A100 00000004
01A06270 00000000 

File Patch Code v3.5.1 (NTSC-U) [Phantom Wings]
E0000000 80008000
225664EC 00000000
0401BFE0 4858BE20
065A7E00 00000070
38A00067 38810020
3CE0805A 60E37C18
4BE52531 38A0007F
3883FFE8 38610020
4BE52521 38A00068
60E47C18 38610020
9421FF80 BC410008
38610088 4BA74DB9
7C7C1B78 2C030000
4082000C 38210080
4800001C B8410008
38210080 4BE524E5
38610008 4BA742E1
7C7C1B78 4BA741E8
040223E0 48585BC0
065A7FA0 00000028
80010044 3C608001
6063581C 7C001800
4082000C 7FDDC850
3BDEFFE0 93DB0008
4BA7A424 00000000
0401CD0C 4858B1F4
065A7F00 00000038
2C030000 4182000C
4BA7DD51 4BA74E04
80780008 2C030000
41820014 8118000C
7C634214 7C7B1850
48000008 8078000C
4BA74DE0 00000000
043EE9D8 48000014
043EEBD4 48000014
043D8B9C 48000018
043E9B4C 38600000
043E9D38 38600000
043D8C80 60000000
80000000 80406920
80000001 805A7C00
8A001001 00000000
045A7C10 2F525342
045A7C14 452F7066
80000001 805A7B00
8A001001 00000000
065A7B10 0000000F
2F525342 452F7066
2F736F75 6E642F00
041C6CE0 483E0D20
065A7A00 00000028
9421FF80 BC410008
3C60805A 60637B1F
4BE52931 B8410008
38210080 4BE52995
4BC1F2C4 00000000
065A7900 00000078
9421FF80 7C0802A6
9001000C BC810010
9421FF00 7C872378
54B2BA7E 7CD33378
38800000 9081000C
90810010 90610014
90810018 3880FFFF
9081001C 38610020
90610008 7CE43B78
38A00080 4BE529F5
38610008 4BA752A1
60000000 80210000
B8810010 8001000C
7C0803A6 80210000
4E800020 00000000
043E399C 481C3F04
065A78A0 00000010
80BC0020 7CA59214
3A400000 4BE3C0F4
043DBAEC 481CBDE4
065A78D0 00000018
800302A4 2C130000
41820008 7E609B78
3A600000 4BE3420C
041CDF7C 483D9884
065A7800 00000098
818C0014 9421FF80
BC410008 3D009034
61089D94 7C034000
4082003C 7C882378
3C60804D 60630000
3C80805A 60847B00
7CC53378 38C04200
80E40080 2C070000
40820014 60000000
480000B9 2C030000
41820010 B8410008
80210000 4BC26724
70A501FF 3868FFFF
3C80804C 6084FFFF
7C842A14 38A04001
38A5FFFF 8C040001
9C030001 2C050000
4082FFF0 B8410008
80210000 4BC2670C
141CCF90 483DA770
065A7700 00000048
9421FF80 BC410008
7FE3FB78 3C80805A
60847B00 38A00000
38C04000 480001E5
90640080 807F0008
907A0014 907A005C
907A0074 B8410008
80210000 807F0000
4BC25854 00000000
E0000000 80008000
 

ChronicleX

Smash Cadet
Joined
Oct 30, 2009
Messages
69
Sorry if this has not already been mentioned but wouldn't the way to get multiple versions of the same character to work in the same match is to make the game think it is loading something else, like 1 of the alloy's.

What I mean is say you got link and want Link to fight Zero, could you not make a code so that 1 of the alloy's shares it model with Link when picked then in order to load Zero load of the Alloy with the alternate link Data?

IE (Sorry if I get the filenames wrong)

pf/fighter/link/fitlink.pac
and
pf/fighter/link/fitredalloy.pac
pf/fighter/link/fityellowalloy.pac
etc

I hope I make sense =P
 

Almas

Smash Lord
Joined
Jul 6, 2008
Messages
1,588
No, because Alloy files are limited. Try again. While you're at it, test my codes.
 

Almas

Smash Lord
Joined
Jul 6, 2008
Messages
1,588
Save one of the code blocks as a .gct file using a code manager. Run the codeset in Brawl. See what happens. Post what happens. Be as specific as possible. I expect to know the pitch, volume and frequency of the crash beep!
 

