Kuribo64
Views: 19,850,948 Home | Forums | Uploader | Wiki | Object databases | IRC
Rules/FAQ | Memberlist | Calendar | Stats | Online users | Last posts | Search
03-28-24 02:21 PM
Guest:

0 users reading Editor development | 1 bot

Main - General SM64DS hacking - Editor development Hide post layouts | New reply

Pages: 1 2 3 4 5 ... 7 8 9 10 11 12 13 14 15 ... 27 28 29 30 31
Fiachra
Posted on 10-01-13 06:34 AM Link | #33255
OK, I'll try it myself tonight.

Crashdance22
Posted on 10-01-13 05:41 PM (rev. 3 of 10-01-13 05:46 PM) Link | #33278
Funny, I was trying this very thing last week. Tinke does the same thing when I try to save (I'm running the latest 0.9 beta that actually fixes saving). It either corrupts the SDAT file or corrupts the ROM outright. I posted an issue on the Google Code page. But I do know that Tinke gets the SWAV file correct from looking at it in Audacity.

I haven't had any luck with Kiwi. I didn't see an option to extract to rebuild an SDAT file, just replace it. If this was implemented in the editor that would be awesome. Fiachra, you said it would be possible to insert bigger files into the ROM. Do you mean importing longer sounds or high quality ones? Also, working in Tinke I saw options for PCM as well as ADPCM. The original sound effects sound quite compressed too.

Fiachra
Posted on 10-01-13 08:08 PM (rev. 3 of 10-01-13 08:12 PM) Link | #33290
I was able to extract and repack the sdat file using kiwi.ds and reinsert it into the ROM and it worked fine. Here's what I did:

- Open the SM64DS ROM in kiwi.ds NDS Editor
- Browse to and select the sound_data.sdat file
- Click on 'Dump Selected' (last icon on right along the top) - this creates an SMAP file (used for helping developers debug)
- Click on 'Extract Selected' - this extracts the SDAT file
- Open the SDAT file in NDS Editor, select all and then 'Extract Selected' - this extracts the contents of the SDAT file into a folder
- The files extracted aren't in the right order however - they're listed in alphabetical order and if you repack the SDAT this is the order they'll be added in, which won't work.
- You need to use the SMAP file from earlier to rename all of the files so they appear in that order - add 000, 001, 002 etc. in front of the filenames to match the correct order. (Takes a while).
- Go back to NDS Editor, go to 'Tools'>'Make SDAT File'. Select the folder you extracted all of the files to and press 'OK'.
- Use NSMBe to replace the original SDAT with the newly created one.

More info https://nsmbhd.net/thread/475-tutorial-nsmb-sound-and-music-hacking-guide and http://gbatemp.net/threads/repacking-sdat.250250/

Skelux
Posted on 10-02-13 04:16 AM (rev. 5 of 10-02-13 09:09 AM) Link | #33323
I got it working, It looks like the reason the output was faulty is because I had already inserted some sequences manually. I'll try the renaming now and see If i can get some large sequences working.

Edit: I've renamed all of the files and uploaded it here so that no one else has to endure such a tedious task: https://sites.google.com/site/supermario64starroad/home/sm64-documents/utilities/SM64DS%20Music%20Files.zip?attredirects=0&d=1
Also, I cannot seem to find where in SM64DSe I am supposed to be able to replace the SDAT. Replacing it with another tool causes a crash after selecting a file.

Crashdance22
Posted on 10-02-13 03:03 PM (rev. 2 of 10-03-13 01:18 AM) Link | #33346
I have yet to figure out how to replace files in the editor as well. Does't seem to be a button anywhere, I checked everything.

shibboleet
Posted on 10-02-13 03:42 PM Link | #33354
That's because you have to use NSMBe. It can open any ROM and you can replace files with it.

____________________
a

Skelux
Posted on 10-02-13 04:23 PM (rev. 3 of 10-03-13 07:26 AM) Link | #33355
Posted by Luigi
That's because you have to use NSMBe. It can open any ROM and you can replace files with it.


Damn those acronyms which I don't actually read, I'll get to trying that right away.

Edit: Marvelous, It worked.
Edit2: I'll just mention, the maximum size seems to be 8KB. Also, if you want to get minigame sequences working with my patch, the editing must be done to info.bin.

Crashdance22
(post deleted) #33359

Crashdance22
Posted on 10-03-13 10:28 PM (rev. 4 of 10-03-13 10:31 PM) Link | #33413
Yes, evil acronyms indeed. I skipped over that and didn't realize that SM64DSe != NSMBe. Anyway I tried it and it works fine. I can finally repack NARCs now. The tree texture issue IS the BMD file after all. The crazy thing is though I just replaced the BMD with another random one to see what would happen. In this case it was Peach's hi-res model in the intro when she reads the letter (basically because I was too lazy to copy my save file to skip the intro lol). It works fine then! If anyone wants to look into it I can upload.

Fiachra
Posted on 10-05-13 11:41 AM (rev. 2 of 10-05-13 11:43 AM) Link | #33468
R62 05 OCT 2013

- Added support for importing COLLADA DAE models to BMD and KCL which allows vertex colours to be used. This should allow much higher quality models.

