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Posted on 05-08-11, 09:47 am in Welcome to Kuriboard64!
Kuriboss

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Kuriboard64, the official board for SM64DS hacking, is now open!

Enjoy your stay here, make some awesome SM64DS hacks, do whatever you want!
Posted on 05-08-11, 05:21 pm in Muffins!
Kuriboss

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Way to waste thread ID 2, man! Either way, now that you're at it, gimme some of those muffins!
Posted on 05-08-11, 05:23 pm in Muffins!
Kuriboss

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Yay! Thanks

* Mega-Mario noms too
Posted on 05-08-11, 06:25 pm in Welcome to Kuriboard64!
Kuriboss

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Ya. It's a plugin I made quickly. I thought about releasing it sometimes soon
Posted on 05-08-11, 08:37 pm in Muffins!
Kuriboss

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♪ Kuribo c'est beau la vie, pour les grands et les petits ♫

Additionnally, I may ask Princess Peach to bake us some nice cakes I can get you SM64DS's ending cake if you want.
Posted on 05-09-11, 01:00 pm in Muffins!
Kuriboss

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Hm, the only missing thing in here would be waffles.



I'm surprised noone noticed, 'cause it's what the forum description says!
Posted on 05-09-11, 04:47 pm in Welcome to Kuriboard64!
Kuriboss

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Yes, it's on The Pile...

Also guys, while I have no problem with you having some fun, please keep the Legendary Thread #1 clean
Posted on 05-11-11, 06:59 pm in SM64DSe v1.01
Kuriboss

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Here is a screenshot of the currently available version (v1.01):


And here are the downloads:
v1.01 - latest version
v1.0 - a bit older
More

Do not forget to backup your ROM before using the editor on it! The editor is normally stable but we never know.

ROM versions compatible with the editor

* USA (both versions)
* EUR

If you have another version, tell me so that I can add support for it.

How to use the editor

Open sm64ds_editor.exe, and open your ROM. If this is the first time you open this ROM in the editor, the ROM will be patched. You will be asked if you want to make a backup of it first if you didn't already do so- the patching normally should go right, but we never know.

If you get an exception during the patching process, chances are that your ROM is not compatible with the editor.

Then, if everything goes right, you will be shown a list of the levels you can edit.

Select a level and click "Open level" to open it. Alternatively, double-clicking the levels also works.
Note that not all the levels can be opened- namely, the levels that are shared with multi-player cannot be opened yet because their files are stored in NARC archives.

You will be shown a window with a 3D preview of the level (if everything goes right), that shows the level's geometry and the objects as color cubes (dark blue for standard objects, turquoise for simple objects).

The level editor window

Dragging the cursor around while keeping mouse buttons pressed lets you control the camera. Left button moves the 3D model, right button rotates the camera.

The left panel is organized in tabs. In the "3D model" tab, you have a list of all the parts in the level's 3D model. You can play around with the checkboxes in the list to hide/show parts of the model. You can also right-click a model part in the list, and click "Dump texture", to dump the texture it is associated to (if any).

In the "Objects" tab, you have two lists of objects in the level- Standard and Simple. Simple objects are generally stuff like coins and trees, althrough they can be any object, just like Standard objects. Note however that simple objects can't be rotated, and have less parameters possible than standard objects.
The objects are grouped depending on what star(s) they show up for.

Selecting an object shows a panel that lets you edit the object's properties. Be careful when changing the object ID, not all the objects can be used like that- the game has an object banks system similar to NSMB's. Trying to use an object that isn't available under the current bank settings will crash the game. The object bank settings can be changed in the "Level settings" window. Note also that some objects are specific to the level they are in, and cannot be used in any other level no matter the object bank settings.

You can also select and move objects directly inside the 3D preview- drag them around to move them in parallel to the screen, and use your mouse wheel to move them perpendicular to the screen. You can also use the W/A/S/D or numpad 8/4/6/2 keys to move objects. You can rotate standard objects by holding the right mouse button and dragging the cursor horizontally.
Objects' position/rotation can also be fine-tuned in the object properties panel.

Last, don't forget to save your level before you go test it in your favourite DS emulator (or your DS)

Well, I think that's all that needs to be documented, the rest should be obvious

Changelog
v1.01:
* Fallback rendering mode for old graphics cards/drivers. This mode may be less performant than normal mode.

v1.0:
* 3D preview 'n' all
* Support for simple objects (trees and coins)
* Support for changing object banks
* NO$GBA should now load edited ROMs fine

v0.5: (actually numberless)
* first release; unattractive and even repelling

Credits
Treeki for the NitroROM overlay decompression code, the object names list and other things.
Nikolaj, jceggbert5, Treeki, Hammy, Luigi987 for betatesting

I hope you will enjoy using the editor
Posted on 05-11-11, 08:00 pm in Welcome to Kuriboard64!
Kuriboss

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Oh well, y'know, originality and me...
However, if you can have some kickass banner for me, that'd be really kind of you

Also, welcome to the board, enjoy your stay
Posted on 05-12-11, 06:40 pm in How do you find data in ROMs?
Kuriboss

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I look at the data I want to hack and try to find patterns in it. Some pieces of data have obvious purpose, other not. In the latter case, I usually try modifying the data slightly and look what happens.

Also, moved the thread to misc. ROM hacking.
Posted on 05-12-11, 10:10 pm in SM64DSe v1.01
Kuriboss

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Oh well, v1.01 is coded in C++/CLI, that is, Reflector may give you code that is clean enough.

However, here is the source of v1.0. It's close enough to v1.01.
Posted on 05-12-11, 10:17 pm in How do you find data in ROMs?
Kuriboss

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Of course. Treeki [author of Reggie! and other cool stuff related to NSMB Wii] uses similar techniques, and he does amazing things.

Oh, and yeah. I also happen to look at ASM code, when the simpler method I exposed above fails. But it's more work, and I'm lazy
Posted on 05-12-11, 10:39 pm in SM64DSe v1.01
Kuriboss

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Re-uploaded the file, try again.
Posted on 05-13-11, 03:22 pm in SM64DSe v1.01
Kuriboss

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Try again, now. Turns out this server is rather dumb with .htaccess files

And did you unpack all the files found in the zip? The OpenTK DLLs are required too...
Posted on 05-15-11, 07:33 pm in SM64DSe v1.01
Kuriboss

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Well, that's weird. I'd advise that you reinstall your .NET framework. If anything fails, you should post a screenshot of the error message and all...
Posted on 05-17-11, 04:54 pm in Welcome to Kuriboard64!
Kuriboss

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Aside from those weird-looking white dots around the DS and stylus (was it intentional?), it looks nice enough

Thanks I may very well put it up in place of the old shitty banner, when I have some time.
Posted on 05-17-11, 07:15 pm in Welcome to Kuriboard64!
Kuriboss

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If possible, I'd prefer it without the dots, but I can do it myself... Thanks anyway
Posted on 05-20-11, 03:02 pm in Steel balls are ATTACKING ME.
Kuriboss

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Hmm, what is this thread about? Is it some project of yours, or a glitch that happened to you ingame?
Posted on 05-22-11, 01:22 pm in SM64DS Hacking Questions
Kuriboss

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SM64DS uses ARM ASM, as every NDS program... you may look at GBAtek for infos about the DS's ARM CPUs and everything else.

As for SM64DS's sound files, look for tools about SDAT files.
Posted on 05-22-11, 01:55 pm in Steel balls are ATTACKING ME.
Kuriboss

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Okay then. I'm hoping you can replicate it, because I don't quite get how that may be happening...

Also, moving this thread to the (freshly created) Gaming forum.
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