Views: 19,851,146 |
Home
| Forums
| Uploader
| Wiki
| Object databases
| IRC
Rules/FAQ | Memberlist | Calendar | Stats | Online users | Last posts | Search |
03-28-24 03:16 PM |
Guest: |
0 users reading Super Mario Sunshine Hacking Information | 1 bot |
Main - Misc. ROM hacking - Super Mario Sunshine Hacking Information | Hide post layouts | New reply |
SquidEmpress |
| ||
Faking your suicide is a terrible thing to do. Get out. Level: 100 Posts: 1570/2912 EXP: 10030705 Next: 323691 Since: 01-30-13 Last post: 3170 days ago Last view: 3169 days ago |
The user (milua20) should have tutorial on his account.
About the Scale Map: SMS had test levels named Scale0 to Scale9 and Test10 to Test19. Only Test11 still exists. The scale map could have been any ones from Scale0 to Scale9, but the no other test levels exists besides Test11. ____________________ Super Mario LOLand Thanks to kaj for helping to port my Acmlmboard 2.5 layout to Acmlmboard 2.064! |
NWPlayer123 |
| ||
Member Imma Snuggle You Level: 110 Posts: 2093/3604 EXP: 14158100 Next: 250786 Since: 07-07-12 From: Colorado Last post: 3074 days ago Last view: 1231 days ago |
Posted by Silver Yeah, it's the one test map where all the terrain textures are like 1m, 2m, 4m, hence why it's called the SCALE map :# ____________________ "I hate playing musical chats" ~ Quote of the month |
MK7tester |
| ||
Magikoopa I'm back Level: 104 Posts: 1809/3145 EXP: 11541142 Next: 320984 Since: 07-07-12 From: Dolphic Island Last post: 2570 days ago Last view: 2568 days ago |
:/ I thought that was the TEST MAP, is there a video of the scale map? |
NWPlayer123 |
| ||
Member Imma Snuggle You Level: 110 Posts: 2094/3604 EXP: 14158100 Next: 250786 Since: 07-07-12 From: Colorado Last post: 3074 days ago Last view: 1231 days ago |
They're one and the same ._.
http://www.youtube.com/watch?v=4nGh08NUPGg ____________________ "I hate playing musical chats" ~ Quote of the month |
SquidEmpress |
| ||
Faking your suicide is a terrible thing to do. Get out. Level: 100 Posts: 1571/2912 EXP: 10030705 Next: 323691 Since: 01-30-13 Last post: 3170 days ago Last view: 3169 days ago |
The scale map should be non-existant. No level models of a second test level have been found. It wouldn't make sense if the two options led to the same location. ____________________ Super Mario LOLand Thanks to kaj for helping to port my Acmlmboard 2.5 layout to Acmlmboard 2.064! |
NWPlayer123 |
| ||
Member Imma Snuggle You Level: 110 Posts: 2095/3604 EXP: 14158100 Next: 250786 Since: 07-07-12 From: Colorado Last post: 3074 days ago Last view: 1231 days ago |
Oh, THAT scale map. That's the title screen, as weird as that is. ____________________ "I hate playing musical chats" ~ Quote of the month |
SquidEmpress |
| ||
Faking your suicide is a terrible thing to do. Get out. Level: 100 Posts: 1580/2912 EXP: 10030705 Next: 323691 Since: 01-30-13 Last post: 3170 days ago Last view: 3169 days ago |
Someone has inported a custom model into SMS. The model has no collision but this means that eventually people will be make custom levels for hacks. A true SMS level editor is one step closer!
http://www.youtube.com/watch?v=aXpHrFSr5Rg ____________________ Super Mario LOLand Thanks to kaj for helping to port my Acmlmboard 2.5 layout to Acmlmboard 2.064! |
shibboleet |
| ||
Fire Mario DROP TABLE users; Level: 123 Posts: 1417/4661 EXP: 20823087 Next: 408179 Since: 07-07-12 Last post: 1321 days ago Last view: 334 days ago |
title.szs is fully unused in the final game. option.szs loads the title screen. If you replace the files with each other, (Not just a plain switcharound, it will instantly crash on the menu if done so.) you'll get this.
____________________ a |
NWPlayer123 |
| ||
Member Imma Snuggle You Level: 110 Posts: 2101/3604 EXP: 14158100 Next: 250786 Since: 07-07-12 From: Colorado Last post: 3074 days ago Last view: 1231 days ago |
Yesh, this is a somewhat well known fact. It's part of the data they used to test and debug the game, hence being in Japanese
However IIRC it doesn't work. ____________________ "I hate playing musical chats" ~ Quote of the month |
MK7tester |
| ||
Magikoopa I'm back Level: 104 Posts: 1810/3145 EXP: 11541142 Next: 320984 Since: 07-07-12 From: Dolphic Island Last post: 2570 days ago Last view: 2568 days ago |
This might be a stupid question, but is Test Map 2 still in the game or just a text remain? |
NWPlayer123 |
| ||
Member Imma Snuggle You Level: 110 Posts: 2103/3604 EXP: 14158100 Next: 250786 Since: 07-07-12 From: Colorado Last post: 3074 days ago Last view: 1231 days ago |
nope, it's just the one remaining file, test11.szs ____________________ "I hate playing musical chats" ~ Quote of the month |
shibboleet |
| ||
Fire Mario DROP TABLE users; Level: 123 Posts: 1418/4661 EXP: 20823087 Next: 408179 Since: 07-07-12 Last post: 1321 days ago Last view: 334 days ago |
Posted by NWPlayer123 Of course it doesn't work. It was something never started/never finished for the final game. ____________________ a |
shibboleet |
| ||
Fire Mario DROP TABLE users; Level: 123 Posts: 1425/4661 EXP: 20823087 Next: 408179 Since: 07-07-12 Last post: 1321 days ago Last view: 334 days ago |
Sorry for double post, but this is a sorta important post though.
