smash stages download mods Super Smash Land stage remakes — for Brawl. Every stage from Super Smash Land is here, to varying degrees of completeness. These stages will work on Super Smash Bros. Brawl and any Brawl mods. All nine stages have a borderless version and a version with a black border that covers up the outside of the stage. (The screenshots are a mix of both.) All stages except Underground and Dreamland use a st_final.rel base. You can replace any stage in Brawl with any of these by getting the appropriate .rel file from lakora.us/rel. Stages marked with a Note have something missing, usually because it can't be recreated in Brawl. You can download a ready-to-go pack with all nine stages. Just extract the .zip file to your SD card and go to Stage Builder in Brawl. (Make sure to take all the stage builder stages off your first, though.) Peach's Castle. Dreamland. Use a st_dxgreens.rel base. (Whispy Woods won't be animated, but the wind will still work.) Hyrule Castle. Saffron City. Note — no Pokémon will appear from the door. Tower of Heaven. Note — the challenges do not appear. Underground. This stage needs a st_dxyorster.rel base. 's Air Ride. Note — the characters riding warp stars do not appear. Clocktown. Lavender Town. A version with platforms is now available thanks to the Brawl– team. Dr. Wily's Castle. Note — the cannon never fires. Battlefield. In case you're curious, here's the code I used to generate all 9 HTML pages for each stage. How to Add Mods to Super Smash Bros. Brawl. In this guide I will explain how to set up modded versions of Brawl like Project M and Brawl Minus, as well as how to add your own mods to those. Setting Up Modded Games. Most modded games usually have two versions you can download, a “Hackless” version and a “Homebrew” version. Both have advantages and disadvantages. The Hackless Method. The hackless version is run by tricking the Wii into running a program from the SD card when Stage Builder is selected. It is called hackless because it does not require any modification of your Wii. Does not require you to install the Homebrew Channel on your Wii. Can be run on any Wii as long as there are no custom stages in Brawl’s saved file. Easier and faster to set up. SD card size is limited to 2GB. (SD cards this small are harder to find nowadays) Slower startup time. (Brawl needs to boot up twice) You have to delete all of your stage builder stages. The Homebrew Method. This hack is run through the Homebrew Channel. You can use SD cards larger than 2GB. The game can start up faster since Brawl only needs to load once. You have to install the Homebrew Channel on your Wii. How to Install. Both of these methods require a Wii and a copy of Super Smash Bros Brawl. (We do not support the use of emulators for such a readily available game) For the images in these examples I am using Project M. Hackless Method. Step 1: Find an appropriate SD card. For this version you will need a 2GB SD card. It will not work with a Micro SD or an SDHC card. These can be a bit hard to find since 64GB is the norm nowadays. (If you’re desperate you can use the one that comes inside the 3DS.) Step 2: Delete all your Custom Stages. If you have any Custom Stages made in Stage Builder you will need to delete them. This is because the game needs to default to the SD card. Step 3: Put the files on your SD card. Paste the you intend to download onto the SD card. The root directory should look similar to the image below: Step 4: Play the game. To play the game insert the SD card into the Wii and start up Super Smash Bros Brawl. To activate the mod, go to the Stage Builder page. Once you’re there don’t press anything. If it boots correctly the screen will appear to glitch out then display some text before the mod’s menu opens or the game starts. If it stays on the the stage builder screen for more than a few seconds then the mod failed to load. If this happens and the Wii is frozen (music is playing but none of the buttons work) just restart the Wii and try again. This happens occasionally even if you haven’t done anything wrong. If the game is not frozen and you are able to use the stage builder it means there is a problem with your SD card. Homebrew Method. Step 1: Install the Homebrew Channel. The Homebrew Channel is a Wii channel used for running mods or user written programs. It is not made or recognized by Nintendo so it cannot be found in the Wii Shop Channel. The only way to download it is to exploit flaws in the Wii’s security. Information on the Homebrew Channel and how to install it can be found here. Try the LetterBomb method first. If it doesn’t work try the BannerBomb method. Step 2: Put the files on your SD card. Once Homebrew has been installed delete the files used to install it from your SD card so you can use it for your mods. Paste