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Phantom pwnt Dantarion (New Custom SSS + Custom Stage ID Engine Thingy)

Mewtwo_2000

Smash Lord
Joined
Nov 23, 2009
Messages
1,177
Location
Spain
NNID
Mewtwo2ooo
3DS FC
0877-0152-2009
So can you actually use that? If, say, I run out of space on WWR for new stages (hit the 26 limit); can I use this for "custom stage" and have space for another 26?
Mmm... 26x9=234...

Another 234, in theory O.o
 

Yoshi6852

Smash Cadet
Joined
Aug 5, 2009
Messages
28
I need help cause some of this thing is confusing me

Code:
AT THE BEGINNING ONCE:
46000010 00000000
44000000 005A7D00
6620LLLL 00000000
-----------------------------------
LLLL = The number of lines of stage data, +1. If you have 9 lines of stage data, input 10, which is A in hex, so "000A"
------------------------------------
FOR EACH ORIGINAL STAGE YOU HAVE REPLACEMENTS FOR:
SSSSSSSS BBRR0000 
-----------------------------
SSSSSSSS  = Stage ASCII Data(Take from the chart below)
BB = number of replacement stages with button activators (Max 26 _A-_Z)
RR = Number of Randomly Selected Textures (Max 26 _A-_Z)
---------------------------------
FOR EACH BUTTON ACTIVATED STAGE
JJJJ00II 00000000
JJJJ = Button Activator from list below. All players controllers affect the activator.
II = Filename #- _A = 00, _B = 01, etc. Remember, 10 in hex is 0A
first off how do I know how many lines of stage data I have, for LLLL?

So for SSSSSSSS I just take the stage's value from the chart and stick it on there
BB is how many of my textures will have button activators in hex so if I have 3 stages I'll put 03 there? or 10 would be 0A?
For RR same thing just with the stages I want loaded if I press random?
And I put all of this underneath the code above so It looks like this? (With no numbers filled in)

Code:
46000010 00000000
44000000 005A7D00
6620LLLL 00000000
SSSSSSSS BBRR0000
This is where I loose it, Button activators.

Do I need one of theses lines for each stage? So If I have 3 textures I put three of theses lines?

JJJJ I just take that from the list and place it in this things place
II That is the hex value for one stage right it's not like stages A (00)- C (03) it would be A (00) and then make another line for B with LLLL and II filled in and then a thrid line for C right?

So the code ends up looking like this? (without any numbers filled in)

Code:
46000010 00000000
44000000 005A7D00
6620LLLL 00000000
SSSSSSSS BBRR0000
JJJJ00II 00000000
JJJJ00II 00000000
JJJJ00II 00000000
If someone actually took the time to read all this thanks :)
 

Fijoe

Smash Journeyman
Joined
Nov 18, 2009
Messages
339
Yes 1 line for each stage, you got that part right. For # of lines of stage data, you just count the number of lines in between the LLLL and the DED FADEDEAD lines, and add one. So if you had the SSSSSSSS line and 3 JJJJ lines, then you would put 0005.

Also RR is for what stages show up when you don't hold a button, not when you press random.
 

Yoshi6852

Smash Cadet
Joined
Aug 5, 2009
Messages
28
So if i only have one stage im' reaplacing stuff for I put 0002 for LLLL.

Also do I need the .rel files for this or whatever they were called? If so how do I find them?

So does this look right? For Final Destination, with 3 textures loaded with holding nothing loading 3 holding left loads 1 and holding right loads 2

Code:
46000010 00000000
44000000 005A7D00
66200006 00000000
46494e41 03030000
00000003 00000000
00010001 00000000
00020003 00000000
00000DED FADEDEAD
E0000000 80008000
 

Fijoe

Smash Journeyman
Joined
Nov 18, 2009
Messages
339
So if i only have one stage im' reaplacing stuff for I put 0002 for LLLL.

Also do I need the .rel files for this or whatever they were called? If so how do I find them?

