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Super Smash Bros Brawl Disc Read Error

Codes for Blast Bros Ball

GAME IDs:
RSBE01 - Northward America and Nihon (NTSC)
RSBP01 - PAL regions

Now that you know how to use codes.. here we go with the more often than not awaited game I estimate. Only graphic symbol modifiers are loftier (those include size codes) and camera modifiers. All codes work with either USBGecko or GeckoOS, and are region independent if not specifically marked!


Credits

It's but fair to include the names of the guys who made the codes:
Y.S.: Identifier codes for Japanese version, character modifier content codes, unrestricted pause camera in Japanese version
Link: testing character mods in NA version, porting identifiers to EU version, porting unrestricted pause cam to NA and European union verion

There are many more codes! I used those which are kinda relevant for VGGTS Earth. And then go on and grab them!


How to install codes

If you already know what to practise, click hither to jump to the codes
All snapshots in this section were taken with a Nintendo DSi photographic camera.


Step 1: Creating the text file

Open up up Notepad or whatsoever other plan you use to create or edit TXT files. Now, on the very first line of the document, put the GAME ID in every bit seen above. So if you're playing the NTSC-U version of SSBB, yous would type RSBE01. For the PAL version, type RSBP01. Now striking Enter to get to the next line.

By popular request, hither is a handy link to assistance you find GAME IDs for other Wii games. Another link here for GameCube games.

For line two, enter the name of the game. In this case, Super Smash Bros. Brawl. It doesn't have to be verbal, just as long equally you lot don't type in something that confuses you. At present hit Enter TWICE.


Pace 2: Inputting the codes
The side by side line (line number 4) will exist the name of the get-go lawmaking, like Mushroom Stacker for instance. Again, type whatsoever you desire as long as it's aught vague. Hit Enter once.

Now type (or copy and paste from this page) in the codes themselves. Remember to seperate each code with the Enter central.

To add together another code, hit Enter twice after the last code, and type the name of the new code (and then the code itself like earlier). When you are done, you can save your TXT file. Information technology can be any proper name you want, but to brand things easy on yourself, I would proper noun the TXT file subsequently the game you are using cheats with.

At present put the text file you lot only fabricated into the TXTCODES folder on the root of your SD card (make that folder if you don't have it already).


Step 3: Selecting the codes you lot want
Before proceeding, make sure you have a CODES folder on the root of your SD carte, otherwise you'll have problems. If you lot don't have it, create that binder.

At present, place the SD card in the SD carte du jour slot on your Wii. Ability the Wii on and start Homebrew Channel. And then start the Cheat Manager app, which hopefully yous take installed on your SD menu past now:

One time Cheat Manager is running, you should meet a list of files inside the TXTCODES folder:

Choose the text file you lot are looking for with the A button (over again, in this case it's Super Smash Bros. Brawl). You'll run across a list of the codes in that text file:

To activate the lawmaking you want, press the Plus button (+) on your Wii Remote. To conciliate a code, press Minus (-). Codes that you want to be active will exist marked with [+], and deactivated codes are marked with [-].

VERY Of import . Your changes will not be saved until you generate a GCT file, the bodily cheat file that GeckoOS will read. When you are done choosing what codes you want activated, press the 1 button on your Wii Remote.

All done! Press any key to go back to the code listing. You lot can repeat this entire step if yous want to set GCT files for other games (with a TXT file total of codes), but if you are all finished, press the Home button to return to the Homebrew Channel.


Pace 4: Running GeckoOS
One time back in HBC, search for the GeckoOS application:

If you haven't already, insert the game disc. At present press A while highlighting Launch Game, and away y'all get! If everything went according to program, yous should see the text below as the game disc boots upwards.

If the codes do non piece of work, you lot accept either typed them in incorrectly or Ocarina may not be enabled. To see if Ocarina, the crook engine itself, is activated, get down to Config Options, and movement downwards to SD Cheats, making sure it is ready to Yep.


        XXXXXXXX = Floating indicate number.. Examples: 0.05 = 3D4CCCCD 0.25 = 3E800000 0.5 = 3F000000 (One-half size) 1.0 = 3F800000 (Normal Size) 1.v = 3FC00000 2.0 = 40000000 (Double Size) 2.5 = 40200000 3.0 = 40400000 (Triple Size) 3.5 = 40600000 four.0 = 40800000 (Quadruple Size) 5.0 = 40A00000 vi.0 = 40C00000 8.0 = 41000000 10.0 = 41200000 16.0 = 41800000 20.0 = 41A00000 32.0 = 42000000 64.0 = 42800000      
        It is not recommended to go above 64.0 for Graphic symbol Size as that is approximately the size of New Pork Metropolis      

