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04-19-24 02:52 AM |
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0 users reading Editor development | 2 bots |
Main - General SM64DS hacking - Editor development | Hide post layouts | New reply |
MK7tester |
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Magikoopa I'm back Level: 104 Posts: 1396/3145 EXP: 11570058 Next: 292068 Since: 07-07-12 From: Dolphic Island Last post: 2592 days ago Last view: 2590 days ago |
Yeah good job
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SquidEmpress |
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Faking your suicide is a terrible thing to do. Get out. Level: 100 Posts: 109/2912 EXP: 10057114 Next: 297282 Since: 01-30-13 Last post: 3191 days ago Last view: 3190 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 kaj 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: 73 Posts: 101/1416 EXP: 3481089 Next: 4779 Since: 08-11-12 From: El Salvador Last post: 1066 days ago Last view: 1059 days ago |
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MK7tester |
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Fiachra |
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Local moderator Level: 65 Posts: 48/1065 EXP: 2236884 Next: 98744 Since: 12-15-12 From: Ireland Last post: 2153 days ago Last view: 103 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: 47 Posts: 50/500 EXP: 720267 Next: 45936 Since: 12-07-12 Last post: 1901 days ago Last view: 1803 days ago |
uhh... is it possible to use SM64DSe WITHOUT downloading a rom? ____________________ |
ray |
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Normal user Level: 25 Posts: 90/119 EXP: 85158 Next: 4462 Since: 07-07-12 From: In front of my PC Last post: 2739 days ago Last view: 2529 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: 65 Posts: 49/1065 EXP: 2236884 Next: 98744 Since: 12-15-12 From: Ireland Last post: 2153 days ago Last view: 103 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: 47 Posts: 51/500 EXP: 720267 Next: 45936 Since: 12-07-12 Last post: 1901 days ago Last view: 1803 days ago |
it's ok.
EDIT: how can we legally distribute edited ROMs? ____________________ |
shibboleet |
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Fire Mario DROP TABLE users; Level: 123 Posts: 1276/4661 EXP: 20875258 Next: 356008 Since: 07-07-12 Last post: 1342 days ago Last view: 355 days ago |
You can't. It's illegal either way. ____________________ a |
Fiachra |
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Local moderator Level: 65 Posts: 52/1065 EXP: 2236884 Next: 98744 Since: 12-15-12 From: Ireland Last post: 2153 days ago Last view: 103 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: 27 Posts: 40/148 EXP: 116141 Next: 18 Since: 11-27-12 Last post: 3616 days ago Last view: 2075 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: 65 Posts: 62/1065 EXP: 2236884 Next: 98744 Since: 12-15-12 From: Ireland Last post: 2153 days ago Last view: 103 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. (https://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: 163 Posts: 1154/9019 EXP: 56218775 Next: 268869 Since: 07-03-12 From: in a box Last post: 7 days ago Last view: 2 days 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: 65 Posts: 63/1065 EXP: 2236884 Next: 98744 Since: 12-15-12 From: Ireland Last post: 2153 days ago Last view: 103 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: 163 Posts: 1156/9019 EXP: 56218775 Next: 268869 Since: 07-03-12 From: in a box Last post: 7 days ago Last view: 2 days ago |
Skelux |
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Banned Level: 27 Posts: 41/148 EXP: 116141 Next: 18 Since: 11-27-12 Last post: 3616 days ago Last view: 2075 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: 27 Posts: 42/148 EXP: 116141 Next: 18 Since: 11-27-12 Last post: 3616 days ago Last view: 2075 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: 65 Posts: 64/1065 EXP: 2236884 Next: 98744 Since: 12-15-12 From: Ireland Last post: 2153 days ago Last view: 103 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 | Hide post layouts | New reply |
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