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Stage .H.A.C.K.ing Central

Alphatron

Smash Champion
Joined
Aug 5, 2008
Messages
2,269
Use Dantarion's ASL code with PW's stage roster expansion. Asign a button activator to one of your nine additional stages, specifically the temple based one.

Thanks to Mewtwo_2000 for telling me this btw. Keep in mind that the STGCUSTOM names do not exist on the disk and all nine stages share the same ID, so I personally recommend to just use button activators for them unless you want to have the same number of random stages for all nine of them.
 

FrozenHobo

Smash Hero
Joined
Mar 26, 2007
Messages
5,272
Location
Nowhere Land
here's a full version of the Icy Battlefield from KK (credit for original goes to johnlcb):

Download for platform version:
http://www.mediafire.com/download.php?yxlirzxyi0w

the only thing i changed was adding platforms back.

right now i'm only planning on posting one other thing, so don't bother adding me to the OP (or, just give me a blurb/pic/link under your stuff maestro).

edit:

also, this is still the other version with a weird background:
Just thought i'd give you an update on stormy destination:

Download
Thanks to Hozu for the lighting
i guess i'll be calling the a final version because everything i want is done except the lightning for some reason my lightning i had in the one i was working on won't show here i'll try figuring it out or maybe my eyes aren't as they good as they used to be
not the one in the pic.
 

Mit

Smash Ace
Joined
Oct 20, 2008
Messages
947
Location
Southeast Michigan
Use Dantarion's ASL code with PW's stage roster expansion. Asign a button activator to one of your nine additional stages, specifically the temple based one.

Thanks to Mewtwo_2000 for telling me this btw. Keep in mind that the STGCUSTOM names do not exist on the disk and all nine stages share the same ID, so I personally recommend to just use button activators for them unless you want to have the same number of random stages for all nine of them.
I am aware of Dantarion's code as well (and plan on using it for randomly loading different textures for many different stages), but wanted to know if it would be possible to mix and match stages in PW's roster expansion that are meant to replace more than just WWR.

And now I'm not sure if I can? O.o Can I add multiple .rel files and allow different kinds of stages to work, or can I only use one .rel file at a time?


Also, that Icy Battlefield is incredible. Thanks for adding platforms back in. I don't understand the infatuation with taking the platforms out of Battlefield. That's what Final Destination is for. The three platforms make Battlefield what it is O_o
 

Eldiran

Smash Lord
Joined
Jan 8, 2008
Messages
1,707
Location
Pennsylvania
I am aware of Dantarion's code as well (and plan on using it for randomly loading different textures for many different stages), but wanted to know if it would be possible to mix and match stages in PW's roster expansion that are meant to replace more than just WWR.

And now I'm not sure if I can? O.o Can I add multiple .rel files and allow different kinds of stages to work, or can I only use one .rel file at a time?
Each STGCUSTOM has its corresponding .rel file, so you can have up to 9 .rels, in a manner of speaking.
 

Mit

Smash Ace
Joined
Oct 20, 2008
Messages
947
Location
Southeast Michigan
Each STGCUSTOM has its corresponding .rel file, so you can have up to 9 .rels, in a manner of speaking.
Wow you're right, I forgot to check that out (downloaded a pre-made set for the 9 stages). I was under the impression there was only one .rel file in there or something.

That clears that up, thanks! :)
 

SSJ4Kazuki

Smash Champion
Joined
Jun 13, 2005
Messages
2,605
Location
UK (Edinburgh, Scotland)
GUYS WHY ARE THEY ON ONLINE TRAINING ._.

The Sandbag won't go away! I don't like this at all!

Can I please have a way to remove the sandbag on specific stages without a code? I'm using a very specific gct...

How do you port stages to other stages? People have been mentioning doing it, but I can't pinpoint a method. I think it should be made a crime to use onlinetraining.
 