This is how the Bin editor works. First, you open up a .bin file. (scene.bin is where all the objects are placed.) Now you'll see everything up in that image. Most objects look like this, some don't. But we'll just focus on this type. Green: The basic placement and properties table. X, Y, and Z coordinates as usual, and this is what the 3 angles mean. Pitch: In SMG2, it is the dir_x Yaw: In SMG2, it is the dir_y Roll: In SMG2, it is the dir_z It's just different wordings for those. ScaleX, y, and Z are like the usual. For every object, there is a Manager (I knew this during my research earlier in the year) that connects to the object. (The way the message ties is unknown. It's best just to edit the .bmg file that has the text stored inside) Red: Basic Description of the object that's stored in the file. Doesn't do anything as we know of. Yellow: This stores the name of the object, and the ID of the object. RefID; I have no idea what this does, to be honest here. But I will eventually. The object name that is in-game shows at the bottom-right of the program. Will update soon, this is just the basic stuff. ____________________ a |
MK7tester |
| ||
Magikoopa I'm back Level: 104 Posts: 1822/3145 EXP: 11541142 Next: 320984 Since: 07-07-12 From: Dolphic Island Last post: 2570 days ago Last view: 2568 days ago |
Can you change or add objects?
Edit: also, why do some objects not have parameters? |
NWPlayer123 |
| ||
Member Imma Snuggle You Level: 110 Posts: 2221/3604 EXP: 14158100 Next: 250786 Since: 07-07-12 From: Colorado Last post: 3074 days ago Last view: 1231 days ago |
Because the parameters were discovered in the first place through other files, not the map. If it doesn't have it, you're screwed for now. ____________________ "I hate playing musical chats" ~ Quote of the month |
shibboleet |
| |||||||||||||||||||||||||||||||||||||||
Fire Mario DROP TABLE users; Level: 123 Posts: 3353/4661 EXP: 20823087 Next: 408179 Since: 07-07-12 Last post: 1321 days ago Last view: 334 days ago |
*bump*
I never really posted a link to the editor of this game, well: Here it is. It requires you to open up the bin files, after extracting them from the szs stage files. It may look hellalot tedious, but it becomes easy once you look at everything. By the way SMSrealm is back open, after a while. Here's a little preview of how the groups work and how objects are organized.
____________________ a |
shibboleet |
| ||||||||||||||||||||||||||||||||||||||||||||||||
Fire Mario DROP TABLE users; Level: 123 Posts: 3394/4661 EXP: 20823087 Next: 408179 Since: 07-07-12 Last post: 1321 days ago Last view: 334 days ago |
moar stuff yay
The way the game defines objects and what they do, are defined from the 'Object Description' field on the editor. It's usually a Shift-JIS string, but can be plain text. Here's the Shine Sprite description:
More can be found here. ____________________ a |
shibboleet |
| |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Fire Mario DROP TABLE users; Level: 123 Posts: 3398/4661 EXP: 20823087 Next: 408179 Since: 07-07-12 Last post: 1321 days ago Last view: 334 days ago |
Many people have requested it, so here it is. A SMS BIN editor tutorial.
First, download ArcExtract. Place it somewhere on your computer. Next, find the SZS in /data/scene you wish to edit. Drag that SZS into ArcExtract.exe. You should now have all of the files extracted from the archive, and ready to edit! After that, you want to download the editor itself. Download it here. Extract it's contents anywhere you want. Now, open up the Bin editor's EXE. You should get a screen like this: Now we're good. Confused by the interface? Don't worry, I'll explain this later. Now, to open up a stage file, hit File > Open. (Or CTRL+O) Find the scene.bin you would want to edit. In this tutorial, I will be used mamma0.szs. (Gelato Beach Mission 1) Double click it, Your screen should load a bunch of entries. Scroll to the top with the bar that appears on the right side of the object list. Now, you must be wondering, how are things organized?? It's actually pretty simple. Select one of the Category names. I chose the first IdxGroup. See all of these 'IdxGroup' things? Wondering what they are? Think about it as a organization style. Certain types of objects go into certain types of categories. All of the IdxGroups are defined here in a table, with a description.
