Event Matches - We can Edit Them! All-Star and Classic Too!

Eternal Yoshi

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http://www.youtube.com/watch?v=pSsVs44HY2M
This is the start of something potentially beautiful.

You need a hex editor Tabuu to open the file that controls them, sq_event_data.dat

sq_event_data.dat = MiscData[6] in common2.pac.

Common2.pac also holds the data for All-star mode stuff and Classic mode stuff.

Sc_sel_event.pac controls the text and such of the event match menu.

I haven't discovered all of it's floating points yet, but here's a colored pic to make this easier



Red = Player 1 data
Blue = Player 2 data
Yellow = Player 3 data
Green = Player 4 data
Sienna = Character ID
Indigo = Scaling
Black = Music ID
Teal = Stage ID!
Magenta = Stock Count
Royal Blue = Status
Dark Orange = Starting Damage(All Difficulties)
Pink = Team Flag
White = Color ID
Dark Red = Offense Ratio
Cyan = Defense Ratio
Gold = Game Mode
Dark Olive Green = Game Speed
Sandy Brawn = Camera Shake control
Dark Green = Time Limit
Light Green = Timer Visibility?(Timer invisible when at 40000000)
Indigo = Global Offense and Defense Ratio
Light Yellow = Item Frequency
Rose = CPU Level (All Difficulties)

00 = Normal
01 = Metal(Portrait Dark)
02 = Invisible(No Portrait)
03 = Freezes the game.

00 = Time?
01 = Stock Match
02 = Coins

So as of now, we can change characters, music, and scale them.
And now stock count, control status, offense and defense ratios among the characters, and stages.

In a different format:

Code:
Header Size - 0x50
 
0x08 = Match Type(Value is at 2 for Coin event match)
0x0C = Time Limit
0x10 = Timer Visibility?
0x1B = Item Frequency
0x1F = Stage ID
0x38 = Game Speed
0x3C = Camera Shaking control
0x46 = Music ID
0x49 = Global Offense Ratio(Leave area as FFFFFFFF for normal ratios)
0x4B = Global Defense Ratio(Leave area as FFFFFFFF for normal ratios)
 
PlayerData Size = 0x38
---------------------------------
0x00  = byte CharacterID
0x01  = byte Status (Normal,Metal,Invisible,BEEP?)
0x04  = float Size(Scaling)
0x08  = Team Flag
0x0C  = CPU Level(Easy)
0x0F  = Offense Ratio(Easy)
0x11  = Defense Ratio(Easy)
0x14  = Stock count(Easy)
0x18  = Starting Damage(Easy)
0x1A  = CPU Level(Normal)
0x1D  = Offense Ratio(Normal)
0x1F  = Defense Ratio(Normal)
0x22  = Stock count(Normal)
0x26  = Starting Damage(Normal)
0x28  = CPU Level(Hard)
0x2B  = Offense Ratio(Hard)
0x2D  = Defense Ratio(Hard)
0x30  = Stock count(Hard)
0x34  = Starting Damage(Hard)
When I wake up, I will try to find out what the other floating points do.

