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Use up to 8000+ lines of codes at a time using new Gecko

spunit262

Smash Journeyman
Joined
Oct 15, 2008
Messages
421
I hear there's a new method to load GCT files, where is it and how do I use it?

I'm getting tired of using snapshots...
page 14

Some code don't work with it but that because they don't work with the SD codes (need for texture hacking, and this), not because of how there loaded.
 

V-K

Smash Ace
Joined
Jan 26, 2009
Messages
540
Location
Germany
I don´t understand it.
Suddenly if I load textures and the snapshot code file, the hybrid air dodge and auto l cancel don´t work anymore and I can´t find the error...
 

grim mouser

Smash Journeyman
Joined
Jan 15, 2009
Messages
464
Location
Michigan
I'm trying to understand how to use the GCT loader... is this correct?

Put my codelist in E:\Private\Wii\App\RSBE\pf\

Put PW's codes from sp unit's post in the posted order in E:\codes\

Excluding File Replacement code, which goes in E:\Private\Wii\App\RSBE\pf\
 

spunit262

Smash Journeyman
Joined
Oct 15, 2008
Messages
421
Edit: There are some codes that don't work when this method is used that because memory location are being shifted around. Most of them us the same address (and are by PW and Y.S.) to fix thous replace this line (should be the first or second line)
80000000 80623320
with these
48000000 80B87C28
58010000 00000154
58010000 00000000
90010000 00000030
I update the post with a way to fix the majority of codes that don't work with the SD gct Loader.
 

Zodac

Smash Journeyman
Joined
Dec 14, 2008
Messages
320
Location
Australia, victoria
cam somebody clearly explain how to do this, where to put all the codes exactly, if we need to delete unused ones.
Seems like lots of people can't get this to work and have no idea why like me.

Originally Posted by spunit262 View Post
Edit: There are some codes that don't work when this method is used that because memory location are being shifted around. Most of them us the same address (and are by PW and Y.S.) to fix thous replace this line (should be the first or second line)
80000000 80623320
with these
48000000 80B87C28
58010000 00000154
58010000 00000000
90010000 00000030
I update the post with a way to fix the majority of codes that don't work with the SD gct Loader.

i can't even see 80000000 80623320 line.
 

spunit262

Smash Journeyman
Joined
Oct 15, 2008
Messages
421
cam somebody clearly explain how to do this, where to put all the codes exactly, if we need to delete unused ones.
Seems like lots of people can't get this to work and have no idea why like me.

Originally Posted by spunit262 View Post
Edit: There are some codes that don't work when this method is used that because memory location are being shifted around. Most of them us the same address (and are by PW and Y.S.) to fix thous replace this line (should be the first or second line)
80000000 80623320
with these
48000000 80B87C28
58010000 00000154
58010000 00000000
90010000 00000030
I update the post with a way to fix the majority of codes that don't work with the SD gct Loader.

i can't even see 80000000 80623320 line.
If you can't find the line that means that the code will need special attention form a hacker. I only posted this because codes that use that line are quite common (none in the pulsery do) and it was a fix that a novice could do.
 

Bob Smith

Smash Rookie
Joined
Jan 13, 2008
Messages
5
Location
BC, Canada
Is there any line limit for the gct version? And can someone give me the snapshot code? (I can't seem to find it anywhere...)
 

polyopulis

Smash Cadet
Joined
Jan 24, 2009
Messages
43
Location
vancouver
can someone run through this clearly please?
this is what i want, i have code A B and C
A is the code in the OP
B is the code in the OP of "Textures now possible without ISO Hacking! (Stage names added)"
C is the code in the OP of "The Brawlplusery - Brawl+ Codeset - Updated 3rd April"

lets say that they are three different .txt files. if i want to texture hack, have more that 256 lines of code and have a B+ code set, what do i do with these codes/files/text in the files?

no one here ever provides ignorance-proof step by step guides.

and can someone come out with an updated complete SD premade card package please?