Character modifiers

This is Important!!! All codes follow the following structure:

        [player identifier] [Code content] E0000000 80008000 (end line)      

*Player identifiers*

North American AND Japanese version:

P1: 4A000000 90180F20 P2: 4A000000 90180F7C P3: 4A000000 90180FD8 P4: 4A000000 90181034 P5: 4A000000 90181090 (multi-man) P6: 4A000000 901810EC

European version:

P1: 4A000000 9018F140 P2: 4A000000 9018F19C P3: 4A000000 9018F1F8 P4: 4A000000 9018F254 P5: 4A000000 9018F2B0 P6: 4A000000 9018F30C

Possible lawmaking contents:

Size modifier:

Size modifier: 140000D8        XXXXXXXX      
        Graphic symbol modifier:        
Grapheme Modifier: 10000098 000000XX  Twenty 00 Mario 01 Donkey Kong 02 Link 03 Samus 04 Zero Adapt Samus 05 Yoshi 06 Kirby 07 Play tricks 08 Pikachu 09 Luigi 0A Captain Falcon 0B Ness 0C Bowser 0D Peach 0E Zelda 0F Sheik x Water ice Climbers eleven Popo 12 Nana 13 Marth 14 Mr. Game & Sentinel 15 Falco 16 Ganondorf 17 Wario 18 Metaknight xix Pit 1A Pikmin & Olimar 1B Lucas 1C Diddy Kong 1D Charizard 1E Charizard (Trainer Independant) 1F Venasaur twenty Venasaur (Trainer Independant) 21 Squirtle 22 Squirtle (Trainer Independant) 23 Dedede 24 Lucario 25 Ike 26 Robot 27 Jigglypuff 28 Toon Link 29 Wolf 2A Snake 2B Sonic 2C Giga Bowser 2d WarioMan 2E ZakoRed 2F ZakoBlue xxx ZakoYellow 31 ZakoGreen 32 Mario

Status modifiers:

100000B3 000000XX 100000B4 000000YY  Xx +04 Invisible +ten Metal  YY +01 Reverberate +02 Curry +04 Flower +08 Bunny hood +80 HP  the + stuff means: +04+10=14 --> Invisible+Metal

Colour Modifier:

1000009D 000000XX  00~05 Normal 6 colors 06~0B Wario's 6 colors 0C Dark (doesn't work on all characters)

Dark character:

140000B4 00E81219 Only works with some characters!

Gravity modifier:

140000E0 XXXXXXXX  XXXXXXXX = Floating bespeak number

Defense ratio modifier:

140000D0 XXXXXXXX  XXXXXXXX = Floating point number C0000000 Most Invincible

Attack Ratio Modifier:

140000CC XXXXXXXX  XXXXXXXX = Floating bespeak number

I acknowledge this is some pretty tough stuff.. so allow'south make an case: player 1 should be double size Zelda. And nosotros're using a European version:

4A000000 9018F140 [start line for P1 European version] 10000098 0000000E [forces Zelda] 140000D8 40000000 [double size] E0000000 80008000 [end line]

Player 2 4x-size Peach would go like this. Once again, nosotros're using a European version:

4A000000 9018F19C [start line for P2 European version] 10000098 0000000D [forces Peach] 140000D8 40800000 [double size] E0000000 80008000 [end line]

Event will be:

Everything supersized

Double-Sized Characters and Items [WiiMaster]

04AD76C0 40000000

Coded past spunit262, edited by Wiimaster.

Triple-Sized Characters and Items [WiiMaster]

04AD76C0 40400000

Coded by spunit262, edited past Wiimaster.

Quadruple-Sized Characters and Items [WiiMaster]

04AD76C0 40800000

Coded past spunit262, edited by Wiimaster.


Assist Trophy/Pokémon size changers (beta)

NOTE: Modifier codes (the ones nether the size modern codes) are optional and should only exist used if yous desire a specific Assist Bays or Pokemon to appear.