AMKalmar

Smash Ace
Joined
Mar 10, 2009
Messages
887
Location
Hamilton ON CA
Test #9

1: Selected lucas, turned on a cpu and it froze immediately.
2, 3: Didn't load past black screen after gecko os twice.
4: 2 human CFs on FD. Loudest crash beep I have ever heard (just before the first CF appeared, the stage loaded fine).
5: Crash beep at safety strap screen.

Am I supposed to have some alternate files to load on the SD? Or just the codes?
 

Almas

Smash Lord
Joined
Jul 6, 2008
Messages
1,588
Oh no. The two test codes above don't do anything. I'm just trying to find where the bug is in the most gruellingly slow way possible.
 

AMKalmar

Smash Ace
Joined
Mar 10, 2009
Messages
887
Location
Hamilton ON CA
Okay, so you want me to make up some alternate files for it to load?

For BYTECOUN, you say in the OP to multiply the number of files to load by 10 so 5 is 50. But 50 in hex is 32. Which is it?
Nvm we're adding 10 in hex so it's still 50. Right.
 

Almas

Smash Lord
Joined
Jul 6, 2008
Messages
1,588
Wait, what?

The code wouldn't load the alternate files even if it did work. I'm segmenting the code to try and find which part of it the bug is in.

There is already a data code stored there. The only thing that needs testing is the contents of the <code> tags.

Thanks for your help on test 9. It is interesting but not unexpected.
 

ChronicleX

Smash Cadet
Joined
Oct 30, 2009
Messages
69
No, because Alloy files are limited. Try again. While you're at it, test my codes.
I am not saying to use the alloy files, I am saying to make the game THINK it is using the alloy files but instead load what you want it to. That way you wont have the problem of the game not loading the files because they are already in memory.


For Example.

Pick Fox - Game Loads Fox.
Pick Alternate Fox - Force game to think its Red Alloy - Game Loads Alternate Fox because it thinks its loading the Red Alloy.


Make sense now?
 

Eldiran

Smash Lord
Joined
Jan 8, 2008
Messages
1,707
Location
Pennsylvania
I am not saying to use the alloy files, I am saying to make the game THINK it is using the alloy files but instead load what you want it to. That way you wont have the problem of the game not loading the files because they are already in memory.


For Example.

Pick Fox - Game Loads Fox.
Pick Alternate Fox - Force game to think its Red Alloy - Game Loads Alternate Fox because it thinks its loading the Red Alloy.


Make sense now?
It's been thought of -- and it would work, but the module files involved are not easily swapped. They are the part of the characters we need to work on still.
 

AMKalmar

Smash Ace
Joined
Mar 10, 2009
Messages
887
Location
Hamilton ON CA
Incase I wasn't clear enough with the #9 stuff, I had no alternate files I was trying to load, just the codes.
Code:
Alternate File Data
0657A000 00000010
61707461 0A00E27B
00C06C6D 00000000
Just managed to replace FitCaptain00.pcs with no problems. Held L while selecting him until he loaded, loaded without problems through several matches on different stages, with different names, vs. humans and cpus, multiple cpus, stock and time, training mode... no crashes.
 

Almas

Smash Lord
Joined
Jul 6, 2008
Messages
1,588
The code in the OP works, yes. It's worked for months. I'm working on a more stable, less buggy version. That's what all the tests are for ;o.
 

sffadsad

Smash Apprentice
Joined
Nov 6, 2007
Messages
148
So then what do you want me to test!?
The tests are parts of the code and not the actual thing itself. As far as I can tell, they're SUPPOSED to crash and your job is to tell him how and when it crashes.
 

AMKalmar

Smash Ace
Joined
Mar 10, 2009
Messages
887
Location
Hamilton ON CA
Oh no. The two test codes above don't do anything. I'm just trying to find where the bug is in the most gruellingly slow way possible.
Oh, by this I thought he mean I wasn't supposed to be testing those.

You do want me to test #9 and #10 then?
 

