Bizkit047
Smash Lord
- Joined
- May 16, 2008
- Messages
- 1,632
I've been trying to mess with the stage list a little, and it's stupidly messy with what I want to do. Any help? I'll explain. I simply want to have the first page of stages be neutrals and counterpick stages. (currently 12 stages). Then the second page is all the banned stages. What I did, was take the custom SSS code and edit it. This complicates things, as the description of what the different parts of the code do are pretty fuzzy. I got most of it to work, but I have problems with the "random" stages going to different random stages.
I'll explain in more detail. First, this is what my first page of stages looks like:
As you can see, it works. However, when I originally did this, Pictochat was randomly on the front page for some reason. And a couple of the stages were in a different order (wat?). I had to go into BrawlBox and edit Selmap.pac file's 3D Model for stage positions to get it to work correclty, and swapped Delfino and Pictochat in the SSS code from what I had, which makes 0 sense.
Next page is this:
Delfino was originally on this side for some reason, but fixed it. But the order of the stages is pretty inaccurate.
The other problem was that the code I edited messes up my random stages. For example, if I turn only Luigi's Mansion on for a stage, it randoms to Yoshi's Island. Clearly, this is because of editing order of the "zzzz" part in the code. But I'm not sure how I could edit the order of the stages and yet keep random stages different.
So to fix this problem, I did this ridiculous method:
I just used BrawlBox to swap stage images for the top stages so that they match their randoms, and blanked out where they were on the list. It's a stupid solution, but temporary.
Here are the codes. The original, then my edit:
So anyone have a better way of doing this that I don't know of, or wanna explain the code in better detail so I can fix my random stage problem, or better yet, have the stages in the proper order so I don't need to do anything messy to fix it? Yea....I like to be detailed with my questions xd. If it's possible to edit what order the stages are in BrawlBox, that would make my life a crap ton easier. Because if so, I dunno how.
I'll explain in more detail. First, this is what my first page of stages looks like:

As you can see, it works. However, when I originally did this, Pictochat was randomly on the front page for some reason. And a couple of the stages were in a different order (wat?). I had to go into BrawlBox and edit Selmap.pac file's 3D Model for stage positions to get it to work correclty, and swapped Delfino and Pictochat in the SSS code from what I had, which makes 0 sense.
Next page is this:

Delfino was originally on this side for some reason, but fixed it. But the order of the stages is pretty inaccurate.
The other problem was that the code I edited messes up my random stages. For example, if I turn only Luigi's Mansion on for a stage, it randoms to Yoshi's Island. Clearly, this is because of editing order of the "zzzz" part in the code. But I'm not sure how I could edit the order of the stages and yet keep random stages different.
So to fix this problem, I did this ridiculous method:

