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Stage .H.A.C.K.ing Central

Mewtwo_2000

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lucky i still dont understand. i dont know what it means with the SSSSSSSS BBRR0000.
SSSSSSSS=Stage code (hex codes of the asciis after the 'STG' in the stages). You can see them in a table.
BB=How many button-activators are you gonna use.
RR=How many random activated stages are you gonna have.

If we get from the table that final destination is 46494E41, and we want to have 2 button activators and 3 random options, the code will be this

46494E41 02030000
xxxxxxxx 00000000
xxxxxxxx 00000000

Being the xxxxxxxx the button activator and the number of the possibility of the stage you want to use. This could be using STGFINAL_A, STGFINAL_B and STGFINAL_C, having A and B always by doing some button activation (x+A and y+A or something like that) and C only loading sometimes when you press only A.
 

DarkChris126

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mewtwo i understand that now but where the heck do i put that ssssssss bbrr0000. i look at the code and i dont see any of the letters there just the LLLL letters. i dont understand the JJJJ and the II letters. i dont see them on the code.

Get hyped!
http://www.youtube.com/watch?v=lMXBwpjshn4

As many of you know, we now have the ability to play on SSE Stages. However, we are limited in what stages we can replace with these new SSE stages. A solution is here to how to choose these stages without replacing other ones.

This code is based on Almas's Alternate File Engine, and the findings that took place in this effort will eventually be backported to the original code.

Okay, who those who used versions before v1.1, the code AND the data code have changed. The data format hasn't changed, but the surrounding lines have.
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
6620[COLOR=SandyBrown]LLLL[/COLOR] 00000000
[COLOR=Silver]DATADATA DATADATA[/COLOR]
00000DED FADEDEAD
E0000000 80008000
Heres a little overview about how it all works.
This code allows you to have multiple .pac files for one stage. These could be textures, model replacements, whatever. However, it is very flexible in how you can replace the stages.



For each replacement stage, you can choose.
1) The button combination that the stage will be loaded by.
2) If the stage appears randomly when the original stage is selected.

Whereas the Alternate File Engine used multiple folders, this uses modified filenames.
For example, if you had 3 Final Destination textures, you would name them STGFINAL_A.pac,
STGFINAL_B.pac, and STGFINAL_C.pac.

The code will NEVER load STGFINAL.pac off your SD card if you define any other files to be loaded! However, if you want the original FD to be loaded, simply add 1 to the count of random stages, or define a button activator with someting not on your SD card, like "Z". When the game tries to load STGFINAL_Z.pac, and doesn't find it on your SD, it will just fall back to STGFINAL.pac from disk.

Heres how the data section of the code will be set up. UPDATED FOR v1.1
Code:
AT THE BEGINNING ONCE:
46000010 00000000
44000000 005A7D00
6620[COLOR=SandyBrown]LLLL[/COLOR] 00000000
-----------------------------------
[COLOR=SandyBrown]LLLL[/COLOR] = 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"
------------------------------------
FOR EACH ORIGINAL STAGE YOU HAVE REPLACEMENTS FOR:
[COLOR=Yellow]SSSSSSSS[/COLOR] [COLOR=Red]BB[/COLOR][COLOR=Blue]RR[/COLOR]0000 
-----------------------------
[COLOR=Yellow]SSSSSSSS[/COLOR]  = Stage ASCII Data(Take from the chart below)
[COLOR=Red]BB[/COLOR] = number of replacement stages with button activators (Max 26 _A-_Z)
[COLOR=Blue]RR[/COLOR] = Number of Randomly Selected Textures (Max 26 _A-_Z)
---------------------------------
FOR EACH BUTTON ACTIVATED STAGE
[COLOR=DarkGreen]JJJJ[/COLOR]00[COLOR=PaleGreen]II[/COLOR] 00000000
[COLOR=DarkGreen]JJJJ[/COLOR] = Button Activator from list below. All players controllers affect the activator.
[COLOR=PaleGreen]II[/COLOR] = Filename #- _A = 00, _B = 01, etc. Remember, 10 in hex is 0A

This is complex. It is complex, because it allows you to set things up the way you want them to be. For example, you could have 10 FD textures, 5 that appear randomly, and 5 only accessible though button combinations. You could have some of the 5 random ones also have button inputs if you wanted, too.