the modded game’s files onto the SD card. The root directory should something look like this: Step 3: Play the game. Turn on your Wii and insert the SD card and Brawl disk. Launch the Homebrew Channel. Select your mod and click play. The moded version of Brawl should now boot up. How to Add Individual Mods. You can install the individual mods such as those found in Brawl Vault by placing the files onto the SD card in the correct locations. Some files are stored within .PAC files which can be opened using BrawlBox. Brawl hacks work by making it so that whenever the Wii tries to load a file it will first check the SD card for the file and will default to the file on the disk if it doesn’t find it on the card. This means you can revert characters and stages back to their Brawl versions individually by deleting the modded files from the SD card. Certain files may have strange names. This is because the files use the Japanese names for characters, stages, and items. Koopa is , Purin is , pokeZenigame is , pokeFushigisou is Ivysaur, and pokeLizardon is . The location and name of this main folder on the SD card is different in each mod. You will need to find the directory that looks like this: Stages. Modded stages are always made to replace a specific stage and will only work when overriding the stage it was intended for. It is possible to extend the stage roster to fit multiple mods of the same stage, but that is a topic for another day. Stages are stored in stages/melee folder as .PAC files. To replace a stage you just need to replace the corresponding .PAC file. There are a few stages that have multiple .PAC files because there are multiple versions of the stage that have a chance to load. For these stages you will need to replace each file. Some stage hacks will come with a .REL file. These belong in the module folder. If the stage you are adding does not come with a .REL file, you must delete the .REL file that corresponds to the stage it replaces so the system will load the original from the disk. Incorrect .REL files will cause stages to crash or load incorrectly. Characters. Each character has their own folder in the fighter folder that contains all their files. Fit.PAC contains the code for the character’s moveset, which can be edited using PSA, as well as models for certain effects like the Falcon Punch. Fit_##.PAC and .PCS (where ## is the color starting at 00) contain the model for each of the character’s color slots. The PAC file is the important one. The PCS file seems to contain the same information and is usually unnecessary except for characters that can transform. If a mod doesn’t come with a PCS file then you probably don’t need it. FitMotionEct.PAC contains all the models for the character’s moves not in Fit.PAC. This does not include Peach’s turnips, Link’s bombs, or Snake’s grenades because the game treats those as items. Music. The music tracks are stored in sound/strm. The file names don’t tell you which song is which, so you will need to use this guide to tell which file name corresponds to which song. To add your own song you will need to first convert it to Brawl’s special .BRSTM format. A converter program can be found on our resources page. You can change the name of a song as it appears in the game by opening info2/info.PAC with BrawlBox and modifying the list of song names under MiscData[140]. Items. Items are a little more difficult to modify. data is stored in system/common3.PAC which can be opened in BrawlBox. (The main folder named item actually contains Pokemon and Assist Trophy characters) Inside common3.PAC item models are stored in ItmCommonBrres and the code for what the item does is under ItmCommonParam. To add item mods you will need to use BrawlBox to replace the individual ARC files for the item. You can also adjust the spawn frequency for each item in common3.PAC/ItmCommonGen/ItemGeneration/Table[0]/Group[9]. Pokemon frequency is under Group[5] and Assist Trophy frequency is under Group[6]. Note that setting the frequency of a Pokemon to 0.00 does not cause it to never appear; it just makes it very rare. (Jirachi, Celebi, and Mew all have a frequency of 0.00) Menu Images. When you replace a character’s model or a stage you may want to change the corresponding picture on the character / stage select screen. Many mods come with images you can use. The dimensions of these images must be the same as the originals or the game may crash. All of these require BrawlBox to edit as most of them are in common5.PAC. In Brawl Minus the contents of common5.pac are moved to the menu2 folder. Character Selection Pictures (CSP) These are the images you see on the character select screen when you select or hover over a character. There is one for each color. The size for the image is 128 x 160. They can be found in common5.PAC. Each