So does this look right? For Final Destination, with 3 textures loaded with holding nothing loading 3 holding left loads 1 and holding right loads 2

Code:
46000010 00000000
44000000 005A7D00
66200006 00000000
46494e41 03030000
00000003 00000000
00010001 00000000
00020003 00000000
00000DED FADEDEAD
E0000000 80008000
Well first of all you're LLLL should be 0005, not 0006. You have 1 SSSSSSSS line and 3 JJJJ lines, +1 so that's 5. Also you misunderstand II...it says which .PAC will load for the button pressed. 00 for _A, 01 for _B, etc.
You don't need .rels for this code, only the Stage Expansion code.
 

King Omega

Smash Journeyman
Joined
Apr 15, 2009
Messages
388
I was very proud of myself for having figured out how to use this code without asking for help, but now I've hit a snag. Upon match end, the game freezes. I haven't tested all the stages I'm using (there are six), but all the ones I have freeze the game. With my two FD replacements (Tabuu Destination, which is just a texture, and Stormy Destination), the game freezes with the sustained beeping noise we're all so familiar with. On the one WWR replacement I've tested, the game freezes silently.

As near as I can tell, the code is flawless; it doesn't crash the GCT generator and Gecko reads it fine. The stages alsop load perfectly with the button commands I've set. I'll include all four codes I'm using (under 256 lines, by the way) so someone might be able to spot the problem.

I initially thought that because one of the button commands was A by itself, pressing LRAStart to end the match was causing the game to try and replace the results screen and therefore freeze. But I've since switched the commands so none use the A button at all, and the freezes are still happening.

Code:
File Patch Code v3.5.1: [Phantom Wings]
E0000000 80008000
225664EC 00000000
0401BFE0 4858BE20
065A7E00 00000070
38A00067 38810020
3CE0805A 60E37C18
4BE52531 38A0007F
3883FFE8 38610020
4BE52521 38A00068
60E47C18 38610020
9421FF80 BC410008
38610088 4BA74DB9
7C7C1B78 2C030000
4082000C 38210080
4800001C B8410008
38210080 4BE524E5
38610008 4BA742E1
7C7C1B78 4BA741E8
040223E0 48585BC0
065A7FA0 00000020
77239000 2C030000
4182000C 7FDDC850
3BDEFFE0 93DB0008
4BA7A42C 00000000
0401CD0C 4858B1F4
065A7F00 00000038
2C030000 4182000C
4BA7DD51 4BA74E04
80780008 2C030000
41820014 8118000C
7C634214 7C7B1850
48000008 8078000C
4BA74DE0 00000000
043EE9D8 48000014
043EEBD4 48000014
043D8B9C 48000018
043E9B4C 38600000
043E9D38 38600000
043D8C80 60000000
80000000 80406920
80000001 805A7C00
8A001001 00000000
045A7C10 2F525342
045A7C14 452F7066
80000001 805A7B00
8A001001 00000000
065A7B10 0000000F
2F525342 452F7066
2F736F75 6E642F00
041C6CE0 483E0D20
065A7A00 00000028
9421FF80 BC410008
3C60805A 60637B1F
4BE52931 B8410008
38210080 4BE52995
4BC1F2C4 00000000
065A7900 00000078
9421FF80 7C0802A6
9001000C BC810010
9421FF00 7C872378
54B2BA7E 7CD33378
38800000 9081000C
90810010 90610014
90810018 3880FFFF
9081001C 38610020
90610008 7CE43B78
38A00080 4BE529F5
38610008 4BA752A1
60000000 80210000
B8810010 8001000C
7C0803A6 80210000
4E800020 00000000
043E399C 481C3F04
065A78A0 00000010
80BC0020 7CA59214
3A400000 4BE3C0F4
043DBAEC 481CBDE4
065A78D0 00000018
800302A4 2C130000
41820008 7E609B78
3A600000 4BE3420C
041CDF7C 483D9884
065A7800 00000098
818C0014 9421FF80
BC410008 3D009034
61089D94 7C034000
4082003C 7C882378
3C60804D 60630000
3C80805A 60847B00
7CC53378 38C04200
80E40080 2C070000
40820014 60000000
480000B9 2C030000
41820010 B8410008
80210000 4BC26724
70A501FF 3868FFFF
3C80804C 6084FFFF
7C842A14 38A04001
38A5FFFF 8C040001
9C030001 2C050000
4082FFF0 B8410008
80210000 4BC2670C
141CCF90 483DA770
065A7700 00000048
9421FF80 BC410008
7FE3FB78 3C80805A
60847B00 38A00000
38C04000 480001E5
90640080 807F0008
907A0014 907A005C
907A0074 B8410008
80210000 807F0000
4BC25854 00000000
E0000000 80008000

