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Code Generator for Alternate Stage Loader v1.0

MagmarFire

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Once i put in * once im done with my code is it supposed to freeze?
What do you mean by "freeze"? Have you pressed ENTER a second time to see if it gets you out of there?

it doesnt even work i even put the code with the gct T_T
Have you tried recompiling the GCT to begin with? If by "putting the code with the GCT," you mean, "placing the text file next to the GCT on the SD card," that's not going to work. The code needs to be compiled just like all the other Brawl+ codes.

Are you in the Twillight Zone? Cuz your update says its for last year.
I'mstillusedto2009leavemealone. XD

*changes*
 

luigiman1928

Smash Ace
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Feb 1, 2008
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Hey when i put in two stage for Final Destanation it doesnt work. i have two stages. Realm of Ness and A stage i made where fight on the Club Nintendo symbol. And i set one with combos so R and L on GC controller for it to load. and the other X and Y. Yet it only loads the Realm of Ness stage. Why?
 

VirgoTheCougar

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So if you want to have it load multiple textures of the same stage, you name the files like: STGFINAL_A.pac, STGFINAL_B.pac, etc.?

And how do you have it so that it can load the default stage randomly with them, or is it automatic?
 

MagmarFire

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And how do you have it so that it can load the default stage randomly with them, or is it automatic?
To have it so the default stage is set randomly with the others, simply type in some random .PAC name when prompted for a stage texture name. The program only moves textures to the SD card if it finds a .PAC with the exact-same name in the program's directory (except if you use the absolute directory, but I recommend moving the .PAC to the program's directory instead).

The way Dantarion's code works is that if you put in more random stage settings than you have actual stage textures on your SD card, then it'll potentially load the default stage from the disc. Like, if you have four random stages set, but you only have, like, STGFINAL_A through STGFINAL_C, and it can't find STGFINAL_D, if it tries to load STGFINAL_D, it won't find it, so it'll load STGFINAL from the game itself instead of the SD card.

Hey when i put in two stage for Final Destanation it doesnt work. i have two stages. Realm of Ness and A stage i made where fight on the Club Nintendo symbol. And i set one with combos so R and L on GC controller for it to load. and the other X and Y. Yet it only loads the Realm of Ness stage. Why?
Assuming that you're inputting the buttons correctly upon selecting the stage on the SSS, I think it's possible that you're not typing in the name correctly when prompted for one. Does the program say, "Copying texture to the SD card..." after entering the name?

I only saw the gct the first time I checked there. Feelin kinda dumb. =/
I hate when stuff like that happens. XD
 

Mr.Chuy

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Looks nice although i have no idea how to use this and a suggestion add wiimote support for controls or does it already have it in the program?
 

MagmarFire

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The original Alternate Stage Loader topic has a button guide that tells you what buttons point to what. My program assumes that you use a GCN controller, but many of the buttons on the GCN controller tie in to the Wiimote.

For instance, if you wanted to activate a stage with the Wiimote's B-trigger, type in "lt" in the program when prompted for button combinations. As you can see on the list, the B-trigger uses the same hex code as the GCN controller's left trigger.

Use the original ASL topic button list for a guide when determining what buttons to input.
 

Power Marshall

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Awesome program, MagmarFire. Got mii interested. Though I would like to use v1.0 and Filefactory does not work...
Would it be possible to upload V1.0 to MediaFire just like with v0.1?

EDIT: Just tried it once again and now it is corroborating. xD
 

VirgoTheCougar

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I tried out the code and I got a code dump when trying to load the game.

All I did was put the ASL Data code from Dantarion's topic and the code generated from the program. Is there any specific way you need to name the multiple files?
 

MagmarFire

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A code dump? Huh. And you compiled the .GCT? Did you put in the ASL Data driver code from the topic after the program generated all the code and closed?

As for the "multiple files," are you talking about the generated .DATs? No, you shouldn't even touch them unless you want to reset a stage's settings.

Awesome program, MagmarFire. Got mii interested. Though I would like to use v1.0 and Filefactory does not work...
Would it be possible to upload V1.0 to MediaFire just like with v0.1?

EDIT: Just tried it once again and now it is corroborating. xD
Oh, so things are working for you now? No bad glitches? Good. :D
 

VirgoTheCougar

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A code dump? Huh. And you compiled the .GCT? Did you put in the ASL Data driver code from the topic after the program generated all the code and closed?
Yeah. Also I put the code in with the most recent B+ code.

As for the "multiple files," are you talking about the generated .DATs? No, you shouldn't even touch them unless you want to reset a stage's settings.
I'm talking about if there's a specific way you need to name multiple stage pacs in your SD card.

