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Main - SM64DS hacks - Excerpt from Super Mario 256 New reply

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mibts
Posted on 09-18-17 11:27 PM Link | #88852
No more of that annoying feeling of having 1 direction of movement when moving rather fast in the air!


____________________
Current hack: Excerpt from Super Mario 256

Any map on a flat torus can be colored with at most 7 colors.

rafa4k
Posted on 09-19-17 12:28 AM Link | #88853
wow you put another playable character this is awesome

poudink
Posted on 09-19-17 08:17 PM Link | #89179
Peach's animations look off.

____________________
Nothing to say, so jadnjkfmnjamnfjkldnajfnjkanfjdksan jsdnvj m.

[insert quote here]

mibts
Posted on 09-20-17 10:06 AM Link | #89226
I'm trying to save heap space by reusing Mario's animations, so that will have to do.

____________________
Current hack: Excerpt from Super Mario 256

Any map on a flat torus can be colored with at most 7 colors.

pacmainia&luigi
Posted on 09-21-17 03:16 PM Link | #89375
Posted by mibts
No more of that annoying feeling of having 1 direction of movement when moving rather fast in the air!

Whoa, amazing! just a suggestion, I would remove Luigi's ability to hover, since you now added peach.

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Waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka.........

poudink
Posted on 09-21-17 05:11 PM Link | #89380
Peach's hover is very different compared to peach's tho, and even in games where both are playable he still has his hover ability.

____________________
Nothing to say, so jadnjkfmnjamnfjkldnajfnjkanfjdksan jsdnvj m.

[insert quote here]

SGC
Posted on 09-22-17 09:12 AM (rev. 4 of 09-22-17 09:23 AM) Link | #89406
Posted by mibts
No more of that annoying feeling of having 1 direction of movement when moving rather fast in the air!


I'm curious, how did you manage to add Peach's voice samples?
I mean, you must have had to modify the SEQArcs in the Sdat, and such, right?
If you know how to do this please tell, I'm in need of the ability to modify such things for my MKDS Hack.

____________________
MKDS Hacking & Modding Discord:
https://discord.gg/KhETqr7

mibts
Posted on 09-22-17 03:31 PM (rev. 2 of 09-22-17 03:32 PM) Link | #89416
Yes, the sequence archives need to be modified. I somehow acquired the Nintendo SDK, which can convert a .sarc (text file that references all the sound data, also in text or .wav or .mid files) into a .sdat. There's no converter backward, so I wrote one in my version of SM64DSe, converted the .sdat into a .sarc, edited the .mus (sequence archive) files that came, added the appropriate .wav files, and used the SDK converter to convert it back to the binary .sdat.

TL;DR: I acquired the Nintendo SDK and used it.

____________________
Current hack: Excerpt from Super Mario 256

Any map on a flat torus can be colored with at most 7 colors.

poudink
Posted on 09-22-17 09:04 PM Link | #89435
Dunno if I'm allowed to ask this but could you send me the sdk?

____________________
Nothing to say, so jadnjkfmnjamnfjkldnajfnjkanfjdksan jsdnvj m.

[insert quote here]

SGC
Posted on 09-22-17 10:45 PM (rev. 4 of 09-23-17 02:55 AM) Link | #89439
Posted by mibts
Yes, the sequence archives need to be modified. I somehow acquired the Nintendo SDK, which can convert a .sarc (text file that references all the sound data, also in text or .wav or .mid files) into a .sdat. There's no converter backward, so I wrote one in my version of SM64DSe, converted the .sdat into a .sarc, edited the .mus (sequence archive) files that came, added the appropriate .wav files, and used the SDK converter to convert it back to the binary .sdat.

TL;DR: I acquired the Nintendo SDK and used it.


I have the SDK, as well, I assume you used the TWL SDK? Or perhaps an earlier version?
(The TWL, and Nitro SDK really isn't something rare to come across, in all honestly,
I already knew a lot of this, since I use the tools from it so often).
I actually have most if not all of the SDK, and a few people I have even written their own games with it, I tend to use the tools for the graphics, and such in my hack.