TYVM
 

Zodac

Smash Journeyman
Joined
Dec 14, 2008
Messages
320
Location
Australia, victoria
The "File Replacement" code

WHERE DA HELL IS THIS NOW? whats with the " " is it un-legit or something

wait do we even need the file replacement code or is that just for costumes?
 

Msingh0

Smash Apprentice
Joined
Aug 1, 2005
Messages
161
Location
Northern New Jersey
I'm pretty sure file replacement is for the codes in the gct in Private\Wii\App\RSBE\pf to load.
check the Textures now possible without iso hacking topic.
 

Bob Smith

Smash Rookie
Joined
Jan 13, 2008
Messages
5
Location
BC, Canada
I've set everything up properly (or so I think), but I still can't get it to work. It freezes on startup. I've got Dynamic SD Loader v1.1, SD Files, gct Loader, Execute gct, and Disable Custom Stages v1.1 in the first gct - G:/codes/RSBE01.gct (G is my sd card drive).

I've got all the brawl+ 4.0 codes, the move pause camera anywhere, move replay camera anywhere and File Replacement v1.3 in the second set - G:/private/wii/app/RSBE/pf/RSBE01.gct.

I've tried moving Disable Custom Stages v1.1 between the two.

Am I messing something up? Is there a line limit? Are there any codes colliding?
I just can't get this to work.
 

Almas

Smash Lord
Joined
Jul 6, 2008
Messages
1,588
Posted by Phantom Wings:

Code:
File Replacment: v2.0
225B8A40 00000000
0401BFE0 4858BE20
065A7E00 00000038
38610008 9421FF80
BC410008 4BA74DE9
7C7C1B78 2C030000
4082000C 38210080
48000014 B8410008
38210080 4BA74319
7C7C1B78 4BA74220
043EE9D8 48000014
043EEBD4 48000014
043D8B9C 48000018
043E9B4C 38600000
043E9D38 38600000
043D8C80 60000000
0401CD0C 4858B1F4
065A7F00 00000018
2C030000 4182000C
4BA7DD51 48000008
8078000C 4BA74DFC
E0000000 80008000

v2.0 -Load speed is unaffected.
     -Flawless file loading.
     -Does not require SD Loader of SD Files.
     -Still does not support music...
Again: by Phantom Wings.
 

masamunecyrus

Smash Apprentice
Joined
May 5, 2007
Messages
81
Posted by Phantom Wings:

Code:
File Replacment: v2.0

...

v2.0 -Load speed is unaffected.
     -Flawless file loading.
     -Does not require SD Loader of SD Files.
     -Still does not support music...
Again: by Phantom Wings.
Doesn't require the SD Loader? What about for this topic right here, which uses the Dynamic SD Loader as its first code?


Also, I created an easy-to-use .txt file to use in conjunction with Code Manager.

Just get Code Manager v1.1 and open this text file. It should be pretty easy from there.

Only the FOUR codes IN ORDER from this topic go into the /codes/RSBE01.gct

The custom textures codes (File Replacement v2.0 and Disable Custom Stages v1.1) go at the very top and all other codes go below it in your /Private/Wii/App/RSBE/pf/RSBE01.gct
 

masamunecyrus

Smash Apprentice
Joined
May 5, 2007
Messages
81
Well, my physics test is over and I finally got around to testing my cheat file and it works.

You can get the updated file here:
RSBE01.txt

Download that .txt file and open it with Code Manager 1.1, then follow the instructions. I just tested and got Kefka-Marth working, so happy Brawling!


