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Need Help With Danatrion's Alternate Stage Loader Code? Read!

King Omega

Smash Journeyman
Joined
Apr 15, 2009
Messages
388
The ASL thread is filled with an endless stream of identical questions/complaints about the code, so I figured a help thread was in order. I originally made this post there, but of course it's a couple pages back now and no one reads it.

We're going to build the Alternate Stage Loader Data code (one of two required; the other doesn't need any editing) step by step. Let's say we want three button-activated textures for Final Destination and two random ones.

Code:
46000010 00000000
44000000 005A7D00
This is always the same.

Code:
6620[COLOR="darkorange"]LLLL[/COLOR] 00000000
Once we have the entire remainder of the code completed, we will return and enter the byte count for LLLL.

All the following codes up to (obviously not including) the line with FADEDEAD are what Dantarion labeled DATADATA DATADATA in the original post.

Code:
[COLOR="Yellow"]SSSSSSSS[/COLOR] [COLOR="Red"]BB[/COLOR][COLOR="Magenta"]RR[/COLOR]0000
v
[COLOR="yellow"]46494E41[/COLOR] [COLOR="Red"]03[/COLOR][COLOR="Magenta"]02[/COLOR]0000
46494E41 is the stage ID for Final Destination, taken from the nice big list at the end of this post and entered for SSSSSSSS. BB is the number of button-activated stages, so it will be 03. RR is the number of random stages, so it will be 02.

Code:
[COLOR="Lime"]JJJJ[/COLOR]00[COLOR="Cyan"]II[/COLOR] 00000000
v
[COLOR="lime"]0101[/COLOR]00[COLOR="cyan"]00[/COLOR] 00000000
[COLOR="lime"]0102[/COLOR]00[COLOR="cyan"]01[/COLOR] 00000000
[COLOR="lime"]0104[/COLOR]00[COLOR="cyan"]02[/COLOR] 00000000
This is the button avtivation line, repeated three times because we want three button-activated stages. 0100 is the code for GameCube A button and 0001 is the code for GameCube Left button, so 0101 is the code for Left+A. Likewise, 0102 is Right+A and 0104 is Down+A. 00 at the end of the first segment of the first line is what corresponds to STGname_A, 01 below that is _B, and 02 below that is _C. So, the stages we want to be button activated will be named STGFINAL_A, STGFINAL_B, and STGFINAL_C. The two random stages will be named STGFINAL_D and STGFINAL_E, and require no code other than the 02 we already entered for RR.

Values for button activators (as well as examples of how to add them to get combinations' values) are also at the end of this post.

Code:
00000DED FADEDEAD
E0000000 80008000
This is always the same.

Now we count the number of code lines between the line with LLLL and the line with FADEDEAD. We could count in hexadecimal or count "normally" and convert the number with an online resource, Windows Calculator, etc.
Code:
[COLOR="Silver"]46000010 00000000
44000000 005A7D00
6620[/COLOR][COLOR="darkorange"]LLLL[/COLOR] [COLOR="silver"]00000000[/COLOR]
46494E41 03020000 < 1
01010000 00000000 < 2
01020001 00000000 < 3
01040002 00000000 < 4
[COLOR="silver"]00000DED FADEDEAD
E0000000 80008000[/COLOR]
v
46000010 00000000
44000000 005A7D00
6620[COLOR="darkorange"]0005[/COLOR] 00000000
46494E41 03020000
01010000 00000000
01020001 00000000
01040002 00000000
00000DED FADEDEAD
E0000000 80008000
Since there are 4, LLLL becomes 0005 (4 + 1 = 5). In this case, the "normal"/decimal number (4) is the same as the hexadecimal number (4).

The code is now complete. Files are named and moved to [partition]/stage/melee. If we wanted another stage, the stage ID would go after the block for Final Destination (after 01040002 00000000) and the process would begin again. Being non-idiots, we would of course enter correct values for number of button-activated and number of random stages, label the button code lines to match the filenames, and update our byte count.

Understand now? I made that as idiot-proof as possible.

For those of you who missed it, there's a link in the text to a handy converter in the section on counting the number of lines. Lastly, to use Windows Calculator, simply switch to Programming mode, enter the decimal number, and select Hex.

EDIT1: How do you make the original Brawl stage load?
Several simple ways.
  • Use a button activator to make the code load a file extension (example _Z) that isn't on your SD card
  • Load the stage without holding any buttons (won't work if you have a stage set to load this way)
  • Load the stage with a button activator not set up in the code (there are more than 26 combinations of activators, so this is always possible)
Using either of the last two methods, the code can be used to load 27 stages. Also, you can load a 27th stage texture if you use any of the three methods above with a STGname.pac (no _A, _B, etc, extension) on your SD card, Rather than falling back to the original Brawl stage, the game will fall back to that file.

