• Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!

    You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!

Jungle Japes Stage Hacks

Achilles1515

Smash Master
Joined
Jun 18, 2007
Messages
3,211
Location
Cincinnati / Columbus OH
Jungle Japes Stage Hacks [Achilles]
GrGd.dat

One Platform (v4.0)
one plat.png




Omega (v4.0)
omega.png


Blastzones
Left: -222.53
Right: 227
Top: 188.00 ( = Final Destination)
Bottom: -114.0

Additional Codes Necessary
Code:
Gecko (1.02)
04202bcc 60000000
04202d9c 4e800020
042031a4 4e800020

...as DOL mods:
#disable water from being drawn on-screen
0x1FF7AC ---- 480000ad --> 60000000

#disable water pull physics
0x1FF97C ---- 7c0802a6 --> 4e800020

#disable klaptrap (actually is stationary in bottom right corner off-screen with no hitboxes)
0x1FFD84 ---- 7c0802a6 --> 4e800020
There were a lot of changes involved in making this including spawn points, object positioning, collision points (especially to fix the edges), blastzones, area tables, camera limits and tilt angles.

Please let me know how it plays. I don't currently have the means to make a video of it.

EDIT:
8/23/15 - v4.0
- updated area table to disable traveling through the right wall
- lighting shadow less harsh
- camera zoomed out slightly
 
Last edited:

flieskiller

Smash Journeyman
Joined
Jan 3, 2013
Messages
426
Are we still far from platform removing with DOL only? MK1 and this stage would have potential for removing chunks of stages.

And also was it hard to find to disable water physics? I searched for some time months ago and I couldn't find it.
 

MagicScrumpy

Smash Journeyman
Joined
Feb 25, 2015
Messages
251
Location
Ann Arbor, Michigan
It plays pretty well. I love Japes, and this gives it great justice. Would it be okay with you if I did a video demonstration of the stage (with credit going to you, of course)?
 
Last edited:

Achilles1515

Smash Master
Joined
Jun 18, 2007
Messages
3,211
Location
Cincinnati / Columbus OH
It plays pretty well. I love Japes, and this gives it great justice. Would it be okay with you if I did a video demonstration of the stage (with credit going to you, of course)?
Please!
Are we still far from platform removing with DOL only? MK1 and this stage would have potential for removing chunks of stages.

And also was it hard to find to disable water physics? I searched for some time months ago and I couldn't find it.
For disabling the water, I just started in the Jungle Japes initialization function [80202b70] and kept disabling functions and then randomly found it. I think it was branched into from a "blrl" line.

Platform removing via custom code is possible (I think, for all stages)...kind of like how I did with Battlefield. I've just never looked much into it and noticed some things I was doing with Battlefield weren't working on other stages. But that was before I have as much information as I do now...
The best way to do it would probably be something like what Glook is doing with SD Remix chars.
 
Last edited:

Achilles1515

Smash Master
Joined
Jun 18, 2007
Messages
3,211
Location
Cincinnati / Columbus OH
Guys, I updated the links. I made a last minute to change to the blastzone before making this post, but didnt update the top camera limit as well. It should be better now.

@ MagicScrumpy MagicScrumpy sorry if this messes up a vid in progress or something.
 

flieskiller

Smash Journeyman
Joined
Jan 3, 2013
Messages
426
the blr to disable Klap Traps (042031a4 4e800020) makes my game crash. tried on gamecube and dolphin.

Edit: Seems like combined with my code 04202b7c 60000000 instead of your Klap Trap blr, everything is fine for me, no klap trap and the main issue was the water sound when landing on the main platform, with your blr on the water, that's gone.
 
Last edited:

emiguelsv

Smash Cadet
Joined
Aug 22, 2009
Messages
25
Location
México
NNID
SpaceMS
This is so awesome! This is the one stage hack I've been dying to see. I ****ing love Jungle Japes, I'm so happy I found this. Thank you so much, Achilles! Also, do you think you could make another variant of this stage hack? I'd love to see this with both side platforms. Either way, I'm so happy this was made. Achilles u da man.
 

