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Help & Tutorials => Programming Tutorials => Topic started by: Mewtwo2000 on August 21, 2011, 11:07:59 AM



Title: Mewtwo2000's Tutorials: How to use the ASL tool
Post by: Mewtwo2000 on August 21, 2011, 11:07:59 AM
The ASL (Alternate Stage Loader) code was created by Dantarion in early 2009. It allows to load more than one stage when hitting the stage icon in the Stage Selection Screen, similarly to how Mushroomy Kingdom loads 2 different stages from the same slot.

The stages need to be renamed with a letter, resulting in names like these: STGFINAL_A.pac, STGFINAL_B.pac...

If the ASL engine doesn't find one of the letter versions of the stage, it will load the one from the disc. This is important, it will not load STGFINAL.pac from the SD card. So, if you're using a rel file to port stages, and the ASL tries to load something that isn't there, it will most likely freeze the game, or load an incomplete stage.

The original ASL thread is here (http://www.smashboards.com/showpost.php?p=8772625&postcount=1)

The code allows you to not only select which stages to apply the ASL to, but the button combinations used for each letter, and each stage. So, you can load STGFINAL_A.pac by hitting A+R in a GC controller, while if you don't hit that combo, it will load randomly STGFINAL_A.pac, STGFINAL_B.pac or STGFINAL_C.pac.

This case would mean that 3 stages would be loaded randomly (A, B and C), and only one would have a button combination (A). If you hit A+R, you will always get the A version of the stage.

Well, editing the code isn't hard, the explanations are in the original thread, and there's even some tool over there (made by MagmarFire) called ASL Code generator, you can get it from here (http://www.smashboards.com/showthread.php?t=263659) if interested.

My ASL tool doesn't build the code. Well, it does build it, but not in a txt file, but in an already compiled gct file. With it, you can load the code from the gct, customize it to your will, and save the changes back to the gct file. Well, every change is saved when done, but that's not relevant.

This is how the program looks. I'm now proceding to explain how to use it:

(http://img856.imageshack.us/img856/6772/asltool1.png) (http://img37.imageshack.us/img37/9582/asltool2.png)

First, you need the ASL code already in your gct file. Place the ASL Tool in the same folder where your RSBE01.gct file is, and run it. If you get 'OK' where says 'ASL code', the code has been found. If not, you can add it to your gct with GCT Fusionizer, another tool of mine. Get this file (http://www.mediafire.com/download.php?zhox6uhtg3y31o3), rename it to 'code.gct' and use GCT Fusionizer with it. Now your RSBE01.gct file should have an 'OK' in ASL tool. You can also get that file, rename it as RSBE01.gct and edit the code directly there, and fuse it with your original gct file later. It doesn't matter.

Well, now, let's edit something. If you already have your own ASL code, you will be able to see the first stage you have in your code. Well, the 4 first letters of the stage, without STG. So, if the first one is STGFINAL, you will se FINA. The Button combos number is just the number of button combinations you're using for that stage, and you can't edit it manually. That number and the number of lines below in the code are related, so if you want to increase or decrease the number, you need to hit the + and - buttons. If you hit the - button when the button combos is 0, you will remove that stage. Now, if you want to edit the randoms for that stage, just change the number and press enter.

The 'next' button shows the next stage in your code, and their button and random numbers. If you hit the 'add stage' button, a new stage will be added to your code. You will need to change the name after that, it will show up as 'NEW1'. Just edit the name, write the 4 capital letters after STG in the name of the stage, and press the enter key. You will be able to check the change by pressing the second refresh button, or the 'next' one the times you need.

When you have some button combo for a stage, the 'B' button will be enabled. If you click on there, you will get into the second menu (second picture).

You can select which of the combinations for that stage to edit, by changing the number and hitting 'enter', or switching with the 'next' button. Below, you can see all the possible button activators, and in the top-right corner, the letter of the stage to load. They don't need to be A, B, C..., they can be X, T, the ones you prefer. Only the randoms option loads necessarily the letters in order.

Check or uncheck the buttons, change the letter, and hit 'apply'. Go to the next button activator to edit, edit it, and apply. That's all.