[collapse=Music List(Don't use nameless and unused songs!)]
26F9 Menu 1
26FA Menu 1
26FB Menu 2
26FC Battlefield
26FD Final Destination
26FF Online Practice Stage
2700 Results Display Screen
2701 Tournament Registration
2702 Tournament Grid
2703 Tournament Match End
2705 Classic: Results Screen
2706 ENDING
2707 All-Star Rest Area
2708 Home-Run Contest
2709 Cruel Brawl
270A Boss Battle
270B Trophy Gallery
270C Sticker Album / Album / Chronicle
270D Coin Launcher
270F Stage Builder
2711 BattleField Ver. 2
2712 Target Smash!!
2713 Credits
2714 Ground Theme (Super Mario Bros.)
2715 Underground Theme (Super Mario Bros.)
2716 Underwater Theme (Super Mario Bros.)
2717 Underground Theme (Super Mario Land)
2718 Airship Theme (Super Mario Bros. 3)
2719 Castle / Boss Fortress (Super Mario World / SMB 3)
271A Title / Ending (Super Mario World)
271B Main Theme (New Super Mario Bros.)
271C Luigi's Mansion Theme
271D Gritzy Desert
271E MLRPG02 (Unused)
271F MORINOKINOKO (Unused)
2720 Delfino Plaza
2721 Ricco Harbor
2722 Main Theme (Super Mario 64)
2723 Ground Theme 2 (Super Mario Bros.)
2724 Mario Bros.
2725 Mario Circuit
2726 Luigi Circuit
2727 Waluigi Pinball
2728 Rainbow Road
2729 Jungle Level Ver.2
272A The Map Page / Bonus Level
272B Opening (Donkey Kong)
272C Donkey Kong
272D King K.Rool / Ship Deck 2
272E Bramble Blast
272F Battle for Storm Hill
2730 Jungle Level
2731 25m BGM
2732 DK Jungle 1 Theme (Barrel Blast)
2733 Title (The Legend of Zelda)
2734 Main Theme (The Legend of Zelda)
2735 Great Temple / Temple
2736 The Dark World
2737 Hidden Mountain & Forest
2738 KAZENOSAKANA (Unused)
2739 Tal Tal Heights
273A Hyrule Field Theme
273B Ocarina of Time Medley
273C Song of Storms
273D Molgera Battle
273E Village of the Blue Maiden
273F Gerudo Valley
2740 Termina Field
2741 Dragon Roost Island
2742 The Great Sea
2743 Main Theme (Twilight Princess)
2744 The Hidden Village
2745 Midna's Lament
2746 Main Theme (Metroid)
2747 Norfair
2748 Ending (Metroid)
2749 Vs. Ridley
274A Theme of Samus Aran, Space Warrior
274B Sector 1
274C Opening / Menu (Metroid Prime)
274D Vs. Parasite Queen
274E Vs. Meta Ridley
274F Multiplayer (Metroid Prime 2)
2750 Ending (Yoshi's Story)
2751 Obstacle Course
2752 Yoshi's Island
2753 COCKIE (Unused)
2754 Flower Field
2755 Wildlands
2756 ATHLETIC2 (Unused)
2757 The Legendary Air Ride Machine
2758 King Dedede's Theme
2759 Boss Theme Medley
275A Butter Building
275B Gourmet Race
275C Meta Knight's Revenge
275D Vs. Marx
275E 0 Battle
275F Forest / Nature Area
2760 Checker Knights
2761 Frozen Hillside
2762 Squeak Squad Theme
2763 Main Theme (Star Fox)
2764 Corneria
2765 Main Theme (Star Fox 64)
2766 Area 6
2767 Star Wolf
2768 COMMAND (Unused)
2769 Space Battleground
276A Break Through the Ice
276B Star Wolf (Star Fox: Assault)
276C Space Armada
276D Area 6 Ver. 2
276E Pokémon Main Theme
276F Pokémon Center
2770 Road to Viridian City (From Pallet Town / Pewter City)
2771 Pokémon Gym / Evolution
2772 Wild Pokémon Battle! (Ruby / Sapphire)
2773 Victory Road
2774 Wild Pokémon Battle! (Diamond / Pearl)
2775 Dialga / Palkia Battle at Spear Pillar!
2776 Team Galactic Battle!
2777 Route 209
2778 Mute City
2779 White Land
277A Fire Field
277B Car Select
277C Dream Chaser
277D Devil's Call in Your Heart
277E Climb Up! And Get The Last Chance!
277F Brain Cleaner
2780 Shotgun Kiss
2781 Planet Colors
2783 Fire Emblem Theme
2784 Shadow Dragon Medley
2785 With Mila's Divine Protection (Celica Map 1)
2787 Preparing to Advance
2788 Winning Road - Roy's Hope
2789 Attack
278A Against the Dark Knight
278B Crimean Army Sortie
278C Power-Hungry Fool
278D Victory Is Near
278E Ike's Theme
278F Snowman
2790 SENTOUONIISAN (Unused)
2791 EIGHTMELODIES (Unused)
2792 SMILEANDTEARS (Unused)
2793 Humoresque of a Little Dog
2794 BECAUSE (Unused)
2795 Porky's Theme
2796 Mother 3 Love Theme
2797 Unfounded Revenge / Smashing Song of Praise
2798 You Call This a Utopia?!
2799 World Map (Pikmin 2)
279A Forest of Hope
279B Environmental Noises
279C Ai no Uta
279D Tane no Uta
279E Main Theme (Pikmin)
279F Stage Clear / Title (Pikmin)
27A0 Ai no Uta (French Version)
27A1 WarioWare, Inc.
27A2 WarioWare, Inc. Medley
27A3 Mona Pizza's Song (Japanese Version)
27A4 Mona Pizza's Song (English Version)
27A5 Mike's Song (Japanese Version)
27A6 Mike's Song (English Version)
27A7 Ashley's Song (Japanese Version)
27A8 Ashley's Song (English Version)
27B3 Title (Animal Crossing)
27B4 Go K.K. Rider!
27B5 2:00 a.m.
27B6 RADIOTAISO (Unused)
27B7 The Roost
27B8 Town Hall and Tom Nook's Store
27B9 K.K. Crusin'
27BA K.K. Western
27BB K.K. Gumbo
27BC Rockin' K.K.
27BD DJ K.K.
27BE K.K. Condor
27BF Underworld
27C0 Title (Kid Icarus)
27C1 Skyworld
27C2 Kid Icarus Original Medley
27C3 Famicom Medley
27C4 Gyromite
27C5 SPORTSMEDLEY (Unused)
27C6 Chill (Dr. Mario)
27C7 Clu Clu Land
27C8 Balloon Trip
27C9 Ice Climber
27CA Shin Onigashima
27CB Title (3D Hot Rally)
27CC Tetris: Type A
27CD Tetris: Type B
27CE Tunnel Scene (X)
27CF Power-Up Music
27D0 Douchuumen (Nazo no Murasamejo)
27D1 WILDTRACKS (Unused)
27D2 PictoChat
27D3 ELECTRO
27D4 Flat Zone 2
27D5 Mario Tennis / Mario Golf
27D6 Lip's Theme (Panel de Pon)
27D7 Marionation Gear
27D8 Title (Big Brain Academy)
27D9 Golden Forest (1080Snowboarding)
27DA Mii Channel
27DB Wii Shop Channel
27DC Battle Scene / Final Boss (Golden Sun)
27DD Shaberu! DS Cooking Navi
27DE Excite Truck
27DF Brain Age: Train Your Brain in Minutes a Day
27E0 Opening Theme (Wii Sports)
27E1 Charge! (Wii Play)
27E2 MAINTHEME (Unused)
27E3 Encounter
27E4 Theme of Tara
27E5 Yell "Dead Cell"
27E6 Snake Eater (Instrumental)
27E7 MGS4 Theme of Love Smash Bros. Brawl Version
27E8 Cavern
27E9 Battle in the Base
27EA BEATMANIA (Unused)
27EB Theme of Solid Snake
27EC Calling to the Night
27ED Credits (Super Smash Bros.)
27EE Menu (Super Smash Bros. Melee)
27EF Opening (Super Smash Bros. Melee)
27F0 HOWTOPLAY (Unused)
27F1 DXTERMINAL (Unused)
27F2 Green Hill Zone
27F3 Scrap Brain Zone
27F4 Emerald Hill Zone
27F5 Angel Island Zone
27F6 UCANDO
27F7 Sonic Boom
27F8 Super Sonic Racing
27F9 Open Your Heart
27FA Live & Learn
27FB Sonic Heroes
27FC Right There, Ride On
27FD HIS WORLD (Instrumental)
27FE Seven Rings In Hand
27FF Princess Peach's Castle (Melee)
2800 Rainbow Cruise (Melee)
2801 Jungle Japes (Melee)
2802 Brinstar Depths (Melee)
2803 Yoshi's Island (Melee)
2804 Fountain of Dreams (Melee)
2805 Green Greens (Melee)
2806 Corneria (Melee)
2807 Pokémon Stadium (Melee)
2808 Poké Floats (Melee)
2809 Big Blue (Melee)
280A Mother (Melee)
280B Icicle Mountain (Melee)
280C Flat Zone (Melee)
280D Super Mario Bros. 3 (Melee)
280E Battle Theme (Melee)
280F Fire Emblem (Melee)
2810 Mach Rider (Melee)
2811 Mother 2 (Melee)
2812 Dr. Mario (Melee)
2813 Battlefield (Melee)
2815 Multi-Man Melee 1 (Melee)
2816 Temple (Melee)
2817 Final Destination (Melee)
2818 Kong Jungle (Melee)
2819 Brinstar (Melee)
281A Venom (Melee)
281B Mute City (Melee)
281C Menu (Melee)
281D Giga Bowser (Melee)
281F Adventure Map
2820 Step: The Plain
2821 Step: The Cave
2822 Step: Subspace
2823 Boss Battle Song 1
2824 SSE Results (Nameless)
2825 Boss Battle Song 2
2826 Save Point
2827 SSE DK Jungle (Nameless)
2828 SSE Luigi Mansion (Nameless)
2829 Halberd Interior (Nameless)
282A SSE Data Select (Nameless)
282B SSE Brinstar (Nameless)
282C Step: Subspace Ver.2
282D Step: Subspace Ver.3
282E Halberd Moving (Nameless)
[/collapse]

