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[RSBE01] Super Smash Bros Brawl Memory Confliction [Solved]

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Sirkura

Sirkura

Hi, i'm fairly new to the forums, and coding with gecko. Me and a team have been working on a project for a while now to expand brawl to the absolute limits and i thought that maybe someone can help us out with an issue we've been having for a while. with both the below codes the current limit is 128 characters, and 600+ stages.

first one (BrawlEX or BeX) allows character data and resources to be copied into a new instance, thus being able to create new characters with minimal effort. Called as such, the clone engine. You an find its original thread here, (you may need to click a few times, the server there REALLY needs a bandwith upgrade >.>)
http://forums.kc-mm.com/index.php?topic=65113.0


Second Code (Alternate Stage Loader or ASL) allows stages to be alternatively selected by holding button combinations for near limitless stages, i'll share findings me and our team have found. already here:
Code:
Alright, here's what I'm able to uncover so far. I'll post it up in the order of which it's displayed itself in the GCT.

First off it seems to be close to the very top of the unknown code block when I run it through GCT decrypter. So I'm going to include a small block of code just above where I believe it starts.

Unknown, Possibly Related?
C2044A34 00000003
80830008 2C080001
4082000C 3D808059
91EC82F8 00000000
046A5C94 38000000
046844DC 60000000

Next off is the Alternate Stage Loader itself. It comparing to the last publicly released version of the code, I can see there's enough similarities in it to determine that it is what it is. (Last public version for reference: http://smashboards.com/threads/phantom-pwnt-dantarion-new-custom-sss-custom-stage-id-engine-thingy.254340/ )

Alternate Stage Loader PM 3.6?
C23FA360 00000030
91620000 90E20004
91820008 90620010
91220014 3C607072
60636F6A 80E10020
7C033800 4082013C
3C602F73 6063745F
80E10032 7C033800
41820024 3C602F53
60635447 80E10037
7C033800 40820114
39800ACE 80E1003B
48000008 80E10036
3D60DFDF 616BDFDF
7CE75838 3D60805A
616B7CB4 2C0C0ACE
40820008 396BFFFC
816B0000 806B0000
892B0004 880B0005
2C030DED 418200CC
7C033800 41820014
396B0008 1D290008
7D6B4814 4BFFFFD8
2C090000 4182005C
396B0008 A0EB0000
3C60815E 60638420
A0630002 3D408059
894A82F8 2C0A0001
40820018 3D408059
A14A82FA 2C0A0000
41820010 48000014
7CE71839 4082000C
3929FFFF 4BFFFFB4
3D408059 B16A82FA
886B0003 48000024
2C000000 4182004C
3C60815E 606325D0
80630000 7D2303D6
7D2049D6 7C691810
38E05F41 7CE71A14
B0E6FFFC 3C602E72
6063656C 2C0C0ACE
4082000C 3C602E50
60634143 9066FFFE
38A5FFFE 38C60002
81620000 80E20004
81820008 80620010
81220014 38000000
60000000 00000000

Next up is another small section of code that I'm unfamiliar with. Considering its positioning in the gct though I'm going to assume it might be related. I haven't played around with it yet though.

Unknown section between Loader and Data
C294AC30 00000002
98030044 3D808059
980C82F8 00000000
C2105FE8 00000002
806DBDB0 3D808059
926C82F8 00000000

And finally, the next section is formatted exactly the same as the data section for the publicly released code. I will leave it filled in, as it is for PM, however if you compare and contrast with the original data its pretty easy to tell where the blanks would be for filling in yourself.

Alternate Stage Loader Data PM 3.6?
46000010 00000000
44000000 005A7CB0
66200033 00000000
45415254 01000000
00400019 00000000
47524545 01000000
00400019 00000000
4943450E 01000000
00400019 00000000
4D414445 01000000
00400019 00000000
4E4F5246 01000000
00400019 00000000
4F4E4C49 01000000
00400019 00000000
50414C55 01000000
00400019 00000000
504C414E 01000000
00400019 00000000
53544144 01000000
00400019 00000000
53544152 01000000
00400019 00000000
4A554E47 01000000
00400019 00000000
4D415249 01000000
00400019 00000000
4F4C4449 01000000
00400019 00000000
44584752 01000000
00400019 00000000
4458434F 01000000
00400019 00000000
44585A45 01000000
00400019 00000000
44585053 01000000
00400019 00000000
444F4C50 01000000
00400019 00000000
44585348 01000000
00400019 00000000
4458594F 01000000
00400019 00000000
42415454 01000000
00400019 00000000
44585243 01000000
00400019 00000000
4E455750 01000000
00400019 00000000
43524159 01000000
00400019 00000000
454D424C 01000000
00400019 00000000
00000DED FADEDEAD
E0000000 80008000

Now peculiarly enough there seems to be a second code for Alternate Stage Loader data. It's slightly different from the first however.