I guess this is all. You can edit the hexadecimal values for each combo, and update by clicking 'enter' too.

If you use the program wisely, you should get no errors. It's been only 1 day of work, and has been fun to make. I hope it doesn't need any revision to fix anything.

Enjoy  :kdance:


Title: Re: Mewtwo2000's Tutorials: How to use the ASL tool
Post by: ChaosEpsilon613 on August 21, 2011, 11:53:18 AM
This is cool, but can this be used with stages with rel files?


Title: Re: Mewtwo2000's Tutorials: How to use the ASL tool
Post by: SmashClash on August 21, 2011, 11:56:55 AM
Hey, good tutorial, Mewtwo, but can this be used with another controller? Like Wii Remote+Nunchuk for example?


Title: Re: Mewtwo2000's Tutorials: How to use the ASL tool
Post by: Mewtwo2000 on August 21, 2011, 12:34:21 PM
This is cool, but can this be used with stages with rel files?

It can be used with stages with rel files, but the rel file is only one, the same for all the alternative stages. Also, if you edited the code wrongly and one file wasn't found, the stage loaded would be the original in the game disc, while the rel file used would be the one in the SD. That may result on a freeze, so just be careful.

It also works for STGCUSTOM (CUST) and STGRESULT (RESU), and probably STGEDIT (EDIT) and others.

Hey, good tutorial, Mewtwo, but can this be used with another controller? Like Wii Remote+Nunchuk for example?

This is what Dantarion originally posted about this:

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)

The directions seem to be valid for any kind of controller. Some of the GC buttons are the same for the Classic Controller, start is the same as wiimote's + button, and B (GC) is the same as 1 (wiimote). Probably A (GC) is the same as 2 (wiimote), and there may be more coincidences. Just think which buttons do what in the game, and you may be able to port the button combinations to other controllers.


Title: Re: Mewtwo2000's Tutorials: How to use the ASL tool
Post by: SmashClash on August 21, 2011, 12:50:11 PM
It can be used with stages with rel files, but the rel file is only one, the same for all the alternative stages. Also, if you edited the code wrongly and one file wasn't found, the stage loaded would be the original in the game disc, while the rel file used would be the one in the SD. That may result on a freeze, so just be careful. It also works for STGCUSTOM (CUST) and STGRESULT (RESU), and probably STGEDIT (EDIT) and others. This is what Dantarion originally posted about this: 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) The directions seem to be valid for any kind of controller. Some of the GC buttons are the same for the Classic Controller, start is the same as wiimote's + button, and B (GC) is the same as 1 (wiimote). Probably A (GC) is the same as 2 (wiimote), and there may be more coincidences. Just think which buttons do what in the game, and you may be able to port the button combinations to other controllers.
I see. That's great news.


Title: Re: Mewtwo2000's Tutorials: How to use the ASL tool
Post by: Luigifan141 on August 21, 2011, 05:39:28 PM
Does this work with Riivolution? I'm using Bionic's Mod Launcher.xml if that helps.


Title: Re: Mewtwo2000's Tutorials: How to use the ASL tool
Post by: Allav866 on August 22, 2011, 02:27:22 AM
Hey, Mewtwo, it is possible to set up the code so that random stages are button activated, but I can't figure out how to get this to work using ASL tool.


Title: Re: Mewtwo2000's Tutorials: How to use the ASL tool
Post by: Mewtwo2000 on August 22, 2011, 07:10:54 AM
Does this work with Riivolution? I'm using Bionic's Mod Launcher.xml if that helps.

I don't know it, I don't use riivolution. It maybe works if you include the _A, _B versions of the stages in the xml file, but I'm not sure

Hey, Mewtwo, it is possible to set up the code so that random stages are button activated, but I can't figure out how to get this to work using ASL tool.

I'm not sure what's the case you're talking about. You mean, having for example a randomness between _A, _B and _C, and button activators for _A, _B and _C too?

That's just having 3 and 3 in the random and button numbers. You can change the number of random stages by just changing the number and pressing enter.