character has a MiscData folder containing each of their colors. When importing CSP images in BrawlBox you may need to pay attention to the amount of space your images take up in the pac and select an appropriate encoding format to balance appearance with size. If common5.PAC becomes too large the game can crash on the character select screen. CMPR format is normally a good choice, but if it makes the image look ugly switch to CI8 format. Other Character Pictures. The stock icons for each color slot are in sc_selcharacter_en/MiscData[90]. The image of the characters’ names (only one per character) are in sc_selcharacter_en/MiscData[30]. The icons on the character select screen are in sc_selcharacter_en/MiscData[70]. The images of the characters’ faces on the damage meter in game are in info/portrite in individual BRRES files for each color slot. Stage Selection Pictures. All the stage images are under common5.PAC/sc_selmap_en/MiscData[80]. ## in the file names below represents the index number of the stage. Super Smash Bros: More Stages Edition version 0.4 released. Created by modder ComJay, Super Smash Bros: More Stages Edition was made with the Super Smash Bros. 64 competitive scene in mind. Version 0.4 is the latest release of Super Smash Bros: More Stages Edition. It became available to download on 4 June 2019. The mod’s purpose is to provide more “tournament-legal” stages, as well as a number of quality-of-life changes. It’s addressing a crucial need, given only one stage in the original game actually qualifies for tournament usage. Of course, you don’t need to be a competitive Super Smash Bros. 64 player to enjoy it. What’s more, this mod works on an original N64 console. These stages are recreated without any hazards. Also, they only feature static 2D backgrounds, which is understandable given the downgrade to N64. The Final Destination and Meta Crystal stages from the single-player mode are also accessible in multiplayer. And existing stages have had their hazards removed. For example, Kirby’s Dream Land no longer features blowing wind that moves you. And ’s Island doesn’t have floating cloud platforms that disappear. Thanks to a revised stage screen, you can view stage layouts and player starting locations before entering a match. There’s even a new-look character select screen. Super Smash Bros: More Stages Edition also introduces a preset tournament ruleset: duration: eight minutes stock: four team attack set to on items set to off. ComJay has edited the No Contest screen to reads “Salty Bois.” It’s no doubt a tongue-in-cheek reference to the many competitive Super Smash Bros. players who’ve rage-quit a game or two over the years! What does version 0.4 add/change? According to ComJay’s post over at SmashBoards, version 0.4: swaps out Final Destination (Melee) for WarioWare, Inc. replaces the How to Play stage with “Small” (and includes multiple fixes to this stage) adds shading to all custom stage models includes improved Kalos Pokémon League model removes a hidden bumper under Smashville has an updated background image for Pokémon Stadium 2 shows a new start-up message containing version details. How can I play Super Smash Bros: More Stages Edition? First, head over to the Smash 64 Mods website to download the latest version of the patch. Then, apply the patch to a clean NTSC ROM of Super Smash Bros. 64. You’ll need Delta Patcher in order to do this. To play on an original N64 console, you’ll need a flashcart such as an EverDrive 64. Although this mod works on original console, it’s not entirely bug free. My game crashed a few times while playing, so you may encounter similar issues. Have you seen these other Super Smash Bros. 64 mods? The Smash Remix mod lets you play as Ganondorf and Young Link in Super Smash Bros. 64. There’s also a separate mod, ’s Ruin, which adds Ganon’s demolished castle from the end of : Ocarina of Time as a playable stage. What do you think? Let me know your thoughts on Twitter or Facebook. Martin Watts. Martin has been running N64 Today since it began in 2017. He previously wrote for Nintendo Life and works as a content professional by day. He got the Nintendo 64 as a Christmas present back in 1997 and it's been his favourite console ever since. His favourite N64 game is Goemon's Great Adventure. Follow N64 Today via email. Support N64 Today. If you enjoyed this post or found it useful, then please consider leaving me a tip on Ko-fi. Smash stages download mods. Welcome to the Smashing Mods Wiki! This is the place where many Smash Hit mods are distributed. Scroll below to see modders! Modders. This is a list of all modders, in alphabetical order. In the case some haven't been added to the list, see the creators category. Rules for adding mods. The following rules apply if you wish to add a mod. If you have any