For example, let's say I want to add in Gooper Blooper. Look at the categories...which one is for bosses? Number 8, of course. So that's where the object will go. But now, let's select an object to see what happens. I'm going to select a coin by clicking on the text that says 'Coin'. Woah, a lot just happened. A lot of stuff was loaded...what does it do?!?! It's quite simple. Let's take this step by step, shall we? Let's talk about the bottom of the program. These are called 'parameters'. Basically, the settings for an object. They tell you what model is loaded, what the manager is, the X, Y and Z postion, X, Y Z rotation, and X, Y, Z scale. But, there's something called "unknown" in there. What does it do? We don't know, it's not known yet. But if that unknown is there for all of the objects, make sure it's 0. It's unknown what this does, but eventually we will be able to know. To edit it, just select the field at the bottom, and use the bottom right field to change the value. It won't show your changes instantly, but if you select another object and go back to the one you edited, you'll see your changes. Next up, is the object information, on the top left. The ObjectID is just a unique value given to an object. I don't know if it has to be directly unique with the other objects, (in my case, coins), so keep it the same value as the other same objects are. Name is the name of the object. The object name. It's simple. RefID stands for ReferenceID. Apparently it can connect to another object, like an activator, although this is not proven. If it says (Used) next to the field, it's referenced somewhere else. (or, just the ID is used. I'm unsure.) Next up is the Object Descriptions, middle right. This is the biggie on what determines what the object does. For coins, it's always that Shift-JIS string (Japanese) that goes up by 1 number, and just says which Coin number it is. In different cases, however, the description does other things. Take the Shine sprite, for example. If it's just set to シャイン, it will function as just a normal shine. Although, if it's set to 木箱ゲーム用シャイン1, it will appear when you beat the box breaking challenge in Delfino Plaza. Understandable? Here's the full Shine Sprite table. (Or what is currently known);
There's a lot of ways you can make a shine sprite appear, and this is how you do it. Try helping documenting every single object's descriptions, it will increase the tables a lot and get us a more understanding on how it works. Here's a wiki page for it: Click. Next us is the spam of values, known as the SECOND Object Parameters. This is the raw hex data for the object. It can't be edited, it edits itself when you change an object parameter, which I explained above. It can also show what missing values exist in an object. Now this is where things can get a little complicated. If you want to just stop here and edit levels, you can't. There's one more thing you have to know how to do. Add parameter sheets. Parameter sheets say what goes into the Object Parameter box at the bottom. It reads the value you give it, the type, and tries to 'fetch' it from the raw data. If it doesn't, it gets ignored. If not, it gets shown. First, find an object that has NOTHING in it's Object Parameters box. Literally nothing, but has raw data in the box on the middle right. Once you find it, we add a sheet. To add a sheet, click on Tools > Parameter Sheet (or CTRL+P) You should get a window like this: There are no entries. Let's go ahead and add one in. Click on "Add". Now you should see this: Now, the first box on the top needs to be set to the object's name. Mine is 'SandBombBase'. Click off of the panel, and click on the unknown on the left. This should bring up some values. Change the first "Unknown" to X, and leave it as a float. Hit "Save". Your object should now print the X position of the object. If you want to fully do that to an object, go right ahead. If the value doesn't appear, it doesn't exist. Experiment! Finally, is saving your file. Simply hit CTRL+S or click File > Save. Or File > Save As. Now, download ArcPack. Extract it anywhere. You should have 2 exes, "ArcPack.exe" and "yaz0enc.exe". One's an archive packer, and another is a yaz0 encoder. Go back to the 'scene' folder if the szs you're in. Drag the 'scene' folder into ArcPack.exe, and wait for it to finish. It should output a file named 'scene.szs'. Next, drag that scene.szs into yaz0enc. This will take a while, so you'll have to wait for a bit. Once that's finished, rename the scene.szs.yaz0 file, to your level name, .szs. So in my view, mine is from scene.szs.yaz0, to mamma0.szs. Replace the file on your ISO, or in your filesystem, and get testing! I hope this covered a lot, and I hope this helped. Questions? Ask below. (oh yeah, and join smsrealm.us.to for more stuff weee) ____________________ a |
shibboleet |
| ||
Fire Mario DROP TABLE users; Level: 123 Posts: 3435/4661 EXP: 20823087 Next: 408179 Since: 07-07-12 Last post: 1321 days ago Last view: 334 days ago |
...seems nobody here is really interested in SMS hacking...well maybe miluaces changed that.
how about now ____________________ a |
SuperMario64DS |
| ||
Normal user Level: 27 Posts: 68/141 EXP: 106832 Next: 9327 Since: 02-03-13 Last post: 2637 days ago Last view: 2522 days ago |
Posted by Luigi Shut. Up. I'd give it a whirl if we ever got an 'easy' tool, it's always been one of my favourites. Kudos for the POC. |
Main - Misc. ROM hacking - Super Mario Sunshine Hacking Information | Hide post layouts | New reply |
Page rendered in 0.065 seconds. (2048KB of memory used) MySQL - queries: 28, rows: 238/238, time: 0.014 seconds. Acmlmboard 2.064 (2018-07-20) © 2005-2008 Acmlm, Xkeeper, blackhole89 et al. |