ChronicleX

Smash Cadet
Joined
Oct 30, 2009
Messages
69
It's been thought of -- and it would work, but the module files involved are not easily swapped. They are the part of the characters we need to work on still.
Then what about using an existing character for the same method instead of an alloy? (If alloy's are the problem).

IE

Choose Fox - Game loads Fox
Choose Alternate Fox - Game thinks its Jigglypuff - Game loads Alternate Fox.

Or are the module problem not alloy pacific?
 

Eldiran

Smash Lord
Joined
Jan 8, 2008
Messages
1,707
Location
Pennsylvania
Then what about using an existing character for the same method instead of an alloy? (If alloy's are the problem).

IE

Choose Fox - Game loads Fox
Choose Alternate Fox - Game thinks its Jigglypuff - Game loads Alternate Fox.

Or are the module problem not alloy pacific?
Unfortunately every character has their own corresponding module file. And also unfortunately, no two characters' module files are interchangeable. So, we can't swap anyone out until we can edit these module files.
 

Cyan_Blau

Smash Apprentice
Joined
Nov 13, 2007
Messages
99
...Why in the world are a few people getting so worked up over this notion? What's really the point of both being able to fight each other in the first place? Let alone having both in the game. It'd be better to just get rid of Marth completely and have Roy instead. Then again, I'm bias against Marth and for Roy, so I can't really speak much. XD

Maybe ... tsaha ... sorry ... maybe it's just a guess, but is it possible that you don't like Marth, because he's a very fast swordsman? (Otherwise there is a great difference between some characters an their edit! - And everyone maybe wanna have a bigger roster, don't?)

So it's really hard to work on the replacements, but I hope the Character Data Idex will be worked on, it also will increase the roster.

(But maybe first the SFX for Roy .... I shall do something ... maybe)


AX
 

Almas

Smash Lord
Joined
Jul 6, 2008
Messages
1,588
Will be resuming work on this tomorrow - spent a few days away. If test 10 could be done, that would be great.

If anyone wants to give me some lessons on Linear Algebra over the next couple days, I would be greatful. Most notably I could use teaching about three-dimensional geometry, particularly help memorizing the properties of the cross product.
 

Kaye Cruiser

Waveshocker Sigma
Joined
Aug 11, 2009
Messages
8,032
NNID
KayeCruiser
Switch FC
0740-7501-7043
Maybe ... tsaha ... sorry ... maybe it's just a guess, but is it possible that you don't like Marth, because he's a very fast swordsman? (Otherwise there is a great difference between some characters an their edit! - And everyone maybe wanna have a bigger roster, don't?)
I could care less if he's fast or not. I don't like Marth as a character, PERIOD. XD

And no. Not everyone wants a bigger roster. No I'm not speaking for myself, but there are some people who simply want to get rid of certain things and replace them rather than add and add and add.

Wait...
 

[TSON]

Hella.
Joined
May 7, 2008
Messages
3,422
Location
Macomb, MI
NNID
oTSONo
Alrighty. Number ten.

Test1: Worked for a WHOLE MATCH of IC dittos. Exited the match, went back to CSS, froze after approx a second with a BEEEEP.
Test2: Black screen before strap.
Test3: Black screen before strap.
Test4: Ear piercing loud beep after selecting smashville. Gave me a migrane. ;_;
Test5: Did not do, busy taking advil.
 

Oni K4ge

Smash Lord
Joined
Jul 16, 2009
Messages
1,119
I, too, will do test 10, just for accurate results. Since TSoNO did 4, I shall too.