questions about these rules, please contact a wiki staff member. You must disclaim the source you got the APK from if it has been modified in ways that are unknown to you. Reasoning : As Smashing Mods would like to be seen as a place where mods are deemed safe to download, we must be able to verify that mods to not contain harmful software. Mods must not contain viruses or other harmful software. The mod must not directly copy (or be too similar) someone else's mod unless permission has been given . Clarification : This rule is not always enforced by the creators of the mod, it can also be enforced by a community decision . This does not mean that your mod is on bad terms, it just means it is too similar to other listed mods and we don't want to list too many mods that are all the same in function. The mod must either: have a working download link that can be accessed by everyone or not have a download link at all. Mods that have any access restrictions will be removed. Reasoning : If a mod is only supposed to be distributed to certain people, it shouldn't be publicly accessible (preventing misleads for users about failed downloads) or posted. My mod violates a rule. What can I do? Change the mod. If you can change the mod, we would recommend doing so. Post it somewhere else. Video sharing sites like YouTube also have an audience for Smash Hit mods. Smash Hit Big Mega Pack is here! You can go to the link: https://drive.google.com/file/d/1XI88R5sOBxBEw4WT3XJD5Ag9pBK3Stem/view?usp=sharing. Carambola Update. I have decided that - a least for now - Carambola will no longer receive any new updates, at least not by me. I simpily do not have the time as I am focused on other things. If you would like to continue development of Carambola, please contact me. Welcome to the smash hit's future. Here's some Retro Segments and Megadron Segments. New Segments created soon. And here's my mod soon here: http://youtu.be/Q9X_HuU1Bug. Pause. Just a smol update on what the plan is. I'll keep it short and sweet here: I'm likely going to put a small pause on creating new segments for Megapack. Reason is that i'd like to wait for Carambola to reach a more feature-rich state so that i can finally make the transition to it and leave behind blender tools. Why i'm doing this at all is to minimize any potential conflicts between existing segments made in blender tools. In hindsight the conflicts may be minimal anyway considering Carambola works with the segment xml files directly, i find that blender tools just isn't cutting it anymore with its limitations. Carambola will overall be a far better option, and the ideas and upgrades i have in mind, to put it simply, won't work with blender… What am i doing now. Heyo again yall! As some of yo may know, Carambola is now a thing. Being a successor to Blender Tools, i'm eager to get my hands on it once its features are at least equivalent with Blender Tools. This means a few things. i will be preparing segments as usual in Blender Tools to eventually make the transition to Carambola. However, this means there unfortunately will not be any (or rarely any) new screenshots or content to share until that happens. The biggest reason why is that templates and tiles are not quite functional enough to showcase (mostly templates, which flat out don't work, which renders all segments invisible since they rely on templates). It is a minor setback, but i will still be using these features nevertheless to minimize … The Last Planned Version of Blender Tools. Today, Smash Hit Blender Tools version 0.110.0 was released. This will be the last planned version of Blender Tools to be released. Aside from possible bugfix updates, Blender Tools will no longer be officially supported . This is meant to help focus on Carambola. Thank you for using blender tools. Interesting functions. I was looking back at a few old unused segment files that i haven't converted to a modern format when i stumbled across some interesting functions (and other interesting bits of data). No clue how to convert them to their equivalent counterparts, nor am i sure if any exist (variables used are just generic number variables):These are obviously depreciated and probably running on a much older segment handler system, but i wanted to try and recreate these into the modern format (which i've successfully done as best as i can, with the exception of these functions as i have no clue what they do or how they operate) If anyone has any insight into how they work i'd be very interested so that i can more accurately recreate the segments. (if not i'… Discord server. Is there a discord server that currently exists for smash hit modding? I use discord on the daily, and maybe so do others as well. If one exists, i'd be interested in joining to keep up with the rest of the smash hit modding