Achilles1515

Smash Master
Joined
Jun 18, 2007
Messages
3,211
Location
Cincinnati / Columbus OH
the blr to disable Klap Traps (042031a4 4e800020) makes my game crash. tried on gamecube and dolphin.

Edit: Seems like combined with my code 04202b7c 60000000 instead of your Klap Trap blr, everything is fine for me, no klap trap and the main issue was the water sound when landing on the main platform, with your blr on the water, that's gone.
Works for me (Dolphin and Wii).
Capture.PNG
 

Myougi

My posts are gluten free.
Joined
Mar 14, 2014
Messages
484
Location
WEST COAST BEST COAST
@ Achilles1515 Achilles1515 @ flieskiller flieskiller
I'm having an issue with the Klap Traps as well. Sorta. It's really weird though.
So when you first select Japes with the last two codes on, (not the first, I'd like to keep the water) the game runs fine. No crashes for me on dolphin or on console. If I use the salty runback code to restart the match from the pause screen or GAME! screen, again, the game runs fine.

BUT if I try to use the salty runback code from the results screen, dolphin's panic handler comes up and gripes at me, then after cycling though all the messages, the klaptrap appears and the same thing will happen if somebody touches the water.

If the first code is active for disabling the water, none of the above happens. It works normally without any crashes or problems, it just looks absolutely horrible without the water (I'm using vanilla Japes).

MNCE02-188.png

Is there any way to keep the water, but not have the game freak out from the results screen?

Edit: Nevermind, fixed it.
 
Last edited:

Myougi

My posts are gluten free.
Joined
Mar 14, 2014
Messages
484
Location
WEST COAST BEST COAST
Sorry for the double post, but I want to get @ Achilles1515 Achilles1515 attention/whoever knows.
Achilles, if you have them on hand, can you please post your notes on Japes' blastzones? I want to extend the bottom blastzone slightly. I feel like it's way to short.



I've been fixing up Skin's Japes and it's almost done aside from that. I've already removed the water and splash effects that looked off, same with the reflection. The stage is animate and there's no klaptraps or anything. Water doesn't push. Etc.

One more thing, if you have notes on it. How does/where does the game color certain spots of the murky water darker to create the shadows for the platforms? I can't find it.

If you have notes on the camera as well that would be nice to fix. It's really close.

 
Last edited:

Achilles1515

Smash Master
Joined
Jun 18, 2007
Messages
3,211
Location
Cincinnati / Columbus OH
These are my notes.

Code:
Jungle Japes Notes (GrGd.dat) - Achilles
--------------------------------

0x0003a568    coll_data
0x0004225c    grGroundParam
0x00042338    itemdata
0x000002b4    map_head
0x000424dc    map_plit
0x0003a5a0    map_ptcl
0x0003ab00    map_texg
0x0008e068    quake_model_set
0x0004233c    yakumono_param
---------------------

Object Position

0001a5b4 = all ground stage stuff, and back shack, but no water
0001a5f4 = all ground stage stuff except platform, also does not affect back shack
0001a634 = main center stage, no platform
0001a674 = main center stage again (all 0 data)
0001a6b4 = front fence on main center stage
               --> get rid of this!
0001a6f4 = main center stage, without fence
0001a734 = left platform and everything that touches it (ramp down to main stage)
0001a774 = left platform, hut only
0001a7b4 = ??
0001a7f4 = right platform (and ramp to main stage)
0001a834 = center platform and center hut
0001a874 = left hanging lamp on center stage
0001a8b4 = ??
0001a8f4 = left lamp fire light
0001a934 = right hanging lamp
0001a974 = right lamp fire

0001aa34 = center platform

0001aa74 = butterflies flying around right lamp
0001aab4 = ??