Without Vertex Colours:
[image]
With Vertex Colours:
[image]
- Added Skelux's patch to increase number of working sound effects for levels that use minigame music. I meant to add this ages ago, sorry.
- Additional patches now supports patching a specific file.
- Fixed small bug when importing an OBJ model with default bone values

Download

Jesse
Posted on 10-05-13 12:46 PM Link | #33469
Fiachra you are making our lives complete :D

but there seems to be a problem with the .dea or importer cause it can't find the models. that path what is says is looking weird but if I look at the last map, the textures should be in there.

Fiachra
Posted on 10-05-13 01:15 PM Link | #33472
Can you give more detail? Do you mean you can't see your model listed when you click on 'Open' or are you getting an error after opening one?

If they're not showing up in the 'Open File' dialogue it's because your model doesn't have the right extension. It should end in .DAE (not .DEA) or .OBJ.
If it's saying it can't find textures, open your DAE model and look for "" and make sure the "" elements contain the right path. If you're using Blender you might see something like "FILENAME.blend/Textures/TTM_Rock_32x64.png"; take out the [FILENAME].blend part. Also make sure it's not an absolute path, it should be relative to the folder the model's in.

Skelux
Posted on 10-06-13 09:00 AM (rev. 2 of 10-06-13 09:00 AM) Link | #33504
I'll just say, it turns out that the data copied for that minigame music fix is the exact same size as the data copied over, so it doesn't need further improving after all.

There seems to be some sort of problem adding scrolling textures to levels which didn't have any. I needed to manually change the texture name and scrolling settings in the overlay file or else every object in the level would vanish. There's little more information I can give on this error.

As for replacing player models, I've traced it back to 0x0203C6E8 but haven't yet investigated its function, only that a jump occurs here crashing the game after replacing a player texture.

Fiachra
Posted on 10-06-13 09:14 AM Link | #33505
"There seems to be some sort of problem adding scrolling textures to levels which didn't have any. I needed to manually change the texture name and scrolling settings in the overlay file or else every object in the level would vanish. There's little more information I can give on this error." - OK, I'll have a look at it.

"As for replacing player models, I've traced it back to 0x0203C6E8 but haven't yet investigated its function, only that a jump occurs here crashing the game after replacing a player texture." - I think it might be a problem with the code for editing files within .narc files, probably the same problem Crashdance22 is having with that tree. Others have been able to replace player textures by extracting the BMD model, replacing another model outside a NARC, editing it and then using NSMBe to reinsert it into the NARC file.

Crashdance22
Posted on 10-13-13 12:04 AM Link | #33750
Yes, *something* about the NARC packing code is corruping the BMD file. I extracted the tree BMD from the archive and put it in a previously good archive using NSMBe and it still broke.

Skelux
Posted on 10-14-13 11:55 AM Link | #33811
I found the Nintendo logo graphic compressed at 0x8D8C4 in the arm9 data, I'm still searching for the title screen graphics.

Arisotura
Posted on 10-15-13 05:26 PM Link | #33841
I'd rather people don't look for the Nintendo logo and that kind of stuff. I'd like to avoid having hacks where people replace all copyright notices and credit to Nintendo with their name, as if they made the whole fucking game. Even if they have remade all the levels, the game engine was made by Nintendo and belongs to them.

____________________
NSMBHD - Kafuka - Jul
melonDS the most fruity DS emulator there is

zafkflzdasd

Skelux
Posted on 10-16-13 07:30 AM (rev. 2 of 10-16-13 02:28 PM) Link | #33873
I'm keeping that as a last resort for the game title in case I can't figure out how to modify the actual title.

Edit: After a heap of debugging I found the palette for the title ('Super Mario 64' text specifically) at 0x1552F8 in the ROM (05000400 MEM). I am unsure in what way this is compressed presently, but I'll have to get back to this tomorrow since my nocturnalism is getting worse.

Fiachra
Posted on 10-16-13 04:40 PM (rev. 2 of 10-16-13 05:25 PM) Link | #33884
Do you know how long it is? It's probably the same compression as all the other images. You should be able to copy it into a .ncl file and open it in the minimap/image editor and then copy the data back, same with the graphics and tile parts. I'll try looking too.

Also, to change the default loaded level, decompress Overlay 007 (8th one) (you can use NSMBe) and change the byte at offset 0x1ED20 to the ID of the level you want loaded.

Skelux
Posted on 10-17-13 02:21 AM (rev. 2 of 10-17-13 04:36 AM) Link | #33902
Thankyou, starting level is something I was after.

I'll give you some more details on how I found the palette in case it is useful in future.
In memory the compressed palette of the title is initially stored at 020C6DAC, then decompressed and stored at 020D9588 and moved to the palette memory at 05000400.
After displaying the Nintendo logo, place breakpoints at 02056B60, 020c32e8 and 020c337c. The third time 020c32e8 is executed, the code advances to 020c337c and copies the palette from 020D9588 to 05000400. My assumption is that 020c32e8 is the general command used for copying any palette data in to the palette memory.

Note that I am using the EU ROM.
Pages: 1 2 3 4 5 ... 7 8 9 10 11 12 13 14 15 ... 27 28 29 30 31

Main - General SM64DS hacking - Editor development Hide post layouts | New reply

Page rendered in 0.030 seconds. (2048KB of memory used)
MySQL - queries: 29, rows: 239/239, time: 0.012 seconds.
[powered by Acmlm] Acmlmboard 2.064 (2018-07-20)
© 2005-2008 Acmlm, Xkeeper, blackhole89 et al.