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

Arekku

Smash Rookie
Joined
Nov 24, 2006
Messages
7
Is there a version for the wiimote yet?
Why does everyone hate us wiimote users? T.T
 

Oni K4ge

Smash Lord
Joined
Jul 16, 2009
Messages
1,119
Is there a version for the wiimote yet?
Why does everyone hate us wiimote users? T.T
I dont think so, no...

has anyone else gotten a black screen after gecko? I loaded only those 2 codes, file replacement, and a default settings mod code, and I STILL get a black screen! :U

EDIT: Well, I put on ONLY File Replacement and the 2 codes needed for the AFL, and I got to the CSS, but when I hold R + A its still the "pf" costume.
 

Almas

Smash Lord
Joined
Jul 6, 2008
Messages
1,588
The modernized code doesn't work. I have had troubles isolating the cause, which has caused me no end of frustration. If I get time I'll look to fixing it.

The old version should be working fine... It's odd if you're having mishaps. By "working fine" I mean bug ridden and functionally weak, but still functional. Barely.

If you want Wiimote support, I would appreciate if you found a link to a certain document which details where Wiimote instructions are stored in Brawl's RAM. Alternatively, someone could download time onto Dantarion and he could give me his memory locations for his input detection, which reads types of presses rather than actual presses.
 

Oni K4ge

Smash Lord
Joined
Jul 16, 2009
Messages
1,119
Ah. Yeah, Ive seen all of the tests people have been doing. I think I did test 9 or 10 a a while back. Anyway, I can post my data file, maybe that will help:

Code:
huurr durr
0657A000 00000010
696E6B2F 2700E27B
01A06C6D 00000000
Trying to load a fitlink00.pcs (just to test this to see if it really worked) using /lm and pressing R + A.
 

Firus

You know what? I am good.
BRoomer
Joined
Apr 7, 2008
Messages
7,681
Location
Virginia
NNID
OctagonalWalnut
3DS FC
0619-4291-4974
Every time I try using this code I get an exception right after Gecko tries to load my codes.

I even tried taking off everything but the two AFL codes and the File Replacement Code 3.5.1 and I still get the same result.

Code:
0657A000 00000010
6F6E6963 2700E27B
05806C6D 00000000
That's my data file, trying to use A+X to switch to alternate Sonic files to an lm directory. Can anyone figure out what I'm doing wrong?
 

SonicShadowSilver77

Smash Rookie
Joined
Oct 27, 2008
Messages
21
Location
Phelan, CA.
0657A000 BYTECOUN
XXXXXXXX YY00E27B <-- I have a question about this line
ZZZZAAAA 00000000

The first post says that for alternate stage textures X = 45452F53, and after that is Y. For Y do you put FF since there are no characters i want to load? Or do i put 00?
 

Almas

Smash Lord
Joined
Jul 6, 2008
Messages
1,588
It probably doesn't matter.

Almas said:
If you wish to replace a stage texture, this value can be anything.
Ha! I win.

I hope PW finished his stuff soon. I'm too busy to finish my own work. Unless someone wants to do my Mechanics and Methods courseworks for me? Partial Derivatives and Intrinsic Coordinates. Fun fun fun!
 

SonicShadowSilver77

Smash Rookie
Joined
Oct 27, 2008
Messages
21
Location
Phelan, CA.
Every time I try using this code I get an exception right after Gecko tries to load my codes.

I even tried taking off everything but the two AFL codes and the File Replacement Code 3.5.1 and I still get the same result.

Code:
0657A000 00000010
6F6E6963 2700E27B
05806C6D 00000000
That's my data file, trying to use A+X to switch to alternate Sonic files to an lm directory. Can anyone figure out what I'm doing wrong?
Your Code is set up Perfectly. Maybe you have a bad code loading, or maybe too many codes? Try makeing a new gct file with only these codes:

Phantom Wings File replacement code

Almas Alternate File Loader

and of course your AFL Code, and see if you get the same result.

Edit: I have yet another question....=P

Here are my codes:

Code:
0657A000 00000010
45452F53 0000E27B
01A04C4D 00000000

Loading from lm and button activators are A+R
and

Code:
0657A000 00000010
45452F53 0000E27B
01C05354 00000000

Loading from st and button activators are A+L
When i use them together they conflict ussually makeing A+L load the original stage texture and A+R Load from pf. What is going on?
 

Almas

Smash Lord
Joined
Jul 6, 2008
Messages
1,588
Both codes overwrite each other. Merge them.