Only the last method will work if you have any random stages set up.

And now, the one thing I am unsure of.
I'm not positive of the exact method to have the code load a stage both randomly and by button activators, however, I can make a well-educated guess. Here's how I imagine it works (yeah, I'll test this sometime or other):
  1. Make sure the stage you want to be dually loaded has the last letter extension of all the button-activated stages (ex. if you have three, it should be _C)
  2. Set RR to the number of stages left on the SD that aren't set in the button activator code (so if _D and _E left over and we want _C to be dual, this is 3)
  3. *I THINK* the code will now load it both with the set button activator and randomly
  4. If you want multiple dually loaded stages (assuming my method is right), just make sure they are all the last letter extensions (_C and _D in a set of four), then set RR to number of remaining stages plus 2

If anyone wants to test the button/random method for me, feel free. It *might* just add the original Brawl stage (or extension-less STGname.pac if you have it) to the random lineup.

LISTS FROM DANT'S OP

Stage IDs/ASCII Data
Code:
STGBATTLEFIELD.PAC (BATT)
42415454
STGCHARAROLL.PAC (CHAR)
43484152
STGCONFIGTEST.PAC (CONF)
434f4e46
STGCRAYON.PAC (CRAY)
43524159
STGDOLPIC.PAC (DOLP)
444f4c50
STGDONKEY.PAC (DONK)
444f4e4b
STGDXBIGBLUE.PAC (DXBI)
44584249
STGDXCORNERIA.PAC (DXCO)
4458434f
STGDXGARDEN.PAC (DXGA)
44584741
STGDXGREENS.PAC (DXGR)
44584752
STGDXONETT.PAC (DXON)
44584f4e
STGDXONETT_en.PAC (DXON)
44584f4e
STGDXPSTADIUM_en.PAC (DXPS)
44585053
STGDXRCRUISE.PAC (DXRC)
44585243
STGDXSHRINE.PAC (DXSH)
44585348
STGDXYORSTER.PAC (DXYO)
4458594f
STGDXZEBES.PAC (DXZE)
44585a45
STGEARTH.PAC (EART)
45415254
STGEDIT_0.PAC (EDIT)
45444954
STGEDIT_1.PAC (EDIT)
45444954
STGEDIT_2.PAC (EDIT)
45444954
STGEMBLEM.PAC (EMBL)
454d424c
STGEMBLEM_00.PAC (EMBL)
454d424c
STGEMBLEM_01.PAC (EMBL)
454d424c
STGEMBLEM_02.PAC (EMBL)
454d424c
STGFAMICOM.PAC (FAMI)
46414d49
STGFINAL.PAC (FINA)
46494e41
STGFZERO.PAC (FZER)
465a4552
STGGREENHILL.PAC (GREE)
47524545
STGGW.PAC (GW.P)
47572e50
STGGW_en.PAC (GW_e)
47575f65
STGHALBERD.PAC (HALB)
48414c42
STGHEAL.PAC (HEAL)
4845414c
STGHOMERUN.PAC (HOME)
484f4d45
STGHOMERUN_en.PAC (HOME)
484f4d45
STGICE.PAC (ICE.)
4943452e
STGJUNGLE.PAC (JUNG)
4a554e47
STGKART.PAC (KART)
4b415254
STGMADEIN_en.PAC (MADE)
4d414445
STGMANSION.PAC (MANS)
4d414e53
STGMARIOPAST_00.PAC (MARI)
4d415249
STGMARIOPAST_01.PAC (MARI)
4d415249
STGMETALGEAR_00.PAC (META)
4d455441
STGMETALGEAR_01.PAC (META)
4d455441
STGMETALGEAR_02.PAC (META)
4d455441
STGNEWPORK_en.PAC (NEWP)
4e455750
STGNORFAIR.PAC (NORF)
4e4f5246
STGOLDIN.PAC (OLDI)
4f4c4449
STGONLINETRAINING.PAC (ONLI)
4f4e4c49
STGORPHEON.PAC (ORPH)
4f525048
STGPALUTENA.PAC (PALU)
50414c55
STGPICTCHAT_en.PAC (PICT)
50494354
STGPIRATES.PAC (PIRA)
50495241
STGPLANKTON.PAC (PLAN)
504c414e
STGRESULT_en.PAC (RESU)
52455355
STGSTADIUM_en.PAC (STAD)
53544144
STGSTARFOX_ASTEROID.PAC (STAR)
53544152
STGSTARFOX_BATTLESHIP.PAC (STAR)
53544152
STGSTARFOX_CORNERIA.PAC (STAR)
53544152
STGSTARFOX_GDIFF.PAC (STAR)
53544152
STGSTARFOX_SPACE.PAC (STAR)
53544152
STGTARGETLV1.PAC (TARG)
54415247
STGTARGETLV2.PAC (TARG)
54415247
STGTARGETLv3.PAC (TARG)
54415247
STGTARGETLv4.PAC (TARG)
54415247
STGTARGETLv5.PAC (TARG)
54415247
STGTENGAN_1.PAC (TENG)
54454e47
STGTENGAN_2.PAC (TENG)
54454e47
STGTENGAN_3.PAC (TENG)
54454e47
STGVILLAGE_00_en.PAC (VILL)
56494c4c
STGVILLAGE_01_en.PAC (VILL)
56494c4c
STGVILLAGE_02_en.PAC (VILL)
56494c4c
STGVILLAGE_03_en.PAC (VILL)
56494c4c
STGVILLAGE_04_en.PAC (VILL)
56494c4c
Button Activators
Code:
GC = GameCube/GCN Controller
CC = Classic Controller
Wiimote = Wiimote/Wii Remote