Hanenbow is Wifi Training Room (No Sandbag)
C298D528 00000003
2C060031 40820008
38C00005 60000000
90DD08C0 00000000
C26DCEE0 00000003
A37A0022 2C1B0025
40820008 3B600037
60000000 00000000

Alternate Stage Loader v1.1 [Dantarion, Almas]
C23FA360 00000024
91620000 90E20004
91820008 90620010
91220014 7D800026
3C602F70 60637269
80E10020 7C033800
408200D4 3C602F53
60635447 80E10044
7C033800 408200C0
80E10048 3D60DFDF
616BDFDF 7CE75838
3D60805A 616B7D00
816B0000 806B0000
892B0004 880B0005
2C030DED 41820090
7C033800 41820014
396B0008 1D290008
7D6B4814 4BFFFFD8
2C090000 41820030
396B0008 A0EB0000
3C60815E 60638420
A0630002 7C071800
4182000C 3929FFFF
4BFFFFD8 886B0003
48000024 2C000000
4182003C 3C60815E
606325D0 80630000
7D2303D6 7D2049D6
7C691810 38E05F41
7CE71A14 B0E6FFFC
3C602E50 60634143
9066FFFE 38A5FFFE
38C60002 7D8FF120
81620000 80E20004
81820008 80620010
81220014 38000000
60000000 00000000

Alternate Stage Loader Data v1.1
46000010 00000000
44000000 005A7D00
66200007 00000000
46494E41 02000000
00010000 00000000
00020001 00000000
4F4E4C49 05000000
00010000 00000000
00020001 00000000
00040002 00000000
00080003 00000000
00000DED FADEDEAD
E0000000 80008000
Now, going into detail for the Stage Loader Data code:

Code:
46000010 00000000
44000000 005A7D00
6620000[U]9[/U] 00000000
[COLOR="Red"]46494E41[/COLOR] 02000000
[COLOR="orange"]0001[/COLOR]00[B]00[/B] 00000000
[COLOR="orange"]0002[/COLOR]00[B]01[/B] 00000000
[COLOR="Cyan"]4F4E4C49[/COLOR] 05000000
[COLOR="Orange"]0001[/COLOR]00[B]00[/B] 00000000
[COLOR="orange"]0002[/COLOR]00[B]01[/B] 00000000
[COLOR="orange"]0004[/COLOR]00[B]02[/B] 00000000
[COLOR="orange"]0008[/COLOR]00[B]03[/B] 00000000
00000DED FADEDEAD
E0000000 80008000
9: there are three lines for FD and 5 for WWR, for a total of 8.

46494E41 identifies FD, and 4F4E4C49 identifies WWR.

FD's 00 and 01 are Tabuu Destination and Stormy Destination, and are activated by 0001 (Left) and 0002 (Right), respectively.

WWR's 00, 01, 02, and 03 are Battlefield Fortress, Falcon Flyer, Rest Area, and Subspace Gun. These are activated by 0001 (Left), 0002 (Right), 0004 (Down), and 0008 (Up).

Any help is appreciated.
 

Kasper!

Smash Lord
Joined
Sep 21, 2008
Messages
1,049
Location
England, London
Can anyone spot the problem with my code?
it doesnt work for me :(

