masterwriter42
Not the Radioactive Mongoose of Darkness
Newbie
Karma: 0
Posts: 14
I'm a writer/2D&3Dartist/reviewer/gamer/etc/etc...
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« Reply #15 on: May 09, 2009, 03:57:21 pm » |
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Hi,
I can't seem to get any of the following codes to work, and I've tried them with both the most recent version of Gecko and with Ocarina:
cracker launcher inf [Jassim] Ray gun has infinite shots [Jassim] Ness' PK thunder lasts forever until it hits someone/something [Jassim] Lucas' PK thunder (etc., as above) Taunt enables final smash
The last of which was one I was really looking forward to trying out. I'm not sure why none of these work, but most of the other codes on this site do. I've tried them in different sets of other codes or by themselves, and nothing happens. I think one of them might actually make the game freeze.
I've also removed some from my list because they didn't work, and I can't remember which ones. Also, I love the "Ultimate Final Godly Omegaman", but I've had lots of issues with it. First and foremost, it seems to be immune to the "Super codes don't work in Wifi or SSE" code. Also, does it technically qualify as an 'ultimate' power up, if it means you'll fly off the screen whenever you hit someone who's using the shield? I of course by 'shield' I refer specifically to the bubble one everyone has, not a special technique shield like Pit has. Lol, Superman's weakness is kryptonite, but Omegaman's arch nemesis is anyone who can duck and cover. But maybe it's intentional, for there to be a chink in the ultimate armor. I'd like to see a version that excludes the metal look, though. If it's important to the features, then maybe an added effect that makes it look like it's not metal? Also, I found that Ness' downwards special (blue PK Shield), sends anyone and any container flying off the screen.
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-- Heads Up: Always double check, when you're buying a game with multiple versions, that the disk is the version you want to buy. I've ended up with the wrong disk more than once.
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Aeolus
Newbie
Karma: 0
Posts: 2
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« Reply #16 on: May 15, 2009, 01:38:19 pm » |
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Aggressive AT's and Pokeballs: (Phantom Wings)(untested) 4A000000 8077F780 D2000000 00000008 2C000002 40820030 2C120000 40820010 <- Assist Trophy 2C1C0003 40820008 3B800005 60000000 2C12002A 40820010 <- Pokeball 2C1C0003 40820008 3B800005 60000000 939E0038 00000000 E0000000 80008000 Think I could get someone to break this code down for me? I've tried inserting other item values into the places of the Pokeball and Assist Trophy... it works for making some items aggressive, but not others... For example: [Credit still to Phantom Wings] 4A000000 8077F780 D2000000 00000008 2C000002 40820030 2C1200 09 40820010 <- Capsule 2C1C0003 40820008 3B800005 60000000 2C1200 06 40820010 <- Bob-omb 2C1C0003 40820008 3B800005 60000000 939E0038 00000000 E0000000 80008000 The Capsules explode/release item on contact with the ground or a player, but the bob-ombs just spawn normally.. I'd like to try and change an item's status to thrown or dropped [in case there's a difference] upon creation. I'm assuming it's some other value used here since an Assist Trophy isn't actually thrown, and it only works with some items... and I can't seem to fashion the code to accept more than two items at a time without crashing on boot I'm not an experienced hacker by any means [as I'm sure I've made apparent], but I might can absorb some if it can be explained.. The end code I'm looking morph out of this would make all of the following items spawn as hostile to all players. [I've explained how a few items may react to being thrown, since they may seem to not be working... though it may have been unneccessary] 00 Assist Trophy 02 Banana Peel 03 Barrel <- might just land on its side instead of breaking, but should be hostile if touched 04 Beam Sword 06 Bob-Omb 07 Crate 08 Bumper <- after test with curry, I think these are going to fall and activate upon hitting the ground.. unless someone gets in the way as they fall. 09 Capsule 0A Rolling Crate <- I don't think this would break if the code works... just hit whoever is in the way and land. 0C Sticky Bomb 0D Cracker Launcher 12 Deku Nut 13 Mr. Saturn 18 Fire Flower 1A Freezie 1C Green Shell <- not really sure what this one would do if anything, since it has no horizontal velocity when it spawns 1F Fan 21 Homerun Bat 22 Party Ball 28 Hot Head 29 Pitfall 2A Pokeball 2B Explosive Box <- I don't expect it to explode, just to hit whoever is under it 2C Ray Gun 2E Lipstick 34 Motion-Sensor Bomb 35 Timer <- like the shell, I'm not even sure if this one would be compatible XD 36 Smart Bomb 38 Smoke Screen 39 Spring 3A Star Rod 3D Superscope 41 Team Healer <- in case this one causes bugs, it can be dropped without much loss 43 Unira
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supermariorick
Newbie
Karma: 1
Posts: 38
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« Reply #17 on: May 16, 2009, 03:32:50 am » |
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hi, is there some code to not receive any damage(0%)?
Yes, it is called a damage modifier  Player 1 Invincible  [(No clue who to give credit to for Defense Ratio Modifier, but NOT my work at all)] 4A000000 90180F20 140000C8 FF800000 E0000000 80008000 Value set so that no damage is received, and none or very little knockback. Enjoy 
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mkarim85
Newbie
Karma: 0
Posts: 45
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« Reply #18 on: May 16, 2009, 05:20:11 pm » |
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thanks!!! 
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PMXD
Newbie
Karma: 0
Posts: 4
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« Reply #19 on: May 17, 2009, 07:13:53 pm » |
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Anyone care helping me figure out how to get activators to work with button combos?
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Aeolus
Newbie
Karma: 0
Posts: 2
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« Reply #20 on: May 17, 2009, 08:14:38 pm » |
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PMXD: Just add the different values together, and remember to count in hex.. your computer should have a calculator that can work in hex. If you give specific examples of what you want to combine, I or someone else could probably just add them for you.
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TwilightErik
Full Member
 
