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Main - Misc. ROM hacking - Super Mario Sunshine Hacking Information Hide post layouts | New reply

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SquidEmpress
Posted on 05-13-13 03:56 AM Link | #22434
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.

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Super Mario LOLand

Thanks to kaj for helping to port my Acmlmboard 2.5 layout to Acmlmboard 2.064!


NWPlayer123
Posted on 05-13-13 03:59 AM Link | #22435
Posted by Silver
I tried the bin editor, but it's a little difficult to understand.

Also, what is the scale map?

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
Posted on 05-13-13 04:02 AM Link | #22436
:/ I thought that was the TEST MAP, is there a video of the scale map?

NWPlayer123
Posted on 05-13-13 04:03 AM Link | #22437
They're one and the same ._.
http://www.youtube.com/watch?v=4nGh08NUPGg

____________________
"I hate playing musical chats" ~ Quote of the month

SquidEmpress
Posted on 05-13-13 04:06 AM Link | #22438
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
Posted on 05-13-13 04:08 AM Link | #22439
Oh, THAT scale map. That's the title screen, as weird as that is.

____________________
"I hate playing musical chats" ~ Quote of the month

SquidEmpress
Posted on 05-13-13 11:26 PM Link | #22461
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
Posted on 05-14-13 12:33 AM Link | #22470
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.

[image]


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a

NWPlayer123
Posted on 05-14-13 12:42 AM Link | #22472
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 :P
However IIRC it doesn't work.

____________________
"I hate playing musical chats" ~ Quote of the month

MK7tester
Posted on 05-14-13 12:46 AM Link | #22474
This might be a stupid question, but is Test Map 2 still in the game or just a text remain?

NWPlayer123
Posted on 05-14-13 12:49 AM Link | #22475
nope, it's just the one remaining file, test11.szs

____________________
"I hate playing musical chats" ~ Quote of the month

shibboleet
Posted on 05-14-13 07:40 PM Link | #22505
Posted by NWPlayer123
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 :P
However IIRC it doesn't work.

Of course it doesn't work. It was something never started/never finished for the final game.

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a

shibboleet
Posted on 05-19-13 04:36 PM Link | #22876
Sorry for double post, but this is a sorta important post though. :P
This is how the Bin editor works.

[image]

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. :P



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a

MK7tester
Posted on 05-20-13 01:24 PM (rev. 2 of 05-20-13 01:32 PM) Link | #22957
Can you change or add objects?

Edit: also, why do some objects not have parameters?

NWPlayer123
Posted on 05-20-13 01:38 PM Link | #22958
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
Posted on 12-31-14 04:45 PM (rev. 2 of 01-01-15 12:48 AM) Link | #53539
*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.

IDShift-JISName
0マップグループMap Group
1空グループEmpty Group
2マネージャーグループManager Group
3オブジェクトグループObject Group
4落書きグループGraffiti Group
5アイテムグループItem Group
6プレーヤーグループPlayer Group
7敵グループEnemy Group
8ボスグループBoss Group
9NPCグループNPC Group
10水パーティクルグループWater Particle Group
11初期化用グループGroup For Initialization


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a

shibboleet
Posted on 01-13-15 11:38 PM Link | #54270
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:
Shift-JIS Translation Description
シャイン Shine A regular shine; can be placed anywhere.
シャイン 0 Shine 0 Unknown, although, used in Delfino Plaza.
シャイン 1 Shine 1 Unknown, again, found in Delfino Plaza.
シャイン(ドルピック鐘テレビ局用) Shine (Dorupikku for Bell TV station) The shine that you get when you clean the bell on the left side.
シャイン(ドルピック鐘警察署用) Shine (for Dorupikku bell police station) The shine that you get when you clean the bell on the right side.
木箱ゲーム用シャイン1 Shine for wooden box game 1 Shine gotten by completing the first box breaking minigame.
木箱ゲーム用シャイン2 Shine for wooden box game 2 Shine gotten by completing the second box breaking minigame.
シャイン(モニュメントシャイン用) Shine (for monument Shine) The shine you get when you clean the giant shine sprite in the Plaza.
シャイン(100枚コイン用) Shine (for 100 coins) Shine obtained by getting 100 coins.
モンテマン用シャイン Shine for Monteman Shine obtained from Il Piantissimo
シャイン(ボス用) Shine (boss) Shine obtained by beating a boss. (Any boss)
シャイン(赤コイン用) Shine (for red coin) Shine obtained by getting 8 red coins.
シャイン(シャインの絵A) Shine (picture A Shine) The shine you get when you spray and reveal a piece of shine graffiti.
シャイン(スーパーヒップドロップブロックA) Shine (super hip drop block A) Shine obtained when you use the rocket nozzle to ground pound the block atop the lighthouse.
シャイン(お化けスイカ用) Shine (for Haunted watermelon) Shine given when you turn in the biggest watermelon in the Watermelon Contest.

