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Phantom pwnt Dantarion (New Custom SSS + Custom Stage ID Engine Thingy)

Mit

Smash Ace
Joined
Oct 20, 2008
Messages
947
Location
Southeast Michigan
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)
Question about this again...

In the stage compilation thread, just about every single level in there replaces Wifi Waiting Room. I'm guessing they still replace Wifi Waiting Room regardless of what stage you map the button combo to select them to?

Also, surely there is another stage that's easy to replace instead of Wifi Training Room that won't keep making sandbag spawn... or are the rest harder to work with due to stuff like more complex backgrounds?

I like sandbag in Wifi Waiting Room, and wouldn't want him in any of the SSE stages. Therefore I don't want to disable him altogether.
 

Akuma2120

Smash Ace
Joined
Mar 27, 2008
Messages
826
I like sandbag in Wifi Waiting Room, and wouldn't want him in any of the SSE stages. Therefore I don't want to disable him altogether.
I think this is impossible, if you kill off the sandbag in the waiting room, then it will kill him for every version of the waiting room, even when you're using it online

If you want to kill him, here's the one for New Pork City without Sandbag

Code:
New Pork City is now Online Waiting Room(NO SANDBAG):
C298D528 00000003
2C060031 40820008
38C00005 60000000
90DD08C0 00000000
C26DCEE0 00000003
A37A0022 2C1B0020
40820008 3B600037
60000000 00000000
 

mofo_

Smash Ace
Joined
Jan 12, 2009
Messages
931
Location
The 808 State
well if you want to keep the sandbag then just try switching the stages with final destination or configure test since they are both all flat and no platforms or obstacles
 

Alphatron

Smash Champion
Joined
Aug 5, 2008
Messages
2,269
This is barely related, but I added this to the brawl+ txt and code manager is giving me that problem where it says it can't go over 256 lines.
 

Dantarion

Smash Champion
Joined
May 21, 2007
Messages
2,492
Location
Santa Barbara, CA
I could make something that does that, but....first off, some new findings.
Akuma is right, there is only 256 bytes of space for the data, meaning 32 lines before we run into something else. I am about to use a different method that will make Gecko's code limit the only limit on the game.

Right now, my code works by writing the data from the codelist(in memory) to tmp space(in memory).
The asm routine then reads the data from that space. Its essentially loaded twice. Once in a variable location (the codelist) another in a static position(the tmp space). What I really want to do is right the position of the first copy of the data to the tmp space. Then, the asm outine could find the data based on 4 bytes of information in the tmp space, as opposed to needing to copy the data twice just so I can find it.

This might apply to all the other codes that exist so far that use data.
 

nitwit88

Smash Rookie
Joined
Sep 26, 2009
Messages
2
This is barely related, but I added this to the brawl+ txt and code manager is giving me that problem where it says it can't go over 256 lines.
You should be able to just hit yes and continue. It's worked for me.
 

Alphatron

Smash Champion
Joined
Aug 5, 2008
Messages
2,269
You should be able to just hit yes and continue. It's worked for me.
It doesn't give me that option. Ocarina code manager just says that it has too many lines. I have gameconfig.txt in the root of my SD card so I'm not sure what the problem is.
 

Akuma2120

Smash Ace
Joined
Mar 27, 2008
Messages
826
I am about to use a different method that will make Gecko's code limit the only limit on the game.

This might apply to all the other codes that exist so far that use data.
Will we have to re-write our ASL Data? Or just the ASL code itself? I'm guessing just the code but just want a heads up, and will this be compatible with other codes that use data(ie: Throw Modifier), it won't mess with anything right?

Eh, sorry for stupid questions, I know you'll be able to make things work out

It doesn't give me that option. Ocarina code manager just says that it has too many lines. I have gameconfig.txt in the root of my SD card so I'm not sure what the problem is.
Try using the cheat code manager from the homebrew browser, that works fine for me


Also, off-topic question for anyone else who might know, my brawl+ freezes on corneria after 30 seconds every time and has frequent freezes after a match ends, I made a thread for this but no one answered
 

LegendarySuperMario

Smash Rookie
Joined
Jul 6, 2009
Messages
20
Hello again... I just tested out the new code and I must say it's a big improvement over the last one. But I seem to be having a problem with quitting stages. Every time I try to leave a stage (L+R+A+START) with the Classic Controller... My Wii freezes! I didn't test it any further to see if I could end the stage by winning the match though so if anyone could help me I'd really appreciate it!

