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Author Topic: Project M Codes  (Read 39238 times)
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Nebulon
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    « Reply #90 on: December 18, 2014, 11:48:46 AM »


    Well I tried a few things, but ultimately it would appear it must be a code I'm not willing to part with. Either the sound replacement code, the extra stage code, or the music for extra stage code. :/ Ah well. Still would have been awesome though. Maybe I won't need to use the stage codes in the future if PW expands the stages differently. I'll retry then.
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    SUPAHSAWNIK99
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    « Reply #91 on: July 20, 2015, 09:48:57 AM »


    Any way you could upload the Alt. Stage Loader code?
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    « Reply #92 on: July 20, 2015, 10:00:06 AM »


    Any way you could upload the Alt. Stage Loader code?

    That would be amazing!
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    Sirkura
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    « Reply #93 on: July 21, 2015, 04:47:45 AM »


    Actually i'd be more interested in the stamina mode.... i'm trying to make a new mode, and comparing allstar and turbo has been a huge help. also thanks to dantarion who gave us a few pointers on how to get started with it.
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    brawlboy22
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    « Reply #94 on: July 21, 2015, 10:14:08 AM »


    Actually i'd be more interested in the stamina mode.... i'm trying to make a new mode, and comparing allstar and turbo has been a huge help. also thanks to dantarion who gave us a few pointers on how to get started with it.

    I have been working on somethings myself. You mind sending a pm or linking me to your thread?
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    SonicBrawler
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    « Reply #95 on: July 21, 2015, 02:50:04 PM »


    That would be amazing!

    Is it one of these two?

    L+R+A during Stage Select goes to CSS V2 (GC & CC) [ds22, Magus]
    * C26DCC9C 0000000B
    * 2C000001 4082004C
    * 38000000 39600000
    * 3D80805C 398CACC0
    * 846C0040 546005EF
    * 41820014 54600673
    * 4182000C 546006B5
    * 40820018 396B0001
    * 2C0B0008 40A2FFDC
    * 38000001 48000008
    * 38000000 2C000002
    * 60000000 00000000

    Custom Stage Select Screen [Spunit, Phantom Wings, SOJ]
    * 046B8F5C 7C802378
    * 046B8F64 7C6300AE
    * 040AF618 5460083C
    * 040AF68C 38840002
    * 040AF6AC 5463083C
    * 040AF6C0 88030001
    * 040AF6E8 3860FFFF
    * 040AF59C 3860000C
    * 060B91C8 00000018
    * BFA10014 7CDF3378
    * 7CBE2B78 7C7D1B78
    * 2D05FFFF 418A0014
    * 006B929C 00000015
    * 066B99D8 00000015
    * 040D140A 0307160C
    * 0E28151C 1E172000
    * 0F011A23 18000000
    * 006B92A4 00000015
    * 066B9A58 00000015
    * 24051208 1B110B1D
    * 21192213 26022B06
    * 10091F25 27000000
    * 06407AAC 00000058
    * 01010202 03030404
    * 05050606 07070808
    * 0909330A 0B0B0C0C
    * 0D0D0E0E 130F1410
    * 15111612 17131814
    * 19151C16 1D171E18
    * 1F19201A 211B221C
    * 231D241E 251F2932
    * 2A332B34 2C352D36
    * 2F373038 3139323A
    * 2E3B0064 0707373C
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    SUPAHSAWNIK99
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    « Reply #96 on: July 21, 2015, 05:33:29 PM »


    Is it one of these two?

