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Tutorial On How to Make Your Own Custom Stage Selection Screen

Dr.Mario84

Smash Cadet
Joined
Jul 30, 2007
Messages
66
Location
Lincoln, NE
I am not exactly sure if this will work for people who are not using NTSC-U version. If you try it on NTSC-J or PAL, I do appologize should this fail and thus waste your time and effort.

I want everyone reading this to slowly take every bit of information piece by piece if you are having a hard time understanding this. I am going to try to be as clear and concise as I can possibly be because I want everyone to be able to grasp this whole idea in one blow and I am going to take many considerations into account for everyone.

Before starting, I would like to thank PhantomWings for everything he's done. This thread will be using his custom SSS code (originally by spunit) for this tutorial.

I have one more note. If I do mention using any tools or mention ideas which may be unfamiliar to you, please use your favorite search engine (e.g. Google) to get it.

As to why exactly I am doing this, I want people to learn how to do this to rearrange their own stages as they please and add-on to the stages already in Brawl with PhantomWings roster expansion code. Combined with Riivolution, PhantomWings' codes become very powerful by being able to choose up to nine custom stages freely from the Riivolution menu without having to fiddle around with renaming STGNAME.PAC files constantly. Once a stage is added to your list of choices, you do not need to remove it. You can give the files meaningful names and you will no longer have to mess with hex editing your rel files. I hope most of you understand this.


It is assumed that you have and understand how to use the Ocarina code manager for PC and how to use and create gct files.

Here's the code:
Code:
Custom SSS (PhantomWings, spunit):
046B8F5C 7C802378
046B8F64 7C6300AE
040AF618 5460083C
040AF68C 38840002
040AF6AC 5463083C
040AF6C0 88030001
040AF6E8 3860FFFF
040AF59C 3860000C
060B91C8 00000018
BFA10014 7CDF3378
7CBE2B78 7C7D1B78
2D05FFFF 418A0014
006B929C 000000XX
066B99D8 000000XX
ZZZZZZZZ ZZZZZZZZ
006B92A4 000000YY
066B9A58 000000YY
ZZZZZZZZ ZZZZZZZZ
06407AAC 00000074
01010202 03030404
05050606 07070808
0909330A 0B0B0C0C
0D0D0E0E 130F1410
15111612 17131814
19151C16 1D171E18
1F19201A 211B221C
231D241E 251F2932
2A332B34 2C352D36
2F373038 3139323A
2E3BFF64 26002800
34003500 36003700
38004064 41644264
43644464 45644664
47644864 00000000
If you're completely new to editing codes and don't understand any of this, don't panic. It's important that you understand by the end of this that these aren't just random numbers and letters.

Make note that the two XX values here when you edit them must be the same number. YY values must both be the same as well. The row of ZZs are very flexible and will most likely be different values for each ZZ.

XX will be the hexadecimal value for the number of stages you want shown in your Brawl section of your stage selection screen. Think about how many stages you want to see before you start doing anything else. If you don't, you're likely to make mistakes and you might have to waste your time going through a boot failure with SSBB just to realize you have a problem in your code. Normally the Brawl section has 31 (0x1F) stages. If you want to keep the number of stages the same as it normally is, you will change both XX values to 1F.

When you decide on how many stages you want, you may then add them in the order you wish. I shall explain exactly how this entire thing works later, but for now know that every stage has a number and you'll want to replace the ZZs with those numbers in the order you want to see your stages.