Code:
 46000010 00000000
* 44000000 005A7D00
* 6620004b 00000000
* 42415454 08000000
* 00010000 00000000
* 00020001 00000000
* 00040002 00000000
* 00080003 00000000
* 00200004 00000000
* 00400005 00000000
* 04000006 00000000
* 08000007 00000000
* 46494e41 06000000
* 00010000 00000000
* 00020001 00000000
* 00040002 00000000
* 00080003 00000000
* 00200004 00000000
* 00400005 00000000
* 56494c4c 02000000
* 00010000 00000000
* 00020001 00000000
* 53544152 01000000
* 00010000 00000000
* 444f4c50 02000000
* 00010000 00000000
* 00020001 00000000
* 4f525048 01000000
* 00010000 00000000
* 48414c42 01000000
* 00010000 00000000
* 44585243 01000000
* 00010000 00000000
* 44585a45 01000000
* 00010000 00000000
* 454d424c 03000000
* 00010000 00000000
* 00020001 00000000
* 00040002 00000000
* 43524159 04000000
* 00010000 00000000
* 00020001 00000000
* 00040002 00000000
* 00080003 00000000
* 4458434f 02000000
* 00010000 00000000
* 00020001 00000000
* 4d414e53 04000000
* 00010000 00000000
* 00020001 00000000
* 00040002 00000000
* 00080003 00000000
* 50495241 02000000
* 00010000 00000000
* 00020001 00000000
* 4a554e47 01000000
* 00010000 00000000
* 4f4c4449 03000000
* 00010000 00000000
* 00020001 00000000
* 00040002 00000000
* 44585348 02000000
* 00010000 00000000
* 00020001 00000000
* 44584741 01000000
* 00010000 00000000
* 4b415254 04000000
* 00010000 00000000
* 00020001 00000000
* 00040002 00000000
* 00080003 00000000
* 44585053 02000000
* 00010000 00000000
* 00020001 00000000
* 50414c55 02000000
* 00010000 00000000
* 00020001 00000000
* 00000DED FADEDEAD
* E0000000 80008000
 

Revya

Smash Cadet
Joined
Mar 22, 2010
Messages
34
i did but no nothing I Get this stuff... In Pokemon Sprite Changing XD
 

Fijoe

Smash Journeyman
Joined
Nov 18, 2009
Messages
339
Well it's used to load alternate .pacs for stages, and you're going to need the correct files before you use it. Once you have those you need to pick button-activators for each .pac. You can't use the code until you have all those.
 

Revya

Smash Cadet
Joined
Mar 22, 2010
Messages
34
Oh i think I now Know So in the LLLL i Put if i Have 2 Battlefield textures i Putt in the LLLL BATT and in the
8 S i put the numbers in the Chart but now
If i Have multiple stages i have to copy the code again
 

Fijoe

Smash Journeyman
Joined
Nov 18, 2009
Messages
339
Oh i think I now Know So in the LLLL i Put if i Have 2 Battlefield textures i Putt in the LLLL BATT and in the
8 S i put the numbers in the Chart but now
If i Have multiple stages i have to copy the code again
Wow...you're way beyond help. Just forget about using this code, you will never figure it out.
 

Revya

Smash Cadet
Joined
Mar 22, 2010
Messages
34
Uhh Wow really that bad
man thant sucks i mean... I suck ahaaha
but Realy a Tutorial please
 

Fijoe

Smash Journeyman
Joined
Nov 18, 2009
Messages
339
Uhh Wow really that bad
man thant sucks i mean... I suck ahaaha
but Realy a Tutorial please
I'll give you a tutorial...

Okay this is the part that you need to fill out

Code:
Alternate Stage Loader Data v1.1
46000010 00000000
44000000 005A7D00
6620LLLL 00000000
DATADATA DATADATA
00000DED FADEDEAD
E0000000 80008000
See the DATADATA DATADATA line? You need to replace that line with everything I'm going to give you. Keep all the other lines though.

For each stage that you want to load alternate files for, add this line
SSSSSSSS BBRR0000
So if you want to have alternate files for Final Destination, Temple, and Battefield, you would replace the DATADATA line with three of the SSSSSSSS BBRR0000 lines.

