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Stage Hacking: NEW Research + Documentation

Cyjorg

tiny.cc/19XXTE
Joined
Nov 18, 2013
Messages
686
Location
Purdue University
I like the original angle though. It's not as interesting when you're just looking at controller ports straight on, when you could be looking at the Gamecube logo and the awesome orange light.
Have you tried it? By setting the rotations to zero, you see the cube in an isometric view instead of a 2 dimension view. While I agree looking at the ports is worse, I think you get the full effect of the cube since you can still see the top (including the gamecube logo and awesome orange light).

Just look at it at least.
 

Cyjorg

tiny.cc/19XXTE
Joined
Nov 18, 2013
Messages
686
Location
Purdue University
What kinds of stages do we still need? I finally understand stage hacking but I feel like we have nearly everything covered.
 

Milun

Smash Ace
Joined
Oct 29, 2009
Messages
516
Location
Australia
Something with Venom? I'm considering swapping out the Venom model for a trophy like I did with Doshin, but that's not something I'm planning on getting around to for a while.
 

mooki

Smash Apprentice
Joined
Apr 13, 2013
Messages
157
Location
Cali
Not stage related in general, I just feel like updating ya'll on something I'm working on.

Phoenix Wright?
Edit: oh, didn't see the next page of posts :p
 
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Achilles1515

Smash Master
Joined
Jun 18, 2007
Messages
3,211
Location
Cincinnati / Columbus OH
Have you tried it? By setting the rotations to zero, you see the cube in an isometric view instead of a 2 dimension view. While I agree looking at the ports is worse, I think you get the full effect of the cube since you can still see the top (including the gamecube logo and awesome orange light).

Just look at it at least.
Sorry, I've just been busy with other things and haven't gotten a chance to test.
What kinds of stages do we still need? I finally understand stage hacking but I feel like we have nearly everything covered.
I feel like something should be done with Kongo Jungle 64 to make it singles legal. Remove barrel (?), maybe decrease the overall stage size, try and make it flat, idk. It's like...almost really cool.
 

Milun

Smash Ace
Joined
Oct 29, 2009
Messages
516
Location
Australia
Hey. I figured I'd start a discussion here.


https://youtu.be/kM36FPD1Ihg

A few years back, I tried to make the N64 Peaches Castle out of Bowser's target test. The only thing which prevented me from realizing that though was that I couldn't change the behavior of the moving platform (I needed it to move slower and further). I've managed to change a lot of behavior before (like the moving crane in Fourside), but NOTHING, literally nothing I did would change the movement of that darn platform. I know for a fact its model is in the same file, so it stands to reason it's behavior would be too? Any ideas?

Also, not really related, but does anyone know how they made the Stage Select link to different things in 20XX?
 

Achilles1515

Smash Master
Joined
Jun 18, 2007
Messages
3,211
Location
Cincinnati / Columbus OH
Hey. I figured I'd start a discussion here.


https://youtu.be/kM36FPD1Ihg

A few years back, I tried to make the N64 Peaches Castle out of Bowser's target test. The only thing which prevented me from realizing that though was that I couldn't change the behavior of the moving platform (I needed it to move slower and further). I've managed to change a lot of behavior before (like the moving crane in Fourside), but NOTHING, literally nothing I did would change the movement of that darn platform. I know for a fact its model is in the same file, so it stands to reason it's behavior would be too? Any ideas?

Also, not really related, but does anyone know how they made the Stage Select link to different things in 20XX?
Can you upload that file? I might have an idea.
 

shuall

Smash Apprentice
Joined
Jun 26, 2013
Messages
155
Location
Philly
So, uh, how are you guys adding data to the end of a file? I've tried something as simple as adding bytes to the end of the file, and changing the dat file's header, and it still crashes in dolphin. I feel like I'm rebuilding the iso incorrectly. Can someone pm me a dat they have working that they've added space into, so I can see if I'm just building the iso incorrectly?

