Forums  /  Super Mario Sunshine  /  Updated Practice Codes


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  psychonauter
Edit: V1.4 available: http://www.speedrun.com/post/qa4sc
Edit: V2.0 (Beta) available: https://www.speedrun.com/post/a1sop

Edit: Go here: https://www.speedrun.com/post/z8huu

Hey guys. As some of you may already know, I wrote some updated practice codes based on Dan Salvatos codes. Below you can find the instructions on how to install and use them.

Let me know if something isn't working properly or if you want something added.

Features

All original practice code features are still included in the new version. NTSC-U codes have been tested with the ISO and disc, PAL and JP only with disc (should work fine with an ISO though).


Level Select

Apart from the already existing stage warps, you can also load the Delfino secrets by keeping the C-Stick neutral when starting a save file or exiting a level. Available Delfino secrets are:
- L: Airstrip 2 (reds)
- R: Gelato Pipe
- LR: Pachinko
- ZL: Grass Pipe
- ZR: Lilypad
- ZLR: Jail Secret


Save States

Press left on the D-Pad to save Marios position, press right to load the saved position. The new codes also save the direction Mario is facing, so you don't have to adjust it everytime.


Dialogue Skip

(Toggle) Press up on the D-Pad at any time to replace all dialogues with a single line containing "!!!" and set max scroll speed. Game Events (Chucksters, Piantissimo, Blue Coins from Piantas, ...) still work. Press D-Pad down to set dialogues back to normal.


FMV Skips

(Always on) Makes all FMVs skippable by default, without having to watch them once first.


Disable Blue Coin Flag

(Always on) Prevents the game from setting the blue coin flags after you collect them. Resetting/-loading the stage therefore also resets the blue coins. As a side effect, your blue coin count will be stuck at 0.


99 Lives

(Always on) Infinite Lives.

Requirements & Installation

To use the practice codes you need Homebrew on your Wii.

After installing Homebrew, download this archive and unzip it somewhere on your computer.

The zip archive includes the following files/folders:
- apps/
-- Nintendont4434/
--- boot.dol
--- icon.png
--- meta.xml
- codes/
-- GMSP01.gct (PAL codes)
-- GMSJ01.gct (JP codes)
-- GMSE01.gct (US codes)

Since the new practice file exceeds the codelimit given by kenobiwii, a recent revision of Nintendont is necessary. To make it easier, I included Nintendont 4.434 in the archive, which I've been using to test the codes.

Place the codes and apps folder of the zip archive into the root of your SD card. Make sure there is no other GCT file in games/GMSX01/.


Source

The Level Select code is a extension of Dan Salvatos original NTSC-U practice code and ParadoxKarls NTSC-J port.

The Save States are an extension of Dan Salvatos original NTSC-U Save States.

The Infinite Lives code for NTSC-U was made by Codejunkies


Raw codes (DPad Functions won't work properly with Dolphin!):
PAL
NTSC-J
NTSC-U


Thanks to Wilko for suggestions and testing!
Odme_, DarK and 27 others like this. 
  nindiddeh
This is sick! I suggest to make warps for King Boo, Casino, Eel, Sandbird, and Ricco 2 secret. Would also be cool if you could to switch to any nozzle at all times.
Vacavoladora, Odme_ and 5 others like this. 
  Super ModDutchj
Yo this is amazing! To add onto Diddeh's suggestions, it would be really nice if there was a way for Sirena Shines that take place in the hotel to just put you straight in the hotel, kind of like how reloading a Pinna Park shine works. The Dialogue skips luckily already make Sirena a lot nicer to practice!
Odme_, Zairite and 2 others like this. 
  Gohgo
Thanks for this! This is really amazing.. something I was working on, but someone beat me to it. Oh well. I have a suggestion, which may seem unrealistic, but do you think you could make it possible to select which level you want to go to right off the bat on the Z-menu? This type of stuff would probably involve ISO modifying/hacking so I doubt this can happen on .gct files.

This is a bit off topic, but could you tell me how you made these codes? I'm interested in learning so I can try all sorts of things.

Also @nindiddeh there is an Action-Replay Code for switch to any nozzle at all times, so it could probably be ported to .gct, the only problem being, the button combinations used on that code conflict with some combinations on the updated codes.
 
  Mousecopp
Do I have to have the original codes on my SD card for this to work, or do these work independently?
 
  StrongmanLin
Mousecopp these work independently. Also one funny thing weird about the codes but not a really big deal, if you mash A to skip the cutscenes in Pinna 1 it resets the game, though that might not be fixable just because those cutscenes are weird.
 
  StrongmanLin
Also idk if this is fixable, but I'm using the NTSC-U codes and loading sirena 5 loads the sirena 4 casino
 
  Gohgo
I tried making an ISOhack too which loaded you in Sirena 5 but it always loaded Sirena 4. These levels are certainly weird.
 
  psychonauter
Originally posted by GohgoDude(...) but do you think you could make it possible to select which level you want to go to right off the bat on the Z-menu?


That's something I've been playing with, more specifically I want the Z menu to open the builtin debug HUD where you can select all stages. Might be included in a future release.

Originally posted by GohgoDudeThis is a bit off topic, but could you tell me how you made these codes? I'm interested in learning so I can try all sorts of things.

If you're just starting out, on Youtube you can find Dans detailed video guide, where you can learn all the basics on creating Gecko Codes!

