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Main - Archived forums - General SMG hacking - Discoveries New reply

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SunakazeKun
Posted on 09-28-14 11:49 AM Link | #48766

NWPlayer123
Posted on 09-28-14 11:50 AM (rev. 3 of 09-28-14 02:21 PM) Link | #48767
Why wouldn't it? :P Pikmin 1/2 uses the same engine and that's ALL it uses, even the maps are just text files. EDIT: and they even use the same structure as that file you posted.
EDIT2: Translated:

static
FurParam sFurParam_FurBossJugemScarf_v =
{
6, // Number of layers
31.787109f, // Hair Length
1.245117f, // Deviation Length
0.218506f, // Deviation(indirect)
1.000000f, // Deviation Shift
0.000000f, // Brightness (Bristles)
7.159424f, // Brightness (Hair Origin)
0.600000f, // Deviation Brightness
255.000000f, // Transparency (Bristles)
35.734863f, // Transparency (Hair Origin)
1.000000f, // Transparency Deviation
60.388184f, // Transparency-Background (Bristles)
0.000000f, // Transparency-Background (Hair Origin)
5.419922f, // Transparency-Background Deviation
16.210938f, // Density Map Scale
1.000000f, // Base Map Scale
{100,91,99,0}, // Mixed Color
{0.987549f,0.600000f,0.300000f,0.090000f}, // Bristle Density
{1.000000f,0.386000f,0.364500f,0.171300f}, // Bristle Thickness
{26,64,98,212}, // Mixing Ratio
1, // Light 0 Switch
255, // Light 0 Materials
108, // Light 0 Ambient
0, // Light 1 Switch
255, // Light 1 Materials
0, // Light 1 Ambient
2, // Light Color Source
};


____________________
"I hate playing musical chats" ~ Quote of the month

shibboleet
Posted on 09-28-14 11:51 AM Link | #48768
The game reads everything, it just ignores some parts, but yeah, it reads the txt files.

____________________
a

skawo
Posted on 09-28-14 02:38 PM Link | #48769
So if you were to change that, would the fur effect change?

shibboleet
Posted on 09-28-14 02:39 PM Link | #48770
Who knows? The only real way to find out, is to edit it. :)


____________________
a

SunakazeKun
Posted on 09-29-14 01:17 PM Link | #48799
I think this list is useful for TCRF. It contains all finished unused objects from SMG1.
I talk about objects which don't need things like ASM or BCSV editing in order to work.

Enemies
ChildMeramera - (Lil' Cinder - Special) [ChildObj]
FlameGun - Flame Pig Statue [buggy]
Jiraira - Bowser Mine
TsukidashikunBig - Giant Pushy Wall
TurtleBeamKameck - Shell-Beam Magikoopa

Switches
CrystalSwitch - Zelda Crystal Switch
ExterminationMeramera - Lil' Cinder Extermination Switch
ItemBlockSwitch - ?-Block Switch [very buggy]
HitWallTimerSwitch - Purple Wall Switch
PTimerSwitch - P Switch
SwitchBox - Switch Block

Items
SandUpDownTowerBreakableWallA - Dusty Dunes Wood Box A
TreasureBoxCrackedBlueChip - Cracked Treasure Box (Blue Star Chip)
TreasureBoxCrackedCoin - Cracked Treasure Box (Coin)
TreasureBoxCrackedPowerStar - Cracked Treasure Box (Power Star)
TreasureBoxCrackedYellowChip - Cracked Treasure Box (Yellow Star Chip)

Planets
BathtubPlanet
BegomanRoomPlanet
BossPlanetR50
BroadBeanPlanetA
DiskFlowerPlanet
ExterminateMerameraPlanet
FlexibleSphere
FloaterLandPartsFrame
GlassyTwinsPlanetA
GlassyTwinsPlanetB
GraveStoneD
GraveStoneE
HomePlanet
JumpGuarderRoomPlanet
OceanJShapePlanet
OtaKingBath
PeanutPlanet
PieFortress
PlanetDisk
PoleUnizoPlanet
RelayPlanetC
RelayPlanetH
SeesawMoveNutA
SeesawMoveNutC
StardustHillPlanet
StarDustStar
StarManFort
TakoHeiRelayPlanet
TwinPeanutsPlanetB