1. Loud beep as soon as Strap Loader appeared -_-

2. Black Screen right after Gecko

3. ^^

4. Black screen as soon as it went to load the intro.
 

Almas

Smash Lord
Joined
Jul 6, 2008
Messages
1,588
Code:
BUNNY BUNNY BUNNY [11]
C23FA350 00000020
90C20000 90E20004
91620008 90A2000C
90620010 91220014
91420018 9182001C
91A20020 38C07066
3CE0805A 60E77C16
B0C70000 3D800004
618C86C0 3CC08152
60C6E27B 3CA0804D
60A5E4B0 3C608057
6067A000 6063A0FC
3D60805A 616B7C22
816B0000 39A00000
48000068 38A50008
7CCC3050 39AD0001
3C608057 6063A0FC
2C0D0004 4182004C
89460000 4800000C
7D4A3A14 814A0000
7C0A5800 4082FFD0
A1250000 A1430004
2C0A0000 4182FFC0
7C095000 4182000C
38630004 4BFFFFE8
A0C30002 3CE0805A
60E77C16 B0C70000
80C20000 80E20004
81620008 80A2000C
80620010 81220014
81420018 8182001C
81A20020 8C040001
60000000 00000000
0657A000 000000A0
6172696F 6F6E6B65
696E6B2F 616D7573
7A65726F 6F736869
69726279 6F782F46
696B6163 75696769
61707461 6573732F
6F6F7061 65616368
656C6461 6865696B
6F706F2F 61727468
616D6577 616C636F
616E6F6E 6172696F
6574616B 69742F46
696B6D69 75636173
69646479 6F6B6574
6F6B656C 6F6B657A
6F6B6566 65646564
75636172 6B652F46
6F626F74 7572696E
6F6F6E6C 6F6C662F
6E616B65 6F6E6963 

Alternate File Data
0657A100 00000004
01A06270 00000000 

File Patch Code v3.5.1 (NTSC-U) [Phantom Wings]
E0000000 80008000
225664EC 00000000
0401BFE0 4858BE20
065A7E00 00000070
38A00067 38810020
3CE0805A 60E37C18
4BE52531 38A0007F
3883FFE8 38610020
4BE52521 38A00068
60E47C18 38610020
9421FF80 BC410008
38610088 4BA74DB9
7C7C1B78 2C030000
4082000C 38210080
4800001C B8410008
38210080 4BE524E5
38610008 4BA742E1
7C7C1B78 4BA741E8
040223E0 48585BC0
065A7FA0 00000028
80010044 3C608001
6063581C 7C001800
4082000C 7FDDC850
3BDEFFE0 93DB0008
4BA7A424 00000000
0401CD0C 4858B1F4
065A7F00 00000038
2C030000 4182000C
4BA7DD51 4BA74E04
80780008 2C030000
41820014 8118000C
7C634214 7C7B1850
48000008 8078000C
4BA74DE0 00000000
043EE9D8 48000014
043EEBD4 48000014
043D8B9C 48000018
043E9B4C 38600000
043E9D38 38600000
043D8C80 60000000
80000000 80406920
80000001 805A7C00
8A001001 00000000
045A7C10 2F525342
045A7C14 452F7066
80000001 805A7B00
8A001001 00000000
065A7B10 0000000F
2F525342 452F7066
2F736F75 6E642F00
041C6CE0 483E0D20
065A7A00 00000028
9421FF80 BC410008
3C60805A 60637B1F
4BE52931 B8410008
38210080 4BE52995
4BC1F2C4 00000000
065A7900 00000078
9421FF80 7C0802A6
9001000C BC810010
9421FF00 7C872378
54B2BA7E 7CD33378
38800000 9081000C
90810010 90610014
90810018 3880FFFF
9081001C 38610020
90610008 7CE43B78
38A00080 4BE529F5
38610008 4BA752A1
60000000 80210000
B8810010 8001000C
7C0803A6 80210000
4E800020 00000000
043E399C 481C3F04
065A78A0 00000010
80BC0020 7CA59214
3A400000 4BE3C0F4
043DBAEC 481CBDE4
065A78D0 00000018
800302A4 2C130000
41820008 7E609B78
3A600000 4BE3420C
041CDF7C 483D9884
065A7800 00000098
818C0014 9421FF80
BC410008 3D009034
61089D94 7C034000
4082003C 7C882378
3C60804D 60630000
3C80805A 60847B00
7CC53378 38C04200
80E40080 2C070000
40820014 60000000
480000B9 2C030000
41820010 B8410008
80210000 4BC26724
70A501FF 3868FFFF
3C80804C 6084FFFF
7C842A14 38A04001
38A5FFFF 8C040001
9C030001 2C050000
4082FFF0 B8410008
80210000 4BC2670C
141CCF90 483DA770
065A7700 00000048
9421FF80 BC410008
7FE3FB78 3C80805A
60847B00 38A00000
38C04000 480001E5
90640080 807F0008
907A0014 907A005C
907A0074 B8410008
80210000 807F0000
4BC25854 00000000
E0000000 80008000
Code:
MOOSE MOOSE MOOSE [12]
C23FA350 00000020
90C20000 90E20004
91620008 90A2000C
90620010 91220014
91420018 9182001C
91A20020 38C07066
3CE0805A 60E77C16
B0C70000 3D800004
618C86C0 3CC08152
60C6E27B 3CA0804D
60A5E4B0 3C608057
6067A000 6063A0FC
3D60805A 616B7C22
816B0000 39A00000
48000020 38A50008
7CCC3050 39AD0001
3C608057 6063A0FC
2C0D0004 4182004C
89460000 48000044
7D4A3A14 814A0000
7C0A5800 4082FFD0
A1250000 A1430004
2C0A0000 4182FFC0
7C095000 4182000C
38630004 4BFFFFE8
A0C30002 3CE0805A
60E77C16 B0C70000
80C20000 80E20004
81620008 80A2000C
80620010 81220014
81420018 8182001C
81A20020 8C040001
60000000 00000000
0657A000 000000A0
6172696F 6F6E6B65
696E6B2F 616D7573
7A65726F 6F736869
69726279 6F782F46
696B6163 75696769
61707461 6573732F
6F6F7061 65616368
656C6461 6865696B
6F706F2F 61727468
616D6577 616C636F
616E6F6E 6172696F
6574616B 69742F46
696B6D69 75636173
69646479 6F6B6574
6F6B656C 6F6B657A
6F6B6566 65646564
75636172 6B652F46
6F626F74 7572696E
6F6F6E6C 6F6C662F
6E616B65 6F6E6963 

