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Author Topic: The 1 player Mode File Modding Informational and Refence Library - Event Matches  (Read 16764 times)
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Eternal Yoshi
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    « 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.


    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:

    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  = CPU level(Easy)
    0x0F  = Offense Ratio(Easy)
    0x11  = Defense Ratio(Easy)
    0x14  = Stock count(Easy)
    0x18  = Starting Damage(Easy)
    0x1A  = CPU Level(Normal)
    0x1D  = Offense Ratio(Normal)
    0x1F  = Defense Ratio(Normal)
    0x22  = Stock count(Normal)
    0x26  = Starting Damage(Normal)
    0x28  = CPU Level(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!)
    26F9 Menu 1
    26FA Menu 1
    26FB Menu 2
    26FC Battlefield
    26FD Final Destination
    26FF Online Practice Stage
    2700 Results Display Screen
    2701 Tournament Registration
    2702 Tournament Grid
    2703 Tournament Match End
    2705 Classic: Results Screen
    2706 ENDING
    2707 All-Star Rest Area
    2708 Home-Run Contest
    2709 Cruel Brawl
    270A Boss Battle
    270B Trophy Gallery
    270C Sticker Album / Album / Chronicle
    270D Coin Launcher
    270F Stage Builder
    2711 BattleField Ver. 2
    2712 Target Smash!!
    2713 Credits
    2714 Ground Theme (Super Mario Bros.)
    2715 Underground Theme (Super Mario Bros.)
    2716 Underwater Theme (Super Mario Bros.)
    2717 Underground Theme (Super Mario Land)
    2718 Airship Theme (Super Mario Bros. 3)
    2719 Castle / Boss Fortress (Super Mario World / SMB 3)
    271A Title / Ending (Super Mario World)
    271B Main Theme (New Super Mario Bros.)
    271C Luigi's Mansion Theme
    271D Gritzy Desert
    271E MLRPG02 (Unused)
    271F MORINOKINOKO (Unused)
    2720 Delfino Plaza
    2721 Ricco Harbor
    2722 Main Theme (Super Mario 64)
    2723 Ground Theme 2 (Super Mario Bros.)
    2724 Mario Bros.
    2725 Mario Circuit
    2726 Luigi Circuit
    2727 Waluigi Pinball
    2728 Rainbow Road
    2729 Jungle Level Ver.2
    272A The Map Page / Bonus Level
    272B Opening (Donkey Kong)
    272C Donkey Kong
    272D King K.Rool / Ship Deck 2
    272E Bramble Blast
    272F Battle for Storm Hill
    2730 Jungle Level
    2731 25m BGM
    2732 DK Jungle 1 Theme (Barrel Blast)
    2733 Title (The Legend of Zelda)
    2734 Main Theme (The Legend of Zelda)
    2735 Great Temple / Temple
    2736 The Dark World
    2737 Hidden Mountain & Forest
    2738 KAZENOSAKANA (Unused)
    2739 Tal Tal Heights
    273A Hyrule Field Theme
    273B Ocarina of Time Medley
    273C Song of Storms
    273D Molgera Battle
    273E Village of the Blue Maiden
    273F Gerudo Valley
    2740 Termina Field
    2741 Dragon Roost Island
    2742 The Great Sea
    2743 Main Theme (Twilight Princess)
    2744 The Hidden Village
    2745 Midna's Lament
    2746 Main Theme (Metroid)
    2747 Norfair
    2748 Ending (Metroid)
    2749 Vs. Ridley
