• Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!

    You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!

Integrating AR Codes into the Disc Image

SypherPhoenix

Smash Lord
Joined
Feb 12, 2007
Messages
1,563
Location
Fairfax, VA
EDIT: http://www.smashboards.com/showthread.php?p=12078233
EDIT 2: http://www.smashboards.com/showthread.php?p=13140138



How feasible is it to take decrypted Action Replay codes and change the game data accordingly, so that the disc image has the alterations 'built in'? I have little knowledge as to how AR does its whole cheating thing, so unfortunately I have no clue where to start. (I suppose I could read up about AR on the interwebs :nervous:)


Recently some new codes were developed for v1.0 (see here). This guy obviously knows a bit more than the average player about how the game system works; if we don't already know everything he's talking about, perhaps we could learn from him. If we do, then further documentation needs to happen pronto. Things like the 1p C-Stick and the stage changes need to be investigated.

[collapse=copypasta from the linked site]
Code:
The Codes

These codes are for US version 1.0 of Super Smash Bros. Melee, simply because that is the version I own. I do not know how to convert them to other versions.
Dual 1v1 Mode:

In my normal Smash group of 4 players, we have limited time and no one wants to wait out matches, yet we prefer 1v1-style fights. This code allows this by letting all 4 players play at once, but each "set" of 1v1 players can't directly interfere with the other fight (beyond things like messing with the camera or edge hogging). Once each pair has a winner, the two winners can battle it out for the overall winner of the match!

The only downside is that you can no longer play team matches with Friendly Fire turned off - but no one worth their salt plays Teams without Friendly Fire turned on anyway.

To use:

   1. Turn Friendly Fire to OFF.
   2. Switch to Team mode and set the team colors so that each set of players that should fight each other are the same color. Players will only be able to hurt other players set to the same team color.
   3. (Optional) Switch Team mode back off so players can switch to whatever costume they want.
   4. Start the match
   5. When the match is over, re-shuffle team colors as desired (this step can be skipped using another code further down!). 

Dual 1v1 mode code:

   1. 7XBM-UEQM-ABZVX
   2. A6CE-M7QR-BFYE0
   3. JQ55-16XM-MJ1QH
   4. V0VW-V6HU-BA5M1
   5. VV4N-V7KU-9KZ0D
   6. JVWV-TCNZ-EBQ0J
   7. 3XUP-9HV3-19VGM
   8. A5EJ-Z01W-QV6AC
   9. GKNJ-R1D0-RN06Q
  10. 0R9K-5803-72TV2
  11. QAW8-Q6HD-GA4BQ
  12. 7QCH-W9J8-AC728
  13. W8G7-QB4W-E2Y79
  14. UZG9-JHF8-7RQBV
  15. 23N4-M3MQ-86ECP
  16. VTWP-83ZW-EXH80
  17. U8WR-KB0Y-ZTV3P
  18. 6UZU-R4FT-8T5PC
  19. 8G9U-HHQQ-HXPUP
  20. GT3X-5BCU-2V8GB
  21. 4HGF-F6KY-UCMYR
  22. 0GJ2-K81G-4ZF8P
  23. 3Z08-2UJG-T6F03
  24. 011B-0E8W-YMFRM
  25. X3BD-K9K4-8UG4E 

The above code has an initially unintended side effect - attacks from the "neutral" faction will not attack any players. This means most stage hazards won't hurt anyone, but also things like mushrooms and power stars. I figured out how to re-enable the "neutral" faction with this alternate version of the above code:

Dual 1v1 mode w/ working "neutral" attacks code:

   1. G7R9-9U9P-QD0F8
   2. A6CE-M7QR-BFYE0
   3. JQ55-16XM-MJ1QH
   4. A5EJ-Z01W-QV6AC
   5. GKNJ-R1D0-RN06Q
   6. QAW8-Q6HD-GA4BQ
   7. 7QCH-W9J8-AC728
   8. W8G7-QB4W-E2Y79
   9. 23N4-M3MQ-86ECP
  10. VTWP-83ZW-EXH80
  11. U8WR-KB0Y-ZTV3P
  12. 6UZU-R4FT-8T5PC
  13. 8G9U-HHQQ-HXPUP
  14. GT3X-5BCU-2V8GB
  15. 4HGF-F6KY-UCMYR
  16. 0GJ2-K81G-4ZF8P
  17. 3Z08-2UJG-T6F03
  18. 011B-0E8W-YMFRM
  19. X3BD-K9K4-8UG4E 

