LordshadowRagnarok
Smash Journeyman
^thisI wish there were a GIU, I'm really too busy to try to figure this out.
10GUI
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^thisI wish there were a GIU, I'm really too busy to try to figure this out.
Thanks a lot for this. lolI believe I discovered what my problem was. The code I posted earlier was indeed correct, however, it was too long, apparently. I had to trim it down to 32 lines (100 in hex) to get it to work. Having any more lines than that prevents the game from booting (for me). So can anyone else confirm that the data section of the code can't go over 32/33 lines, or do I have a different problem altogether.
Other than that, the code works flawlessly.
Edit:
065A7D00 00000018
42415454 02020000
05000000 00000000
09000001 00000000
One texture (_A) is activated by A+X. The other (_B) is activated by A+Y. If neither button combo is used, one of two textures will show up randomly.
Yes, using the above code for two battlefield textures as an example, you would repeating the following block of code for a different stage's texture/replacement:
42415454 02020000 <-- Stage ASCII Data, # of button-activated stages, # of randomly selected stages
05000000 00000000 <-- Button activation for the first texture
09000001 00000000 <-- Button activation for the second texture
In short, Dantarion is trying to make it so you can use different music on different replacements of the same stage.Still wondering about this. Mostly curious about what "implement custom song asm injection" means.
You could have it so that, when no buttons are pressed, regular Wifi Training Room is loaded. Personally I have it set up that there's a 1 in 6 chance I get regular Wifi, and the other 5 chances are each unique SSE stages.Is it still necessary to replace good stages like Wifi Training Room with SSE stages using these codes?
I noticed sandbag doesn't seem to pop up in stages when using this code (atleast in the video). Or was the no sandbag code enabled?
its funny you would post that because i literally just got done writing it up (with button inputs of course).Actual code, then:
065A7D00 00000030
4f4e4c49 05060000
JJJJ00II 00000000
JJJJ00II 00000000
JJJJ00II 00000000
JJJJ00II 00000000
JJJJ00II 00000000
Obviously, fill in the button activator you want and the filename.
That would make this absolutely perfect.In short, Dantarion is trying to make it so you can use different music on different replacements of the same stage.
E.g. you have Waiting Room and Tabuu's stage:
Waiting Room music is Online Waiting Room. Tabuu's stage is Brawl Main Theme.
Alternate Stage Loader Data [9 lines]
065A7D00 00000040
44585348 00010000
4f4e4c49 06060000
01100000 00000000
02000001 00000000
04000002 00000000
08000003 00000000
01200004 00000000
01400005 00000000
-SEE Stages (6) for online waiting room
-A+Z Dark Samus Stage
-B Jungle
-X Lights off
-Y Tabuu
-A+R Stadium (Petey Piran)
-A+L Shadow Bug Last
-Temple has been replaced with StageDX shrine
First off, if you get the bytecount wrong, there is a listed code error, so that isn't itI'm pretty sure you guys just don't understand how to add 8 for each line. If you do that wrong, Gecko won't boot.
Alternate Stage Loader Data
065A7D00 00000108
4f4e4c49 03170000
09000000 00000000
05000001 00000000
01100002 00000000
46494e41 02220000
09000000 00000000
05000001 00000000
42415454 02040000
09000000 00000000
05000001 00000000
44584249 00020000
4f4c4449 02070000
09000000 00000000
05000009 00000000
44585a45 00030000
444f4c50 00030000
45415254 00020000
47572e50 00020000
4f525048 00020000
44584752 00040000
47524545 00060000
48414c42 00030000
4d414e53 01030000
09000000 00000000
4e4f5246 00030000
44585053 00030000
465a4552 00020000
4a554e47 00050000
50414c55 00030000
4943452e 00030000
44585348 02060000
09000000 00000000
05000001 00000000
Indeed, I wouldn't lie to you manInteresting...
In my case, I use button combos to access the original (unaltered) stages as well.why do you need more than 16 stages (with button combos)?