0000 = No Buttons Held
0001 = Left (GC,CC,Wiimote D-Pad / GC,CC Analog)
0002 = Right (GC,CC,Wiimote D-Pad / GC,CC Analog)
0004 = Down (GC,CC,Wiimote D-Pad / GC,CC Analog)
0008 = Up (GC,CC,Wiimote D-Pad / GC,CC Analog)

0010 =  (GC Z)(CC ZL)(CC ZR)
0020 = (GC R)(CC R)
0040 = (GC L)(Wiimote B)(CC L)

0100 = (GC,CC A)
0200 = (GC,CC B)(Wiimote 1)
0400 = (GC,CC X)
0800 = (GC,CC Y)

1000 = (GC Start)(Wiimote +)
4000 = (CC ZL)
8000 = (CC ZR)
Wiimote - is ignored entirely by Brawl. Home, obviously, is not supported.

I'm not sure about Nunchuk analog, Z, or C. The analogs are likely the same values as the GC/CC directions if they exist.

Here's a quick example of how button combinations are set up in case you missed it in the section above. On the GameCube/GCN/GC Controller, 0100 is A, and 0001 is left. Simply add them--

0 1 0 0
0 0 0 1
_______
0 1 0 1​

--and you get the value for Left+A, 0101. Now, a quick hexadecimal example. Let's say I want A+X+Y (GCN) as my button combination. 0100 is A, 0400 is X, and 0800 is Y.

0 1 0 0
0 4 0 0
0 8 0 0
_______
0 D 0 0​
The values cannot add up to more than F.

I recommend most if not all button combinations should involve A or Start, as it's tricky (impossible?) to release the button you use to select a stage and press your desired button combination before the code goes into action. I don't recommend you use A or Start (or any single button, really) by themselves, as this may cause freezes/errors etc.
 

Segtendo

Smash Hero
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Messages
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Ok, I'll try this ONE more time and see what comes out.

EDIT: I have rage. Why the hell does this NEVER WORK FOR ME? :V

My code is...
Code:
Alternate Stage Loader Data v1.1
46000010 00000000
44000000 005A7D00
66200002 00000000
46494e41 00030000
00000DED FADEDEAD
E0000000 80008000
I have STGFINAL_A, STGFINAL_B, and STGFINAL_C, yet the game STILL freezes before the Strap screen.
 

Wolfric

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Joined
May 7, 2009
Messages
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Dominican Republic, Caribbean Islands
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GoodLuckTrying
Ok, I'll try this ONE more time and see what comes out.

EDIT: I have rage. Why the hell does this NEVER WORK FOR ME? :V

My code is...
Code:
Alternate Stage Loader Data v1.1
46000010 00000000
44000000 005a7d00
66200002 00000000
46494e41 00030000
00000DED FADEDEAD
E0000000 80008000
I have STGFINAL_A, STGFINAL_B, and STGFINAL_C, yet the game STILL freezes before the Strap screen.
You're missing the Stage code file, there "46494e41 00030000" you're stating you'll have 3 diferent Stages for Random, so below this code you had to add the 3 lines for each Stage explained:

FOR EACH BUTTON ACTIVATED STAGE
Code:
[COLOR="DarkGreen"]JJJJ[/COLOR]00II 00000000
JJJJ = Button Activator from:

0 = No Buttons Held
1 = Left (GC,CC,Wiimote D-Pad or GC,CC Analog)
2 = Right (GC,CC,Wiimote D-Pad or GC,CC Analog)
4 = Down (GC,CC,Wiimote D-Pad or GC,CC Analog)
8 = Up (GC,CC,Wiimote D-Pad or GC,CC Analog)