Shuffle teams based on rank:

The Dual 1v1 mode is pretty cool, but having to switch teams around after every match can be tedious. This code gets rid of that step by automating the shuffling of team assignments based on the rankings from the previous match. With it, there is no need to switch to Teams mode at all, unless you just want to check as a reminder of who is fighting whom.

The players that recieved 1st or 2nd place will be set to fight each other for the next match, and the players that got 3rd and 4th place will fight each other. When the game is first booted everyone can fight everyone, so you can treat the first match as a FFA "placements" match that determines the pairings for the first paired-off match.

Of course, even with this code enabled, you can still at any time manually switch to Teams mode and change around the pairings before starting the next match.

Note: In the unlikely event of a tie, this code will not compensate and will still assign directly based on rank. You will want to manually go into Teams mode and fix the color assignments in this case.

Re-shuffle teams by Rank code:

   1. 9C4P-UPXK-6M6HW
   2. KXA2-GHYB-YBXU3
   3. ZK06-1YTD-9H46A
   4. 3CCZ-VRD6-P1A14
   5. 52WJ-9W0E-ANW0A
   6. KKRF-4KAY-DT3FX
   7. A88D-RTXA-B6GF3
   8. 9V4P-CT75-FVM7U
   9. H378-K5Z5-C9YXH
  10. 8W1X-M0N5-PJTDU
  11. TUF3-DFTP-CXVTQ
  12. PA3J-UNHD-NPAG8
  13. BDNM-ETD8-41EQ3
  14. DE05-Z4H6-6DQHG
  15. QF4R-***K-MMDE2
  16. HDX9-U3DM-JBRV6
  17. GGXC-RE77-TTYR2
  18. BYPU-CMM2-81RYF
  19. D82N-CQ7G-DEWRZ
  20. Z639-H6A4-GGTJ2
  21. 1TQB-W6YX-QQWRW
  22. TAHU-FMJF-BVHM2
  23. 83BK-451R-TK4D7
  24. PQ9B-Q9ZB-MRXMC
  25. 3FV1-Z9K0-4PNQ6
  26. 28XW-RBC5-TFCVZ
  27. VHDR-UM94-BT76H
  28. KH5F-385R-AR6YC
  29. GJ24-6AC6-UVZQB
  30. E9FZ-A3QA-YCERP 

Disable some stage features:

Many stages have annoying features that interfere with a straight skill-based fight. Argue fairness as you will, but we would rather not have stages do some of this stuff. This code disables the following stage features:

    * Brinstar: Rising lava
    * Corneria: Attacking ships and Great Fox gun
    * Dreamland 64: Wind
    * Fountain of Dreams: Moving platforms
    * Green Greens: Wind, apples, and falling blocks
    * Peach's Castle: Switches and Bullet Bills
    * Pokemon Stadium: Transformations
    * Yoshi's Story: Shy guys

Disable stage features code:

   1. 12GV-JMV8-Z38E8
   2. PC0M-DD84-KDEN8
   3. 8N46-M6MR-3FF6D
   4. CR16-BE3A-E5ZQT
   5. N0A2-0X7Z-K4QXV
   6. JFY3-RBX4-E6X32
   7. 7KPA-W91E-EM8MJ
   8. K0UD-W4V9-4HGK5
   9. Z04D-ZEZ4-Q7GT5
  10. 69R5-52CR-98W45
  11. 43FJ-MTHU-MDNA4
  12. RHMY-M2YG-QRGD5
  13. 7BRE-D2BT-GPR8A 

C-stick smashes in 1p Mode:

Want to use Training Mode and still have the c-stick do smash attacks instead of moving the camera? Don't we all! Now you can with this code.