Here's some ressources for more complex stuff like button events and asm injection PPC documentation for the assembly and Gecko Code Type Documentation.

I would suggest you to watch his guide and then look at the source of the practice codes I linked above. Translate the code back to assembly and try to understand what is going on. Here I wrote a detailed explanation of the Level Select code for you.

Originally posted by MousecoppDo I have to have the original codes on my SD card for this to work, or do these work independently?

The codes work independently, you shouldn't have two cheat files with the same name on your SD card anyway, Nintendont doens't like that.

Originally posted by StrongmanLinAlso one funny thing weird about the codes but not a really big deal, if you mash A to skip the cutscenes in Pinna 1 it resets the game, though that might not be fixable just because those cutscenes are weird.

Yes, this is a glitch that hasn't been fixed in the Level Select codes yet. Pinna Park is weird in general


Also, talking about Pinna Park, I got a few messages regarding Pinna Park still being broken on JP when trying to switch stages. Fix for that is in the works as well. It wasn't possible to fix it yet since I initially made the new Level select as compact as possible to work kenobiwii. (It's actually the same length as the old Level Select code).



Anyway, thanks for the positive feedback and further suggestions. I'll notify you when an update is ready.
dapperpenguino, Zairite and Gohgo like this. 
  psychonauter
Edit: Go here: https://www.speedrun.com/post/z8huu

Practice Codes V 1.4

Download

You can download the updated codes here!

Changelog

Fixed
- JP: Switching Episodes in Pinna no longer resets the game!

New features

- New Warps:
- Petey
- King Boo (Will spawn you in the Casino)
- Eel
- Sandbird
- Blooper Safari
- Corona

- Reloading a level in Sirena spawns you in the hotel if available, similiar to the Pinna level resets

- You can now switch your alt nozzle at any time by holding B and pressing a button on the D-Pad.
- Left: Forces Rocket Nozzle
- Up: Forces Hover Nozzle
- Right: Forces Turbo Nozzle
- Down: Releases Nozzle lock
The switch takes effect as soon as you switch to your alt nozzle by pressing X once or twice depending which nozzle you're on. To let the game reset to the hover nozzle when entering a new level you need to release the lock first, otherwise you're gonna spawn with the nozzle you selected last. Same applies to nozzle boxes.
Please note that secret and special stages will by default load the nozzle you had equipped when you entered it, with the exception of Eel and Bowser.
Might sound a little complicated but just play around with it and you'll understand quickly.


Stuff that has not been fixed (yet)
- Mecha Bowser cutscenes still reset the game. Until it's fixed you can just use the secrets warp to to enter the Mecha fight.
- Sirena 5 still puts you in the Sirena 4 Casino. As workaround you can now use the new stage warp to the Boo Casino.


Further improvements are in the works, but don't expect any new releases within the next few weeks unless there's something that needs to be fixed asap.


Here's a quick reference for the button combinations:

http://i.imgur.com/E4Qva3w.png


The nozzle switch code is a modification of an AR code by James0x57.

Thanks to bounceyboy for providing more information regarding the Pinna resets.
JourneyPlayz, Jerome and 14 others like this. 
  FabbrizioCalamitous
That was ridiculously fast and ridiculously awesome. As if the previous update wasn't enough of a game-changer, this is near perfect.
Zairite likes this. 
  psychonauter
I didn't plan to update it that quickly but wanted to get the Pinna fix out asap.
Zairite likes this. 
  Gohgo
Hey psychonauter, I don't know if this is related with Nintendont, but I assume it is but can you make it so that memory cards are usable when running the JP version of SMS with the JP codes. It works fine with the US version (just like the Dan Salvato's codes) but for SOME reason, I cannot use my memory card with JP codes..

Also, a recommendation, can you add a "Die anywhere" feature so that we can switch levels when we don't have the exit area option? That would be really good.

Thanks!
Zairite likes this. 
  psychonauter
Yeah Fech told me about the JP memcard issue. However, that is actually Nintendonts fault (since it doesn't work even if you don't have codes enabled). Looking into it.

Also, good idea!
 
  Gohgo
Actually, can you scrap the die anywhere idea, instead could you make it so that upon hitting a specific button combination, it automatically simulated an exit area without having to pause?
 
  Super Mod1UpsForLife
Other codes have "d-pad down to die" and i was actually going to suggest it as well. could possibly make the dialog box a toggle with d-pad up to free d-pad down for the new code.

btw tyvm psychonauter for putting all the work into making new codes, everyone really appreciates it
Zairite and Gohgo like this. 
  Chaikitty
Thanks so much, this is super helpful! I did however find a problem, not sure if its with your codes or homebrew/nintendont in general (I just got them set up today). Specifically on the eel level the hover nozzle does not work properly. Strangely, it works on the bottle level but not eel level. Works fine when I boot up the game normally
 
  Super ModWilko
I think the Practice Codes V 1.4 Download File still contains the code that resets Pinna Park
 
  psychonauter
@Chaikitty: Make sure you unlock the nozzle (B & D-Pad Down) before entering/resetting the level if you used the nozzle switch. Even though the model is the same, you don't actually use the normal hover nozzle in underwater levels.
 
  YetiSeekingYeti
As someone who's just starting to learn sunshine, these are a godsend, thank you! While I'm here, Pinna's still giving me some trouble; entering the mecha-bowser fight is consistently resetting the game, I think Wilko might be right.
 

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