Alternatively, can I pm you a dat with some work done on it? I've made a program that inserts extra space in a dat, and updates all the pointers and the header. My dat parser says they're fine, but it wasn't working when I loaded it in game. Then I tried adding zeros to the end and increasing the file size in the header, but even though that shouldn't change anything, it was still causing the game to freeze.
 

Cyjorg

tiny.cc/19XXTE
Joined
Nov 18, 2013
Messages
686
Location
Purdue University
Also, not really related, but does anyone know how they made the Stage Select link to different things in 20XX?
It's a asm function injected at 8025bb44 that say "if this stage was selected, load this stage." To load multiple versions of the same stage, we load extra files into the iso using GCRebuilder and write codes that overwrite the name of the stage in RAM.

This is a convenient way to do it especially with the 20XX hack pack since it can be turned off with ease. However, if you're looking for a more simple solution, check out my notes.
 

Attachments

Milun

Smash Ace
Joined
Oct 29, 2009
Messages
516
Location
Australia
Good golly! It works! Thanks man. I'm surprised no-one's made just a generic "all legal stages on one row" hack yet.
 

Cyjorg

tiny.cc/19XXTE
Joined
Nov 18, 2013
Messages
686
Location
Purdue University
Good golly! It works! Thanks man. I'm surprised no-one's made just a generic "all legal stages on one row" hack yet.
No one looked at it in the dol mod topic when I posted it. Seems like there isn't a whole lot of interest in the stage select screen mods
 

Achilles1515

Smash Master
Joined
Jun 18, 2007
Messages
3,211
Location
Cincinnati / Columbus OH
Reference. Should help with finding locations of stage characteristics in DAT files.

[collapse=Yoshi's Story]
Yoshi's Story

Death Boundaries
(-) Dead0N: (-175.70, 168.00)
(-) Dead1N: (173.60, -91.00)

Camera Boundaries
(-) CamLimit0N: (-126.00, 118.30)
(-) CamLimit1N: (125.30, -49.70)

Starting Positions
(P0) Player0: (-42.00, 26.60)
(P1) Player1: (42.00, 28.00)
(P2) Player2: (0.00, 46.90)
(P3) Player3: (0.00, 4.90)

Respawn Points
(R0) Rebirth(All): (0.00, 52.50)

Main Stage
(A): (-54.6000, -47.2450)
(B): (-52.6750, -45.3200)
(C ): (-52.6750, -30.8000)
(D): (-53.7250, -29.7500)
(E): (-53.7250, -28.0000)
(F): (-52.6750, -26.9500)
(G): (-52.6750, -12.2500)
(H): (-56.0000, -6.6500)
(I): (-56.0000, -3.5000)
(J): (-39.2000, 0.0000)
(K): (39.2000, 0.0000)
(L): (56.0000, -3.5000)
(M): (56.0000, -6.6500)
(N): (52.6750, -12.2500)
(O): (, ) ~ (52.6750, -26.9500)
(P): (, ) ~ (53.7250, -28.0000)
(Q): (, ) ~ (53.7250, -29.7500)
(R ): (, ) ~ (52.6750, -30.8000)
(S): (, ) ~ (52.6750, -45.3200)
(T): (, ) ~ (54.6000, -47.2450)

***A through F vs T through O are not actually symmetrical, but I don't care to find another entire set of offsets for the right wall for something very minor.