0002c894 = move every background element (water splashes too but not actual water)
0002cb54 = moves the sun and the bottom ground
0002cb94 = the brush from the bottom ground closest to the camera
2d4d4 = sun rays
2d514 = all trees and background brush
0002d554 = front batch of trees

34560 - 34760 area are objects inside the house (stool, chemical bottle, etc.)



00036f54 = klaptrap model offset (moves hitboxes and everything)
-----------------

P1 Spawn Point (-90, 15)
0004298c

P2 Spawn Point (90, 15)
000429cc

P3 Spawn Point (-30, 5)
00042a0c

P4 Spawn Point (25, 5)
00042a4c


Respawn points are right after.

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

Camera Limit
0004268c - top left corner
000426cc - top right corner

Blastzones
0004270c - top left corner
0004274c - bottom right corner

-40.0 gets added by game code to the bottom and top blastzone automatically, it seems.
 
Last edited:

SnG | Skin

Smash Apprentice
Joined
Mar 25, 2015
Messages
144
Location
College Station, TX
These are my notes.

Code:
Jungle Japes Notes (GrGd.dat) - Achilles
--------------------------------

0x0003a568    coll_data
0x0004225c    grGroundParam
0x00042338    itemdata
0x000002b4    map_head
0x000424dc    map_plit
0x0003a5a0    map_ptcl
0x0003ab00    map_texg
0x0008e068    quake_model_set
0x0004233c    yakumono_param
---------------------

Object Position

0001a5b4 = all ground stage stuff, and back shack, but no water
0001a5f4 = all ground stage stuff except platform, also does not affect back shack
0001a634 = main center stage, no platform
0001a674 = main center stage again (all 0 data)
0001a6b4 = front fence on main center stage
               --> get rid of this!
0001a6f4 = main center stage, without fence
0001a734 = left platform and everything that touches it (ramp down to main stage)
0001a774 = left platform, hut only
0001a7b4 = ??
0001a7f4 = right platform (and ramp to main stage)
0001a834 = center platform and center hut
0001a874 = left hanging lamp on center stage
0001a8b4 = ??
0001a8f4 = left lamp fire light
0001a934 = right hanging lamp
0001a974 = right lamp fire

0001aa34 = center platform

0001aa74 = butterflies flying around right lamp
0001aab4 = ??


0002c894 = move every background element (water splashes too but not actual water)
0002cb54 = moves the sun and the bottom ground
0002cb94 = the brush from the bottom ground closest to the camera
2d4d4 = sun rays
2d514 = all trees and background brush
0002d554 = front batch of trees

34560 - 34760 area are objects inside the house (stool, chemical bottle, etc.)



00036f54 = klaptrap model offset (moves hitboxes and everything)
-----------------

P1 Spawn Point (-90, 15)
0004298c

P2 Spawn Point (90, 15)
000429cc

P3 Spawn Point (-30, 5)
00042a0c

P4 Spawn Point (25, 5)
00042a4c


Respawn points are right after.

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

Camera Limit
0004268c - top left corner
000426cc - top right corner

Blastzones
0004270c - top left corner
0004274c - bottom right corner

-40.0 gets added by game code to the bottom and top blastzone automatically, it seems.
Man i really should have asked you before I went looking for everything myself. My notes are almost identical, except i have some notation on the collision data, primarily the left/right plats, upper mid plat, and a huge chunk of points that represents the middle platform in some weird way that i don't understand. I'll add it to this post when i get home from class.

