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

Skyground95

Smash Cadet
Joined
Jul 4, 2009
Messages
68
Location
Norway
Which file is Multi-Man Brawl on?
(like which file modifies how MMB work)
cuz im curious about how using more than 4 characters work :)
 

Robjoe

Smash Rookie
Joined
Sep 6, 2007
Messages
21
So I tried my hand at editing events earlier, and at first, everything went smoothly. However, after I shut the game off and loaded it again, I noticed the events had reverted to their unedited states. I hadn't touched common2.pac since first making the edits, and in fact hadn't even removed my SD card at all.

I made some more edits to common2.pac in Tabuu, and at first they worked, but after turning the Wii off and playing it again later, the events had returned to normal. And now I'm having issues getting anything to change in the first place. I'm going to guess Tabuu is extremely flimsy when saving (it always crashes for me, and it's still in alpha), but that doesn't exactly explain something working at first and then spontaneously breaking later on....

Am I alone in this, or has anyone else found event editing to be extremely difficult to get working (or rather, KEEP working)?

Which file is Multi-Man Brawl on?
(like which file modifies how MMB work)
cuz im curious about how using more than 4 characters work :)
Last I heard (and bear in mind this was a while ago), it doesn't work. The reserved RAM area for players 5, 6, and 7 is much smaller than for the first four players. The only characters who are ever in those spots normally are the Alloys, and they have fewer moves and other such attributes. Unless someone hardcore reprograms the game's RAM setup (among other things), matches will probably never have more than four characters (and even then, players 5, 6, and 7 would have to be CPU's. I doubt the Wii can read more than four controllers at once). It's depressing, and I wish it wasn't so, but... yeah.
 

Mario & Sonic Guy

Old rivalries live on!
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If you're using Gecko OS, there will be occasions where common2.pac will not load from your SD card.

If you're using Riivolution, however, common2.pac is guaranteed to work.
 

standardtoaster

Tubacabra
Joined
Nov 26, 2009
Messages
9,253
Location
Eau Claire, Wisconsin
I guess this is a good time to post it.

Code:
1P Event 1 Modifier [Standardtoaster]
4A000000 9100A760
10000008 000000AA
1400000C WWWWWWWW
1000001F 000000BB
14000038 CCCCCCCC
1400003C DDDDDDDD
12000046 0000EEEE
---player 1---
4A000000 9100A7B0
10000000 000000FF
10000001 000000GG
14000004 HHHHHHHH
12000008 0000IIII
1000000F 000000JJ
10000011 000000KK
10000013 000000LL
10000014 000000MM
12000018 0000NNNN
1000001D 000000OO
1000001E 000000PP
10000022 000000QQ
12000026 0000RRRR
1000002B 000000SS
1000002D 000000TT
10000030 000000UU
12000034 0000VVVV
---player 2---
4A000000 9100A7E8
10000000 000000FF
10000001 000000GG
14000004 HHHHHHHH
12000008 0000IIII
1000000F 000000JJ
10000011 000000KK
10000013 000000LL
10000014 000000MM
12000018 0000NNNN
1000001D 000000OO
1000001E 000000PP
10000022 000000QQ
12000026 0000RRRR
1000002B 000000SS
1000002D 000000TT
10000030 000000UU
12000034 0000VVVV
---player 3---
4A000000 9100A820
10000000 000000FF
10000001 000000GG
14000004 HHHHHHHH
12000008 0000IIII
1000000F 000000JJ
10000011 000000KK
10000013 000000LL
10000014 000000MM
12000018 0000NNNN
1000001D 000000OO
1000001E 000000PP
10000022 000000QQ
12000026 0000RRRR
1000002B 000000SS
1000002D 000000TT
10000030 000000UU
12000034 0000VVVV
E0000000 80008000