Title: Re: Mewtwo2000's Tutorials: How to use the ASL tool
Post by: Segtendo on August 22, 2011, 08:15:01 AM
Oh yea. I wanted to ask.

When you "update" the button activators, it seems to go to the next stage and applies the activators to that one.

Example: I downloaded 5 versions of your Peach's Castle. Let's say I want to hold "Up" on the control stick to load the second stage. I click the up part of the control stick section, update, but it applies to the third stage. Any way you could fix that so it doesn't automatically go to the next stage?


Title: Re: Mewtwo2000's Tutorials: How to use the ASL tool
Post by: Mewtwo2000 on August 22, 2011, 08:59:18 AM
Well seen. Of course, that wasn't meant to happen, it was a last-hour mistake. I tested the program and worked well, but made a last-hour change to assure that it never tries to write in a higher number of combination. And copied data from another button that already checked it. But I copied the number increment too.

Now it works well, check the vault and get the updated version from there. Thanks for noticing it ;)

Nobody else did notice that?? xD


Title: Re: Mewtwo2000's Tutorials: How to use the ASL tool
Post by: Allav866 on August 22, 2011, 09:45:45 AM
I'm not sure what's the case you're talking about. You mean, having for example a randomness between _A, _B and _C, and button activators for _A, _B and _C too?

That's just having 3 and 3 in the random and button numbers. You can change the number of random stages by just changing the number and pressing enter.
Alright thx.
*EDIT* Okay new question. Is is possible to put the same Button activator on multiple stages to load randomly between those stages only?
Here's an example of what I mean: I have Facility and Felicity over Skyworld in 2 versions each, the Normal size and the big one without the roof. I want to Hold L to load the bigger stage, but still want it to load either Facility/Felicity at random. Is this possible?


Title: Re: Mewtwo2000's Tutorials: How to use the ASL tool
Post by: Mewtwo2000 on August 22, 2011, 09:59:21 AM
Don't know if it would work, but at least the program has no problem on building that part. I mean, you can have 2 button combinations with the same buttons, and a different letter to load. What the games does once you hit that combination is something I don't know.

Just build it that way and see what happens when you try that combo a few times. And report the result here so we know about it.


Title: Re: Mewtwo2000's Tutorials: How to use the ASL tool
Post by: Allav866 on August 22, 2011, 11:37:47 AM
Will do, captain.
*Edit* Didn't work. :( It only loads the first stage with the same Button Activator Combination.
*Edit 2* New problem. The ASL Tool won't save changes to new stage data. Yes I clicked the Apply Button


Title: Re: Mewtwo2000's Tutorials: How to use the ASL tool
Post by: Mewtwo2000 on August 22, 2011, 01:02:48 PM
Erm... does work for me.. O.o

Are you using the old version or the new one? Does it show any error message when hitting the apply button?


Title: Re: Mewtwo2000's Tutorials: How to use the ASL tool
Post by: Allav866 on August 22, 2011, 01:50:26 PM
nope. i close out the BAC window, then the stage's name is still set to NEW1, even though I set it to JUNG. I will try redownloading it and get back to you.
*EDIT* Didn't work. r u sure you uploaded the latest version? cos it does save the button combos, but not the Stage Code, or the amount of randoms I put in.
*EDIT...AGAIN!* nvm. I got it to work. I don't know exactly what I did, except I pressed Enter/Return after inputting the stage code and # of randoms, then clicked the refresh buttons.


Title: Re: Mewtwo2000's Tutorials: How to use the ASL tool
Post by: Segtendo on August 22, 2011, 07:18:29 PM
Thanks for the fix. Works much better.

But I have another problem: any stage that has a song from the Custom Sound Engine doesn't play on my custom stages :oshi:


Title: Re: Mewtwo2000's Tutorials: How to use the ASL tool
Post by: dialga5 on August 23, 2011, 09:51:39 AM
you mean custom songs dont work?