Is it ok if I have one name the regular "STGFINAL" and another named "[Tabuu Corruption] STGFINAL"?
 

MagmarFire

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Hmm... I wonder if the order you put the codes in the .GCT has anything to do with it. Do you have a copy of the generated code that I could look at?

As for the files, it does matter what they're named when they're on the SD card, but you don't have to worry about that part because the program moves the textures to the card and renames the files for you. You can name them whatever you want when they're in the program's directory, though, which is all that matters; it's the name of the texture in the directory that the program cares about.

Technically, you can move the files to the SD card with those names, but that will do you no good because the code recognizes the stage name followed by an underscore and a letter (e.g. STGFINAL_A). If the game can't find the properly-named files, it will load the default stage texture from the disc.
 

VirgoTheCougar

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Hmm... I wonder if the order you put the codes in the .GCT has anything to do with it. Do you have a copy of the generated code that I could look at?
Alternate Stage Loader Data v1.1
46000010 00000000
44000000 005A7D00
66200002 00000000
46494e41 000a000000000DED FADEDEAD
E0000000 80008000

...... I SWEAR I didn't notice that DED FADEDEAD there.
 

MagmarFire

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Hmm, I think that one FADEDEAD line is the problem. It is supposed to be there, but it's supposed to be in its own line. It should probably be like this:

Code:
Alternate Stage Loader Data v1.1
46000010 00000000
44000000 005A7D00
66200002 00000000
46494e41 000a0000
00000DED FADEDEAD
E0000000 80008000
Try that. If that doesn't work, rerun the program and regenerate the code. Then copy and paste the generated code into Ocarina itself (or some other code manager you're using that compiles .GCTs).
 

VirgoTheCougar

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I tried out a new one(I regenerated another code along with a few others), it loaded the game properly, but it now freezes when I select a stage.
 

MagmarFire

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Top lines? You mean the long code in your topic? You mean I'm supposed to COMBINE the data code with the regular code?
Not exactly. You just need to make sure both codes are in the same .GCT. I'm not sure if order is an issue, but just to be safe, put the "long one" before the generated one. Unless you already tried that. If that's the case, it would probably be wise to delete all the .DATs that the program generated to reset all your stage settings and start over.
 

Cyan_Blau

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A good idea!

Now I'll be able to reorganize the stages, so that I can decide which nine extra stages are viewable on the select screen and which stages are loaded on the button command.

But is there the Online Training stage already in th SSS?

Because maybe someone want to play on it...


//AX
 

MagmarFire

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The Wi-Fi Waiting Room is on the SSS, but it replaces Rumble Falls.
 

It's a forum

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I found a glitch. I'm running Notepad on Windows XP.

The data it generates seems to have a spacing problem, not noticeable at first but after playing with word wrap I exposed it.

I thought something was fishy when the data was split when I tried importing it into my code manager...

I just manually counted by 8 for the last 4 lines. The rest of the data was cool.
 

VirgoTheCougar

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Not exactly. You just need to make sure both codes are in the same .GCT. I'm not sure if order is an issue, but just to be safe, put the "long one" before the generated one. Unless you already tried that. If that's the case, it would probably be wise to delete all the .DATs that the program generated to reset all your stage settings and start over.
Yeah I tried that, though I use Brawl Plus Tweaker to make the GCT, but the long code is always in it's own folder and I add the data code after it. Or are the two codes supposed to be in the same notepad with the long code first?
 

MagmarFire

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I found a glitch. I'm running Notepad on Windows XP.

The data it generates seems to have a spacing problem, not noticeable at first but after playing with word wrap I exposed it.

I thought something was fishy when the data was split when I tried importing it into my code manager...

I just manually counted by 8 for the last 4 lines. The rest of the data was cool.
A-ha! You're right! Good catch! I will look into it immediately.

EDIT: I'm not sure if the changes to my code have done anything, but apparently, it helps if you copy and paste the code into another Notepad file after it's generated. It's weird and unwieldy, I know, but from what I see, it prevents word wrap from screwing it all up. This may just be a problem with Notepad (and Wordpad, for that matter), because the code shows up just fine in Microsoft Word.

Yeah I tried that, though I use Brawl Plus Tweaker to make the GCT, but the long code is always in it's own folder and I add the data code after it. Or are the two codes supposed to be in the same notepad with the long code first?
I have never used Brawl+ Tweaker, but I would try doing the latter, with putting them in the same .txt file.
 

