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Posted on 05-22-11, 08:12 pm in SM64DS Hacking Questions
Kuriboss

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>x86 assembly
Not really needed when hacking DS games. ARM assembly is quite different from x86, y'know.

>buying a book
People tend to prefer methods that don't cost money, but whatever...
Posted on 05-29-11, 11:59 am in Unused stuff (revision 4)
Kuriboss

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TCRF page about SM64DS

Confirmed
* Chief Chilly dialogues for Yoshi
* The test maps everyone knows about
* The castle room with the Peach stained glasses. The original, small room is still part of the castle's model. Its textures look corrupted for whatever reason, but it still contains the sign object and the warp to the slide, that are present in the new room. However, it appears to lack collision data- attempt to enter it by modifying the door's parameters, will result in falling into the void.
* Player object (not used as a level object)
* M/L/W cap blocks (technically used in the first test map)
* Red Koopa and red Koopa shell (variations of the green objects, just matter of changing one parameter)
* Objects MC_DODAI and MC_HAZAD (can't remember their IDs) -- the multiplayer Castle Grounds features them, but as parts of its model and not objects, making the objects technically unused. Shows that it was originally planned for the singleplayer Castle Grounds to also host multiplayer, much like the other multiplayer levels. However, a separate level has been used for multiplayer for whatever reason, perhaps technical restrictions.

To be confirmed
* Unused painting. Its filename (data/picture/for_vs_cross.bmd) implies that it was made for the Battle Fort level. It is unused since the entrance to that level isn't a painting. (however, it may be used as a decorative painting in some place-- needs checking)
* data/normal_obj/door/obj_door0_star5.bmd -> star graphics for a door that would require 5 stars. However, the door object has no such variation.

All-multiplayer beta remains
Most levels have atleast 4 entrances. In the case of singleplayer levels, the first entrance is where the player enters the level, while the next three are unused.
Probably, earlier versions of the game supported multiplayer in all the levels, or even cooperative gameplay. Perhaps, more of that has been left over in the ROM... the game's code would have to be inspected for beta leftovers.
There's a beta video of that somewhere, but can't find it... gah.
Posted on 06-01-11, 10:14 am in Unused stuff
Kuriboss

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Hmm, all that sounds interesting...

7. is weird, I never noticed that effect... I guess it must be a glitch. A funny thing is that it is possible to get the same cap twice ingame, in certain situations. For example, in a certain star of BoB, there's a cap placed somewhere, but there's also the Goomba wearing another cap.
8. is used in multiplayer, I think.
Posted on 06-09-11, 08:39 am in Browser error?
Kuriboss

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Not really. It's just that it doesn't know about the 3DS browser's useragent, so it uses the closest things it knows.

I might suggest Kawa to add that useragent tho.
Posted on 06-09-11, 07:14 pm in Browser error?
Kuriboss

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Hmokay, then. I guess I should update the board then
Posted on 06-10-11, 09:32 am in Unused stuff
Kuriboss

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I guess it might become possible, with some editing but idk if multiplayer levels even work with a patched ROM.
Posted on 06-10-11, 07:56 pm in Unused stuff
Kuriboss

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Interesting. Seems like a glitch, because if you do the exact same thing with Luigi, you get no 1-Up. Really feels like having two caps in one level wasn't an intended case.
Posted on 06-22-11, 04:04 pm in KCL Files
Kuriboss

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There is a documentation about them in the documentation thread. However, I still gotta finish it-- if you need info about octrees and all, I recommend you decompile ChadSoft's KclTool with a .NET decompiler such as Reflector, and look at the code...
Posted on 06-23-11, 12:46 pm in SM64DS Hacking Questions
Kuriboss

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I'd recommend the latest DeSmuME (0.9.7). Quite accurate. Its software rasterizer is really close to the real thing.

However, it requires a powerful computer-- if yours can't handle it, NO$GBA 2.6 is the second best choice. Not as accurate as DeSmuME, but still pretty good in accuracy, and runs fast on pretty much any computer.
Posted on 06-23-11, 01:04 pm in MKDS Course Modifier
Kuriboss

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Sounds awesome, man! If you need help with anything, I'm here
Posted on 06-23-11, 01:09 pm in MKDS Course Modifier
Kuriboss

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Yeah. I'm going to release a beta of SM64DSe v2.0 soon enough, with source code included
Posted on 06-23-11, 01:20 pm in Welcome to Kuriboard64!
Kuriboss

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Sorry for not looking into that earlier, I was busy with other things... I tried to open that banner and remove the white dots. Makes it alot better, but there are still white borders around the DS and stylus that make it look weird... if I had the original layered image file, it may help me get rid of those... but again I'd really prefer it if you removed that yourself.
Posted on 06-23-11, 02:46 pm in MKDS Course Modifier
Kuriboss

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The new version is. Versions up to v1.01 are written in C++/CLI, which is a hackish port of .NET to C++.
Posted on 06-26-11, 08:27 pm in SM64DSe v2.0 beta3 bug reports (revision 3)
Kuriboss

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Report any bugs with the latest SM64DSe beta here. Except collision problems with imported models ofcourse

