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Alternate Stage Loader v1.1 [Dantarion, Almas]
C23FA360 00000024
91620000 90E20004
91820008 90620010
91220014 7D800026
3C602F70 60637269
80E10020 7C033800
408200D4 3C602F53
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7C033800 408200C0
80E10048 3D60DFDF
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396B0008 1D290008
7D6B4814 4BFFFFD8
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396B0008 A0EB0000
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A0630002 7C071800
4182000C 3929FFFF
4BFFFFD8 886B0003
48000024 2C000000
4182003C 3C60815E
606325D0 80630000
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3C602E50 60634143
9066FFFE 38A5FFFE
38C60002 7D8FF120
81620000 80E20004
81820008 80620010
81220014 38000000
60000000 00000000
Alternate Stage Loader Data v1.1
46000010 00000000
44000000 005A7D00
66200095 00000000
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10000000 00000000
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10000000 00000000
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10000000 00000000
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10000000 00000000
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10000000 00000000
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10000000 00000000
54454e47 01000000
10000000 00000000
56494c4c 01000000
10000000 00000000
56494c4c 01000000
10000000 00000000
56494c4c 01000000
10000000 00000000
56494c4c 01000000
10000000 00000000
56494c4c 01000000
10000000 00000000
00000DED FADEDEAD
E0000000 80008000
It isn't really. I figured it out from the OP, but if you need an altenrate explanation I'd be happy to provide one.Ugh, this looks so complicated. I hope there is a program eventually for doing this.
There are a couple ways the game might load the original Brawl texture. First is if you select a stage (that has no randoms) without using one of its assigned button activators. Second is if, either by random or by buttons, it tries to load a STGNAME_x that doesn't exist.I have a problem with something with this.
Sometimes the level will load without a stage texture. Is this normal because of the "random" selection and therefore the random can be none?
Here:Mit said:If I tell it to pick 3 stages randomly in the code, will it only choose from the first three and exclude the fourth? Will I still be able to choose the fourth stage with the button activator?
Sure, I'm using it this way in my game. Stgcustoms A-E are random and have a button activation. The F one only appears if I make the button activation for it.What happens if I specify fewer randomly chosen stages than the stage total?
For example, I have four Battlefields (A, B, C, and D). However, I only want the first three (A-C) to be chosen randomly when I don't specify a button (all four are configured for button activated as well).
If I tell it to pick 3 stages randomly in the code, will it only choose from the first three and exclude the fourth? Will I still be able to choose the fourth stage with the button activator?
Awesome, thanks for the answer. I'm actually using this for your stage Three normal Battlefield textures and a fourth one that's only button-activated for Battlefield 64.Sure, I'm using it this way in my game. Stgcustoms A-E are random and have a button activation. The F one only appears if I make the button activation for it.
46000010 00000000
44000000 000F7D00
66200015 00000000
42415454 00030000
46494e41 00050000
4e4f5246 00020000
4f525048 00030000
43524159 00030000
48414c42 00010000
53544144 00040000
454d424c 00060000
56494c4c 00060000
50494354 00010000
44584752 00050000
44585a45 00040000
44585053 00020000
52455355 00010000
00000DED FADEDEAD
E0000000 80008000
Wait, How would I do this? Would I add the code to my GCT then just add the extra STGCUSTOM#.PAC files to a private>wii>app>RSBE>pf>stage>melee then It would appear in my SSS?How about doing away with replacing altogether and simply add the new stages to the roster.
Finally completed it. It didn't turn out quite like I wanted it to, but it gets the job done just as well.
