Homebrew Discussion Need Help with Making a Smash Ultimate Cheat Code [SX OS]

Deleted member 474010

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So, I decided to try to create a character modifier code for Smash Ultimate. Although I haven't been able to produce a working code, I think I've made progress. I THINK I found the character index values for the game. Here's what I found:
00 = Mario
01 = Donkey Kong
02 = Link
03 = Samus
04 = Dark Samus
05 = Yoshi
06 = Kirby
07 = Fox
08 = Pikachu
09 = Luigi
0A = Ness
0B = Captain Falcon
0C = Jigglypuff
0D = Peach
0E = Daisy
0F = Bowser
6E = ice Climbers
10 = Sheik
11 = Zelda
12 = Dr. Mario
13 = Pichu
14 = Falco
15 = Marth
16 = Lucina
17 = Young Link
18 = Ganondorf
19 = Mewtwo
1A = Roy
1B = Chrom
1C = Game & Watch
1D = Meta Knight
1E = Pit
1F = Dark Pit
20 = Zero Suit Samus
21 = Wario
22 = Snake
23 = Ike
24 = Pokemon Trainer
27 = Diddy Kong
28 = Lucas
29 = Sonic
2A = King Dedede
2B = Olimar
2C = Lucario
2D = ROB
2E = Toon Link
2F = Wolf
30 = Villager
31 = Mega Man
32 = Wii Fit Trainer
33 = Rosalina
34 = Little Mac
35 = Greninja
36 = Palutena
37 = Pac Man
38 = Robin
39 = Shulk
3A = Bowser Jr.
3B = Duck Hunt
3C = Ryu
3D = Ken
3E = Cloud
3F = Corrin
40 = Bayonetta
41 = Inkling
42 = Ridley
43 = Simon
44 = Richter
45 = King K. Rool
46 = Isabelle
47 = Incineroar
48 = Mii Brawler
49 = Mii Sword Fighter
4A = Mii Gunner

Now, why would I possibly think these are the correct character values? I originally searched for these values in a VS. Mode Character Selection Screen with 5 Stocks and Infinite Time on version 1.2.1. Mario was the first on the roster, and considering he was index 00 in the N64 version and SSBB, I chose Mario and searched for 00. Considering Donkey Kong was right next to Mario, I made the assumption that Donkey Kong was index 01. I went back and forth between these two repeatedly to narrow down the results, and with choosing other characters and selecting "Greater Than" after choosing Mario, I came down to two values that were dynamic BASE addresses. I determined these were valid after writing down every value for each character I picked, then selecting random. If a value was written when random was chosen, and I could predict the random character using the value sheet, my sheet would have to be right. I predicted the random fighter 100% of the time. Checking to see if I could find pointers, I saw there was always the same pointer above each of these values.

One was [MAIN+0x041326B0], and it was 0x58 behind the value I found. Following that led me to pointer [MAIN+0x0116BB00], and the chain ended there after clicking on it.
Another was [MAIN+0x02E31F10], and it was 0x88 behind the second value I found. Following that pointer led me to the end of the chain.

This was how I put these into code form:
[Char Mod 1]
58000000 0116BB00
58010000 041326B0
78010000 00000058
61010000 00000000 0000004A

[Char Mod 2]
58000000 02E31F10
78010000 00000088
61010000 00000000 0000004A

These didn't work, so I tried the same thing but in an actual battle using the previous values I received. I found three addresses in MAIN, those being [MAIN+0x064EECA8], [MAIN+0x064F53A8], and [MAIN+0x064F53A9]. I also noticed that the name of the current character being played was stored a bit after [MAIN+0x064EECA8], one of the addresses that contained the current character index. A bit after that revealed the opponent's character character index at [MAIN+0x064EEF08], along with the characters name stored after that. To write to these, I made these codes:
[Char Mod 3]
01000000 064EECA8 0000004A

[Char Mod 4]
01000000 064F53A8 0000004A
01000000 064F53A9 0000004A

These wrote to the proper address unlike the other two before it, but it appeared writing my value stopped after the character loaded in the game, not allowing me to load the character I wanted. It appeared to write just fine in the Character Selection Screen, though. I'm experienced with creating codes but not with SX OS. Could somebody with a better handle on SX OS or with an alternative debugger like Noexs please create a character modifier code using the information I've provided above? Not gonna lie: I'd love to use this to play as Master Hand in Solo versus.
 
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