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Phantom pwnt Dantarion (New Custom SSS + Custom Stage ID Engine Thingy)

Wiscus

(◕ω◕✿)
Joined
Mar 27, 2009
Messages
4,414
3DS FC
3840-5663-0679
Ah Thank you so much! ♥
That was fast and now I feel silly. Thank you ♥♥♥
 

Revya

Smash Cadet
Joined
Mar 22, 2010
Messages
34
Here my code
Alternate Stage Loader Data v1.1
46000010 00000000
44000000 005A7D00
66200003 00000000
4F4E4C49 00010000
44585348 00020000
00000DED FADEDEAD
E0000000 80008000

Id like for both online traning and temple have button activators
for up+b and a+b
 

Jiiprah

Smash Apprentice
Joined
Jan 7, 2010
Messages
141
Here if anyone wants it:
It is set to load 1 additional stage when you press/hold Start(+). So, Start(+) is pressed instead of A. If you want to change the button activator just replace "10000000 00000000"
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
66200095 00000000
42415454 01000000
10000000 00000000
43484152 01000000
10000000 00000000
434f4e46 01000000
10000000 00000000
43524159 01000000
10000000 00000000
444f4c50 01000000
10000000 00000000
444f4e4b 01000000
10000000 00000000
44584249 01000000
10000000 00000000
4458434f 01000000
10000000 00000000
44584741 01000000
10000000 00000000
44584752 01000000
10000000 00000000
44584f4e 01000000
10000000 00000000
44584f4e 01000000
10000000 00000000
44585053 01000000
10000000 00000000
44585243 01000000
10000000 00000000
44585348 01000000
10000000 00000000
4458594f 01000000
10000000 00000000
44585a45 01000000
10000000 00000000
45415254 01000000
10000000 00000000
45444954 01000000
10000000 00000000
45444954 01000000
10000000 00000000
45444954 01000000
10000000 00000000
454d424c 01000000
10000000 00000000
454d424c 01000000
10000000 00000000
454d424c 01000000
10000000 00000000
454d424c 01000000
10000000 00000000
46414d49 01000000
10000000 00000000
46494e41 01000000
10000000 00000000
465a4552 01000000
10000000 00000000
47524545 01000000
10000000 00000000
47572e50 01000000
10000000 00000000
47575f65 01000000
10000000 00000000
48414c42 01000000
10000000 00000000
4845414c 01000000
10000000 00000000
484f4d45 01000000
10000000 00000000
484f4d45 01000000
10000000 00000000
4943452e 01000000
10000000 00000000
4a554e47 01000000
10000000 00000000
4b415254 01000000
10000000 00000000
4d414445 01000000
10000000 00000000
4d414e53 01000000
10000000 00000000
4d415249 01000000
10000000 00000000
4d415249 01000000
10000000 00000000
4d455441 01000000
10000000 00000000
4d455441 01000000
10000000 00000000
4d455441 01000000
10000000 00000000
4e455750 01000000
10000000 00000000
4e4f5246 01000000
10000000 00000000
4f4c4449 01000000
10000000 00000000
4f4e4c49 01000000
10000000 00000000
4f525048 01000000
10000000 00000000
50414c55 01000000
10000000 00000000
50494354 01000000
10000000 00000000
50495241 01000000
10000000 00000000
504c414e 01000000
10000000 00000000
52455355 01000000
10000000 00000000
53544144 01000000
10000000 00000000
53544152 01000000
10000000 00000000
53544152 01000000
10000000 00000000
53544152 01000000
10000000 00000000
53544152 01000000
10000000 00000000
53544152 01000000
10000000 00000000
54415247 01000000
10000000 00000000
54415247 01000000
10000000 00000000
54415247 01000000
10000000 00000000
54415247 01000000
10000000 00000000
54415247 01000000
10000000 00000000
54454e47 01000000
10000000 00000000
54454e47 01000000
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
Also,@ Dantarion...Could you post a link to the Stage Expansion Code in your first post.
 

Kati

Smash Lord
Joined
Mar 22, 2010
Messages
1,471
Does anyone have the stage ID for stgcustom? Unless I'm missing something, the code for stgonlinetraining is obsolete with the new patch.
 

angelbless

Smash Apprentice
Joined
Nov 6, 2009
Messages
79
Location
Nowhere
MM I made this back on 6.0. Now Im wondering if this could be accomplished in 7.0.3., with all the changes that were made :(
 

Mit

Smash Ace
Joined
Oct 20, 2008
Messages
947
Location
Southeast Michigan
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?
 

[FBC] ESAM

Smash Legend
Joined
Feb 17, 2008
Messages
12,197
Location
Pika?
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?
 

King Omega

Smash Journeyman
Joined
Apr 15, 2009
Messages
388
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?
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'm guessing the second for you. See if you have the data code set to load a _x that isn't actually in pf/stage/melee.

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?
Here:
SSSSSSSS 01030000 < stage id goes in s, 01 is # button-activated, 03 is # random
PPPP0003 00000000 < button code goes in P, 03 is _D

*This isn't the whole data code!* It's set up for one button-activated stage (_D) and three random stages. Keep your byte count correct and everything should be just fine...
 