10 = (GC Z)(CC ZL)(CC ZR)
20 = (GC R)(CC R)
40 = (GC L)(Wiimote B)(CC L)

100 = (GC,CC A)
200 = (GC,CC B)(Wiimote 1)
400 = (GC,CC X)
800 = (GC,CC Y)

1000 = (GC Start)(Wiimote +)
4000 = (CC ZL)
8000 = (CC ZR)

Example:
For R+A it'd be:
012000II 00000000
For L+A:
0140000II 00000000
For Z+A:
01100002 00000000

Code:
JJJJ00[COLOR="Lime"]II[/COLOR]
II
Filename name which is when the Stage name ends with:
_A = 00 > (STGFINAL_A)
_B = 01 > (STGFINAL_B)
_C = 04 > (STGFINAL_C)

etc. Remember, 10 in hex is 0A

Example:
This one is holding R+A and has LL Replaed for 00 stating it's THE FIRST ONE IN ORDER FOR FINAL DESTINATION:
01200000 00000000
This one is holding L+A and has LL Replaed for 00 stating it's THE SECOND ONE IN ORDER FOR FINAL DESTINATION:
014000001 00000000
This one is holding Z+A and has LL Replaed for 00 stating it's THE THIRD ONE IN ORDER FOR FINAL DESTINATION:
01100002 00000000

So in the end the code should be like this:
Code:
Alternate Stage Loader Data v1.1
46000010 00000000
44000000 005A7D00
66200005 00000000
46494e41 00030000
01200000 00000000
01400001 00000000
01100002 00000000
00000DED FADEDEAD
E0000000 8000800
Explanation:

Code:
Alternate Stage Loader Data v1.1
46000010 00000000
44000000 005A7D00
66200005 00000000 [0005 because you're using 4 lines of codes + 1 that has to be added]
46494e41 00030000 [46494e41 is Final Destination's code and 00030000 is stating you're using none of button activator Stages and 3 Random Stages, if you're using Random Stages, then the button activator can stay on 0000]
01200000 00000000 (This one is with Button activators R+A and is the first line of codes (01200000 > the last two digits "00" mean it's the _A Stage for Final destination)
01400001 00000000 (This one is with Button activators L+A and is the first line of codes (01200001 > the last two digits "01" mean it's the _B Stage for Final destination)
01100002 00000000 (This one is with Button activators Z+A and is the first line of codes (01200002 > the last two digits "02" mean it's the _C Stage for Final destination)
00000DED FADEDEAD
E0000000 8000800
That one above has the 3 stages with _A being R+A, _B being L+B and _C being Z+A

PD: Seriously, it was really well explained on Dantarion's explanation, and here more detailed, where are you reading? Like, those steps you missed were actually 50% of the full guide, come on! Take your time reading before technically wasting someone else's time, it's REALLY easy to understand, reason why I'm saying this. <_<
 

Segtendo

Smash Hero
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Messages
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I guess this isn't for me >_<;

Now that I look at it, does random mean when you choose random and it chooses that stage, it will randomly choose a texture?

Screw it, I'm not gonna use this code. I just don't seem to get it. I seem to do everything right, yet the game freezes D:
 

Wolfric

Smash Journeyman
Joined
May 7, 2009
Messages
363
Location
Dominican Republic, Caribbean Islands
NNID
GoodLuckTrying
All it requires is a patient read, and I'm not too sure, try making it with Button Activators as i did over there to see if it works, then try messing around with Random.

(If you still need help, PM me or pop on Zelda's Xat, there I could help you step by step 'til you handle it, it's pretty easy.)
 

Akuma2120

Smash Ace
Joined
Mar 27, 2008
Messages
826
Get this working with Riivolution and I'll be incredibly interested, there would be an almost limitless amount of stages you could add with this

Other than that the code is easy to use if you follow the instructions right, too bad it's only made to work with 2GB SD cards right now which severely limits it's capacities
 

King Omega

Smash Journeyman
Joined
Apr 15, 2009
Messages
388
Get this working with Riivolution and I'll be incredibly interested
I don't use Riivolution.

Segtendo said:
Ok, I'll try this ONE more time and see what comes out.

EDIT: I have rage. Why the hell does this NEVER WORK FOR ME? :V

My code is...

