Code: 00 Battlefield 01 Final Destination 02 Delfino Plaza 03 Dracula's Castle 04 Metal Cavern HD 05 Peach's Castle 06 Kongo Jungle 64 07 Rumble Falls 08 Pirate Ship 09 Hyrule Castle HD 0A Norfair 0B Frigate Orpheon 0C Yoshi's Island (Brawl) 0D Halberd 0E Lylat Cruise 0F Pokémon Stadium 2 10 Saffron 64 11 Port Town Aero Dive 12 Infinite Glacier 13 Flat Zone 2 14 Castle Siege 15 WarioWare, Inc. 16 Distant Planet 17 Skyworld 18 Fountain of Dreams 19 New Pork City 1A Smashville 1B Shadow Moses Island 1C Green Hill Zone 1D PictoChat 1E Hanenbow 1F Temple 20 Yoshi's Story (Melee) 21 Skyloft 22 Onett 23 Dreamland HD 24 Rainbow Cruise 25 Corneria 26 Big Blue 27 Brinstar 28 Pokémon Stadium 1 2B Training Room

The SSS consists of 2 parts that work together.1) A series of textures and animations inside common5.pac that have all the possible outcomes.2) A code in the gct file that tells the game how many and the order of stages it should put on both Page 1 & 2.Just like the CSS, to get your SSS to have all these different colors and labels , all you have to do is replace textures inside the common5.pac. Luckily all the major work for this has already been done thanks to Lunchables. You'll find a folder in the Stagelist Starter Pack called Stagelist Textures. Inside that folder you'll see this:This folder contains all the possible combinations for making a stagelist. Once you've planned out what you want your list to look like, you can start looking through these folders for the appropriate files.If you have the Base Common5.pac still open, you can find these textures inside sc_selmap_en -> MiscData[80] -> Textures.Scroll through these texture files and find the ones you want to replace. Look through the Stagelist Textures folders to find the appropriate replacement files. Once that's done, all that's left with this file is renaming it from "Base Common5.pac" -> "common5.pac" and placing it in your SD:/projectm/pf/system/ folder.Now comes the fun part, editing the codes. If you haven't already, download HxD hex editor and install it on your computer. Now, in the Stagelist Stater Pack folder, you'll find a Base Codes (11 stages).gct file. This contains the default PM 3.5 codes in addition to a modified SSS. In order to modify the order and the number of stages on the SSS, you need to know how this code works, and luckily it's pretty simple.Project M codes work in 8 byte (16 bits) format. This means one line of code will look like this:00 00 00 00 00 00 00 00So to correctly view the codes, open up the gct file in HxD and then go to View -> Bytes per row. For the purpose of this tutorial, change the value to 8 so we can read the codes easier.Now the code we're looking for is buried deep within this codeset, so let's find it. Go to Search -> Find or press ctrl+f to bring up the search feature. When searching, it is important to make sure you change the Datatype to "Hex-values". Now search for this line of code:2D05FFFF 418A0014That will bring you inside the SSS code, specifically the line rightthe codes required to modify the stagelist. I've highlighted all the lines that make up the stagelist inside the Base Codes file, so try to find them in your file.Let's breakdown what's going on here. First you have these two lines:00 6B 92 9C 00 00 0006 6B 99 D8 00 00 00These two lines of code determine the size of the stagelist for Page 1, specifically the last 2 digits on each line. Remember, this is in hex so you have to convert to decimal first to understand. 'in hex translates to '11' in decimal. You can find this out easily with Window's Calculator. Simply open up the calculator, go to 'View' and click on 'Programmer'. There you can type in a number in decimal and see what it would be in hex (and vice versa) by clicking on the radio buttons.Unfortunately, the common5.pac I've supplied only supports stagelists that are 10, 11, 12, 13, 14, and 21 stages (this translates to 0A, 0B, 0C, 0D, 0E, and 15 in hex respectively). If there is demand for different sized stagelists I'd be happy to add support, but I will not go over how to make a stagelist a different size than these presets.You can modify these codes in HxD by highlighting them and then typing in a new value. Once you change both of these lines, you're ready to write the order for Page 1. This part is easy, as each stage is represented by a 2 digit code. All you have to do is look up the code for the stages you want (found below), and list them out in order from. The Base Codes file provided looks like this , so you'll notice the next two lines of code will list out all of those stages in order.0E 0C 15 01 18 17 1C 0F00 1A 23 00 00 00 00 000E is Lylat, 0C is Yoshi's Island Brawl, and so and so forth. Here is the list of IDs for each stage:Remember, each line of code has to be 8 bytes long, so once you finish putting together a list, you have to format it into lines of 8 stages. At the end of the list, if you don't have 8 stages to finish the last line, simply add 00's until you have 8 bytes per line. The game will not read these extra stages, so you can technically put whatever you want.Once you're done with Page 1, you'll find the following lines are for Page 2, formatted in the same fashion.00 6B 92 A4 00 00 0006 6B 9A 58 00 00 00Theon both of those lines controls the number of stages for Page 2, which is currently 21 stages. Since this is bigger than the 11 stages on Page 1, you'll notice that it takes 3 lines to list out all the stages.16 1E 12 09 04 0B 07 1F06 10 0D 14 02 20 2B 0328 1D 21 25 27 00 00 00Modify those lines the exact same way and that's it. Save the file as RSBE01.gct and place it in your SD card in the SD:/codes/ folder.Note: If Project M is freezing when you launch, it's likely that you've messed up something in this code. Double check to make sure you have the correct length and order of stages set.