Mewtwo_2000

Smash Lord
Joined
Nov 23, 2009
Messages
1,177
Location
Spain
NNID
Mewtwo2ooo
3DS FC
0877-0152-2009
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?
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.
 

Mit

Smash Ace
Joined
Oct 20, 2008
Messages
947
Location
Southeast Michigan
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.
Awesome, thanks for the answer. I'm actually using this for your stage :p Three normal Battlefield textures and a fourth one that's only button-activated for Battlefield 64.
 

Anaky

Smash Champion
Joined
Mar 30, 2009
Messages
2,398
Location
United Kingdom
NNID
AnakyUK
Does any1 know how i add a Background to my stage select screen?

I know ive gotta import a file into my sc_selmap.pac using BrawlBox but i dont know where abouts to import it and with what preferences, help will be GREATLY appriciated.
 

hero1771

Smash Journeyman
Joined
Jul 3, 2009
Messages
293
Location
somewhere in wisconsin
i needz help. bacsically, i just hacked my wii about 2 months ago. i started making my own hacks about 1 month ago. i know how to texture and to vertex hack, but i am a noob at codes. can someone go more in-depth with lines of stage data, and some description. plz, help me, i rly need it.
 

darksamus77

Smash Champion
Joined
Oct 18, 2009
Messages
2,987
Location
Seattle, WA
NNID
darksamus77
3DS FC
3282-3124-8340
hero1771, get Jiipras' code. That'll solve your problems. Or, if you want more codes, I got one that had room for 10 extra stages. I didn't get the coding either, but those should work
 

Xiao-Xiao

Smash Journeyman
Joined
Jan 26, 2007
Messages
411
Location
Poppyflower State
When I use this code, the game freezes at the stage selection screen. What am I doing wrong? Here is my stage data code that I'm using.
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
 

dirtboy345

Smash Ace
Joined
Jan 18, 2010
Messages
715
ok just glancing i see a problem but this may be the only problem with your code 14+1=15 but then you have to convert to hex change 66200015 to 6620000F
 

King Omega

Smash Journeyman
Joined
Apr 15, 2009
Messages
388
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.
 

hyliandeity

Smash Rookie
Joined
May 8, 2010
Messages
14
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.

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
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.

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.:urg: Though there's still plenty of work to do as far as hacking goes.

*whew...* Now for some sleep.
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?
 

SGTR

Smash Rookie
Joined
Feb 16, 2010
Messages
17
Location
confirmed: sending missile
hi, i have a problem with the code, at least i think so
it randomly pulls up the stage fine, but between 25-60 seconds the game freezes
has this happened to anyone else and if so how did u fix it
thanks~rogue
 

King Omega

Smash Journeyman
Joined
Apr 15, 2009
Messages
388
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.
 

Fijoe

Smash Journeyman
Joined
Nov 18, 2009
Messages
339
The byte count is LLLL, to get it you just add up all the lines of data and add one.
 

Segtendo

Smash Hero
Joined
Dec 1, 2009
Messages
5,021
Location
Illinois
NNID
Segtend0
3DS FC
2552-4940-9357
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
 

crwys

Smash Cadet
Joined
May 7, 2008
Messages
34
Location
California
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?

Originally Posted by Phantom Wings
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.

Code:
Stage Roster Expansion System:
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
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.

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.
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?


Yea I'm still trying to figure this out
 

SmasherXXL

Smash Rookie
Joined
Jan 9, 2009
Messages
2
I have a problem with my code im to idiotic to get it working
This is for 11 FD, 3 Corenia(i wrote wrong) and 2 on everything other things I used MLX pack

If I load the Backup with THIS (and only this) Code I'll get A Blackscreen andnothing more...

AND YES i activatet both codes...;)

46000010 00000000
44000000 005A7D00
66200024 00000000
46494e41 000B0000
42415454 00020000
43524159 00020000
444f4c50 00020000
444f4e4b 00020000
44584249 00020000
4458434f 00030000
44584741 00020000
44584752 00020000
44584f4e 00020000
44585053 00020000
44585243 00020000
44585348 00020000
4458594f 00020000
44585a45 00020000
45415254 00020000
46414d49 00020000
47524545 00020000
47572e50 00020000
48414c42 00020000
4943452e 00020000
4a554e47 00020000
4b415254 00020000
4d414e53 00020000
4d415249 00020000
4f4c4449 00020000
4f4e4c49 00020000
4f525048 00020000
50414c55 00020000
50494354 00020000
50495241 00020000
504c414e 00020000
52455355 00020000
53544144 00020000
56494c4c 00020000
00000DED FADEDEAD
E0000000 80008000
 

tacoreaper

Smash Cadet
Joined
Dec 30, 2009
Messages
32
Location
Troy, NY / Goshen, NY
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
 

King Omega

Smash Journeyman
Joined
Apr 15, 2009
Messages
388
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
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).

It seems like you entered all the stage IDs in a group then all the activators in a group, but a) the activators for a stage go immediately after the stage ID, and b) you have the wrong number anyway.