Refer to this list for those numbers:
Code:
List of Stages

01010202 03030404
05050606 07070808
0909330A 0B0B0C0C
0D0D0E0E 130F1410
15111612 17131814
19151C16 1D171E18
1F19201A 211B221C
231D241E 251F2932
2A332B34 2C352D36
2F373038 3139323A
2E3BFF64 26002800
34003500 36003700
38004064 41644264
43644464 45644664
47644864 00000000

00 "Battlefield" 0101
01 "Final Destination" 0202
02 "Delphino Plaza" 0303
03 "Luigi's Mansion" 0404
04 "Mushroomy Kingdom" 0505
05 "Mario Circuit" 0606
06 "75m" 0707
07 "Rumble Falls" 0808
08 "Pirate Ship" 0909
09 "Eldin Bridge" 330A
0A "Norfair" 0B0B
0B "Frigate Orpheon" 0C0C
0C "Yoshi's Island" 0D0D
0D "Halberd" 0E0E
0E "Lylat Cruise" 130F
0F "Pokemon Stadium 2" 1410
10 "Spear Pillar" 1511
11 "Port Town Aero Drive" 1612
12 "Summit" 1713
13 "Flat Zone" 1814
14 "Castle Siege" 1915
15 "WarioWare, Inc." 1C16
16 "Distant Planet" 1D17
17 "Skyworld" 1E18
18 "Mario Bros." 1F19
19 "Newpork City" 201A
1A "Smashville" 211B
1B "Shadow Moses Island" 221C
1C "Greenhill Zone" 231D
1D "Pictochat" 241E
1E "Hanenbow" 251F
1F "Temple" 2932
20 "Yoshi's Island" 2A33
21 "Jungle Japes" 2B34
22 "Onett" 2C35
23 "Green Greens" 2D36
24 "Rainbow Cruise" 2F37
25 "Corneria" 3038
26 "Big Blue" 3139
27 "Brinstar" 323A
28 "Pokemon Stadium" 2E3B
29 "Menu" FF64
2A "Control Config" 2600
2B "Result" 2800
2C "Homerun Contest" 3400
2D "Stage Builder Stage" 3500
2E "All-Star Rest Area" 3600
2F "Wifi Waiting Room" 3700
30 "Break the Targets" 3800
31 "Custom Stage 1" 4064
32 "Custom Stage 2" 4164
33 "Custom Stage 3" 4264
34 "Custom Stage 4" 4364
35 "Custom Stage 5" 4464
36 "Custom Stage 6" 4564
37 "Custom Stage 7" 4664
38 "Custom Stage 8" 4764
39 "Custom Stage 9" 4864
You will see three columns through most of this list. The left column has the numbers you will need to replace the ZZs with. The center column is the name of the stage that goes with that number. The right column will be discussed later.
Also please note the custom stages are not the stages you can create with the stage builder in brawl. They are stages which you can add if and only if you are using PhantomWings' Stage Roster Expansion System, which is right here.
Code:
Stage Roster Expansion System v1.1 by PhantomWings:
E0000000 80008000
04043B20 3800003A
04043B40 1C060018
04043B58 38840018
04949C8C 3884B460
04949D10 3884B460
04949E20 3884B460
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
And for those who want the expansion stages to be in random:
Code:
Enable Random Expansion Stages v1.1 by PhantomWings:
C26B7A6C 00000005
3860001F 2C120000
41820008 3860000A
7C101800 41800008
38000001 7C800379
60000000 00000000
So let's get an example formed here. I decide I want to see only 5 stages in Brawl's section. I want Battlefield, Smashville, Lylat Cruise, Jungle Japes and Pokemon Stadium in that order. All I need to do is look at my handy-dandy stage list, find those stages and type their numbers in that order. Since I'm going to have extra space in the line, I'll just fill out the rest of the line with 00s.

So that entire edited section is going to look like this:
Code:
Before:
006B929C 000000XX
066B99D8 000000XX
ZZZZZZZZ ZZZZZZZZ

After:
006B929C 00000005
066B99D8 00000005
001A0E21 28000000
The Melee stages involve the same process. YY will be changed to the number of stages you want (in hexidecimal of course) in the Melee section. The ZZs will be what stages you want shown and the order you want them shown in.

Let's get another example going, but keep it short and sweet. You should be getting the gist of things by now. I decide I want to see only 3 stages in Melee's section. I want Final Destination, Port Town and Castle Siege in that order.

