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Main - General SM64DS hacking - Editor development New reply

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MK7tester
Posted on 01-29-13 10:02 AM Link | #10965
Yeah good job :D

SquidEmpress
Posted on 02-03-13 01:18 PM Link | #13164
Is the level editor called Toad's Tool 64 DS? I remember that on RVlution. I do not know how progress went though.

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gridatttack
Posted on 02-03-13 01:21 PM Link | #13166
Posted by HolyRomanEmperorTatan
Is the level editor called Toad's Tool 64 DS? I remember that on RVlution. I do not know how progress went though.


No. The DS editor is named SM64DSEditor.

Toads Tool 64 is the name for the original 64 game.

Maybe it was another editor you are talking about.

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MK7tester
(post deleted) #13440

Fiachra
Posted on 02-17-13 03:23 PM Link | #15874
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
Posted on 02-17-13 07:51 PM Link | #15892
uhh... is it possible to use SM64DSe WITHOUT downloading a rom?

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ray
Posted on 02-18-13 12:29 AM Link | #15914
Posted by natnew
uhh... is it possible to use SM64DSe WITHOUT downloading a rom?


Then how are you supposed to edit the game?

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Fiachra
Posted on 02-18-13 02:17 AM Link | #15920
Posted by natnew
uhh... is it possible to use SM64DSe WITHOUT downloading a rom?

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
Posted on 02-18-13 03:40 PM (rev. 2 of 02-21-13 03:45 PM) Link | #15966
it's ok.

EDIT: how can we legally distribute edited ROMs?

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shibboleet
Posted on 02-21-13 03:47 PM Link | #16191
You can't. It's illegal either way.

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Fiachra
Posted on 02-21-13 03:58 PM (rev. 2 of 02-21-13 03:58 PM) Link | #16193
Posted by natnew
it's ok.

EDIT: how can we legally distribute edited ROMs?


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
(post deleted) #16194

Skelux
Posted on 03-26-13 09:03 PM Link | #18725
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?

Fiachra
Posted on 03-27-13 05:13 AM (rev. 6 of 04-06-13 01:55 PM) Link | #18734
Posted by Skelux
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?


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.

StapleButter
Posted on 03-27-13 12:10 PM Link | #18739
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 :)

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Fiachra
Posted on 03-27-13 01:43 PM (rev. 2 of 03-27-13 04:04 PM) Link | #18742
Posted by Mega-Mario
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 :)


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.

StapleButter
Posted on 03-27-13 01:50 PM Link | #18745
I'll look into that whenever I feel like it, then.

____________________
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bolts

Skelux
Posted on 03-28-13 06:15 AM Link | #18763
Posted by Fiachra
Posted by Skelux
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?


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:
(RAM 020)75768

USA:
(RAM 020)6F434

USA v1:
(RAM 020)70154

JAP:
(RAM 020)6F9D8

The table is located at the given offset in a decompressed arm9.bin. (In a hex editor, open arm9.bin and ignore the 020 in the address).

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.


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
Posted on 03-30-13 03:48 AM Link | #18817
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
Posted on 03-30-13 04:10 AM (rev. 2 of 03-30-13 04:30 AM) Link | #18818
Posted by Skelux
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

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.
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Main - General SM64DS hacking - Editor development New reply

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