WARNING: I am messy. Sorry.
Code:
-------------------------------------------Scribble notes (Includes all collision points translated to x/y of main platform):


Points left side: []factor is 92
(-541,-274)
(-551,-224)
(-563,0) top left
(583,0) top right
(-533,-329)
(571,-227)
(565,-275)
(557,-329)
(450,-225)
(-402,-225)
(463,-329)
(-411,-329)


onebigplatform- left edge @ -655 (28F)
              -right edge @  665 (299)


Left platform points:
(-708,224) bottom left
(-714,320) top left
(-654,320) top right
(-660,224) bottom right 


---------------------------------------------------------------------More scribble, collision data offsets

relevant offsets (3f800000 series) begins at 0x1A6B0

Position Data:
0x1A728 - Left Platform
0x1A7E8 - Right Platform 

Collision Data:


0x3a328 - PROBABLY Left platform, to 0x3a347
0x3a348 - PROBABLY Right platform, to 0x3a367
0x3a368 - DEFINITELY middle top platform, to 0x3a377
0x3a2c8 - DEFINITELY middle main platform, to 0x3A2E7
0x3a4dC - collision limits?





New notes w/ Dan's Notes:
0x90fc0 - String table (Before adding 0x20)
0x90fe0 - String Table (After)

-----------------------------------------------------------------------GrGd Node tree notes:


Node Group 1 (Points to same header as 2, wtf??){
Node 1 (Head node)


}

Node Group 2{
Node 1 (Head node)
Offset(h) 00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F

000425E0  00 00 00 00 00 00 00 00 00 04 26 00 00 00 00 00  ..........&.....
000425F0  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00  ................
00042600  3F 80 00 00 3F 80 00 00 3F 80 00 00 00 00 00 00  ?€..?€..?€......
00042610  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00  ................

Node 2
Offset(h) 00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F

00042620  00 00 00 00 00 00 00 00 00 00 00 00 00 04 26 40  ..............&@
00042630  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00  ................
00042640  3F 80 00 00 3F 80 00 00 3F 80 00 00 00 00 00 00  ?€..?€..?€......
00042650  42 20 00 00 00 00 00 00 00 00 00 00 00 00 00 00  B ..............

Node 3 (Left/top Camera boundry)
Offset(h) 00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F

00042660  00 00 00 00 00 00 00 00 00 00 00 00 00 04 26 80  ..............&€
00042670  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00  ................
00042680  3F 80 00 00 3F 80 00 00 3F 80 00 00 C3 22 1E C1  ?€..?€..?€..Ã".Á
00042690  43 34 0C A5 00 00 00 00 00 00 00 00 00 00 00 00  C4.¥............

Node 4
Offset(h) 00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F

000426A0  00 00 00 00 00 00 00 00 00 00 00 00 00 04 26 C0  ..............&À
000426B0  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00  ................
000426C0  3F 80 00 00 3F 80 00 00 3F 80 00 00 43 27 00 00  ?€..?€..?€..C'..
000426D0  C2 48 00 00 00 00 00 00 00 00 00 00 00 00 00 00  ÂH..............

Node 5
Offset(h) 00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F

000426E0  00 00 00 00 00 00 00 00 00 00 00 00 00 04 27 00  ..............'.
000426F0  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00  ................
00042700  3F 80 00 00 3F 80 00 00 3F 80 00 00 C3 5E 89 7B  ?€..?€..?€..Ã^‰{
00042710  43 74 CA A3 00 00 00 00 00 00 00 00 00 00 00 00  Ctʣ............

Node 6
Offset(h) 00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F

00042720  00 00 00 00 00 00 00 00 00 00 00 00 00 04 27 40  ..............'@
00042730  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00  ................
00042740  3F 80 00 00 3F 80 00 00 3F 80 00 00 43 6F D7 4B  ?€..?€..?€..Co×K
00042750  C2 8D 26 E6 00 00 00 00 00 00 00 00 00 00 00 00  Â.&æ............

Node 7
Offset(h) 00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F

00042760  00 00 00 00 00 00 00 00 00 00 00 00 00 04 27 80  ..............'€
00042770  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00  ................
00042780  3F 80 00 00 3F 80 00 00 3F 80 00 00 C2 C0 00 00  ?€..?€..?€..ÂÀ..
00042790  41 F0 00 00 00 00 00 00 00 00 00 00 00 00 00 00  Að..............

