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I have no idea to be honest.
Perhaps just placeholder names for the "other" stages such as the trophy rooms?
I have no idea to be honest.
If I have time to, I could work on converting it to 3ds, but I will need to get the wii u ui_stage_db.bin (or at least really good documentation of it).They somewhat are.
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This is what SSS.py looks like when opening the 3ds ui_stage_db.bin
View attachment 57081
how did you get that to open for me it doesn't even open it does nothingThey somewhat are.
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This is what SSS.py looks like when opening the 3ds ui_stage_db.bin
View attachment 57081
I haven't had the time to work on it. I should have it done by the end of next week though (no promises on an exact date).@jam1garner @ih8ih8sn0w is sss.py finally 3ds compatible?
I haven't had the time to work on it. I should have it done by the end of next week though (no promises on an exact date).
Nah it never worked that well, I only included it just to get it out there cause I was putting it on the shelf@jam1garner did sss.pyw ever work correctly for wii u (when dealing with things like moving stages around)? I can't get any of that working correctly with both wii u and 3ds ui_stage_db.bins. (I have everything converted though, so it does read 3ds params correctly so far)
edit: I think I understand what's wrong, will make the release my 666th post because why not.
3ds sss editor. Still buggy, and largely untested.
Known issues: you currently cannot disable/enable stages. The file gets corrupted. If you want to do that, edit "row 1" in param.exe (1 is on, 0 is off) for now.
stage_35 is a duplicate stage or something that crashes the game.
??? is Corneria.
Thanks to @Minnow forbeing a nerdpointing out issues that I was having, and testing(?).
do you think you could do something like what KMP expander (A MK7 KMP editor) does and have it that you can import an obj and when you do that it shows an outline of the obj you imported so you can move the collisions to the right position?
IK this is late, but this probably isn't possible for sm4sh stages because it would be trying to convert a 3d model into 2d collisions. There is always the option of going insane trying to pull it off though.From my understanding of your question, I remember only that KMP edits only the collisions of a track which is similar to Smash in that the map's collisions are seperate from the actual visuals.
But that is only to my knowledge which could be wrong, but if it is correct then it would basically be the same except edited for the params used by Sm4sh?
Sorry for the double post, but minor updates to sss.py! I made the stage names readable, and added the disabled stages (thanks to @Jayster_2 for trying each of these). Stage icons should work correctly now (thanks @Yudowat for pointing this out) (not sure what caused them to be broken, but I rewrote the list and added an error handler for the "blank" icons). Known issues: any blank icons will spam the console if you are using that. Same issues as before (cannot enable/disable stages, will work on that soon™). Once again, if you find any bugs that aren't listed, please PM me, tag me here, or tag me in the 3ds rom hack guide thread (preferably by PM, but if you are lazy, I don't blame you).
The wii u version is untested, so it may or may not work. I am not going to work on this any more unless I get a Wii U myself(I just added the global variables needed for it to actually do stuff).
Sweeeeeet :3
Though I can't currently test it out on my Wii U, I did see that stage_255 is still a "placeholder", is it just due to time restraints or are they perhaps mysterious "extra" stage slots that Nintendo "forgot" to remove allowing my stages and would hate for modders to "use" them ;3 *wink wink nudge nudge*