And on top of that, your byte count is wrong. You have 18 lines of stage data before the FADEDEAD, which is 12 in hex, plus one is 13. Where did you get 10 from?

Everyone who "doesn't get it," pay attention.

We're going to build the code step by step so that, hopefully, this endless stream of identical questions will stop. Let's say we want two random textures for Final Destinaion and three button activated ones.

Code:
46000010 00000000
44000000 005A7D00
This is always the same.

Code:
6620[COLOR="darkorange"]LLLL[/COLOR] 00000000
Once we have the entire remainder of the code completed, we will return and enter the byte count for LLLL.

All the following codes up to (obviously not including) the line with FADEDEAD are what Dantarion labeled DATADATA DATADATA.

Code:
[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
46494E41 is the stage ID for Final Destination, taken from the nice big list in the OP and entered for SSSSSSSS. BB is the number of button-activated stages, so it will be 03. RR is the number of random stages, so it will be 02.

Code:
[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
This is the button avtivation line, repeated three times because we want three button-activated stages. 0100 is the code for GameCube A button and 0001 is the code for GameCube Left button, so 0101 is the code for Left+A. Likewise, 0102 is Right+A and 0104 is Down+A. 00 at the end of the first segment of the first line is what corresponds to STGname_A, 01 below that is _B, and 02 below that is _C. So, the stages we want to be button activated will be named STGFINAL_A, STGFINAL_B, and STGFINAL_C. The two random stages will be named STGFINAL_D and STGFINAL_E, and require no code other than the 02 we already entered for RR.

Code:
00000DED FADEDEAD
E0000000 80008000
This is always the same.

Now we count the number of code lines between the line with LLLL and the line with FADEDEAD. We could count in hexadecimal or count "normally" and convert the number with an online resource, Windows Calculator, etc.
Code:
[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
Since there are 4, LLLL becomes 0005 (4 + 1 = 5). In this case, the "normal"/decimal number (4) is the same as the hexadecimal number (4).

The code is now complete. Files are named and moved to [partition]/stage/melee. If we wanted another stage, the stage ID would go after the block for Final Destination (after 01040002 00000000) and the process would begin again. Being non-idiots, we would of course enter correct values for number of button-activated and number of random stages, label the button code lines to match the filenames, and update our byte count.

Understand now? I made that as idiot-proof as possible.

For those of you who missed it, there's a link in the text to a handy converter in the section on counting the number of lines. Lastly, to use Windows Calculator, simply switch to Programming mode, enter the decimal number, and select Hex.

EDIT1: How do you make the original Brawl stage load?
Several simple ways.
  • Use a button activator to make the code load a file extension (example _Z) that isn't on your SD card
  • Load the stage without holding any buttons (won't work if you have a stage set to load this way)
  • Load the stage with a button activator not set up in the code (there are more than 26 combinations of activators, so this is always possible)
Using either of the last two methods, the code can be used to load 27 stages. Also, you can load a 27th stage texture if you use any of the three methods above with a STGname.pac (no _A, _B, etc, extension) on your SD card, Rather than falling back to the original Brawl stage, the game will fall back to that file.

Only the last method will work if you have any random stages set up.

And now, the one thing I am unsure of.
I'm not positive of the exact method to have the code load a stage both randomly and by button activators, however, I can make a well-educated guess. Here's how I imagine it works (yeah, I'll test this sometime or other):
  1. Make sure the stage you want to be dually loaded has the last letter extension of all the button-activated stages (ex. if you have three, it should be _C)
  2. Set RR to the number of stages left on the SD that aren't set in the button activator code (so if _D and _E left over and we want _C to be dual, this is 3)
  3. *I THINK* the code will now load it both with the set button activator and randomly
  4. If you want multiple dually loaded stages (assuming my method is right), just make sure they are all the last letter extensions (_C and _D in a set of four), then set RR to number of remaining stages plus 2

If anyone wants to test the button/random method for me, feel free.
 

hotdogturtle

Smash Master
Joined
Feb 15, 2007
Messages
3,503
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.
 

tacoreaper

Smash Cadet
Joined
Dec 30, 2009
Messages
32
Location
Troy, NY / Goshen, NY
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?
 

tacoreaper

Smash Cadet
Joined
Dec 30, 2009
Messages
32
Location
Troy, NY / Goshen, NY
In case anyone was interested, I answered my own question... Dantarion explained how to load original stages on the 2nd page.

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.
 

King Omega

Smash Journeyman
Joined
Apr 15, 2009
Messages
388
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?
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.
 

Jiiprah

Smash Apprentice
Joined
Jan 7, 2010
Messages
141
sure 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 :p
 

hotdogturtle

Smash Master
Joined
Feb 15, 2007
Messages
3,503
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.
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.
 

King Omega

Smash Journeyman
Joined
Apr 15, 2009
Messages
388
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.
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.
 

libertyernie

Smash Ace
Joined
Oct 5, 2009
Messages
929
Location
Eau Claire, WI
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.
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.
 

hyliandeity

Smash Rookie
Joined
May 8, 2010
Messages
14
sure 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 :p
how do you set a button? And would watever be custom# or battlefield (or other stage name)? thanks
 
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