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03-08-21 04:49 AM |
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0 users reading Editor development | 1 bot |
Main - General SM64DS hacking - Editor development | New reply |
MK7tester |
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![]() Magikoopa I'm back Level: 99 ![]() Posts: 1396/3145 EXP: 9923466 Next: 76533 Since: 07-07-12 From: Dolphic Island Last post: 1454 days ago Last view: 1452 days ago |
Yeah good job ![]() |
SquidEmpress |
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Faking your suicide is a terrible thing to do. Get out. Level: 95 ![]() Posts: 109/2912 EXP: 8547049 Next: 121558 Since: 01-30-13 Last post: 2054 days ago Last view: 2053 days ago |
Is the level editor called Toad's Tool 64 DS? I remember that on RVlution. I do not know how progress went though. ____________________ Super Mario LOLand Thanks to Tierage for helping to port my Acmlmboard 2.5 layout to Acmlmboard 2.064! |
gridatttack |
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![]() Giant Red Paratroopa K64 RPG Overlord Level: 70 ![]() Posts: 101/1414 EXP: 2974934 Next: 40877 Since: 08-11-12 From: El Salvador Last post: 311 days ago Last view: 31 days ago |
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MK7tester |
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Fiachra |
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Local moderator Level: 62 Posts: 48/1065 EXP: 1905086 Next: 79600 Since: 12-15-12 From: Ireland Last post: 1016 days ago Last view: 994 days ago |
Added support for fog objects:
Offset Size Description 00 1 Density. 0- No Fog, 1 - Show Fog 01 1 RGB Red Value 02 1 RGB Green Value 03 1 RGB Blue Value 04 2 Fog start distance. Divide by 1000 to get value 06 2 Fog end distance. Divide by 1000 to get value You can add, edit and delete them. You can also edit minimap scale values but not delete them as the game crashes when you do. They must be referenced somewhere else. |
natnew |
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![]() Bullet Bill Normal user Level: 45 ![]() Posts: 50/500 EXP: 613653 Next: 46511 Since: 12-07-12 Last post: 763 days ago Last view: 666 days ago |
uhh... is it possible to use SM64DSe WITHOUT downloading a rom? ____________________ |
ray |
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Normal user Level: 24 ![]() Posts: 90/119 EXP: 73039 Next: 5085 Since: 07-07-12 From: In front of my PC Last post: 1602 days ago Last view: 1391 days ago |
Posted by natnew Then how are you supposed to edit the game? ____________________ Check out my Patreon Page if you want to support me ![]() ![]() |
Fiachra |
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Local moderator Level: 62 Posts: 49/1065 EXP: 1905086 Next: 79600 Since: 12-15-12 From: Ireland Last post: 1016 days ago Last view: 994 days ago |
Posted by natnew If you don't want to download a ROM you can make a backup of an original cartridge of the game. You'll need a DS and a flash cart though. http://gbatemp.net/threads/tutorial-nds-backup-tool-wifi.252623/ |
natnew |
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![]() Bullet Bill Normal user Level: 45 ![]() Posts: 51/500 EXP: 613653 Next: 46511 Since: 12-07-12 Last post: 763 days ago Last view: 666 days ago |
it's ok.
EDIT: how can we legally distribute edited ROMs? ____________________ |
shibboleet |
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![]() Fire Mario DROP TABLE users; Level: 118 Posts: 1276/4661 EXP: 17904525 Next: 478389 Since: 07-07-12 Last post: 205 days ago Last view: 3 days ago |
You can't. It's illegal either way. ____________________ a |
Fiachra |
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Local moderator Level: 62 Posts: 52/1065 EXP: 1905086 Next: 79600 Since: 12-15-12 From: Ireland Last post: 1016 days ago Last view: 994 days ago |
Posted by natnew We can't distribute the ROMs themselves, you have to make a patch that people can apply to their ROM, for example xdelta patches, which are quite popular with NDS ROM hacking. Also, stay on topic please. |
natnew |
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Skelux |
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Banned Level: 26 Posts: 40/148 EXP: 98998 Next: 3277 Since: 11-26-12 Last post: 2478 days ago Last view: 938 days ago |
I have another question/request. In the most recent level I finished porting, I need to place a death floor collision below the level (the default death height is down too far), but JRB Ship where I imported the level does not have this collision type. Is there a specific file that allocates what collision types are in a level, or is it more obscure like the music table?