Title: Re: Mewtwo2000's Tutorials: How to use the ASL tool
Post by: dialga5 on August 23, 2011, 10:14:34 AM
oh for .rel files do we rename them like lets say we have a stage that needs a .rel like a STGFINAL do rename the .rel the same as the stage so it would be STGFINAL_A and st_final_a.rel


Title: Re: Mewtwo2000's Tutorials: How to use the ASL tool
Post by: Segtendo on August 23, 2011, 10:54:39 AM
you mean custom songs dont work?
Yes.
Some of my stages in the Stage Expansion use the Custom Sound Engine for songs.
If there's a CSE song for a stage, it won't play.


Title: Re: Mewtwo2000's Tutorials: How to use the ASL tool
Post by: Mewtwo2000 on August 23, 2011, 03:40:23 PM
oh for .rel files do we rename them like lets say we have a stage that needs a .rel like a STGFINAL do rename the .rel the same as the stage so it would be STGFINAL_A and st_final_a.rel

No, STGFINAL_A uses st_final.rel

And, STGFINAL_B uses st_final.rel, STGFINAL_C uses st_final.rel...

That's why the stages on a slot must be based on the same stage. The rel file is common to all of them.


Title: Re: Mewtwo2000's Tutorials: How to use the ASL tool
Post by: Allav866 on September 15, 2011, 04:23:54 AM
I keep trying to use this with the results screen, but it only loads one of them every time, even when no activators have been set


Title: Re: Mewtwo2000's Tutorials: How to use the ASL tool
Post by: Mewtwo2000 on September 15, 2011, 04:25:41 AM
I guess the stage in the results screen is somehow dependent of the character used. When I've used Ganondorf, it loaded _A. If I used Link, it loaded_B. Try a few matches with different characters  :-\


Title: Re: Mewtwo2000's Tutorials: How to use the ASL tool
Post by: Allav866 on September 15, 2011, 05:00:18 AM
It's very confusing, and sometimes it will go to the default results screen. I'm just gonna stick with one of them, which for now will be Dark Link's room.
*Edit: I found that two Mario's will get a different Results screen almost every time.


Title: Re: Mewtwo2000's Tutorials: How to use the ASL tool
Post by: Kamikorosu on December 13, 2011, 03:46:27 AM
the file where we had to download and rename it to code.gct, can u show me the codes in it?


Title: Re: Mewtwo2000's Tutorials: How to use the ASL tool
Post by: Mewtwo2000 on December 13, 2011, 07:59:16 AM
These are the codes inside:

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
66200002 00000000
52455355 00020000
00000DED FADEDEAD
E0000000 80008000


Title: Re: Mewtwo2000's Tutorials: How to use the ASL tool
Post by: Kamikorosu on December 13, 2011, 04:26:47 PM
thanks! and awesome job on ur asl tool it saved alot of work for me


Title: Re: Mewtwo2000's Tutorials: How to use the ASL tool
Post by: spidey616 on January 20, 2012, 12:10:09 AM
First of all, thank you for such AWESOME program.
but i have a question.
Why this isn't working with The Summit stage?
i can't save the button configuration especificaly in The Summit... why?


Title: Re: Mewtwo2000's Tutorials: How to use the ASL tool
Post by: Mewtwo2000 on January 20, 2012, 08:34:57 AM
The summit is called 'STGICE.pac'. The code needs a 4-character word to work, and ICE has only 3 (plus the [dot]). If you're putting the dot and still doesn't work, then the program doesn't recognize the dot and doesn't convert it correctly to work.

Does it work for the gamewatch stage? It's called STGGW.pac, and the code needed would be GW.P, which has a [dot] too.



Title: Re: Mewtwo2000's Tutorials: How to use the ASL tool
Post by: Dr_Garbodor on May 05, 2012, 10:47:27 PM
First, this program is amazing, as is everything you do.
It works like a charm, but I wondering if it's possible to get it working with stages like Spear Pillar or Mushroomy Kingdom with multiple maps. Also, I suppose STGCUSTOM expansion stages are out of the question?


Title: Re: Mewtwo2000's Tutorials: How to use the ASL tool
Post by: Mewtwo2000 on May 06, 2012, 05:36:10 AM
Thanks :)

Bout your questions, I don't remember if those kind of stages worked, I guess they did.