Oni K4ge

Smash Lord
Joined
Jul 16, 2009
Messages
1,119
Because its the easiest stage to hack! :D Just use a code to replace wifi waiting room with Hanenbow, theres a code to remove the sandbag with it.
 

SSJ4Kazuki

Smash Champion
Joined
Jun 13, 2005
Messages
2,605
Location
UK (Edinburgh, Scotland)
Because its the easiest stage to hack! :D Just use a code to replace wifi waiting room with Hanenbow, theres a code to remove the sandbag with it.
But what about when I want multiple stages? You use online training for all of your stages! I can't just use a code to replace online training with another stage because then I can only use one of your stages at a time! Please, be considerate! At least educate me on how to port stages if you don't want to do it yourself :dizzy:
 

Fijoe

Smash Journeyman
Joined
Nov 18, 2009
Messages
339
But what about when I want multiple stages? You use online training for all of your stages! I can't just use a code to replace online training with another stage because then I can only use one of your stages at a time! Please, be considerate! At least educate me on how to port stages if you don't want to do it yourself :dizzy:
Use the Alternate Stage Loader....
 

Oni K4ge

Smash Lord
Joined
Jul 16, 2009
Messages
1,119
Well, have you tried the stage roster expansion? Lets you add up to 9 new stages to the roster. Im pretty sure PW removed sandbag in the .rel files you get when you download the pre made stage pack.
 

Oni K4ge

Smash Lord
Joined
Jul 16, 2009
Messages
1,119
Hmm, can I apply a stage made for STGONLINETRAINING with those?
Yep, NINE of them!

Also,


Replaces Brinstar. Background looks like ****, I know, but I'll spend more time on it later. Downloads on my stage post.
 

Mr.Chuy

Chuy
Joined
Dec 29, 2009
Messages
1,817
Location
Somewhere in Texas
here's a full version of the Icy Battlefield from KK (credit for original goes to johnlcb):

Download for platform version:
http://www.mediafire.com/download.php?yxlirzxyi0w

the only thing i changed was adding platforms back.

right now i'm only planning on posting one other thing, so don't bother adding me to the OP (or, just give me a blurb/pic/link under your stuff maestro).

edit:

also, this is still the other version with a weird background:


not the one in the pic.
Seriously? i uploaded the one i always use i'll check it real quick to make i really i did upload the right one
 

Apocolypse3000

Smash Cadet
Joined
Nov 30, 2008
Messages
33
But what about when I want multiple stages? You use online training for all of your stages! I can't just use a code to replace online training with another stage because then I can only use one of your stages at a time! Please, be considerate! At least educate me on how to port stages if you don't want to do it yourself :dizzy:
Because its the easiest stage to hack! :D Just use a code to replace wifi waiting room with Hanenbow, theres a code to remove the sandbag with it.
Code:
Rumble Falls->Wifi Waiting Room
C298D528 00000003
2C060031 40820008
38C00005 60000000
90DD08C0 00000000
C26DCEE0 00000003
A37A0022 2C1B0008
40820008 3B600037
60000000 00000000

New Pork City is now Online Waiting Room:
C298D528 00000003
2C060031 40820008
38C00005 60000000
90DD08C0 00000000
C26DCEE0 00000003
A37A0022 2C1B0020
40820008 3B600037
60000000 00000000

Hanenbow is Wifi Training Room (No Sandbag)
C298D528 00000003
2C060031 40820008
38C00005 60000000
90DD08C0 00000000
C26DCEE0 00000003
A37A0022 2C1B0025
40820008 3B600037
60000000 00000000