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Fiachra |
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Local moderator Level: 62 Posts: 62/1065 EXP: 1905086 Next: 79600 Since: 12-15-12 From: Ireland Last post: 1016 days ago Last view: 994 days ago |
Posted by Skelux The collision data for each level is stored in the overlay as CLPS Data. I believe this maps collision types found in that level to some global table, so it should be possible to overwrite this CLPS data for JRB with that from another level. (http://kuribo64.net/get.php?id=rI4qqLy5iunw7ums) EDIT: I found the music table (for patched ROMS only): EUR: ROM Offset: (020)75768 ARM9 Offset: 71768 USA v1: ROM Offset: (020)73434 ARM9 Offset: 6F434 USA v2: ROM Offset: (020)74154 ARM9 Offset: 70154 JAP: ROM Offset: (020)739D8 ARM9 Offset: 6F9D8 The table is 156 bytes long, containing 52 entries - one for each level, where each entry is the track to be played in that level and is 3 bytes long. |
Arisotura |
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![]() Star Mario in this room you have a pile of apple pies Level: 155 ![]() Posts: 1154/8858 EXP: 46941944 Next: 475276 Since: 07-02-12 From: in a box ![]() Last post: 1 day ago Last view: 10 hours ago |
Nice! Have you managed to modify it successfully, though?
If we're going to make this editable, the best thing to do would be moving the data within the level overlays (level headers have reserved space for stuff like this). Ideally all the level data should go in overlays, so they're self-contained, and perhaps someday we'll be able to add levels ![]() ____________________ NSMBHD - Kafuka - Jul melonDS the most fruity DS emulator there is zafkflzdasd |
Fiachra |
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Local moderator Level: 62 Posts: 63/1065 EXP: 1905086 Next: 79600 Since: 12-15-12 From: Ireland Last post: 1016 days ago Last view: 994 days ago |
Posted by Mega-Mario Yes, I was able to replace the castle grounds music with JRB music by copying entry 9's data over entry 2's. I haven't tried to work out the individual bytes yet though. That sounds a bit complicated for me! I could patch it to copy the entry from the music table to the overlay but unfortunately I don't think I could patch the code to load from it. I'll still try to help as much as I can with it though. Edit: The 3rd byte is the (0 based) index of the SSEQ file in the SDAT file, however, changing just this byte doesn't change the music and may stop all sounds in the level. FF is no background music. I don't know what the 1st and second ones do, they increment between levels or related levels, eg. WF is 07, JRB is 08, JRB Ship is also 08. Same type of thing with second value. |
Arisotura |
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![]() Star Mario in this room you have a pile of apple pies Level: 155 ![]() Posts: 1156/8858 EXP: 46941944 Next: 475276 Since: 07-02-12 From: in a box ![]() Last post: 1 day ago Last view: 10 hours ago |
Skelux |
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Banned Level: 26 Posts: 41/148 EXP: 98998 Next: 3277 Since: 11-26-12 Last post: 2478 days ago Last view: 938 days ago |
Posted by Fiachra Thanks, I think that covers all the essentials for a full port of SMSR! I've been working on Koopa Canyon, the design is altered not to use many special collision types as it is inconvenient to sift through a list of 5000 polygons. I've been adding small new areas too. |
Skelux |
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Banned Level: 26 Posts: 42/148 EXP: 98998 Next: 3277 Since: 11-26-12 Last post: 2478 days ago Last view: 938 days ago |
Are you certain of these addresses? I tried each of them In my arm9.bin and all would either do nothing or freeze the game. I uploaded it, I was pretty sure It's an EUR copy: http://www.mediafire.com/?9neoxfj6nnc9019 |
Fiachra |
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Local moderator Level: 62 Posts: 64/1065 EXP: 1905086 Next: 79600 Since: 12-15-12 From: Ireland Last post: 1016 days ago Last view: 994 days ago |
Posted by Skelux I'm pretty sure it's right, I was able to modify it. I'm not on my computer right now so I can't check that arm9 unfortunately. Is it definitely the patched one? If you open it in a hex editor you can find the table by searching for: 03 20 ff 03 20 ff (1st 2) or: 06 21 3a 07 22 3a (BOB and WF). Copying 08 23 3b to the 2nd entry will change castle grounds to JRB music for example. I haven't figured out what the individual bytes do yet. |
Main - General SM64DS hacking - Editor development | New reply |
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