About the expansion stages, the current problem with them is that the ASL gets applied to all of them, because of the similarity of the names. So, if you want to get STGCUSTOM01_A and STGCUSTOM01_B from random, every other STGCUSTOMXX will need the _A and _B versions, cause if they're not found, it will try to load the stage from the disc. And it will freeze cause it doesn't exist.


Title: Re: Mewtwo2000's Tutorials: How to use the ASL tool
Post by: DashSmash on May 19, 2012, 04:17:24 PM
Does this work with the PAL region?


Title: Re: Mewtwo2000's Tutorials: How to use the ASL tool
Post by: rickwa1993 on October 27, 2012, 09:48:01 AM
a few questions (I'm still kinda new to this whole thing, so it'll be a bunch of questions, sorry...lol)
1. Where exactly am I supposed to put the rsbe01.gct and the code.gct files at (I try using the fusionizer and it reads rsbe01.gct but not the code.gct)? And plus I don't even know where the rsbe01.gct is even bring read from
2. Where can I download the latest version of the ASL tool? The one I downloaded doesn't even have an apply button on there...it just shows "Next" and "Add Stage" at the bottom (I was thinking apply might have been down there)
3. I might have other questions for my n00bish self to ask (lol), but those are the only 2 I can think of
And good job with the coding stuff mewtwo, pure genius!
Hope to hear from you soon
-RickWa1993


Title: Re: Mewtwo2000's Tutorials: How to use the ASL tool
Post by: Mewtwo2000 on October 28, 2012, 01:45:20 PM
Hi there  ;)

Well, the rsbe01.gct and code.gct are supposed to be in the same directory as the program. If they're there, and it doesn't detect them, that would be really weird. Try it again and see if it detects them.

About the ASL Tool, you have the latest one for sure, cause the only available link is always the newer one. You just need to press the button with the 'B' in it, to open a new window. The 'apply' and the rest of the stuff in the picture will be there.

Hope it's clear now, thanks for using the tools  :kdance:


Title: Re: Mewtwo2000's Tutorials: How to use the ASL tool
Post by: rittto on November 07, 2012, 02:42:14 PM
Will we be seeing any support for different .rel files over the same stage any time soon?
It would make it possible to have all zelda stages over elden bridge, all with the same music.

Imagine the possibilities! It would be so neatly organized, with correct music at correct stages!

Oh man, if you don't work on this, I might, because it would be fantastic. :D


Title: Re: Mewtwo2000's Tutorials: How to use the ASL tool
Post by: Mewtwo2000 on November 08, 2012, 03:45:15 AM
That isn't really needed, it's easy to make all the zelda stages to work over the same slot. Mine usually work over Eldin and Temple at the same time, and most of them over there use Final Destination or Battlefield as a base. Port them all to Eldin or some other common stage would be easy, and having lots of Zelda stages selected from one single icon is certainly possible already.

The code itself isn't mine, but Dantarion's. And I don't guess he's gonna change it in the future, so just get all the zelda stages you want to be run, list them to me and I'll tell you how to use them from a single slot.


Title: Re: Mewtwo2000's Tutorials: How to use the ASL tool
Post by: rittto on November 14, 2012, 07:39:34 PM
The help would be much appreciated! Hopefully I'll be able to set it up so all Mario stage mods are over Mario stages, Zelda over Zelda, Pokemon over Pokemon, Sonic over Sonic, etc. All would have correct music.

So I guess let's start with:
http://forums.kc-mm.com/Gallery/BrawlView.php?Number=12798 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=12798)
http://forums.kc-mm.com/Gallery/BrawlView.php?Number=14188 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=14188)
http://forums.kc-mm.com/Gallery/BrawlView.php?Number=24384 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=24384)
http://forums.kc-mm.com/Gallery/BrawlView.php?Number=18288 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=18288) and
http://forums.kc-mm.com/Gallery/BrawlView.php?Number=13608 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=13608)

All are Zelda, some were made by you lol.
Thanks for the help, my friend!


Title: Re: Mewtwo2000's Tutorials: How to use the ASL tool
Post by: Mewtwo2000 on November 15, 2012, 06:00:25 PM
If you want to keep the swimmable water in the water temple, I'll have to make the rest compatible with a jungle japes rel, so you'll need to use a japes rel file for your zelda slot. Are you okay with that?