[collapse=Character IDs for dat file]
00 Mario
01 Donkey Kong
02 Link
03 Samus
04 Zero Suit Samus
05 Yoshi
06 Kirby
07 Fox
08 Pikachu
09 Luigi
0A Captain Falcon
0B Ness
0C Bowser
0D Peach
0E Zelda
0F Sheik
10 Ice Climbers
11 Popo
12 Nana
13 Marth
14 Mr. Game & Watch
15 Falco
16 Ganondorf
17 Wario
18 Metaknight
19 Pit
1A Pikmin & Olimar
1B Lucas
1C Diddy Kong
?? Charizard
1E Charizard (Trainer Independant)
?? Ivysaur
20 Ivysaur (Trainer Independant)
?? Squirtle
22 Squirtle (Trainer Independant)
23 Dedede
24 Lucario
25 Ike
26 Robot
27 Jigglypuff
28 Toon Link
29 Wolf
2A Snake
2B Sonic
2C Giga Bowser
2D WarioMan
2E ZakoRed
2F ZakoBlue
30 ZakoYellow
31 ZakoGreen
32 Mario(Debug Mario???)
3E None/Choose your Character
48 Pokemon Trainer
49 Samus or Zero Suit Samus
4A Zelda or Sheik
[/collapse]

Note: Pokemon Trainer and his independent Pokes use different IDs for reasons unknown.

