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I dont think so, no...Is there a version for the wiimote yet?
Why does everyone hate us wiimote users? T.T
huurr durr
0657A000 00000010
696E6B2F 2700E27B
01A06C6D 00000000
0657A000 00000010
6F6E6963 2700E27B
05806C6D 00000000
Ha! I win.Almas said:If you wish to replace a stage texture, this value can be anything.
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: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.
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?Code:0657A000 00000010 6F6E6963 2700E27B 05806C6D 00000000
0657A000 00000010
45452F53 0000E27B
01A04C4D 00000000
Loading from lm and button activators are A+R
0657A000 00000010
45452F53 0000E27B
01C05354 00000000
Loading from st and button activators are A+L
0657A000 00000010
6F6F6E6C 2400E27B
01906C62 00000000
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...
Any help would be great. Thanks for reading.Code:0657A000 00000010 6F6F6E6C 2400E27B 01906C62 00000000
0657A000 00000010
6F6F6E6C 2400E27B
01906C62 <--- Here is your problem 00000000
0657A000 00000010
6F6F6E6C 2400E27B
01406C62 00000000
0657A000 00000010
6F6F6E6C 2400E27B
01C06C62 00000000
0657A000 00000010
45452F53 0000E27B
01A04C4D 00000000
0657A000 00000010
45452F53 0000E27B
01C06373 00000000
0657A000 00000020
6F6F6E6C 2400E27B
00C06C62 00000000
6F6F6E6C 2400E27B
00A07262 00000000
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.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?
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)
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.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.
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.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 ^^
For the first, just don't switch chars after the match, even if you're going to switch back.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.
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?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.
Almas can u make a video or something for this....its kinda confusing.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.
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.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
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:
Adding additional alternate files is done by repeating the XXXX... code block.Code:Alternate File Data 0657A000 BYTECOUN XXXXXXXX YY00E27B ZZZZAAAA 00000000
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):
If you wish to replace a stage texture, this value should always be 45452F53Code: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
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:
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.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
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.
could you explain how you modified the code to make it work with the modded CSS?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.
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.could you explain how you modified the code to make it work with the modded CSS?
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.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
0657A000 00000010
61727468 1100E27B
02006C6D 00000000
0657A000 00000010
61727468 1100E27B
01A06C6D 00000000