Alternate File Data
0657A100 00000004
01A06270 00000000 

File Patch Code v3.5.1 (NTSC-U) [Phantom Wings]
E0000000 80008000
225664EC 00000000
0401BFE0 4858BE20
065A7E00 00000070
38A00067 38810020
3CE0805A 60E37C18
4BE52531 38A0007F
3883FFE8 38610020
4BE52521 38A00068
60E47C18 38610020
9421FF80 BC410008
38610088 4BA74DB9
7C7C1B78 2C030000
4082000C 38210080
4800001C B8410008
38210080 4BE524E5
38610008 4BA742E1
7C7C1B78 4BA741E8
040223E0 48585BC0
065A7FA0 00000028
80010044 3C608001
6063581C 7C001800
4082000C 7FDDC850
3BDEFFE0 93DB0008
4BA7A424 00000000
0401CD0C 4858B1F4
065A7F00 00000038
2C030000 4182000C
4BA7DD51 4BA74E04
80780008 2C030000
41820014 8118000C
7C634214 7C7B1850
48000008 8078000C
4BA74DE0 00000000
043EE9D8 48000014
043EEBD4 48000014
043D8B9C 48000018
043E9B4C 38600000
043E9D38 38600000
043D8C80 60000000
80000000 80406920
80000001 805A7C00
8A001001 00000000
045A7C10 2F525342
045A7C14 452F7066
80000001 805A7B00
8A001001 00000000
065A7B10 0000000F
2F525342 452F7066
2F736F75 6E642F00
041C6CE0 483E0D20
065A7A00 00000028
9421FF80 BC410008
3C60805A 60637B1F
4BE52931 B8410008
38210080 4BE52995
4BC1F2C4 00000000
065A7900 00000078
9421FF80 7C0802A6
9001000C BC810010
9421FF00 7C872378
54B2BA7E 7CD33378
38800000 9081000C
90810010 90610014
90810018 3880FFFF
9081001C 38610020
90610008 7CE43B78
38A00080 4BE529F5
38610008 4BA752A1
60000000 80210000
B8810010 8001000C
7C0803A6 80210000
4E800020 00000000
043E399C 481C3F04
065A78A0 00000010
80BC0020 7CA59214
3A400000 4BE3C0F4
043DBAEC 481CBDE4
065A78D0 00000018
800302A4 2C130000
41820008 7E609B78
3A600000 4BE3420C
041CDF7C 483D9884
065A7800 00000098
818C0014 9421FF80
BC410008 3D009034
61089D94 7C034000
4082003C 7C882378
3C60804D 60630000
3C80805A 60847B00
7CC53378 38C04200
80E40080 2C070000
40820014 60000000
480000B9 2C030000
41820010 B8410008
80210000 4BC26724
70A501FF 3868FFFF
3C80804C 6084FFFF
7C842A14 38A04001
38A5FFFF 8C040001
9C030001 2C050000
4082FFF0 B8410008
80210000 4BC2670C
141CCF90 483DA770
065A7700 00000048
9421FF80 BC410008
7FE3FB78 3C80805A
60847B00 38A00000
38C04000 480001E5
90640080 807F0008
907A0014 907A005C
907A0074 B8410008
80210000 807F0000
4BC25854 00000000
E0000000 80008000
 