NOTE: File Replacement v2.0 was released, do not use it for the time being unless you know what you're doing. It is, for the time being, a perfect SD file loader with no extra file-read time, but it loads all files in the root of your SD, so you can have no directory structure. I am using v1.3 in my cheat file, but if you really want to use v2.0, just replace the v1.3 cheat with the v2.0 cheat in your /pf/RSBE01.gct file and then place all of your files-to-be-loaded (textures, etc...) in the root of your SD card. Phantom Wings is working on this, though, so good luck!
 

masamunecyrus

Smash Apprentice
Joined
May 5, 2007
Messages
81
I'm interested in making this as streamlined and noob-friendly as possible. This is what I would like to do:


We know the four codes that go into the SD:/codes/RSBE01.gct
Inside go:
Code:
Dynamic SD Loader v1.1
SD Files
gct Loader
Execute gct
We can precompile that as RSBE01.GCT (and one for PAL and NTSC-J, too) and tell people to put it in your SD:/codes/ folder.

From here, it gets confusing. You have to put all of your codes in an RSBE01.gct in your /Private/Wii/App/RSBE/pf/ folder, and then you have to put the File Replacement and Disable Custom Stages codes, and then your Brawl Plus or other game engine-changing codes, and then any other codes that you'd like to use all into one RSBE01.gct and place it in the aforementioned folder. The guides here are very lacking, thiscan be done easier.


So what I would like to do is modify that original RSBE01.gct that loads the other files. Right now it has four codes:
Code:
Dynamic SD Loader v1.1
SD Files
gct Loader
Execute gct
gct Loader specifies filenames, and Execute gct executes that gct file. If you look at the gct loader, it looks like this:
Code:
gct Loader [Phantom Wings]
20BDE868 805A8080
285A8584 00FF0000
045A83D0 00000009
045A8408 80570000
025A832C 00410000
065A832B 00000010
[color="red"]52534245 30312E67
63740000 00000000[/color]
005A8584 00000001
E0000000 80008000
That specifies the filename
52534245 30312E67 6374 = RSBE01.gct


What I'd like to do is load three seperate GCts instead of one file:
engine.gct - This file is for whatever game engine-changing codes you want. For instance, you would be able to just download Brawl Plus's offline.gct and save it as this engine.gct
graphicsgct - These would be any texture-swapping or future graphics-modifying codes.
codes.gct - These would be any additional codes, like infinite jump or stackable mushrooms that you would otherwise make your own .gct for.

Loading three files like this would make the process incredibly simple, as you could just download whatever engine-modifying codes you wanted (Brawl+, for instance) and save it as engine.gct in your /Private/Wii/App/RSBE/pf/ folder.
Then, if you wanted to load alternate textures or models for other characters, you could just download a pre-made graphics.gct and place it in your /pf/ folder.
Lastly, if you wanted any additional codes, you could make them yourself and simpy save them as codes.gct in your /pf/ folder.

If you don't want any particular codeset, simply don't put any files of that name in your /pf/ folder -- the gct Loader will just attempt to load the file, anyways, and when it isn't there, nothing will happen.


So, if we do this, is it as simple as adding additional lines to the SD:/codes/RSBE01.gct? For instance, change the current RSBE01.gct:
- Dynamic SD Loader v1.1
- SD Files
- gct Loader
- Execute gct
to:
- Dynamic SD Loader v1.1
- SD Files
- engine.gct Loader
- graphics.gct Loader
- codes.gct Loader
- Execute gct

Changing the "gct Loader" to load different filenames simply requires changing the highlighted lines at the top of this post. I do not know what "execute gct" entails, however, so I don't know whether or not it'd load all three or if a new code needs to be made to load more than one.

What does everyone think?
 

masamunecyrus

Smash Apprentice
Joined
May 5, 2007
Messages
81
gct Loader [Phantom Wings]
20bde868 805a8080
285a8584 00ff0000
045a83d0 00000009
045a8408 80570000
025a832c 00410000
065a832b 00000010
52534245 30312e67
6374
0000 00000000
005a8584 00000001
E0000000 80008000

load point
filename
If that's true, then from what I can guess:
Code:
Execute gct [Y.S.]
20570000 00D0C0DE
20570004 00D0C0DE
04001848 [color="red"]80570008[/color]
64000000 00000000
E0000000 80008000
execute point
I took a look at some .gct files and noticed that they're all the same until offset 08, which is where I assume the useful information starts which is why in Execute gct it adds 08 to the address.