C-stick 1p mode code:

   1. T1PY-QR55-E4EWG
   2. GCH0-5WBT-26FY8 



For other hackers

Below are the unencrypted versions of the above codes complete with comments on what each line does, for anyone wanting to further modify the codes or make new ones. The codes were encrypted using GCNCrypt.
Dual 1v1 mode:

'Make sure FF (Friendly Fire) is checked for grabs even with Team mode off
040787D0 60000000
'Make sure FF is checked for melee attacks even with Team mode off
04078A3C 60000000
'Make sure FF is checked for projectile vs projectile even with Team mode off
0426F434 60000000
'Make sure team id's are compared for self-damaging projectiles (Link's bombs)
0426f44c 60000000
0426f458 60000000
0407901C 60000000
'Check Team of Projectile attacks
04078FFC 88770020
'Compare Projectile team to "Neutral"
04079000 2C0300FF
'Skip attacks from "Neutral" team (leave out this line to make "Neutral" attacks work!)
04079004 418207A0
'Swap FF logic for grabs (ONLY grab teammates)
000787EC 00000040
'Swap FF logic for melee attacks (ONLY attack teammates)
00078A7C 00000040
'Swap FF logic for projectiles (ONLY hit teammates)
0007902C 00000040
'Swap FF logic for projectile vs projectile attacks (ONLY hit teammate's projectiles)
'0026F44C 00000040
'Special force jump to custom code stored in memory only used by debug mode
0416b748 4828CDD9
'New code - subtract # of deaths from total # of players
043F8520 7C1FE850
'New code - Set address to store resulting # of living players
043F8524 3FC0803F
'New code - Store # of living players
043F8528 901E7FD0
'New code - Perform original operation that was changed to a code jump
043F852c 381DFFFF
'New code - Return back to original code
043F8530 4E800020
'Check - is FF turned OFF in menus?
48459F51 00000000
'If above is true, turn FF off in the match as well
0046BBA1 00000000
'If above is true, always switch Teams mode off
0046BBA8 00000000
'Is there less than 3 players still alive (checking value set by custom code above)?
2C3F7FD0 00000003
'If above is true, turn temp in-game FF mode ON so last 2 players can kill each other
0046BBA1 00000001
Shuffle teams based on rank:

'This address stores the player number of the last player that died, but at the start of a match it defaults to 6. Here we check if it is 6 to know if a match started.
484696E5 00000006
'If just started a match (last player died == 6), set a value to FF as a marker. This value will get set back to normal when the match ends by normal game code, and is how to know the match ended.
0047E8CD 000000FF
'By the same above check, change the player number of the last player that died to '5' so don't do the above more than once.
004696E5 00000005
'Check - if last player that died is still 6, match must have just started, so don't continue.
904696E5 00000006
'Check - if last player that died is a special tag 'FF', must have already performed the below, so don't continue.
904696E5 000000FF
'Check - if this address is still special tag 'FF' from intial code, match must not have ended yet, so don't continue.
9047E8CD 000000FF
'Check - if Friendly Fire is turned off, not using Dual 1v1 mode anyway, so don't continue.
88459F51 00000000
'Set Player 1 to red team
003EEF76 00000000
0047E861 00000000
'Set player 2 to red team
003EEF9A 00000000
0047E885 00000000
'Set player 3 to red team
003EEFBE 00000000
0047E8A9 00000000
'Set player 4 to red team
003EEFE2 00000000
0047E8CD 00000000
'If player 1's rank is > 2 (3rd or 4th place), set to blue team.
7047A0BD 00000001
003EEF76 00000001
0047E861 00000001
'If player 2's rank is > 2 (3rd or 4th place), set to blue team.
7047A165 00000001
003EEF9A 00000001
0047E885 00000001
'If player 3's rank is > 2 (3rd or 4th place), set to blue team.
7047A20D 00000001
003EEFBE 00000001
0047E8A9 00000001
'If player 4's rank is > 2 (3rd or 4th place), set to blue team.
7047A2B5 00000001
003EEFE2 00000001
0047E8CD 00000001
'Set the last player that died to 'FF' to prevent doing this more than once after match ends. It will get set back to 6 by normal game code at the beginning of the next match.
004696E5 000000FF
'Tag for Action Replay that this is the end of the multi-line if checks above.
00000000 40000000
Disable some stage features:

