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Multiple Stages Together

Savion Williams

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Is there a way for me to put two versions of a stage, into Project M? I know you can do it with Smashville. So Can I just put (STGFINAL02) and get it to play the second version on random occasion?
 

PseudoTypical

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Is there a way for me to put two versions of a stage, into Project M? I know you can do it with Smashville. So Can I just put (STGFINAL02) and get it to play the second version on random occasion?
I think this is possible for any stage with different forms, but not with the rest. It should include Spear Pillar (which I think is Saffron City in P:M), Mushroomy Kingdom (Metal Cavern), Smashville, and maybe more, but none come to mind.
 

Raccoon Chuck

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Sorry, but no. The reason the SmashVille exploit works is that the game is attempting to read the alternate stage, but instead gets an entirely new on. Since the game is only attempting to run one version of Final Destination, it will only load STGFINAL, since STGFINAL02 has no true relevance to the process of loading a one form stage.
 

PseudoTypical

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Sorry, but no. The reason the SmashVille exploit works is that the game is attempting to read the alternate stage, but instead gets an entirely new on. Since the game is only attempting to run one version of Final Destination, it will only load STGFINAL, since STGFINAL02 has no true relevance to the process of loading a one form stage.
Yeah, what he said. Therefore, it's only possible with the stages that already have those alternate slots that I listed above.
 

| Kailex |

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Well, there's a code to do that ya know, "Alternate Stage Loader"
 

| Kailex |

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Umm, a person is going to upload a tutorial specifically about this code; patience mah boi
 

Mewtwo_2000

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So essentially with that tool, we can make any stage load up to 4 textures like your Battlefield download you put up?
Yes, only that the limit isn't 4. You're supposed to be capable to put as many stages per slot as letters you have in the alphabet.
 

Mewtwo_2000

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I don't use anything besides Wii either. The codes are loaded from the SD card together with the rest of the Project M stuff once you do the stage builder trick. Those codes are the ones determining the behavior of your game, including the option of reading extra stages per slot from the SD card. You only have to edit your gct, put your extra stages into the melee folder, and test.
 

trojanpooh

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So, if you tell the tool to load STGFINAL_Z when you hold the B button, and that one isn't in your sd card, the original Final Destination will be loaded.

Hold up, so could this be used as a way to play stages that have been replaced in Project M? Obviously the camera wouldn't be Melee'd, but it'd work, right?
 

Mewtwo_2000

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It depends on the slot. For example, if you did that with Drac's Castle, you would get Luigi's Mansion to load flawlessly. Same to Final Destination. But if you did it with Kongo 64, you would get a black screen, maybe even a freeze. It all depends on the modules used in the replaced stages. If they have been changed, the normal stages won't open the way they should.
 

trojanpooh

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Ah, so the rel files on the SD cards still load, I was hoping that wouldn't be the case. Thanks anyways, man.
 

Mewtwo_2000

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You mean the details about original stages not opening the way they should?

If so, well, I have no thread with that info, but in short, if you're using a final destination rel file, you'll be loading only 4 folders in a stage file. Most stage files will have those 4 folders, so there will be no freeze. But the models in folders different to the 4 used in final destination will be ignored, together with the particular properties of the stages, like hitboxes, transforms and all that. So, if you try to load the original stage when a stage has been rel-ported, you'll probably get a working stage with a black background, or just some parts of an incomplete stage.

So, in cases like these, just don't make the code to load a stage not present in the sd card, and you'll never get that kind of issues.
 

trojanpooh

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How does this affect stages that already have multiple versions? Does it just override them?
 

Mewtwo_2000

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I'll go with an example: STGMARIOPAST00.pac and STGMARIOPAST01.pac

ASL will force the game to use STGMARIOPAST00_A.pac, STGMARIOPAST01_A.pac, STGMARIOPAST00_B.pac, STGMARIOPAST01_B.pac...

When trying to load the underground one (STGMARIOPAST01), if you are holding a combinator, you'll force to load the one you want. If you're using randoms, then it will load randomly between the _A and _B versions of STGMARIOPAST01. Same thing if the one that's going to be loaded is the 1-1 one (STGMARIOPAST00).

In ProjectM, 2 different Saffron Cities are loaded. Only that they're exactly the same. But you could have a random between 2 different textures of the stage by replacing just one of them, and you would need no ASL code for that. If you used ASL to have 2 different stages over the STGMARIOPAST slot (Saffron City), you would have up to 4 possible stages, instead of 2, cause Brawl has 2 stages in that slot by default.
 

trojanpooh

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Okay, cool, thanks. So theoretically since I have WarioWare ported over to Shadow Moses Island which has 3 different variations I could have 78 different ____Ware stages. Very interesting.
 
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