For Multiple Stages:
http://www.smashboards.com/showthread.php?t=254340

===Alternate Stage Loader

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
6620LLLL 00000000
DATADATA DATADATA
00000DED FADEDEAD
E0000000 80008000
AT THE BEGINNING ONCE:
46000010 00000000
44000000 005A7D00
6620LLLL 00000000
-----------------------------------
LLLL = The number of lines of stage data, +1. If you have 9 lines of stage data, input 10, which is A in hex, so "000A"
------------------------------------
FOR EACH ORIGINAL STAGE YOU HAVE REPLACEMENTS FOR:
SSSSSSSS BBRR0000
-----------------------------
SSSSSSSS = Stage ASCII Data(Take from the chart below)
BB = number of replacement stages with button activators (Max 26 _A-_Z)
RR = Number of Randomly Selected Textures (Max 26 _A-_Z)
---------------------------------
FOR EACH BUTTON ACTIVATED STAGE
JJJJ00II 00000000
JJJJ = Button Activator from list below. All players controllers affect the activator.
II = Filename #- _A = 00, _B = 01, etc. Remember, 10 in hex is 0A
STGBATTLEFIELD.PAC (BATT)
42415454
STGCHARAROLL.PAC (CHAR)
43484152
STGCONFIGTEST.PAC (CONF)
434f4e46
STGCRAYON.PAC (CRAY)
43524159
STGDOLPIC.PAC (DOLP)
444f4c50
STGDONKEY.PAC (DONK)
444f4e4b
STGDXBIGBLUE.PAC (DXBI)
44584249
STGDXCORNERIA.PAC (DXCO)
4458434f
STGDXGARDEN.PAC (DXGA)
44584741
STGDXGREENS.PAC (DXGR)
44584752
STGDXONETT.PAC (DXON)
44584f4e
STGDXONETT_en.PAC (DXON)
44584f4e
STGDXPSTADIUM_en.PAC (DXPS)
44585053
STGDXRCRUISE.PAC (DXRC)
44585243
STGDXSHRINE.PAC (DXSH)
44585348
STGDXYORSTER.PAC (DXYO)
4458594f
STGDXZEBES.PAC (DXZE)
44585a45
STGEARTH.PAC (EART)
45415254
STGEDIT_0.PAC (EDIT)
45444954
STGEDIT_1.PAC (EDIT)
45444954
STGEDIT_2.PAC (EDIT)
45444954
STGEMBLEM.PAC (EMBL)
454d424c
STGEMBLEM_00.PAC (EMBL)
454d424c
STGEMBLEM_01.PAC (EMBL)
454d424c
STGEMBLEM_02.PAC (EMBL)
454d424c
STGFAMICOM.PAC (FAMI)
46414d49
STGFINAL.PAC (FINA)
46494e41
STGFZERO.PAC (FZER)
465a4552
STGGREENHILL.PAC (GREE)
47524545
STGGW.PAC (GW.P)
47572e50
STGGW_en.PAC (GW_e)
47575f65
STGHALBERD.PAC (HALB)
48414c42
STGHEAL.PAC (HEAL)
4845414c
STGHOMERUN.PAC (HOME)
484f4d45
STGHOMERUN_en.PAC (HOME)
484f4d45
STGICE.PAC (ICE.)
4943452e
STGJUNGLE.PAC (JUNG)
4a554e47
STGKART.PAC (KART)
4b415254
STGMADEIN_en.PAC (MADE)
4d414445
STGMANSION.PAC (MANS)
4d414e53
STGMARIOPAST_00.PAC (MARI)
4d415249
STGMARIOPAST_01.PAC (MARI)
4d415249
STGMETALGEAR_00.PAC (META)
4d455441
STGMETALGEAR_01.PAC (META)
4d455441
STGMETALGEAR_02.PAC (META)
4d455441
STGNEWPORK_en.PAC (NEWP)
4e455750
STGNORFAIR.PAC (NORF)
4e4f5246
STGOLDIN.PAC (OLDI)
4f4c4449
STGONLINETRAINING.PAC (ONLI)
4f4e4c49
STGORPHEON.PAC (ORPH)
4f525048
STGPALUTENA.PAC (PALU)
50414c55
STGPICTCHAT_en.PAC (PICT)
50494354
STGPIRATES.PAC (PIRA)
50495241
STGPLANKTON.PAC (PLAN)
504c414e
STGRESULT_en.PAC (RESU)
52455355
STGSTADIUM_en.PAC (STAD)
53544144
STGSTARFOX_ASTEROID.PAC (STAR)
53544152
STGSTARFOX_BATTLESHIP.PAC (STAR)
53544152
STGSTARFOX_CORNERIA.PAC (STAR)
53544152
STGSTARFOX_GDIFF.PAC (STAR)
53544152
STGSTARFOX_SPACE.PAC (STAR)
53544152
STGTARGETLV1.PAC (TARG)
54415247
STGTARGETLV2.PAC (TARG)
54415247
STGTARGETLv3.PAC (TARG)
54415247
STGTARGETLv4.PAC (TARG)
54415247
STGTARGETLv5.PAC (TARG)
54415247
STGTENGAN_1.PAC (TENG)
54454e47
STGTENGAN_2.PAC (TENG)
54454e47
STGTENGAN_3.PAC (TENG)
54454e47
STGVILLAGE_00_en.PAC (VILL)
56494c4c
STGVILLAGE_01_en.PAC (VILL)
56494c4c
STGVILLAGE_02_en.PAC (VILL)
56494c4c
STGVILLAGE_03_en.PAC (VILL)
56494c4c
STGVILLAGE_04_en.PAC (VILL)
56494c4c
----------------------------------------
0 = No Buttons Held
1 = Left (GC,CC,Wiimote D-Pad or GC,CC Analog)
2 = Right (GC,CC,Wiimote D-Pad or GC,CC Analog)
4 = Down (GC,CC,Wiimote D-Pad or GC,CC Analog)
8 = Up (GC,CC,Wiimote D-Pad or GC,CC Analog)
---------------------------------------
10 = (GC Z)(CC ZL)(CC ZR)
20 = (GC R)(CC R)
40 = (GC L)(Wiimote B)(CC L)
---------------------------------------
100 = (GC,CC A)
200 = (GC,CC B)(Wiimote 1)
400 = (GC,CC X)
800 = (GC,CC Y)
----------------------------------------
1000 = (GC Start)(Wiimote +)
4000 = (CC ZL)
8000 = (CC ZR)
Like Oni K4ge said onlinetraining is the easiest stage to hack but also one of the more stable stages to hack with little chance of freezing the game if done right. I haven't looked into stage expansion but that and the codes above are various methods to have multiple stages and get rid of sandbag.
 

