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BrawllWall Beta - Part of OpenSA2

Eldiran

Smash Lord
Joined
Jan 8, 2008
Messages
1,707
Location
Pennsylvania
Nice pic, Sinister! I am saving this to my compy for any future fiddling with stages.

Also, good work on the data gathering, AA!
 
Joined
Aug 12, 2005
Messages
620
Location
Miami, Florida
Thanks Eldiran. Its RAWRzilla, actually. Turns out I had made an account with Smashboard back in my Naruto days, and couldnt change my name, so SinisterSnakeSennin it stayed.

Re-posting for those who haven't seen it. with some additional data.
Also, expect that stage pack before the day is over. These stages will also have fixed spawn, re-spawn and camera points. In addition to that. I have to fix a few things, like the Earthbound Zoo stage, which for some reason or another, the textures flash different colors, but all I did was edit the boundaries. I kid you not, it is practically seizure-inducing. -_-

Universal Values
Blast Zones: 60 From the camera edge
Character Spawns: Level with the ground/platform
Character Re-Spawns: (Usually) 60 from the ground. Depending on the stage, you might have to make a personal call on these.
Also, you can place them all on top of each other, or make them line up with the character spawn points. Either/or causes no issues.
Final Smashes(Lucario, Olimar): 100 from the ground (not highest platform)


Stage Values
Camera Centers: (Usually) 0,0 but some are different, depending on if they are part of a larger stage, like some of the Halberd ones, where you only play on a portion of the entire stage.
For walkoff stages that have annoying camera issues (too much black visible at the bottom), putting them at 0,50 fixes this.
Camera Limit Horizontally for Floating Stages (FD, Battlefield): 90 from the nearest ledge.

For stages that are "walkoff (Subspace Bomb Factory, MarioKart)", the horizontal camera limits are really a matter of preference. As long as the blast zones are spaced 60 away from the camera limit (both sides and cieling) you can make the stage as large as you like.

Camera Limit Vertically: 130 from the highest platform
(this is actually ideal for ALL stages, which is why Shadow Moses has such a high blast zone. Its highest platforms are the two destructible ones on the side)

Camera Limit relative to bottom roof of stage: 30
This also applies to walkoff stages, where there is only the ground and no "bottom roof"
 
Joined
Aug 12, 2005
Messages
620
Location
Miami, Florida
Alright boy and (supposedly) girls. Here it is. Before you go all download happy, here is the list of what is what, and notes regarding specific stages.

http://www.mediafire.com/?sharekey=6629c89681f2ab250dec85adfe0a530ad1cc07c51928ecb29308cbc0e1e08351
There's also a zip for those of you who don't feel like downloading one stage at a time


