[Wii] Super Smash Bros. Brawl (Official Thread)

Discussion in 'Dolphin Discussion' started by John Peterson, Dec 4, 2008.

  1. John Peterson

    John Peterson New Member

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    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

    • [thread=111785]Super Smash Bros. Brawl[/thread]
    • [thread=119559]Super Smash Bros. Brawl fully playable!! [/thread]
    • [thread=119727]Guide 2 make brawl's subspace,allstar and classic work[/thread]
    Last edited: Mar 27, 2009
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  3. Chrono Archangel

    Chrono Archangel Administrator Staff Member

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    great work jp! I'm sure this will please lots of members :)
  4. darkhider

    darkhider New Member

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    Thanks a lot! You are the best. I'm not the only one who is going to say this. =P
  5. Master_Cloud

    Master_Cloud Emulator User

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

    Oh, man! Yes!!
    Super Smash Bros. Brawl has gone INGAME!!!
    :D:D:D:D:D:D:D:D:D:D:D
    :bow::bow:All Hail John Peterson!:bow::bow:
    :thumb::thumb::thumb::thumb::thumb::thumb::thumb:
  6. ichihollow7

    ichihollow7 New Member

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    never thought that I would see in game so soon you rock John
  7. Dark-san

    Dark-san New Member

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    f..................................................ccck Jhon ohhhh men you are the best yeahhhhhhhhhhhhhhhhhhhhhhhhhhhhh
  8. buugtdbgt

    buugtdbgt New Member

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    =]]] does it get any further?
  9. Joe Finger-Eye

    Joe Finger-Eye New Member

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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.
  10. coolcat12

    coolcat12 New Member

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    Oh snap. Thank you John. Freaking amazing!
  11. Geomancer

    Geomancer New Member

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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 ;)
  12. MT

    MT Active Member Contributors

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    You must be an alien or something JP. :p You're THE man.
  13. Master_Cloud

    Master_Cloud Emulator User

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    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!!:thumb:
  14. ken07

    ken07 New Member

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    Great work John, im really surprised when i see your SSBB thread!
  15. Chilango

    Chilango New Member

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    Is amazing jonh, very awesome, cool, chidisimo amigo :D, many thanks, dolphin team
  16. valvatron

    valvatron New Member

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    you're genius ftw!
    Jp our hero!!
  17. skawo

    skawo New Member

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    Great work!
    Thanks for all your effort.

    Using that second patch you can see the "saving" screen
    Last edited: Dec 4, 2008
  18. N4ch007

    N4ch007 Controller Freak

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    congratulations!
  19. jasong

    jasong New Member

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    Pfft I've been a J_P fanboy for a long time now.
  20. AphexDash

    AphexDash New Member

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    John Peterson, a sincere thank you my friend, for all your hard work, humility and dedication.

    Thanks mate,

    Aphexdash.
  21. bll0612

    bll0612 New Member

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    wow. u aren't human,John. :)

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