Simply put, this code will assign the stage ids 40 to 49 with file names for STGCUSTOM#.PAC and st_custom#.rel where # is a number 1 through 9.Code:[B]Stage Roster Expansion System:[/B] E0000000 80008000 04043B20 3800003A 04043B40 1C060018 04043B58 38840018 04949EF8 3C808043 04949EFC 3884B460 C294A588 00000003 A063001A 2C030040 41800008 38600000 60000000 00000000 C294A1D0 00000003 7C7D1B78 2C03FFFF 40820008 3FA0003F 60000000 00000000 04015564 48000010 2042AEB0 00000041 0442AEB0 00000000 80000000 8042AEB0 80000001 8042AEB0 60000030 00000000 8A001801 00000000 86000000 00000024 86000001 00000018 62000000 00000000 0042B34C 024B0000 80000000 8042B348 80000001 00000040 80000002 00000031 60000008 00000000 4A001000 00000000 94210001 00000000 16000004 00000010 73745F63 7573746F 6D002E72 656C0000 94010002 0000000D 86000000 00000018 86000001 00000001 86000002 00000001 62000000 00000000 80000000 8042BC18 80000001 8042B460 8A010001 00000000 0042BC18 010F0000 80000000 8042BC14 80000001 8042B560 80000002 00000031 60000008 00000000 4A001001 00000000 94210000 00000000 4A001000 00000000 16000000 00000008 43757374 6F6D3100 94010002 00000006 86000000 0000000C 86000001 00000004 86000002 00000001 62000000 00000000 E0000000 80008000
For example, if you have three stages you want to load, you can name them STGCUSTOM1.PAC, STGCUSTOM2.PAC, and STGCUSTOM3.PAC. Then you can add the ids 40, 41, and 42 using Spunit's Custom Stage Select Screen code to add them into the stage roster.
For the module, you'll need to use this one for each stage. It has been modified specifically for being used by this code. It should work with all SSE modified .pac files and it also doesn't cause a sandbag to appear at the start of the match.
If you don't feel like re-arranging everything, I've provided a sample so you can check it out. Just copy the the folders and .wgc file to their appropriate locations.
Sample
the stages should be in the Melee section of the stage select screen.
You've done an awesome job at improvising a code for handling the stages Dantarion - so I feel kinda' bad now that it may not be needed anymore. Though there's still plenty of work to do as far as hacking goes.
*whew...* Now for some sleep.
It's been the same questions over and over, so I'm going to post a little note...
If Gecko is returning an error or the game is freezing any time before stages are loaded or immediately after you select a stage, your byte count is wrong. Fix it and don't post here.
If a stage is not loading correctly (not counting freezes),
a) you aren't using the correct button combination
b) the wrong button combination is set
c) the stage isn't on the SD, is in the wrong folder, or isn't named correctly
d) the wrong number is identifying the stage (ex. you have 01 for _A instead of 00)
e) the numbers of random/button-controlled stages are less than the number of stages actually on the SD
f) etc., etc., etc,
Check all those things yourself and attempt to remedy any problems, and don't post here.
If the game is freezing after stages are loaded, the problem is probably not with this code. It's more likely another issue with some other code or the stage file itself, but double-check all of the above anyway and the freezing may just magically stop.
If, and only if, you have reviewed all these things and your are still having issues, then you may post here.
Alternate Stage Loader Data v1.1 (Fourside)
46000010 00000000
44000000 005A7D00
66200005 00000000
4e455750 00040000
00000DED FADEDEAD
E0000000 80008000
Wait, How would I do this? Would I add the code to my GCT then just add the extra STGCUSTOM#.PAC files to a private>wii>app>RSBE>pf>stage>melee then It would appear in my SSS?
For starters, you have a load of stage IDs in a row. This would be fine if you weren't identifying button-activated stages, but you are (ex. 42415454 01010000). You need to add a XXXX00NN 00000 line after the stage IDs for all the button-activated stages, with XXXX being the button code and NN being the number corresponding to the filename (such as 00 for _A).I'm having a problem with my code. It's not even making out of USB Gecko. Does anyone know what's wrong? I have 15 stages, and the most custom textures I have are 4. All my stages are named properly with _A-_D at the end.