    274A Theme of Samus Aran, Space Warrior
    274B Sector 1
    274C Opening / Menu (Metroid Prime)
    274D Vs. Parasite Queen
    274E Vs. Meta Ridley
    274F Multiplayer (Metroid Prime 2)
    2750 Ending (Yoshi's Story)
    2751 Obstacle Course
    2752 Yoshi's Island
    2753 [censored]IE (Unused)
    2754 Flower Field
    2755 Wildlands
    2756 ATHLETIC2 (Unused)
    2757 The Legendary Air Ride Machine
    2758 King Dedede's Theme
    2759 Boss Theme Medley
    275A Butter Building
    275B Gourmet Race
    275C Meta Knight's Revenge
    275D Vs. Marx
    275E 0 Battle
    275F Forest / Nature Area
    2760 Checker Knights
    2761 Frozen Hillside
    2762 Squeak Squad Theme
    2763 Main Theme (Star Fox)
    2764 Corneria
    2765 Main Theme (Star Fox 64)
    2766 Area 6
    2767 Star Wolf
    2768 COMMAND (Unused)
    2769 Space Battleground
    276A Break Through the Ice
    276B Star Wolf (Star Fox: Assault)
    276C Space Armada
    276D Area 6 Ver. 2
    276E Pokémon Main Theme
    276F Pokémon Center
    2770 Road to Viridian City (From Pallet Town / Pewter City)
    2771 Pokémon Gym / Evolution
    2772 Wild Pokémon Battle! (Ruby / Sapphire)
    2773 Victory Road
    2774 Wild Pokémon Battle! (Diamond / Pearl)
    2775 Dialga / Palkia Battle at Spear Pillar!
    2776 Team Galactic Battle!
    2777 Route 209
    2778 Mute City
    2779 White Land
    277A Fire Field
    277B Car Select
    277C Dream Chaser
    277D Devil's Call in Your Heart
    277E Climb Up! And Get The Last Chance!
    277F Brain Cleaner
    2780 Shotgun Kiss
    2781 Planet Colors
    2783 Fire Emblem Theme
    2784 Shadow Dragon Medley
    2785 With Mila's Divine Protection (Celica Map 1)
    2787 Preparing to Advance
    2788 Winning Road - Roy's Hope
    2789 Attack
    278A Against the Dark Knight
    278B Crimean Army Sortie
    278C Power-Hungry Fool
    278D Victory Is Near
    278E Ike's Theme
    278F Snowman
    2790 SENTOUONIISAN (Unused)
    2791 EIGHTMELODIES (Unused)
    2792 SMILEANDTEARS (Unused)
    2793 Humoresque of a Little Dog
    2794 BECAUSE (Unused)
    2795 Porky's Theme
    2796 Mother 3 Love Theme
    2797 Unfounded Revenge / Smashing Song of Praise
    2798 You Call This a Utopia?!
    2799 World Map (Pikmin 2)
    279A Forest of Hope
    279B Environmental Noises
    279C Ai no Uta
    279D Tane no Uta
    279E Main Theme (Pikmin)
    279F Stage Clear / Title (Pikmin)
    27A0 Ai no Uta (French Version)
    27A1 WarioWare, Inc.
    27A2 WarioWare, Inc. Medley
    27A3 Mona Pizza's Song (Japanese Version)
    27A4 Mona Pizza's Song (English Version)
    27A5 Mike's Song (Japanese Version)
    27A6 Mike's Song (English Version)
    27A7 Ashley's Song (Japanese Version)
    27A8 Ashley's Song (English Version)
    27B3 Title (Animal Crossing)
    27B4 Go K.K. Rider!
    27B5 2:00 a.m.
    27B6 RADIOTAISO (Unused)
    27B7 The Roost
    27B8 Town Hall and Tom Nook's Store
    27B9 K.K. Crusin'
    27BA K.K. Western
    27BB K.K. Gumbo
    27BC Rockin' K.K.
    27BD DJ K.K.
    27BE K.K. Condor
    27BF Underworld
    27C0 Title (Kid Icarus)
    27C1 Skyworld