Stage 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 Trigger Info
For combinations, add together IN HEX.
All controllers together are checked.
This means that all players can affect the stage.
Also, note that A and Start have values.
You have to LET GO of the button you use to select the stage pretty quickly.
I recommend using combination like A+ANOTHER BUTTON because its easier than having to remember to let go of A.
Code:
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)
Todo List
Figure out how the hell the Clone Engine works (DONE THANKS ALMAS)
Get it working with alternate folders.(DONE)
Get alternate filenames working (DONE)
Create reliable random(DONE - Using what appears to be a animation timer for the menus)
Implement reading of Data(DONE IN ALPHA 1)
Implement reading button input (DONE IN v1)

Implement custom song asm injection(HARDER THAN IT LOOKS)
 

Mewtwo_2000

Smash Lord
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Messages
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Location
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Mewtwo2ooo
3DS FC
0877-0152-2009
The better way to explain is making an example

Alternate Stage Loader Data v1.1
46000010 00000000
44000000 005A7D00
6620LLLL 00000000
DATADATA DATADATA
00000DED FADEDEAD
E0000000 80008000

You see, the SSSSSSSS BBRR0000 goes where DATADATA DATADATA.
LLLL is the number of lines between that line and the FADEDEAD one, plus one, if I'm not wrong.

So, this could be a code:

Alternate Stage Loader Data v1.1
46000010 00000000
44000000 005A7D00
66200003 00000000
46494E41 01030000
05000001 00000000
00000DED FADEDEAD
E0000000 80008000

LLLL=0003 because of having 2 lines between that one and the FADEDEAD one.
46494E41 is the code for STGFINAL
01 is the number of button activated stages
03 is the number of randomly activated stages
The button activated will be STGFINAL_B.pac (because of the 01)
X+A would be the activator (0400+0100=0500)
We would get randomly STGFINAL A,B or C, the first 3 ones.

I hope I didn't fail on anything xD

EDIT: Note that LLLL is hexadecimal, so when you get 10 lines, you must put 000A.
 

Douhneill

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Also, just to continue the translation from the "Great Wall of Text", if you want to load the original stage as well, get the code to load a texture letter that isn't on the SD card. (just remember that if the stage is using a custom .rel, it probably won't work)

also, all numbers used are in Hex. So if you're trying to load stgFINAL_N.pac, the number after the button value is 0D.


Do you think someone should provide an explanation for PW's Stage Screen Expansion code?
 

Segtendo

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Segtend0
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I'm sorta confused at the "lines of stage data" line (using Dant's code).

So I want to have 4 random New Pork stage textures. Is this code right?

Code:
Alternate Stage Loader Data v1.1 (Fourside)
46000010 00000000
44000000 005A7D00
66200005 00000000
4e455750 00040000
00000DED FADEDEAD
E0000000 80008000
Is this right?
I can tell it isn't :/
This is all so confusing to me.
 

Segtendo

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I'll see what it does. I haven't used it before and it's all very confusing to me.

I wish the people in Dant's ASL thread responded quicker lol
 

hero1771

Smash Journeyman
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Jul 3, 2009
Messages
293
Location
somewhere in wisconsin
my first attempt to make this.

Alternate Stage Loader Data v1.1
46000010 00000000
44000000 005A7D00
66200002 00000000
46494e41 02020000
00000000 00000000
00000DED FADEDEAD
E0000000 80008000

if i got something wrong, tell me please.
 