matein10

Smash Rookie
Joined
Apr 13, 2009
Messages
11
My Results:

BUNNY BUNNY BUNNY

1: Hung on CSS after I went to change the settings.
2: Hung on "Now loading"
3: Silent hang at straploader (would have been the "Now Loading" screen if I had pressed a button).
4: Hung on SSS after changing settings successfully and trying to go back to CSS.



MOOSE MOOSE MOOSE

1: Hung on Black screen in transition from Gecko to straploader.
2: Hung on CSS after I went to change the settings and picked metaknight as my opponent. NOTE: the pitch seemed about twice as loud as normal. I had the volume set to "3" on the TV and it could most likely be heard from a different room.
3: Hung on CSS after I waited for my Wii to stop making the "loading data" noise. Random was my opponent.
4: Silent hang at the main menu with garbled text at the bottom of the screen. Also, the picture contrast was much lighter.

Tested with Gecko 1.9.3

I hope this helps.

-matein10
 

Almas

Smash Lord
Joined
Jul 6, 2008
Messages
1,588
Thanks for the help. That certainly is bizarre; it means the bug wasn't where I was looking for it. Now I have suspicions about other things.
 

Christian_CAO

Smash Apprentice
Joined
Nov 6, 2009
Messages
193
Location
Saint Augustine, Florida
I could care less if he's fast or not. I don't like Marth as a character, PERIOD. XD

And no. Not everyone wants a bigger roster. No I'm not speaking for myself, but there are some people who simply want to get rid of certain things and replace them rather than add and add and add.

Wait...
I'd like to use your Hyper Sonic PSA and fight against the new Shadow PSA your making:)... I also wouldn't mind not having to constantly swap out Characters for others, but I is lazy like that.

By the way, how does it read alternate .pac's if you can't save files as the same name and the files are only read as .pac and not .pac(2)? Does the clone engine allow you to select how the files are read? Just wondering, cause I'm curious... didn't even know this was out till a few minutes ago, and I hear it's been out for a while now.:embarrass
 

Almas

Smash Lord
Joined
Jul 6, 2008
Messages
1,588
Yes, a semi functional version has been in existence for 4 months now.

It loads from different folders.
 

diosensakiara

Smash Apprentice
Joined
Jul 4, 2009
Messages
168
Okay, so I spent a while working away at this and figuring it all out in my head. The potential is limited, but this will buy time. Any additional features are far beyond my capability, but I'm sure eventually someone will attain them.

Code:
Alternate File Loader [Almas]
C23FA350 00000020
90C20000 90E20004
91620008 90A2000C
90620010 91220014
91420018 9182001C
3D800004 618C86C0
3D60805A 3CA0452F
60A57066 90AB7C14
816B7C22 3C608057
60639FF0 84A30010
2C050000 4182008C
7C055800 4082FFF0
3CC04545 60C62F53
7C062800 4082001C
3D60804D 616BE4B0
A16B0000 A1430008
7C0A5800 41820050
88A30004 A1430008
39200000 A0C30006
64C68152 7CC66214
3CE0804D 60E7E4A8
39290001 7CCC3050
38E70008 2C090005
4182FF94 89660000
7C0B2800 4082FFE4
A1670000 7C0B5000
4082FFD8 A143000A
3D60805A B14B7C16
80C20000 80E20004
81620008 80A2000C
80620010 81220014
81420018 8182001C
8C040001 00000000
Whereas normally a texture or data .pac is loaded from /private/wii/app/RSBE/pf/... (/fighter/ or /stage/), this code changes the /pf/ directory to another one of the user's choice when a set of conditions are met. Thus, in order to use this code, you should place alternative replacement files you wish to use in another directory with a similar path. /pf/ can be changed to any other two-character name. For example, I may choose to load my alternate files from /private/wii/app/RSBE/lm/. Note that apart from this change of the /pf/ folder, the remaining file structure is the same, including the name of the replacement files.