* <Ijah> possible graphical glitch in the object list
* <Ijah> selecting an object in the list and delete it doesn't work -- seems like selection from the list isn't implemented right
* <Ijah> patched ROMs don't load on R4 -- fixed, finally! (beta3)
* <Ijah> when deleting a warp, it may stay onscreen -- doesn't seem to happen for me... I'll check the screen refreshing code anyway.
* <Ijah> Sunshine Isles doesn't load -- fixed in beta2

Posted by Ijah
[23:10:35] <Ijah> Mega-Mario: I believe I've found a bug of some sort
[23:11:36] <Ijah> In the editor, I set the castle grounds water to a specific height, and it displays correctly in the editor, however, ingame, it is placed far below the stage model
derp chatzilla
Posted on 06-26-11, 08:27 pm in SM64DSe v2.0 -- public beta #3 (revision 11)
Kuriboss

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SM64DSe v2.0 isn't finished yet, but it's in a good way! So, here is a first second third beta release.

Screenshot


Download link
Heeere

New features
* Total rewrite in C# (should allow for compatibility with Mono)
* (experimental) level model importer (imports .obj files)
* Graphical rendering (for most objects but not all)
* Warps editing
* Views (camera anchors) editing
* Support for adding/removing objects, warps, views and whatnot
* Support for editing multiplayer levels (princess slide, battle fort and co.)
* Nicer interface
* Compatibility with EUR, USA v1/v2 and JAP ROMs
* and anything that was implemented in previous versions

Missing features (will be implemented in next releases)
* Model exporting
* Paths editing
* Texture animations editing
* Minimap editing
* Text editing

Known problems
* collision bugs in imported models (better in Beta3)
* other issues in that thread

How to use

First, open your ROM in SM64DSe. The ROM will be patched if it's a clean ROM or if it was patched with a previous version of SM64DSe (previous hacks won't be lost).

Then, open whatever level you want to edit.

* Level editing
Level editing works kinda the same as it did in previous versions of SM64DSe. Click an object to select it, drag it to move it around, drag it with the right mouse button to rotate it. You can also modify the object's settings in the left panel.

* What are all those little fancy-colored cubes
* dark blue: objects (if they don't show up as their model)
* green: entrances
* red: exits
* yellow: views
* purple: teleport sources
* orange: teleport destinations

Also, those planes that are green on one side and red on the other, represent virtual doors. That is, doors that you can't see but load a different area when you go through them. Like, for example, the pipe in Wet-Dry World.

* Level settings
Editing them works as before, except with an added object bank (bank 7 - wee)

Speaking about object banks, the editor now detects whether a given object is available or not with the current bank settings. Unavailable objects will be marked in red in object listings. When trying to save a level that contains unavailable objects, the user is warned about it.

* Model importing
From the level editor window, click the '3D model' button. Then, hit 'Import model'. Select your model's .obj file. Then, in the window that opens, you can alter a few settings before importing the model. You can change the scale factor so that the level is the right size for the character, thee is even a Mario that you can move around to help you find the right scale. Once you're done, hit Import. The importing may make the application look unresponsive for a while, just be patient. Once it is done, you may close the model importer window and return to the level editor.

In case you're wondering, the 'Drop excedentary collision planes' checkbox tells, when a generated octree node contains over 32 planes and is smaller than a certain size, whether to keep the excedentary planes or not. Basically, checking it may help with collision problems in your models, but it may also cause more problems. Just try with and without it, and choose what seems the best to you.

Don't try to import an oversized model, or a model with an insane amount of polygons, or the game may crash when loading the level.


Updating the Object Database
The object database provided with your copy of SM64DSe is out of sync with the online database? From the editor's level selecting window, hit 'Update object database' in the Options menu, et voila.
In the same menu, you can change the editor's settings. For now, the only option available is whether SM64DSe should check for ODB updates upon launch or not (disabled by default).


The source code
The source code of this release is provided for curious people. However, it's not the cleanest code in the world. Some places, namely the model importer, have debugging shit all over. Also, commented code was commented out because it's unfinished and doesn't work, not because I'm evil and cripple my editor on purpose to make more releases.


So, that's all folks, I guess. Enjoy!
Posted on 06-26-11, 08:47 pm in Board updated to ABXD 2.2.2
Kuriboss

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I just finished installing the latest version of the ABXD software. Everything seems fine, but if you meet something that broke, feel free to report it and i'll fix it asap
Posted on 06-27-11, 11:22 am in SM64DSe v2.0 beta3 bug reports
Kuriboss

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That's not a bug. The game can work just fine with uncompressed files. It's just that I was too lazy to implement recompression
Posted on 06-27-11, 12:12 pm in SM64DSe v2.0 -- public beta #3
Kuriboss

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I don't quite understand what you mean, but possibly the KCL format used in MKDS is slightly different than the one in SM64DS... or it may just be that MKDS expects the file to be compressed...
Posted on 06-27-11, 03:24 pm in SM64DSe v2.0 -- public beta #3
Kuriboss

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Well, then, all I can say is that MKDS must use a slightly different format... I might look into that when I find some time. Not quite possible right now because I have to fix a shitload of problems that have been discovered in SM64DSe's beta release.
Posted on 06-27-11, 05:21 pm in MKDS Course Modifier
Kuriboss

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I have tried it, looks damn promising, man!

However, it'd be nice if it was in full-English, rather than half English half Spanish. Just saying...
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