Code:
Alternate Stage Loader Data v1.1
46000010 00000000
44000000 005A7D00
66200002 00000000
46494e41 00030000
00000DED FADEDEAD
E0000000 80008000
I have STGFINAL_A, STGFINAL_B, and STGFINAL_C, yet the game STILL freezes before the Strap screen.
I'm not sure why Wolfric was telling you to add lines for button activators with 00 set for BB and 03 set for RR--that absolutely won't work--because the code you have is perfect. So the problem must be somewhere else. This may seem like a stupid question, but are you using the actual ASL code? Because it's needed for the data code to do anything.

If you are using both codes, the problem is not with the ASL.
 

Segtendo

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Messages
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2552-4940-9357
When I did that, I was trying to get the code to work with at least those 3 stages. Yet, whenever I make a code, it never freezes.

And yes, when I had that on, the actual ASL code was on.
 

Wolfric

Smash Journeyman
Joined
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Messages
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Location
Dominican Republic, Caribbean Islands
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GoodLuckTrying
I don't use Riivolution.


I'm not sure why Wolfric was telling you to add lines for button activators with 00 set for BB and 03 set for RR--that absolutely won't work--because the code you have is perfect. So the problem must be somewhere else. This may seem like a stupid question, but are you using the actual ASL code? Because it's needed for the data code to do anything.

If you are using both codes, the problem is not with the ASL.
I was mistaken, since I hadn't bothered with Random Stages 'til now.
 

eddy7eddy

Smash Rookie
Joined
Apr 25, 2010
Messages
1
I only want a random stage

Thanks for the ifnormation..

i have a question..
i only want random stages in the final stage, but the code doesnt work
here is the code:

46000010 00000000
44000000 005A7D00
66200002 00000000
46494E41 00050000
00000DED FADEDEAD
E0000000 80008000

i have the 5 STGFINAL_a,b,c,d,e in their respective folder

THANKS :)
 

Jack Kieser

Smash Champion
Joined
Jan 11, 2008
Messages
2,961
Location
Seattle, WA
Thanks for the ifnormation..

i have a question..
i only want random stages in the final stage, but the code doesnt work
here is the code:

46000010 00000000
44000000 005A7D00
66200002 00000000
46494E41 00050000
00000DED FADEDEAD
E0000000 80008000

i have the 5 STGFINAL_a,b,c,d,e in their respective folder

THANKS :)
I'm having this problem, too. All I want are random stages, no activators, with 3 hacked stages and the original stage being selected between randomly. The code doesn't crash the game, but it never selects the hacked stages; no matter how many times I choose, it always loads the original, on disc stage.
 

MeddlingOwl

Smash Rookie
Joined
Dec 28, 2010
Messages
5
Hiya! New face here ^^

Just have to say it (cuz I don't think it has been said enough): Loads and Loads of Love to Dantarion for his works! I had some issue with BCSM-GUI (the one where it gets stuck on Decoding Left Channel) but I finally got around the problem by launching it in Windows XP Mode! Keep up the awesome work, man! <3


The problem that I'm having is that I can't get the stages to load with the ASL code!

I'm quite new to code managing, but i did make sure to read as much as a I could, double check, triple check, reading everything through again, so that I could at least say I tried before asking! I haven't been able to find out anything about this, but I'm launching the codes together with the Brawl- codes. Uploaded some pics further down, in case you wanted to have a look.


here are the ASL codes that I'm using:

Code:
Alternate Stage Loader v1.1 [Dantarion, Almas]
C23FA360 00000024
91620000 90E20004
91820008 90620010
91220014 7D800026
3C602F70 60637269
80E10020 7C033800
408200D4 3C602F53
60635447 80E10044
7C033800 408200C0
80E10048 3D60DFDF
616BDFDF 7CE75838
3D60805A 616B7D00
816B0000 806B0000
892B0004 880B0005
2C030DED 41820090
7C033800 41820014
396B0008 1D290008
7D6B4814 4BFFFFD8
2C090000 41820030
396B0008 A0EB0000
3C60815E 60638420
A0630002 7C071800
4182000C 3929FFFF
4BFFFFD8 886B0003
48000024 2C000000
4182003C 3C60815E
606325D0 80630000
7D2303D6 7D2049D6
7C691810 38E05F41
7CE71A14 B0E6FFFC
3C602E50 60634143
9066FFFE 38A5FFFE
38C60002 7D8FF120
81620000 80E20004
81820008 80620010
81220014 38000000
60000000 00000000

Alternate Stage Loader Data
46000010 00000000
44000000 005A7D00
66200007 00000000
46494E41 02020000
01200000 00000000
05000001 00000000
50494354 01000000
01400000 00000000
42415454 00010000
00000DED FADEDEAD
E0000000 80008000
And here's a link to the cheat file in Code Manager and a link to the pf\stage\melee directory :
http://gr653a.bay.livefilestore.com...QPrM9g4lw6MFTqlQ/Code Manager ASLD.jpg?psid=1
http://gr653a.bay.livefilestore.com...tages Directory with Custom Stages.jpg?psid=1


I feel I've tried just about everything...
I've tried the Custom Stages to see if they work without the code,
tried adding and removing customized buttons,
changing names of the .PAC files.
I tried the tip that was given to someone who had similar problems, but nothing changed.