46000010 00000000
44000000 005A7D00
66200010 00000000
42415454 01010000
43524159 01010000
444f4e4b 01010000
4458434f 03030000
44585348 02020000
46494e41 03030000
47524545 03030000
48414c42 01010000
4b415254 03030000
4d414e53 01010000
4e4f5246 01010000
4f4c4449 03030000
4f4e4c49 04040000
50495241 01010000
53544144 01010000
01100000 00000000
01200001 00000000
01400002 00000000
01080003 00000000
00000DED FADEDEAD
E0000000 80008000
46000010 00000000
44000000 005A7D00
6620[COLOR="darkorange"]LLLL[/COLOR] 00000000
[COLOR="Yellow"]SSSSSSSS[/COLOR] [COLOR="Red"]BB[/COLOR][COLOR="Magenta"]RR[/COLOR]0000
v
[COLOR="yellow"]46494E41[/COLOR] [COLOR="Red"]03[/COLOR][COLOR="Magenta"]02[/COLOR]0000
[COLOR="Lime"]JJJJ[/COLOR]00[COLOR="Cyan"]II[/COLOR] 00000000
v
[COLOR="lime"]0101[/COLOR]00[COLOR="cyan"]00[/COLOR] 00000000
[COLOR="lime"]0102[/COLOR]00[COLOR="cyan"]01[/COLOR] 00000000
[COLOR="lime"]0104[/COLOR]00[COLOR="cyan"]02[/COLOR] 00000000
00000DED FADEDEAD
E0000000 80008000
[COLOR="Silver"]46000010 00000000
44000000 005A7D00
6620[/COLOR][COLOR="darkorange"]LLLL[/COLOR] [COLOR="silver"]00000000[/COLOR]
46494E41 03020000 < 1
01010000 00000000 < 2
01020001 00000000 < 3
01040002 00000000 < 4
[COLOR="silver"]00000DED FADEDEAD
E0000000 80008000[/COLOR]
v
46000010 00000000
44000000 005A7D00
6620[COLOR="darkorange"]0005[/COLOR] 00000000
46494E41 03020000
01010000 00000000
01020001 00000000
01040002 00000000
00000DED FADEDEAD
E0000000 80008000
Okay, heres the deal. If you have 3 FD textures, but you want the original FD as well, you just set the random number for FD to 4. This will make the game try to find STGFINAL_D.pac, which will not exist, therefore loading FD from disc instead. You can use the same trick to make a button activator to load the original stage.....
THanksss for the support.
SDHC will never work IMO.
Bleagh, did I really forget that? Edited. I know I thought about while I was typing...Thanks, Omega, that was extremely helpful. Everything seems to be running properly now. Your post would be well suited as a help thread, so it doesn't get buried. I did, however catch a small problem with your post. When you say at the end that LLLL should be 4, it should actually be 5. The number of lines (4) plus 1.
If it's not a problem, I still have 1 smaller question:
1.) I'd like the original versions of the stages to also be included. You said that there's a STGNAME file that lets me play the original stage if no command is entered. I assume that means I can't both play on the original stage AND have custom textures on random? Could you ellaborate on exactly what I need to do to play on the original stages as well? If I need that STGNAME file, could you direct me to where I can find it?
Yes you can... Anything _letter file that the code is supposed to load that isn't on your SD card will fall back to the original stage. So just leave one letter off your SD card. For example, if you want to randomly choose between 5 stages, with 4 custom ones plus the original, just have A, B, C, and D with no E (or any other letter missing, it doesn't matter). Get the idea? It will try to load STGFINAL_E, but since it doesn't exist it will load the default from the game instead.Bleagh, did I really forget that? Edited. I know I thought about while I was typing...
What I meant about playing the original stage is this...
-the game will load the corresponding stage if you use a button command
-the stage will load a random if you have them and you don't use a button command
-if you have no randoms and use no button commands, it will try and load STGNAME (possible 27th stage)
-if there is no STGNAME, it will load the original stage
So no, I'm pretty sure you can't load the original if you have randoms. Not positive though.
You (and Jliprah above you) misunderstand. I'm talking getting the code to load either the original Brawl stage or a STGname.pac (no letter suffix) when all 26 letters are already taken up. While either Jilprah's method or yours (literally loading it or making it fall back to a letter you don't have so it will fall back to the original, respectively) will work just fine, neither allow loading of 27 stages... Jilprah's reuires the original to be suffixed and set up in the code, and yours requires one letter be left out.Yes you can... Anything _letter file that the code is supposed to load that isn't on your SD card will fall back to the original stage. So just leave one letter off your SD card. For example, if you want to randomly choose between 5 stages, with 4 custom ones plus the original, just have A, B, C, and D with no E (or any other letter missing, it doesn't matter). Get the idea? It will try to load STGFINAL_E, but since it doesn't exist it will load the default from the game instead.
Just have an STGCUSTOM9 and an STGCUSTOM9_A, and don't have an _A for your other 8 customs. Then it should just fall back for the other 8.So how are you supposed to use Dantarion's code to support a STGCUSTOM stage if the code reads the beginning of the filename and not the end? I want to have 2 versions of STGCUSTOM9 but not mess with my other 8 customs; is this even possible? I thought I remembered Mewtwo_2000 saying you could do this but I don't see how it would work.
how do you set a button? And would watever be custom# or battlefield (or other stage name)? thankssure you can...just extract the stage from the iso(AKA mediafire archive) and put it on your sd card as "STGwhatever_A.pac" Then set a button for i