DarkChris126

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Messages
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Location
elpaso
46000010 00000000
44000000 005A7D00
66200003 00000000
44585348 01000000
01000001 00000000
00000DED FADEDEAD
E0000000 80008000

ugh mewtwo it didnt work and i did everything you told me to do. above is my code that i used and it didnt work.
 

Douhneill

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Frankly, The simplest way of finding out how it all works (for me, at least) is to just try to see if your code works. If it doesn't, you just keep trying to get it to work, and if you REALLY can't do it right, you ask.

But yeah, getting people to respond is annoying.

*edit* Hero:
46000010 00000000
44000000 005A7D00
66200002 00000000
46494e41 00020000
00000DED FADEDEAD
E0000000 80008000
Unless you are planning on having more lines of stuff for button combinations, you don't need that line of 0s, or the first 02

DarkChris126:
Do you have the original code as well? You need the Engine, as well as the data in order for it all to work.
 

hero1771

Smash Journeyman
Joined
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Messages
293
Location
somewhere in wisconsin
my first attempt to make this.

Alternate Stage Loader Data v1.1
46000010 00000000
44000000 005A7D00
66200002 00000000
46494e41 02020000
00000000 00000000
00000DED FADEDEAD
E0000000 80008000

if i got something wrong, tell me please.
since when did mewtwo becaome a tutor? XD but plz check us.

edit: Frankly, The simplest way of finding out how it all works (for me, at least) is to just try to see if your code works. If it doesn't, you just keep trying to get it to work, and if you REALLY can't do it right, you ask.

But yeah, getting people to respond is annoying.

about that... i got grounded... because of being on the computer too long.. too much haxs..
 

hotdogturtle

Smash Master
Joined
Feb 15, 2007
Messages
3,503
Here was my first idea for the castle stage:



Yeah, there are still no platforms, but it does give you a very nice background view of the castle. All I have to do is fix the collision data for the ground (which takes a while because BrawlBox's 3D editor is a pain for things that aren't perfectly straight >_>).
 

DarkChris126

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Messages
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46000010 00000000
44000000 005A7D00
66200003 00000000
44585348 01000000
01000001 00000000
00000DED FADEDEAD
E0000000 80008000

here is my code. i tryed it and it didnt work. this stuff is hard.
 

Douhneill

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about that... i got grounded... because of being on the computer too long.. too much haxs..
Dude, Story of My life! I gotta do all my testing at my friend's place. But I'm a decent coder, so I'd usually get it right, or just have missed one number. But you can PM me questions if you need answers. I'm not online 100% of the time, but I am online at least once a day.

*edit* to Chris - You might need at least one randomly selectable stage. That must be it. Try changing it to 0101, and remember the button activated one is currently _B
 

Mewtwo_2000

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46000010 00000000
44000000 005A7D00
66200003 00000000
44585348 01000000
01000001 00000000
00000DED FADEDEAD
E0000000 80008000

ugh mewtwo it didnt work and i did everything you told me to do. above is my code that i used and it didnt work.
Mmm... It seems to be okay, but... the button activator is just A. It should load the B stage by pressing only A. Be quiet some seconds and then press A. If not working, try another button combination such as X+A=0500
 

Douhneill

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You just need another line with a different button activator that has the 'letter' value as 00 instead of 01.

For example, 05000000 00000000 (X+A)


Don't forget to increase the counter of the LLLL.
 

hero1771

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Messages
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Location
somewhere in wisconsin
Frankly, The simplest way of finding out how it all works (for me, at least) is to just try to see if your code works. If it doesn't, you just keep trying to get it to work, and if you REALLY can't do it right, you ask.

But yeah, getting people to respond is annoying.

*edit* Hero:
46000010 00000000
44000000 005A7D00
66200002 00000000
46494e41 00020000
00000DED FADEDEAD
E0000000 80008000
Unless you are planning on having more lines of stuff for button combinations, you don't need that line of 0s, or the first 02

DarkChris126:
Do you have the original code as well? You need the Engine, as well as the data in order for it all to work.
k. thx. ill test it l8r when i can (secretly) get to my wii
 

DarkChris126

Smash Journeyman
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Messages
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k i added a line and my stgdxshrine_A.pac wont work. here is my code.