[collapse=Stage IDs]
Stage Specific List
00 (0) - Battle
01 (1) - BattleField (Battlefield)
02 (2) - Final (Final Destination)
03 (3) - Dolpic (Delfino Plaza)
04 (4) - Mansion (Luigi's Mansion)
05 (5) - MarioPast (Mushroomy Kingdom)
06 (6) - Kart (Mario Circuit)
07 (7) - Donkey (75 m)
08 (8) - Jungle (Rumble Falls)
09 (9) - Pirates (Pirate Ship)
0A (10) - Zelda2 (Bridge of Eldin)
0B (11) - Norfair (Norfair)
0C (12) - Orpheon (Frigate Orpheon)
0D (13) - Crayon (Yoshi's Island)
0E (14) - Halberd (Halberd)
0F (15) - TestHalberd_00
10 (16) - TestHalberd_01
11 (17) - TestHalberd_02
12 (18) - Karby2
13 (19) - Starfox (Lylat Cruise)
14 (20) - Stadium (Pokémon Stadium 2)
15 (21) - Tengan (Spear Pillar)
16 (22) - Fzero (Port Town Aero Dive)
17 (23) - Ice (Summit)
18 (24) - Gw (Flat Zone 2)
19 (25) - Emblem (Castle Siege)
1A (26) - TestEmblem_00
1B (27) - TestEmblem_01
1C (28) - Madein (WarioWare, Inc.)
1D (29) - Earth (Distant Planet)
1E (30) - Palutena (Skyworld)
1F (31) - Famicom (Mario Bros.)
20 (32) - Newpork (New Pork City)
21 (33) - Village (Smashville)
22 (34) - Metalgear (Shadow Moses Island)
23 (35) - Greenhill (Green Hill Zone)
24 (36) - Pictchat (PictoChat)
25 (37) - Plankton (Hanenbow)
26 (38) - ConfigTest
27 (39) - Viewer
28 (40) - Result
29 (41) - DxShrine (Temple)
2A (42) - DxYorster (Yoshi's Island)
2B (43) - DxGarden (Jungle Japes)
2C (44) - DxOnett (Onett)
2D (45) - DxGreens (Green Greens)
2E (46) - DxPStadium (Pokémon Stadium)what
2F (47) - DxRCruise (Rainbow Cruise)
30 (48) - DxCorneria (Corneria)
31 (49) - DxBigBlue (Big Blue)
32 (50) - DxZebes (Brinstar)
33 (51) - Oldin
34 (52) - Homerun (Homerun Contest)
35 (53) - Edit (Stages made using the Stage Builder.)
[/collapse]
As of now, let's try to find out what the floating points control.

Now, opening it in Tabuu, they are mislabled.
Here is which Event Match is which.

[collapse=Event List]
eventStage1Tbl = Two Trouble Kings
eventStage2Tbl = Pink Ball Repulsion
eventStage4Tbl = Cleaning House in Skyworld
eventStage5Tbl = Become the Champion!
eventStage7Tbl = Dragoon Strike
eventStage9tbl = Super Bowser Bros.
eventStage10tbl = All-Star Battle Regulars
eventStage12Tbl = Diddy Kong Panic
eventStage13Tbl = Yoshi's Rainbow
eventStage14Tbl = Go! Triple Finish!
eventStage15Tbl = The Monster beneath the Earth
eventStage17Tbl = Sproutrage of the Flower Pikmin
eventStage19Tbl = Sleeping in the Eggs
eventStage20Tbl = All-Star Battle x 1
eventStage21Tbl = The Hammer of the King
eventStage22Tbl = Super Waterfall Climb
eventStage23Tbl = Landmaster Ignition
eventStage25Tbl = Dark Link Duel
eventStage26Tbl = Power Suit ON!
eventStage27Tbl = Wario Bros.
eventStage28Tbl = Visit to Onett
eventStage29Tbl = Molten Norfair
eventStage32Tbl = Come On, Blue Falcon
eventStage33Tbl = The Aura Is With Me
eventStage34Tbl = Monkeys Unite
eventStage35Tbl = The Slow and Easy Life
eventStage36Tbl = Three-Beast Carnage
eventStage37Tbl = Flower Blooms in the Echoes
eventStage38Tbl = All-Star Semifinal Regulars
eventStage39Tbl = The Ultimate Bodyguard
eventStage40Tbl = The Pirate Airship
eventStage42Tbl = All-Star Battle Melee
eventStage43Tbl = Bird in Darkest Night
eventStage44Tbl = Advent of the Evil King
eventStage45Tbl = Sonic Boom
eventStage46Tbl = High-Tech Special Forces
eventStage47Tbl = The Visitor to Flat Zone
eventStage48Tbl = The Wolf Hunts the Fox
eventStage49Tbl = All-Star Battle x 2
eventStage50Tbl = The Final Battle
eventStage51Tbl = The FINAL Final Battle