SSSSSSSS is where you put the stage ASCII data. Here is the data for each stage:

Code:
STGBATTLEFIELD.PAC (BATT)
42415454
STGCHARAROLL.PAC (CHAR)
43484152
STGCONFIGTEST.PAC (CONF)
434f4e46
STGCRAYON.PAC (CRAY)
43524159
STGDOLPIC.PAC (DOLP)
444f4c50
STGDONKEY.PAC (DONK)
444f4e4b
STGDXBIGBLUE.PAC (DXBI)
44584249
STGDXCORNERIA.PAC (DXCO)
4458434f
STGDXGARDEN.PAC (DXGA)
44584741
STGDXGREENS.PAC (DXGR)
44584752
STGDXONETT.PAC (DXON)
44584f4e
STGDXONETT_en.PAC (DXON)
44584f4e
STGDXPSTADIUM_en.PAC (DXPS)
44585053
STGDXRCRUISE.PAC (DXRC)
44585243
STGDXSHRINE.PAC (DXSH)
44585348
STGDXYORSTER.PAC (DXYO)
4458594f
STGDXZEBES.PAC (DXZE)
44585a45
STGEARTH.PAC (EART)
45415254
STGEDIT_0.PAC (EDIT)
45444954
STGEDIT_1.PAC (EDIT)
45444954
STGEDIT_2.PAC (EDIT)
45444954
STGEMBLEM.PAC (EMBL)
454d424c
STGEMBLEM_00.PAC (EMBL)
454d424c
STGEMBLEM_01.PAC (EMBL)
454d424c
STGEMBLEM_02.PAC (EMBL)
454d424c
STGFAMICOM.PAC (FAMI)
46414d49
STGFINAL.PAC (FINA)
46494e41
STGFZERO.PAC (FZER)
465a4552
STGGREENHILL.PAC (GREE)
47524545
STGGW.PAC (GW.P)
47572e50
STGGW_en.PAC (GW_e)
47575f65
STGHALBERD.PAC (HALB)
48414c42
STGHEAL.PAC (HEAL)
4845414c
STGHOMERUN.PAC (HOME)
484f4d45
STGHOMERUN_en.PAC (HOME)
484f4d45
STGICE.PAC (ICE.)
4943452e
STGJUNGLE.PAC (JUNG)
4a554e47
STGKART.PAC (KART)
4b415254
STGMADEIN_en.PAC (MADE)
4d414445
STGMANSION.PAC (MANS)
4d414e53
STGMARIOPAST_00.PAC (MARI)
4d415249
STGMARIOPAST_01.PAC (MARI)
4d415249
STGMETALGEAR_00.PAC (META)
4d455441
STGMETALGEAR_01.PAC (META)
4d455441
STGMETALGEAR_02.PAC (META)
4d455441
STGNEWPORK_en.PAC (NEWP)
4e455750
STGNORFAIR.PAC (NORF)
4e4f5246
STGOLDIN.PAC (OLDI)
4f4c4449
STGONLINETRAINING.PAC (ONLI)
4f4e4c49
STGORPHEON.PAC (ORPH)
4f525048
STGPALUTENA.PAC (PALU)
50414c55
STGPICTCHAT_en.PAC (PICT)
50494354
STGPIRATES.PAC (PIRA)
50495241
STGPLANKTON.PAC (PLAN)
504c414e
STGRESULT_en.PAC (RESU)
52455355
STGSTADIUM_en.PAC (STAD)
53544144
STGSTARFOX_ASTEROID.PAC (STAR)
53544152
STGSTARFOX_BATTLESHIP.PAC (STAR)
53544152
STGSTARFOX_CORNERIA.PAC (STAR)
53544152
STGSTARFOX_GDIFF.PAC (STAR)
53544152
STGSTARFOX_SPACE.PAC (STAR)
53544152
STGTARGETLV1.PAC (TARG)
54415247
STGTARGETLV2.PAC (TARG)
54415247
STGTARGETLv3.PAC (TARG)
54415247
STGTARGETLv4.PAC (TARG)
54415247
STGTARGETLv5.PAC (TARG)
54415247
STGTENGAN_1.PAC (TENG)
54454e47
STGTENGAN_2.PAC (TENG)
54454e47
STGTENGAN_3.PAC (TENG)
54454e47
STGVILLAGE_00_en.PAC (VILL)
56494c4c
STGVILLAGE_01_en.PAC (VILL)
56494c4c
STGVILLAGE_02_en.PAC (VILL)
56494c4c
STGVILLAGE_03_en.PAC (VILL)
56494c4c
STGVILLAGE_04_en.PAC (VILL)
56494c4c
So if you want the line to load Battlefield textures, replace SSSSSSSS with 42415454.