Platforms
(1) Top: (-15.75, 42.00)
(2) Top: (15.75, 42.00)
(3) Left: (-59.50, 23.45)
(4) Left: (-28.00, 23.45)
(5) Right: (28.00, 23.45)
(6) Right: (59.50, 23.45)

Randall
(-) Platform Width: (11.90)
(L1) Track X-Min: (97.65)
(L2) Track X-Max: (97.30)
(L3) Track Y-Min: (-33.25)
(L4) Track Y-Max: (-13.65)

The corners of the path he moves are slightly rounded off over about 6 frames or so where he moves diagonally before completing the turn. Also it seems there's an item spawn point attached to him, lol.
[/collapse]
[collapse=Final Destination]
Final Destination

Death Boundaries
(-) Dead0N: (-246.00, 188.00)
(-) Dead1N: (246.00, -140.00)

Camera Boundaries
(-) CamLimit0N: (-170.00, 114.00)
(-) CamLimit1N: (170.00, -80.00)

Starting Positions
(P0) Player0: (-60.00, 10.00)
(P1) Player1: (60.00, 10.00)
(P2) Player2: (-20.00, 10.00)
(P3) Player3: (20.00, 10.00)

Respawn Points
(R0) Rebirth0: (16.00, 45.00)
(R1) Rebirth1: (-50.00, 45.00)
(R2) Rebirth2: (50.00, 45.00)
(R3) Rebirth3: (-15.00, 45.00)

Main Stage
(A): (-47.4702, -55.3870)
(B): (-53.7742, -54.2572)
(C ): (-61.4170, -47.3683)
(D): (-65.8426, -31.3573)
(E): (-65.7957, -20.4538)
(F): (-85.5606, -10.5094)
(G): (-85.5606, 0.0000)
(H): (85.5606, 0.0000)
(I): (85.5606, -10.5094)
(J): (65.7957, -20.4538)
(K): (65.8426, -31.3573)
(L): (61.4170, -47.3683)
(M): (53.7742, -54.2572)
(N): (47.4702, -55.3870)[/collapse]

[collapse=Fountain of Dreams]
Fountain of Dreams

Death Boundaries
(-) Dead0N: (-198.75, 202.50)
(-) Dead1N: (198.75, -146.25)

Camera Boundaries
(-) CamLimit0N: (-123.75, 112.50)
(-) CamLimit1N: (123.75, -84.75)

Starting Positions
(P0) Player0: (-41.25, 21.00)
(P1) Player1: (41.25, 27.00)
(P2) Player2: (0.00, 5.25)
(P3) Player3: (0.00, 48.00)

Respawn Points
(R0) Rebirth(All): (0.00, 63.75)

Main Stage
(A): (-8.6809, -71.8312)
(B): (-18.9105, -48.6670)
(C ): (-41.1778, -41.9127)
(D): (-56.8736, -19.5537)
(E): (-63.2570, -4.3985)
(F): (-63.3500, 0.6214)
(G): (-53.5835, 0.6214)
(H): (-51.2608, 0.0000)
(I): (51.2608, 0.0000)
(J): (53.5835, 0.6214)
(K): (63.3500, 0.6214)
(L): (63.2570, -4.3985)
(M): (56.8736, -19.5537)
(N): (41.1778, -41.9127)
(O): (18.9105, -48.6670)
(P): (8.6809, -71.8312)

Platforms
(1) Top: (-14.25, 42.75)
(2) Top: (14.25, 42.75)
(-) Left (Start): (-49.50, 16.125)
(-) Left (Start): (-21.00, 16.125)
(3) Left (Highest): (-49.50, 27.375)
(4) Left (Highest): (-21.00, 27.375)
(5) Left (Lowest): (-49.50, 12.375)
(6) Left (Lowest): (-21.00, 12.375)
(-) Right (Start): (21.00, 22.125)
(-) Right (Start): (49.50, 22.125)
(7) Right (Highest): (21.00, 27.375)
(8) Right (Highest): (49.50, 27.375)
(9) Right (Lowest): (21.00, 12.375)
(10) Right (Lowest): (49.50, 12.375)

Side platforms stop within multiples of 0.250 between 12.375-27.375?[/collapse]

[collapse=Dreamland 64]
Dreamland 64

Death Boundaries
(-) Dead0N: (-255.00, 250.00)
(-) Dead1N: (255.00, -123.00)

Camera Boundaries
(-) CamLimit0N: (-165.00, 190.00)
(-) CamLimit1N: (165.00, -81.00)