Would you mind sending me a PM of some sort with a guide, and the version of SM64DSe you used? I need this so I can modify R.O.B, an Dry Bone's voice SSEQs, which are different from the other, so that it keeps the characters that replace them from sounding right.

____________________
MKDS Hacking & Modding Discord:
https://discord.gg/KhETqr7

mibts
Posted on 09-23-17 11:13 AM Link | #89454
If you're replacing characters, couldn't you just replace the wave archives?

____________________
Current hack: Excerpt from Super Mario 256

Any map on a flat torus can be colored with at most 7 colors.

SGC
Posted on 09-23-17 11:16 AM (rev. 5 of 09-23-17 11:24 AM) Link | #89455
No, I can't, it's not that simple in this case, because Dry Bone's and ROB use special SEQs for their voices, and I need to replace those SEQs in the SEQArc in order for them to sound correct.
(Plus there are other sound effects I want to modify that depend on modifying the SEQArcs).

You see, in MKDS ROB, and Dry Bones use SEQs that are more complex than that of the other characters, so if I were to just simply replace them Wavs without modifying the voice SEQs,
whoever would go over ROB would sound robotic, and whoever would go over Dry Bones would sound like they're laughing manically, which are results that are not in my best interest.

____________________
MKDS Hacking & Modding Discord:
https://discord.gg/KhETqr7

mibts
Posted on 09-23-17 01:00 PM Link | #89457
Could you send the .sdat file? There are some assumptions I took advantage of when writing the back-converter for SM64DS's .sdat, such as the nonexistence of streams and stream players, and the fact that if a sequence inside a sequence archive uses a null bank, the bank ID is 4. If the MKDS .sdat has any streams or stream players (especially streams), that can suck.

____________________
Current hack: Excerpt from Super Mario 256

Any map on a flat torus can be colored with at most 7 colors.

SGC
Posted on 09-24-17 12:28 AM (rev. 2 of 09-24-17 12:34 AM) Link | #89471
Oh heavens no, MKDS doesn't use any streams, that would totally over flow the RAM, and mute the game, but I'll send you the sdat, anyway.

(I sent it through PM, since I don't want anyone else getting it).

____________________
MKDS Hacking & Modding Discord:
https://discord.gg/KhETqr7

mibts
Posted on 09-24-17 04:54 PM Link | #89483
It looks like MKDS's sdat doesn't have a symbol block. Symbol blocks store the names of various resources such as wave archives, banks, sequences (both independent and inside archives), and sequence archives. My converter relies on this existing right now.

____________________
Current hack: Excerpt from Super Mario 256

Any map on a flat torus can be colored with at most 7 colors.

SGC
Posted on 09-25-17 11:09 AM Link | #89512
Hmm, do you think there's a chance you could get it to work?

____________________
MKDS Hacking & Modding Discord:
https://discord.gg/KhETqr7

mibts
Posted on 09-25-17 12:19 PM Link | #89515
Yeah, but everything will be numbered instead of named.

____________________
Current hack: Excerpt from Super Mario 256

Any map on a flat torus can be colored with at most 7 colors.

SGC
Posted on 09-25-17 02:15 PM Link | #89517
Not to worry, I've always worked with numbered, I know the MKDS Sdat like the back of my hand.

____________________
MKDS Hacking & Modding Discord:
https://discord.gg/KhETqr7

supermariofan123
Posted on 10-05-17 02:21 PM (rev. 2 of 10-05-17 02:22 PM) Link | #90036
hi mibits

Hiccup
Posted on 10-05-17 04:43 PM Link | #90065
I'm pretty sure MKDS's SDAT does have names though. If you open it in MKDSCM it seems to.
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Main - SM64DS hacks - Excerpt from Super Mario 256 New reply

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