'Skip functions for creating switches and bullets in Peach's Castle.
041CC8F8 4800000C
'Disable update for rising lava in Brinstar.
041D89B4 4E800020
'Tree AI never decides to blow wind in Dreamland.
0421035C 60000000
'Turn off the moving platforms and the water that holds them up in Fountain of Dreams.
041CB8DC FC000028
041CB8E4 4800013C
'Disable update that spawns ships in Corneria.
041DCA1C 60000000
'Tell the Great Fox's gun to start out dead (so it won't shoot or act as a platform).
041E035C 40800430
'Turn off initial bricks appearing in Green Greens.
04213434 60000000
'Disable update for new bricks falling in Green Greens.
0421586C 60000000
'Disable update for tree (wind and apples) in Green Greens.
04212958 4E800020
'Disable stage transformation timer update in Pokemon Stadium.
041D0578 60000000
'Disable update that spawns shy guys in Yoshi's Story.
041E2284 60000000
C-stick smashes in 1p Mode:

'Always report in VS mode
0416AB64 60000000
Stage hacking tips:

Smash Melee's code keeps a linked list of objects with update functions, which it runs through and calls the update functions every game frame. This list is constantly having objects added to and deleted from it. Each stage adds several objects to the list, and the easiest way to change the stage's behaviour is to tell these functions to not do anything.

Each stage has an initialization function, and while it is possible to find out what function is run for each stage by following a series of several links in memory, the easist way is to put a breakpoint at the address 0x801BFA90, start the stage you want to mess with, and then step once when the breakpoint is hit. This will put you at the start of that stage's initialization function.

During the initialization function several objects will be added to the update list. To find where the update functions are, starting from the initialization function you found, scroll down the code to find the return code (blr) and put a breakpoint there. Next, put a breakpoint at the address 0x8038DF40. This is part of the function that adds new objects to the list.

Now let the code run until that breakpoint is reached. When it is, look at the address in register #28. This is the address of the update function for the object being added. Keep running the code and jot down the addresses in register 28 until you hit the breakpoint at the end of the stage's initialization function. After that, more objects will be added all the time but they are not related to the stage.

There are two global update functions you will see that should be ignored - 0x801C0D00 (which updates animations) and 0x801C0D68 (unknown purpose). The rest are likely specific to that stage. Many of those will be nothing more than a return (blr) though, as an "empty" update, so those can also be ignored.

A quick change just to see what happens is to take those update functions and tell them to just return immediately by using a code like 04XXXXXX 4E800020, where XXXXXX is the last 6 digits of the address of the update function. If that does more than you intended, you may need to step through the update functions and find things to change, often just telling it to skip a branch or something using 60000000.

You can also try to mess with the stage's init function, though I've rarely found this useful. One thing that has been useful to know though is that many objects have init functions of their own, where additional steps are taken. For example, I had to edit the init function for the main stage platform of Green Green's in order to get rid of the initial yellow blocks. You can find these in a similar way to finding the update functions - while in the stage's init function, put a breakpoint at 0x802122F8 and step once to get into the init function of initialized objects for that stage.

Good luck hacking!
[/collapse]
 

Magus420

Smash Master
Joined
Dec 13, 2003
Messages
4,541
Location
Close to Trenton, NJ Posts: 4,071
In GC-Tool click 'Tools' -> 'Replace DOL' and select the DOL for the version of the game you have. If you don't know which version you have you can do 'Extract DOL' first and then compare the filesize to see which one it matches (they are all different sizes).