Node 8
Offset(h) 00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F

000427A0  00 00 00 00 00 00 00 00 00 00 00 00 00 04 27 C0  ..............'À
000427B0  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00  ................
000427C0  3F 80 00 00 3F 80 00 00 3F 80 00 00 C2 A0 00 00  ?€..?€..?€.. ..
000427D0  41 F0 00 00 00 00 00 00 00 00 00 00 00 00 00 00  Að..............

Node 9
Offset(h) 00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F

000427E0  00 00 00 00 00 00 00 00 00 00 00 00 00 04 28 00  ..............(.
000427F0  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00  ................
00042800  3F 80 00 00 3F 80 00 00 3F 80 00 00 C1 F0 00 00  ?€..?€..?€..Áð..
00042810  41 A0 00 00 00 00 00 00 00 00 00 00 00 00 00 00  A ..............

Node 10
00042820  00 00 00 00 00 00 00 00 00 00 00 00 00 04 28 40  ..............(@
00042830  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00  ................
00042840  3F 80 00 00 3F 80 00 00 3F 80 00 00 00 00 00 00  ?€..?€..?€......
00042850  42 48 00 00 00 00 00 00 00 00 00 00 00 00 00 00  BH..............

Node 11
00042860  00 00 00 00 00 00 00 00 00 00 00 00 00 04 28 80  ..............(€
00042870  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00  ................
00042880  3F 80 00 00 3F 80 00 00 3F 80 00 00 41 90 00 00  ?€..?€..?€..A...
00042890  42 5C 00 00 00 00 00 00 00 00 00 00 00 00 00 00  B\..............

Node 12 ?
000428A0  00 00 00 00 00 00 00 00 00 00 00 00 00 04 28 C0  ..............(À
000428B0  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00  ................
000428C0  3F 80 00 00 3F 80 00 00 3F 80 00 00 42 20 00 00  ?€..?€..?€..B ..
000428D0  41 F0 00 00 00 00 00 00 00 00 00 00 00 00 00 00  Að..............

Node 13 ?
000428E0  00 00 00 00 00 00 00 00 00 00 00 00 00 04 29 00  ..............).
000428F0  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00  ................
00042900  3F 80 00 00 3F 80 00 00 3F 80 00 00 42 AC 00 00  ?€..?€..?€..B¬..
00042910  42 20 00 00 00 00 00 00 00 00 00 00 00 00 00 00  B ..............

Node 14
00042920  00 00 00 00 00 00 00 00 00 00 00 00 00 04 29 40  ..............)@
00042930  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00  ................
00042940  3F 80 00 00 3F 80 00 00 3F 80 00 00 42 CC 00 00  ?€..?€..?€..BÌ..
00042950  42 20 00 00 00 00 00 00 00 00 00 00 00 00 00 00  B ..............

Node 15 (P1 SPAWN)
00042960  00 00 00 00 00 00 00 00 00 00 00 00 00 04 29 80  ..............)€
00042970  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00  ................
00042980  3F 80 00 00 3F 80 00 00 3F 80 00 00 C2 B4 00 00  ?€..?€..?€..´..
00042990  41 70 00 00 00 00 00 00 00 00 00 00 00 00 00 00  Ap..............

Node 16 (P2 SPAWN)
000429A0  00 00 00 00 00 00 00 00 00 00 00 00 00 04 29 C0  ..............)À
000429B0  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00  ................
000429C0  3F 80 00 00 3F 80 00 00 3F 80 00 00 42 B4 00 00  ?€..?€..?€..B´..
000429D0  41 70 00 00 00 00 00 00 00 00 00 00 00 00 00 00  Ap..............