Title: Re: Mewtwo2000's Tutorials: How to use the ASL tool
Post by: rittto on November 15, 2012, 10:13:50 PM
So to be clear, it will still all be over a Zelda stage?
If so, absolutely. I'd prefer it if you could show me how it's done as well. :D

Post Merge: November 17, 2012, 09:15:04 AM
Actually come to think of it, wouldn't having a Jungle Japes .rel file cause the standard stage to not work?


Title: Re: Mewtwo2000's Tutorials: How to use the ASL tool
Post by: rittto on November 27, 2012, 10:24:12 AM
Hey I've been googling this all over and can't figure it out. do you use brawlbox to do it, or some other program? So far it seems impossible to "port" stages to use a different .rel file.



Title: Re: Mewtwo2000's Tutorials: How to use the ASL tool
Post by: Mewtwo2000 on November 27, 2012, 06:17:08 PM
Don't worry about that, I'm a master in porting stages to change the rel they use.

Please test which of those stages are already working over jungle japes flawlessly, and I'll port the ones that aren't.

Unless you need the original stage to keep working, in that case, unless it's over Temple, we can't do it. Cause, you know, the other Zelda stages have some special things, like the explosions on the bridge, or the ship. Temple has nothing special, and could port it over Jungle Japes too if needed.


Title: Re: Mewtwo2000's Tutorials: How to use the ASL tool
Post by: rittto on November 28, 2012, 09:17:56 AM
Alright, I'll go ahead and do that.

I'm thinking we have some over Eldin, some over the Pirate ship, and some over Temple. Really doesn't matter which ones are over which, since they're all Zelda stages. Thing is, I do have multiple Temples already (with just differing backgrounds and textures). I'm willing to part with them, but if they work as well then fantastic!

Also, swimmable water isn't a HUGE priority. I could do without it, if need be.

Post Merge: November 28, 2012, 11:55:18 AM
Okay, I ended up with more stages, but not all have download links so here's a rar with all of em.
http://www.mediafire.com/download.php?cvm0bgbfc2iubu5 (http://www.mediafire.com/download.php?cvm0bgbfc2iubu5)

So far I've tested most of them over Jungle Japes and Eldin Bridge.

With Eldin Bridge rel:
Standard Temple - Freeze
Sacred Realm - Freeze
Lost Woods - Freeze
Gannon's Tower - Stage works, but Gannondorf is missing and the floor doesn't fall
Phantom Gannon - Phantom gannon is sometimes missing
Skyloft - Freeze

With Jungle Japes rel:
Eldin Bridge + extras - Bizzare (All animations/models happening at once)
Standard Temple - Freeze
Dimension Temple - Freeze
Snowy Temple - Freeze
Sacred Realm - Freeze
Lost Woods - Freeze
Gannon's Tower - Almost perfect (Invisible water)
Phantom Gannon - Perfect
Skyloft - Freeze
Temple of Time - Freeze

Post Merge: November 28, 2012, 12:03:42 PM
And also, the rels the stages are meant to use:
Eldin Day/Night/Rain: Eldin
Temple Dimension/Snowy: Temple
Sacred Realm: Battlefield
Gannon's Tower: Final Destination
Phantom Gannon: Luigi's Mansion
Water Temple: Jungle Japes
Temple of Time: Eldin, Temple, Final, Battlefield, or Skyworld
Great Bay: Jungle Japes
Lost Woods: Yoshi's Island
Skyloft: (this one I'm not sure, it went over hanenbow in P:M but used a rel file)

Thanks for helping me out! If you have any more suggestions for even more stages to add in, lemme know.

If we end up organizing a ton of stages this way, we could put it up as a new download.


Title: Re: Mewtwo2000's Tutorials: How to use the ASL tool
Post by: Mewtwo2000 on November 28, 2012, 01:37:31 PM
Ok, then I'll use jungle japes as a base for some of them, including Great Bay and Water Temple, which need it. I'll easily port the normal temples to keep working with that rel. And I'll port the rest of them either to Japes, to work from the Temple icon, or Eldin, which is easy to port too. I may end up porting all of them to be used from Temple, leaving the Eldin slot just for Eldin retextures.