Hell, I've barely seen any which are good lol
Yeah, but thats saying in terms of line count, even if you include the originals you are replacing (which is like 4 stages), thats like 12 other stages you can include with button modifiers for all of them.In my case, I use button combos to access the original (unaltered) stages as well.
Alternate Stage Loader Data
065A7D00 00000018
4f4e4c49 00020000
46494e41 00020000
42415454 00020000
It's a problem regardless of why anyone would want that many replacements, and it's because I just want them lol.why do you need more than 16 stages (with button combos)?
Hell, I've barely seen any which are good lol
No it doesn't, I use both, and they both work, try just using this code for stages and the alternate file loader for character textures/PSAs only, this might helpit seems as though the alternate file loader conflicts with this code. is there a way around that? or is it because i have a stage replacement within the alt file loader code
Ah, I would suggest maybe this code was limited in lines by how many stages there are, but there are 41, unless melee stages are omitted... in any way I doubt this is the case, IDK I'm just trying to help in whatever way I canI'm gonna do another set of tests when I get home to see if theres a bug in the code
I thought these replacement levels didn't work well when they replaced such crazy stages such as Rumble Falls and Big Blue? Or is this particular code no dependent in any way on the level replaced?Levels I have replacements for listed in order:
-ONLINE TRAINING (A-Q)
-FINAL DESTINATION (A-U)
-BATTLEFIELD (A-D)
-BIG BLUE MELEE (A-B)
-BRIDGE OF ELDIN (A-F)
-STGDXZEBES [SAMUS' MELEE STAGE] (A-B)
-DELFINO PLAZA (A-B)
-DISTANT PLANET (A-B)
-FLATZONE (A-B)
-FRIGATE ORPHEON (A-B)
-GREEN GREENS (A-C)
-GREEN HILL (A-E)
-HALBERD (A-C)
-LUIGI'S MANSION (A-C)
-NORFAIR (A-C)
-POKE STADIUM MELEE (A-C)
-PORT TOWN AERO (A-B)
-RUMBLE FALLS (A-D)
-SKYWORLD (A-B)
-SUMMIT (A-B)
-TEMPLE MELEE (A-F)
hmmm its still not working for me. i deleted the stage part of the code from the file loader. if i turn one off the other works. so its either one or the other. heres my data for both codesNo it doesn't, I use both, and they both work, try just using this code for stages and the alternate file loader for character textures/PSAs only, this might help
There aren't any stages in particular that cause problems, all the ones I have on now work fine, it doesn't matter which stage, it matters how manyI thought these replacement levels didn't work well when they replaced such crazy stages such as Rumble Falls and Big Blue? Or is this particular code no dependent in any way on the level replaced?
Gecko doesn't freeze, it does everything fine and reads the SD card and applies the codes, it's just Brawl won't boot for some reasonI don't see why the ASL would cause Gecko freezes when reaching a low number of lines.
I have over 1000 lines going with the ASL and it works fine.
Only thing I'd say is get the newest code manager/Brawlplustweaker, create a new GCT, go past 32 lines WITHOUT the ASL and see if it still freezes.
Oh, and if you're using Gecko 1.9.3, get rid of it. It's got some random *** DSI exceptions. Use 1.9.1. Not a problem with it yet.
EDIT: bboynotw/e - Try making the song ID for each 00 instead of an actual number. Same with you Akuma. Though I don't know why this would be a problem.
The man's probably busy. I say let him continue to work on custom songs and whatnot. Anyone else could write up a program like thatEdit: Dantarion, the amount of issues people are having with this prompts me to mention that a lot of them could probably be solved with a GUI that automatically inputs values and does Bytecount adding and text file generation for them.
Just throwing it out there.
12/f/californiaGuy, post your ASL Data PLZ
Alrighty, here it is: http://www.mediafire.com/download.php?ommzzzxm2kwAkuma2120, send me your entire codelist in a text file via Mediafire. I dont use those code managers to compile my GCT, I use a program made for USBGecko. It hasnt failed me once, ever.