rPSIvysaur

[ɑɹsaɪ]
Joined
Jun 7, 2009
Messages
16,415
I'm having trouble with making a new stage. I've got all of the models and stage collisions dones, but when I play it in game, it seems to substitute the stage textures and uses the other textures that appear in game. I need help to figure out what is wrong. Here is DL just in case: http://www.mediafire.com/?ww1tmmyd3jy (ignore the spawn points BTW.)
I'm hoping I may get help in here
 

MBlaze

Smash Champion
Joined
Jun 11, 2008
Messages
2,236
Location
Copiague, New York
Just collision data just thought i'd put it up for download because i've been asked to numerous times to make stormy destination's collision data to match the B+ one
Ohh, I didn't know that Brawl+ had to have different stuff in the file for textures. lol So they're the same, okay.
 

AssaultFalcon

Smash Cadet
Joined
Oct 20, 2009
Messages
36
Location
Los Angeles

superyoshi888

Smash Lord
Joined
Apr 8, 2008
Messages
1,026
Uh, I was snooping around Pictochat's pac file to get familiar with it so I can make a hack of it, and I found a yellow icon with MSG on it. I opened it up, and to my surprise it was the message data from Pokemon Stadium/2. I want to know.....why? Was Pictochat's message supposed to be more dynamic originally, like with the two aforementioned stages?

Also, could someone edit Pokemon Stadium 2's rel file so it will load Pictochat? I'm going to continue diggin around Pictochat in the meantime.