__________________________________________________
Downloads
C-Stick in 1P Mode, Debug replaces Tournament - (1.00, 1.01, 1.02, & PAL)
http://www.mediafire.com/?lbaciari29h76u5

C-Stick in 1P Mode, Debug replaces Tournament, PS no Transform, DL no Wind, YS no Fly Guys - (1.00, 1.01, 1.02, & PAL)
http://www.mediafire.com/?xxejgsbg7moj7xt
__________________________________________________


__________________________________________________
C-Stick in 1P Mode
-C-Stick functions like in VS mode while in 1P modes

'Always report in VS mode [Zauron]
0416AB64 60000000

Location: .DOL
Code:
[B][U]Version  DOL Offset     Hex to Replace       ASM Code     [/U][/B]
1.00     0x167744   48000008 -> 60000000  (b 0x08 -> nop)
1.01     0x167D6C   48000008 -> 60000000  (b 0x08 -> nop)
1.02     0x168060   48000008 -> 60000000  (b 0x08 -> nop)
PAL      0x168A30   48000008 -> 60000000  (b 0x08 -> nop)
__________________________________________________
Debug Menu replaces Tournament Mode
-Selecting Tournament Melee in the main menu takes you to the Debug Menu instead

'Debug Menu replaces Tournament Mode [Magus, donny2112]
0422C340 38000006

Location: .DOL
Code:
[B][U]Version  DOL Offset     Hex to Replace          ASM Code        [/U][/B]
1.00     0x228F20   3800001B -> 38000006  (li r0,27 -> li r0,6)
1.01     0x229A90   3800001B -> 38000006  (li r0,27 -> li r0,6)
1.02     0x22A218   3800001B -> 38000006  (li r0,27 -> li r0,6)
PAL      0x22C084   3800001E -> 38000006  (li r0,30 -> li r0,6)
__________________________________________________


Stage Stuff
__________________________________________________
Pokemon Stadium
-Disable Transformations

'Disable stage transformation timer update in Pokemon Stadium [Zauron]
041D0578 60000000

Location: .DOL
Code:
[B][U]Version  DOL Offset     Hex to Replace       ASM Code        [/U][/B]
1.00     0x1CD158   48002FA5 -> 60000000  (bl 0x2FA4 -> nop)
1.01     0x1CDABC   48002FA5 -> 60000000  (bl 0x2FA4 -> nop)
1.02     0x1CE128   48003001 -> 60000000  (bl 0x3000 -> nop)
PAL      0x1CFD4C   48003135 -> 60000000  (bl 0x3134 -> nop)
__________________________________________________
Dreamland 64
-Disable Wind

'Tree AI never decides to blow wind in Dreamland [Zauron]
0421035C 60000000

Location: .DOL
Code:
[B][U]Version  DOL Offset     Hex to Replace       ASM Code      [/U][/B] 
1.00     0x20CF3C   4800059C -> 60000000  (b 0x59C -> nop)
1.01     0x20D89C   4800059C -> 60000000  (b 0x59C -> nop)
1.02     0x20E024   4800059C -> 60000000  (b 0x59C -> nop)
PAL      0x20FE8C   4800059C -> 60000000  (b 0x59C -> nop)
__________________________________________________
Yoshi's Story
-Disable Fly Guy Spawns

'Disable update that spawns shy guys in Yoshi's Story [Zauron]
041E2284 60000000

Location: .DOL
Code:
[B][U]Version  DOL Offset     Hex to Replace       ASM Code      [/U][/B] 
1.00     0x1DEE64   480000D1 -> 60000000  (bl 0xD0 -> nop)
1.01     0x1DF7C8   480000D1 -> 60000000  (bl 0xD0 -> nop)
1.02     0x1DFF28   480000D1 -> 60000000  (bl 0xD0 -> nop)
PAL      0x1E1D58   480000D1 -> 60000000  (bl 0xD0 -> nop)
__________________________________________________


 

LLDL

Smash Hero
Joined
Apr 27, 2007
Messages
7,128
Amazing! I've been looking for something like this
 

Magus420

Smash Master
Joined
Dec 13, 2003
Messages
4,541
Location
Close to Trenton, NJ Posts: 4,071
Made a new code =D

Debug Menu replaces Tournament Mode [Magus, donny2112]
0422C340 38000006


Gonna figure out where I'm writing that to in the DOLs and then add it to them.