Assist Bays size mod (NTSC-US):
C2718B84 00000005
3E608000 62731550
2C120086 41800010
2C1200B1 41810008
C0330000 D023004C
60000000 00000000
04001550 XXXXXXXX

Assist Trophy size mod (PAL):
C2713B04 00000005
3EE08000 62F71550
2C120086 41800010
2C1200B1 41810008
C0370000 D023004C
60000000 00000000
04001550 XXXXXXXX

Assist Trophy modifier (NTSC-US):
4A000000 90180F08
14000054 YYYYYYYY
E0000000 80008000

Assist Bays modifier (PAL):
4A000000 9018F128
14000054 YYYYYYYY
E0000000 80008000

Assist Trophy - YYYYYYYY values:
01000000 Tingle
02000000 Waluigi
04000000 Dr. Wright
00010000 Metroid
00020000 Nintendogs
00040000 Mr. Resetti
00080000 Isaac
00100000 Saki Amamiya
00200000 Shadow
00400000 Stafy
00800000 Infantry and Tanks
00000100 Lakitu
00000200 Knuckle Joe
00000400 Hammer Bro.
00000800 Helirin
00001000 Kat & Ana
00002000 Jill & Drill Dozer
00004000 Lyn
00008000 Little Mac
00000001 Andross
00000002 Barbara
00000004 Gray Trick
00000008 Custom Robo
00000010 Samurai Goroh
00000020 Devil
00000040 Excitebike
00000080 Jeff

Pokémon size modernistic (NTSC-US):
C2718B84 00000006
3E608000 62731550
2C120062 4180001C
2C120085 41810014
C0330000 2C120075
40820008 D0230418
D023004C 00000000
04001550 XXXXXXXX

Pokémon size mod (PAL):
C2713B04 00000006
3EE08000 62F71550
2C120062 4180001C
2C120085 41810014
C0370000 2C120075
40820008 D0230418
D023004C 00000000
04001550 XXXXXXXX

Pokémon modifier (NTSC-United states):
4A000000 90180F08
14000050 YYYYYYYY
E0000000 80008000

Pokémon modifier (PAL):
4A000000 9018F128
14000050 YYYYYYYY
E0000000 80008000

Pokémon - YYYYYYYY values:
00000001 Torchic
00000002 Celebi
00000004 Chikorita
00000008 Entei
00000010 Moltres
00000020 Munchlax
00000040 Deoxys
00000080 Groudon
00000100 Gulpin
00000200 Staryu
00000400 Ho-oh
00000800 Jirachi
00001000 Snorlax
00002000 Bellossom
00004000 Kyogre
00008000 Latios & Latias
00010000 Lugia
00020000 Manaphy
00040000 Weavile
00080000 Electrode
00100000 Metagross
00200000 Mew
00400000 Meowth
00800000 Piplup
01000000 Togepi
02000000 Goldeen
04000000 Gardevoir
08000000 Wobbuffet
10000000 Suicune
20000000 Bonsly


UNRESTRICTED Pause camera modifier

I included this code because it allows for much more than crawly screenshots! Works for Diorama mode too!

N American version:

040A7D60 4E800020 04109D88 38800001

European version: (lawmaking fixed)

040A9444 4E800020
0410B500 38800001

        ORIGINAL CODE (simply to be used if in a higher place code does not work): 040A9424 4E800020 0410B4E0 38800001      

Japanese version:

04109E00 38800001 040A7CF8 4E800020


Nosebleed anyone? ;)


Mushroom/Lightning Stacker

Well, hither it is. The coolest code ever invented for Super Smash Bros. Melee on GameCube is now available in Ball!!! Like in Melee, this lawmaking stacks up the effects of the super mushroom, toxicant mushroom, and now lightning bolts! For case, if you were to touch another super mushroom even in giant land, yous volition double in size notwithstanding again! Another super mushroom, double yet again! The size will remain even with a existent-fourth dimension graphic symbol alter (Zelda<>Shiek, Samus<>Nothing Suit Samus, Pokémon swaps, etc.)

Like in Melee, dying volition also reset your size merely this is way it is intended to exist. The size will too reset when going through a door in the Subspace Emissary.

Also, replays will Not be saved correctly. They'll certainly work while the codes are active, just once the Wii is reset, any replay that originally used this code will behave erratically unless the code is active (this as well applies vice versa, normal replays may deed strangely with the codes active).

Codes by Link and BlazingBarrager.

North American (NTSC-U) version:

C28960E8 00000007 7C23052E E3E10018 2C1E0000 41820024 80DE00D8 80C60064 80C60020 80C6000C A9460002 1D4A0008 394A0020 7C22552E 60000000 00000000 C281C7B0 0000000D 2C1D0000 41820058 821D00D8 82100064 82100020 8210000C ABF00002 1FFF0008 3BFF0020 81C30030 7DFF1214 836F0004 7C0ED800 41820014 91CF0004 C02304A0 D02F0000 4800001C 820F0000 2C100000 4182000C C02F0000 48000008 C02304A0 60000000 00000000 04842C74 38800000 04842C94 38800000 04842A2C 38800001 04B88804 3F3504F3 04B88808 3F3504F3 04B88DFC 3F3504F3 04B88E00 3F3504F3 20666928 00000001 085A9340 00000000 200F0004 00000000 E0000000 80008000

