Hacking Smash 4 Easy CSS Editor

  • Thread starter Thread starter jam1garner
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Right click the file, hit open in idle then hit f5 to run it once idle opens. This'll print out errors into a console if it isn't working, send me these errors. If you don't have the open in idle option you probably don't have python properly installed.
my errors say
Traceback (most recent call last):
File "C:\Users\MYNAME\Desktop\New folder (3)\CSS Editor v1.3.2.pyw", line 514, in <module>
elif i[13] != 0:
IndexError: list index out of range
>>>
i have both the files in the same folder
 
Last edited by Master_Hand7,
I know this is Wii U only, but it is apparently possible to edit the CSS on 3DS. Could someone please point me in the right direction to do this on 3DS?
 
I know this is Wii U only, but it is apparently possible to edit the CSS on 3DS. Could someone please point me in the right direction to do this on 3DS?
Before this editor, you needed a hex editor to edit your CSS. I assume that some hex edting in the same fashion as the Wii U was before this editor version would do. Try looking it up.
 
It's really spotty with the 3ds param files for some people, but the bugs seem to be similar to what others have experienced with the Wii U param files.
What exactly did you edit? the offsets are different between 3ds and wii u for the most part, and it shrinks the file from my testing
 
What exactly did you edit? the offsets are different between 3ds and wii u for the most part, and it shrinks the file from my testing
Just the number of costumes for characters. Nothing crazy like adding character slots or even editing the rules.
 
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Just the number of costumes for characters. Nothing crazy like adding character slots or even editing the rules.
So in other words, just never move characters, dupe slots, fix missing slots, etc, just add costumes and keep it that way?
 
What exactly did you edit? the offsets are different between 3ds and wii u for the most part, and it shrinks the file from my testing
My program is in no way based on offsets, the entire thing is read in linearly and read into a class and abstracted then the class is modified and I save the class, if you don't modify it at all reading it in and then saving it should have effect on the file.
 
My program is in no way based on offsets, the entire thing is read in linearly and read into a class and abstracted then the class is modified and I save the class, if you don't modify it at all reading it in and then saving it should have effect on the file.
I'll rephrase that because that was a poor word choice... The 3ds file and wii u file have their relevant data in different locations in the param (i.e. the rows in param.exe). This causes issues when opening a 3ds bin in this. For some reason (maybe I broke something on my end) it corrupts the file when saving and I changed something (like ran fix characters).

...And I just noticed that I'm thinking of an early sss editor 3ds bug for the filesize change (this was due to something else)...

I'm a complete idiot... Either I misplaced my wii u file, I replaced the file I had in my 1.1.6 dump, or they are identical (except for possible little endian and big endian values)... I'm not sure what went wrong when I tested a while back, but there should have been no issues when testing this. Going to upload an updated script that has working data for the default settings side of the script soon...
 
Sorry for the double post. Okay, I wasn't an idiot after all, but CSS changes don't get applied (I know saltysd is working because my testing folder has some brokenness to it). Adding the miis just breaks everything though.
 


How did this person get more characters than this tool lets me add?
Also, my CSS gets a bit screwy when I use this tool, but his is perfectly clean and fine?
What? How?

Its been 5 months and I have yet been unable to figure out how Mastaklo managed to get every extra character in the roster with their portraits. I know he used this tool, but thats the only lead I have
 
I have an issue where the stage selection in the application is set to Random Omega, but in the game, it's at Turns. I don't know what else to do, because I put both ui_character_db and glober_parameter_menu into smashexplorer. Somebody please help.
 
I have an issue where the stage selection in the application is set to Random Omega, but in the game, it's at Turns. I don't know what else to do, because I put both ui_character_db and glober_parameter_menu into smashexplorer. Somebody please help.
It's a known bug. Try other settings and post about it here please.
 
Not sure if this is the right place to ask, but is it possible to add omega stages to the pool of random stages? I hate how we're forced to choose between either random or random: omega.
 

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