Certain folder names may cause errors.
 

legacyblade

Smash Rookie
Joined
Feb 21, 2010
Messages
7
Hello. I'm trying to get Toon link to load from the folder lb when the user is holding L+A. However, it is not working for some reason. If anyone could give me some direction on this, it'd be great :D My code is...

Code:
0657A000 00000010
6F6F6E6C 2400E27B
01906C62 00000000
Any help would be great. Thanks for reading.
 

SonicShadowSilver77

Smash Rookie
Joined
Oct 27, 2008
Messages
21
Location
Phelan, CA.
Hello. I'm trying to get Toon link to load from the folder lb when the user is holding L+A. However, it is not working for some reason. If anyone could give me some direction on this, it'd be great :D My code is...

Code:
0657A000 00000010
6F6F6E6C 2400E27B
01906C62 00000000
Any help would be great. Thanks for reading.
Code:
0657A000 00000010
6F6F6E6C 2400E27B
01906C62 <--- Here is your problem 00000000
Your button activator is wrong

New Code that should work:

Code:
0657A000 00000010
6F6F6E6C 2400E27B
01406C62 00000000
And if that doesn't work:

Code:
0657A000 00000010
6F6F6E6C 2400E27B
01C06C62 00000000

If this doesnt help then its something with ur folders.

QUESTION TIME! =P

Almas do you mean set up the code like this?

Code:
0657A000 00000010
45452F53 0000E27B
01A04C4D 00000000
0657A000 00000010
45452F53 0000E27B
01C06373 00000000
Btw thank you for your exilent codes. Your awesome!
 

legacyblade

Smash Rookie
Joined
Feb 21, 2010
Messages
7
Thanks, that worked perfectly :D

-edit

but I can't get it to work with options. I have it set up so holding the L button will use the cosmic geno moveset, and I want the R to use the fighter geno moveset. cosmic is in the lb folder and fighter is in the rb folder

My code set is as follows.

Code:
0657A000 00000020
6F6F6E6C 2400E27B
00C06C62 00000000
6F6F6E6C 2400E27B
00A07262 00000000
Anyone know why it's not working properly?
 

legacyblade

Smash Rookie
Joined
Feb 21, 2010
Messages
7
I'm testing it by having a seperate moveset and texture in each toonlink folder (one in the lb, one in the pf, one in the rb). lb and pf are working fine, it just isn't loading the files from rb (it loads from pf)
 

legacyblade

Smash Rookie
Joined
Feb 21, 2010
Messages
7
Well I've figured out what the problem was. The system will not allow you to have multiple file replacements for a single character. That kind of sucks, but I guess that's how it goes, eh?
 

SonicShadowSilver77

Smash Rookie
Joined
Oct 27, 2008
Messages
21
Location
Phelan, CA.
Well I've figured out what the problem was. The system will not allow you to have multiple file replacements for a single character. That kind of sucks, but I guess that's how it goes, eh?
Funny, i had the same problem. if you look at the posts before you can see that i was asking almas for help. i was talking about two of the stage replacement codes that were conflicting with each other and was asking almas what to do for a fix. :laugh:
 

SonicShadowSilver77

Smash Rookie
Joined
Oct 27, 2008
Messages
21
Location
Phelan, CA.
Dantarion's ASL was the first code i ever tried for the stages. And i either got an exeption or it didnt work when i used it. :urg: and this was the only code that ever worked for me. So thats why im useing it....unless someone is willing to help me :p
 

dirtboy345

Smash Ace
Joined
Jan 18, 2010
Messages
715
when i was trying to get an alternative ike moveset file in the lm directory i was using this code and trying for it to be lm and it's not working

0657A000 00000010
6B652F46 2100E27B
02006C6D 00000000
 

Akari_Un

Smash Apprentice
Joined
Feb 8, 2009
Messages
93
I have a few of quetions I hope that can response,
1. for this I need to use the Phantom Wings File Replacement Code to make it work?
2. "Once you have decided on the button activator, add 80 in Hex to it." this means for example A+Down is 0104, I add 80; 0104+80=0184?
3. I need to press the activator buttons before choosing the character?
Thanks ^^
 

grim mouser

Smash Journeyman
Joined
Jan 15, 2009
Messages
464
Location
Michigan
1) Yes, if my memory is right.

2) Yes.

3) Yes. Be sure to press/hold the buttons until you hear your Wii stop making the loading noise.
 