I just used BrawlBox to swap stage images for the top stages so that they match their randoms, and blanked out where they were on the list. It's a stupid solution, but temporary.
Here are the codes. The original, then my edit:
Code:
Custom SSS V1.1 [spunit262]
066B1E64 00000048
7F43D378 7F24CB78
480070E5 80180040
2C000002 41820010
2C030029 41820078
4800005C 4B9FD78D
2C030033 41810068
2C030028 41810048
2C030024 41810058
4800003C 60000000
046B1F04 4800002C
046B8F5C 7C802378
046B8F64 7C6300AE
040AF618 5460083C
040AF6AC 5463083C
040AF6C0 88030001
006B929C 000000WW
066B99D8 000000WW
VVVVVVVV VVVVVVVV
006B92A4 000000NN
066B9A58 000000NN
MMMMMMMM MMMMMMMM
06407AAC 000000YY
ZZZZZZZZ ZZZZZZZZ
Special thank to pizzaboy for "Custom Stages On Wifi Test", as it made finding the rom locations so much easier.
Recommended defaults
WW=1F
VVVVVVVV [spunit262]
00010203 04050709
080A0B0C 0D0E0F10
11141516 1A191217
0618131D 1E1B1C00
NN=12
MMMMMMMM [spunit262]
1F202122 25242326
27282A2B 2C2D2E2F
30290000 00000000
YY=62
ZZZZZZZZ [spunit262]
01010202 03030404
05050606 07070808
0909330A 0B0B0C0C
0D0D0E0E 130F1410
15111612 17131814
19151C16 1D171E18
1F19201A 211B221C
231D241E 251F2932
2A332B34 2C352D36
2F373038 3139323A
2E3B0064 260A2832
34053504 36113702
38070000 00000000
VVVVVVVV & MMMMMMMM
The values are indexes into ZZZZZZZZ, that only maters if you use a value for ZZZZZZZZ
other than the one I provided. The list belowe has the values to use for the provided ZZZZZZZZ.
default indexes level id, icon id
-- Blank -- 00
00 BattleField 01 01
01 Final Destination 02 02
02 Delfino Plaza 03 03
03 Luigi's Mansion 04 04
04 Mushroomy Kingdom 05 05
05 Mario Circuit 06 06
06 75 m 07 07
07 Rumble Falls 08 08
08 Pirate Ship 09 09
09 Oldin (Bridge of Eldin) 33 0A
0A Norfair 0B 0B
0B Frigate Orpheon 0C 0C
0C Yoshi's Island 0D 0D
0D Halberd 0E 0E
0E Lylat Cruise 13 0F
0F Pokémon Stadium 2 14 10
10 Spear Pillar 15 11
11 Port Town Aero Dive 16 12
12 Summit 17 13
13 Flat Zone 2 18 14
14 Castle Siege 19 15
15 WarioWare, Inc. 1C 16
16 Distant Planet 1D 17
17 Skyworld 1E 18
18 Mario Bros. 1F 19
19 New Pork City 20 1A
1A Smashville 21 1B
1B Shadow Moses Island 22 1C
1C Green Hill Zone 23 1D
1D PictoChat 24 1E
1E Hanenbow 25 1F
1F Temple 29 32
20 Yoshi's Island (Melee) 2A 33
21 Jungle Japes 2B 34
22 Onett 2C 35
23 Green Greens 2D 36
24 Rainbow Cruise 2F 37
25 Corneria 30 38
26 Big Blue 31 39
27 Brinstar 32 3A
28 Pokémon Stadium 2E 3B
29 Menu -- 64
2A ConfigTest 26 -- Bridge of Eldin
2B Result 28 -- Temple
2C Homerun 34 -- Mushroomy Kingdom
2D Edit 35 -- Luigi's Mansion
2E Heal 36 -- Spear Pillar
2F OnlineTraining 37 -- Final Destination
30 TargetBreak 38 -- 75 m
WW & NN = Number of bytes in VVVVVVVV & NNNNNNNN respectively.
ZZZZZZZZ
For the most part you won't need to touch this. There are only 2 reason you would want to. To change what stages are in rotation for random, the first 28 (40 decimal) slots. And to change the icon a stage uses. Each slot is 2 bytes (1 byte = 2 hex digits), the first byte is what level is loaded when selected, the second is what icon is displayed. Slot 29 (41 decimal) must be the Menu (used for my music).
YY is the number of byte in ZZZZZZZZ (slots*2)
Code:
Same code, my edit:
066B1E64 00000048
7F43D378 7F24CB78
480070E5 80180040
2C000002 41820010
2C030029 41820078
4800005C 4B9FD78D
2C030033 41810068
2C030028 41810048
2C030024 41810058
4800003C 60000000
046B1F04 4800002C
046B8F5C 7C802378
046B8F64 7C6300AE
040AF618 5460083C
040AF6AC 5463083C
040AF6C0 88030001
006B929C 0000000C
066B99D8 0000000C
00010203 04050709
080A0B0C 00000000
006B92A4 0000001E
066B9A58 0000001E
0D0E0F10 11141516
1A191217 0618131D
1E1B1C1F 20212225
24232627 28290000
06407AAC 00000054
02020101 211B0D0D
130F2E3B 241E0E0E
0C0C1915 323A2F37
03032B34 0B0B1410
09090404 30381D17
1E182D36 1612231D
15111713 0606330A
2A331814 1C162C35
221C0808 05052932
201A251F 07071F19
31390000 00000000