[/collapse]


[collapse=Co-op Event List]
eventStage1Tbl_2p = Two Trouble Kings
eventStage5Tbl_2p = Master the Pokemon Tag Battle
eventStage8Tbl_2p = Fastest, Shortest, Sudden Death
eventStage12Tbl_2p = The DK Tag Calamity
eventStage13Tbl_2p = The Yoshi Team of 50
eventStage22Tbl_2p = Unwanted Suitors
eventStage25Tbl_2p = Battle of the Dark Sides
eventStage27Tbl_2p = All MINE!
eventStage28Tbl_2p = Those Who Wait in Onett
eventStage30Tbl_2p = The R.O.B.'s of Tomorrow
eventStage31Tbl_2p = The Great Remodeling Battle
eventStage32Tbl_2p = Come Back, Falcon Flyer!
eventStage36Tbl_2p = The Dark Guardians
eventStage39Tbl_2p = Blades of the Quick and Mighty
eventStage40Tbl_2p = Four Swords Brawl
eventStage41Tbl_2p = Jigglypuff's Great Comeback
eventStage45Tbl_2p = Sonic & Mario
eventStage46Tbl_2p = The New Weapon of Shadow Moses
eventStage48Tbl_2p = Shadow of Andross
eventStage50Tbl_2p = The Final Battle for Two
eventStage51Tbl_2p = The True All-Star Battle


[/collapse]

Everyone else, drop some ideas for event matches.
Keep in mind we didn't find what controls the rules of the match yet.

http://opensa.dantarion.com/wiki/Event_Match_Files
The OpenSA page for Event Match files.

Credit for finding the Game Speed and Camera Shaking control goes to standardtoaster.
 

Eternal Yoshi

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All-Star mode and stuff

I'm reserving this.

I may make this post for the other files of common2.pac.

It holds a LOT of Miscdatas, a few of which controls All-Star Mode and Classic.

MiscData[7] holds All Star mode data.

MiscData[8] has Classic Mode data.

MiscData[13] has the title sndBgmTitleData. at it's tail. Hmm......

Edited All Star mode files.

Successfully moved MK from Kirby to Metal Gear.



This is an example of an All-Star mode stage file.

The Cyan colored may be the fifth opponent(Unconfirmed). No match has 5 at a time, but it would have been the case if Mewtwo was in the game.

The first row is for stages. The game randomly selects from one of the ID's there. To force it to go to one stage, just fill the others with FFFFFFFF.

Credit to mnsg for finding the stock counts and Color IDs for All-Star mode.

Classic Mode.

These don't seem to be neatly organized as the other ones.
As of now, I only found the stage IDs for the possible combinations....



Note: This structure repeats for other stages for the many possible combinations.


Code:
MatchData size = 104 bytes

--------------------------------------------------------

0x07 = Stage ID
0x0b =  Stage ID
0x0f =  Stage ID
0x10 =  Stage ID
Just fill the others with 000000FF if you only want 1 stage.

Maybe the second to last stage holds the key for true random.......
 

Bero

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The file structure isn't difficult. If pokelover is still doing Brawl hack, he will help you a lot by developing BrawlBox.
 

Dantarion

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http://www.youtube.com/watch?v=pSsVs44HY2M
This is the start of something potentially beautiful.

You need a hex editor to open the file that controls them, sq_event_data.dat

sq_event_data.dat = MiscData[6] in common2.pac.

Common2.pac also holds the data for All-star mode stuff and Classic mode stuff.

Sc_sel_event.pac controls the text and such of the event match menu.
Note: Pokemon Trainer and his independent Pokes use different IDs for reasons unknown.

As of now, let's try to find out what the floating points control.

Everyone else, drop some ideas for event matches.
Keep in mind we didn't find what controls the rules of the match yet.
Independant Pokemon can't switch. If the game wants you to fight all 3 pokemon, or a specific one, it will use the indy pokemon

I'm reserving this.

I may make this post for the other files of common2.pac.

It holds a LOT of Miscdatas, a few of which controls All-Star Mode and Classic.

MiscData[7] holds All Star mode data.

MiscData[8] has Classic Mode data.

MiscData[13] has the title sndBgmTitleData. at it's tail. Hmm......
First of all, Tabuu is a .dat file editor. before you freak out trying to decode the general structure of the files. The movesets and such an these files have the same base format.

If you want an editor for these, ill code one of the .dat types into Tabuu, and then let you look at the code. I actually wrote Tabuu to decode ALL of the .dat files, not just the movesets.
 

Eternal Yoshi

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Hmm.... aparrently, Tabuu can open common2.pac to open MiscData[0],MiscData[1], MiscData[6], MiscData[7], MiscData[8], MiscData[13], and MiscData[14].

I'm gonna retool the OP to reflect that.

Also, a warning to those who'll edit these. Pay close attention to the character IDs.
There are about 10 event matches that were cut which is why the FINAL final battle is event match 51 in the file.