Starting Positions
(P0) Player0: (0.00, 7.10)
(P1) Player1: (-46.59, 37.23)
(P2) Player2: (0.00, 58.52)
(P3) Player3: (47.38, 37.33)

Respawn Points
(R0) Rebirth(All): (0.00, 84.225)

Main Stage
(A): (-65.7610, -35.7543)
(B): (-76.3364, -11.0418)
(C ): (-77.2700, 0.0100)
(D): (77.2700, 0.0100)
(E): (76.3364, -11.0418)
(F): (65.7610, -35.7543)

Platforms
(1) Top: (-19.0188, 51.4264)
(2) Top: (19.0188, 51.4264)
(3) Left: (-61.3896, 30.1422)
(4) Left: (-31.7215, 30.1422)
(5) Right: (31.7051, 30.2425)
(6) Right: (63.0764, 30.2425)[/collapse]

[collapse=Battlefield]
Battlefield

Death Boundaries
(-) Dead0N: (-224.00, 200.00)
(-) Dead1N: (224.00, -108.80)

Camera Boundaries
(-) CamLimit0N: (-160.00, 136.00)
(-) CamLimit1N: (160.00, -47.20)

Starting Positions
(P0) Player0: (0.00, 8.00)
(P1) Player1: (0.00, 62.40)
(P2) Player2: (-38.80, 35.20)
(P3) Player3: (38.80, 35.20)

Respawn Points
(R0) Rebirth0: (12.80, 80.00)
(R1) Rebirth1: (-40.00, 80.00)
(R2) Rebirth2: (40.00, 80.00)
(R3) Rebirth3: (-12.00, 80.00)

Main Stage
(A): (-68.4000, 0.0000)
(B): (68.4000, 0.0000)

Platforms
(1) Top: (-18.80, 54.40)
(2) Top: (18.80, 54.40)
(3) Left: (-57.60, 27.20)
(4) Left: (-20.00, 27.20)
(5) Right: (20.00, 27.20)
(6) Right: (57.60, 27.20)[/collapse]

inner box is indeed the camera box. above data collected by Magus420
Source.
I'm assuming that the pictures that went with this post were cool...
 

Strong Badam

Super Elite
Administrator
Premium
BRoomer
Joined
Feb 27, 2008
Messages
26,545
They were pretty cool IMO.

YS


FoD



don't have the others, ask Magus
 
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Myougi

My posts are gluten free.
Joined
Mar 14, 2014
Messages
484
Location
WEST COAST BEST COAST
What ever happened regarding the Mushroom Kingdom Adventure stage?



Awhile back Achilles and Ohsm fixed the camera and blastzones for the Yoshi team part of the stage, but as far as I remember not the spawn points. Whenever I try to boot the stage, all players present are spawned at the normal spawn point for Player 1 in adventure mode. As expected, getting to the Yoshi team part of the stage locks up the game.

Does anyone know how I can move the one spawn point at the start of the stage and remove the yoshi team trigger so the stage doesn't crash? Has either of these issues been fixed already?
 
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Achilles1515

Smash Master
Joined
Jun 18, 2007
Messages
3,211
Location
Cincinnati / Columbus OH
What ever happened regarding the Mushroom Kingdom Adventure stage?



Awhile back Achilles and Ohsm fixed the camera and blastzones for the Yoshi team part of the stage, but as far as I remember not the spawn points. Whenever I try to boot the stage, all players present are spawned at the normal spawn point for Player 1 in adventure mode. As expected, getting to the Yoshi team part of the stage locks up the game.

Does anyone know how I can move the one spawn point at the start of the stage and remove the yoshi team trigger so the stage doesn't crash? Has either of these issues been fixed already?
I've found there to be greater problems than that. Try loading the stage without P1 in the game and see what happens.
 