EDIT: Just thought about it. Even though it doesn't have the list of character names in it, maybe they still use it to load the names up or something?

How does Pictochat load the names, anyways? I really need to know this.

EDIT 2: Ugh, Picto Chat is such a mystery. I can't seem to find anything that would change the color of the text from white to yellow or the color of the stage from white to black. And then it has the Pokemon Stadium message data, despite its notable lack of any dynamic message changes.
 

FrozenHobo

Smash Hero
Joined
Mar 26, 2007
Messages
5,272
Location
Nowhere Land
Uh, I was snooping around Pictochat's pac file to get familiar with it so I can make a hack of it, and I found a yellow icon with MSG on it. I opened it up, and to my surprise it was the message data from Pokemon Stadium/2. I want to know.....why? Was Pictochat's message supposed to be more dynamic originally, like with the two aforementioned stages?

Also, could someone edit Pokemon Stadium 2's rel file so it will load Pictochat? I'm going to continue diggin around Pictochat in the meantime.

EDIT: Just thought about it. Even though it doesn't have the list of character names in it, maybe they still use it to load the names up or something?

How does Pictochat load the names, anyways? I really need to know this.

EDIT 2: Ugh, Picto Chat is such a mystery. I can't seem to find anything that would change the color of the text from white to yellow or the color of the stage from white to black. And then it has the Pokemon Stadium message data, despite its notable lack of any dynamic message changes.
are you just looking to texture it? because thats in the texture data. you need to edit the pallet. as for the names, like PS1/2, they are loaded from the characters data. for instance, if you load up mewtwo over lucario it wil still say lucario. there may be a way to fix this, but it would most likely be done through the character.pac (and even then i'm pretty sure its based on the character ID).

note that if you're looking to fix the obstacles i've already done that, but i am willing to help you out with anything you need.
 

Alses

Smash Apprentice
Joined
Oct 1, 2009
Messages
97
I need help! I put a caramelldansen captain falcon on battlefield and it worked... but his texture was a weird black color then I added his texture to the stages texture part and it stopped working... It might be the file size limit so what is the limit of battlefield?
 

Mit

Smash Ace
Joined
Oct 20, 2008
Messages
947
Location
Southeast Michigan
here's a full version of the Icy Battlefield from KK (credit for original goes to johnlcb):

Download for platform version:
http://www.mediafire.com/download.php?yxlirzxyi0w

the only thing i changed was adding platforms back.
All right, going to put out a request for anyone. This stage texture/background replacement is amazing, however the background that's added is just a bit too short on the right side. When fighting offstage on the right side of Battlefield, the edge of the background comes into view, as well as a good amount of black screen.

If the background was moved slightly to the right it should be okay (although that might move the central ice pillar piece, if that could remain in place that'd be best).

I myself have no clue how to do such a thing. Don't know if you would use Brawlbox, BrawlWall, don't know, not sure @_@ Ideally if you could move just the background images that'd be best, worst case scenario I can think of is having to move the platform/collisions/camera over to the left.

So, if anyone could fulfill the request, or even give me some tips to get started tinkering with it myself, I'd be greatly appreciative.
 

Mit

Smash Ace
Joined
Oct 20, 2008
Messages
947
Location
Southeast Michigan
On Icy Battlefield, is the terrain Ice Property? Haven't got the chance to try it, but I hope it's not :)
Nope, normal Battlefield, it just looks awesome :)

Also, need moar halp D:

Yeah it's as easy as you think it is. The file SceneData[0] contains all the lighting data so you just export it using BrawlBox and you Replace it on the stage you want.

Btw, the Shadow Moses Island lighting makes everything more pale and bluish. There was a texture hack that turned Castle Siege to a Winter Hyrule Castle type of thing and the 2nd area has SMI Lighting. None of the walls or anything like that had their colours changed. If you find it, you can see the affect that SMI lighting has. I'll go see if I can find it...