For this code to operate, it is necessary that the File Replacement Code is also active. The code allows you to choose, prior to a game, whether or not you wish to play with an alternate data or texture .pac file for any character, or an alternate texture file for a stage. In order to choose which alternate files you have active, a data code is used with the following format:

Code:
Alternate File Data
0657A000 BYTECOUN
XXXXXXXX YY00E27B
ZZZZAAAA 00000000
Adding additional alternate files is done by repeating the XXXX... code block.

Filling in the gaps:

BYTECOUN: This is equal to 10 multiplied by the amount of alternate files you wish to have active. For example, if you wanted to have 5 alternate files, this would take the value 00000050. For more than 9 changes, it is important to remember to count in hex. E.g. 80, 90, A0, B0... F0, 100.

XXXXXXXX: This value is determined by the character you would wish to replace, and is taken from the list below (Thanks to Dantarion):

Code:
Captain Falcon
61707461
King Dedede
65646564
Diddy Kong
69646479
Donkey Kong
6F6E6b65
Falco
616C636F
Fox
6F782F46
Mr Game & Watch
616D6577
Ganondorf
616E6F6E
Giga Bowser
6B6F6F70
Ike
6B652F46
Kirby
69726279
Bowser
6F6F7061
Link
696E6B2F
Lucario
75636172
Lucas
75636173
Luigi
75696769
Mario
6172696F
Marth
61727468
Metaknight
6574616B
Ness
6573732F
Peach
65616368
Pikachu
696B6163
Olimar
696B6D69
Pit
69742F46
Ivysaur
6F6B6566
Charizard
6F6B656C
Pokémon Trainer
6F6B6574
Squirtle
6F6B657A
Ice Climbers
6F706F2F
Jigglypuff
7572696E
ROB
6F626F74
Samus
616D7573
Sheik
6865696B
Snake
6E616B65
Sonic
6F6E6963
Zero Suit Samus
7A65726F
Toon Link
6F6F6E6C
Wario
6172696F
Wario Man
6172696F
Wolf
6F6C662F
Yoshi
6F736869
Zelda
656C6461
If you wish to replace a stage texture, this value should always be 45452F53

YY: This is a two digit value determined by the Select Screen slot of the character you are choosing. Because this is chosen by the Select Screen slot, it may vary slightly - for example, if you want a custom Sheik and are using the default Zelda/Sheik slot, you should put the value for Zelda in this section.

IDs:

Code:
Mario - 00
Donkey Kong - 01
Link - 02
Samus - 03
Yoshi - 05
Kirby - 06
Fox - 07
Pikachu - 08
Luigi - 09
Captain Falcon - 0A
Ness - 0B
Bowser - 0C
Peach - 0D
Zelda - 0E
Sheik - 0F
Ice Climbers - 10
Marth - 11
Mr. Game & Watch 12
Falco - 13
Ganondorf - 14
Wario - 15
Meta Knight - 16
Pit - 17
Zero Suit Samus - 04
Olimar - 18
Lucas - 19
Diddy Kong - 1A
Pokémon Trainer - 1B
Charizard - 1C
Squirtle - 1D
Ivysaur - 1E
King Dedede - 1F
Lucario - 20
Ike - 21
R.O.B - 22
Jigglypuff - 23
Toon Link - 24
Wolf - 25
Snake - 26
Sonic - 27
Random - 29
The Random value can be used if you want an alternate character to only be accessible by getting them through selecting random. The button activator will still have to be used. If you wish to replace a stage texture, this value can be anything.

ZZZZ: This is a button activator that has to be held for the alternate file to be loaded. You can set up this value by visiting this link and using the bottom tab, "Game Cube Controller Joker Generator". Once you have decided on the button activator, add 80 in Hex to it. If you are unfamiliar with Hex, Calculator will happily do the job for you. It is recommended that you include the A button in your button activator, as it is likely that you will be pressing it at the appropriate moment anyway.

