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Level Freezer code?

Jormungandr

Smash Rookie
Joined
Feb 7, 2008
Messages
8
I wish it was explained in more detail. I've already had a question about it earlier and I've Googled the hell out of this thing with no useful results.

How am I supposed to tell which line of the code alters which stage? For example, what if I want to freeze Spear Pillar but I want to keep Pokemon Stadium 2 the same? It doesn't make sense that out of all the codelists I've seen, such a simple code like Level Freezer is hardly even mentioned, let alone explained...

Thanks in advance.
 

Akuma2120

Smash Ace
Joined
Mar 27, 2008
Messages
826
I would also REALLY like to know this, but I think this is the wrong section
 

King Luigi 128

Smash Cadet
Joined
Mar 30, 2010
Messages
46
Location
USA
State Your Wish...

It doesn't make sense that [...] such a simple code like Level Freezer is hardly ever mentioned, let alone explained...
I wish this thing were explained in more detail.
Level Freezer:

42000000 90000000 <- Opening Line

0416A904 BF800000 <- Use -1x (Reverse) Speed
0416A904 00000000 <- Use 0x (Freeze) Speed
0416A904 3E4CCCCC <- Use ~.2x (about 1/5'th) Speed
0416A904 3F000000 <- Use .5x (1/2) Speed
0416A904 3F2AAAAB <- Use ~.67 (about 2/3'rd) Speed
0416A904 3F800000 <- Use 1x Speed (should be 2nd to last line)

2A180F3A 000000XX <- Line for Selecting a Stage (XX being the Stage ID)

E0000000 80008000 <- Ending Line


Reversing a Stage:
Stages that change based on a timer will do nothing.
Though, stages that move will go in the opposite direction (except Big Blue).
Example: 'Pirate Ship' in reverse will have moving water/wind effects, but no hazards.
(Note: When reversing the Pirate Ship the catapult should stay up, but it won't have any collision.)

Freezing a Stage:
That stage no longer has a timer.
This means that if it has a dynamic background everything will be standing still.
Example: A frozen 'Pokemon Stadium' (1 or 2) won't transform & the screen in the background remains the same.


Example:

42000000 90000000
0416A904 00000000 <- Freezes the following stage(s).
2A180F3A 00000015 <- (Spear Pillar)
0416A904 3F2AAAAB <- Sets the following stage(s) to 2/3 Speed.
2A180F3A 0000002D <- (Green Greens)
0416A904 BF800000 <- Reverses the following stage(s).
2A180F3A 0000001C <- (WarioWare, Inc.)
2A180F3A 00000020 <- (New Pork City)
0416A904 3F800000 <- All Other Stages are Normal Speed.
E0000000 80008000



Your Wish Has Been Granted...
Farewell.

*Goes into the sky & disappears in an explosion of light*
 

Amazing Ampharos

Balanced Brawl Designer
Writing Team
Joined
Jan 31, 2008
Messages
4,582
Location
Kansas City, MO
Some stages, such as Summit, behave very badly when reversed. Castle Siege can crash when reversed as it tries to load a new area backward (I bet Lylat Cruise has the same issue). Use reversing with caution.

The numbers like BF800000 are 8-bit hexadecimal representations of floating point numbers. You don't have to understand what that is; you can use the following website to convert any number you like:

http://babbage.cs.qc.edu/IEEE-754/Decimal.html

BF800000 is -1, 00000000 is 0 (alternatively, 80000000 is "-0"), 3F000000 is 1/2, and 3F800000 is 1. There is no reason you have to be restricted to slowing stages down or exactly reversing them. You could use 40000000 to make a stage animate at double speed, or you could go really crazy and use C0000000 to make a stage animate at double speed in reverse. Using numbers that are way too big, especially 7FFFFFFF and FFFFFFFF which are infinities, is likely to cause crashing so don't do it.

Here is a stage ID list which you will need.

