GAME IDs:
RSBE01 - North America and Japan (NTSC)
RSBP01 - PAL regions
Now that you know how to use codes.. here we go with the mostly awaited game I guess. Only character modifiers are high (those include size codes) and camera modifiers. All codes work with either USBGecko or GeckoOS, and are region independent if not specifically marked!
It's only 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 EU verion
There are many more codes! I used those which are kinda relevant for VGGTS World. So go on and grab them!
If you already know what to do, click here to
jump to the codes
All snapshots in this section were taken with a Nintendo
DSi camera.
Step 1: Creating the text file
Open up Notepad or any other program you use to create or edit TXT files. Now,
on the very first line of the document, put the GAME ID in as seen above. So if
you're playing the NTSC-U version of SSBB, you would type RSBE01. For the PAL
version, type RSBP01. Now hit Enter to go to the next line.
By popular request, here is a handy link to help 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 exact, just as long as you don't type in something that confuses you. Now hit Enter TWICE.
Step 2: Inputting the codes
The next line (line number 4) will be the name of the first code, like Mushroom
Stacker for example. Again, type whatever you want as long as it's nothing
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 key.
To add another code, hit Enter twice after the last code, and type the name of the new code (then the code itself like before). When you are done, you can save your TXT file. It can be any name you want, but to make things easy on yourself, I would name the TXT file after the game you are using cheats with.
Now put the text file you just made 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 want
Before proceeding, make sure you have a CODES folder on the root of your SD
card, otherwise you'll have problems. If you don't have it, create that folder.
Now, place the SD card in the SD card slot on your Wii. Power the Wii on and start Homebrew Channel. Then start the Cheat Manager app, which hopefully you have installed on your SD card by now:
Once Cheat Manager is running, you should see a list of files inside the TXTCODES folder:
Choose the text file you are looking for with the A button (again, in this case it's Super Smash Bros. Brawl). You'll see a list of the codes in that text file:
To activate the code you want, press the Plus button (+) on your Wii Remote. To deactivate a code, press Minus (-). Codes that you want to be active will be marked with [+], and deactivated codes are marked with [-].
VERY IMPORTANT. Your changes will not be saved until you generate a GCT file, the actual 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 list. You can repeat this entire step if you want to set up GCT files for other games (with a TXT file full of codes), but if you are all finished, press the Home button to return to the Homebrew Channel.
Step 4: Running GeckoOS
Once back in HBC, search for the GeckoOS application:
If you haven't already, insert the game disc. Now press A while highlighting Launch Game, and away you go! If everything went according to plan, you should see the text below as the game disc boots up.
If the codes do not work, you have either typed them in incorrectly or Ocarina may not be enabled. To see if Ocarina, the cheat engine itself, is activated, go down to Config Options, and move down to SD Cheats, making sure it is set to YES.
XXXXXXXX = Floating point number.. Examples: 0.05 = 3D4CCCCD 0.25 = 3E800000 0.5 = 3F000000 (Half size) 1.0 = 3F800000 (Normal Size) 1.5 = 3FC00000 2.0 = 40000000 (Double Size) 2.5 = 40200000 3.0 = 40400000 (Triple Size) 3.5 = 40600000 4.0 = 40800000 (Quadruple Size) 5.0 = 40A00000 6.0 = 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 Character Size as that is approximately the size of New Pork City
This is IMPORTANT!!! All codes follow the following structure:
[player identifier] [Code content] E0000000 80008000 (end line)
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
Size modifier:
Size modifier: 140000D8 XXXXXXXX
Character modifier:
Character Modifier: 10000098 000000XX XX 00 Mario 01 Donkey Kong 02 Link 03 Samus 04 Zero Suit Samus 05 Yoshi 06 Kirby 07 Fox 08 Pikachu 09 Luigi 0A Captain Falcon 0B Ness 0C Bowser 0D Peach 0E Zelda 0F Sheik 10 Ice Climbers 11 Popo 12 Nana 13 Marth 14 Mr. Game & Watch 15 Falco 16 Ganondorf 17 Wario 18 Metaknight 19 Pit 1A Pikmin & Olimar 1B Lucas 1C Diddy Kong 1D Charizard 1E Charizard (Trainer Independant) 1F Venasaur 20 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 30 ZakoYellow 31 ZakoGreen 32 Mario
Status modifiers:
100000B3 000000XX 100000B4 000000YY XX +04 Invisible +10 Metal YY +01 Reflect +02 Curry +04 Flower +08 Bunny hood +80 HP the + stuff means: +04+10=14 --> Invisible+Metal
Color 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 point number
Defense ratio modifier:
140000D0 XXXXXXXX XXXXXXXX = Floating point number C0000000 Almost Invincible
Attack Ratio Modifier:
140000CC XXXXXXXX XXXXXXXX = Floating point number
I admit this is some pretty tough stuff.. so let's make an example: player 1 should be double size Zelda.
And we'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.
Again, we'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]
NOTE: Modifier codes (the ones under the size mod codes) are optional and should only be used if you want a specific Assist Trophy or Pokemon to appear.
Assist Trophy 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 Trophy 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 Fox
00000008 Custom Robo
00000010 Samurai Goroh
00000020 Devil
00000040 Excitebike
00000080 Jeff
Pokémon size mod (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-US):
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
I included this code because it allows for much more awesome screenshots! Works for Diorama mode too!
North American version:
040A7D60 4E800020 04109D88 38800001
European version: (code
fixed)
040A9444 4E800020
0410B500 38800001
ORIGINAL CODE (only to be used if above code does not work): 040A9424 4E800020 0410B4E0 38800001
Japanese version:
04109E00 38800001 040A7CF8 4E800020
Nosebleed anyone? ;)
Well, here it is. The coolest code ever invented for Super Smash Bros. Melee on GameCube is now available in Brawl!!! Like in Melee, this code stacks up the effects of the super mushroom, poison mushroom, and now lightning bolts! For example, if you were to touch another super mushroom even in giant state, you will double in size yet again! Another super mushroom, double yet again! The size will remain even with a real-time character change (Zelda<>Shiek, Samus<>Zero Suit Samus, Pokémon swaps, etc.)
Like in Melee, dying will also reset your size but this is way it is intended to be. The size will also 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, but once the Wii is reset, any replay that originally used this code will behave erratically unless the code is active (this also applies vice versa, normal replays may act 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
This code changes the multiplier of a Super Mushroom, Poison Mushroom, or Lightning Bolt (depending on which codes you use, of course). Basically, you can change how much a character will grow or shrink when using these items, overriding how the game normally changes size.
Codes by Link and BlazingBarrager.
North American (NTSC-U) versions:
Super Mushroom:
04B88800 XXXXXXXX
[default: 3FD9999A]
Poison
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 command
twice.. while in regular game mode you still appear with 50% 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]
Poison
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 mode you still appear with 50% 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]
North American (NTSC-U) version:
48000000 XXXXXXXX
DE000000 80009380
58010000 00000148
10000003 00000000
E0000000 80008000
XXXXXXXX is depending on which player you
are:
80672FA8 - P1
80672FB4 - P2
80672FC0 - P3
80672FCC - P4
European (PAL) version:
COMING SOON
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 one should be double size and the rest normal.. your last two lines
would be:
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
Deactivate trophy collission:
--Allows you to move 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 2
S3S3S3S3 = Size of trophy 3
S4S4S4S4 = Size of trophy 4
Deactivate trophy collission:
--Allows you to move trophies through each other
0516247C FC207090
0516257C FC207090