Node 17 (P3 SPAWN UNCHECKED)
000429E0  00 00 00 00 00 00 00 00 00 00 00 00 00 04 2A 00  ..............*.
000429F0  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00  ................
00042A00  3F 80 00 00 3F 80 00 00 3F 80 00 00 C1 F0 00 00  ?€..?€..?€..Áð..
00042A10  40 A0 00 00 00 00 00 00 00 00 00 00 00 00 00 00  @ ..............

Node 18 (P4 spawn unchecked)
00042A20  00 00 00 00 00 00 00 00 00 00 00 00 00 04 2A 40  ..............*@
00042A30  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00  ................
00042A40  3F 80 00 00 3F 80 00 00 3F 80 00 00 41 C8 00 00  ?€..?€..?€..AÈ..
00042A50  40 A0 00 00 00 00 00 00 00 00 00 00 00 00 00 00  @ ..............

Node 19
00042A60  00 00 00 00 00 00 00 00 00 00 00 00 00 04 2A 80  ..............*€
00042A70  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00  ................
00042A80  3F 80 00 00 3F 80 00 00 3F 80 00 00 C1 00 00 00  ?€..?€..?€..Á...
00042A90  42 70 00 00 00 00 00 00 00 00 00 00 00 00 00 00  Bp..............

Node 20
00042AA0  00 00 00 00 00 00 00 00 00 00 00 00 00 04 2A C0  ..............*À
00042AB0  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00  ................
00042AC0  3F 80 00 00 3F 80 00 00 3F 80 00 00 C1 E0 00 00  ?€..?€..?€..Áà..
00042AD0  42 70 00 00 00 00 00 00 00 00 00 00 00 00 00 00  Bp..............

Node 21
00042AE0  00 00 00 00 00 00 00 00 00 00 00 00 00 04 2B 00  ..............+.
00042AF0  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00  ................
00042B00  3F 80 00 00 3F 80 00 00 3F 80 00 00 41 40 00 00  ?€..?€..?€..A@..
00042B10  42 70 00 00 00 00 00 00 00 00 00 00 00 00 00 00  Bp..............

Node 22
00042B20  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00  ................
00042B30  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00  ................
00042B40  3F 80 00 00 3F 80 00 00 3F 80 00 00 42 14 00 00  ?€..?€..?€..B...
00042B50  42 70 00 00 00 00 00 00 00 00 00 00 00 00 00 00  Bp..............

No clue
00042B60  00 04 25 C0 00 00 00 00 00 00 00 00 00 00 00 00  ..%À............
00042B70  00 04 2B 40 00 00 00 00 00 00 00 00 00 00 00 00  ..+@............

}


-----------------------------------------------------String table navigation notes:


String Table:

