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Super Smash Bros Official Thread (Remake)


Flame Dragon

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al_090904_1611binout.jpg

al_090906_1516binout.jpg

I <3 the toon images

Look for one of Rob and/or Lucario

 

Let's *insert word that means opposite of not*

 

al_090817_1144binout.jpg

^....Im confused about that Mario image^

What exactly is he? O' date='o

 

Also, Nightcrawler:

al_090912_2149.jpg

And of course it uses Shiek XD

 

So' date=' yeah. I got the free version of sixtyforce(the Mac N64 emulator) and downloaded Super Smash Bros. 64 and it is AWESOME!

[/quote']

You know, we are suposetly getting Smash Bros some time now.

 

I really miss playing as obese Mario T_T

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al_090904_1611binout.jpg

al_090906_1516binout.jpg

I <3 the toon images

Look for one of Rob and/or Lucario

 

Let's *insert word that means opposite of not*

 

al_090817_1144binout.jpg

^....Im confused about that Mario image^

What exactly is he? O' date='o[/b']

 

And of course it uses Shiek XD

 

So' date=' yeah. I got the free version of sixtyforce(the Mac N64 emulator) and downloaded Super Smash Bros. 64 and it is AWESOME!

[/quote']

You know, we are suposetly getting Smash Bros some time now.

 

I really miss playing as obese Mario T_T

 

dethclown.jpg

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So' date=' yeah. I got the [b']free[/b] version of sixtyforce(the Mac N64 emulator) and downloaded Super Smash Bros. 64 and it is AWESOME!

 

Ya mean there's a not-free version?

 

Yeah, the free version doesn't let you save, so only download games like SSB and 1080 with it.

 

Woah woah woah. You mean to tell me that you have to PAY to use a fully functioning emulator on a mac?

 

Okay' date=' 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.

 

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

 

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.

 

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:

 

Code:

 

Alternate File Data

0657A000 BYTECOUN

XXXXXXXX YY00E27B

ZZZZAAAA 00000000

 

Adding additional alternate files is done by repeating the XXXX... code block.

 

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):

 

Code:

 

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

 

If you wish to replace a stage texture, this value should always be 45452F53

 

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:

 

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

 

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.

 

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.

 

Not positive, but I think it lets you have multiple textures on a single costume.

 

Also,

 

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175678.jpg

 

Awesome.

 

Omg u got to be jokeing look mad funny

 

I see that TAG was SnooPING AS usual

 

And I take it' date=' that people have finally ben able to effectivley 'sculpt' there own models. right?

[/quote']

 

Not exactly. It's more of changing the size of body parts to whatever lengths.

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I had actually owned a Marth with Peach(For game, yo) at this "Tournament" I was at, in this game course-thing I took.

 

Oh the massive lulz that went down.

 

.......And shortly after, we had a 3-at-once tournament, and 2 Marths ganged up on me.

(FFFFFFFFUUUUUUUUUUUUUUU-)

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I had actually owned a Marth with Peach(For game' date=' yo) at this "Tournament" I was at, in this game course-thing I took.

 

Oh the massive lulz that went down.

 

.......And shortly after, we had a 3-at-once tournament, and 2 Marths ganged up on me.

(FFFFFFFFUUUUUUUUUUUUUUU-)

[/quote']

 

Peach can be fun to use, as long as you know what your doing, and you know how to Glide Toss.

 

EDIT: Also, someone decided to make an M2K combo video:

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