Here's my data that I'm currently using:

Code:
Alternate Stage Loader Data v1.1
46000010 00000000
44000000 005A7D00
6620000C 00000000
4f4e4c49 03040000
05000000 00000000
09000001 00000000
01100002 00000000
46494e41 03040000
05000000 00000000
09000001 00000000
01100002 00000000
42415454 03040000
05000000 00000000
09000001 00000000
01100002 00000000
E0000000 80008000
I also tried many different Geckos and took out the E0000000 80008000 line as well. I really want to try this out but it doesn't want to co-operate. I'm not sure if this helps but I'm using an official Brawl disc. I just want to have my Subspace Emissary stages for tourneys with my friends... They really enjoyed the dead Master Hand level as do I.
 

mofo_

Smash Ace
Joined
Jan 12, 2009
Messages
931
Location
The 808 State
awesome now i understand it

and that ded deadfade thing is just one of those weird things you see in a code..like DEADBEEF
 

mofo_

Smash Ace
Joined
Jan 12, 2009
Messages
931
Location
The 808 State
46000010 00000000
44000000 005A7D00
66200004 00000000
4f4e4c49 26260000
00000000 00000000
46494e41 26260000
00000000 00000000
00000DED FADEDEAD
E0000000 80008000

is this correct? 26 replacements for wwr all random no buttons and 26 replacement for FD all random no buttons
 

Dantarion

Smash Champion
Joined
May 21, 2007
Messages
2,492
Location
Santa Barbara, CA
Hello again... I just tested out the new code and I must say it's a big improvement over the last one. But I seem to be having a problem with quitting stages. Every time I try to leave a stage (L+R+A+START) with the Classic Controller... My Wii freezes! I didn't test it any further to see if I could end the stage by winning the match though so if anyone could help me I'd really appreciate it!

Here's my data that I'm currently using:

Code:
Alternate Stage Loader Data v1.1
46000010 00000000
44000000 005A7D00
6620000C 00000000
4f4e4c49 03040000
05000000 00000000
09000001 00000000
01100002 00000000
46494e41 03040000
05000000 00000000
09000001 00000000
01100002 00000000
42415454 03040000
05000000 00000000
09000001 00000000
01100002 00000000
E0000000 80008000
I also tried many different Geckos and took out the E0000000 80008000 line as well. I really want to try this out but it doesn't want to co-operate. I'm not sure if this helps but I'm using an official Brawl disc. I just want to have my Subspace Emissary stages for tourneys with my friends... They really enjoyed the dead Master Hand level as do I.
You took out the l2nd to last line. Without it the code doesn't know where to stop searching for more data.
 

Codec01

Smash Cadet
Joined
Sep 11, 2009
Messages
33
46000010 00000000
44000000 005A7D00
66200002 00000000
4f4e4c49 000A0000
00000DED FADEDEAD
E0000000 80008000

I'm not sure why this isn't working. I have 10 online training stages and I want them to appear
randomly. But when I use this, my wii freezes at the startup. And one more question. Do you need a
file patch code 4.0 for this? Because I am currently using 3.5.1.
 

Alphatron

Smash Champion
Joined
Aug 5, 2008
Messages
2,269
Code:
Alternate Stage Loader Data v1.1
46000010 00000000
44000000 005A7D00
66200005 00000000
4f4e4c49 03000000
00C80000 00000000
03E80001 00000000
00040002 00000000
00000DED FADEDEAD
E0000000 80008000
Since the wiimote doesn't have a value for its A button, I decided to ditch the combinations. This code has it set up so that stages will work with down on the dpad, the + button, and also the 1 button.

Unfortunately, for whatever reason the only stage that works is down on the dpad. Can anyone help me with why this is happening?
 

Alphatron

Smash Champion
Joined
Aug 5, 2008
Messages
2,269
Code:
Alternate Stage Loader Data v1.1
46000010 00000000
44000000 005A7D00
66200006 00000000
4f4e4c49 04000000
10080000 00000000
10020001 00000000
10040002 00000000
10400003 00000000
00000DED FADEDEAD
E0000000 80008000
Got it and it mostly works now. Except for the fact that the +/B buttom combination on the wiimote always fails(start+B works on GC though). I've compared the two and tried them constantly, but the +/B never works. Is it just me?
 

LegendarySuperMario

Smash Rookie
Joined
Jul 6, 2009
Messages
20
I only have 1 more problem now... My button activators work for both Final Destination and Battlefield. But NOT the Wi-Fi Waiting Room! I don't even know why they don't since my textures still come up randomly and even when they do my Tabuu Destination NEVER does.

Here's my code yet again:

Code:
Alternate Stage Loader Data v1.1
46000010 00000000
44000000 005A7D00
6620000C 00000000
4f4e4c49 03040000
05000000 00000000
09000001 00000000
01100002 00000000
46494e41 03040000
05000000 00000000
09000001 00000000
01100002 00000000
42415454 03040000
05000000 00000000
09000001 00000000
01100002 00000000
00000DED FADEDEAD
E0000000 80008000
Any help would be appreciated!
 