Planets - Temporary Models
BigRelayPlanetB
HiTowerGoalPlanet
WaterTransparentPlanet

Platforms
CubeBubbleExRotateWallS - Bubble Breeze Rotating Wall
FlagDiscPlanetC - Gusty Garden Flag Disk C
FloaterLandPartsA - Buoy Base Tower A
InvisibleWallGCapture10x10 - Invisible Blue Star Wall (10x10)
InvisibleWallJump10x10 - Invisible Wall Jump Wall (10x10)
KoopaVS2PartsDarkMatterE - Dark Matter Part E
KoopaVS2PartsRestStepB - Dark Matter Reactor Platform B
OceanFloaterTowerRotateStepC - Buoy Base Platform C
RevolvingWay - Revolving Way
UFOBlueStarCupsule - Blue Star Ufo

Decoration
AsteroidA - Asteroid Cluster A
AstroTorchLightBlue - Observatory Light (Blue)
BossKameck2Barrier - Kamella Barrier B
CaretakerGarbage - Gearmo Garbage
KillerGunnerTriple - Bullet Bill & Chomp Launcher
LavaStrangeRockTable - Lava Rock
MechaKoopaPartsWreckA - Mecha Bowser Wreck A
MirrorReflectionPeachCastle - Peach's Castle Refletion
SeaBottomBigDoorC - Deep Dark Gate C
StarrySky - Starry Sky
SubmarineVolcanoSmallColumn - Bonefin Spiral Column
TakoBarrelB - Octopus Barrel B
ZoneHalo - Shine of Light




Youtube | Github | Neo Mario Galaxy | Super Mario Galaxy & Super Mario 3D Land Modding


Hiccup
Posted on 10-01-14 03:55 AM Link | #48863
Which ones need BCSV editing?

SunakazeKun
Posted on 10-01-14 07:34 AM Link | #48866
Planets like RockEntrance. They have a model, but need a BCSV entry in PlanetMapDataTable to work.



Youtube | Github | Neo Mario Galaxy | Super Mario Galaxy & Super Mario 3D Land Modding


SunakazeKun
Posted on 10-11-14 12:11 PM (rev. 4 of 11-15-14 03:30 AM) Link | #49528
- Torpedo Teds originally acted like in SMW; Setting obj_arg2 to 0 and setting obj_arg4 & 5 to random values makes the enemy non-homing. [SMG1/2]

- Data for Kamella and Koopa Shell beams exists in SMG2. [SMG2]

- BCSV Data for Bouldergeist's removed battle technique exists. [SMG1/2]

- There once were red Gummits as there is a string in the ISO which says "MameMuimuiRed". I don't know if code for it remains. [SMG2]

- More clams with a blue chip and 1-up inside (ShellfishBlueChip & ShellfishKinokoOneUp) were planned. [SMG1/2]

- SMG1 boss music is defined in ASM. I don't know about Squizzard yet. [SMG1/2]



Youtube | Github | Neo Mario Galaxy | Super Mario Galaxy & Super Mario 3D Land Modding


SunakazeKun
Posted on 10-28-14 06:36 AM Link | #50358
Not really a discovery, but here is another theory what became Sky Island from E3 2009:
Sky Island was split into Cloudy Court and Sky Station.
Many of Cloudy Court's planets are named SkyIsland_ while the boss zone from Sky Station is called SorajimaBossZone which translates to SkyIslandBossZone.



Youtube | Github | Neo Mario Galaxy | Super Mario Galaxy & Super Mario 3D Land Modding


KoopaTroopaMan
Posted on 11-16-14 05:01 PM Link | #51283
Cosmic Mario races in SMG1 and Ghost Luigi races in SMG2 uses the same file format for the race; .gst files. Interesting...

Splitwirez
Posted on 11-16-14 05:52 PM Link | #51286
Posted by Rainbow Mario
Cosmic Mario races in SMG1 and Ghost Luigi races in SMG2 uses the same file format for the race; .gst files. Interesting...