Myougi

My posts are gluten free.
Joined
Mar 14, 2014
Messages
484
Location
WEST COAST BEST COAST
I've found there to be greater problems than that. Try loading the stage without P1 in the game and see what happens.
Everyone dies once and then respawns near the start...
Album: https://imgur.com/a/bCtpm


The blastzones move with the camera, P1 isn't there for the camera to focus on, both players are spawned in P1s spawn (way left off screen. You can use Freelook in dolphin or zoom the camera out to see this), and die because the blastzone is off screen. Blastzone/Camera centers in on respawn platform in the middle of the first area. (Is this a checkpoint?) Camera is then stuck in the middle of the first area.
 
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TerryJ

Smash Journeyman
Joined
Apr 12, 2010
Messages
488
Location
BEST COAST, WA
NNID
1337-1337-1337
3DS FC
1337-1337-1337
Does anyone know a 100% sure-fire way to make Fountain of Dreams lag (console)?
Just four regular characters on FoD will cause noticeable lag. But if you really want to push it just make all four players Ice Climbers like CeLL said.
 

Myougi

My posts are gluten free.
Joined
Mar 14, 2014
Messages
484
Location
WEST COAST BEST COAST
@ Achilles1515 Achilles1515 and @zankyou

From what I've heard from Zankyou, the edges of platforms can be switched to be grabbable with one byte. Is that true?
Also another thing, Achilles, do you know if anyone has already written codes to freeze or better yet despawn the racers/cars on Mute City?



I feel like both of these two fixes combined could make another really awesome stage. I honestly think Mute City is really underrated - The music is awesome, it was legal way back when, and with a few fixes it could be a new favorite to players.
 
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flieskiller

Smash Journeyman
Joined
Jan 3, 2013
Messages
426
@ Achilles1515 Achilles1515 and @zankyou

From what I've heard from Zankyou, the edges of platforms can be switched to be grabbable with one byte. Is that true?
Also another thing, Achilles, do you know if anyone has already written codes to freeze or better yet despawn the racers/cars on Mute City?

The switch with one byte would be superb, but what you be the size of that ledge? It seems to me that it would be more than 1 byte, like a byte + a size. Comparing the "red" part (in Develop mode) for grabbing the ledge on Yoshi Story with Battlefield for instance.

And about Mute City, I've checked quickly it without success, but I'll try exploring some more. I'll go deeper into the functions to see if I can find the cars.
 

flieskiller

Smash Journeyman
Joined
Jan 3, 2013
Messages
426
@ Myougi Myougi

Mute City: Disable cars (no longer move outside camera) (1.02)
041f0188 60000000

They're still spawned, but should be impossible to see in-game, so I suggest to do some tests
 

Myougi

My posts are gluten free.
Joined
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Messages
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WEST COAST BEST COAST
@ Myougi Myougi

Mute City: Disable cars (no longer move outside camera) (1.02)
041f0188 60000000

They're still spawned, but should be impossible to see in-game, so I suggest to do some tests
I shall do these tests, for science. Thanks!

Edit: I played a few 8-minute matches on the stage with the code active and searched around with free-look and couldn't find the racers at all. Perfect! :D
 
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flieskiller

Smash Journeyman
Joined
Jan 3, 2013
Messages
426
Edit: I played a few 8-minute matches on the stage with the code active and searched around with free-look and couldn't find the racers at all. Perfect! :D
Oh, they are still here. You just looked at the wrong place, I knew where they were, but thought they would be invisible. Here they are if you move back the carema directly from the stage (You can see DK and Pika The Yellow Spot where the characters fight). I had to test it on console to be sure, this is why the camera picture. The cars can't move at all, so at any point in the stage, they're stay frozen at the same place in the 3D space.
IMG-20150504-00128.jpg
 
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SillyGoose

Master of QWOP
Joined
Nov 4, 2012
Messages
145
Location
Walnut Creek, CA / Chicago
I see that Achilles has a version of Hyrule Maze where characters spawn directly in the relevant stage - does anyone have the file / code for this? could I possibly get it on my setup?
 
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