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Author Topic: Mewtwo2000's Tutorials: How to use the Stage Roster Expansion Tool  (Read 873 times)
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Mewtwo2000
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    « on: December 13, 2011, 09:06:49 AM »


    This is a tutorial for those who don't know how to use the features in Stage Roster Expansion Tool. Stage Roster Expansion Tool is a program that automates the process of editing the Stage Selection Screen in terms of used stages and icons. With this, you can customize the Custom SSS code in your gct file, include both Custom SSS and Stage Roster Expansion System v2.0 by Phantom Wings if you didn't have them, and manage the tracklists associated to the stages you're managing.

    In addition to the tracklist manager in the program, there's also a music editor by stage, using Oshtoby's Stage-track Dependant Song Loader code. With the program, you are able, if you're an NTSC user, to use any song on any stage.

    This is the main window:



    When you execute the program, make sure your gct file is in the same folder as the program. If RSBE01.gct isn't found, it will ask you for another name. Keep always a copy of your gct file, for security. Once entered the correct name, it will find if the Custom SSS code is inside the gct file. If not found, you will be able to insert both Custom SSS and Stage Roster Expansion System v2.0 by just clicking the 'Insert Code' button.

    Now, on the right boxes, you can see the current stages in your roster. They're sorted by order of appearance, and by stage, not by icon. That means that, even if you're using battlefield's icon for a certain stage, the name in there will show the stage, not the icon used. Also, if you've defined a stage twice, with 2 different icons, you will not be able to distinguish the one in the list. That's something people doesn't usually do, the normal thing is having an unique icon per stage.

    Well, if you want to have some extra stage in your roster, you will need to define it first. That's why the left boxes are there. If you look to any of the 2 lists in there, which move together, you will see stages and icons. The usual thing is having the same name in both lists, cause a stage usually uses its icon. This will change when we define the icon for the STGCUSTOMS, which are the added stages. As they aren't using a certain icon by default, there won't be any STGCUSTOM-named icon in the list, they will be sorted by name in the common5.pac file. This means that icons from 32 to 49, and from 60 on, will be just named 'IconXX' in the list, being the XX the number in the custom common5.

    So, in order to use custom icons, you need to have a common5 file with those icons already included, and a PAT0 animation that includes them. If you use an untouched common5 file, you won't see the icons you expect to see once you finish the code.

    Well, to define the icons used by the STGCUSTOM stages, you must click on the 'Edit' button. Click 'add row' and get back to the previous window, you'll see that some 'Empty' stages and icons have been included to the lists on the left. Note that this does nothing to our roster, cause we're not using those new empty stage-icons yet. Now, we should edit those empty entries to use a stage and an icon. Select one item in that list, and click 'Edit' again. In the 'Icon Edit' menu, in which you should have created the empty entries previously, you can select the stage, and the icon, in 2 lists. The first one lists the standard stages and some of the custom ones too. The ones listed should be enough to complete your roster. The second one lists the icons available. Once selected a stage and an icon, hit the 'update' button. Back in the main window, you'll see your stage and icon now replace the previous empty slot in the lists.

    Keep doing this as much as you need, until you have all the stages and icons you want. Once done, you'll need to include your defined stages/icons to your brawl/melee pages.

    First of all, if you want to get rid of a standard brawl slot, so it's not in your roster anymore, select it in its list (brawl or melee), check the 'remove' checkbox, and hit 'to brawl' or 'to melee' depending on the list in which your stage to be removed is. Once done, the stage will have dissapeared from there. But not from the
    lists on the left, so if you want to include it again, you only need to look for it.

    Now, if you want to include your newly defined stage to your roster, select the stage or icon (doesn't matter) on the left. Check the 'add' checkbox and press either 'to brawl' or 'to melee', depending on the page you want the stage to be put in. In the current version, the stage is put BEFORE the currently selected stage in the page, so if you want it to be the last stage in the list, you won't be able by just selecting the last stage and adding. To do it, you should keep including your stages in the desired order and, once finished, delete the last one, and import it to the page again by just looking for it in the lists on the left. I may be changing this in the future.

    Well, with this, you should be able to fully customize your stage roster, you would only need an edited common5.pac file if you want to use icons that aren't used by already existing stages. Lots of edited common5.pac files can be found in the vault, but I'll upload one for this tutorial soon anyway.

    Now, if you want to have custom music, you can use the tracklist modifier code. If not found in the gct, you will be able to include it with an 'Insert tracklist code' you'll find in the program. If it's disabled, it means that you already have the code.



    If that's the case,  you'll see the 'tracklists' button just below the melee list. Once you click, you'll find a menu similar to the one to edit the icon/stage pairs. In there, only the STGCUSTOMs will be listed, the program supposes you don't want to change the tracklists in standard stages. You can select the stage, you'll see the tracklist associated to the stage. If your stage isn't listed, hit the 'add' button. To change the tracklist associated to your stage, select the stage, select the tracklist in the list on the right, and hit 'change'. You'll automatically see the change in the lists on the left.



    Now, if you want a stage to use some song, or replace the songs in its tracklist with other songs, click the "Oshtoby's SDSL" button. A new menu will appear showing the current codes for songs for the stage selected in the previous window. You can double-click on the name of the stage to change the stage code, and define song codes for any stage. Once you click the code, the stage name will appear in the screen.

    Well, to use this, you need the song codes, you can find them in the download folder, or you can use Dantarion's CSE code to use your own added music. If you want a single song to be played always in that stage, keep the upper box unchecked, type the song code, and hit enter.



    If you want to replace music, enable the box on the top, write the code of the song to be replaced in there, and write the song to be used instead in the lower box. Press 'add' if you want to add these to the currently defined ones in the gct. You can see all the defined songs for a certain stage by just clicking the '->' button. You can also remove the definitions at any time. If you know how to use Oshtoby's code, it won't be hard for you to use this.



    I will complete the tutorial later with more pictures. Hope it's clean enough and more people can get the advantage of using this for customizing stages and music.  Kirby Dance
    « Last Edit: February 03, 2012, 03:12:40 AM by Mewtwo2000 » Logged

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    JELLYpWnzU
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    « Reply #1 on: August 18, 2012, 01:38:54 PM »


    icons that i added dont show up in miscdata 80 please help
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    Mewtwo2000
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    « Reply #2 on: August 18, 2012, 01:41:56 PM »


    Adding icons and giving them the proper names isn't enough. You need to edit the PAT0 animations related to the icons and add the new values to be used by those new icons.

    For this, get the 'stage expansion tutorial' from the vault and add your own icons to the file included in it. Now the codes generated with the tool should be able to make visible your new textures.
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