Edit: Found em.
 

Lovage

Smash Hero
Joined
Apr 15, 2007
Messages
6,746
Location
STANKONIA CA
magus do you think it would be possible for an AR code to force stadium to stay on a certain transformation, or have it only transform to that stage?
 

Caleb Wolfbrand

Smash Master
Joined
Sep 6, 2005
Messages
3,443
Location
Ionia (Charleston, SC)
Hey, can we get the code to fix Green Greens on here as well? I'm sick of Whispy just going "LOL WIND ALL DAY" some matches, and others be silent...

and Corneria too if it's not a problem.
 

SypherPhoenix

Smash Lord
Joined
Feb 12, 2007
Messages
1,563
Location
Fairfax, VA
Thank you very much for all your work, Magus. It's well appreciated, as always.

Could you possibly explain your method for finding the offset of the hex the AR is replacing? Exactly how does something like 041D0578 (decrypted AR code) translate into the offset 0x1CD158?
 

Magus420

Smash Master
Joined
Dec 13, 2003
Messages
4,541
Location
Close to Trenton, NJ Posts: 4,071
041D0578 60000000 means:
32 bit write (04)
to base mem address (80000000) + 001D0578 -> 801D0578
with 60000000

Looking at 801D0578 in memory with a USB gecko in v1.00 of the game (version the code is for), I can see it's replacing 48002FA5. Taking that, and the surrounding stuff written to memory nearby:

7C7F1B78 8063002C 880300C4 5400CFFF 4082000C 7FE3FB78 48002FA5 4BE40FF9 7FE3FB78 4BFF1A8D 80010024 83E1001C

I can then search in a hex editor for that in the ISO to see where that chunk of data originated from and write the change directly (it's changing ASM code from the .DOL in this case). For different game versions I needed to search for parts of that since some of the coding was adjusted like the branches.



Another way to do it, but would only work for taking 1.00 codes and finding it within the 1.00 .DOL, would be to take the code offset 041D0578 and subtract 0x3420 and that would give you the offset in the .DOL (0x1CD158).

The 0x3420 for 1.00 comes from already knowing what the difference is between where a 1.00 code writes in memory compared to the actual source in the 1.00 .DOL. I'd need to search in memory while running other versions to find the differences on those compared to where I found it in its .DOL for quick conversion of 1.01 code->1.01 .DOL, 1.02 code->1.02 .DOL, and PAL code->PAL .DOL.
 

Pi

Smash Hero
Joined
Feb 5, 2008
Messages
6,038
Location
Lake Mary, Florida
wait so
i don't have a cd/dvd burner in my comp
so just curious
after we replace the dol w/ the one i just downloaded from magus
we will then have debug menu access on that disc?
 

Magus420

Smash Master
Joined
Dec 13, 2003
Messages
4,541
Location
Close to Trenton, NJ Posts: 4,071
Yeah. The coding was altered so that when you select Tournament Melee in the main menu the game loads the ID for debug menu (06) instead of the normal ID for tournament mode (1B in NTSC, or 1E in PAL).
 

LLDL

Smash Hero
Joined
Apr 27, 2007
Messages
7,128
Yes, I've always wondered why they didn't make it so that your settings save.
 

SypherPhoenix

Smash Lord
Joined
Feb 12, 2007
Messages
1,563
Location
Fairfax, VA
Magus (or anybody else for that matter), do you know if there's a decent way to look at memory in Dolphin like you would with the Gecko USB card?
 

Nintega

Smash Rookie
Joined
Feb 2, 2011
Messages
5
with this (in the future) will make a mods in melee?

Melee+ and Melee-!
 

