Event Matches - We Can Edit Them Now!!! All-Star mode too! As well as Classic!

Started by Eternal Yoshi, October 03, 2010, 01:07:08 AM

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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 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

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:



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!)
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Character IDs for dat file
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Note: Pokemon Trainer and his independent Pokes use different IDs.

3E has two meanings. Either none, or "Choose your Character".

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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.

October 03, 2010, 01:18:52 AM #1 Last Edit: October 13, 2010, 02:14:47 PM by EternalYoshi
I'm reserving this.

I may make this post for the other files of common2.pac.

It holds a LOT of Miscdatas, a few of which controls All-Star Mode and Classic.



I need to confirm these for this file.
This is an example of an All-Star mode stage file.
The Cyan colored may be the fifth opponent. No match has 5 at a time, but it would have been the case if Mewtwo was in the game.

Edit: Don't try to add a fifth opponent at this time. The game will freeze as of now if you do.

The first row is for stages. The game randomly selects from one of the ID's there. To force it to go to one stage, just fill the others with FFFFFFFF.


Credit to mnsg for finding the stock counts and Color IDs for All-Star mode.

[SIZE=8]Classic Mode.[/SIZE]

These don't seem to be neatly organized as the other ones.
As of now, I only found the stage IDs for the possible combinations....



Note: This structure repeats for other stages for the many possible combinations.




MatchData size = 104 bytes

--------------------------------------------------------

0x07 = Stage ID
0x0b =  Stage ID
0x0f =  Stage ID
0x10 =  Stage ID


Just fill the others with 000000FF if you only want 1 stage.

Maybe the second to last stage holds the key for true random.......
for classic mode.

Wait a bit before suggesting adding this to the BV.
I'm updating the OP to make it easier for you all to edit.
Tabuu FTW.

This is remarkable! Now, we should find out the offsets for every Even Match ID (if you haven't done it already).


Tabuu takes care of most of that for you.

Added info about All-star mode. Waiting for access to Wii to confirm my findings...

According to the way this file is organized, is is possible to make EVERY single Event Match selectable by any character? Also, I have been private messaging Picano, telling him there should be a seperate section on the vault for this.

This should be a thread on Smash Boards, too, if you haven't already made one.
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This is really cool.
Good job.
But who plays event matches anyways? :srs:


I successfully moved MK from the Kirby stage to the Metal Gear stage.

Also confirmed the Stage ID, Scale, Player 1-4 data, and Stage RNG for All-Star mode.

October 03, 2010, 09:08:57 PM #10 Last Edit: October 03, 2010, 09:37:07 PM by xxTerminatorxx
Quote from: EternalYoshi on October 03, 2010, 08:31:59 PM
I successfully moved MK from the Kirby stage to the Metal Gear stage.

Also confirmed the Stage ID, Scale, Player 1-4 data, and Stage RNG for All-Star mode.

Great, epic. Can't wait until you release this. In the meantime imma get to work on making my custom event matches  ;)

Quote from: PiN0yB0i on October 03, 2010, 06:02:57 PM
This is really cool.
Good job.
But who plays event matches anyways? :srs:

Once this is released there will be alot more people playing Event Matches.
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Quote from: PiN0yB0i on October 03, 2010, 06:02:57 PM
This is really cool.
Good job.
But who plays event matches anyways? :srs:

People who're still trying to go for 100%, AHEM AHEM. >_>

Quote from: DrPanda on May 16, 2014, 02:14:09 AM
Climaxing to a jump scare would be pretty great.

Someone should set up an Event Match where the player has to defeat the 8 Mario franchise characters in an all-star type battle; like in Event Match 10.  The characters would appear in the set order below...

Luigi -> Diddy Kong -> Bowser -> Donkey Kong -> Wario -> Yoshi -> Peach -> Mario

Additionally, Yoshi should replace Bowser for the Mario team in All-Star Mode, while Bowser takes Yoshi's spot (which comes after the Fire Emblem team).  Yoshi's Island replaces Mushroomy Kingdom, and vice versa.

That can be arranged.

Please test this for me. I can't get to my Wii on account of my Bro watching Basketball.

http://www.mediafire.com/?ra71a7x30k950k5

This should fufill your request.

Quote from: EternalYoshi on October 04, 2010, 09:32:03 PM
That can be arranged.

Please test this for me. I can't get to my Wii on account of my Bro watching Basketball.

http://www.mediafire.com/?ra71a7x30k950k5

This should fufill your request.

I wouldn't be surprised if somone tried to turn all of Brawl's event matches into Melee's. I really want event match 50 (Master hand and Crazy hand fight), then Eent 51 where you fight Giga Bowser, Mewtwo, and Ganon. [Mewtwo [can] could be done with the Mewtwo hack out there, and somone [could] use the Killable Giga Bowser PSA.]

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