Kuribo64
Views: 7,316,555 Home | Forums | Uploader | Wiki | Object databases | IRC
Rules/FAQ | Memberlist | Calendar | Stats | Online users | Last posts | Search
08-21-17 05:39 PM
Guest:

0 users reading SM64DS Editor Help Thread - Post your questions here | 1 bot

Main - General SM64DS hacking - SM64DS Editor Help Thread - Post your questions here New reply

Pages: 1 2 3 4 5 ... 57 58 59 60 61
Alex Il Grande
Posted on 07-28-17 04:49 AM Link | #85311
Posted by Fiachra
- Open the ROM in no$gba and open the VRAM viewer
- Select the "BG3" tab for the title image
- Looking for the highest and lowest tile addresses we can see that the tiles (NCG) occupy memory addresses 0x06204000 - 0x0620BF80, 32640 bytes:
[thumbnail][thumbnail]
- Looking at the map addresses of the upper left and lower right tiles we can see that the map (NSC) occupie memory addresses 0x6200800 - 0x6200DFE, 1536 bytes:
[thumbnail][thumbnail]
- Select the "Palettes" tab
- We can see that the title image palette occupies memory addresses 0x5000400 - 0x500058E, 480 bytes:
[thumbnail][thumbnail]
- Within the main window, select the memory viewer (bottom left panel) and then for the each of the above three memory starting locations:
-- right-click and select "Goto"
-- enter the address without the leading "0x" and hit enter e.g. for the tile enter "06204000"
-- Utility > Hexdump to File
-- enter the size in hexadecimal without the leasing "0x" e.g. for the tile enter "7F80"
-- select a location and hit "Save"
- Open SM64DSe
- For each of the three hexdumps:
-- More > Hex Dump to Binary File
-- Choose a location and hit "Save"


Thank you for using your time to help me! C:

____________________
Translating Paper Mario 64 in Italian.

Alex Il Grande
Posted on 07-28-17 07:31 AM Link | #85312
The title screen image only loads 128x128, Messing up everything.

____________________
Translating Paper Mario 64 in Italian.

Zoiby
Posted on 07-28-17 07:36 AM Link | #85313
You probably don't have the correct material and/or texture/palette names. Can you provide the model you're using?

Here's the download for the .blend, .dae, and textures
Also I'm gonna be changing the textures soon but I'm using random ones for now

Fiachra
Posted on 07-28-17 02:35 PM Link | #85323
Posted by Alex Il Grande
The title screen image only loads 128x128, Messing up everything.

Have you got the binary files dumped from no$gba? What steps did you then take to try to edit them?

Posted by Zoiby
Here's the download for the .blend, .dae, and textures
Also I'm gonna be changing the textures soon but I'm using random ones for now

Here the fixed DAE, you can use a diff. tool like WinMerge to view the differences. The steps you missed are as follows:
  • Make a copy of each image and remove the extension so for example "mat_eye_1.png" would become "mat_eye_1"
  • Update the image file names within the DAE file to remove the extension, these are under library_images/image/init_from
  • Update the material names within the DAE file to match the original so replacing all references to "mat_eye-material" with "mat_eye" for example
  • Copying the skeleton from the orignal model

Gota7
Posted on 07-28-17 04:56 PM Link | #85331
My level over the castle first floor works perfectly, except for when Mario enters, black sceen.




Join the SM64DS Hacking Discord: https://discord.gg/PhpA9Wt

mibts
Posted on 07-28-17 05:20 PM Link | #85332
Are you sure you aren't rendering a black triangle between Mario and the camera? ;)

____________________
Current hack: Excerpt from Super Mario 256


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

Gota7
Posted on 07-28-17 06:45 PM Link | #85335
The music freezes too...




Join the SM64DS Hacking Discord: https://discord.gg/PhpA9Wt

Fiachra
Posted on 07-29-17 06:22 AM Link | #85340
Posted by Gota7
My level over the castle first floor works perfectly, except for when Mario enters, black sceen.

You need to be more specific, does it work for other characters?

Zoiby
Posted on 07-29-17 09:19 AM Link | #85342
Posted by Fiachra
Here the fixed DAE, you can use a diff. tool like WinMerge to view the differences. The steps you missed are as follows:
  • Make a copy of each image and remove the extension so for example "mat_eye_1.png" would become "mat_eye_1"
  • Update the image file names within the DAE file to remove the extension, these are under library_images/image/init_from
  • Update the material names within the DAE file to match the original so replacing all references to "mat_eye-material" with "mat_eye" for example
  • Copying the skeleton from the orignal model

It works perfectly, thanks so much for your help!