BTW, I didn't know Temple of Time wasn't prepared for Japes, I'll have to update it O.o


Title: Re: Mewtwo2000's Tutorials: How to use the ASL tool
Post by: rittto on November 28, 2012, 02:51:40 PM
You're my hero!!!

Temple of Time works over Eldin bridge so it doesn't matter anyway. Plus, Eldin bridge has more music options, a few I wouldn't mind modding over. Temple only has two I believe. Not sure though.


Title: Re: Mewtwo2000's Tutorials: How to use the ASL tool
Post by: Mewtwo2000 on November 28, 2012, 03:22:24 PM
Yeah, only two. I guess some annoying sound comes out during the match when custom stages are played over Eldin. That would be the case with Temple of Time. If you don't mind that sound, then I'll keep it as is, so you put it over Eldin. And will try to make the rest compatible with both Japes and Eldin, so you can make your choice.


Title: Re: Mewtwo2000's Tutorials: How to use the ASL tool
Post by: rittto on November 28, 2012, 04:31:33 PM
Thanks man!


Title: Re: Mewtwo2000's Tutorials: How to use the ASL tool
Post by: Mewtwo2000 on November 29, 2012, 10:03:51 AM
Here you go:

http://www.mediafire.com/?a0v4y2xkatcbxsj (http://www.mediafire.com/?a0v4y2xkatcbxsj)

I've modified all of them except for the eldin ones and the Phantom Ganon one. All of the modified stages are working on Jungle Japes, I've tested them one by one. And they may be also working over Eldin, those aren't tested. They're supposed to not freeze, but some of them may be glitchy in some way.

If you repeat your tests like in your previous posts, it will be perfect for anybody who wants to copy you in the use of Zelda stages in Temple and Eldin slots.


Title: Re: Mewtwo2000's Tutorials: How to use the ASL tool
Post by: rittto on December 04, 2012, 01:22:15 PM
Okay, I've tested it a bunch. Interesting Results:
Eldin Tests:
Standard, Day, Rain, and Night - All perfect
Gannon's Tower - Missing Gannon
Great Bay - Freeze
Lost Woods - No stage, just background
Phantom Gannon - Phantom gannon appears after like 30 seconds (not really a problem)
Sacred Realm - Only visible objects are your characters and a triforce in the background
Skyloft - Solid ground and the actual stage are off-centered
Temple of Time - Perfect
Water Temple - Really glitchy

Temple with J.Japes rel file
pretty much everything froze

Jungle Japes:
Everything perfect except
Lost Woods: A single shy guy in the center of the stage nonmoving


Title: Re: Mewtwo2000's Tutorials: How to use the ASL tool
Post by: Mewtwo2000 on December 04, 2012, 01:56:27 PM
Oh, I forgot that shy guy xD

Well, it's easy to fix, I will do it and that's all.

You've had to use the rel file in a wrong way. If the japes rel is correct, any stage that works over Jungle Japes should work over Temple. More than this, the modified Temple stages are almost the same size as originally, so those should work for sure.

Have you generated your rel with this?

http://www.lakora.us/rel/ (http://www.lakora.us/rel/)


Title: Re: Mewtwo2000's Tutorials: How to use the ASL tool
Post by: rittto on December 04, 2012, 10:26:31 PM
Oh I took the standard st_dxgarden.rel from the disc.

Thanks! I'll try it out. Also if any of the eldin stage problems are an easy fix, lemme know, since that stage does have more music. But, again, not a priority.

Post Merge: December 05, 2012, 12:25:40 AM
Yay they all worked over Temple!!!!!!


Title: Re: Mewtwo2000's Tutorials: How to use the ASL tool
Post by: rittto on December 10, 2012, 07:24:51 PM
Any fix for the shy guy?

Also, want to continue doing these? I'm full of ideas, if you're willing


Title: Re: Mewtwo2000's Tutorials: How to use the ASL tool
Post by: rittto on December 20, 2012, 11:17:56 AM
Hey I put up a video showing off the Zelda stages.