I apply my edits:
Code:
Before:
006B92A4 000000YY
066B9A58 000000YY
ZZZZZZZZ ZZZZZZZZ

After:
006B92A4 00000003
066B9A58 00000003
01111400 00000000
And of course you'll need to add more lines to the code if you want more stages. It's helpful to keep in mind that every line will be able to hold 8 stages total and every section in the line will hold up to 4 stages.

So my whole working code, which includes both the example edits, will be this (go ahead and try it out to see it work):
Code:
046B8F5C 7C802378
046B8F64 7C6300AE
040AF618 5460083C
040AF68C 38840002
040AF6AC 5463083C
040AF6C0 88030001
040AF6E8 3860FFFF
040AF59C 3860000C
060B91C8 00000018
BFA10014 7CDF3378
7CBE2B78 7C7D1B78
2D05FFFF 418A0014
006B929C 00000005
066B99D8 00000005
001A0E21 28000000
006B92A4 00000003
066B9A58 00000003
01111400 00000000
06407AAC 00000074
01010202 03030404
05050606 07070808
0909330A 0B0B0C0C
0D0D0E0E 130F1410
15111612 17131814
19151C16 1D171E18
1F19201A 211B221C
231D241E 251F2932
2A332B34 2C352D36
2F373038 3139323A
2E3BFF64 26002800
34003500 36003700
38004064 41644264
43644464 45644664
47644864 00000000
Enjoy!

OK, so if you want a more in-depth description of this, I'll discuss it, but for the most part knowing it is unnecessary. If you're concerned about file size or have this strong burning desire to change your icons, then sure, go for it. But I'm going to assume a lot of things here and I don't expect everyone to get this.

First, here is another edit of the code itself.
Code:
Custom SSS (PhantomWings, spunit):
046B8F5C 7C802378
046B8F64 7C6300AE
040AF618 5460083C
040AF68C 38840002
040AF6AC 5463083C
040AF6C0 88030001
040AF6E8 3860FFFF
040AF59C 3860000C
060B91C8 00000018
BFA10014 7CDF3378
7CBE2B78 7C7D1B78
2D05FFFF 418A0014
006B929C 000000XX
066B99D8 000000XX
ZZZZZZZZ ZZZZZZZZ
006B92A4 000000YY
066B9A58 000000YY
ZZZZZZZZ ZZZZZZZZ
06407AAC 000000NN
UUVVUUVV UUVVUUVV
XX, YY and NN are all byte counts. XX and YY are the number of bytes to go through for the stage offsets (your number of stages) and NN is the number of bytes used for every stage set you list (all of your stages multiplied by 2.) ZZ is the offset of the stage you want in the list of UUVVs by every 2 bytes (UUVV) starting at 00. UU is the stage to load and VV is the icon, name and preview to show for the stage. Every UU must be accompanied by a VV and vice versa. If VV == 00 then a blank icon and empty preview is shown, however the stage will still be selectable. In the stage list shown earlier, the right column was the combos of UUVVs to get each stage shown as it normally is in-game.

I hope you enjoyed this and if you do have any questions or comments, please speak.

By the way, I don't know the exact process the game goes through when selecting random, but it seems to only select stages that are on your SSS. Therefore, if you add, remove or move stages, it is up to you to determine what switches do what in-game.
 

Mr.Chuy

Chuy
Joined
Dec 29, 2009
Messages
1,817
Location
Somewhere in Texas
Excellent guide dude seriously
*Thumbs up*
Oh reading through it again you forgot to mention that the number of stages has to be in hex not decimal
 

Dr.Mario84

Smash Cadet
Joined
Jul 30, 2007
Messages
66
Location
Lincoln, NE
I'm pretty sure that hex is just short for hexadecimal. :)

I did forget to mention though that 0x29 in the UUVVs section is strictly for menu only so that the music section of the game doesn't get angry. I don't think it matters what you put there, it's just worth noting that you won't be able to use 0x29 as a stage option.
 