    27C2 Kid Icarus Original Medley
    27C3 Famicom Medley
    27C4 Gyromite
    27C5 SPORTSMEDLEY (Unused)
    27C6 Chill (Dr. Mario)
    27C7 Clu Clu Land
    27C8 Balloon Trip
    27C9 Ice Climber
    27CA Shin Onigashima
    27CB Title (3D Hot Rally)
    27CC Tetris: Type A
    27CD Tetris: Type B
    27CE Tunnel Scene (X)
    27CF Power-Up Music
    27D0 Douchuumen (Nazo no Murasamejo)
    27D1 WILDTRACKS (Unused)
    27D2 PictoChat
    27D3 ELECTRO
    27D4 Flat Zone 2
    27D5 Mario Tennis / Mario Golf
    27D6 Lip's Theme (Panel de Pon)
    27D7 Marionation Gear
    27D8 Title (Big Brain Academy)
    27D9 Golden Forest (1080Snowboarding)
    27DA Mii Channel
    27DB Wii Shop Channel
    27DC Battle Scene / Final Boss (Golden Sun)
    27DD Shaberu! DS Cooking Navi
    27DE Excite Truck
    27DF Brain Age: Train Your Brain in Minutes a Day
    27E0 Opening Theme (Wii Sports)
    27E1 Charge! (Wii Play)
    27E2 MAINTHEME (Unused)
    27E3 Encounter
    27E4 Theme of Tara
    27E5 Yell "Dead Cell"
    27E6 Snake Eater (Instrumental)
    27E7 MGS4 Theme of Love Smash Bros. Brawl Version
    27E8 Cavern
    27E9 Battle in the Base
    27EA BEATMANIA (Unused)
    27EB Theme of Solid Snake
    27EC Calling to the Night
    27ED Credits (Super Smash Bros.)
    27EE Menu (Super Smash Bros. Melee)
    27EF Opening (Super Smash Bros. Melee)
    27F0 HOWTOPLAY (Unused)
    27F1 DXTERMINAL (Unused)
    27F2 Green Hill Zone
    27F3 Scrap Brain Zone
    27F4 Emerald Hill Zone
    27F5 Angel Island Zone
    27F6 UCANDO
    27F7 Sonic Boom
    27F8 Super Sonic Racing
    27F9 Open Your Heart
    27FA Live & Learn
    27FB Sonic Heroes
    27FC Right There, Ride On
    27FD HIS WORLD (Instrumental)
    27FE Seven Rings In Hand
    27FF Princess Peach's Castle (Melee)
    2800 Rainbow Cruise (Melee)
    2801 Jungle Japes (Melee)
    2802 Brinstar Depths (Melee)
    2803 Yoshi's Island (Melee)
    2804 Fountain of Dreams (Melee)
    2805 Green Greens (Melee)
    2806 Corneria (Melee)
    2807 Pokémon Stadium (Melee)
    2808 Poké Floats (Melee)
    2809 Big Blue (Melee)
    280A Mother (Melee)
    280B Icicle Mountain (Melee)
    280C Flat Zone (Melee)
    280D Super Mario Bros. 3 (Melee)
    280E Battle Theme (Melee)
    280F Fire Emblem (Melee)
    2810 Mach Rider (Melee)
    2811 Mother 2 (Melee)
    2812 Dr. Mario (Melee)
    2813 Battlefield (Melee)
    2815 Multi-Man Melee 1 (Melee)
    2816 Temple (Melee)
    2817 Final Destination (Melee)
    2818 Kong Jungle (Melee)
    2819 Brinstar (Melee)
    281A Venom (Melee)
    281B Mute City (Melee)
    281C Menu (Melee)
    281D Giga Bowser (Melee)
    281F Adventure Map
    2820 Step: The Plain
    2821 Step: The Cave
    2822 Step: Subspace
    2823 Boss Battle Song 1
    2824 SSE Results (Nameless)
    2825 Boss Battle Song 2
    2826 Save Point
    2827 SSE DK Jungle (Nameless)
    2828 SSE Luigi Mansion (Nameless)
    2829 Halberd Interior (Nameless)
    282A SSE Data Select (Nameless)
    282B SSE Brinstar (Nameless)
    282C Step: Subspace Ver.2
    282D Step: Subspace Ver.3
    282E Halberd Moving (Nameless)

