Kuribo64
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Main - General SM64DS hacking - SM64DS Editor Help Thread - Post your questions here Hide post layouts | New reply

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Fiachra
Posted on 07-16-15 06:15 AM Link | #62329
Posted by GreenThunder1337
Is there a Linux version of the SM64DSe?

I'm sure you've mentioned this before, but I can't seem to find it.

SM64DSe can run on Linux, Windows and Mac however a binary is provided only for Windows. To run under Linux you need to download and compile the source yourself. To do so you need to install monodevelop (and mono), a cross-platform IDE for C#. Once installed you can just open the project and compile and run it, similar to how you'd do it in Visual Studio.

Robokai
Posted on 07-16-15 06:51 AM Link | #62331
[image]

christ i feel so bloody BRILLANT

GreenThunder1337
Posted on 07-16-15 07:34 PM Link | #62341
[image]

Yep.

____________________
Kuribo64 / NSMBHD / MMM

NNID: GreenThunder1337
3DS FC: 1521 - 5979 - 1511

TheToxicRyu
Posted on 07-17-15 02:30 AM Link | #62357
When i export a dae file in sketch up it is always the wrong direction can someone help

____________________
NNID: Mariomon100
3DS Friend Code: 0473-8619-3062

Shadey
Posted on 07-17-15 02:42 PM (rev. 2 of 07-17-15 05:38 PM) Link | #62366
Is there any way to open the rom without extending the overlays?
I can't edit the versus objects because extending the overlays breaks DLP. I know one of the first versions of the editor doesn't extend but it's pretty limited.

EDIT: Turns out v0.5 breaks DLP too. Even when I just change one thing in a single player level that has nothing to do with Multiplayer, it breaks it. What causes this?

GreenThunder1337
Posted on 07-17-15 08:52 PM Link | #62371
Fiachra, you know how you said you were gonna put custom power-ups in your SMSDS hack?

You mind sharing how you would do that?

If you'd rather not, at least till the release of your game, I'd understand.

____________________
Kuribo64 / NSMBHD / MMM

NNID: GreenThunder1337
3DS FC: 1521 - 5979 - 1511

Robokai
Posted on 07-18-15 04:26 AM Link | #62379
How would one go about editing the fonts in the game? Where are they located?

Fiachra
Posted on 07-18-15 09:54 AM Link | #62384
Posted by ToadKidGaming
When i export a dae file in sketch up it is always the wrong direction can someone help

This is probably because certain triangles in your model are facing the wrong direction, eg. the ground is textured on the underside of the triangles instead of the side facing up. In SketchUp these faces should show up as a dark grey; you can then select these faces and invert their direction. Alternatively if there are too many that are facing the wrong way, you could import your DAE into Blender, select all faces and select "Mesh">"Normals">"Recalculate Outside".

Posted by Robokai
How would one go about editing the fonts in the game? Where are they located?

The 3D font is located in:
NCG: "/ARCHIVE/c2d.narc/data/2D_cad/EUR/d_2d_mario_3Dfont_16_16_PAL_ncg.bin", compressed, 256x256, 4bpp
NCL: Varies. Eg.: "/ARCHIVE/arc0.narc/data/2D_cad/d_2d_battle_cmn_icon_ncl.bin"
In addition to there being multiple palettes the font can use, the row within the palette that the font uses also varies depending on when it's used (4 bits-per-pixel images can only reference 16 colours).
[thumbnail]
2D Font:
NCG: "/ARCHIVE/c2d.narc/data/2D_cad/EUR/d_2d_mario_3Dfont_PAL_ncg.bin", uncompressed, 256x128, 4bpp
NCL: "/data/2D_cad/d_2d_mario_3Dfont_ncl.bin"
[thumbnail]

Posted by Shadey
Is there any way to open the rom without extending the overlays?
I can't edit the versus objects because extending the overlays breaks DLP. I know one of the first versions of the editor doesn't extend but it's pretty limited.

EDIT: Turns out v0.5 breaks DLP too. Even when I just change one thing in a single player level that has nothing to do with Multiplayer, it breaks it. What causes this?

It's something to do with checksums and signatures(?) in the header no longer being correct once the ROM has been modified. Flashcarts don't care but the DS firmware will refuse to boot it. I know Dirbaio has an option in NSMBe that disables the updating of header value 0x80 (Total Used ROM size) and the CRC16 checksum of the header written at 0x15E with the "DLP friendly" option but I haven't tested whether this works. In addition there's included in his ASM Hacking Template the following:
@ Disable Overlay signature checking.
@ This should allow us to use ASM hacks freely in Download Play.
@ Hook address is NSMB-specific but it can be changed for all games.
@ It simply hooks FS_CompareDigest to return always true.

nsub_0206AE18:
mov r0, #1
bx lr
I suppose I could try and do the same for SM64DS and see whether that works or if someone else wants to try it and post the results.

Posted by GreenThunder1337
Fiachra, you know how you said you were gonna put custom power-ups in your SMSDS hack?

You mind sharing how you would do that?

If you'd rather not, at least till the release of your game, I'd understand.

I'm using the SM64DS ASM Hacking Template to insert custom code, I use No$GBA debugger version to find out where to insert code and what needs changed etc. Once I finish the game I'll release most (maybe all?) of the code for others to learn from.