Online Training (X26)
-A-Tabbu's Lair
-B-Cliffside http://i5.photobucket.com/albums/y194/darkplasma22/al_091208_1234binout.jpg
-C-Entrance to Subspace (the whole reason I started this project)http://i5.photobucket.com/albums/y194/darkplasma22/194158.jpg
-D-False Samus http://i5.photobucket.com/albums/y194/darkplasma22/al_091202_0913binout.jpg
-E-Halberd Exterior http://www.serebii.net/ssbb/boss/duon.jpg
-F-Subspace (Mewtwo_2000's new one) http://i5.photobucket.com/albums/y194/darkplasma22/194152.jpg
-G-Factory http://i5.photobucket.com/albums/y194/darkplasma22/194162.jpg
-H-Lakeside Cliff http://i5.photobucket.com/albums/y194/darkplasma22/194149.jpg
-I-Galleom Plain http://i5.photobucket.com/albums/y194/darkplasma22/194156.jpg
-J-Halberd Brig http://i5.photobucket.com/albums/y194/darkplasma22/194151.jpg
-K-Halberd Interior http://i5.photobucket.com/albums/y194/darkplasma22/al_091208_1236binout.jpg
-L-Fortress Side Cliff http://i5.photobucket.com/albums/y194/darkplasma22/194160.jpg
-M-Jungle Battle
-N-Rayquaza's Lake http://i5.photobucket.com/albums/y194/darkplasma22/194154.jpg
-O-Trees (hotdogturtles?)http://i5.photobucket.com/albums/y194/darkplasma22/194153.jpg
-P-Porky Battle (Dont know if the textures with this one were fixed.)http://i5.photobucket.com/albums/y194/darkplasma22/194155.jpg
-Q-Ridley Battle http://img692.imageshack.us/img692/2720/e5a538421e9699b6.jpg
-R-Subspace Bomb Factory
-S-Ruins Temple http://i5.photobucket.com/albums/y194/darkplasma22/194161.jpg
-T-Great Cave Offensive (I call it this because it reminds me of that mode in Kirby Superstar. It is the summit bottom) http://i5.photobucket.com/albums/y194/darkplasma22/al_091208_1245binout.jpg
-U-Smash Skiff (Mewtwo_2000's new animated one) http://img692.imageshack.us/img692/792/b7c81522e38453d7.jpg
-V-SSE Stadium (Made out of Pokemon Stadiums data. Had to change basically everything for it to look right, including elongating the edge, so that it actually reached the model. Also, since it has Pokemon Stadiums data, it treats your characters hair/hats/things that move like there is wind blowing from underneath) http://i5.photobucket.com/albums/y194/darkplasma22/al_091208_1242binout.jpg
-W-Icy Summit http://i5.photobucket.com/albums/y194/darkplasma22/al_091208_1246binout.jpg
-X-Shadow Bug http://i5.photobucket.com/albums/y194/darkplasma22/194159.jpg
-Y-Entrance to the Ruins (Had to remake cause the one posted months ago had the Training Room's collision data) http://i5.photobucket.com/albums/y194/darkplasma22/194164.jpg
-Z-Falcon Flyer (Couldnt change anything without breaking the animation. The blast zones are acceptable, but I really wish we could find out what is breaking them.)


Some stages here, you will find do NOT have perfect spawn points, for the simple fact that their data is misrepresented in Brawlwall (either by design, or because of BrawlWall). This means that Brawlwall said spawn points and camera limits were "here" and when you play on the stage it is "there" and not where its supposed to be. It is because of stages (plural) like that that this took so long to make.
I'd like to point out that all collision data in Brawlwall is represented correctly, it was everything else that was sometimes wrong. Again, don't know if its the program doing that or how the stages were made.

I cannot guarantee that Pokemon Trainer will work on any of these stages. I dont know how his data works. I tried to import it into stages that didn't seem to have him, to no avail. If somebody could let me know how that works, or what file is responsible for his placement, that'd be super.


IF SOMETHING IS WRONG WITH A STAGE, PLEASE LET ME KNOW. I WILL FIX IT.
 

NAMQ_DrunkeNFeasT

Smash Journeyman
Joined
Dec 28, 2007
Messages
429
Location
Puerto Rico
NOW IN VISUAL FORMAT :D

this will help me alot when I want some neutral boundries to my stages <3

Edit*

Alright boy and (supposedly) girls. Here it is. Before you go all download happy, here is the list of what is what, and notes regarding specific stages.

http://www.mediafire.com/?sharekey=6629c89681f2ab250dec85adfe0a530ad1cc07c51928ecb29308cbc0e1e08351
There's also a zip for those of you who don't feel like downloading one stage at a time