VirgoTheCougar

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A-ha! You're right! Good catch! I will look into it immediately.
I have never used Brawl+ Tweaker, but I would try doing the latter, with putting them in the same .txt file.
ALRIGHT! That did it! Hoozah! Thanks a bunch! *gives 50 E-hugs*

Though one more thing, do you only need to use only one of the codes generated or is each one required for each set of stages?
 

MagmarFire

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Excellent! Glad to hear it works!

And every time you change your stage settings, like adding more stage textures, you need new code. Unfortunately, that does mean you have to recompile your .GCT each time in order for the new settings to take effect. :(
 

VirgoTheCougar

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Well what'dya know, my code's not working again. I have 7 different ASL codes, all on the same notepad file, no spaced lines, no word wrap warping the code, in fact, two somehow still work, while the rest are all duds. I don't understand how it happened because they were all working fine before. I recompiled the code several times, deleted the left over code from previous uses, everything, yet they still don't work anymore.

It may be because of having too many codes at once, but that doesn't explain why two still work fine.

It was just right after making code for one last stage that the majority started to not work. It must be something that happened recently since all but the two that still worked were recompiled several times recently.

I haven't gotten the chance to try them out separately since it's late.
EDIT: Just tried them out alone and they work fine. I don't get what's wrong.

in short: HALP!
 

Andydark

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Pardon my idiocy, but this should allow me to, for instance, have Final Destination be replaced by

Falcon's Realm, Ridley's Flight, and some more generic texture hack of FD, right?

When I type the name of one texture, it says "Copying to SD card... Finished!"

But for all after that (for that stage) it says no such thing.

And it only generates one line of code, is this going how it should be going?
 

MagmarFire

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Well what'dya know, my code's not working again. I have 7 different ASL codes, all on the same notepad file, no spaced lines, no word wrap warping the code, in fact, two somehow still work, while the rest are all duds. I don't understand how it happened because they were all working fine before. I recompiled the code several times, deleted the left over code from previous uses, everything, yet they still don't work anymore.

It may be because of having too many codes at once, but that doesn't explain why two still work fine.

It was just right after making code for one last stage that the majority started to not work. It must be something that happened recently since all but the two that still worked were recompiled several times recently.

I haven't gotten the chance to try them out separately since it's late.
EDIT: Just tried them out alone and they work fine. I don't get what's wrong.

in short: HALP!
Show me the code that you have generated thus far, as well as a complete list of all the files in your SD card's stage\melee folder.

Pardon my idiocy, but this should allow me to, for instance, have Final Destination be replaced by

Falcon's Realm, Ridley's Flight, and some more generic texture hack of FD, right?

When I type the name of one texture, it says "Copying to SD card... Finished!"

But for all after that (for that stage) it says no such thing.

And it only generates one line of code, is this going how it should be going?
You are correct (for the first sentence).

There are two things you can try: (1) rename the files you want copied to something simpler (e.g. something without spaces or punctuation) and try again, or (2) retype the name upon prompting. I'm not sure why, but the program has a tendency to require double input, so it may just be ignoring the first time you put in a name.
 

VirgoTheCougar

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Show me the code that you have generated thus far, as well as a complete list of all the files in your SD card's stage\melee folder.
Here's the code:
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

Final Destination Stage Loader Data v1.1
46000010 00000000
44000000 005A7D00
66200002 00000000
46494e41 00050000
00000DED FADEDEAD
E0000000 80008000

Battlefield Stage Loader Data v1.1
46000010 00000000
44000000 005A7D00
66200002 00000000
42415454 00050000
00000DED FADEDEAD
E0000000 80008000

Halberd Stage Loader Data v1.1
46000010 00000000
44000000 005A7D00
66200002 00000000
48414c42 00030000
00000DED FADEDEAD
E0000000 80008000

Eldin Stage Loader Data v1.1
46000010 00000000
44000000 005A7D00
66200004 00000000
42415454 00050000
4f4c4449 00040000
43524159 00020000
00000DED FADEDEAD
E0000000 80008000

Mario Kart Stage Loader Data v1.1
46000010 00000000
44000000 005A7D00
66200005 00000000
46494e41 00050000
444f4c50 00020000
4b415254 00030000
48414c42 00030000
00000DED FADEDEAD
E0000000 80008000

Delfino Stage Loader Data v1.1
46000010 00000000
44000000 005A7D00
66200002 00000000
444f4c50 00020000
00000DED FADEDEAD
E0000000 80008000

Skyworld Stage Loader Data v1.1
46000010 00000000
44000000 005A7D00
66200003 00000000
46494e41 00040000
50414c55 00020000
00000DED FADEDEAD
E0000000 80008000

Yoshi's Island Stage Loader Data v1.1
46000010 00000000
44000000 005A7D00
66200003 00000000
42415454 00050000
43524159 00020000
00000DED FADEDEAD
E0000000 80008000

PKMN Stadium 2 Stage Loader Data v1.1
46000010 00000000
44000000 005A7D00
66200005 00000000
42415454 00050000
4f4c4449 00040000
43524159 00020000
53544144 00020000
00000DED FADEDEAD
E0000000 80008000
And here's a screencap of the files:
 

DevilKiller

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Messages
142
Heh, I used this program and ran into a funny problem. If you feel like an idiot for doing this, that's because you are. :)

If your SD card is locked (the little slide on the side), the program will continue on and generate a text file for use. But nothing will appear on your SD card. DUH.