    L+R+A during Stage Select goes to CSS V2 (GC & CC) [ds22, Magus]
    * C26DCC9C 0000000B
    * 2C000001 4082004C
    * 38000000 39600000
    * 3D80805C 398CACC0
    * 846C0040 546005EF
    * 41820014 54600673
    * 4182000C 546006B5
    * 40820018 396B0001
    * 2C0B0008 40A2FFDC
    * 38000001 48000008
    * 38000000 2C000002
    * 60000000 00000000

    Custom Stage Select Screen [Spunit, Phantom Wings, SOJ]
    * 046B8F5C 7C802378
    * 046B8F64 7C6300AE
    * 040AF618 5460083C
    * 040AF68C 38840002
    * 040AF6AC 5463083C
    * 040AF6C0 88030001
    * 040AF6E8 3860FFFF
    * 040AF59C 3860000C
    * 060B91C8 00000018
    * BFA10014 7CDF3378
    * 7CBE2B78 7C7D1B78
    * 2D05FFFF 418A0014
    * 006B929C 00000015
    * 066B99D8 00000015
    * 040D140A 0307160C
    * 0E28151C 1E172000
    * 0F011A23 18000000
    * 006B92A4 00000015
    * 066B9A58 00000015
    * 24051208 1B110B1D
    * 21192213 26022B06
    * 10091F25 27000000
    * 06407AAC 00000058
    * 01010202 03030404
    * 05050606 07070808
    * 0909330A 0B0B0C0C
    * 0D0D0E0E 130F1410
    * 15111612 17131814
    * 19151C16 1D171E18
    * 1F19201A 211B221C
    * 231D241E 251F2932
    * 2A332B34 2C352D36
    * 2F373038 3139323A
    * 2E3B0064 0707373C

    I'm guessing the "L+R+A" Code is the one that load the alternate stages?
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    « Reply #97 on: July 21, 2015, 06:51:59 PM »


    Is it one of these two?


    1. Glad to see you're still posting codes you have no ownership of or right to be posting. Never change sonicbrawler (That's a meme, please change and stop doing this)

    2. A warning to everyone that if you use these codes that Onii-chan has so unceremoniously posted, there is no guarantee that they will work properly or that they are safe. Project M is a made of an extreme number of codes that perform various functions and ASL is made in that context. Using it like a 'normal' code is not recommended which is why we don't release them standalone

    Use at your own risk
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    SUPAHSAWNIK99
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    « Reply #98 on: July 21, 2015, 07:22:46 PM »


    I used both the Turbo Mode and All-Star Versus codes and they work fine (Most of the time)
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    « Reply #99 on: July 21, 2015, 08:12:41 PM »


    1. Glad to see you're still posting codes you have no ownership of or right to be posting. Never change sonicbrawler (That's a meme, please change and stop doing this)

    2. A warning to everyone that if you use these codes that Onii-chan has so unceremoniously posted, there is no guarantee that they will work properly or that they are safe. Project M is a made of an extreme number of codes that perform various functions and ASL is made in that context. Using it like a 'normal' code is not recommended which is why we don't release them standalone

    Use at your own risk


    As someone who IS familliar with coding i've parsed most the 3.5 GCT myself, and currently working on 3.6. you act like its fcking wizardry! it really isn't, Turbo has 12 parts,  for instance the most important ones are the ones that instance the codes into memory, saying "inject this in this area alone" (i.E over curry) its actually similar to item PSA (tho greatly more complex and refined thru coding) even the super secret and complex clone engine isn't that complicated. it works by making use of the 7 empty slots already in brawl in almost identical way to brawl EX. 5 segments of code if i remember right, 4 of wich follow exactly the same format of the BeX config files. (give or take some) the 5th code BeX does automatically for you wich is relocating data into an empty portion of data on the game

    i've gathered all this info over the last few months working on BeX + PM, with ZERO help from the PM community, parsing the codes. i can tell you exactly wich codes interfere and why. i honestly hate PM, the only reaason i'm on board this project is because of how closed it is, i believe it should be far easier to customize then they are making it, thanks for reminding me why i started this in the first place.  [/endrant]

    back to the topic, the codes listed i've checked they won't harm you wii. all the correct pointers are placed so they run into vacant areas of the game. there isn't a chance to brick it using THESE codes. granted ones like the clone engine can if you point data into the wrong area. if anyone is interested in adding BeX btw pop over to my thread i can help you.

    http://forums.kc-mm.com/index.php?topic=74722.0
    keep in mind the thread is still being refined so its more organised, also has a link to the original DiY Thread.
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    SUPAHSAWNIK99
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    « Reply #100 on: July 21, 2015, 08:40:51 PM »


