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« on: July 17, 2013, 02:57:35 AM » |
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UPDATE:12/05/15 - Added some old codes just sitting there.07/31/13 - Fixed System Name Codes Freezing when taking a snapshot. Upped to v2.Just random codes I come by or decide to randomly work on.
Tested codes are codes that I tested on the Wii and worked fine for me.
Somewhat Tested codes are codes that are just tested on Dolphin and/or need further testing.
Untested codes are well... untested.
Will update with fixes or new codes as needed or available. Tested:NEW CSS Solo Mode Single Stock Icon:NEW CSS SRT Animation Always ON:
For some reason when making custom Character Select Screens if you wanted to have an SRT animation it will only play after you were allowed to advance to the SSS.
This code attemps it to fix that. Here is a perfect example of the issue: https://www.youtube.com/watch?v=OLVty0JRr1c Notice the BG only animates after selecting mario and being able to go to the SSS.
Same CSS with the code applied: https://www.youtube.com/watch?v=A-TiGV3HpUg
Note: this code ONLY works when the SRT animatio is applied to the MenSelchrPanel_TopN.
SRT Always ON [Sammi Husky, ASF1nk] 0468d160 60000000
Now, the SRT code has an issue where it lets you start the match with 0 players, thus freezing at the result screen. The Fail Check tries to fix that, but it stayed on the Beta stage so it might not stop you from advancing with 0 players 100% of the time.SRT Always ON w/ Fail Check BETA [Sammi Husky, ASF1nk] 0468d160 60000000 255e7620 00000000 2152e274 00000000 214e5bb4 00000000 2149D4F4 00000000 21454E34 00000000 054e5bb4 00000002 054e5bb8 00000029 E2100000 00000000 2152D1D0 000000FF 2552e274 00000000 66100002 00000000 2152e278 00000028 0552e278 00000029 254e5bb4 00000000 66100002 00000000 214e5bb8 00000028 054e5bb8 00000029 2549D4F4 00000000 66100002 00000000 2149D4F8 00000028 0549D4F8 00000029 25454E34 00000000 21454E38 00000028 05454E38 00000029 E0000000 80008000
NEW Clone Result Camera Fix: These codes allow to fix the Result Camera cropping. Each Clone needs their Camera tuned for whatever PSA you are using. I actually just copy pasted the values for the base character of the clones, but that won't always works. It all depends on the winning animation.Result Camera Engine [ASF1nk] 80000000 80B29750 80000001 80586100 8A03FC01 00000000 049367D0 3CA08058 049367D8 38A56100 04936B24 3C808058 04936B2C 38846100 049367D4 380000FF
Result Camera XXChar [ASF1nk] 06586WWW 00000014 000000XX YYYYYYYY ZZZZZZZZ VVVVVVVV SSSSSSSS 00000000
ResultCam Data for XXChar [ASF1nk] 06586WWW 00000014 000000XX YYYYYYYY ZZZZZZZZ VVVVVVVV SSSSSSSS 00000000
WWW For vBrawl Characters (No Clones): (XX * 14) + 114 = WWW
XX = Character ID YYYYYYYY = Unknown Float value [Generally you want it set close to 3F800000] ZZZZZZZZ = 1st Winning animation float Value moves camera up/down. VVVVVVVV = 2nd Winning animation float value moves camera up/down. SSSSSSSS = 3rd Winning animation float value moves camera up/down.
Floating point to hex converter
To add new Camera data codes for new clones: 14 * (Clone#) 4E8 = WWW XX for new entries correspond to the ID on your BrawlEx config files
So for the next 3 new entries after CrazyHand it would look like this: 14 * 1(1st entry after CrazyH.) + 4E8 = 4FC 065864FC 00000014 000000XX YYYYYYYY ZZZZZZZZ VVVVVVVV SSSSSSSS 00000000
14 * 2(2nd Entry) + 4E8 = 510 06586510 00000014 000000XX YYYYYYYY ZZZZZZZZ VVVVVVVV SSSSSSSS 00000000
14 * 3(3rd Entry) + 4E8 = 524 06586524 00000014 000000XX YYYYYYYY ZZZZZZZZ VVVVVVVV SSSSSSSS 00000000
Here are some clone examples:
ResultCam Data for 3F [Roy][ASF1nk] 065864FC 00000014 0000003F 3F800000 40E00000 40C00000 40C00000 00000000
ResultCam Data for 40 [Cloud] [ASF1nk] 06586510 00000014 00000040 3F800000 40F00000 40E00000 40200000 00000000
ResultCam Data for 41 [Zero] [ASF1nk] 06586524 00000014 00000041 3F800000 40C00000 40F00000 40E00000 00000000
ResultCam Data for 42 [KidBuu] [ASF1nk] 06586538 00000014 00000042 3F866666 40C00000 40C00000 40400000 00000000
ResultCam Data for 43 [Deadpool] [ASF1nk] 0658654C 00000014 00000043 3F8A3D71 4114CCCD 4114CCCD 4114CCCD 00000000
ResultCam Data for 44 [Waluigi] [ASF1nk] 06586560 00000014 00000044 3F800000 3FC00000 40E00000 40800000 00000000
ResultCam Data for 45 [Wolverine] [ASF1nk] 06586574 00000014 00000045 3F800000 40F00000 40E00000 40200000 00000000
ResultCam Data for 46 [Shadow] [ASF1nk] 06586588 00000014 00000046 3F7851EC 40900000 40900000 40600000 00000000
Character System Names:Stand-alone Zelda & Sheik for Porting purposes:Allows for Zelda and Sheik to be ported over. New Sheik module name = 'ft_sheik.rel'
No Second Character Zelda/Sheik [ASF1nk] 04ad833c FFFFFFFF 04ad834c FFFFFFFF
Sheik New Separate Module: 'ft_sheik.rel' [ASF1nk] 07202000 00000010 66745f73 6865696b 2e72656c 00000000 04AD80D8 81202000
Tested over Ike. Here are the codes I used to port Ike over Sheik:Sound Bank Modifier: Sheik = Ike [Phantom Wings] 4A000000 80AD89E0 14000038 00000020 E0000000 80008000
Sheik No Entry Data: [IWasAPerson] 00AD803E 00000000
Sheik No Result Data: [IWasAPerson] 00AD8076 00000000
Here is the Plug&Play module of Ike over Sheik.