Would be super happy if I could get this sorted out!


EDIT NVM, problem solved... Typical D:
For those who want to know, I just saved the codes to the RSBE01 cheat file and it all workes peachy now.
 

slayer080

Smash Rookie
Joined
Dec 11, 2011
Messages
5
im really really going crazy right about now, ive been customising my brawl and everything has been fine until i tried to load 3 levels as random for summit which ended up crashing so i removed them and then removed the code for it in the gct too (as you do). my brawl loads but now it wont load anything custom apart from the wrist strap screen, i dont think there is anything wrong with my code as brawl actually loads and if you havent got the loader set up right it wont load, but i really dont see why all of a sudden its just stopped working. could someone take a look at my code and see if you can see anything wrong with it, im really tearing my hear out about this coz it doesnt make any sense.

heres my code:


RSBE01
Smash Bros Brawl (US)

GCT Edit TXT Output

Unrestricted Pause Camera
040A7D60 4E800020
04109D88 38800001

Tags in Replays
0404B140 38A00000

All players can be on the same team
0468D534 38600000

Infinite length replays
040EB804 60000000

Lone Zelda icon
046900E8 60000000

No Entry Data [original by Standardtoaster, edited by ssbbtailsfan]
04AD8030 00000000
04AD8034 00000000
04AD8038 00000000
04AD803C 00000000
04AD8040 00000000
04AD8044 00000000
04AD8048 00000000
04AD8050 00000000
04AD8054 00000000
04AD805C 00000000
04AD8060 00000000
04AD8064 00000000

Yoshi has Marth's IC
C2858928 00000003
2C040004 40820008
38800011 1C040038
60000000 00000000

No Result Data [ssbbtailsfan]
04AD8068 00000000
04AD806C 00000000
04AD8070 00000000
04AD8074 00000000
04AD8078 00000000
04AD807C 00000000
04AD8080 00000000
04AD8084 00000000
04AD8088 00000000
04AD808C 00000000
04AD8090 00000000
04AD8094 00000000

CSS fixes for Samus/ZSS and Zelda/Shiek
80693D50 38800004
06693D6C 00000008
38000000 3880000F
046900E8 60000000
04697F58 60000000
04697EEC 60000000

CSS fixes for Giga Bowser
C2684940 00000002
9BB400B8 57BD06BE
2C1D001B 00000000
040AF8D4 546025B6
040AF964 546025B6
040AF830 546025B6
040AF528 546025B6
040AF810 546025B6
040AF880 546025B6
040AF848 546025B6

Independent Pokemon engine
06407BD0 0000000E
04030F0D 1E1B1F1B
201B211B 221B0000
C2684964 00000007
881400B8 2C00003F
41A00028 2C03001D
40A20008 3860001E
2C03001F 40A20008
38600020 2C030021
40A20008 38600022
987400B8 00000000

Custom CSS
0668310C 00000030
387E006C 3B600000
3C808068 38840DE0
7CBB20AE 7CA50775
41800014 94A30004
3B7B0001 2C1B0032
4180FFE8 48000038
04690338 48000068
066900D8 00000008
2C170028 41820168
02680DE0 0022FFFF
06680DE0 0000002A
00010611 07091A16
21130D0C 1F0B2505
15171922 201B5D5E
5C232402 0E0F1403
0429080A 26271218
10280000 00000000

