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Main - Archived forums - General SMG hacking - Super Mario Galaxy 2 - Help Thread Hide post layouts | New reply

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KoopaTroopaMan
Posted on 10-17-14 01:10 PM (rev. 2 of 10-17-14 01:13 PM) Link | #49784
https://kuribo64.net/?page=thread&id=94

Add an entry and name it "/ObjectData/YellowChip.arc

Splitwirez
Posted on 10-17-14 01:17 PM Link | #49787
There still isn't a tutorial on how to do it with Anarchy, which is how I do it. I might just write one myself.

shibboleet
Posted on 10-17-14 04:04 PM Link | #49797
UseResource isn't needed for an object to function.

Also, not to really be a backseat mod....but I think we're really offtopic :P

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Splitwirez
Posted on 10-17-14 04:13 PM Link | #49801
Posted by Luigi
UseResource isn't needed for an object to function.

Also, not to really be a backseat mod....but I think we're really offtopic :P

What's a backseat mod? Good point. Most of this thread has nothing to do wuth CleanRipping...wow.

KoopaTroopaMan
Posted on 10-17-14 04:40 PM Link | #49802
I think you have to use UseResource if the objekt don't work.

shibboleet
Posted on 10-17-14 04:41 PM (rev. 2 of 10-17-14 04:41 PM) Link | #49803
Nope. He did something wrong grouping them.


I have never added something to the useresource to make it work, other than porting a galaxy/zone.

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legomariofanatic
Posted on 10-17-14 06:36 PM Link | #49806
Posted by Splitwirez
Posted by Luigi
UseResource isn't needed for an object to function.

Also, not to really be a backseat mod....but I think we're really offtopic :P

What's a backseat mod? Good point. Most of this thread has nothing to do wuth CleanRipping...wow.


*CHANGES NAME OF THREAD*

Happy now???

____________________
It's a me, legomariofanatic!

HACKS IN PROGRESS:
Retro Super Mario Bros. Wii (v1.00)
Super Mario Galaxy 2 Expansion (v1.00)
The Speedy Simpsons Mod (v1.04)

KoopaTroopaMan
Posted on 10-17-14 07:43 PM Link | #49807
Yes.

legomariofanatic
Posted on 10-17-14 10:25 PM Link | #49808
Posted by Rainbow Mario
https://kuribo64.net/?page=thread&id=94

Add an entry and name it "/ObjectData/YellowChip.arc


Well, I added the Star Chip (YellowChip.arc) and the Sling Star (SpinDriver.arc, SpinDriverShadow.arc, and SpinDriverPath.arc) to Supermassive Galaxy's object data... but the game is STILL crashing!!! What else is needed??? (My area/zone has the Supermassive blocks, star chips, launch stars, sling stars, a checkpoint with a starting point, and the galaxy's Hidden Star in it.)

____________________
It's a me, legomariofanatic!

HACKS IN PROGRESS:
Retro Super Mario Bros. Wii (v1.00)
Super Mario Galaxy 2 Expansion (v1.00)
The Speedy Simpsons Mod (v1.04)

NWPlayer123
Posted on 10-17-14 10:39 PM Link | #49809
It would help if you could get us some pictures of a debug screen. You're best using my XML. If you just want to test like you have been (IE with files in F:/riivolution/SMG2Test/StageData and ObjectData) then put all files in that location, and have the settings be enabled, disabled, enabled, disabled. That'll enable the main "slot" and debugging.

I need the very bottom of the debug for sure (looks like this with the TRACE) but the registers at the top would be helpful too. Just use the dpad to move up and down.

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

shibboleet
Posted on 10-17-14 10:45 PM Link | #49810
Posted by legomariofanatic
Posted by Rainbow Mario
https://kuribo64.net/?page=thread&id=94

Add an entry and name it "/ObjectData/YellowChip.arc


Well, I added the Star Chip (YellowChip.arc) and the Sling Star (SpinDriver.arc, SpinDriverShadow.arc, and SpinDriverPath.arc) to Supermassive Galaxy's object data... but the game is STILL crashing!!! What else is needed??? (My area/zone has the Supermassive blocks, star chips, launch stars, sling stars, a checkpoint with a starting point, and the galaxy's Hidden Star in it.)

YellowChip needs a YellowChipGroup to function correctly. Set the obj_arg0 of YellowChipGroup to 10, and set the obj_arg0 of each YellowChip to 10. Then make the YellowChipGroup's SW_A 13, and set the SuperSpinDriver's SW_APPEAR to 13.

