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smashville time of day codes??

Szion

Smash Journeyman
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Jan 26, 2013
Messages
329
Lets say i want

sunset brawl opening-ville as morning,

beach as day

glacier as noon

subspace as night


does anyone know the corresponding codes to the time of daay? i already have all these skins.
 

Xermo

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00 - Early Morning
01 - Daytime
02 - Afternoon
03 - Evening
04 - Midnight
 

jemuelv906

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I actually played with the wii's clock to try to get an accurate time

STGVIllAGE_00: 04am-08am
STGVIllAGE_01: 08am-04pm
STGVIllAGE_02: 04pm-07pm
STGVIllAGE_03: 07pm-11pm
STGVIllAGE_04: 11pm-04am

Music played anytime except saturday 8pm-12am and it's frequency can be toggled in the options

N01 - Title (Animal Crossing)
N02 - Go K.K. Rider!
N03 - 2:00 a.m.
N06 - Town Hall and Tom Nook's Store
N05 - The Roost

Music that CAN NOT be toggled in options and randomly generated on saturdays 8pm-12am

N07 - K.K. Crusin'
N08 - K.K. Western
N09 - K.K. Gumbo
N10 - Rockin' K.K.
N11 - DJ K.K.
N12 - K.K. Condor
 

2rad

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How would I change it so that, instead of the .pac being chosen based on the time of day, it's chosen at random?
 

Xermo

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How would I change it so that, instead of the .pac being chosen based on the time of day, it's chosen at random?
You don't.
 

2rad

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There's no way there's no way. What part of the code controls it? If the PMDT can make an All-Star Mode and a Turbo Mode and any number of insane custom tweaks, it can't be unreasonable to do this.
 
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Xermo

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There's no way there's no way. What part of the code controls it? If the PMDT can make an All-Star Mode and a Turbo Mode and any number of insane custom tweaks, it can't be unreasonable to do this.
You asked "how would I" as if there was a way for you to do anything about it, which there isn't. What file the stage loads is based on the time of day on the Wii's internal clock. Maybe the PMDT can find a method, but that's a possibility, not a guarantee.
 

2rad

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What I meant is that it's unreasonable to assume that it's impossible, not that the PMDT will eventually try to do it.
Come to think of it, you'd probably need to hack some file that the current PM codebase doesn't replace.
 

Xenozoa425

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The lighting for the time of day is controlled by how the Wii loads the stages. You just have to switch the lighting files with Brawlbox that each time of day uses.

So if you wanted it to be daytime all day long, you'd take the daytime lighting of one file and paste it onto every other lighting in each Smashville file.

Like Xermo said, 00 is morning, 01 is day, 02 is sunset, 03 is night, 04 is midnight.

There's no way to randomize it atm.
 
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Xermo

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What I meant is that it's unreasonable to assume that it's impossible, not that the PMDT will eventually try to do it.
Come to think of it, you'd probably need to hack some file that the current PM codebase doesn't replace.
It's not unreasonable to assume it's impossible because as I said, THERE'S CURRENTLY NO WAY TO RANDOMIZE IT.
 

Nezha the Scout

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Correct, unless it is imported onto a randomized stage like shadow moses and spear pillar, but thats a big hassle to make it work right.
 

squeakyboots13

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Oct 4, 2013
Messages
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It's not unreasonable to assume it's impossible because as I said, THERE'S CURRENTLY NO WAY TO RANDOMIZE IT.
Just because it's not possible now doesn't mean somebody wouldn't be able to figure out a way in the future. When you look at the other crazy stuff that's been done to the game like stage expansion, turbo mode, and all-star battles, this doesn't seem that far out there.

What about the Alternate Stage Loader code? Does that work on Smashville?
 

Xermo

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Just because it's not possible now doesn't mean somebody wouldn't be able to figure out a way in the future. When you look at the other crazy stuff that's been done to the game like stage expansion, turbo mode, and all-star battles, this doesn't seem that far out there.

What about the Alternate Stage Loader code? Does that work on Smashville?
"currently" was the word I used.
Also, ASL does work with SV, but it doesn't randomize the time of day slots. 01 can have it's own additions (01_A, B , etc.) while 03 still loads the default, for example. Either way, it's still dependent on the internal clock.
 

squeakyboots13

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If memory serves, the lighting effects for the different times of day are loaded from different files in the first stage.pac file. (Not sure why there's five .pac files in that case but that is what I found when messing around with the stage in the past.) You could conceivably use BrawlBox to make a version of the stage that replaces all the different lighting effects with only one of them so that the game loads the same time of day regardless of what the clock is set to, repeat that with the other lighting effects, and use ASL to randomize them. I'll try to see if that works when I have the time.

That should at least work if you used a different stage's slot. I did it over Spear Pillar before.
 
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Xermo

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If memory serves, the lighting effects for the different times of day are loaded from different files in the first stage.pac file. (Not sure why there's five .pac files in that case but that is what I found when messing around with the stage in the past.) You could conceivably use BrawlBox to make a version of the stage that replaces all the different lighting effects with only one of them so that the game loads the same time of day regardless of what the clock is set to, repeat that with the other lighting effects, and use ASL to randomize them. I'll try to see if that works when I have the time.
I'm not sure where people got the idea that the game loads all the lighting data from one .pac. Every file contains the lighting data of all the other files, regardless of which one it is. What determines the lighting loaded is the time and number of the stage.
But yes, you very much could make a village_00_A-E with each one being the other times of day and have the game randomize between those individual files for that particular day slot, but then you'd need to do the same for village_01-04, which would net you 25 files just for smashville alone.

But of course, this is just an exploitation of how ASL works. It's still impossible to simply have the game randomize smashville.
 
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Obskore

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I'm not sure where people got the idea that the game loads all the lighting data from one .pac. Every file contains the lighting data of all the other files, regardless of which one it is. What determines the lighting loaded is the time and number of the stage.
But yes, you very much could make a village_00_A-E with each one being the other times of day and have the game randomize between those individual files for that particular day slot, but then you'd need to do the same for village_01-04, which would net you 25 files just for smashville alone.

But of course, this is just an exploitation of how ASL works. It's still impossible to simply have the game randomize smashville.
sorry i'm hijacking this thread for a bit, i found this thread on Google while desperately trying to find out why SmashVille won't load an alt i added.
the thing is, i have the necessary files and coding for it but the game crashes when attempting to load that said alt

the files i have are: st_village.rel, st_village_z.rel, STGVILLAGE_00-04.pac (default PM files), STGVILLAGE_00-04_Z.pac (beachville 3.6)

said files are set to load with the L button via ASL, i used M22K's ASL tool to set it all up, even though it's basically the same method i used to add a working new batch of alts for Spear Pillar (that load randomly, as usual) it just doesn't work

i'll try again with Alt Rel Loading discarded for smashville and add into this

EDIT: nvm it worked, highlighted the solution for future reference
 
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