Mr.Chuy

Chuy
Joined
Dec 29, 2009
Messages
1,817
Location
Somewhere in Texas
Would you mind checking this SSS code for me the game freezes whenever i try using it >.>
Code:
046B8F5C 7C802378
046B8F64 7C6300AE
040AF618 5460083C
040AF68C 38840002
040AF6AC 5463083C
040AF6C0 88030001
040AF6E8 3860FFFF
040AF59C 3860000C
060B91C8 00000018
BFA10014 7CDF3378
7CBE2B78 7C7D1B78
2D05FFFF 418A0014
006B929C 00000020
066B99D8 00000020
01010202 03030404
130F0707 1511201A
1E181F19 19150606
0E0E211B 1713241E
1D171C16 08083700
330A221C 37644064
41644264 43644464
45644664 47644864
006B92A4 00000014
066B9A58 00000014
05050909 0B0B0C0C
0D0D1410 1612231D
29322A33 2B342C35
2D362F37 30383139
323A2E3B 251F0000
06407AAC 00000074
01010202 03030404
05050606 07070808
0909330A 0B0B0C0C
0D0D0E0E 130F1410
15111612 17131814
19151C16 1D171E18
1F19201A 211B221C
231D241E 251F2932
2A332B34 2C352D36
2F373038 3139323A
2E3BFF64 26002800
34003500 36003700
38004064 41644264
43644464 45644664
47644864 00000000
 

Dr.Mario84

Smash Cadet
Joined
Jul 30, 2007
Messages
66
Location
Lincoln, NE
Would you mind checking this SSS code for me the game freezes whenever i try using it >.>
Oh, well of course it's going to freeze. You used the numbers on the right column instead of the left. Only use the right numbers to edit the VERY LAST (UUVV) section of the last code edit.
 

Darkrai Lv.1000

Smash Cadet
Joined
Feb 17, 2009
Messages
62
Location
Somewhere in Kalos
3DS FC
1934-0668-8939
what if i want battlefield at the end of my stage select screen, and since its number is 00, will it show up since i have to put more 0's to finish the line?
 

Dr.Mario84

Smash Cadet
Joined
Jul 30, 2007
Messages
66
Location
Lincoln, NE
what if i want battlefield at the end of my stage select screen, and since its number is 00, will it show up since i have to put more 0's to finish the line?
It will show up. If this is confusing at all, you can just fill the rest of the line with something else like FFs. So, using one of my previous examples, the following would have also been acceptable.
Code:
[FONT="Courier New"]Before:
006B929C 000000XX
066B99D8 000000XX
ZZZZZZZZ ZZZZZZZZ

After:
006B929C 00000005
066B99D8 00000005
001A0E21 28FFFFFF[/FONT]
 

Jr555

Smash Apprentice
Joined
Oct 5, 2005
Messages
77
Location
Eastern Passage, Nova Scotia
This is a great tutorial, and I really appreciate the help. I have been looking for something like this for some time.

There is however one other thing that I am hoping you can help me with, or maybe you know of a post that already explains this. I'm interested in finding a way to add Custom Icons and logos to my STGCUSTOM levels with Phantom Wings`code and your SSS code. Is it possible to do this ? I'm under the impression that if there are in fact stage custom .rels and .pac files, that there must be a place in the sc_selmap that I can add files using BrawlBox. Any help on this would be greatly appreciated !

P.S. I already know how to add custom icons and logos on the SSS over top of exsisting stages (i.e. making an icon and logo of Great Bay from Melee and putting it over top of Luigi's Mansion), I just am looking to see if there's a spot to do the same thing for the STGCUSTOM files.

Thanks a million !
 

Beninator

Smash Journeyman
Joined
Jan 17, 2011
Messages
319
Location
Earth
NNID
GhotiH
3DS FC
1461-6196-0520
I believe you just have to add a new texture, and name it appropriately.
 
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