Thanks to Tabuu, I may have found the Stage ID.
Yep.

Edited All Star mode files.

Successfully moved MK from Kirby to Metal Gear.



This is an example of an All-Star mode stage file.

The Cyan colored may be the fifth opponent(Unconfirmed). No match has 5 at a time, but it would have been the case if Mewtwo was in the game.

The first row is for stages. The game randomly selects from one of the ID's there. To force it to go to one stage, just fill the others with FFFFFFFF.
 

Eternal Yoshi

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It seems that the dummied out event matches are basically absent.
Tabuu labels them as their intended number, not the ones in game, so I'll update the OP to show you all which event match is which.

The classic mode files seem to be constructed differently and why is MiscData[11] so huge and MiscData[12] contain several filenames????
 

GP&B

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I would love you if you could get All-Star and Classic mode to randomize matchups like in Melee's.
 

Eternal Yoshi

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Maybe there's an ID for random.....
Or a way to make a rng for the character ID without adding lines.
Maybe 3E??

I'll check

Nope.
In event Matches, 3E as player 1 = Choose your character.
In All-Star mode, it means none. I accidentally made it unwinnable LOL.

In Samus's All-star match, there is a unique ID that forces the game to randomly choose between Samus and Zamus.
It's 49....

4A is for Zelda OR Sheik...............

48 is for PT which starts as a Random Poke.
 

xxTerminatorxx

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[This] idea would be great to use in project M, like turning all Brawl's event matches into matches similiar to Melee's.

I'll put this thread link there in a second.
 

pokelover980

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The file structure isn't difficult. If pokelover is still doing Brawl hack, he will help you a lot by developing BrawlBox.
What's that I heard my name where am I needed :U

But it seems Dant is already on the case, so I'll hold off until enough people request it to be added to BrawlBox.

And nice work, Eternal Yoshi, looking good so far, and I hope to see something good come from this :D
 

Dantarion

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For project M we should make a bunch of really hard challenges, for people to upload youtube videos of. Actual event matches that challenge your skill.
 

xxTerminatorxx

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For project M we should make a bunch of really hard challenges, for people to upload youtube videos of. Actual event matches that challenge your skill.
Yeah, Melee's was hard as crap somtimes. Remember Pikachu and Pichu? It took me FOREVER to beat it, same with "Time for a checkup." Though, in my opinion some of Melee's matches were quite easy, actually. Your right, Brawl's don't challenge skill, Melee's did.

I thank you EY for descovering this. Now I can finally play Brawl's event matches and actually have a difficult time with it.
 

Eternal Yoshi

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3E has two meanings. Either none, or "Choose your Character".

[collapse=Event List]
eventStage1Tbl = Two Trouble Kings
eventStage2Tbl = Pink Ball Repulsion
eventStage4Tbl = Cleaning House in Skyworld
eventStage5Tbl = Become the Champion!
eventStage7Tbl = Dragoon Strike
eventStage9tbl = Super Bowser Bros.
eventStage10tbl = All-Star Battle Regulars
eventStage12Tbl = Diddy Kong Panic
eventStage13Tbl = Yoshi's Rainbow
eventStage14Tbl = Go! Triple Finish!
eventStage15Tbl = The Monster beneath the Earth
eventStage17Tbl = Sproutrage of the Flower Pikmin
eventStage19Tbl = Sleeping in the Eggs
eventStage20Tbl = All-Star Battle x 1
eventStage21Tbl = The Hammer of the King
eventStage22Tbl = Super Waterfall Climb
eventStage23Tbl = Landmaster Ignition
eventStage25Tbl = Dark Link Duel
eventStage26Tbl = Power Suit ON!
eventStage27Tbl = Wario Bros.
eventStage28Tbl = Visit to Onett
eventStage29Tbl = Molten Norfair
eventStage32Tbl = Come On, Blue Falcon
eventStage33Tbl = The Aura Is With Me
eventStage34Tbl = Monkeys Unite
eventStage35Tbl = The Slow and Easy Life
eventStage36Tbl = Three-Beast Carnage
eventStage37Tbl = Flower Blooms in the Echoes
eventStage38Tbl = All-Star Semifinal Regulars
eventStage39Tbl = The Ultimate Bodyguard
eventStage40Tbl = The Pirate Airship
eventStage42Tbl = All-Star Battle Melee
eventStage43Tbl = Bird in Darkest Night
eventStage44Tbl = Advent of the Evil King
eventStage45Tbl = Sonic Boom
eventStage46Tbl = High-Tech Special Forces
eventStage47Tbl = The Visitor to Flat Zone
eventStage48Tbl = The Wolf Hunts the Fox
eventStage49Tbl = All-Star Battle x 2
eventStage50Tbl = The Final Battle
eventStage51Tbl = The FINAL Final Battle

[/collapse]