Caleb Wolfbrand

Smash Master
Joined
Sep 6, 2005
Messages
3,443
Location
Ionia (Charleston, SC)
the typical mindset you will get responses from is "ZOMGZ MELEE IS PERFECT"
I suggest you try the balance patch thread in here though.

on topic - ....... Green Greens? please? :p
 

Steelia

Smash Champion
Joined
Sep 23, 2007
Messages
2,523
Location
Home.
BEST TOPIC YET @_@

Makin MH, CH, and Giga Bowser totally accessible through Debug. THANK you! :'D
Sadly, there's no way to win a match with them without freezing the game... I recall seeing a Make-All-Stock-Icons-Mario code so that when they won, it was Mario; I wonder if there'd be a way to individualize it...?
 

Supreme Dirt

King of the Railway
Joined
Sep 28, 2009
Messages
7,336
I totally need to get a Wii that can play burned games.

MASTER HAND VS. CRAZY HAND VS. TEAM GIGA BOWSER GOGOGO!
 

GenG

Smash Lord
Joined
Dec 24, 2005
Messages
1,473
Location
Spain
Tested in PAL and playing Classic with C-stick right now. Long live Magus420.
 

Zyx

Smash Journeyman
Joined
May 16, 2006
Messages
257
Location
France
Waaw Magus, it's really amazing ! (just tried it)

Is it possible to remove the trophies in the "figureget" stage to make it playable ?!
 

SypherPhoenix

Smash Lord
Joined
Feb 12, 2007
Messages
1,563
Location
Fairfax, VA
Is it possible to remove the trophies in the "figureget" stage to make it playable ?!
It is -- there's already an AR code for it, it would just have to be converted.



ffffff my group really wants Green Greens crazy applewindbullsh removed :/
holy crap please stop already, we all heard you the first four times

Magus is only one guy, and he isn't neccesarily interested and he doesn't necessarily have the time. All of Zauron's stage changes are inevitably going to be converted by one person or another, and if Magus doesn't do them, I probably will (if the memory can be viewed in Dolphin like it can be with the Gecko card, which it more than likely can be).

Maybe I'll stop being apathetic today or tomorrow and get around to figuring out how to view changed memory in Dolphin.
 

Makai

Smash Apprentice
Joined
Jun 23, 2007
Messages
106
Location
North Carolina
Another way to do it, but would only work for taking 1.00 codes and finding it within the 1.00 .DOL, would be to take the code offset 041D0578 and subtract 0x3420 and that would give you the offset in the .DOL (0x1CD158).
I got this to work for codes for start with 04, but what can I do for 8 bit writes (and whatever 48 and 2C are)?

I'm want to use Zauron's Dual 1v1 code from the original post, but I haven't been able to find the right offsets for these remaining codes:

[collapse=dual 1v1]
Code:
'If above is true, turn FF off in the match as well
0046BBA1 00000000
'If above is true, always switch Teams mode off
0046BBA8 00000000
'If above is true, turn temp in-game FF mode ON so last 2 players can kill each other
0046BBA1 00000001
'Swap FF logic for grabs (ONLY grab teammates)
000787EC 00000040
'Swap FF logic for melee attacks (ONLY attack teammates)
00078A7C 00000040
'Swap FF logic for projectiles (ONLY hit teammates)
0007902C 00000040
'Swap FF logic for projectile vs projectile attacks (ONLY hit teammate's projectiles)
'0026F44C 00000040
'Check - is FF turned OFF in menus?
48459F51 00000000
'Is there less than 3 players still alive (checking value set by custom code above)?
2C3F7FD0 00000003
[/collapse]
 

Pi

Smash Hero
Joined
Feb 5, 2008
Messages
6,038
Location
Lake Mary, Florida
yo this debug menu **** is SO CASH
same w/ the 1p cstick, ****ing trianing mode here i come!

ty magus so much, this is ****in awesome

ps, does anyone know why the load times on my burnt disc are so long? like when loading the character select menu, or loading the stage, or w/e?

@magus
any chance you could implement the all stages & characters codes into the game disc?
 

Rew

Smash Journeyman
Joined
May 19, 2008
Messages
246
Location
Columbia, S.C. (USA)
This is a great thread--kudos to Magus!