ASL Tool Zelda Stages (http://www.youtube.com/watch?v=B32STI392X8#)


Title: Re: Mewtwo2000's Tutorials: How to use the ASL tool
Post by: Mewtwo2000 on December 20, 2012, 12:27:17 PM
God, I've not fixed that shyguy yet >.< xD

Let's see if I get time to fix it and port some of them to Eldin for music.


Title: Re: Mewtwo2000's Tutorials: How to use the ASL tool
Post by: rittto on December 20, 2012, 02:11:46 PM
Many thanks! If you want, I'll put up a download in the vault when we have it all working :D

Post Merge: December 22, 2012, 12:00:26 AM
It also seems that the giant egg platforms on the side of the Lost Woods stage seem to pop up for a split second. I couldn't catch them on the pause screen but they are there, just to let ya know.


Title: Re: Mewtwo2000's Tutorials: How to use the ASL tool
Post by: rittto on January 01, 2013, 04:43:56 PM
Happy new year! Any progress?


Title: Re: Mewtwo2000's Tutorials: How to use the ASL tool
Post by: rittto on February 05, 2013, 07:10:28 PM
I don't mean to sound anxious but this is kind of the coolest mod ever so if you plan on continuing to help me out please let me know, thanks


Title: Re: Mewtwo2000's Tutorials: How to use the ASL tool
Post by: Mewtwo2000 on February 06, 2013, 06:51:15 AM
Oh man, I forgot >.<

I'll try to fix it tomorrow if I get time to.


Title: Re: Mewtwo2000's Tutorials: How to use the ASL tool
Post by: rittto on February 07, 2013, 09:20:10 AM
Alright thanks :P


Title: Re: Mewtwo2000's Tutorials: How to use the ASL tool
Post by: GenRJ on May 03, 2013, 12:08:33 PM
I have a problem with the buttons combo D:

For exemple, I configured Smashville with 4 randoms and 4 buttons combo, I checked the buttons (for exemple L), "named" the combo with A and applied all. The same witch the 2nd combo (this time R) named B and so even others, all of those combos are different.
It works perfectly!^^

Now I'm configuring FD with the same combos and "names" but when I try those combos they don't work D: (smashville still work perfectly).

What I'm doing wrong?
I have to rename the combos differently?
I need to change the combos?

Thanks^^


Title: Re: Mewtwo2000's Tutorials: How to use the ASL tool
Post by: BronzeGreekGod on March 06, 2014, 12:11:30 AM
Hey does anyone here know what could be going wrong if i'm getting a freeze using the asl codes?

Ive added an rel to change delfino plaza into final destination, and I'm using 5 completely different stage layouts that all can be used with the final destination rel. I followed the steps in then tutorial, but am getting a game freeze when choosing that stage. Any ideas?


Title: Re: Mewtwo2000's Tutorials: How to use the ASL tool
Post by: UmbraVivens on June 06, 2014, 11:58:43 PM
hi, i know, sorry if this is quite a necro post, but i'd like to know if this works properly with Project M, i got it working with vBrawl, but when i try it with PM, the default (vanilla version) of the stage with an ASL code will load regardless of the button combination i hold.
the stages not included in the ASL code load correctly. Is there an explanation for this? thanks


Title: Re: Mewtwo2000's Tutorials: How to use the ASL tool
Post by: Mewtwo2000 on June 07, 2014, 03:43:27 PM
That's a good question, cause I guess I've never posted my solution for having ASL in PM here yet. The problem is with Project M using a custom folder for files, instead of the standard one for Brawl. ASL wants that one instead, and doesn't work if not found.

Well, just go here and follow my instructions:

http://smashboards.com/threads/asl-on-pm-3-0.344543/ (http://smashboards.com/threads/asl-on-pm-3-0.344543/)


Title: Re: Mewtwo2000's Tutorials: How to use the ASL tool
Post by: Russell_SSB on November 19, 2018, 08:50:40 PM
I'm still trying to get a stage to load with the R button held down but it doesn't work. Is there a way to make it work?