STUFF2o

Smash Ace
Joined
Aug 31, 2009
Messages
508
Location
Hyrule
Will this work?
Code:
46000010 00000000
44000000 005A7D00
6620LLLL 00000000
4f4e4c49 02000000
01100000 00000000
09000001 00000000
00000DED FADEDEAD
E0000000 80008000
I want it to load STGONLINETRAINING_A.pac when I press A+Z, and STGONLINETRAINING_B when I press A+Y.
 

Mit

Smash Ace
Joined
Oct 20, 2008
Messages
947
Location
Southeast Michigan
someone post an example code plz, i cant grasp the syntax the way it is written
I hear ya. There are some confusing steps for those of us who have never done anything like this. All I've done is copypasta codes into code files, compile them, and use them. Anyhow, I'm gonna use Akuma's example to figure it out later tonight. He replaced tons of different stages and used plenty of different button combos as well:

Here's my code, tell me if I have something wrong:

Code:
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
33 lines, so 33 x 8 = 264 ->(Convert to hex) = 108

This is correct right?

You can try it yourself, all my button combinations are A+Y, A+X, and A+Z and always fro _A, _B, and _C,
A+Y = _A, A+X = _B, A+Z = _C

It's really simple, and again, cutting down to 32 lines will let brawl boot, any higher and it won't, and I check the bytecount each time

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)
Not quite sure what all those A-B/C/D/E/etc's mean at the end though.
 

☆_Mutha-Foxin GangstaKirby_☆

Banned via Warnings
Joined
Oct 15, 2008
Messages
1,672
Location
waiting for mars to hurry up with that **** blunt
I hear ya. There are some confusing steps for those of us who have never done anything like this. All I've done is copypasta codes into code files, compile them, and use them. Anyhow, I'm gonna use Akuma's example to figure it out later tonight. He replaced tons of different stages and used plenty of different button combos as well:



Not quite sure what all those A-B/C/D/E/etc's mean at the end though.
i understand EVERYTHING but the code itself... show me an example with the colored labeling for the values from the first page.

the letters are for the stagenames FINALDESTINATION_A to FINALDESTINATION_Z
 

Sph34r

Smash Journeyman
Joined
Feb 15, 2009
Messages
251
Location
palo alto, middlefield road
Here's an example like you wanted.

Code:
Alternate Stage Loader Data v1.1
46000010 00000000
44000000 005A7D00
6620[COLOR=SandyBrown]0003[/COLOR] 00000000
[COLOR=Yellow]42415454[/COLOR] [COLOR=Red]01[/COLOR][COLOR=Blue]00[/COLOR]0000
[COLOR=DarkGreen]0140[/COLOR]00[COLOR=PaleGreen]00[/COLOR] 00000000
00000DED FADEDEAD
E0000000 80008000
Idk if that's right, I'm using version 1 at the moment and still haven't changed. If that's right, then the orange part says there are 2 lines of stage code +1 (excluding the FADEDEAD line and the one after it, I'm assuming that's accounted for automatically?), the yellow equaling battlefield, the red saying I have one button activator, the blue saying I have 0 random ones, then the green saying I use A+L (on the GC ctrllr) to activate it, and the light green saying the additional texture's name is _A (STGBATTLEFIELD_A.pac).
 

Eldiran

Smash Lord
Joined
Jan 8, 2008
Messages
1,707
Location
Pennsylvania
I just wrote a super-lengthy tutorial to help someone out, so I am going to post it here and see if alleviates some of the problems. (I did it right, didn't I?)

So, to start! This tutorial will show you how to allow up to 26 random stages for the WiFi Waiting Room, and that is all. What you need to do is take what is in the first code box and paste it into the text file you keep all your codes. So, paste this:
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 v1.1
46000010 00000000
44000000 005A7D00
6620LLLL 00000000
DATADATA DATADATA
00000DED FADEDEAD
E0000000 80008000
Put that in your code text file.

That second part, "Alternate Stage Loader Data v1.1" is what you need to edit. We'll ignore the LLLL until we fill out the DATADATA DATADATA.

So, in place of DATADATA DATADATA we need the data in the format he specified... which is:

Code:
FOR EACH ORIGINAL STAGE YOU HAVE REPLACEMENTS FOR:
SSSSSSSS BBRR0000 
-----------------------------
SSSSSSSS  = Stage ASCII Data(Take from the chart below)
BB = number of replacement stages with button activators (Max 26 _A-_Z)
RR = Number of Randomly Selected Textures (Max 26 _A-_Z)
---------------------------------
So, in place of SSSSSSSS (what used to be our first DATADATA) we want the value for WiFi Waiting Room. According to Dant's chart, this is

Code:
STGONLINETRAINING.PAC (ONLI)
4f4e4c49
Next, the BB -- we don't want any button activators, so that is just 00. Since we want 26 stages, we put the Hex value for 26 in place of RR. That's 1A.