BB should just be replaced with 00. Normally it's used for button activators, but that makes the code a lot more complicated.

RR shows how many textures you want to be loaded for each stage. If you want 5, put 05. If you want 1, put 01. Pretty easy.

Now that you've filled out those lines, you need to fill out LLLL. LLLL shows the number of lines of stage data you have. In other words, just count how many lines you have in between these two lines:

44000000 005A7D00
--------------------------------
000000DED FADEDEAD

Which includes the line containing LLLL, and the SSSSSSSS BBRR0000 lines. So if you count 5 lines, replace LLLL with 0005. Make sure to ONLY count the lines in between the two shown above.

And now, you should be done.
 

Captain Kwark

Smash Apprentice
Joined
Jun 28, 2008
Messages
137
I can't get the summit to work with ASL. It still loads STGICE.PAC

Here's how the code is setup:

Code:
* 46000010 00000000
* 44000000 005A7D00
* 66200005 00000000
* 4943452e 04040000
* 09000000 00000000
* 05000001 00000000
* 01100002 00000000
* 1000001A 00000000
* 00000DED FADEDEAD
* E0000000 80008000
 

Jiiprah

Smash Apprentice
Joined
Jan 7, 2010
Messages
141
Looks right to me but doesn't activate :[ Please Help

It should open "STGXXXXX_a.PAC" when A+B(wiimote) is pressed but no luck.
I've set it for all the stages and with only 1 alternate stage each.

Also, is there a tutorial for this? If not, I'll make one once I get it working.

Code:
Alternate Stage Loader Data v1.1 ([COLOR=Orange]151[/COLOR] Lines)
* 46000010 00000000
* 44000000 005A7D00
* 6620[COLOR=SandyBrown]0098[/COLOR] 00000000
* [COLOR=Yellow]42415454[/COLOR] [COLOR=Red]01[/COLOR][COLOR=Blue]00[/COLOR]0000
* [COLOR=DarkGreen]0140[/COLOR]00[COLOR=PaleGreen]01[/COLOR] 00000000
* 43484152 01000000
* 01400001 00000000
* 434f4e46 01000000
* 01400001 00000000
* 43524159 01000000
* 01400001 00000000
* 444f4c50 01000000
* 01400001 00000000
* 444f4e4b 01000000
* 01400001 00000000
* 44584249 01000000
* 01400001 00000000
* 4458434f 01000000
* 01400001 00000000
* 44584741 01000000
* 01400001 00000000
* 44584752 01000000
* 01400001 00000000
* 44584f4e 01000000
* 01400001 00000000
* 44584f4e 01000000
* 01400001 00000000
* 44585053 01000000
* 01400001 00000000
* 44585243 01000000
* 01400001 00000000
* 44585348 01000000
* 01400001 00000000
* 4458594f 01000000
* 01400001 00000000
* 44585a45 01000000
* 01400001 00000000
* 45415254 01000000
* 01400001 00000000
* 45444954 01000000
* 01400001 00000000
* 45444954 01000000
* 01400001 00000000
* 45444954 01000000
* 01400001 00000000
* 454d424c 01000000
* 01400001 00000000
* 454d424c 01000000
* 01400001 00000000
* 454d424c 01000000
* 01400001 00000000
* 454d424c 01000000
* 01400001 00000000
* 46414d49 01000000
* 01400001 00000000
* 46494e41 01000000
* 01400001 00000000
* 465a4552 01000000
* 01400001 00000000
* 47524545 01000000
* 01400001 00000000
* 47572e50 01000000
* 01400001 00000000
* 47575f65 01000000
* 01400001 00000000
* 48414c42 01000000
* 01400001 00000000
* 4845414c 01000000
* 01400001 00000000
* 484f4d45 01000000
* 01400001 00000000
* 484f4d45 01000000
* 01400001 00000000
* 4943452e 01000000
* 01400001 00000000
* 4a554e47 01000000
* 01400001 00000000
* 4b415254 01000000
* 01400001 00000000
* 4d414445 01000000
* 01400001 00000000
* 4d414e53 01000000
* 01400001 00000000
* 4d415249 01000000
* 01400001 00000000
* 4d415249 01000000
* 01400001 00000000
* 4d455441 01000000
* 01400001 00000000
* 4d455441 01000000
* 01400001 00000000
* 4d455441 01000000
* 01400001 00000000
* 4e455750 01000000
* 01400001 00000000
* 4e4f5246 01000000
* 01400001 00000000
* 4f4c4449 01000000
* 01400001 00000000
* 4f4e4c49 01000000
* 01400001 00000000
* 4f525048 01000000
* 01400001 00000000
* 50414c55 01000000
* 01400001 00000000
* 50494354 01000000
* 01400001 00000000
* 50495241 01000000
* 01400001 00000000
* 504c414e 01000000
* 01400001 00000000
* 52455355 01000000
* 01400001 00000000
* 53544144 01000000
* 01400001 00000000
* 53544152 01000000
* 01400001 00000000
* 53544152 01000000
* 01400001 00000000
* 53544152 01000000
* 01400001 00000000
* 53544152 01000000
* 01400001 00000000
* 53544152 01000000
* 01400001 00000000
* 54415247 01000000
* 01400001 00000000
* 54415247 01000000
* 01400001 00000000
* 54415247 01000000
* 01400001 00000000
* 54415247 01000000
* 01400001 00000000
* 54415247 01000000
* 01400001 00000000
* 54454e47 01000000
* 01400001 00000000
* 54454e47 01000000
* 01400001 00000000
* 54454e47 01000000
* 01400001 00000000
* 56494c4c 01000000
* 01400001 00000000
* 56494c4c 01000000
* 01400001 00000000
* 56494c4c 01000000
* 01400001 00000000
* 56494c4c 01000000
* 01400001 00000000
* 56494c4c 01000000
* 01400001 00000000
 