Edit: Here's that texture hack. Look at inside the castle and see how it's all bluish? That happened purely by the Shadow Moses Island lighting so you'll have to be a little careful with it. Oh and the only reason I know that's the cause is because I put the original lighting back in because of the minor lighting glitch when it transfers between the phases.
So, I tried this on my nighttime Yoshi's Island. Exported STGMETALGEAR_00's SceneData file, replaced Yoshi's Island with it, was greeted with a nice beeeeeeep when I tried to play it. I have a feeling it's because Yoshi's Island has the four different seasons within it's PAC (and actually has like, 8 different sets of information within SceneData).

I'm guessing this might be impossible unless I was able to import raw data from within SceneData into the separate parts of the Yoshi's Island SceneData. I tried exporting stuff from within a SceneData to no avail, however.

Any way I could do this still? Or is it pretty much a lost cause?

EDIT: Looks like I can export files from SceneData, just not the folder files that hold all the data. Perhaps I'll try figuring out which number is which season (there's 8 numbers for 4 seasons @_@). If I can find which season is winter, I can export it's light info to the other ones. Then I should avoid the bright red lights for the autumn season and everything should remain dark for the night setting. I won't bother trying to get Shadow Moses' data in there. That might be a little too difficult...

EDIT2: Bah, looks like that's a no go. When trying to replace other lighting files I get various errors. I can continue past them and keep running BrawlBox, but when I try to save the file I get "The given key was not present in the dictionary." So, I guess that strategy is a no-go.

So back to square one, any way I can replace Yoshi's Island's lighting? D:
 

FrozenHobo

Smash Hero
Joined
Mar 26, 2007
Messages
5,272
Location
Nowhere Land
All right, going to put out a request for anyone. This stage texture/background replacement is amazing, however the background that's added is just a bit too short on the right side. When fighting offstage on the right side of Battlefield, the edge of the background comes into view, as well as a good amount of black screen.

If the background was moved slightly to the right it should be okay (although that might move the central ice pillar piece, if that could remain in place that'd be best).

I myself have no clue how to do such a thing. Don't know if you would use Brawlbox, BrawlWall, don't know, not sure @_@ Ideally if you could move just the background images that'd be best, worst case scenario I can think of is having to move the platform/collisions/camera over to the left.

So, if anyone could fulfill the request, or even give me some tips to get started tinkering with it myself, I'd be greatly appreciative.
i can take a look and see what i can do.
 

Mewtwo_2000

Smash Lord
Joined
Nov 23, 2009
Messages
1,177
Location
Spain
NNID
Mewtwo2ooo
3DS FC
0877-0152-2009
Try this one, not tested though ^^U

If doesn't work, I can try it this monday -.-U

http://www.mediafire.com/download.php?lgomx0jrw4y
I did it wrong cause I wasn't at home ^^U xD

I know there is a fixed version now, but I've done mine, and I'll tell you why

The version I'm showing you now is palette-free, the models used for backgrounds and stage are no longer using palettes, so there are no more problems with them

Furthermore, I've used new 2D models (vertex edited), which are 10x10 and easy to place where you want, and with the size you need, so you can do your stages more easily, not only because of these models, but because of the textures they use, which are not limited in colours.

In addition to this, I've put some of the walls/grounds of the stage, not all of them, and not texturized, and if someone wants to fix the position of the stage and the position of the first background so the stage looks really 3D, you can feel free to do it, just share it when done

I think this stage will be useful to make 2D stages from now on. I'm not focused on 2D stages, so I leave it to you

I hope you like it :p



http://www.mediafire.com/download.php?zhoqnmwlo1i

Fixed, but the stage is way too big O.o



http://www.mediafire.com/download.php?kw0oewnrzex
 

Mr.Chuy

Chuy
Joined
Dec 29, 2009
Messages
1,817
Location
Somewhere in Texas
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