    Character IDs for dat file
    00 Mario
    01 Donkey Kong
    02 Link
    03 Samus
    04 Zero Suit Samus
    05 Yoshi
    06 Kirby
    07 Fox
    08 Pikachu
    09 Luigi
    0A Captain Falcon
    0B Ness
    0C Bowser
    0D Peach
    0E Zelda
    0F Sheik
    10 Ice Climbers
    11 Popo
    12 Nana
    13 Marth
    14 Mr. Game & Watch
    15 Falco
    16 Ganondorf
    17 Wario
    18 Metaknight
    19 Pit
    1A Pikmin & Olimar
    1B Lucas
    1C Diddy Kong
    ?? Charizard
    ?? Charizard (Trainer Independant)
    ?? Venasaur
    ?? Venasaur (Trainer Independant)
    ?? Squirtle
    ?? Squirtle (Trainer Independant)
    23 Dedede
    24 Lucario
    25 Ike
    26 Robot
    27 Jigglypuff
    28 Toon Link
    29 Wolf
    2A Snake
    2B Sonic
    3E None/Choose your Character
    64 Pokemon Trainer

    Note: Pokemon Trainer and his independent Pokes use different IDs.

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

    eventStage1Tbl  = Two Trouble Kings
    eventStage2Tbl  = Pink Ball Repulsion
    eventStage4Tbl  = Cleaning House in Skyworld
    eventStage5Tbl  = Become the Champion!
    eventStage7Tbl  = Dragoon Strike
    eventStage9tbl   = Super Bowser Bros.
    eventStage10tbl = All-Star Battle Regulars
    eventStage12Tbl = Diddy Kong Panic
    eventStage13Tbl = Yoshi's Rainbow
    eventStage14Tbl = Go! Triple Finish!
    eventStage15Tbl = The Monster beneath the Earth
    eventStage17Tbl = Sproutrage of the Flower Pikmin
    eventStage19Tbl = Sleeping in the Eggs
    eventStage20Tbl = All-Star Battle x 1
    eventStage21Tbl = The Hammer of the King
    eventStage22Tbl = Super Waterfall Climb
    eventStage23Tbl = Landmaster Ignition
    eventStage25Tbl = Dark Link Duel
    eventStage26Tbl = Power Suit ON!
    eventStage27Tbl = Wario Bros.
    eventStage28Tbl = Visit to Onett
    eventStage29Tbl = Molten Norfair
    eventStage32Tbl = Come On, Blue Falcon
    eventStage33Tbl = The Aura Is With Me
    eventStage34Tbl = Monkeys Unite
    eventStage35Tbl = The Slow and Easy Life
    eventStage36Tbl = Three-Beast Carnage
    eventStage37Tbl = Flower Blooms in the Echoes
    eventStage38Tbl = All-Star Semifinal Regulars
    eventStage39Tbl = The Ultimate Bodyguard
    eventStage40Tbl = The Pirate Airship
    eventStage42Tbl = All-Star Battle Melee
    eventStage43Tbl = Bird in Darkest Night
    eventStage44Tbl = Advent of the Evil King
    eventStage45Tbl = Sonic Boom
    eventStage46Tbl = High-Tech Special Forces
    eventStage47Tbl = The Visitor to Flat Zone
    eventStage48Tbl = The Wolf Hunts the Fox
    eventStage49Tbl = All-Star Battle x 2
    eventStage50Tbl = The Final Battle
    eventStage51Tbl = The FINAL Final Battle


    eventStage1Tbl_2p     = Two Trouble Kings
    eventStage5Tbl_2p     = Master the Pokemon Tag Battle
    eventStage8Tbl_2p     = Fastest, Shortest, Sudden Death
    eventStage12Tbl_2p   = The DK Tag Calamity
    eventStage13Tbl_2p   = The Yoshi Team of 50
    eventStage22Tbl_2p   = Unwanted Suitors
    eventStage25Tbl_2p   = Battle of the Dark Sides
    eventStage27Tbl_2p   = All MINE!
    eventStage28Tbl_2p   = Those Who Wait in Onett
    eventStage30Tbl_2p   = The R.O.B.'s of Tomorrow
    eventStage31Tbl_2p   = The Great Remodeling Battle
    eventStage32Tbl_2p   = Come Back, Falcon Flyer!
    eventStage36Tbl_2p   = The Dark Guardians
    eventStage39Tbl_2p   = Blades of the Quick and Mighty
    eventStage40Tbl_2p   = Four Swords Brawl
    eventStage41Tbl_2p   = Jigglypuff's Great Comeback
    eventStage45Tbl_2p   = Sonic & Mario
    eventStage46Tbl_2p   = The New Weapon of Shadow Moses
    eventStage48Tbl_2p   = Shadow of Andross
    eventStage50Tbl_2p   = The Final Battle for Two
    eventStage51Tbl_2p   = The True All-Star Battle



    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.
    « Last Edit: September 21, 2013, 08:57:04 AM by Eternal Yoshi » Logged


    Eternal Yoshi
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    « Reply #1 on: September 11, 2013, 11:28:19 AM »


    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.
    « Last Edit: July 07, 2014, 11:52:37 PM by Eternal Yoshi » Logged


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    « Reply #2 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?
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    Eternal Yoshi
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    « Reply #3 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.
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    « Reply #4 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..
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    « Reply #5 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.
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    « Reply #6 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
    « Last Edit: June 04, 2014, 08:33:18 PM by Wulfbang Meow » Logged



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    « Reply #7 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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