More can be found here.

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a

shibboleet
Posted on 01-15-15 02:46 AM Link | #54301
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:
[image]

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)
[image]

Find the scene.bin you would want to edit. In this tutorial, I will be used mamma0.szs. (Gelato Beach Mission 1)
[image]

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.
[image]

Now, you must be wondering, how are things organized??
It's actually pretty simple. Select one of the Category names.
[image]

I chose the first IdxGroup.
[image]

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.
IDShift-JISName
0マップグループMap Group
1空グループEmpty Group
2マネージャーグループManager Group
3オブジェクトグループObject Group
4落書きグループGraffiti Group
5アイテムグループItem Group
6プレーヤーグループPlayer Group
7敵グループEnemy Group
8ボスグループBoss Group
9NPCグループNPC Group
10水パーティクルグループWater Particle Group
11初期化用グループGroup For Initialization

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'.
[image]

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.
[image]

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.
[image]

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.
[image]

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.
[image]

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);
Shift-JIS Translation Description
シャイン Shine A regular shine; can be placed anywhere.
シャイン 0 Shine 0 Unknown, although, used in Delfino Plaza.
シャイン 1 Shine 1 Unknown, again, found in Delfino Plaza.
シャイン(ドルピック鐘テレビ局用) Shine (Dorupikku for Bell TV station) The shine that you get when you clean the bell on the left side.
シャイン(ドルピック鐘警察署用) Shine (for Dorupikku bell police station) The shine that you get when you clean the bell on the right side.
木箱ゲーム用シャイン1 Shine for wooden box game 1 Shine gotten by completing the first box breaking minigame.
木箱ゲーム用シャイン2 Shine for wooden box game 2 Shine gotten by completing the second box breaking minigame.
シャイン(モニュメントシャイン用) Shine (for monument Shine) The shine you get when you clean the giant shine sprite in the Plaza.
シャイン(100枚コイン用) Shine (for 100 coins) Shine obtained by getting 100 coins.
モンテマン用シャイン Shine for Monteman Shine obtained from Il Piantissimo
シャイン(ボス用) Shine (boss) Shine obtained by beating a boss. (Any boss)
シャイン(赤コイン用) Shine (for red coin) Shine obtained by getting 8 red coins.
シャイン(シャインの絵A) Shine (picture A Shine) The shine you get when you spray and reveal a piece of shine graffiti.
シャイン(スーパーヒップドロップブロックA) Shine (super hip drop block A) Shine obtained when you use the rocket nozzle to ground pound the block atop the lighthouse.
シャイン(お化けスイカ用) Shine (for Haunted watermelon) Shine given when you turn in the biggest watermelon in the Watermelon Contest.

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.
[image]

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)
[image]

You should get a window like this:
[image]

There are no entries. Let's go ahead and add one in. Click on "Add".
Now you should see this:
[image]

Now, the first box on the top needs to be set to the object's name. Mine is 'SandBombBase'.
[image]

Click off of the panel, and click on the unknown on the left. This should bring up some values.
[image]

Change the first "Unknown" to X, and leave it as a float.
[image]

Hit "Save". Your object should now print the X position of the object. :)
[image]

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)

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a

shibboleet
Posted on 01-22-15 05:44 AM Link | #54946
...seems nobody here is really interested in SMS hacking...well maybe miluaces changed that.


[image]

how about now

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a

SuperMario64DS
Posted on 01-24-15 06:31 AM (rev. 2 of 01-24-15 06:33 AM) Link | #55090
Posted by Luigi
...seems nobody here is really interested in SMS hacking...well maybe miluaces changed that.


[image]

how about now


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.
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Main - Misc. ROM hacking - Super Mario Sunshine Hacking Information Hide post layouts | New reply

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