ROM Hack [WIP] Sm4sh Save Editor

Did you use my equipment editor?

  • Yes

    Votes: 37 42.5%
  • No

    Votes: 14 16.1%
  • That was a thing?

    Votes: 36 41.4%

  • Total voters
    87
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DxEggman

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Sorry for the late reply but I fixed my save with the fixed Save button and a previous save file but if I get that error again I'll send you the file
 

BlandDecore

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Okay, I've triple checked that my save can transfer my custom build to Wii U, and it totally can, so I've decided to upload it for those interested. It's a Smooth Lander, Anti-Leap, Anti-Glide set at -30 Atk, 0 Def, 130 Spd, intended for 1.0x knockback. I think it plays really well, but I could use some feedback.

Thanks, gudenaurock, couldn't have done it without you. You too, darklordrs.

EDIT: Almost forgot to post my findings on the anti-cheat byte. Any odd number from 1-13 seems to work, with the in-between values used for anything from transferred equipment to deleted equipment. Transferred equipment seems to either add or subtract 2 from the proper value.

Other than that, the higher the stats go on equipment, the lower the appropriate byte seems to go. My smooth lander agility badge (22, -19) wasn't copying until I changed the byte from 13 to 9. Interestingly, 5 worked too. Meanwhile, high-tier negative effects (Anti-Leap, Anti-Glide, Anchor Jump, etc.) seem to use 5 and 1.
awesome work so far, and thanks for the save upload! ima start doing stuff now that I finally have a save file to work with lol.
so few questions,
have you been able to modify the type of badge successfully? like anti leap changed to risky recovery?
the badges you just mentioned, you just changed the + and - on a legit badge, then changed the hack byte, is that correct?
you're doing this in a hex editor on the save file, or does one of the programs made work well enough to use it for trial and error?
 

SAHunterMech

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awesome work so far, and thanks for the save upload! ima start doing stuff now that I finally have a save file to work with lol.
so few questions,
have you been able to modify the type of badge successfully? like anti leap changed to risky recovery?
the badges you just mentioned, you just changed the + and - on a legit badge, then changed the hack byte, is that correct?
you're doing this in a hex editor on the save file, or does one of the programs made work well enough to use it for trial and error?

Yes, I went from anti-leap to anti-glide successfully; if you want to change to risky recovery... hang on, I'm not seeing that effect in the list. Do you mean Risky Respawner? Anyway, use the calculation posted by darklordrs and this list to get the stats right first. If you have a Risky Respawner badge on your Wii U or your 3Ds, that helps immensely, since you can use the same numbers. Risky Respawner is in the same ballpark as Anti-Leap and Anti-Glide, so I'd start with something like +50, -5. From my experiments, those numbers should correlate with an anti-cheat of 5. If you want to go past 54 or so (And subsequently lower than -5), I'd reccommend trying an anti-cheat of 3 or 1.

Basically, I reverse engineered a transferred badge. All I did was change the flags that set it as transferred...

73 0D 00 00
00 00 00 00

EC FF 00 00
0F 00 0B 02
1C 30 02 1C
FF FF 00 00

...To transferred.

73 0B 00 00
00 00 00 00

EC FF 00 00
0F 00 0D 02
1C 30 02 1C
FF FF 00 00

The byte in bold seems to indicate the badge's status as transferred or no, with B meaning 'generated on 3Ds.' The game also either adds or subtracts 2 from the anti-cheat byte (underlined) as well, I don't know which. 0D (13) seemed to work, so it's probably the latter.

I copied/pasted my badges in a hex editor, but I used the equipment editor to change effects.
 
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gudenau

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Yes, I went from anti-leap to anti-glide successfully; if you want to change to risky recovery... hang on, I'm not seeing that effect in the list. Do you mean Risky Respawner? Anyway, use the calculation posted by darklordrs and this list to get the stats right first. If you have a Risky Respawner badge on your Wii U or your 3Ds, that helps immensely, since you can use the same numbers. Risky Respawner is in the same ballpark as Anti-Leap and Anti-Glide, so I'd start with something like +50, -5. From my experiments, those numbers should correlate with an anti-cheat of 5. If you want to go past 54 or so (And subsequently lower than -5), I'd reccommend trying an anti-cheat of 3 or 1.

Basically, I reverse engineered a transferred badge. All I did was change the flags that set it as transferred...

73 0D 00 00
00 00 00 00

EC FF 00 00
0F 00 0B 02
1C 30 02 1C
FF FF 00 00

...To transferred.

73 0B 00 00
00 00 00 00

EC FF 00 00
0F 00 0D 02
1C 30 02 1C
FF FF 00 00

The byte in bold seems to indicate the badge's status as transferred or no, with B meaning 'generated on 3Ds.' The game also either adds or subtracts 2 from the anti-cheat byte (underlined) as well, I don't know which. 0D (13) seemed to work, so it's probably the latter.

I copied/pasted my badges in a hex editor, but I used the equipment editor to change effects.
The effects are called different things in the states and Europe.
 

duffmmann

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When what makes an equipment legal or not is fully understood, could this program be updated to automatically add a bunch of randomly generated legal equipment? I'd really love that.
 

darklordrs

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When what makes an equipment legal or not is fully understood, could this program be updated to automatically add a bunch of randomly generated legal equipment? I'd really love that.
Pretty cool feature - one I've suggested, I think - but yeah, it's pretty possible as soon as the bytes that are messing with cheat detection and all are solved.
 

Ruby Gloom

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Having issues. Save manager from Homebrew closes out when I hit " Import ". So, I can't even use the edited save.
 

Ruby Gloom

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Ok, what error pops up and what files are in the save file backup folder?
A message about something terminated. It goes by so fast, then it exits. It won't restore the save. The only other save in the folder is saveDataARC.txt. ( Tomodachi Life )
 

SAHunterMech

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Talk about deja vu...

EDIT: I decided to improve my setup. Here's the link. It's meant to be played at 1.2x knockback instead of 1.0x.

I discovered a few things along the way. First, when you copy an existing badge in the current editor (using the arrows), it does not copy the range value. Come to think of it, range isn't editable at all in the beta.

Second, I'm almost positive range has entirely to do with p from the formula. A p value of 85 transferred to my Wii U with a corresponding range of 1. A p value of 64 transferred to my Wii U with a corresponding range of both 5 and 9. It seems that only every other odd number is used, as 3 or 7 make the badge invisible from the equipment list. Anyway, higher p equals lower range, basically.

Third, interestingly, by editing an existing piece of equipment that is currently equipped on a character, you can do some wacky stuff. I gave one badge a range of 3, and it transferred over to my Wii U. I unequipped it in the menu and it disappeared from the list, making it unequippable as it should have been.

You can do the same thing with character-specific badges; I edited Fox to have a Boots equipment piece, and got it to transfer over with appropriate stats/range, but it also disappeared from the list upon un-equipping.
 
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