Fijoe

Smash Journeyman
Joined
Nov 18, 2009
Messages
339
It won't freeze from too many lines...It might be your byte count, you should probably double-check that. If it's not that, it could be a .pac problem.
 

Jiiprah

Smash Apprentice
Joined
Jan 7, 2010
Messages
141
Well I've redone it and changed the button activator and I found the problem. I have to use start to select the stage and not a.

Do I just add this 9 times and it will work for the 9 extra slots?
Code:
STGCUSTOMX.PAC (CUST)
43555354
The hex code isn't really my cup of tea. I'm more of a gfx person.
 

Eldiran

Smash Lord
Joined
Jan 8, 2008
Messages
1,707
Location
Pennsylvania
If you put custom stages into the Alternate Stage Loader, it applies it to all of the custom stages. In other words,

43555354 00030000

Will make Custom1 through Custom9 all have 3 random stages selectable.

If you don't have all the proper slots filled for them, the game will crash.


...by the way, if Dant still checks this thread at all, out of curiousity, what is the randomness based off of? I recall mention of it being an "animation timer". Was this the timer for the Stage Select screen, or the Character Select screen?
 

Eldiran

Smash Lord
Joined
Jan 8, 2008
Messages
1,707
Location
Pennsylvania
You mean if I don't have all 9 STGCUSTOMX.pac files or If I don't have all STGCUSTOMX_a.pac files?
The second one. You'd need A, B, and C. And maybe even STGCUSTOM. (My experience with setting up Alt Stage Loader CUSTOMs has been fraught with crashes, but I finally got it to work by providing every file I can think of.)
 

Jiiprah

Smash Apprentice
Joined
Jan 7, 2010
Messages
141
ah...Thanks for the info.

STGEMBLEM_00_a, STGEMBLEM_01_a, STGEMBLEM_02_a
These just dont work for me right. STGEMBLEM_00_a loads then it changes to STGEMBLEM_01 and doesn't load the custom file. then it changes to the original STGEMBLEM_02, then it's supposed to change to STGEMBLEM_00_a bu it ust loads the default stage.
 

Xiao-Xiao

Smash Journeyman
Joined
Jan 26, 2007
Messages
411
Location
Poppyflower State
When using this code, sometimes the normal, unhacked stage shows up instead. How do I fix this? Its set to randomly select a stage texture.