Alternate Stage Loader Data PM 3.6, 2?
46000010 00000000
44000000 005A7CB4
66200033 00000000
45415254 01000000
00400019 00000000
47524545 01000000
00400019 00000000
4943450E 01000000
00400019 00000000
4D414445 01000000
00400019 00000000
4E4F5246 01000000
00400019 00000000
4F4E4C49 01000000
00400019 00000000
50414C55 01000000
00400019 00000000
504C414E 01000000
00400019 00000000
53544144 01000000
00400019 00000000
53544152 01000000
00400019 00000000
4A554E47 01000000
00400019 00000000
4D415249 01000000
00400019 00000000
4F4C4449 01000000
00400019 00000000
44584752 01000000
00400019 00000000
4458434F 01000000
00400019 00000000
44585A45 01000000
00400019 00000000
44585053 01000000
00400019 00000000
444F4C50 01000000
00400019 00000000
44585348 01000000
00400019 00000000
4458594F 01000000
00400019 00000000
42415454 01000000
00400019 00000000
44585243 01000000
00400019 00000000
4E455750 01000000
00400019 00000000
43524159 01000000
00400019 00000000
454D424C 01000000
00400019 00000000
00000DED FADEDEAD
E0000000 80008000

After that point, I'm not sure if anything else is related or not. But just incase it's something related that I can't see, I'll include the section of code that follows the ASL.

Unknown code 3?
2156369C 41517A00
42000000 90000000
0217F378 00030000
E0000000 80008000

The public ASL was incompatible with BrawlEx, I believe because they operated in the same space in memory, or something to that effect. This code does however seem to be slightly different from the original, whether or not that actually means its compatible though I'm not sure.
Let me know if you manage to find anything more from this, or if there's anything else I can do to help.

the main issue is both point to a single free memory address and can't write in the same area. we need to point them to seperate locations in memory. Feel free to pop in our dev chat. its usually quite active at night.
https://discordapp.com/channels/108006060287086592/108006453255630848

Any help is welcomed, ^^
Sirks



Last edited by Sirkura on 11/29/2015, 9:16 am; edited 1 time in total

Sirkura

Sirkura

Sirkura wrote:Hi, i'm fairly new to the forums, and coding with gecko. Me and a team have been working on a project for a while now to expand brawl to the absolute limits and i thought that maybe someone can help us out with an issue we've been having for a while. with both the below codes the current limit is 128 characters, and 600+ stages.

first one (BrawlEX or BeX) allows character data and resources to be copied into a new instance, thus being able to create new characters with minimal effort. Called as such, the clone engine. You an find its original thread here, (you may need to click a few times, the server there REALLY needs a bandwith upgrade >.>)
http://forums.kc-mm.com/index.php?topic=65113.0


Second Code (Alternate Stage Loader or ASL) allows stages to be alternatively selected by holding button combinations for near limitless stages, i'll share findings me and our team have found. already here:
Code:
Alright, here's what I'm able to uncover so far. I'll post it up in the order of which it's displayed itself in the GCT.

First off it seems to be close to the very top of the unknown code block when I run it through GCT decrypter. So I'm going to include a small block of code just above where I believe it starts.

Unknown, Possibly Related?
C2044A34 00000003
80830008 2C080001
4082000C 3D808059
91EC82F8 00000000
046A5C94 38000000
046844DC 60000000

Next off is the Alternate Stage Loader itself. It comparing to the last publicly released version of the code, I can see there's enough similarities in it to determine that it is what it is. (Last public version for reference: http://smashboards.com/threads/phantom-pwnt-dantarion-new-custom-sss-custom-stage-id-engine-thingy.254340/ )

Alternate Stage Loader PM 3.6?
C23FA360 00000030
91620000 90E20004
91820008 90620010
91220014 3C607072
60636F6A 80E10020
7C033800 4082013C
3C602F73 6063745F
80E10032 7C033800
41820024 3C602F53
60635447 80E10037
7C033800 40820114
39800ACE 80E1003B
48000008 80E10036
3D60DFDF 616BDFDF
7CE75838 3D60805A
616B7CB4 2C0C0ACE
40820008 396BFFFC
816B0000 806B0000
892B0004 880B0005
2C030DED 418200CC
7C033800 41820014
396B0008 1D290008
7D6B4814 4BFFFFD8
2C090000 4182005C
396B0008 A0EB0000
3C60815E 60638420
A0630002 3D408059
894A82F8 2C0A0001
40820018 3D408059
A14A82FA 2C0A0000
41820010 48000014
7CE71839 4082000C
3929FFFF 4BFFFFB4
3D408059 B16A82FA
886B0003 48000024
2C000000 4182004C
3C60815E 606325D0
80630000 7D2303D6
7D2049D6 7C691810
38E05F41 7CE71A14
B0E6FFFC 3C602E72
6063656C 2C0C0ACE
4082000C 3C602E50
60634143 9066FFFE
38A5FFFE 38C60002
81620000 80E20004
81820008 80620010
81220014 38000000
60000000 00000000

Next up is another small section of code that I'm unfamiliar with. Considering its positioning in the gct though I'm going to assume it might be related. I haven't played around with it yet though.