[collapse=Co-op Event List]
eventStage1Tbl_2p = Two Trouble Kings
eventStage5Tbl_2p = Master the Pokemon Tag Battle
eventStage8Tbl_2p = Fastest, Shortest, Sudden Death
eventStage12Tbl_2p = The DK Tag Calamity
eventStage13Tbl_2p = The Yoshi Team of 50
eventStage22Tbl_2p = Unwanted Suitors
eventStage25Tbl_2p = Battle of the Dark Sides
eventStage27Tbl_2p = All MINE!
eventStage28Tbl_2p = Those Who Wait in Onett
eventStage30Tbl_2p = The R.O.B.'s of Tomorrow
eventStage31Tbl_2p = The Great Remodeling Battle
eventStage32Tbl_2p = Come Back, Falcon Flyer!
eventStage36Tbl_2p = The Dark Guardians
eventStage39Tbl_2p = Blades of the Quick and Mighty
eventStage40Tbl_2p = Four Swords Brawl
eventStage41Tbl_2p = Jigglypuff's Great Comeback
eventStage45Tbl_2p = Sonic & Mario
eventStage46Tbl_2p = The New Weapon of Shadow Moses
eventStage48Tbl_2p = Shadow of Andross
eventStage50Tbl_2p = The Final Battle for Two
eventStage51Tbl_2p = The True All-Star Battle


[/collapse]

I have an idea for an event match that's inspired by a memetic song.

I'm dangerously close to finding the starting damage values for all difficulties. I found normal. Now for Hard and Easy.

Found the damage values for the other difficulty.

Ever had one of those days when you're looking for something, then you find many other things??

I'm having one of those.

I apparrently also found the team flag........

Where are you offense and defense ratios?!?!
 

standardtoaster

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I don't know if this is helpful or not, but for the cleaning the house event, if you have the plats made to be unbreakable, either through a code or a floating point edit, you cannot clear the event. Perhaps you could find what actually makes the requirement for the entire place being destroyed? BTW I might start looking at this stuff, seems interesting. :p
 

Mario & Sonic Guy

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I decided to try this out, so I got hold of Tabuu and tried making my own Event Match request.

It turned out as follows...

Stage: Delfino Plaza
Music: Overworld Theme (NSMB)
Opponents: Luigi -> Diddy Kong -> Bowser -> Donkey Kong -> Wario -> Yoshi -> Peach -> Mario
HMN Character: Choose
Lives: 2 (you), 1 (opponents)

I also tried modifying All-Star Mode with this information. I made Bowser and Yoshi switch places. Additionally, Yoshi's Island replaced Luigi's Mansion, and vice versa. In other words, when you face the Mario team, Yoshi's Island would be one of the stages used, but not Luigi's Mansion. And for Bowser, you'd ALWAYS fight him at the Luigi's Mansion stage.

You know, I'll probably make a custom All-Star Mode, and switch around which opponents you'll fight first, and so forth. For one example, I'd set the Mario team as the semi-final opponent, but replace Bowser with Yoshi; it would then be known as the Mario heroes team. And for the final fight, you'd face Mr. Game & Watch, maybe even fight four of them at the same time; it would bring back Melee All-Star Mode nostalgia.

By the way, when Classic Mode is finally cracked, I might plan on swapping the positions of Bowser and Yoshi; it'll be amusing to fight the Kongs alongside the Koopa King, and vice versa. Additionally, seeing Yoshi work with or against his old friends would be amusing too; for example, a team match where your partner is Peach, while Mario and Yoshi are your opponents.
 

Dantarion

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0x64 is 100, which the game uses for 1.0 for the damage ratios. Don't know which is which.
Could you put the data in this format please? And correct what I have cuz I think i misread your picture :p
Code:
PlayerData Size = 0x38
---------------------------------
0x00  = byte CharacterID
0x01  = byte Status (Normal,Metal,Invisible,BEEP?)

0x04  = float Size
0x08  = short Stock Count

0x18  = short Starting Damage
0x26
0x34
 

pikazz

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make a allstar mode that make you fight against the tier list!

from ganondorf to toptier! would be awesome x3

i really like the idea about the editble event matches, will try someday :3
 

Eternal Yoshi

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There you go.

Code:
Header Size - 0x50
---------------------------------
0x1F = Stage ID
0x46 = Music ID

PlayerData Size = 0x38
---------------------------------
0x00  = byte CharacterID
0x01  = byte Status (Normal,Metal,Invisible,BEEP?)
0x04  = float Size(Scaling)
0x08  = Team Flag
0x18  = Starting Damage(Normal?)
0x26  = Starting Damage(Easy?)
0x30  = Stock count
0x34  = Starting Damage(Hard?)
 

Mario & Sonic Guy

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Well, it took me several hours of tests to pull off, but I managed to make a customized All-Star Mode that's possible to clear on the easier difficulty levels. The solo mode modifications were tested out, but I was not able to test out the co-op mode modifications; I lack a second player to play with.

Anyway, here's what my customized All-Star Mode features...