Fiachra
Posted on 07-18-15 02:47 PM Link | #62386
Posted by Fiachra
It's something to do with checksums and signatures(?) in the header no longer being correct once the ROM has been modified. Flashcarts don't care but the DS firmware will refuse to boot it. I know Dirbaio has an option in NSMBe that disables the updating of header value 0x80 (Total Used ROM size) and the CRC16 checksum of the header written at 0x15E with the "DLP friendly" option but I haven't tested whether this works. In addition there's included in his ASM Hacking Template the following:
@ Disable Overlay signature checking.
@ This should allow us to use ASM hacks freely in Download Play.
@ Hook address is NSMB-specific but it can be changed for all games.
@ It simply hooks FS_CompareDigest to return always true.

nsub_0206AE18:
mov r0, #1
bx lr
I suppose I could try and do the same for SM64DS and see whether that works or if someone else wants to try it and post the results.

Nope, nothing worked. Tried the firmware.nds method described here which works for NSMB but it didn't work; the downloading DS got past the Nintendo logo but then it crashed. This suggests that the problem wasn't with the signatures but something else in the ROM, probably the fact that the game has been patched to use different overlays than the original.

Shadey
Posted on 07-18-15 03:51 PM Link | #62387
I was just getting ready to try this.
Hmm, opening up a NARC and then replacing the files inside works. For example, I was able to replace the slide level with the level when you unlock the metal cap and have it work over DLP. But since I can't edit the objects, everything is just all over the place and it's useless to actually edit the map this way.

And yeah, it is the patch that breaks multiplayer. Opening the rom with the editor and making no changes still breaks multiplayer. But using v0.5 doesn't change the overlays so I have no idea why that breaks multiplayer.

GreenThunder1337
Posted on 07-18-15 05:43 PM Link | #62388
I've found that if you load an adventure game, exit, then load multiplayer, it doesn't crash.

Don't know if that would be very helpful, as I've only tested it on one or two roms.

____________________
Kuribo64 / NSMBHD / MMM

NNID: GreenThunder1337
3DS FC: 1521 - 5979 - 1511

Fiachra
Posted on 07-18-15 07:54 PM Link | #62398
Posted by GreenThunder1337
I've found that if you load an adventure game, exit, then load multiplayer, it doesn't crash.

Don't know if that would be very helpful, as I've only tested it on one or two roms.

Can you describe what you did? I tried loading a patched ROM, starting and then quitting the main game and opening VS. mode on one DS and then loading firmware.nds on the second DS and loading Download Play but the game crashed as before.

Robokai
Posted on 07-19-15 01:53 AM (rev. 2 of 07-19-15 02:42 AM) Link | #62403
Thanks for the info Fiachra, I was able to successfully locate both fonts. Unfortunately, trying to replace the 3D font led to a black graphic...I'll try this later when I have more time and see if I can get it working proper.

GreenThunder1337
Posted on 07-19-15 05:23 AM (rev. 2 of 07-19-15 05:25 AM) Link | #62409
Posted by Fiachra
Can you describe what you did?
I don't think I used firmware.nds.

I did this with the Deku Link demo, it would crash whenever I would select a multiplayer training stage and when a second DS would "finish" downloading multiplayer data.

I then opened up the main game, being in the Castle Grounds, I thought "that might do something", so I immediately exited, and loaded multiplayer training Castle Grounds.

Even though I suspected it would work, I was still surprised to find that all the model replacements still worked (the Deku Mask, and Deku Link).

I think I tried it again with two DSes, meh... it was quite a time ago.

Edit: This doesn't do anything for the NARCs, does it? :I

____________________
Kuribo64 / NSMBHD / MMM

NNID: GreenThunder1337
3DS FC: 1521 - 5979 - 1511

Shadey
Posted on 07-19-15 05:11 PM (rev. 2 of 07-19-15 05:30 PM by Fiachra) Link | #62421
Fiachra - Any time I edited the E rom, it broke DLP. I had a lot more luck editing the U rom and I was even able to replace a few things in the NARC files. I replaced the files from Bob-Omb Battlefield and put it into the slide level and it worked.
However, since all the objects are unchanged, it is pretty much unplayable. Also, the map is very glitchy and you fall through and it almost acts like water. It's hard to describe. I wouldn't mind a separate thread for Versus hacking.

[thumbnail]

[thumbnail]

Robokai
Posted on 07-19-15 05:27 PM Link | #62422


ayy lmao

Fiachra
Posted on 07-19-15 05:40 PM Link | #62424
Posted by Robokai
Thanks for the info Fiachra, I was able to successfully locate both fonts. Unfortunately, trying to replace the 3D font led to a black graphic...I'll try this later when I have more time and see if I can get it working proper.

Make sure that the image you're importing is in BMP format and indexed.

Posted by Shadey
Fiachra - Any time I edited the E rom, it broke DLP. I had a lot more luck editing the U rom and I was even able to replace a few things in the NARC files. I replaced the files from Bob-Omb Battlefield and put it into the slide level and it worked.
...

Was this on a ROM that was patched by SM64DSe?

Shadey
Posted on 07-19-15 06:06 PM Link | #62425
Posted by Fiachra
Was this on a ROM that was patched by SM64DSe?


No, I opened the ROM with NSMBe and just replaced a few files.

Robokai
Posted on 07-19-15 08:38 PM (rev. 3 of 07-19-15 10:57 PM) Link | #62426
Posted by Fiachra
Make sure that the image you're importing is in BMP format and indexed.

EDIT: Hmm, never mind, got it imported...and now it seems the palette is screwed up.
[image]
what do ??

GreenThunder1337
Posted on 07-20-15 12:56 AM Link | #62431
Posted by Shadey
No, I opened the ROM with NSMBe and just replaced a few files.
ayyy, why didn't I think of that? XD

____________________
Kuribo64 / NSMBHD / MMM

NNID: GreenThunder1337
3DS FC: 1521 - 5979 - 1511
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Main - General SM64DS hacking - SM64DS Editor Help Thread - Post your questions here Hide post layouts | New reply

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