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Stage Spawn/Entry Points.

...:::VILE:::...

Smash Ace
Joined
Apr 15, 2009
Messages
786
My theories on spawn points.

Theory 1:
They are located in ModelData[100] > StagePosition > Bones > Rebirth*#/Player*#

* represents a letter, either N or E. E meaning vertical and N meaning horizontal.
# represents a number, ranges 0 - 3, add 1 to the number and that's the player number.

In every one of these files, you can edit the value at 5C to change the spawn point area. Editing a file that has the E on it will change the vertical axis and editing a file with the N on it changes the horizontal axis.


Theory 2:
They are located in ModelData[100] > StagePosition > Bones > Rebirth*#/Player*#

The value for its XYZ coordinates start at 2C, each axis is a 4 byte long segment. 0A0000 is the value of 1.

So for each axis, the formula is:
y = 655360x
Output = y converted to hex.

x being the axis variable.
y being the decimal value of the output.


Those are my theories on spawn points, just from looking at it, but i think the number is in a special type of hex decimal.
 

xDD-Master

Smash Champion
Joined
Sep 22, 2008
Messages
2,992
Location
Berlin
So and with what software are we able to edit this ? Or where did you checked, I dont even know this -.-
 

...:::VILE:::...

Smash Ace
Joined
Apr 15, 2009
Messages
786
Its to edit the poitions of spawn points and the camera so the SSE stages work better.

Either way i was wrong, but during proving myself wrong i have a new theory.
 

DarkPikmin

Smash Journeyman
Joined
Aug 2, 2008
Messages
205
Location
Ragol
NNID
zDecoy
Could it be similar to what the custom stages use? I know that stage builder program has respawn control. Look at that maybe?
 
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