Offset(h) 00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F

00090FE0  00 04 23 74 00 00 00 00 00 08 09 80 00 00 00 0B  ..#t.......€....
00090FF0  00 08 95 80 00 00 00 23 00 08 B5 80 00 00 00 42  ..•€...#..µ€...B
00091000  00 05 48 C0 00 00 00 61 00 04 57 60 00 00 00 7B  ..HÀ...a..W`...{
00091010  00 07 65 80 00 00 00 96 00 05 38 C0 00 00 00 B2  ..e€...–..8À...²
00091020  00 07 C9 80 00 00 00 C8 00 05 C8 C0 00 00 00 E2  ..É€...È..ÈÀ...â
00091030  00 06 C8 C0 00 00 00 FA 00 06 CA 00 00 00 01 0E  ..ÈÀ...ú..Ê.....
00091040  00 08 8D 80 00 00 01 27 00 08 C8 80 00 00 01 42  ...€...'..È€...B
00091050  00 08 CA 80 00 00 01 5C 00 08 C0 80 00 00 01 76  ..Ê€...\..À€...v
00091060  00 08 D2 80 00 00 01 90 00 08 D4 80 00 00 01 AA  ..Ò€......Ô€...ª
00091070  00 04 CC C0 00 00 01 C4 00 04 EC C0 00 00 01 DE  ..ÌÀ...Ä..ìÀ...Þ
00091080  00 04 FC C0 00 00 01 F8 00 04 97 60 00 00 02 12  ..üÀ...ø..—`....
00091090  00 04 A7 60 00 00 02 2A 00 04 A9 60 00 00 02 3E  ..§`...*..©`...>
000910A0  00 04 BC C0 00 00 02 57 00 04 53 60 00 00 02 73  ..¼À...W..S`...s
000910B0  00 07 A5 80 00 00 02 8C 00 07 05 80 00 00 02 A8  ..¥€...Œ...€...¨
000910C0  00 05 30 C0 00 00 02 C4 00 05 24 C0 00 00 02 DE  ..0À...Ä..$À...Þ
000910D0  00 04 C4 C0 00 00 02 F8 00 07 C5 80 00 00 03 13  ..ÄÀ...ø..Å€....
000910E0  00 04 B4 C0 00 00 03 2D 00 04 A9 80 00 00 03 47  ..´À...-..©€...G
000910F0  00 06 ED 80 00 00 03 62 00 06 F5 80 00 00 03 7D  ..í€...b..õ€...}
00091100  00 07 85 80 00 00 03 97 00 08 0D 80 00 00 03 B5  ..…€...—...€...µ
00091110  00 04 33 60 00 00 03 CE 00 05 04 C0 00 00 03 E7  ..3`...Î...À...ç
00091120  00 06 CA 20 00 00 04 00 00 06 D3 20 00 00 04 1A  ..Ê ......Ó ....
00091130  00 06 DB 20 00 00 04 33 00 06 DB 40 00 00 04 48  ..Û ...3..Û@...H
00091140  00 06 DB 60 00 00 04 62 00 06 EB 60 00 00 04 7B  ..Û`...b..ë`...{
00091150  00 06 ED 60 00 00 04 90 00 06 D2 20 00 00 04 AA  ..í`......Ò ...ª
00091160  00 04 2B 60 00 00 04 C5 00 03 A5 48 00 00 04 DF  ..+`...Å..¥H...ß
00091170  00 04 22 3C 00 00 04 E9 00 04 23 18 00 00 04 F7  .."<...é..#....÷
00091180  00 00 02 94 00 00 05 00 00 04 24 BC 00 00 05 09  ...”......$¼....
00091190  00 03 A5 80 00 00 05 12 00 03 AA E0 00 00 05 1B  ..¥€......ªà....
000911A0  00 08 E0 48 00 00 05 24 00 04 23 1C 00 00 05 34  ..àH...$..#....4




map_head:

Offset(h) 00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F

00091180  00 00 02 94 00 00 05 00




Object Groups:

Offset(h) 00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F

000002B0              00 00 00 54 00 00 00 01 00 00 00 78      ...T.......x
000002C0  00 00 00 07 00 00 01 E4 00 00 00 02 00 00 01 EC  .......ä.......ì
000002D0  00 00 00 24                                      ...$
Addresses:
1 - 54 - pointer to head node[ 00 04 25 C0 ]
2 - 78 - pointer to head node[ 00 04 25 C0 ]
3 - 1E4 - pointer to head node[00 01 AE 88 ]
4 - 1EC - pointer to head node[00 01 CE 20 ]



Head node 2:
Offset(h) 00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F

000425E0  00 00 00 00 00 00 00 00 00 04 26 00 00 00 00 00  ..........&.....
000425F0  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00  ................
00042600  3F 80 00 00 3F 80 00 00 3F 80 00 00 00 00 00 00  ?€..?€..?€......
00042610  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00  ................
 
Last edited:

DRGN

Technowizard
Moderator
Joined
Aug 20, 2005
Messages
2,178
Location
Sacramento, CA
Seems like it would be really useful if there were a google doc for stage info that everyone could update. Different tabs for each stage. Maybe different sections in each tab for properties (blast zones, camera region, collision data), stage hazards, objects & other aesthetics, etc.
 