Online Training (X26)
-A-Tabbu's Lair
-B-Cliffside http://i5.photobucket.com/albums/y194/darkplasma22/al_091208_1234binout.jpg
-C-Entrance to Subspace (the whole reason I started this project)http://i5.photobucket.com/albums/y194/darkplasma22/194158.jpg
-D-False Samus http://i5.photobucket.com/albums/y194/darkplasma22/al_091202_0913binout.jpg
-E-Halberd Exterior http://www.serebii.net/ssbb/boss/duon.jpg
-F-Subspace (Mewtwo_2000's new one) http://i5.photobucket.com/albums/y194/darkplasma22/194152.jpg
-G-Factory http://i5.photobucket.com/albums/y194/darkplasma22/194162.jpg
-H-Lakeside Cliff http://i5.photobucket.com/albums/y194/darkplasma22/194149.jpg
-I-Galleom Plain http://i5.photobucket.com/albums/y194/darkplasma22/194156.jpg
-J-Halberd Brig http://i5.photobucket.com/albums/y194/darkplasma22/194151.jpg
-K-Halberd Interior http://i5.photobucket.com/albums/y194/darkplasma22/al_091208_1236binout.jpg
-L-Fortress Side Cliff http://i5.photobucket.com/albums/y194/darkplasma22/194160.jpg
-M-Jungle Battle
-N-Rayquaza's Lake http://i5.photobucket.com/albums/y194/darkplasma22/194154.jpg
-O-Trees (hotdogturtles?)http://i5.photobucket.com/albums/y194/darkplasma22/194153.jpg
-P-Porky Battle (Dont know if the textures with this one were fixed.)http://i5.photobucket.com/albums/y194/darkplasma22/194155.jpg
-Q-Ridley Battle http://img692.imageshack.us/img692/2720/e5a538421e9699b6.jpg
-R-Subspace Bomb Factory
-S-Ruins Temple http://i5.photobucket.com/albums/y194/darkplasma22/194161.jpg
-T-Great Cave Offensive (I call it this because it reminds me of that mode in Kirby Superstar. It is the summit bottom) http://i5.photobucket.com/albums/y194/darkplasma22/al_091208_1245binout.jpg
-U-Smash Skiff (Mewtwo_2000's new animated one) http://img692.imageshack.us/img692/792/b7c81522e38453d7.jpg
-V-SSE Stadium (Made out of Pokemon Stadiums data. Had to change basically everything for it to look right, including elongating the edge, so that it actually reached the model. Also, since it has Pokemon Stadiums data, it treats your characters hair/hats/things that move like there is wind blowing from underneath) http://i5.photobucket.com/albums/y194/darkplasma22/al_091208_1242binout.jpg
-W-Icy Summit http://i5.photobucket.com/albums/y194/darkplasma22/al_091208_1246binout.jpg
-X-Shadow Bug http://i5.photobucket.com/albums/y194/darkplasma22/194159.jpg
-Y-Entrance to the Ruins (Had to remake cause the one posted months ago had the Training Room's collision data) http://i5.photobucket.com/albums/y194/darkplasma22/194164.jpg
-Z-Falcon Flyer (Couldnt change anything without breaking the animation. The blast zones are acceptable, but I really wish we could find out what is breaking them.)


Some stages here, you will find do NOT have perfect spawn points, for the simple fact that their data is misrepresented in Brawlwall (either by design, or because of BrawlWall). This means that Brawlwall said spawn points and camera limits were "here" and when you play on the stage it is "there" and not where its supposed to be. It is because of stages (plural) like that that this took so long to make.
I'd like to point out that all collision data in Brawlwall is represented correctly, it was everything else that was sometimes wrong. Again, don't know if its the program doing that or how the stages were made.

I cannot guarantee that Pokemon Trainer will work on any of these stages. I dont know how his data works. I tried to import it into stages that didn't seem to have him, to no avail. If somebody could let me know how that works, or what file is responsible for his placement, that'd be super.


IF SOMETHING IS WRONG WITH A STAGE, PLEASE LET ME KNOW. I WILL FIX IT.
omg... I would love to know how to work with Alternate Stage Loading method... which I don't know how to deal with the code myself...

would love to download this but no use if I can only be able to use one without the code itself :(
 
Joined
Aug 12, 2005
Messages
620
Location
Miami, Florida
The following code has a bunch of multiple stages. The way my code works is that your first stage (STGFINAL_A) will always be loaded via Start button press (on any controller type) and the rest (however many there are, including the first one) will be loaded randomly when picked with A.

Example:
STGFINAL_A.pac = Start Button
STGFINAL_A-Z.pac = A Button


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
6620002B 00000000
42415454 01050000
10000000 00000000
43524159 01060000
10000000 00000000
444F4C50 00030000
44584249 00030000
44584752 01050000
10000000 00000000
44584F4E 01020000
10000000 00000000
44585243 01020000
10000000 00000000
44585348 01020000
10000000 00000000
4458594F 01020000
10000000 00000000
44585A45 01030000
10000000 00000000
46414D49 01020000
10000000 00000000
46494E41 01080000
10000000 00000000
47524545 01020000
10000000 00000000
48414C42 01020000
10000000 00000000
4A554E47 01040000
10000000 00000000
4B415254 01020000
10000000 00000000
4D414E53 01050000
10000000 00000000
4D415249 00030000
4E4F5246 01030000
10000000 00000000
4F4C4449 00020000
4F4E4C49 011A0000
10000000 00000000

50414C55 01040000
10000000 00000000
50494354 00030000
56494C4C 00050000
00000DED FADEDEAD
E0000000 80008000


Purple = SSE Stages
They are in alphabetical order btw, in case someone is trying to find a method to how their listed. Starts as BATTLEFIELD and ends at VILLAGE.
 