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a

legomariofanatic
Posted on 10-17-14 10:54 PM (rev. 4 of 10-18-14 04:59 AM) Link | #49811
Hooray! The galaxy successfully loads! The problem is that when you reach the area, the camera is glitched... and I don't really want to add a new camera to the area...

NEXT PROBLEM: I have another problem... Green Star 1 of the Hightail Falls Galaxy doesn't appear on the Star Select screen... but it appears in the galaxy itself. Does anyone know what causes this???


____________________
It's a me, legomariofanatic!

HACKS IN PROGRESS:
Retro Super Mario Bros. Wii (v1.00)
Super Mario Galaxy 2 Expansion (v1.00)
The Speedy Simpsons Mod (v1.04)

NWPlayer123
Posted on 10-18-14 05:03 AM (rev. 3 of 10-18-14 05:03 AM) Link | #49822
Did you change the text for the star name or edit the Scenario file at all? Those are the only 2 things I could think that might cause that.

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

legomariofanatic
Posted on 10-18-14 05:11 AM (rev. 2 of 10-19-14 02:05 AM) Link | #49823
Posted by NWPlayer123
Did you change the text for the star name or edit the Scenario file at all? Those are the only 2 things I could think that might cause that.


The text for the Star name is "Green Star 1," and I moved the Green Stars in the game to all new locations... and all the other galaxies had no problems loading the custom Star locations. Only Hightatil Falls has an issue with it...

EDIT: Does anyone have a solution for this???

____________________
It's a me, legomariofanatic!

HACKS IN PROGRESS:
Retro Super Mario Bros. Wii (v1.00)
Super Mario Galaxy 2 Expansion (v1.00)
The Speedy Simpsons Mod (v1.04)

KoopaTroopaMan
Posted on 10-19-14 07:42 AM Link | #49861
Hmm... I don't really know.. I recomend you have a copy of your SMG files somewhere, so if you make something wrong in a file or edit a level wrong, then you can use the copy as a resert.

shibboleet
Posted on 10-19-14 02:00 PM (rev. 2 of 10-19-14 02:00 PM) Link | #49867
Check the green star's layer value in the scenario.
If it's not 0, set it to 0. Green stars are global and don't care what layer you place them on, so it's 0.

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a

legomariofanatic
Posted on 10-21-14 12:54 AM (rev. 2 of 10-21-14 03:40 AM) Link | #49960
QUESTION: In SMG2, is there a way to have the following Star settings: 3 normal Stars, 2 Comet missions, and 1 hidden Star in any galaxy? If so, then which of these settings does each Star need?

SETTING OPTIONS
a. Change each Star type to "normal"/"hidden" in the BCSV editor.
b. Give each Star an intro cutscene/galaxy fly-in.
c. Put a Star in each scenario, and place a Comet Medal and a hidden Star within the galaxy.
d. Add 2 Comet Types. ("Comet" section in BCSV editor.)
e. Have working cameras, checkpoints, and starting points.
f. Play-test each mission a few times.

____________________
It's a me, legomariofanatic!

HACKS IN PROGRESS:
Retro Super Mario Bros. Wii (v1.00)
Super Mario Galaxy 2 Expansion (v1.00)
The Speedy Simpsons Mod (v1.04)

shibboleet
Posted on 10-21-14 11:14 AM Link | #49970
The max count for NORMAL stars is 4, without the stars after it overlapping on the star select screen.

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a

Splitwirez
Posted on 10-21-14 04:20 PM Link | #49973
Posted by Luigi
The max count for NORMAL stars is 4, without the stars after it overlapping on the star select screen.

Would 7 be kinda doable? Because the 3 stars would be inbetween the 4...is that how it works?

legomariofanatic
Posted on 10-23-14 04:51 AM Link | #50031
Posted by Splitwirez
Posted by Luigi
The max count for NORMAL stars is 4, without the stars after it overlapping on the star select screen.

Would 7 be kinda doable? Because the 3 stars would be inbetween the 4...is that how it works?


So, do I have to keep the Green Stars in the galaxies?

____________________
It's a me, legomariofanatic!

HACKS IN PROGRESS:
Retro Super Mario Bros. Wii (v1.00)
Super Mario Galaxy 2 Expansion (v1.00)
The Speedy Simpsons Mod (v1.04)
Pages: 1 2 3 4 5 6 7 8 9 10

Main - Archived forums - General SMG hacking - Super Mario Galaxy 2 - Help Thread Hide post layouts | New reply

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