Last edited:

SnG | Skin

Smash Apprentice
Joined
Mar 25, 2015
Messages
144
Location
College Station, TX
I started this but never finished it. You may or may not find it useful.
Wow, this pretty much removes hours of manual work i put on jj. Awesome man, the coll_data (x,y) coordinates are so useful, my god. I think i must have been working with the coordinates in the file wrong cause i got way different points. I was using milun's method (For example, C1 35 00 00 41 35 00 00 would be (-309,309), chop off the first digit and then convert from hex to deci. [i think c was neg and 4 was pos, not 100%])
I've gotta be way wrong there though.
 

Achilles1515

Smash Master
Joined
Jun 18, 2007
Messages
3,211
Location
Cincinnati / Columbus OH
Wow, this pretty much removes hours of manual work i put on jj. Awesome man, the coll_data (x,y) coordinates are so useful, my god. I think i must have been working with the coordinates in the file wrong cause i got way different points. I was using milun's method (For example, C1 35 00 00 41 35 00 00 would be (-309,309), chop off the first digit and then convert from hex to deci. [i think c was neg and 4 was pos, not 100%])
I've gotta be way wrong there though.
They are 32 bit floating point numbers. Just punch in your 32 bit hex value here and it will give you the decimal value. Can do vice versa as well. I don't think Milun knew this.

I will try to answer your question regarding ledges after work if I get a chance.
 
Last edited:

SnG | Skin

Smash Apprentice
Joined
Mar 25, 2015
Messages
144
Location
College Station, TX
They are 32 bit floating point numbers. Just punch in your 32 bit hex value here and it will give you the decimal value. Can do vice versa as well. I don't think Milun knew this.

I will try to answer your question regarding ledges after work if I get a chance.
Oh wow, awesome, this explain why my graph looked nothing like japes. I saw that you had said they were 32bit floats but i didn't really know what that was/how to convert. This will help a lot.

I edited that post, already figured out the ledge grabbing mechanic in the linking table.
 
Last edited:

Gehis514

Smash Apprentice
Joined
Jul 25, 2015
Messages
119
Switch FC
SW 4004 9260 8249
I am attempting to move this version of jungle japes over a different stage on the stage select screen. The stage works, but the water and all the hazards are enabled. How should I go about turning these off myself? I moved it over flat zone just in case that info is needed
 

Achilles1515

Smash Master
Joined
Jun 18, 2007
Messages
3,211
Location
Cincinnati / Columbus OH
I am attempting to move this version of jungle japes over a different stage on the stage select screen. The stage works, but the water and all the hazards are enabled. How should I go about turning these off myself? I moved it over flat zone just in case that info is needed
You have to add those codes I mentioned in the OP to your DOL. The way it is being done in 20XX right now is through old code that needs to be changed --> it automatically applies those codes from the OP if the user is currently on the 2nd hacked stage select screen.

What needs to be done in the future is to change the codes in the OP to configurable flag values via the "Stage Flags" of the 20XX Stage Swap Engine. I just edited that post with more stage flag values that were added in 20XX 4.07.
 

Gehis514

Smash Apprentice
Joined
Jul 25, 2015
Messages
119
Switch FC
SW 4004 9260 8249
You have to add those codes I mentioned in the OP to your DOL. The way it is being done in 20XX right now is through old code that needs to be changed --> it automatically applies those codes from the OP if the user is currently on the 2nd hacked stage select screen.

What needs to be done in the future is to change the codes in the OP to configurable flag values via the "Stage Flags" of the 20XX Stage Swap Engine. I just edited that post with more stage flag values that were added in 20XX 4.07.
I already added the codes manually to the DOL and nothing changed, which happens to a lot of codes I wanna add in. Hopefully it could be changed to stage flag values
 
Top Bottom