Unknown section between Loader and Data
C294AC30 00000002
98030044 3D808059
980C82F8 00000000
C2105FE8 00000002
806DBDB0 3D808059
926C82F8 00000000

And finally, the next section is formatted exactly the same as the data section for the publicly released code. I will leave it filled in, as it is for PM, however if you compare and contrast with the original data its pretty easy to tell where the blanks would be for filling in yourself.

Alternate Stage Loader Data PM 3.6?
46000010 00000000
44000000 005A7CB0
66200033 00000000
45415254 01000000
00400019 00000000
47524545 01000000
00400019 00000000
4943450E 01000000
00400019 00000000
4D414445 01000000
00400019 00000000
4E4F5246 01000000
00400019 00000000
4F4E4C49 01000000
00400019 00000000
50414C55 01000000
00400019 00000000
504C414E 01000000
00400019 00000000
53544144 01000000
00400019 00000000
53544152 01000000
00400019 00000000
4A554E47 01000000
00400019 00000000
4D415249 01000000
00400019 00000000
4F4C4449 01000000
00400019 00000000
44584752 01000000
00400019 00000000
4458434F 01000000
00400019 00000000
44585A45 01000000
00400019 00000000
44585053 01000000
00400019 00000000
444F4C50 01000000
00400019 00000000
44585348 01000000
00400019 00000000
4458594F 01000000
00400019 00000000
42415454 01000000
00400019 00000000
44585243 01000000
00400019 00000000
4E455750 01000000
00400019 00000000
43524159 01000000
00400019 00000000
454D424C 01000000
00400019 00000000
00000DED FADEDEAD
E0000000 80008000

Now peculiarly enough there seems to be a second code for Alternate Stage Loader data. It's slightly different from the first however.

Alternate Stage Loader Data PM 3.6, 2?
46000010 00000000
44000000 005A7CB4
66200033 00000000
45415254 01000000
00400019 00000000
47524545 01000000
00400019 00000000
4943450E 01000000
00400019 00000000
4D414445 01000000
00400019 00000000
4E4F5246 01000000
00400019 00000000
4F4E4C49 01000000
00400019 00000000
50414C55 01000000
00400019 00000000
504C414E 01000000
00400019 00000000
53544144 01000000
00400019 00000000
53544152 01000000
00400019 00000000
4A554E47 01000000
00400019 00000000
4D415249 01000000
00400019 00000000
4F4C4449 01000000
00400019 00000000
44584752 01000000
00400019 00000000
4458434F 01000000
00400019 00000000
44585A45 01000000
00400019 00000000
44585053 01000000
00400019 00000000
444F4C50 01000000
00400019 00000000
44585348 01000000
00400019 00000000
4458594F 01000000
00400019 00000000
42415454 01000000
00400019 00000000
44585243 01000000
00400019 00000000
4E455750 01000000
00400019 00000000
43524159 01000000
00400019 00000000
454D424C 01000000
00400019 00000000
00000DED FADEDEAD
E0000000 80008000

After that point, I'm not sure if anything else is related or not. But just incase it's something related that I can't see, I'll include the section of code that follows the ASL.

Unknown code 3?
2156369C 41517A00
42000000 90000000
0217F378 00030000
E0000000 80008000

The public ASL was incompatible with BrawlEx, I believe because they operated in the same space in memory, or something to that effect. This code does however seem to be slightly different from the original, whether or not that actually means its compatible though I'm not sure.
Let me know if you manage to find anything more from this, or if there's anything else I can do to help.

the main issue is both point to a single free memory address and can't write in the same area. we need to point them to seperate locations in memory. Feel free to pop in our dev chat. its usually quite active at night.
https://discordapp.com/channels/108006060287086592/108006453255630848

Any help is welcomed, ^^
Sirks

Solved This can be locked now.

SnB@BWH

SnB@BWH
Admin & Writer

It's best that you tell us how you solved the problem. That way if someone else has the same problem, they'll (possibly) know how to fix it.


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[RSBE01] Super Smash Bros Brawl Memory Confliction [Solved] Simple10

[RSBE01] Super Smash Bros Brawl Memory Confliction [Solved] LSTjSyDDiscord: SnB_BWH

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Sirkura

Sirkura

shitnbitch@BWH wrote:It's best that you tell us how you solved the problem. That way if someone else has the same problem, they'll (possibly) know how to fix it.

Its not necessarily "fixed" yet but we have a strong enough start to work on it from here. it works with one mod pack but not with generic brawl. still fine tuning out the bugs. you can see progress and details on this thread:
*this page and a couple pages back from there are bug reports and such*

http://forums.kc-mm.com/index.php?topic=65113.8385

also note they have an awful server >.> you may need to refresh the page a few times to get in. need more bandwith.

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