community. Otherwise, i was considering making one myself, but i haven't put too much thought into it yet. Additionally, would anyone else be interested in a discord server dedicated to modding smash hit? I'm talking about discussion behind modding, sharing your own mods, assistance, etc. It would be a great way to bring the community together i feel. Again, i haven't set myself on it yet, but if there is interest then that boosts the incentive to start i suppose. Meanwhile. I should be working on Megapack. This took way too much time to get working. Main Menu kinda works.. Since the new mesh file exporting has entered the beta phase, i decided to give editing the main menu one more shot. And, well, it works! Kinda. Seems Playing around with em it seems like certain tiles work and certain ones break? Not sure what else could be the cause. The boxes in my revamped Nitro level seem to render the tiles just fine for some reason: You can see the tiles appear just fine here, so i'm kinda scratching my head as to why the deathstar tiles are failing (id 20 in this case). Again, could be the tiles or something completely different. I'll continue to play around with it. Important Notes about Mediocre Tools and the Future. important thoughts on megapack as a whole. Hello everyone. I has been a while since any notable content update as many of you may have noticed. I want to address some important topics about megapack and the direction it's currently going in. Originally when i started working on Megapack, it was birthed after learning the file structure of how the segments, rooms, and levels were all made. Using this knowledge, i was able to restore plenty of old and unused rooms from earlier versions of the game. Originally i was going to leave it as that and call if good, but then i started to get ambitious. Perhaps a little too ambitious. When i learned about blender being used to create segment data, i jumped the gun and decided i wanted to try and make my own segments and checkpoints to put my im… Note on updates. Hey yall! Just wanted to make a quick post so people don't think i'm dead! As you may know, progress is slow on the project. This is to be expected from someone who has other responsibilities and other projects to attend to like me. Especially these past 3 weeks my hands have been full. So try not to fret if there are days or even weeks without a new post. While i will own up to below-desirable content update rates, one of my thoughts behind modding is that it's been a bit of a head scratcher to compensate for the limitations of modding things and my original vision for a few areas. As you may know, the segment creator tools do not yet support exporting .mesh files, which has a few limitations such as being unable to export tiles on level ge… AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA. Happy Holidays! Hey all! Hope yall have had a wonderful holidays and a happy new year! I've obviously taken some time off, but i have been tinkering more with custom obstacles behind the scenes. Trying to create a completely custom one is definitely time-consuming, but i believe it can be done. Thanks for yall's patience, and stay safe out there! Custom Obstacles are here! First attempt at figuring out modded obstacles. First up, a door with 4 buttons! Can't wait to play around with them some more! 3DS Legal stages? Banned everything else. (If hazards off was a thing: Maybe Find ,Warioware,Unova Pokemon League,but its not a thing so rip) Also, if it was banned in brawl and didn't make OP as all heck (coughs Brinstar coughs) then it's gone. (coughs Jungle Japes coughs and goes to get advil) NegaNixx. Smash Journeyman. Woohoo982. Smash Apprentice. Ill update it,but Corneria's staying banned because of low ceiling,lasers,and arwings and wolfen. Unova's banned because of reshiram and zekrom,and the bridges changing the stage,making air techniques kinda useless. Jungle Japes is banned because of the water and Klaptrap,and Distant Planet is banned because of the BUlborb,pelllets and the rain changing the slope to a slide. Gaur Plain is legal cuz no metal face,but ill put it as suspect. Warioware and 3d land though are gonna be banned probably,everything else stays but i'm considering changing Pictochat. EDIT: Dream Land I put as suspect because it's a kind of fair stage,even with the sidescrolling,And usually when people complain about walkoffs they complain about the removal of the lower blast line. Spirit Train i banned because of its constant transforming and the other trains(Dark and Armored) Reset Bomb might go up to suspect,but the Lurchthorn is still there. I put brinstar as suspect because while the lava doesn't help,that's all that really makes brinstar unique,and the lava usually stays for 1-2 seconds. Im pretty sure the rest of the list is ok though.