Senjen

Smash Apprentice
Joined
Jan 30, 2010
Messages
177
interesting will this clone engine later be able to copy characters so you can versus characters already implemented into the game lets say example Luigi vs Waluigi (sorry if this sound noob like)
 

SonicShadowSilver77

Smash Rookie
Joined
Oct 27, 2008
Messages
21
Location
Phelan, CA.
interesting will this clone engine later be able to copy characters so you can versus characters already implemented into the game lets say example Luigi vs Waluigi (sorry if this sound noob like)
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.
So no you can't use a Luigi's regular moveset with a Waluigi PSA moveset that goes over Luigi at the same time. But you can switch from one moveset to another. Like go one match as Luigi, and then another as Waluigi, and back to Luigi.
 

Fen__

Smash Ace
Joined
Mar 25, 2008
Messages
727
I have a few of quetions I hope that can response,
1. for this I need to use the Phantom Wings File Replacement Code to make it work?
2. "Once you have decided on the button activator, add 80 in Hex to it." this means for example A+Down is 0104, I add 80; 0104+80=0184?
3. I need to press the activator buttons before choosing the character?
Thanks ^^
Step 2 is wrong, if I'm not mistaken. 80 in hex is not the same thing as 80 in decimal (base ten). Get a hex<-->decimal converter (windows calculator can do this in scientific mode), and just use that.
 

duffmmann

Smash Cadet
Joined
Mar 12, 2010
Messages
34
OK, I really enjoy the clone engine, its essentially doubled the amount of movesets I can have within Brawl. But, I have one odd issue, that I'm wondering if anyone else has, maybe there is a code to fix it, I dunno, please help me out.

So heres, the deal, player 1 can constantly do the clone engine code with no problem. Players 2-4 however, have an issue. When I enter brawl the first time, they can hold the button (R+A) and then choose a character. But after a battle, I (player 1) can do the clone engine cheat again, but players 2-4 can't, if they do it just defaults to the normal moveset. This can be fixed by going back a menu and then re-entering the brawl, but this is inconvenient. Has anyone else had this problem? is there a code to fix this? Please help me out.

Also, this one is less important, but still would be nice if anyone has an answer, when doing an alternate stage, only player one can use the clone engine activator to activate the alternate stage (for me anyway), is there any way to make it so any player can hold the activator button while selecting the stage to get the alternate stage?

The second issue here is far less important, but I would really appreciate any help on either thing I'm having some trouble with. Thanks in advance.
 

InTrepidCognito

Smash Ace
Joined
Jan 21, 2010
Messages
638
OK, I really enjoy the clone engine, its essentially doubled the amount of movesets I can have within Brawl. But, I have one odd issue, that I'm wondering if anyone else has, maybe there is a code to fix it, I dunno, please help me out.

So heres, the deal, player 1 can constantly do the clone engine code with no problem. Players 2-4 however, have an issue. When I enter brawl the first time, they can hold the button (R+A) and then choose a character. But after a battle, I (player 1) can do the clone engine cheat again, but players 2-4 can't, if they do it just defaults to the normal moveset. This can be fixed by going back a menu and then re-entering the brawl, but this is inconvenient. Has anyone else had this problem? is there a code to fix this? Please help me out.

Also, this one is less important, but still would be nice if anyone has an answer, when doing an alternate stage, only player one can use the clone engine activator to activate the alternate stage (for me anyway), is there any way to make it so any player can hold the activator button while selecting the stage to get the alternate stage?

The second issue here is far less important, but I would really appreciate any help on either thing I'm having some trouble with. Thanks in advance.
For the first, just don't switch chars after the match, even if you're going to switch back.

For the second, that's just how it works, afaik.
 

duffmmann

Smash Cadet
Joined
Mar 12, 2010
Messages
34
For the first, just don't switch chars after the match, even if you're going to switch back.

For the second, that's just how it works, afaik.
No, you are not understanding my problem, if you think thats the solution to my first issue. I have many characters with alternate movesets, I want players 2-4 to have the same option I have, which is, after any given match when it returns to the character select screen, if they wan to change to a different alternate moveset than the one they were using, (say from alt Toon Link to alt Ness) it will not load the new alternate moveset for them, and default to the regular moveset. This problem can be remedied by going back a menu before the character select screen and then going back into the character select screen, but as I stated before this is inconvenient. And I certainly don't want to make it so all regular movesets are the alternate ones, I want all players to have the option to play as regular characters or new movesets, without the hassle of changing menus. There must be a reason why I don't have to do this for player 1, but do for players 2-4, is there a code or could someone make a code to remedy this problem?

As for issue 2, thats cool, like I said its not a big deal, just wondering if there was anyway the other players could do it, but like I said no big deal.
 

