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03-28-24 02:14 PM
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Main - General SM64DS hacking - Modify Title Screen Hide post layouts | New reply

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Stomatol
Posted on 07-07-14 06:24 PM (rev. 2 of 07-07-14 06:26 PM) Link | #43754
I found out the location of the text at the bottom screen that says SM64DS, it's located in Data > DSMT > EUR (probably 'US' for the us ROM) > TexBank_E.bmd (as before, probably 'TexBank_U' for the US rom) > wallpaper_logo_U (open the TexBank with the texture and BTP editor.)


[image]
(don't mind the top screen, it has nothing to do with this

I don't know if this is known or not, but I might as well share it anyway.

StarLand
Posted on 07-07-14 06:38 PM Link | #43755
That's known. Have you decompress your rom? (debug mode).

Stomatol
Posted on 07-07-14 07:04 PM Link | #43758
Well, you know, some people might not now it, so I thought it was worth sharing anyway.

And also, uh, what do you mean by "decompress your rom"?

StarLand
Posted on 07-07-14 07:20 PM Link | #43759
More > Decompress Overlays Wihtin Game.

I have imported:

[thumbnail]

With this pic strip:

[thumbnail]

skawo
Posted on 07-07-14 07:23 PM Link | #43760
Posted by Stomatol
Oh em gee


How the frug did you do that? It always just corrupted everything and a half when I tried :<

Stomatol
Posted on 07-07-14 08:07 PM Link | #43761
Yeah, I tried to import another image and it doesn't work for me either

It was just that simple one that worked, though the palette is kinda corrupted

TheFaith30
Posted on 01-06-15 12:24 PM (rev. 2 of 01-29-15 11:10 PM) Link | #53974
I imported almost 45% of the graphics (some about 25% of them still does not work).
The game runs very well on the console. Currently I am looking people to translate this game into my language;)

This is last progress from 2014 years.

[image]

that guy over there
Posted on 06-22-15 03:52 PM Link | #61296
can we replace mario's head in the title screen as well because I am gonna start a project with a friend and I have to retexture the head to look like the main character which is still mario just a little different

____________________

Fiachra
Posted on 06-22-15 08:06 PM Link | #61312
Posted by that guy over there
can we replace mario's head in the title screen as well because I am gonna start a project with a friend and I have to retexture the head to look like the main character which is still mario just a little different

Already asked.

vmario
Posted on 12-20-15 09:47 PM Link | #66432
I've noticed that SM64DS allows me to export and import overlays in the ARM 9 Overlays tab. How can i edit those BIN files? Are they which texture format? Or at least, how can i transform a BMP into the BIN with the appropriate format so i can replace the bin using SM64DS feature set?

Fiachra
Posted on 12-20-15 10:49 PM Link | #66434
There's no set format for overlays - they can contain anything in no particular structure.

In the case of the title images; you need to first use the minimap editor;
- The minimap editor doesn't let you work with overlays so you need to import the title image over some existing image (any).
- The image must be 256x192 pixels, BPP is 8, neither the NCG nor NSC files should be compressed. The first colour in the palette should be the (transparent) background colour.
- Import image.
- Export the imported image files (NCG, NCL and NSC).
- Decompress and export overlay 7.
- You then use a hex editor to overwrite the content of overlay 7 at the addresses specified here with the contents of the exported images.
- Import the modified overlay over the original.

vmario
Posted on 12-21-15 01:22 PM Link | #66452
Thank you for clarifying! :)

FireMario74
Posted on 01-15-16 04:54 AM Link | #67026
How do I open the .bmd files? Thanks!

TheHappyFaceKing
Posted on 05-29-16 01:30 AM Link | #71161
When I open my SM64 DS Rom in NSMBe the overlay7 folder is empty. what do I do?


Fiachra
Posted on 05-29-16 09:14 AM Link | #71174
I'm referring to overaly number 7 in the arm9 overlays, SM64DS doesn't have any arm7 overlays.

Sparsite
Posted on 09-05-16 07:11 PM (rev. 3 of 09-05-16 07:14 PM) Link | #76905
Decided to look at the other aspects of the title screen:

I had a disable minigame button tweak but it stopped working and it seems it's impossible to create tweaks for disabling vs. and rec. room button since it doesn't write directly to the ram addresses.


02291C84 - Current Character On Title Screen (0 = Mario, 1 = Yoshi, 2 Causes Black Screen). This value is also read when you click on the title screen face and it does the sketch. (ex. clicking Mario and changing the value to 1 draws Yoshi's face over Mario's)
0229267C - Adventure Button Transparency Value, 2 byte (0 - 4096)
022927DC - VS. Button Transparency Value, 2 byte (0 - 5886)
0229293C - Rec Room Button Transparency Value, 2 byte (0 - 4096)
0229301C - Settings Wrench Transparency Value, 2 byte (0 - 4096)
022F5A24 - Draw A Picture! Screen Ink Left (0 - 4096)
0229317C - Draw A Picture! Related (locking at 0 disables draw a picture mode)

Co-ordinates (Hitboxes do not change):
0229284C - Adventure Button X Position
02292840 - Adventure Button Y Position
02292934 - VS. Button X Position
02292938 - VS. Button Y Position
0229293C - VS. Button also Position related

020AEAEC - This command seems to move HUD elements like VS. button and the title screen text.

Should be easily manipuble via ASM

I'm also pretty sure the title screen buttons have an edge marking effect. Unable to find what sets this either.

____________________
ASMR:
*quietly whispers*
move r0 r7
push r4 to r14
load register r4 into r0
POP

Fiachra
Posted on 09-07-16 06:21 PM Link | #76940
Thanks for posting, these should be useful.

Sparsite
Posted on 09-08-16 08:06 PM Link | #77037
Posted by Fiachra
Thanks for posting, these should be useful.


Do you think the game has ncl/ncg/nsc loading functions? Perhaps we could debug them with some sort of DmaCopy command or something.

____________________
ASMR:
*quietly whispers*
move r0 r7
push r4 to r14
load register r4 into r0
POP

Fiachra
Posted on 09-11-16 10:14 AM Link | #77114
The easiest way to find them is probably to set a breakpoint for whenever r0 or r1 is set to their internal file ID's.

Sparsite
Posted on 09-11-16 10:28 AM (rev. 2 of 09-11-16 10:30 AM) Link | #77115
internal file IDs? How do you get those? debugging should be easy if it uses the file ids. presumably, r0 = screen, r1 = id, r2/r3 = x/y

moving them should be easy since I posted some sort of offset that breaks whenever and ncl/ncg moves. (havent debugged registers though

____________________
ASMR:
*quietly whispers*
move r0 r7
push r4 to r14
load register r4 into r0
POP
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Main - General SM64DS hacking - Modify Title Screen Hide post layouts | New reply

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