Alex Il Grande
Posted on 07-29-17 10:35 AM Link | #85344
Fiachra, I've got the bin files, used NSMBe to replace a minimap, and in game everything looked fine, but in the editor, I setted it like you did in your screenshot (the one in the old post about the title screen) but I get an error loading the image.

____________________
Translating Paper Mario 64 in Italian.

Gota7
Posted on 07-29-17 12:03 PM (rev. 7 of 07-29-17 06:52 PM) Link | #85345
I get the same thing. It says they are not proper files. I went to the right adresses, dumped the correct size in hex, and converted them to binary files. Even after it not working, I LZCompressed the two files you are supposed to. Still nothing. Changing the settings did nothing.

And when trying to edit the paper textures for the title resources (In the DSMT folder then USA), the editor complains about unknown symbols.

And yes Fiachra, the hub menu works with all other characters. Do I need to have the CG1 lightbeam? It could be a possibility. EDIT: It's not. Mario still crashes the game with the lightbeam placed properly. It also cannot be the warp Mario takes either, as exiting a course still crashes the game unlike with other characters. Newer EDIT: SOLVED, SOLVED SOLVED! I spent a half to an hour figuring out, but it turns out that Entrance 15 must be set to 720 for whatever reason. And Entrance 0 must be set to 0 as well. IDK why the game was so picky about this, but whatever. EDIT EDIT EDIT: Mario also seems to spawn with a Wingcap in a different level setup. This might kind of explain the crashing? Maybe Mario can't have a Wingcap to start in CG1? Who knows why. Anyways, I'll keep experimenting with Entrances until I figure out all 16 types/modes.




Join the SM64DS Hacking Discord: https://discord.gg/PhpA9Wt

Fiachra
Posted on 07-30-17 06:21 AM Link | #85364
Posted by Alex Il Grande
Fiachra, I've got the bin files, used NSMBe to replace a minimap, and in game everything looked fine, but in the editor, I setted it like you did in your screenshot (the one in the old post about the title screen) but I get an error loading the image.

Use these settings (uncompressed):
[thumbnail]

Gota7
Posted on 07-30-17 10:34 AM Link | #85368
I tried those, but it still didn't work. Can you send your hex or bin files so I can see where I made a mistake?




Join the SM64DS Hacking Discord: https://discord.gg/PhpA9Wt

Alex Il Grande
Posted on 08-03-17 06:26 AM Link | #85609
Still not working. Same error as before.

____________________
Translating Paper Mario 64 in Italian.

Gota7
Posted on 08-06-17 11:08 PM Link | #85842
How can I find the correct material name to apply the correct texture animations? The Texture and BTP Editor doesn't give the material names correctly.




Join the SM64DS Hacking Discord: https://discord.gg/PhpA9Wt

mibts
Posted on 08-07-17 09:49 AM Link | #85847
Does the version you're using have the Model and Collison Map Importer? If so, open that and open the internal model whose material names you want to see, then go to the Material tab.
The Texture Editor shows texture names, not material names.

____________________
Current hack: Excerpt from Super Mario 256


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

Gota7
Posted on 08-13-17 12:03 AM (rev. 2 of 08-13-17 02:21 AM) Link | #86148
When replacing the texBank_U.bmd the editor says the keys are not given in the present dictionary. Is there any other way to edit this?

Also, I want to replace Obake with Staffroll. I replaced the Swav, sbnk, and sseq. I also used DSS to correct the Obake Bank to use the Resident and Obake banks. There is silence though...




Join the SM64DS Hacking Discord: https://discord.gg/PhpA9Wt
Pages: 1 2 3 4 5 ... 57 58 59 60 61

Main - General SM64DS hacking - SM64DS Editor Help Thread - Post your questions here New reply

Page rendered in 0.121 seconds. (2048KB of memory used)
MySQL - queries: 27, rows: 225/225, time: 0.090 seconds.
[powered by Acmlm] Acmlmboard 2.064 (2015-10-07)
© 2005-2008 Acmlm, Xkeeper, blackhole89 et al.