File Patch Code v3.5.1
E0000000 80008000
225664EC 00000000
0401BFE0 4858BE20
065A7E00 00000070
38A00067 38810020
3CE0805A 60E37C18
4BE52531 38A0007F
3883FFE8 38610020
4BE52521 38A00068
60E47C18 38610020
9421FF80 BC410008
38610088 4BA74DB9
7C7C1B78 2C030000
4082000C 38210080
4800001C B8410008
38210080 4BE524E5
38610008 4BA742E1
7C7C1B78 4BA741E8
040223E0 48585BC0
065A7FA0 00000028
80010044 3C608001
6063581C 7C001800
4082000C 7FDDC850
3BDEFFE0 93DB0008
4BA7A424 00000000
0401CD0C 4858B1F4
065A7F00 00000038
2C030000 4182000C
4BA7DD51 4BA74E04
80780008 2C030000
41820014 8118000C
7C634214 7C7B1850
48000008 8078000C
4BA74DE0 00000000
043EE9D8 48000014
043EEBD4 48000014
043D8B9C 48000018
043E9B4C 38600000
043E9D38 38600000
043D8C80 60000000
80000000 80406920
80000001 805A7C00
8A001001 00000000
045A7C10 2F525342
045A7C14 452F7066
80000001 805A7B00
8A001001 00000000
065A7B10 0000000F
2F525342 452F7066
2F736F75 6E642F00
041C6CE0 483E0D20
065A7A00 00000028
9421FF80 BC410008
3C60805A 60637B1F
4BE52931 B8410008
38210080 4BE52995
4BC1F2C4 00000000
065A7900 00000078
9421FF80 7C0802A6
9001000C BC810010
9421FF00 7C872378
54B2BA7E 7CD33378
38800000 9081000C
90810010 90610014
90810018 3880FFFF
9081001C 38610020
90610008 7CE43B78
38A00080 4BE529F5
38610008 4BA752A1
60000000 80210000
B8810010 8001000C
7C0803A6 80210000
4E800020 00000000
043E399C 481C3F04
065A78A0 00000010
80BC0020 7CA59214
3A400000 4BE3C0F4
043DBAEC 481CBDE4
065A78D0 00000018
800302A4 2C130000
41820008 7E609B78
3A600000 4BE3420C
041CDF7C 483D9884
065A7800 00000098
818C0014 9421FF80
BC410008 3D009034
61089D94 7C034000
4082003C 7C882378
3C60804D 60630000
3C80805A 60847B00
7CC53378 38C04200
80E40080 2C070000
40820014 60000000
480000B9 2C030000
41820010 B8410008
80210000 4BC26724
70A501FF 3868FFFF
3C80804C 6084FFFF
7C842A14 38A04001
38A5FFFF 8C040001
9C030001 2C050000
4082FFF0 B8410008
80210000 4BC2670C
141CCF90 483DA770
065A7700 00000048
9421FF80 BC410008
7FE3FB78 3C80805A
60847B00 38A00000
38C04000 480001E5
90640080 807F0008
907A0014 907A005C
907A0074 B8410008
80210000 807F0000
4BC25854 00000000
E0000000 80008000