Code:
Stage ID list
00 (0) - Battle [nothing]
01 (1) - BattleField (Battlefield)
02 (2) - Final (Final Destination)
03 (3) - Dolpic (Delfino Plaza)
04 (4) - Mansion (Luigi's Mansion)
05 (5) - MarioPast (Mushroomy Kingdom)
06 (6) - Kart (Mario Circuit)
07 (7) - Donkey (75m)
08 (8) - Jungle (Rumble Falls)
09 (9) - Pirates (Pirate Ship)
0A (10) - Zelda2 (Bridge of Eldin, unused by game)
0B (11) - Norfair (Norfair)
0C (12) - Orpheon (Frigate Orpheon)
0D (13) - Crayon (Yoshi's Island [Brawl])
0E (14) - Halberd (Halberd)
0F (15) - TestHalberd_00 [nothing]
10 (16) - TestHalberd_01 [nothing]
11 (17) - TestHalberd_02 [nothing]
12 (18) - Karby2 [nothing]
13 (19) - Starfox (Lylat Cruise)
14 (20) - Stadium (Pokémon Stadium 2)
15 (21) - Tengan (Spear Pillar)
16 (22) - Fzero (Port Town Aero Dive)
17 (23) - Ice (Summit)
18 (24) - Gw (Flat Zone 2)
19 (25) - Emblem (Castle Siege)
1A (26) - TestEmblem_00 [nothing]
1B (27) - TestEmblem_01 [nothing]
1C (28) - Madein (WarioWare, Inc.)
1D (29) - Earth (Distant Planet)
1E (30) - Palutena (Skyworld)
1F (31) - Famicom (Mario Bros.)
20 (32) - Newpork (New Pork City)
21 (33) - Village (Smashville)
22 (34) - Metalgear (Shadow Moses Island)
23 (35) - Greenhill (Green Hill Zone)
24 (36) - Pictchat (PictoChat)
25 (37) - Plankton (Hanenbow)
26 (38) - ConfigTest (control configuration area, very bad camera)
27 (39) - Viewer [nothing]
28 (40) - Result (Results screen, flat and black)
29 (41) - DxShrine (Temple)
2A (42) - DxYorster (Yoshi's Island [Melee])
2B (43) - DxGarden (Jungle Japes)
2C (44) - DxOnett (Onett)
2D (45) - DxGreens (Green Greens)
2E (46) - DxPStadium (Pokémon Stadium)
2F (47) - DxRCruise (Rainbow Cruise)
30 (48) - DxCorneria (Corneria)
31 (49) - DxBigBlue (Big Blue)
32 (50) - DxZebes (Brinstar)
33 (51) - Oldin (Bridge of Eldin)
34 (52) - Homerun (Homerun Contest)
35 (53) - Edit (Stages made using the Stage Builder, specifically the last one you loaded or a crash if none at all)
36 (54) - Heal (All-Star Resting Stage)
37 (55) - OnlineTraining (WiFi Waiting Room)
38 (56) - TargetBreak (Break The Targets)
39 (57) - CharaRoll [nothing]
3A (58) - General [nothing]
3B (59) - Adventure [nothing]
3C (60) - Adventure0 [nothing]
3D (61) - Adventure2 [nothing]
3E (62) - AdvMeleeTest [nothing]
3F (63) - AdvMelee [nothing]
40 (64) - BattleS [nothing]
41 (65) - BattleFieldS [nothing]
42 (66) - Max [nothing]
43 (67) - Unknown [nothing]
I'm pretty sure all the stages I labeled as [nothing] just crash the game if you force them to load since there are no corresponding files to load and they're probably either artifacts of development or things that are used for internal processes that aren't actual battles (like I bet CharaRoll is called when the credits are rolling). I think both versions of Bridge of Eldin point to the same file, but the second one is definitely the one the game uses so it's the one you should use.

You should also be warned that stages which are frozen during their intro animations will not be while using this code. There is another version which is supposed to respect that initial freezing, but it causes other odd behavior on those stages. The only stages, to my knowledge, that are normally frozen during their introductions are the Mushroomy Kingdom, Rumble Falls, and Halberd. This only causes a problem on Rumble Falls which, when not frozen during its introduction, sometimes causes the Pokemon Trainer's Pokemon to spawn in the air which results in them being stuck in t-pose.

If I recall, this code has some way to distinguish between sub-stages (Mushroomy Kingdom 1-1 versus 1-2, different target tests, different forms of Spear Pillar), but I don't remember how.
 
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