If this is the case, where would it be safe to load my other two GCT files?
 

Ccd-ToF

Smash Rookie
Joined
Feb 2, 2008
Messages
2
Hello, I have a small question about Brawl+ & Texture hack code. One of my friend made the code to have both and it work very well. But it stop working after I add some more texture, it stop the work and the game not load anymore... =/

I delete the new texture but it not worked too.

The code in the pf folder seem to be the one who cause this.

My question is: What can I do to know the true cause of this ? =o

(Sorry about my bad english, I am frensh...)
 

masamunecyrus

Smash Apprentice
Joined
May 5, 2007
Messages
81
Hello, I have a small question about Brawl+ & Texture hack code. One of my friend made the code to have both and it work very well. But it stop working after I add some more texture, it stop the work and the game not load anymore... =/

I delete the new texture but it not worked too.

The code in the pf folder seem to be the one who cause this.

My question is: What can I do to know the true cause of this ? =o

(Sorry about my bad english, I am frensh...)
I created an easy-to-use .txt file to use in conjunction with Code Manager.

Just get Code Manager v1.1 and open this text file. It should be pretty easy from there.

Only the FOUR codes IN ORDER from this topic go into the /codes/RSBE01.gct

The custom textures codes (File Replacement v1.3 and Disable Custom Stages v1.1) go at the very top and all other codes go below it in your /Private/Wii/App/RSBE/pf/RSBE01.gct

Keep in mind that I made this for an NTSC-U Smash Bros. game, so you'll have to replace all of the codes with their PAL versions manually, but the process is the same. Hope you can get it working!
 

masamunecyrus

Smash Apprentice
Joined
May 5, 2007
Messages
81
File Replacement v2.1 came out and so I updated my RSBE01.txt.

File Replacement 2.1 brings with it some exciting new developments:
- Supposedly perfect loading -- load speed is unaffected
- Hopefully no more freezes
- SD Loader, SD Files, and Disable Custom Stages are no longer required (though we need the former two in order to take advantage of 256+ lines of codes).

So as usual, just open my my RSBE01.txt with Code Manager 1.1 and read the Readme First and Readme Second.

Additionally, if you'd like to do it manually, the format is now as follows:

SD:/codes/RSBE01.gct
- Dynamic SD Loader v1.1
- SD Files
- gct Loader
- Execute gct


SD:/Private/Wii/App/RSBE/pf/RSBE01.gct
- File Replacement v2.1
- You can put any codes you want, here, up to 12,400 lines.


*NOTE: This is for the NTSC-U version of the game. I do not know the codes for the NTSC-J or PAL versions, but you might be able to find them yourself with the links provided in the post.
 

Ccd-ToF

Smash Rookie
Joined
Feb 2, 2008
Messages
2
I try to follow all the tuto but It never load both of Brawl+ dans Texture hack... =/
 

Endevin

Smash Rookie
Joined
Aug 12, 2008
Messages
2
Location
Moscow, ID
File Replacement v2.1 came out and so I updated my RSBE01.txt.

File Replacement 2.1 brings with it some exciting new developments:
- Supposedly perfect loading -- load speed is unaffected
- Hopefully no more freezes
- SD Loader, SD Files, and Disable Custom Stages are no longer required (though we need the former two in order to take advantage of 256+ lines of codes).

So as usual, just open my my RSBE01.txt with Code Manager 1.1 and read the Readme First and Readme Second.

Additionally, if you'd like to do it manually, the format is now as follows:

SD:/codes/RSBE01.gct
- Dynamic SD Loader v1.1
- SD Files
- gct Loader
- Execute gct


SD:/Private/Wii/App/RSBE/pf/RSBE01.gct
- File Replacement v2.1
- You can put any codes you want, here, up to 12,400 lines.