46000010 00000000
44000000 005A7D00
66200004 00000000
44585348 02000000
01000001 00000000
02000000 00000000
00000DED FADEDEAD
E0000000 80008000
 

DarkChris126

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this is getting annoying. my stupid STGDXSHRINE_A.PAC wont work.
please help here is my code.

46000010 00000000
44000000 005A7D00
66200004 00000000
44585348 02000000
04000000 00000000 <----------- this code isnt working.
01000001 00000000
00000DED FADEDEAD
E0000000 80008000
 

hotdogturtle

Smash Master
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Feb 15, 2007
Messages
3,503
i'm having some problems with this particular stage i'm working on. it may have to do with the size of the model i'm using, but i'm not entirely sure.

http://www.mediafire.com/download.php?mqm0nnowywu

if you help me out i'll be sure to give you the appropriate credit.
I haven't even tested it in game yet, but:

Why are there so many collision objects?
Why are all but 3 of them blank?
Why is nodeindex in ModelData2?

It seems like any of those three oddities could be the cause of your problems.
 

FrozenHobo

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I haven't even tested it in game yet, but:

Why are there so many collision objects?
Why are all but 3 of them blank?
Why is nodeindex in ModelData2?

It seems like any of those three oddities could be the cause of your problems.
there shouldn't be ant collisions but what the actual stage uses (i went through bbox and deleted all but the ones i needed).

nodeindex may be a problem. let me check that.
edit:
no, the nodeindex isn't messing with my other stage based on the same base... (i have 2 stages working right now using the same setup. the only differences are the models/collision data).
 

Zenox the Chimera

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The 3 Daytime Fourside versions are up



More info in my thread at kc-mm forums :p
Wow those are awesome... I wanna go put them over AC or something, but unfortunately, all my multiple choice stages, AC, SMI, SMB, are all freezing when I try to play them... Any idea what would cause that?

Did someone mention MAPLE TREEWAY? WANT.
 

hotdogturtle

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Messages
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It's here, but you won't hear me giving any praise to it. Like far too many Mario Kart imports, it's a simple, horizontal walkoff stage set right at the starting line of the race track. I think if you're going to import a model but not bother to turn it into an actual stage for fighting on, then you shouldn't bother importing it at all.
 

Dumbfire

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I don't want any of those walkoff stages.
There not competive in any way, I just don't like it. Except Mewtwo2000's Alive Raquaza's lake but thats really the only exception.
I also don't even bother looking at all those Kindom Heart stages because there are sooo much.. O.o
 

Laeryn

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Mewtwo_2000

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I don't know if you addressed this, but is there any way to get a Melee sized version of the nighttime one? I just want to play it and make it look like Melee.

Regardless, awesome stages. Incredible work. You're quite talented.
The melee sized version will come in the future, the Fourside in the present day is only a beta / unfinished version, when it's more advanced, I'll resize it to make it fit melee's. It's a hard work, that's why I haven't done it yet.

this is getting annoying. my stupid STGDXSHRINE_A.PAC wont work.
please help here is my code.

46000010 00000000
44000000 005A7D00
66200004 00000000
44585348 02000000
04000000 00000000 <----------- this code isnt working.
01000001 00000000
00000DED FADEDEAD
E0000000 80008000
You're telling the code to load the STGDXSHRINE_A when only the X button is pressed. But when you press the X button, you're not selecting anything. So that case is never happening. Just change that 0400 with 0500, and when you hold X and press A to select, then the stage will load.

Ah, now that the Mario64's Peach Castle is mentioned, I'll tell that I'm planning to make a Mario 64 based Peach's Castle Stage from scratch, without using any imported model, just with the same method as Mushroom 64 and other stages of mine. It will be in the far future though.
 
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