Title: The 1 player Mode File Modding Informational and Refence Library - Event Matches Post by: Eternal Yoshi on August 28, 2013, 11:22:32 PM Just placing this here for reference. Will bring back info on other 1 player modes when I acquire more info on them. EVENT MATCHES
You need Tabuu to edit this file. It's MiscData[6] in common2.pac. sq_event_data.dat = MiscData[6] in common2.pac. It is ill advised to alter the file size. Sc_sel_event.pac controls the text and such of the event match menu. (http://i.imgur.com/UUBbaSh.png) Red = Player 1 data Blue = Player 2 data Yellow = Player 3 data Green = Player 4 data Brown = Character ID Purple = Scaling Teal = Stage ID Magenta = Stock Count Royal Blue = Status Dark Orange = Starting Damage(All Difficulties) Pink = Team Flag White = Color ID Dark Red = Offense Ratio Cyan = Defense Ratio Gold = Game Mode Dark Olive Green = Game Speed Sandy Brown = Camera Shake control Dark Green = Time Limit Light Green = Timer Visibility?(Timer invisible when at 40000000) Indigo = Global Offense and Defense Ratio??? Light Yellow = Item Frequency Rose = CPU Level (All Difficulties) 00 = Normal 01 = Metal(Portrait Dark) 02 = Invisible(No Portrait) 03 = Freezes the game. Rule Format 00 = Time? 01 = Stock Match 02 = Coins So as of now, we can change characters, music, and scale them. And now stock count, control status, offense and defense ratios among the characters, and stages. In a different format: Code:
For the sake of reference for whoever wants to try their hand at this, here are the Character IDs and Music Lists. Music List(Don't use nameless and unused songs!) Character IDs for dat file Note: Pokemon Trainer and his independent Pokes use different IDs. 3E has two meanings. Either none, or "Choose your Character". Seems objects in sora_melee.rel control the success and failure conditions for most event matches. Post Merge: August 28, 2013, 11:23:16 PM This is for future use. Title: Re: The 1 player Mode File Modding Informational and Refence Library - Event Matches Post by: Eternal Yoshi on September 11, 2013, 11:28:19 AM http://opensa.dantarion.com/wiki/Event_Match_Files (http://anonym.to/?http://opensa.dantarion.com/wiki/Event_Match_Files)
This has a more complete table on Event Matches and the MiscData[60] in sc_sel_event.pac, which is the Event Match menu. Title: Re: The 1 player Mode File Modding Informational and Refence Library - Event Matches Post by: Shun_One on September 13, 2013, 08:50:25 PM This is useful information, thanks for sharing. I assume that, in the future, we will be able to set arbitrary victory conditions? Such as "Let team mate X defeat enemy Y"? Or is this already possible?
Title: Re: The 1 player Mode File Modding Informational and Refence Library - Event Matches Post by: Eternal Yoshi on September 13, 2013, 11:21:58 PM Picky Victory conditions such as that have special coding in certain places which require codes and the like to fully edit. You don't have to edit objects in sora_melee.rel if you find the offsets of the coding in memory.
Title: Re: The 1 player Mode File Modding Informational and Refence Library - Event Matches Post by: Wulfbang Meow on June 03, 2014, 08:14:04 PM soo lesee.. i grab tabuu and the file, open it up and search for the All Star Regulars event..
then if i wanna force a color palette onto all of the characters.. i would edit players 1-4 and give them the proper values under the "colorID" section.. then if i wanted to force a stage, say, final destination, id place the code for FD in the stage portion... then i replace said palettes and stages with N64 versions of themselves... and now im playing an event in which you face the N64 cast N64 style?!?! then i would obviously have PROFIT!?! then i guess the real question is.. does this work with custom stage codes and the palette extension code (CsBLISS or something)? cause im not sure what values to use for stuff beyond vanilla parameters.. Title: Re: The 1 player Mode File Modding Informational and Refence Library - Event Matches Post by: Eternal Yoshi on June 03, 2014, 10:31:13 PM I don't know if this works with CBliss costumes, but I CAN confirm this working with stages added by Stage Roster Expansion. The ID you use for SRE stages is the stage ID you use in the Custom SSS code. You can even have expansion stages loading in Classic and All Star too.
Title: Re: The 1 player Mode File Modding Informational and Refence Library - Event Matches Post by: Wulfbang Meow on June 04, 2014, 08:30:39 PM I don't know if this works with CBliss costumes, but I CAN confirm this working with stages added by Stage Roster Expansion. The ID you use for SRE stages is the stage ID you use in the Custom SSS code. You can even have expansion stages loading in Classic and All Star too. the stage part is good to know, at least i dont have to overwrite FD for N64 FD.. however it would be convenient if N64 models for characters had their own slots, if it was doable, id have EVERY character use an N64-esque model, like saturn sonic and PS1 snake etc. etc. although Mr. G&W can be pretty much left alone lol it would be neat to do a melee event in the same fashion, give everyone gamecube-esque models and use melee FD.. but this would be a lot of work.. :/ oh and i suppose since the stage roster expansion code works since it gives a new stage ID for custom stages, the same could be said of Ex Characters since they're given new ID's as well as part of the code? that could open up for some cool boss battles! WE CAN HAVE THE MELEE GIGA BOWSER EVENT FIGHT!! =3 Title: Re: The 1 player Mode File Modding Informational and Refence Library - Event Matches Post by: SUPAHSAWNIK99 on April 30, 2015, 01:29:59 PM Wait, I'm so confused on this. All I want to do is change up some events that are causing my mod to crash. One of them I want to be entirely different. I want to know how to change the Super Bowser Bros. Event (#9) to something where Mario fights against Bowser. I changed the Mushroomy Kingdom stage to a different one, so it's not scrolling. Would this be possible, or would I have to change my new stage back to Mushroomy Kingdom?
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