AAAA: This is the Hex-ASCII value of the alternate folder you wish to load files from. You can find a Hex-ASCII translator here. For example, if I decided to place my alternate files in /lm/ instead of /pf/, this would take the value of 6C6D.

Getting it to Work: You should place your alternate files in the directories you decided with the AAAA segment of the data code. Remember that they must still follow the normal file structure, save for the renaming of the /pf/ folder. In order for the replacement to take place in game, you must hold down the button activator at the appropriate times:

For Character Textures or Character Data .pacs: Hold down the button activator as you select the character. If you are changing between textures, hold down the button activator as you swap to your desired texture. Your alternate files will be in use until you de-select your character or texture, including between matches. If you play as an alternate texture one game and do not de-select it, you will be playing the same texture the next game. If you are using an alternate character and another player selects the same character as you, they will also be playing the alternate character. It is not possible to play matches of a character against their alternate version. It is recommended you hold down the button activator until you hear the Wii stop loading.

For Stage Textures: Hold down the button activator as you select the stage (e.g. as the match is beginning). This must be performed every game if you wish to reuse the alternate texture. This is only sensitive to Player 1 holding down the appropriate button.

The release of this code marks my retirement from coding. I hope you all enjoy it. I'm here to answer questions and solve bugs for a little while.
Okay im okay with all of this but im confused with these questions

1.What do i name the alternate PAC in my folder?
2.Could you explain this MUCH MORE easier?
3.Will i be able to have two marth hacks fighting in the same match

thank you
 

Kaye Cruiser

Waveshocker Sigma
Joined
Aug 11, 2009
Messages
8,032
NNID
KayeCruiser
Switch FC
0740-7501-7043
...Why in the hell did you quote the ENTIRE huge as hell first post? There's no reason or excuse for that. Seriously. -.o
 

SqLeon

Smash Journeyman
Joined
Nov 10, 2009
Messages
491
Location
The world that never was
Okay im okay with all of this but im confused with these questions

1.What do i name the alternate PAC in my folder?
2.Could you explain this MUCH MORE easier?
3.Will i be able to have two marth hacks fighting in the same match

thank you
1.
Whereas normally a texture or data .pac is loaded from /private/wii/app/RSBE/pf/... (/fighter/ or /stage/), this code changes the /pf/ directory to another one of the user's choice when a set of conditions are met. Thus, in order to use this code, you should place alternative replacement files you wish to use in another directory with a similar path. /pf/ can be changed to any other two-character name. For example, I may choose to load my alternate files from /private/wii/app/RSBE/lm/. Note that apart from this change of the /pf/ folder, the remaining file structure is the same, including the name of the replacement files..
2.???
3.
For Character Textures or Character Data .pacs: Hold down the button activator as you select the character. If you are changing between textures, hold down the button activator as you swap to your desired texture. Your alternate files will be in use until you de-select your character or texture, including between matches. If you play as an alternate texture one game and do not de-select it, you will be playing the same texture the next game. If you are using an alternate character and another player selects the same character as you, they will also be playing the alternate character. It is not possible to play matches of a character against their alternate version. It is recommended you hold down the button activator until you hear the Wii stop loading.
Read.
 

FET-Kun

Smash Rookie
Joined
Dec 17, 2009
Messages
2
Quick question, I read through the thread and didn't find an answer, but I could of simply missed it.

So I tried this out and was successful. I switched from Sonic to Shadow using R+A. However, it seems to only work for the default texture, ie: I can switch between two FitSonic00.pacs, but I can't do it for another texture, such as FitSonic01.pac. My impression was that, as long as I switch to the desired texture that the pac would be associated with, holding R and then pressing A will load the alt pac located in my lm folder.

Is it only possible to switch between the first, (default) texture pac? Thanks guys...
 

Cyan_Blau

Smash Apprentice
Joined
Nov 13, 2007
Messages
99
Only one extra partition?! ...

I looked afew time on this code and used it very well.

BUT, I got the idea to use two partitions with two different commands to activate them seperatly.
And it doesn´t work with two partitions for one character.

Could anyone please have a look on it what I´ve to edit to get it work with two diferent partitions?

P L E A S E



//AX
 
Top Bottom