cmart
Smash Lord
75M. I'm not positive, but I believe all or almost all of the Robz stages are over 75M as well.Anyone know what I should put Dracula's Castle over? When I used FD, most of the stage was invisible.
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75M. I'm not positive, but I believe all or almost all of the Robz stages are over 75M as well.Anyone know what I should put Dracula's Castle over? When I used FD, most of the stage was invisible.
A lot of people seem to think the tracklist modifier causes crashing, although I've never had any issues with it. You can give it a try and see if it works for you or not.
The code itself is rather simple, but I'll try to be thorough.
[Tracklist Modifier v1.0]
0610F9BC 00000014
60000000 60000000
3C80811A 7C601B78
608447E7 00000000
4A000000 81000000
301A46F8 6D755072
1417DF44 7CE03B78
1417DF4C 7C0400AE
161A47E8 000000LL << Bytes of data
This part is always the same, except the purple LL. For that part, just count each byte of data that follows in the data section and convert to hex.
00000102 03040607 << Default Stages
08090A0B 0C0D0E0E
0E0E0E0F 10111213
14151515 16171819
1A1B1C1D 1E1F2D2D
2D202122 23242526
2728290A 2D2D2D2D
2D2D2D2D 2D2D2D2D
This part determines what tracklists play on the original stages. The unintuitive part is that you don't specify what stage's music you're changing - that's determined by the order you place the stage IDs in. Right now the stages are in the default order, so you can look up the IDs in the list at the bottom to figure out what "byte" corresponds to each stage. Then simply look up the ID of the stage you want to switch with, and put that number for that byte instead. As an example, if I want to change battlefield's music with Frigate's, I'd see that Battlefield is ID 00 (right at the beginning), and Frigate's is 0C. I'd just change the 00 byte at the beginning to 0C and voila done. It's perfectly fine to have multiple stages use the same tracklist as well, so don't worry about that.
X1X2X3X4 X5X6X7X8 << Custom Stage Tracklists
-------- --------
This part is the same as the above, but for the Custom Stages. They go in order, so STGCUSTOM01 is the first byte, followed by STGCUSTOM02, STCUSTOM03 etc. Again, place the IDs of the stage tracklists you want to play on that stage, and keep filling this part in for however many custom stages you have. If you have a line that ends early, just fill the rest of it in with zeros. Once you're done, count up the bytes in the first section with the bytes in this section (ignoring any filler zeros, but including all the 2D entries) and convert to hex for the LL number above.
E0000000 80008000
And this is the end of the code, don't fool with it. And hey, here's the stage IDs again for completion's sake.
Tracklists:
00 Battlefield
01 Final Destination
02 Delphino
03 Luigi's Mansion
04 Mushroomy Kingdom (1-1)
05 Mushroomy Kingdom (1-2)
06 Mario Circuit
07 75m
08 Rumble Falls
09 Pirate Ship
0A Eldin Bridge
0B Norfair
0C Frigate Orpheon
0D Yoshi's Island
0E Halberd
0F Lylat Cruise
10 Pokemon Stadium 2
11 Spear Pillar
12 Port Town Aero Dive
13 Summit
14 Flat Zone
15 Castle Siege
16 WarioWare, inc.
17 Distant Planet
18 Skyworld
19 Mario Bros.
1A Newpork City
1B Smashville
1C Shadow Moses Island
1D Green Hill Zone
1E Pictochat
1F Hanenbow
20 Temple
21 Yoshi's Island
22 Jungle Japes
23 Onett
24 Green Greens
25 Pokemon Stadium
26 Rainbow Cruise
27 Corneria
28 Big Blue
29 Brinstar
2A Menu
2B Empty
2C Empty
2D Empty
Hopefully that helped somewhat.
Thanks, but why are there multiple lists for halberd's tracklist in the default stages? 0E is listed multiple times, say I would want it to load a different tracklist, would I have to replace them all?X isn't a hex value, something needs to go there.
:D I think this guy is onto something important.I have found a way to use 176x176 ssp images, so it won't be needed to resize images:
If you only use a sc_selmap.pac whose size is bigger than original the game will freeze, but if you replace your custom sc_selmap.pac in the common5.pac too and use wiiscrubber to insert both (the modified common5.pac and sc_selmap.pac) in a .iso the game won't crash. I have tested it only replacing with wiiscrubber and works but I haven't tried the file patch code (although I think it does not work).
Then, my hypotesis is that sc_selmap_en, sc_selcharacter_en and sc_selcharacter2_en are size-dependant (they haven't a real filesize limit). The filesize of all of them should be less than the filesize that each one would occupy in the common5.pac file.
Bizarrely, I never noticed that some numbers are repeated like that. I wonder what exactly they control...Thanks, but why are there multiple lists for halberd's tracklist in the default stages? 0E is listed multiple times, say I would want it to load a different tracklist, would I have to replace them all?
Has anyone tried this out?Guy12425815 said:What that dude said about filesizes
Maybe they're the missing tracklists? Because some aren't listed in the default stages of the code, for example:Bizarrely, I never noticed that some numbers are repeated like that. I wonder what exactly they control...
NO WHERE in that block is there an 05 for the MK - Underground stage, was this written wrong or is it really just not there? I wanted to replace that stages tracklist with PTAD's to get 12 songs on it00000102 03040607 << Default Stages
08090A0B 0C0D0E0E
0E0E0E0F 10111213
14151515 16171819
1A1B1C1D 1E1F2D2D
2D202122 23242526
2728290A 2D2D2D2D
2D2D2D2D 2D2D2D2D
38 A5 00 00 38 80 00 37
38 A5 00 00 38 80 00 00
1. When I want to add a stage that has its own REL file associated with it (instead of the expansion code ones) the game freezes, such as Blue Moon Battleship (first at top). This irritates me, especially when most of the good stages have them. Is there a workaround?
2. How can I change the music on the custom stages?
Well the Stage Switcher confuses me. Can you show me how to do it (either way is fine.)For the .rel issue, you either have to guess which stage the stage was originally built over and then use stage switcher, or hex it over a custom stage yourself (Neither of which are really that hard). Blue Moon Battleship, for example, is probably made over final destination like most stages, even though it comes with a pirate ship .rel.
Thanks so much! ^_^ Makes me look so noobish lol xDD but I was impatient as I waited 3 days for something so simple. =3I generally find hexing module files more reliable.
So yeah, anybody know if there's a way to do this?Hey, I downloaded a Snakeman stage based on FD. It came with a .rel to make it go over Flat Zone so everything would be 2D.
Is there a way to get the 2D effect on a custom stage? I'm using the custom FD .rel, but everything's 3D there (it obviously doesn't work over the "st_custom for Flat Zone 2.rel")
On it's own. Using the File Patch Code.Are you using your sc_selmap on its own or did you insert it into common5.pac?