I wonder what would happen if you swapped the .gst files between SMG1 and SMG2...?

shibboleet
Posted on 11-16-14 05:53 PM Link | #51287
That's already known, and been known for a while now...

____________________
a

KoopaTroopaMan
Posted on 11-16-14 06:45 PM (rev. 2 of 11-16-14 06:47 PM) Link | #51289
Posted by Splitwirez
Posted by Rainbow Mario
Cosmic Mario races in SMG1 and Ghost Luigi races in SMG2 uses the same file format for the race; .gst files. Interesting...

I wonder what would happen if you swapped the .gst files between SMG1 and SMG2...?

I thought the same. But I think it would crash.
IDK how it works, but I think the file control which animations will be used and when it will be used and where the ghost will move while he playing his animations. So because Ghost Luigi has different animations, the .gst file from Cosmic Mario in SMG1 can't activate them.

This is just a theory, it may be wrong.

Splitwirez
Posted on 11-16-14 09:10 PM Link | #51309
Posted by Rainbow Mario
Posted by Splitwirez
Posted by Rainbow Mario
Cosmic Mario races in SMG1 and Ghost Luigi races in SMG2 uses the same file format for the race; .gst files. Interesting...

I wonder what would happen if you swapped the .gst files between SMG1 and SMG2...?

I thought the same. But I think it would crash.
IDK how it works, but I think the file control which animations will be used and when it will be used and where the ghost will move while he playing his animations. So because Ghost Luigi has different animations, the .gst file from Cosmic Mario in SMG1 can't activate them.

This is just a theory, it may be wrong.

Cosmic Luigi. Also, Luigi can play Mario's animations IIRC, they just look a bit odd. Also, I once had a theory of my own on this topic, that the game writes the player's actions to .gst files somewhere, which it then reads for Cosmic Clone purposes.

NWPlayer123
Posted on 11-16-14 09:12 PM (rev. 2 of 11-16-14 09:13 PM) Link | #51311
Posted by Rainbow Mario
Posted by Splitwirez
Posted by Rainbow Mario
Cosmic Mario races in SMG1 and Ghost Luigi races in SMG2 uses the same file format for the race; .gst files. Interesting...

I wonder what would happen if you swapped the .gst files between SMG1 and SMG2...?

I thought the same. But I think it would crash.
IDK how it works, but I think the file control which animations will be used and when it will be used and where the ghost will move while he playing his animations. So because Ghost Luigi has different animations, the .gst file from Cosmic Mario in SMG1 can't activate them.

This is just a theory, it may be wrong.

Not even close, it has nothing to do with animations. Basically it's all the controller inputs (or just coordinates in general, one of the two) and it loads the animations based on that.

____________________
"I hate playing musical chats" ~ Quote of the month

KoopaTroopaMan
Posted on 11-17-14 06:27 AM Link | #51322
I copied GhostData_____GalaxyLuigi.gst and renamed it to "GhostData____Galaxy.gst". I tested it on my Wii and guess what happened.


When I played the race as Mario, Cosmic Mario was there, not Cosmic Luigi. But his path was exactly as Cosmic Luigi's. Interesting...

SunakazeKun
Posted on 11-17-14 07:56 AM Link | #51325
Of course it doesn't load the Cosmic "Player" files. They don't have code in SMG2.



Youtube | Github | Neo Mario Galaxy | Super Mario Galaxy & Super Mario 3D Land Modding


KoopaTroopaMan
Posted on 11-17-14 01:10 PM Link | #51350
Cosmic Mario's model is EXACTLY the same model as Mario's but with different textures. I tried to open some of Mario's animations with Cosmic Mario's BDL (model) an it worked!

NWPlayer123
Posted on 11-17-14 01:15 PM (rev. 2 of 11-17-14 01:15 PM) Link | #51352
Well of course, did you really expect them to remake animations just for Cosmic Mario? They're going to reuse Mario's animations and have less work when making the game.

____________________
"I hate playing musical chats" ~ Quote of the month
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Main - Archived forums - General SMG hacking - Discoveries New reply

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