Used module ID: 7F.
And I used all the default Ike files straight from the ISO renamed to 'FitSheik' on 'fighter\sheik\'.
Stand-alone Samus & Zero Suit Samus for Porting purposes:Somewhat Tested:Stand-alone Samus & Zero Suit Samus for PSA purposes:Stand-alone Independent Pokemon [No 2nd & 3rd Chararacters] for PSA purposes: Even though they are Independent the game still calls the other two unused pokemon upon loading; these codes stop that. In return we get more memory for the Independent Pokemon for movesets.No 2nd & 3rd Characters Ind. Charizard [ASF1nk] 04ad843C FFFFFFFF 04ad8440 FFFFFFFF
No 2nd & 3rd Characters Ind. Squirtle [ASF1nk] 04ad845C FFFFFFFF 04ad8460 FFFFFFFF
No 2nd & 3rd Characters Ind. Ivysaur [ASF1nk] 04ad847C FFFFFFFF 04ad8480 FFFFFFFF
These codes make the regular Pokemon Trainer's Pokemon load their Independent forms instead. These should eliminate the need for 'Ind. Pokemon Engine' and 'CSS Fixes for Giga and Company' codes.Charizard loads Ind. Charizard [ASF1nk] 04455618 1E1E1B1C
Squirtle loads Ind. Squirtle [ASF1nk] 04455628 20201B1D
Ivysaur loads Ind. Ivysaur [ASF1nk] 04455638 22221B1E
Ice Climbers CSS slot loads Solo Popo:Untested:NEW Memory Allocation Codes: Note: These codes are barely if not untested; caution when using.
The codes allow for the modification of memory distribution. Ex. You can make it so the game allows for a little more memory for PSAs OR Menus, etc. Keep in mind memory in the Wii is very limited and in most cases you have to take away from one place to increase in the other.
To edit these change the value on the 2nd column for each line. Values are in bytes, but Dolphin displays them in MB. (Useful site for convertion) That being said here are a few codes along with some related RAM offsets:
Network Memory Shrink [ASF1nk] [Online Mode Memory] 044218AC 000028F6 044949C0 000028F6
Fighter1Resource2 Expansion [ASF1nk] [Character Movesets] .53 --> .92 04422484 00EBC00 04421B54 00EBC00 04421E1C 00EBC00 04494AC0 00EBC00
FighterTechqniq Memory Shrink [ASF1nk] 0.01MB [Final Smashes] (Setting it to 0 Freezes game) 04421BC4 000028F6 04494B50 000028F6
offsets:
0x80422394 MenuInstance
0x804223a4 InfoExtraResource
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« Last Edit: December 31, 2015, 01:20:51 PM by ASF1nk »
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Skype: ASF1nk
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« Reply #1 on: July 17, 2013, 03:46:10 AM » |
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Very nice. Will use some of these.
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« Reply #2 on: July 17, 2013, 08:47:48 AM » |
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That name changing code. I will enjoy myself with it.
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I'm no longer around. If you really need to get my attention, send a PM
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« Reply #3 on: July 17, 2013, 09:45:24 AM » |
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The Standalone/more memory codes look useful....
Good work!
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« Reply #4 on: July 17, 2013, 11:16:04 AM » |
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The System name change will work nicely for characters like Scott Pilgrim and Roy
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« Reply #5 on: July 17, 2013, 11:19:50 AM » |
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ASF1NK, Is there a way to make independant pokemon to load from the CSS? and not just before loading the match? , without killing pokemon trainer (the 3 pokemon character)
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« Reply #6 on: July 17, 2013, 01:38:07 PM » |
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all this codes are goldeen xD any chance its possible someday to rel port over GB,warioman,alloys ir the most important PT itself since he has a slot to be called on the css and all?
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« Last Edit: July 17, 2013, 01:41:58 PM by Carnage »
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« Reply #7 on: July 17, 2013, 02:16:05 PM » |
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*subscribes*
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Quotes: Not all people have the luxury of being able to buy things whenever they want.
Some people are barely scraping by in the economy.
Modding has made you guys so spoiled.
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« Reply #8 on: July 17, 2013, 10:00:21 PM » |
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I'm interested in what you will do next. *subscribes*
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The Dry Boney that needs canon to make sig with sense, But has a image sig. *has SD card now*
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« Reply #9 on: July 19, 2013, 07:57:08 PM » |
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I need to follow this so bad. So now I am
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You Never Know!
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« Reply #10 on: July 19, 2013, 08:55:42 PM » |
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Heya, nice System Name code. I love it.
The only hiccup is that I can't seem to take snapshots anymore.
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« Last Edit: July 20, 2013, 09:01:42 AM by Tabuu Forte Akugun »
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« Reply #12 on: July 31, 2013, 03:01:38 PM » |
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Thanks for replying dude. Will try them ASAP.
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« Reply #13 on: July 31, 2013, 03:32:23 PM » |
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what is the difference between these codes and the independant charas codes?
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« Reply #14 on: August 01, 2013, 03:12:07 PM » |
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Hey, ASF.
Do you think you could make a Stand-alone Zelda & Sheik for PSA purposes code sometime in the future?
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