    How would PM's Clone Engine work? Would it be similar to BrawlEx?
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    « Reply #101 on: July 21, 2015, 08:47:12 PM »


    As someone who IS familliar with coding i've parsed most the 3.5 GCT myself, and currently working on 3.6. you act like its fcking wizardry! it really isn't, Turbo has 12 parts,  for instance the most important ones are the ones that instance the codes into memory, saying "inject this in this area alone" (i.E over curry) its actually similar to item PSA (tho greatly more complex and refined thru coding) even the super secret and complex clone engine isn't that complicated. it works by making use of the 7 empty slots already in brawl in almost identical way to brawl EX. 5 segments of code if i remember right, 4 of wich follow exactly the same format of the BeX config files. (give or take some) the 5th code BeX does automatically for you wich is relocating data into an empty portion of data on the game

    i've gathered all this info over the last few months working on BeX + PM, with ZERO help from the PM community, parsing the codes. i can tell you exactly wich codes interfere and why. i honestly hate PM, the only reaason i'm on board this project is because of how closed it is, i believe it should be far easier to customize then they are making it, thanks for reminding me why i started this in the first place.  [/endrant]

    back to the topic, the codes listed i've checked they won't harm you wii. all the correct pointers are placed so they run into vacant areas of the game. there isn't a chance to brick it using THESE codes. granted ones like the clone engine can if you point data into the wrong area. if anyone is interested in adding BeX btw pop over to my thread i can help you.

    http://forums.kc-mm.com/index.php?topic=74722.0
    keep in mind the thread is still being refined so its more organised, also has a link to the original DiY Thread.


    Not a single part of that gives you the right to parse the codelist and distribute it to the public though. Any codes in PM are copyright the people that created them and they and they alone have the choice and legal right to release them to the public.
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    Sirkura
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    « Reply #102 on: July 21, 2015, 09:52:27 PM »


    How would PM's Clone Engine work? Would it be similar to BrawlEx?

    Yes and no. one part handles IC's and fighter resources, (like fighter config) another sets up their CSS and menu slots, another sets the cosmetic data, forget what the last part does specifically (sound bank?) and finally a code that redirects data into free space to avoid corruption.

    you are probably better suited to use BeX tho. as its easy to cause save data corruption or worse if your not entirely certain how to set up the codes pointers. give me some time and i'll make 3.6 compatible.
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    brawlboy22
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    « Reply #103 on: July 22, 2015, 08:38:02 AM »


    Not a single part of that gives you the right to parse the codelist and distribute it to the public though. Any codes in PM are copyright the people that created them and they and they alone have the choice and legal right to release them to the public.

    I talk to some guys over at pm *my brother is used to be a member/ still it* They had already warned me that most of their codes would have to be recoded for regular brawl. So that's what I do. Nothing can be copy right because all rights truly belong to Nintendo. O and the pm clone engine isn't rocket science aha but there's no need for seen that we have the bx clone engine. Really man its just brawl hacking don't be so serious.


    Yes and no. one part handles IC's and fighter resources, (like fighter config) another sets up their CSS and menu slots, another sets the cosmetic data, forget what the last part does specifically (sound bank?) and finally a code that redirects data into free space to avoid corruption.

    you are probably better suited to use BeX tho. as its easy to cause save data corruption or worse if your not entirely certain how to set up the codes pointers. give me some time and i'll make 3.6 compatible.

    I'll be checking out your thread. Thanks Smiley
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    « Reply #104 on: July 22, 2015, 10:23:44 AM »


    Not a single part of that gives you the right to parse the codelist and distribute it to the public though. Any codes in PM are copyright the people that created them and they and they alone have the choice and legal right to release them to the public.

    And they... kinda did? The GCT is public and free of charge.

    Everyone can see the codes. It's been voluntarily released by the group that created them, because it's absolutely useless to develop them if they don't do so.
    What Sirkura is doing is nothing but allowing us to understand what chunk of code does what.
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