So the end result for your DATA line is 4F4E4C49 001A0000.

For LLLL it says:

Code:
LLLL = The number of lines of stage data, +1. If you have 9 lines of stage data, input 10, which is A in hex, so "000A"
In this case we have 1 line, so LLLL will be 0002.

The final result for your Data section is:

Alternate Stage Loader Data v1.1
46000010 00000000
44000000 005A7D00
66200002 00000000
4F4E4C49 001A0000
00000DED FADEDEAD
E0000000 80008000

And that should about wrap it all up!
 
Joined
Aug 12, 2005
Messages
620
Location
Miami, Florida
I managed to get this to work after figuring out that the numbers of lines of stage data+1 had to be in hex.
For example, 19 lines+1=20 lines, which is then 14 in hex. Effectively 0014.

After that, it worked like a dream. Now, on to customizing it with my custom stage selection textures.
 

MattMan

Smash Rookie
Joined
Jul 19, 2009
Messages
12
i understand EVERYTHING but the code itself... show me an example with the colored labeling for the values from the first page.

the letters are for the stagenames FINALDESTINATION_A to FINALDESTINATION_Z
Alternate Stage Loader Data v1.1
46000010 00000000
44000000 005A7D00
66200008 00000000
4f4e4c49 050F0000
10000000 00000000
10010001 00000000
10020002 00000000
10040005 00000000
10080007 00000000
46494e41 00050000
00000DED FADEDEAD
E0000000 80008000

Okay, let's break it down:
46000010 00000000
44000000 005A7D00 Nothing to do here, just copying the original code.

66200008 00000000 It's 0008 because there are 7 lines of data before the 00000DED FADEDEAD line (7+1=8).

4f4e4c49 050F0000 The 4f4e4c49 is the ASCII Data for the Online Waiting Room.
The 05 means that there are 5 button activated stages.
The 0F means that their are 15 randomly selected stages (15 in hex is 0F).

1000
0000 00000000 The 1000 means that the button activator is Start on the GC controller
The 00 means that this button will load STGONLINETRAINING_A.PAC

10010001 00000000 The 1001 means that the button activator is Left+Start (1+1000)
The 01 means that STGONLINETRAINING_B.PAC will be loaded.

10020002 00000000 The 1002 means that the button activator is Right+Start (2+1000)
The 02 means that STGONLINETRAINING_C.PAC will be loaded.

10040005 00000000 The 1004 means that the button activator is Down+Start (4+1000)
The 05 means that STGONLINETRAINING_F.PAC will be loaded.

10080007 00000000 The 1008 means that the button activator is Up+Start (8+1000)
The 07 means that STGONLINETRAINING_H.PAC will be loaded.

46494e41
00050000 The 46494e41 is the ASCII Data for Final Destination.
The 00 means that there are no button activated stages.
The 05 means that there are 5 randomly selected stages.

00000DED FADEDEAD
E0000000 80008000 Again, nothing to do here; just copy and paste.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~



So, altogether, this code will load specific stages for the Online Waiting Room when Left+Start, Right+Start, Down+Start, Up+Start, or just Start are pressed. If no buttons are held down, a randomly selected stage out of 15 total will be loaded. This code will also randomly select one of 5 textures for Final Destination.

Hopefully this helps, because it took very long to type up.
 

b2j135

Da Bess Pit
Joined
Feb 3, 2008
Messages
349
Location
C-City
NNID
b2j135
3DS FC
3222-5569-3062
ok so I have 5 online practice stage replacements and I need to have a certain button combination for GCN and maybe wiimote+nunchuk but I mostly use the GCN controller so we'll use that.
I copied this code:

46000010 00000000
44000000 005A7D00
6620LLLL 00000000
DATADATA DATADATA
00000DED FADEDEAD
E0000000 80008000

what do I need to change it to make these 5 appear instead of the regular OPS? I kinda want it to be like hold L+A = _A.pac, R+A = _B.pac, Z+A = _C.pac, X+A = _D.pac, Y+A = _E.pac and just regular A to be the original OPS.
 

bboynotbgirl

Smash Journeyman
Joined
May 24, 2009
Messages
202
i still need help. i dont know what i did wrong i had it set for 6 stages for WWR and it would freeze when i picked new pork (i have the WWR is now new pork code). also i still cant get this working with the alternate file loader. it would just stay at gecko. if someone can help me it would be great.
 

Dantarion

Smash Champion
Joined
May 21, 2007
Messages
2,492
Location
Santa Barbara, CA
Eldiran, MattMan, thanks for the help.

I think I will add links to your posts in the OP so that people can read them and try to figure the code out.
To be honest, if no one finds anymore bugs, I am done with this. The song injection is the only thing I might work on, but to be honest...Its probably not gonna happen for a while.
 
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