*NOTE: This is for the NTSC-U version of the game. I do not know the codes for the NTSC-J or PAL versions, but you might be able to find them yourself with the links provided in the post.
Ok, so I'm just attempting to use Brawl+ with a small selection of texture hacks. Using the method described here, Code Manager yells at me for having too many lines, so I'm using Brawl+ Tweaker instead. Once I have my codes loaded to /pf, everything loads up just fine and dandy, the texture hacks take, and most of Brawl+ seems to implement itself, however, certain codes seem to be working very oddly, such as the momentum code causing me to jump with full momentum in the opposite direction I'm running. Any suggestions?
 

King Funk

Int. Croc. Alligator
Joined
Nov 1, 2008
Messages
2,972
Location
Copenhagen, Denmark
Put a gct in SD:/Private\Wii\App\RSBP\pf\ with another gct that has the following codes in order in SD:\codes\. It's like the snapshot method only loaded at start up and doesn't need to be encoded. The "File Replacement" code needs to be in the second gct (the one in SD:\Private\Wii\App\RSBP\pf\) else it will conflict with the code loader.
O.K... I have a few problems. I am a PAL user. I converted the Brawlplussery 4.0 codeset into a GCT, put it in my SD card, and of course it didn't work since there are more than 256 lines of code.

So here are my troubles:
- On your first mention of gct, what gct are you referring to?
- I don't know if I missed anything, but what do you mean with "with"? Which codes should I put where? I'm confused...
- In my SD card, there isn't an "App" folder and all its contents... There is a "Private" and "Wii" folder, but not the rest. So I thought creating the folders with the exact same names myself. Is this the right thing to do?
 

Ryose

Smash Cadet
Joined
Mar 23, 2008
Messages
33
I'm freezing on the blank screen before the strap screen. Can anyone help me out?

SD: codes\RSBE01.gct(dynamic sd loader, gct loader, e.t.c)
SD: private\wii\APP\RSBE\pf\RSBE01.gct(file replacement 2.1a and brawl+ codes)
 
D

Deleted member

Guest
I had that too, I just decided to try out the snapshot method. which works awesomely btw
 

Me_Aludes

Smash Apprentice
Joined
Aug 9, 2008
Messages
144
can anyone post the lastest snapshot codes? because I have had some freezes too with the double GCT method, and I don't know where to find them.

thanks in advance.
 

Y.S.

Smash Cadet
Joined
Feb 24, 2009
Messages
29
I've just updated the first post with a new method, which I believe the most stable and easiest.
Check it out :-)
 

Wiwiweb

Smash Journeyman
Joined
Feb 28, 2007
Messages
309
Location
Europe
Wait wait wait.

If it's that easy to increase the limit, why didn't Nuke make it this way by default ?
 
D

Deleted member

Guest
because it wasn't in the earlier versions and you can't just increase the limit to 5 million since you are still dumping the codes in the wii RAM. other games might not have this much room to spare.

and well done for finding stable limits on this. now the texture guide and such need to be rewritten :p

EDIT: can this topic finally be stickied?
 
D

Deleted member

Guest
no on the elf/dol thing

and it doesn't work here. might need ragion porting redone or something, since yeroc just got it working no problem.

EDIT: found the problem, Y.S. if you would be so kind to add this line:

Code:
pokeifequal(803E9D7C, 4BFECA1D, 803E9D7C, 60000000)
 

Isatis

If specified, this will repl[0x00000000]ce the
Premium
BRoomer
Joined
Dec 18, 2008
Messages
10,253
Location
San Francisco, CA
NNID
reverite
8000 LINES?!?!?

Goodbye, Double GCT Method :p


EDIT:: Doesn't boot.elf need to be boot.dol?
There are two folders, DOL and HBC. Get "main.dol" out of the DOL folder and put it into the same folder that boot.elf is in (which is in HBC/gecko os). Delete boot.elf, and rename "main.dol" to "boot.dol".

Problem solved.
 
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