Opponents

Stage 1: R.O.B.
Stage 2: Link, Zelda/Sheik, Ganondorf, Toon Link
Stage 3: Ness, Lucas
Stage 4: Pit
Stage 5: Ice Climbers
Stage 6: Pikachu, Pokemon Trainer, Lucario, Jigglypuff
Stage 7: Samus/Zero Suit Samus
Stage 8: Captain Falcon
Stage 9: Olimar (x1 solo; x2 co-op)
Stage 10: Donkey Kong, Diddy Kong
Stage 11: Marth, Ike
Stage 12: Bowser
Stage 13: Wario
Stage 14: Solid Snake
Stage 15: Kirby, Meta Knight, King Dedede
Stage 16: Fox, Falco, Wolf
Stage 17: Sonic
Stage 18: Mario, Peach, Yoshi, Luigi
Stage 19: Mr. Game & Watch (x4)

Stages

Note: None of the Melee stages are used.

Stage 1: Mario Bros.
Stage 2: Bridge of Eldin, Pirate Ship
Stage 3: New Pork City
Stage 4: Skyworld
Stage 5: Summit
Stage 6: Pokemon Stadium 2, Spear Pillar
Stage 7: Norfair, Frigate Orpheon
Stage 8: Port Town Aero Dive
Stage 9: Distant Planet
Stage 10: Rumble Falls, 75m
Stage 11: Castle Siege
Stage 12: Luigi's Mansion
Stage 13: WarioWare, Inc.
Stage 14: Shadow Moses Island
Stage 15: Halberd
Stage 16: Lylat Cruise
Stage 17: Green Hill Zone
Stage 18: Delfino Plaza, Mushroomy Kingdom, Mario Circuit, Yoshi's Island
Stage 19: Flat Zone 2

Notes

1: Pokemon Trainer has 3 stock lives, meaning that you have to KO all three of his Pokemon to defeat him.

2: When facing Olimar, only one Olimar appears in solo mode, but in co-op mode, two Olimars must be fought.

3: The four Mr. G&Ws can be a bit difficult to defeat (considering that they are the final opponent), but they're possible to defeat on the easier skill levels. I did beat them on Easy, but I'm not sure about the harder skill levels.

Snapshots

The healing room has been modified to follow the match order shown above. The snapshots below will give you some examples of the changes.



Download

The link below is a download containing the modified common2.pac, along with the modified STGHEAL.pac file.

http://www.mediafire.com/?7cscwyv3amxva7w

Update: I tried my custom All-Star Mode on a harder skill level, and ended up having to go back and make some extra modifications to the file. As a result, I updated the download with an updated common2.pac. STGHEAL.pac remains the same.

Now, whenever you face Pokemon Trainer, he'll have 3 stock lives, regardless of the difficulty level. I also made sure that everyone else only had one life for all skill levels, including Yoshi (replaced Pokemon Trainer with Yoshi).

I also tried clearing my custom All-Star Mode on the Normal difficulty level. I was able to defeat the Mr. G&W team with Wolf.
 

Eternal Yoshi

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Finally found the Offense and defense ratios.
Will update OP accordingly.

Why does the value FF appear so frequently in Classic mode's file where the character ID's should be?????
 

Eternal Yoshi

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>_< OK. I'm sick of the game freezing when I attempt to find the ID for random.
So if you want it to be random, you'll have to find the ID yourself.

Looking at Match 11 of Classic didn't help either as it uses Toon Link's ID.
 

Eternal Yoshi

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0x20 - Seems to affect the number of players.
Changing it to 00600000 made Snake and Sonic not appear.

Also, 0x14 is not the damage ratio.
 

libertyernie

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0x63 (or 0x9B for P2, 0xD3 for P3, and so on) is the character's color ID in event matches.
It isn't in the same order as the .pac/.pcs files - it's in the order that they appear on the character select screen when toggling through with the X button.

I made a replacement for eventStage10Tbl (the All-Star Regular's match). You fight eight characters from Mario Kart DS on Mario Circuit with Luigi's Mansion music (which on my Wii I have replaced with Twilight House.) Wario uses his yellow/purple overalls and ROB is in his NES colors.
 

Eternal Yoshi

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If a team flag of one player is the same as another, they will be on teams.

I don't think this affects success and failure conditions though I could be wrong.

When changed Sonic's value to 0300 in EM(Event Match) 41, He fought against everyone, including the giant Mario.
 

Eternal Yoshi

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MMB has not been looked into yet. When it does get looked into, We can just copy the offense and defense ratios.
 

standardtoaster

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If a team flag of one player is the same as another, they will be on teams.

I don't think this affects success and failure conditions though I could be wrong.

When changed Sonic's value to 0300 in EM(Event Match) 41, He fought against everyone, including the giant Mario.
So, as long as the 16-bit values match, no matter what they are, they will be on a team? Like, if I made P1 team flag as 16FE and P2 team flag 16FE, they would be on a team? Could you also find the bit for team attack on/off, if it is there?
 
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