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Old December 5th, 2008, 01:49   #1
John Peterson
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[Wii] Super Smash Bros. Brawl (Official Thread)

Super Smash Bros. Brawl (Official Thread)

Current Issues
  1. Only the PAL version works as of revision 2,655, not the NTSC version, the NTSC version still has the green DVD Error screen
  2. The game often hangs after the intro video with the message 'GFX: Unknown Opcode (0x..)'. To get past that you'll just have to reboot the game.
  3. The game seems to always hang or entirely crash Dolphin after a match when you try to go on to the next match. The same thing happens when you try to get out of a demo match (that is playing because the game was idle for a while after the title screen).
General Settings (PAL)
  • Dual Core: Works
  • Idle Skipping: Works
  • Use EuRGB60 Mode (PAL6): Doesn't matter, both On and Off works
  • Enable Progressive Scan: Both On and Off works, it has no noticeable effect on graphics or speed
  • Optimize Quantizers: On works, there are no noticable problems with this optimization
OpenGL Settings (PAL)
  • Disable EFB Copy: Yes, it gave me a 20% or 30% speed increase in the game (but I have a slow graphics card)
  • EFB Copy to Texture or RAM: No noticeable graphical difference, perhaps a small speed difference
  • ZTP bloom hack: No noticeable effect
  • Use Safe texture cache: No noticeable effect
Sound Settings
  • Enable HLE Audio: On
  • Enable DTK Music: Doesn't matter, it's not used
  • Enable Other Music: It doesn't use this type of music so it has no sound effect, but as usual turning this off also turns of throttling
Controls

For multi player you can use either all four GC controllers or one Wiimote and four GC controllers. If you just want to use the regular GC controllers (through nJoy for example) just leave the Wiimote controls untouched. The final decision about if to use the Wiimote or the GC controller is if you press the Wiimote button '+' or the GC controller button 'Start' to start the game. So the bottom line is that you can use four nJoy controllers just like in the preceding game Super Smash Bros. Melee. And the controls should be familiar to anyone who played SSBM, the left and right triggers are for blocking attacks, and the jump buttons and the other buttons are in the same place to.

In Depth Information

The earlier problem with the game was related to the MEM2 init vars. Since revision 2,655 the MEM2 init vars was changed so that the game can use 61,732,864 bytes of the total 64 MB of MEM2 instead of the old 54,392,832 bytes. The changes in Boot_BIOSEmu.cpp are shown here:

Old from IOS version ?
Memory::Write_U32(0x90000800, 0x00003124); // Init - MEM2 low
Memory::Write_U32(0x933e0000, 0x00003128); // Init - MEM2 high, 54,392,832 bytes of 67,108,864
Memory::Write_U32(0x933e0000, 0x00003130); // IOS MEM2 low
Memory::Write_U32(0x93400000, 0x00003134); // IOS MEM2 high

New from IOS version ?
Memory::Write_U32(0x90000800, 0x00003124); // Init - MEM2 low
Memory::Write_U32(0x93ae0000, 0x00003128); // Init - MEM2 high, 61,732,864 bytes of 67,108,864
Memory::Write_U32(0x93ae0000, 0x00003130); // IOS MEM2 low
Memory::Write_U32(0x93b00000, 0x00003134); // IOS MEM2 high

The game also use a few unsupported /dev/es and /dev/net/kd/request calls, they may or may not be the cause of the other problems with crashes and hangings of the game. The game use these Wii IOS functions that are not implemented yet:

/dev/es
0x1b DiGetTicketView
0x16 GetConsumption
0x12 GetNumTicketViews

/dev/net/kd/request
0x1 SuspendScheduler
0x2 ExecTrySuspendScheduler
0x3 ?

The 0x12 in /dev/es is implemented in DevKitPro so it may be possible to get good return values for that. But the other functions may be a little trickier to fix because they are not implemented in DevKitPro so you would also have to figure out how to make custom IOS requests that works on a real Wii so that you can copy the returned messages for them. But as stated they may not be needed.