Getsuei-Moon

Smash Cadet
Joined
Dec 19, 2009
Messages
34
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.
Almas can u make a video or something for this....its kinda confusing.
 

PhRzN

Smash Rookie
Joined
Jan 12, 2009
Messages
9
why would you quote the whole first post....read the first five pages of the thread and it should become more clear. message me if you need more help...

on a separate note, has anyone tried doing this with a modified CSS? I have the code working fine, but I cannot seem to have it work with a CSS different from the normal one.

I have tried using the character ID for the character in the new css according to CSS organizer, and I have tried using the position number-1 for the character ID, as well as the original character ID. None of them worked....
 

God of Humility

Smash Journeyman
Joined
Jul 28, 2009
Messages
321
It works fine for me with a modified CSS. (i didn't use the CSS modifier, I used codes.)

Is there any progress so that we may have more than one alternate? I would really love it if I could.
 

PhRzN

Smash Rookie
Joined
Jan 12, 2009
Messages
9
It works fine for me with a modified CSS. (i didn't use the CSS modifier, I used codes.)

Is there any progress so that we may have more than one alternate? I would really love it if I could.
could you explain how you modified the code to make it work with the modded CSS?
 

God of Humility

Smash Journeyman
Joined
Jul 28, 2009
Messages
321
could you explain how you modified the code to make it work with the modded CSS?
I didn't mod anything. I followed the explanation in the OP and on the first few pages and it worked. You probably just did a mistake with the code and it has nothing to do with the CSS.
 

PhRzN

Smash Rookie
Joined
Jan 12, 2009
Messages
9
it works fine, and then i put on the css and it doesnt.....

would it have to do with the fact that it was modified in CSS organizer and with codes? or that it uses the CSS fix because its not a standard form fitting CSS?

do you have a screen shot/can you describe your CSS

thanks for the help
 

God of Humility

Smash Journeyman
Joined
Jul 28, 2009
Messages
321
it works fine, and then i put on the css and it doesnt.....

would it have to do with the fact that it was modified in CSS organizer and with codes? or that it uses the CSS fix because its not a standard form fitting CSS?

do you have a screen shot/can you describe your CSS

thanks for the help
It probably has to do with the CSS organizer. My CSS is simply a rearangement in the order of the characters. that's why it works. I didn't change the placement through the CSS oraganizer. I'm sure it has to do with the CSS organizer. Go to the thread about the CSS org and ask there, maybe someone knows how to fix your problem.
 

Almas

Smash Lord
Joined
Jul 6, 2008
Messages
1,588
It sounds like the CSS Organizer would do something like that. The code works by detecting which slot ID of the CSS you've chosen (not which 'character').
 

dirtboy345

Smash Ace
Joined
Jan 18, 2010
Messages
715
ok can someone please help me with this, iv'e read the entire op and first like 6 pages and i can't find what's wrong with my code, i'm trying to have roy activated through R+A in the lm directory
Code:
0657A000 00000010
61727468 1100E27B
02006C6D 00000000
 

PhRzN

Smash Rookie
Joined
Jan 12, 2009
Messages
9
yea so dirtyboy, 120+80 in hex is 1A0, not 200. thats ur problem

ill check over at the CSS organizer page.

Alams, can u help me understand what a slot ID is, because I might be able to figure it out on my own. Is it the place in the normal CSS (so where mario normally is would be 1 in all cases? so like if i put snake there and wanted him to have a custom load i would put the mario slot ID in the code?)

god of humility, did you just use the normal numbers from the first post, or did you use something such as my example?

thanks
 

dirtboy345

Smash Ace
Joined
Jan 18, 2010
Messages
715
huh i thought it was already working i hex well w/e my css shouldnt matter right its the electric blue 1 with the icons in the corners
 

Almas

Smash Lord
Joined
Jul 6, 2008
Messages
1,588
I'm not exactly sure what slot ID is, which is the problem. I only checked in the default CSS, and it appeared to be intimately linked with the 'true ID' of characters. However, you'll note that it doesn't have any gaps in it.

I would conjecture that it's still linked to the characters if you reorganize the CSS. It seems if the problem is done with the organizer then it changes the ID of slots in some way.
 

dirtboy345

Smash Ace
Joined
Jan 18, 2010
Messages
715
Code:
0657A000 00000010
61727468 1100E27B
01A06C6D 00000000
ok well that code doesn't work so that either confirms that i did it wrong again or that the electric blue css can't do the clone engine so does that mean that i can't have both because iv'e come to really like the css :(
 
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