You need a
hex editor Tabuu to open the file that controls them, sq_event_data.dat
sq_event_data.dat = MiscData[6] in common2.pac.
Edit it, and replace MiscData[6] in common.pac.
It is ill advised to alter the file size.
Sc_sel_event.pac controls the text and such of the event match menu.
I haven't discovered all of it's floating points yet, but this quote is what we know so far.
This should make it easier to understand.
Red = Player 1 dataBlue = Player 2 dataYellow = Player 3 dataGreen = Player 4 dataBrown = Character IDPurple = ScalingTeal = Stage IDMagenta = Stock CountRoyal Blue = StatusDark Orange = Starting Damage(All Difficulties)Pink = Team FlagWhite = Color IDDark Red = Offense RatioCyan = Defense RatioGold = Game ModeDark Olive Green = Game SpeedSandy Brown = Camera Shake controlDark Green = Time LimitLight Green = Timer Visibility?(Timer invisible when at 40000000)Indigo = Global Offense and Defense RatioLight Yellow = Item Frequency00 = 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:
Header Size - 0x50
0x08 = Match Type(Value is at 2 for Coin event match)
0x0C = Time Limit
0x10 = Timer Visibility?
0x1B = Item Frequency
0x1F = Stage ID
0x38 = Game Speed
0x3C = Camera Shaking control
0x46 = Music ID
0x49 = Global Offense Ratio(Leave area as FFFFFFFF for normal ratios)
0x4B = Global Defense Ratio(Leave area as FFFFFFFF for normal ratios)
PlayerData Size = 0x38
---------------------------------
0x00 = byte CharacterID
0x01 = byte Status (Normal,Metal,Invisible,BEEP?)
0x04 = float Size(Scaling)
0x08 = Team Flag
0x0C = ?????(Easy)
0x0F = Offense Ratio(Easy)
0x11 = Defense Ratio(Easy)
0x14 = Stock count(Easy)
0x18 = Starting Damage(Easy)
0x1B = ?????(Normal)
0x1D = Offense Ratio(Normal)
0x1F = Defense Ratio(Normal)
0x22 = Stock count(Normal)
0x26 = Starting Damage(Normal)
0x28 = ?????(Hard)
0x2B = Offense Ratio(Hard)
0x2D = Defense Ratio(Hard)
0x30 = Stock count(Hard)
0x34 = Starting Damage(Hard)
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 fileNote: Pokemon Trainer and his independent Pokes use different IDs.
3E has two meanings. Either none, or "Choose your Character".
I have an idea for an event match that's inspired by a memtic song.
As of now, let's try to find out what the floating points control.
Everyone else, drop some ideas for event matches.
Seems that the modules control the success and failure conditions for most event matches.