AMKalmar

Smash Ace
Joined
Mar 10, 2009
Messages
887
Location
Hamilton ON CA
Standard vertical height is 180 from base platform not 130 from highest. What is that anyways? Wasn't that the stage from Smash 64 where you fought the fighting polygon team?
 
Joined
Aug 12, 2005
Messages
620
Location
Miami, Florida
Standard vertical height is 180 from base platform not 130 from highest. What is that anyways? Wasn't that the stage from Smash 64 where you fought the fighting polygon team?

These numbers are averages based on stages that are deemed to have acceptable and fair boundaries. Don't know where you got 180 from.

And yeah, I guess. Its just some picture I got off Google.
 

Evilagram

Smash Journeyman
Joined
Oct 4, 2007
Messages
420
Hey, just a quick question. Lets say I have a custom texture, and I still wanted to enjoy the edited stage collision data. How would I go about combining my texture with the stage data?
 

Shadic

Alakadoof?
Joined
Dec 18, 2003
Messages
5,695
Location
Olympia, WA
NNID
Shadoof
Open BrawlWall. Right click the texture data, export it, and import it to the stage with fixed collisions.

Or swap the collision file into the one with textures, doesn't matter.
 

Evilagram

Smash Journeyman
Joined
Oct 4, 2007
Messages
420
Open BrawlWall. Right click the texture data, export it, and import it to the stage with fixed collisions.

Or swap the collision file into the one with textures, doesn't matter.
Brawlbox, not brawlwall.

Yeah, I figured it out. I also figured out how to expand stage size, and made a melee sized final destination (roughly).
 

jam1232

Smash Rookie
Joined
Mar 4, 2010
Messages
4
sry if i'm grave digging ,but (for some reason) everytime i download brawlwall and try click setup, i always get this error:(


* Activation of http://opensa.dantarion.com/opensa2/brawlwall/BrawlWall.application resulted in exception. Following failure messages were detected:

+ Downloading http://opensa.dantarion.com/opensa2/brawlwall/BrawlWall.application did not succeed.

+ Unable to connect to the remote server

+ No connection could be made because the target machine actively refused it 69.163.237.3:80



does anyone know how to fix that, or can someone give me the"brawlwall" files in a compressed folder ?

thanks in advance
 

Mewtwo_2000

Smash Lord
Joined
Nov 23, 2009
Messages
1,177
Location
Spain
NNID
Mewtwo2ooo
3DS FC
0877-0152-2009
I combine both, there are some things I think are better in brawlwall than in brawlbox, such as editing the spawn/camera points while you see the collisions

Anyway, it doesn't need to be continued as it works perfectly (for me xD)
 

Shadic

Alakadoof?
Joined
Dec 18, 2003
Messages
5,695
Location
Olympia, WA
NNID
Shadoof
I combine both, there are some things I think are better in brawlwall than in brawlbox, such as editing the spawn/camera points while you see the collisions

Anyway, it doesn't need to be continued as it works perfectly (for me xD)
I agree completely. This does stuff that Brawlbox doesn't, quite yet. And the 2D interface makes it a bit simpler.
 

leafbarrett

Smash Lord
Joined
Jun 8, 2009
Messages
1,388
Location
USA
Well, since there's no way to edit the camera in BrawlBox, this DOES still have a use, except on the Rainbow Road edit I'm doing, it crashes as soon as I try to save anything, even without changing anything.
 

toddtj

Smash Apprentice
Joined
Nov 9, 2009
Messages
186
Well, since there's no way to edit the camera in BrawlBox, this DOES still have a use, except on the Rainbow Road edit I'm doing, it crashes as soon as I try to save anything, even without changing anything.
Same problem and it's really annoying me- that stage looks beautiful, but I refuse to leave it as a walkoff >.>

Any chance there is a fix for this? I'm aware that the creator of this program has stopped updating it, but I'm hoping that this is something simple that is, perhaps, also simply fixed.

Anyone?
 
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