Other threads
Attached Images
File Type: jpg 1.jpg (162.0 KB, 123 views)
File Type: jpg 2.JPG (168.2 KB, 93 views)
File Type: jpg 3.jpg (136.1 KB, 72 views)
File Type: jpg 4.jpg (146.5 KB, 78 views)
File Type: jpg 5.jpg (125.1 KB, 71 views)
File Type: jpg 6.jpg (127.9 KB, 69 views)
File Type: jpg 7.jpg (110.7 KB, 50 views)
File Type: jpg 8.jpg (140.6 KB, 82 views)
File Type: jpg 9.jpg (158.0 KB, 60 views)
File Type: jpg 10.jpg (153.3 KB, 83 views)

Last edited by John Peterson; March 27th, 2009 at 21:39..
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Old December 5th, 2008, 01:54   #2
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great work jp! I'm sure this will please lots of members
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Old December 5th, 2008, 01:57   #3
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Thanks a lot! You are the best. I'm not the only one who is going to say this. =P
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Old December 5th, 2008, 02:00   #4
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Thumbs up

Four words.....
Thank you forever, John!!!!!!!!!!!!!!!!!

Oh, man! Yes!!
Super Smash Bros. Brawl has gone INGAME!!!

All Hail John Peterson!
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Old December 5th, 2008, 02:09   #5
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never thought that I would see in game so soon you rock John
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Old December 5th, 2008, 02:19   #6
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f................................................. .ccck Jhon ohhhh men you are the best yeahhhhhhhhhhhhhhhhhhhhhhhhhhhhh
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Old December 5th, 2008, 02:36   #7
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=]]] does it get any further?
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Old December 5th, 2008, 02:44   #8
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I hope this pops up soon! I hope it gets compiled soon, too, I guess.

Excellent work. I knew you'd get it working in a timely manner once you got your heart set on doing it.

I see that you get only 7 fps on the 3d scene, however. What kind of speed do you usually get with that computer on say, Melee, as a benchmark? I'm just trying to get a rough estimate of how playable this will be.
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Old December 5th, 2008, 02:52   #9
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Oh snap. Thank you John. Freaking amazing!
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Old December 5th, 2008, 02:53   #10
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Excelent news!! Keep with your awesome work JP!!

With SSBB and, hopefully, a fix for Mario Galaxy graphics, I maybe buy a Wii for XMas
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Old December 5th, 2008, 02:55   #11
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You must be an alien or something JP. You're THE man.
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Old December 5th, 2008, 03:27   #12
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Talking

Quote:
Originally Posted by John Peterson View Post
Super Smash Bros. Brawl (Official Thread)

I finally got past the first memory errors in SSBB as you can see in the pictures. But it hangs soon after the intro with another memory error as the last picture show. I have not yet found the root cause of the problem. To see the intro you have to add a

Code:
if(_Data == 0 && _Address == 0x80496a0c) return;
In Write_U32() in Memmap.cpp and turn of LoadStore JIT so it has an effect. And you have to write this in your patch file

Code:
+$Fix first hang
0x801D5898:dword:0x4E800020
It may take a couple of hours or even days to fully fix this problem, but I think we are on the right path now. If you want to track the problem I have found that 0x80496a0c is incorrectly set to 0 in "0x80024960 stw r0, 0x0004 (r30)" in the PAL version. I have not found the root cause for that yet. But stay tuned
Not a problem at all John! Your amazing work so far on getting SSBB all the way to the intro basically makes up for it. Whatever the problem is John, you are definitely not far from finding it since you've made such excellent progress on SSBB in such a short amount of time. Thank you ever so much again for time and dedication towards this and Great Luck finding and fixing that new bug!!
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Old December 5th, 2008, 03:43   #13
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Great work John, im really surprised when i see your SSBB thread!
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Old December 5th, 2008, 05:20   #14
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Is amazing jonh, very awesome, cool, chidisimo amigo , many thanks, dolphin team
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Old December 5th, 2008, 06:15   #15
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you're genius ftw!
Jp our hero!!
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Old December 5th, 2008, 06:16   #16
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Great work!
Thanks for all your effort.

Using that second patch you can see the "saving" screen

Last edited by skawo; December 5th, 2008 at 07:12..
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Old December 5th, 2008, 12:18   #17
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congratulations!
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Old December 5th, 2008, 13:22   #18
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Pfft I've been a J_P fanboy for a long time now.
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Old December 5th, 2008, 13:45   #19
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John Peterson, a sincere thank you my friend, for all your hard work, humility and dedication.

Thanks mate,

Aphexdash.
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Old December 5th, 2008, 14:11   #20
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wow. u aren't human,John.
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