EDIT: Where in the code do I edit how many textures it randomly chooses?
 

Eldiran

Smash Lord
Joined
Jan 8, 2008
Messages
1,707
Location
Pennsylvania
ah...Thanks for the info.

STGEMBLEM_00_a, STGEMBLEM_01_a, STGEMBLEM_02_a
These just dont work for me right. STGEMBLEM_00_a loads then it changes to STGEMBLEM_01 and doesn't load the custom file. then it changes to the original STGEMBLEM_02, then it's supposed to change to STGEMBLEM_00_a bu it ust loads the default stage.
Unfortunately, I don't think you can fix that. The Alt Stage Loader no doubt doesn't support stages loaded during gameplay.

When using this code, sometimes the normal, unhacked stage shows up instead. How do I fix this? Its set to randomly select a stage texture.

EDIT: Where in the code do I edit how many textures it randomly chooses?
This part:

FOR EACH ORIGINAL STAGE YOU HAVE REPLACEMENTS FOR:
SSSSSSSS BBRR0000

RR being the number of textures in hex.
 

Xiao-Xiao

Smash Journeyman
Joined
Jan 26, 2007
Messages
411
Location
Poppyflower State
Ok thank you. I think I figured it out. Also I was wondering if the pac files had to be in alphabetical order for them to work correctly?
 

Wolfric

Smash Journeyman
Joined
May 7, 2009
Messages
363
Location
Dominican Republic, Caribbean Islands
NNID
GoodLuckTrying
I've got an issue:

> I've got a Stage by pushing R+A called [STGNEWPORK_A] and it's working, same with the rest.

> I've got a Stage by pushing L+A [This Stage is called STGNEWPORK_B] but the problem is, it comes with a .rel file (Currently named it "st_newpork_b.rel") but it won't work, I doubt the code has a mistake, since I edited a part of it (I downloaded Libertyernie's Stage Expansion Pack v. 3) and everything I added is working (I added STGFINAL_A, STGBATTLEFIELD_B) but I'm having trouble with "STGNEWPORK_B" 'cause it came with the .rel file, how can I fix this?

Code:
Alternate Stage Loader Data v1.1
46000010 00000000
44000000 005A7D00
6620000F 00000000
42415454 02000000
01200000 00000000
01400001 00000000
46494e41 01000000
01200000 00000000
4B415254 01000000
01200000 00000000
4458434F 01000000
01200000 00000000
43555354 01000000
01200000 00000000
4E455750 02000000
01200000 00000000
01400001 00000000
00000DED FADEDEAD
E0000000 80008000
 

Revya

Smash Cadet
Joined
Mar 22, 2010
Messages
34
Wait What if Id like use of bottun activators ( Iv got 2 textures for Final and temple)
 

Wiscus

(◕ω◕✿)
Joined
Mar 27, 2009
Messages
4,414
3DS FC
3840-5663-0679
Hello, I am sorry to be a bother but would someone please help me!
I've been trying to get two yoshis island melee textures to work with the random code

Code:
Alternate Stage Loader Data v1.1
46000010 00000000
44000000 005A7D00
66200011 00000000
42415454 00080000
46494e41 00011000
4e4f5246 00020000
4f525048 00040000
43524159 00060000
48414c42 00020000
53544144 00040000
454d424c 00060000
56494c4c 00060000
50494354 00020000
44584752 00060000
44585a45 00040000
44585053 00020000
4458594f 00020000
52455355 00050000
00000DED FADEDEAD
E0000000 80008000
Everything works fine but those two textures, I've been trying to get them to work all evening but....any help is very appreciated!
I have them named correctly:

STGDXYORSTER_A.pac

STGDXYORSTER_B.PAC
 

Jiiprah

Smash Apprentice
Joined
Jan 7, 2010
Messages
141
you only have 15 lines of stage data. so 15+1=16=10 in hexadecimal

also: you have that 1 in the wrong place.
Code:
[COLOR=YellowGreen]46494e41[/COLOR] [COLOR=DarkRed]00[/COLOR][COLOR=DarkGreen]01[/COLOR][U][B]1[/B][/U]000
 
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