For myself, I'm considering buying an AR so I can do things in Melee like unlock the 3 "unattainable" trophies (Tamagon, Mario & Yoshi, Samus Unmasked), obtain the special bonuses only available through hacking/AR, and use C-stick smashes for 1P modes.

But a quick look at AR products for GCN on Amazon (and their reviews) revealed how complicated this can get. Which version of AR should I get? My GameCube's DOL number is 001. I can't figure out which version of Melee I have, but the disc says its DOL number is 006. (Both my game and console are North American.) I don't want to get stuck with a purchase that won't let me implement the right codes.

So does anyone know which version of AR will be compatible with my GCN console and SSBM disc? Thanks!
 

GenG

Smash Lord
Joined
Dec 24, 2005
Messages
1,473
Location
Spain
This is a great thread--kudos to Magus!

For myself, I'm considering buying an AR so I can do things in Melee like unlock the 3 "unattainable" trophies (Tamagon, Mario & Yoshi, Samus Unmasked), obtain the special bonuses only available through hacking/AR, and use C-stick smashes for 1P modes.

But a quick look at AR products for GCN on Amazon (and their reviews) revealed how complicated this can get. Which version of AR should I get? My GameCube's DOL number is 001. I can't figure out which version of Melee I have, but the disc says its DOL number is 006. (Both my game and console are North American.) I don't want to get stuck with a purchase that won't let me implement the right codes.

So does anyone know which version of AR will be compatible with my GCN console and SSBM disc? Thanks!
The only thing you need to have in mind when buying an Action Replay or Freeloader is the region of your console. If your console is American NSTC, then you need the specific Action Replay for that region. Then you can load games from any region. Also the codes for Action Replay change depending on the version of the game. For example, American Melee 1.0 codes do not work for American Melee 1.2. So, even if you have Action Replay, if your version of the game do not have certain codes made then you cannot load them.
 

Rew

Smash Journeyman
Joined
May 19, 2008
Messages
246
Location
Columbia, S.C. (USA)
The only thing you need to have in mind when buying an Action Replay or Freeloader is the region of your console. If your console is American NSTC, then you need the specific Action Replay for that region. Then you can load games from any region. Also the codes for Action Replay change depending on the version of the game. For example, American Melee 1.0 codes do not work for American Melee 1.2. So, even if you have Action Replay, if your version of the game do not have certain codes made then you cannot load them.
Thanks, GenG. So how do I know if my version of Melee (DOL 006) is compatible with any version of AR? (Thankfully my console is NSTC.)
 

Magus420

Smash Master
Joined
Dec 13, 2003
Messages
4,541
Location
Close to Trenton, NJ Posts: 4,071
Expect to pay big money to get the version of AR that actually allows adding your own codes. They stopped making them a long time ago in favor of a useless version that only allows using the codes it comes with, and has become very rare to be up for sale.


Good (I have this one)

 

GenG

Smash Lord
Joined
Dec 24, 2005
Messages
1,473
Location
Spain
Thanks, GenG. So how do I know if my version of Melee (DOL 006) is compatible with any version of AR? (Thankfully my console is NSTC.)
That's not the number. You have to look at the back of the disc, and look around the inner part of the ring for a very tiny engraved code that reads something like 102C2001 DOL-GALE-0-XX, where the XX is the number you have to care about.

00 stands for version 1.0
01 for 1.1
02 for 1.2

All versions have the most general codes available for them, like the debug menu, but 1.0 is the most popular of them and it has codes that had not been ported yet for the other ones (like C-stick in single player modes).

And all of them are supported by Action Replay of course. ALL Gamecube games are. The codes are different things. Some codes may be available for one version or the other, it depends on if people are willing to port them.



This is the best one really, although the bundled memory card is crap (mine stopped working some weeks ago, thanks god I have some spare memory cards).
 

TheDekuNut

Smash Journeyman
Joined
May 27, 2010
Messages
413
Location
NJ
can't you just get those trophies through the debug menu? you can do that by just putting your memory card into a hacked wii with the tournament mode debug menu. if its only the trophies you want then do it that way for almost free. if you have access to a hacked wii that is
 
Top Bottom