ESC Artiste
The Pot is heavier than Ridley
In my introduction post, I told everyone that I have a possible workaround Smash4's encryption to allow mods in without hacking the system and game. First off as a disclaimer, this is only theoretical, as I've only dictated this conclusion through pure logic and research. I have very little coding ability (currently in college for a Computer Engineering degree, so that will be changing very quickly), but I will provide anything that I can so that Smash4 owners don't have to go through the set-up of modding the game that involves the extremely tedious dumping process. With that out, here's what I've discovered.
To start off, here is the fruit of my research that I believe could be the key to creating hackless mods. Brawl has a certain exploit in where you can go to the Stage Builder and breach the encryption easily, allowing hackless mods of Brawl to be played without any tedious presetting of any sort (besides needing a 2GB SD Card). In Smash4, however, there is no such thing to be yet discovered. So, I've looked into the Smash4 menu system, and which menu button executes an action within the game. I've noticed that there is one menu button that executes a specific action only present to that button. This would be the Electronic Manual (EM) button, and what it does from the rest of the executed actions is it takes you temporarily out of the game, as the EM isn't actually part of the game, but rather a small bit of information in a form of an attachment. Because of it's unique properties, you are technically in the WiiU Menu, as when you exit out of the EM, you return to the WiiU Menu. Therefore, you are outside of Smash4 even when it is still running, and thus can do things outside of it's parameters without pressing the Home Button in the controller. I've also noticed that all other games that have EM's behave the same exact way.
With that knowledge, I've theorized something that if possible could create a way to not only make mods hackless, but could present an opportunity for a hubworld for Smash4 mods. What I theorize is that because of Smash4's encryption, it may be impossible to mod the game from the inside out. But, because of the possible exploit by the EM, the game could be modded from the outside in. The EM would act as a catalyst, and when executed from the Smash4 menu, it will redirect the path to the UI for launching the mod(s). The game when the user is currently in the EM will be running, albeit in a Power Saving Mode that I'm going to call Rest State form now on. This may actually be the most important part of this process, as the mod will launch while Smash4 is still in it's Rest State. Since the EM an attachment of Smash4, the game will still think that you are still in the EM and not the mod Launcher, and thus will unknowingly act as such. Thus, it would be possible to play mods on Smash4 without hacking the game or system.
If this exploit works, while still currently theoretical, then a hubworld of Smash4 mods could exist as I've mentioned before. Dubbed "SmashBrew" (as unoriginal as it may sound, it's would be at least very recognizable), this hubworld could be used to load multiple mod launchers, and can replace the need of having to launch every other mod individually. The requirements for this are unknown, but I would assume equal to or more than an 8GB SD card (multiple mods require more space, of course), and skilled coding so that the pathway for the specific mod launched won't have any interference from other mods.
Again, this is all theoretical and such, but I really hope this is true once tested as most of y'all are probably much better at coding than I am currently. I mean, you guy's have made a mod that is quite hard to execute in a satisfactory performance with all the crazy sh*t that happens in Brawl-, and yet you still manage to surpass the notion of satisfactory. Also, if there's anything that y'all would like to ask me that I may have missed (that I would be able to understand), feel free to comment below.
So, yeah. Keep our fingers crossed!!
To start off, here is the fruit of my research that I believe could be the key to creating hackless mods. Brawl has a certain exploit in where you can go to the Stage Builder and breach the encryption easily, allowing hackless mods of Brawl to be played without any tedious presetting of any sort (besides needing a 2GB SD Card). In Smash4, however, there is no such thing to be yet discovered. So, I've looked into the Smash4 menu system, and which menu button executes an action within the game. I've noticed that there is one menu button that executes a specific action only present to that button. This would be the Electronic Manual (EM) button, and what it does from the rest of the executed actions is it takes you temporarily out of the game, as the EM isn't actually part of the game, but rather a small bit of information in a form of an attachment. Because of it's unique properties, you are technically in the WiiU Menu, as when you exit out of the EM, you return to the WiiU Menu. Therefore, you are outside of Smash4 even when it is still running, and thus can do things outside of it's parameters without pressing the Home Button in the controller. I've also noticed that all other games that have EM's behave the same exact way.
With that knowledge, I've theorized something that if possible could create a way to not only make mods hackless, but could present an opportunity for a hubworld for Smash4 mods. What I theorize is that because of Smash4's encryption, it may be impossible to mod the game from the inside out. But, because of the possible exploit by the EM, the game could be modded from the outside in. The EM would act as a catalyst, and when executed from the Smash4 menu, it will redirect the path to the UI for launching the mod(s). The game when the user is currently in the EM will be running, albeit in a Power Saving Mode that I'm going to call Rest State form now on. This may actually be the most important part of this process, as the mod will launch while Smash4 is still in it's Rest State. Since the EM an attachment of Smash4, the game will still think that you are still in the EM and not the mod Launcher, and thus will unknowingly act as such. Thus, it would be possible to play mods on Smash4 without hacking the game or system.
If this exploit works, while still currently theoretical, then a hubworld of Smash4 mods could exist as I've mentioned before. Dubbed "SmashBrew" (as unoriginal as it may sound, it's would be at least very recognizable), this hubworld could be used to load multiple mod launchers, and can replace the need of having to launch every other mod individually. The requirements for this are unknown, but I would assume equal to or more than an 8GB SD card (multiple mods require more space, of course), and skilled coding so that the pathway for the specific mod launched won't have any interference from other mods.
Again, this is all theoretical and such, but I really hope this is true once tested as most of y'all are probably much better at coding than I am currently. I mean, you guy's have made a mod that is quite hard to execute in a satisfactory performance with all the crazy sh*t that happens in Brawl-, and yet you still manage to surpass the notion of satisfactory. Also, if there's anything that y'all would like to ask me that I may have missed (that I would be able to understand), feel free to comment below.
So, yeah. Keep our fingers crossed!!