European (PAL) version:

C2891568 00000007 7C23052E E3E10018 2C1E0000 41820024 80DE00D8 80C60064 80C60020 80C6000C A9460002 1D4A0008 394A0020 7C22552E 60000000 00000000 C28177E4 0000000D 2C1D0000 41820058 821D00D8 82100064 82100020 8210000C ABF00002 1FFF0008 3BFF0020 81C30030 7DFF1214 836F0004 7C0ED800 41820014 91CF0004 C02304A0 D02F0000 4800001C 820F0000 2C100000 4182000C C02F0000 48000008 C02304A0 60000000 00000000 0483E0F0 38800000 0483E110 38800000 0483DEA8 38800001 04B84808 3F3504F3 04B84804 3F3504F3 04B84DFC 3F3504F3 04B84E00 3F3504F3 20660028 00000001 085AB100 00000000 20070004 00000000 E0000000 80008000

"Growth factor"

This lawmaking changes the multiplier of a Super Mushroom, Poison Mushroom, or Lightning Bolt (depending on which codes you lot use, of course). Basically, you can modify how much a character will grow or shrink when using these items, overriding how the game usually changes size.

Codes past Link and BlazingBarrager.

North American (NTSC-U) versions:

Super Mushroom:
04B88800 XXXXXXXX
[default: 3FD9999A]

Toxicant Mushroom:
04B88808 XXXXXXXX
[default: 3F000000]
* In case the stacker is on, this value gets overwritten with 71% (3F3504F3) - this has technical reasons because the game seems to execute the shrink control twice.. while in regular game mode you notwithstanding announced with fifty% of your size, with the stacker it would be only 25%

Normal Lightning (shrinking you or enemies):
04B88824 XXXXXXXX
[default: 3F000000]

WTF Lightning (enlarging enemies):
04B8881C XXXXXXXX
[default: 4019999A]

European (PAL) versions:

Super Mushroom:
04B84800 XXXXXXXX
[default: 3FD9999A]

Poisonous substance Mushroom:
04B84808 XXXXXXXX
[default: 3F000000]
* In case the stacker is on, this value gets overwritten with 71% (3F3504F3) - this has technical reasons because the game seems to execute the shrink command twice.. while in regular game style you still appear with fifty% of your size, with the stacker it would be only 25%

Normal Lightning (shrinking you or enemies):
04B84824 XXXXXXXX
[default: 3F000000]

WTF Lightning (enlarging enemies):
04B8481C XXXXXXXX
[default: 4019999A]


Switch off Peach's dress

Northward American (NTSC-U) version:

48000000 XXXXXXXX
DE000000 80009380
58010000 00000148
10000003 00000000
E0000000 80008000


XXXXXXXX is depending on which histrion you are:
80672FA8 - P1
80672FB4 - P2
80672FC0 - P3
80672FCC - P4

European (PAL) version:

COMING Before long


Diorama Mode: Trophy Size Modifier

S1 to S4 data has to be replaced with floating point values. If you remove them. Your game WILL crash.
Now for example: 40000000 is double size.. 3F800000 normal.
If tropy 1 should exist double size and the rest normal.. your terminal 2 lines would exist:

40000000 3F800000
3F800000 3F800000

North American (NTSC-U) version:

C316D8CC 00000005
2C1E0004 40800018
57CE103A 65CE8000
61CE14E0 C00E0000
48000008 C0190034
60000000 00000000
060014E0 00000010
S1S1S1S1 S2S2S2S2
S3S3S3S3 S4S4S4S4

S1S1S1S1 = Size of trophy 1
S2S2S2S2 = Size of trophy 2
S3S3S3S3 = Size of trophy 3
S4S4S4S4 = Size of trophy 4

Conciliate trophy collission:
--Allows y'all to motility trophies through each other
0516E588 FC207090
0516E688 FC207090

European (PAL) version:

C31617C0 00000005
2C1E0004 40800018
57CE103A 65CE8000
61CE14E0 C00E0000
48000008 C0190034
60000000 00000000
060014E0 00000010
S1S1S1S1 S2S2S2S2
S3S3S3S3 S4S4S4S4

S1S1S1S1 = Size of trophy 1
S2S2S2S2 = Size of trophy two
S3S3S3S3 = Size of trophy iii
S4S4S4S4 = Size of bays four

Deactivate trophy collission:
--Allows you lot to move trophies through each other
0516247C FC207090
0516257C FC207090


Dorsum

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Source: https://www.vggts.gdn/where/ssbb/codes/codes.html

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