AA - match type (00 - time, 01 - stock, 02, coin)
BB - stage id
CCCCCCCC - game speed
DDDDDDDD - camera shaking
EEEE - music id
FF - character id
GG - status (00 - normal, 01, metal. makes the portrait dark., 02 - invisible. removes the portrait.)
HHHHHHHH - character size
IIII - team flag
JJ - offense ratio (easy)
KK - defense ratio (easy)
LL - color id (in the order that they appear on the character select screen when toggling through with the X button)
MM - stock count (easy)
NNNN - starting damage (easy)
OO - offense ratio (normal)
PP - defense ratio (normal)
QQ - stock count (normal)
RRRR - starting damage normal
SS - offense ratio (hard)
TT - defense ratio (hard)
UU - stock count (hard)
VVVV - starting damage (hard)
WWWWWWWW - Time
 

Robjoe

Smash Rookie
Joined
Sep 6, 2007
Messages
21
If you're using Gecko OS, there will be occasions where common2.pac will not load from your SD card.

If you're using Riivolution, however, common2.pac is guaranteed to work.
Thanks for the response. All the more reason to switch to Riivolution, I guess. I'll have to read up on it's documentation the next time I'm feeling productive....

None the less though, I'd be interested to hear why the File Patch code only sometimes loads common2, if only for curiosity's sake. I mean, I could understand it never reading it; but reading it sometimes, and other times reading it incorrectly, and still others not reading it at all in the first place is a rather strange glitch.
 

Dantarion

Smash Champion
Joined
May 21, 2007
Messages
2,492
Location
Santa Barbara, CA
Then I wonder why the FPC won't always read common2.pac? I tried it only once and it didn't work.
None the less though, I'd be interested to hear why the File Patch code only sometimes loads common2, if only for curiosity's sake. I mean, I could understand it never reading it; but reading it sometimes, and other times reading it incorrectly, and still others not reading it at all in the first place is a rather strange glitch.
Who makes this stuff up?

FPC code removes _en from all files names.
Riivolution requires names to match the ones on disc unless you make a specific rule.
Someone please prove me wrong about what I am saying before I beat you all to death with a shovel.
 

Robjoe

Smash Rookie
Joined
Sep 6, 2007
Messages
21
Someone please prove me wrong about what I am saying before I beat you all to death with a shovel.
I understand that the FPC will not read files with the _en suffix. I have my file named common2.pac as a result, not common2_en.pac.

Not that it makes a huge difference to me whether or not the FPC reads the file, but I just wanted to clarify.
 

Eternal Yoshi

I've covered ban wars, you know
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To get back on topic,
I think I found the time limit.

It should be at 0x0C in my event match picture.

If anyone can test it, please do so.

If the match is set to stock, the time running out should lead to failure.
 

Skyground95

Smash Cadet
Joined
Jul 4, 2009
Messages
68
Location
Norway
Last I heard (and bear in mind this was a while ago), it doesn't work. The reserved RAM area for players 5, 6, and 7 is much smaller than for the first four players. The only characters who are ever in those spots normally are the Alloys, and they have fewer moves and other such attributes. Unless someone hardcore reprograms the game's RAM setup (among other things), matches will probably never have more than four characters (and even then, players 5, 6, and 7 would have to be CPU's. I doubt the Wii can read more than four controllers at once). It's depressing, and I wish it wasn't so, but... yeah.
Well, I quick-tested Multi-Man Brawl with character modifiers for all characters.
It seemed to freeze very shortly :(
 

Eternal Yoshi

I've covered ban wars, you know
Joined
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Messages
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Playing different games
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EternalYoshi
3DS FC
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0x20 aparrently determines the number of fighters in an event match.

00800000 for 4 fighters

00600000 for 3 fighters

00400000 for 2 fighters

I wonder if I can do it for event match 10 to make 3 foes appear simultaneously....
 

standardtoaster

Tubacabra
Joined
Nov 26, 2009
Messages
9,253
Location
Eau Claire, Wisconsin
rofl. Making it 00000000 makes it use choose your character and then there's only you in the fight. XD It seems like it won't crash if you tell it to use more players than it has data for. :O

EDIT: I updated the event match files page on dantarion's wiki.
 

Russell_SSB

Smash Journeyman
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Sep 28, 2014
Messages
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Fennville, Michigan
NNID
MrRussellgro
3DS FC
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Switch FC
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Hey, I am editing the events in BrawlBox. How do I get the song id to work?
 
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