Karma: 10
Posts: 129
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« Reply #21 on: May 17, 2009, 10:06:33 pm » |
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With the Dynamic SD Loader for Brawl Textures is it possible to modify the music in the game just like the textures how about adding custom music can this be possible to do?
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ssbbdude
3.2E > 3.3E > 3.4E > 4.0E > 3.2E > 4.0E > 3.2E > 4.0E > 3.2E > 3.2J > 4.0J > 3.2J > 3.2U > 3.2J > 3.2E > 3.2J > 3.2E > 3.2J > 3.2E > 3.2J > 3.2E
Hacker
Full Member
   
Karma: 14
Posts: 208
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« Reply #22 on: May 17, 2009, 10:38:55 pm » |
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it's been done You have to add it to the iso i think
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TwilightErik
Full Member
 
Karma: 10
Posts: 129
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« Reply #23 on: May 18, 2009, 12:56:46 am » |
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it's been done You have to add it to the iso i think
Well the thing is I rather not waste any discs why waste discs when you can put them on an SD card to load off of it would be easier. You can get Character textures to work why not music.
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Deku
Newbie
Karma: 11
Posts: 5
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« Reply #24 on: May 21, 2009, 07:03:50 pm » |
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Because the music is streamed from the disc.
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shadowofchaos
Lost my heart to a collection of pixels, how low have I sunk?
Hacker
Full Member
   
Karma: 14
Posts: 102
Just a stupid fanboy...
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« Reply #25 on: May 23, 2009, 07:04:13 am » |
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Because the music is streamed from the disc.
Just wait probably... it's a highly demanded feature people are waiting on... it's only been a little over a year since Brawl came out... and look... Patience is the key... Anyone care helping me figure out how to get activators to work with button combos?
I'm REALLY thinking about making a video tutorial... some people on another forum keep asking me how I use those to change the Wifi Music Mod by FMK each match...
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 何で「愛している」だと言った?今でも君のことを考えている。好きだから、好きだから、待ってあげてやる。
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gamerpaul611
The Uprising One
Newbie
Karma: 10
Posts: 34
Just remember- be smart about hacking!
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« Reply #26 on: May 24, 2009, 11:29:58 pm » |
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Hey, when using the "Taunt to do Victory Poses" code, if I have a size modifier code, whenever I taunt it makes my character revert to normal size. Any way to prevent this?
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Yoshi52
Full Member
 
Karma: 1
Posts: 121
Amateur at Hacking
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« Reply #27 on: May 25, 2009, 12:05:18 am » |
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Hey, when using the "Taunt to do Victory Poses" code, if I have a size modifier code, whenever I taunt it makes my character revert to normal size. Any way to prevent this?
I believe you could fix it by assigning a button activator to a Visual Size Modifier(Changes the character's visual size, but doesn't actually change the physical size. Like how the Giga-lypuff glitch works) code with the same value as the normal size modifier's value and pressing that button combo after a Victory Pose is done. Though, I don't think it would work during the Victory Pose, as the Victory Pose seems to force it to a specific visual size. l dunno if it constantly forces it or just forces it at the start of the Victory Pose. Also, I don't think anyone actually made a Visual Size Modifier, but they should have.
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gamerpaul611
The Uprising One
Newbie
Karma: 10
Posts: 34
Just remember- be smart about hacking!
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« Reply #28 on: June 05, 2009, 04:39:09 am » |
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I'm still having problems.
Is there a way to make character's retain any size modifiers they had when using the "Taunt for Victory Poses" code? phantomwings, hetoan2, igglyboo?
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REDSOXROX
Sum Miles Christi
Hacker
Hero Member
   
Karma: 24
Posts: 791
RSR
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« Reply #29 on: June 10, 2009, 03:10:13 am » |
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I'm still having problems.
Is there a way to make character's retain any size modifiers they had when using the "Taunt for Victory Poses" code? phantomwings, hetoan2, igglyboo?
You can just use button activated codes as Yoshi52 explained  I have a quick question on the music mod, can you add more songs to a stage than it already has and is there a max? If no one knows I'll just go back up my save and find out on my own.
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Red Sox vs. Yankees 4/4/2k10 Season Opener Red Sox: 9 Yankees: 7 Final!
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