EDIT:

I took a quick peek at VirgotheCouger's codes.

*SHOT

Should they even all be seperate codes like that? In the ASL Code Generator, it asks you if you want to add replacements for different stages. The end result should be one giant, data code. It'll save a lot of lines on your GCT too. :)

Here's my example if you feel like comparing stuff. This has one Battlefield texture, two Final Destination textures, two Bridge of Eldin textures, and one Pokemon Stadium 2 texture. I use either a Left Z or Right Z trigger on the Classic Controller for each stage.

Code:
Alternate Stage Loader Data v1.1
46000010 00000000
44000000 005A7D00
6620000b 00000000
42415454 01000000
40000000 00000000
46494e41 02000000
40000000 00000000
80000001 00000000
4f4c4449 02000000
40000000 00000000
80000001 00000000
53544144 01000000
40000000 00000000
00000DED FADEDEAD
E0000000 80008000
That's my two cents.
 

MagmarFire

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Well, Virgo, I might not know the exact problem, but if the Mario Kart stage isn't working for you, I might know why: As well as the Kart stage information that you need, you have info for Final Destination, Delfino Plaza, and the Halberd. How did those extra lines get there? I imagine this may be the problem for the other stages, too.

The way that it should be is that in the info part of the code, the line for the stage you want to hack should be above all lines that contain button combination code--in other words, the stage hex and the number of lines/buttons line should be above all lines that describe textures. Like so:

Code:
STAGEHEX BBRR0000 // "BB" = buttons; "RR" = random
XXXX00AL 00000000 // "XXXX" = combination hex; "AL" = alphabet hex number for a particular texture
If you have multiple textures for a stage, the second line type, the "XXXX" one, needs to be there multiple times. If that line type's anywhere else, the game will probably assume that that line is for the stage hex line right above it, and if a valid one isn't above it, it won't work.

You're not deleting the .DATs or combining them yourself, are you?
 

MagmarFire

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Yeah...you're not supposed to do that. XD The program takes all the data from the .DATs and puts them together into a .txt file for you.

Also, every time you add a stage or whatever, the length of the overall code is going to increase.

(GAH! Never! Get! Comcast! It has to be the most unreliable ISP I've ever had! DX ...That's my excuse for my late reply. XD )
 

VirgoTheCougar

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Yeah...you're not supposed to do that. XD The program takes all the data from the .DATs and puts them together into a .txt file for you.

Also, every time you add a stage or whatever, the length of the overall code is going to increase.

(GAH! Never! Get! Comcast! It has to be the most unreliable ISP I've ever had! DX ...That's my excuse for my late reply. XD )
But shouldn't that not prevent the code from working at all if you compile each one from scratch anyway?
 

MagmarFire

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Not sure I get what you mean. If you want to add a new stage texture to a particular stage, you don't need to start from scratch. You only need to start from scratch if you reach the stage limit or mess up stage input in some way, or if you just want to start over.
 

Andydark

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Yeah...you're not supposed to do that. XD The program takes all the data from the .DATs and puts them together into a .txt file for you.

Also, every time you add a stage or whatever, the length of the overall code is going to increase.
So...I added three textures for Online Training to appear randomly.

It generated...
Alternate Stage Loader Data v1.1
46000010 00000000
44000000 005A7D00
66200000 00000000

and
Wifi WAiting room
4f4e4c49 00000000


They don't APPEAR to be working...

It generated the whole "WIFI A, B, C" etc in the folder... but only one seems to be appearing.

EDIT: Lulz, I has the dumbz. I realized what I did wrong, I never hit generate...
 

Toony

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"All you need to do is copy and paste the contents into a text file with all the other Brawl+ codes (as well as the Alternate Stage Loader driver itself) "

^ Hey when you put that in your alternate stage loader thread, do you mean just copy + paste the code onto the GCT, and then here's where I get confused, what do you mean by the Alternative Stage Loader drive itself?

What is that ^, and how do I put it in?

Thanks a ton to anyone that answers!
 
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