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

By: John Peterson
December 4th, 2008
5:49 pm

[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.

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