Unknown Codes
C23FA360 00000024
91620000 90E20004
91820008 90620010
91220014 7D800026
3C602F70 60637269
80E10020 7C033800
408200D4 3C602F53
60635447 80E10044
7C033800 408200C0
80E10048 3D60DFDF
616BDFDF 7CE75838
3D60805A 616B7D00
816B0000 806B0000
892B0004 880B0005
2C030DED 41820090
7C033800 41820014
396B0008 1D290008
7D6B4814 4BFFFFD8
2C090000 41820030
396B0008 A0EB0000
3C60815E 60638420
A0630002 7C071800
4182000C 3929FFFF
4BFFFFD8 886B0003
48000024 2C000000
4182003C 3C60815E
606325D0 80630000
7D2303D6 7D2049D6
7C691810 38E05F41
7CE71A14 B0E6FFFC
3C602E50 60634143
9066FFFE 38A5FFFE
38C60002 7D8FF120
81620000 80E20004
81820008 80620010
81220014 38000000
60000000 00000000
46000010 00000000
44000000 005A7D00
66200022 00000000
42415454 000D0000
53544144 00020000
43484152 00190000
434F4E46 00190000
43524159 00190000
4458434F 00060000
44584741 000B0000
44584752 00190000
44584F4E 00190000
44584F4E 00190000
44585053 00190000
44585243 00190000
44585348 00190000
4458594F 00190000
44585A45 00190000
45415254 00190000
46494E41 001A0000
465A4552 00190000
47524545 00190000
47572E50 00190000
47575F65 00190000
48414C42 00190000
4845414C 00190000
4B415254 00060000
4D414445 00190000
4D414E53 00070000
4D415249 00190000
4D455441 00190000
4E4F5246 00190000
4F4C4449 00090000
4F4E4C49 00190000
4F525048 00190000
50494354 00190000
50495241 00010000
00000DED FADEDEAD
E0000000 80008000
06685824 0000000C
3C608068 7C630214
88630E80 00000000
046857F0 3AE00028
06680E80 00000028
00090713 02141121
060C0D25 0A0E0F0B
19161505 03041824
011A1F08 23201B5D
5E5C1017 26271222
4A000000 90180B44
38000000 00FF1100
10000000 0000000C
046F1E48 38000008
046F1E5C 98BD0099
C26F8420 00000002
3B600008 9B730098
3B600000 00000000
C268D1AC 00000002
38000002 901D05E8
60000000 00000000
C26919E0 00000003
819E05E8 2C0C0002
41820008 93FE05E8
60000000 00000000
04A8BDAC 60000000
4A000000 80AD89E0
14000064 00000020
E0000000 80008000
04B0B7BC 00000003
040A7D60 4E800020
04109D88 38800001
0404B140 38A00000
046900E8 60000000
C2684940 00000002
9BB400B8 57BD06BE
2C1D001B 00000000
040AF8D4 546025B6
040AF964 546025B6
040AF830 546025B6
040AF528 546025B6
040AF810 546025B6
040AF880 546025B6
040AF848 546025B6
06407BD0 0000000E
04030F0D 1E1B1F1B
201B211B 221B0000
C2684964 00000007
881400B8 2C00003F
41A00028 2C03001D
40A20008 3860001E
2C03001F 40A20008
38600020 2C030021
40A20008 38600022
987400B8 00000000
04693D50 38800004
06693D6C 00000008
38000000 3880000F
04697F58 60000000
04697EEC 60000000
06685824 0000000C
3C608068 7C630214
88630E80 00000000
046857F0 3AE00028
06680E80 00000028
00090D0C 0515011A
0A071325 1002240E
0F140616 1F170304
0B190823 201B5D5E
5C112118 22122627
046A0C68 C2000000
0469DC18 40820030
0469DC40 2C030000
04689E88 60000000
046900E8 60000000
C23FA350 00000020
90C20000 90E20004
91620008 90A2000C
90620010 91220014
91420018 9182001C
3D800004 618C86C0
3D60805A 3CA0452F
60A57066 90AB7C14
816B7C22 3C608057
60639FF0 84A30010
2C050000 4182008C
7C055800 4082FFF0
3CC04545 60C62F53
7C062800 4082001C
3D60804D 616BE4B0
A16B0000 A1430008
7C0A5800 41820050
88A30004 A1430008
39200000 A0C30006
64C68152 7CC66214
3CE0804D 60E7E4A8
39290001 7CCC3050
38E70008 2C090005
4182FF94 89660000
7C0B2800 4082FFE4
A1670000 7C0B5000
4082FFD8 A143000A
3D60805A B14B7C16
80C20000 80E20004
81620008 80A2000C
80620010 81220014
81420018 8182001C
8C040001 00000000
0657A000 00000050
45452F53 0000E27B
09804159 00000000
046B841C 48000040
4A000000 80F59A60
14000088 FF3AB700
14000090 FF000000
140000A0 FF000000
140000A8 00000000
4A000000 80F59ED4
14000088 00FFFF00
14000090 0000FF00
140000A0 0080FF00
140000A8 00000000
4A000000 80F5A348
14000088 FAF9E100
14000090 FFFF0000
140000A0 FFFF8000
140000A8 00000000
4A000000 80F5A7BC
14000088 88FCAE00
14000090 00FF0000
140000A0 00C00000
140000A8 00000000
0409E934 60000000
0409E93C 60000000
0409E9AC FC201890
0409E9B8 FC600090
0409E9BC FC000890
0409E9C8 FC001890
040C464C 48000184
04954CB0 60000000
0495C02C 60000000
42000000 90000000
0417B640 FFFFFFFF
0417B644 FFFFFFFF
42000000 90000000
0417B658 FFFFFFFF
42000000 90000000
0817BE80 80638063
21100004 00000000
42000000 90000000
0817C398 80638063
215D0004 00000000
42000000 90000000
0817CB68 02020202
201F0004 00000000
E0000000 80008000
0668310C 00000030
387E006C 3B600000
3C808068 38840DE0
7CBB20AE 7CA50775
41800014 94A30004
3B7B0001 2C1B0032
4180FFE8 48000038
04690338 48000068
066900D8 00000008
2C170028 41820168
02680DE0 0022FFFF
06680DE0 0000002A
00010611 07091A16
21130D0C 1F0B2505
15171922 201B5D5E
5C232402 0E0F1403
0429080A 26271218
10280000 00000000
4A000000 90180B44
38000000 00FF1000
10000000 0000000C
4A000000 90180B44
38000000 00FF1100
10000000 0000000C

Independent Pokemon Engine +no wreck My Music V2 [spunit262]
06407BD0 0000000E
04030F0D 1E1B1F1B
201B211B 221B0000
C2684964 00000007
881400B8 2C00003F
41A00028 2C03001D
40A20008 3860001E
2C03001F 40A20008
38600020 2C030021
40A20008 38600022
987400B8 00000000
 

cdokk13

Smash Rookie
Joined
Jul 22, 2013
Messages
21
Anyone know where to find a reference on the ASL Code for REL files that accompanies this ? I can see that it is structured basically the same way but I would like documentation
 
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