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Main - General SM64DS hacking - SM64DS Editor Help Thread - Post your questions here New reply

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WhatTheHack
Posted on 07-20-15 10:32 AM Link | #62451
Hello, I am back with another amateur question regarding the editor: is there by any chance a way to simultaneously delete all objects from a level at once, rather than one at a time? I ask because search as I did, I found no such option, but I want to clear all existing objects from the original level when importing custom made level terrain. I would appreciate some help on this, as I can't find a solution myself.

____________________
I got nothing. To put here, that is.

Fiachra
Posted on 07-21-15 03:26 PM Link | #62484
Posted by Robokai
EDIT: Hmm, never mind, got it imported...and now it seems the palette is screwed up.
...
what do ??

These images use 4 bits per pixel, there are only 16 colours available in a palette at a time. The game changes the row of the palette that's referenced to change the colour of the text. It's tricky to replace this sort of image without messing up that palette row switching, there is no easy way of doing it.

Here's one way:
1) Select the palette row whose colours look best/"right" and export the image. Note the palette row.
2) Edit your image and ensure that its palette is limited to 16 colours.
3) Manually edit the palette so that the colours are ordered in the same general pattern as in the original, in this case: 1st = background colour, 2nd = darkest colour and the rest start at lightest and gradually darken with any unused slots set to the background colour.
4) Export the original palette file from SM64DSe (*_ncl.bin)
5) Import your modified font file, setting the palette row to "1".
6) Export your new palette file.
7) Open your new palette file in a hex editor and select everything.
8) Open the original palette file in a hex editor and calculate the offset of the palette row from step 1 using: offset in bytes = (palette row * (2 (bytes per colour) * 16 (colours per row)) eg. row 3: (3 * (2 * 16)) = 96.
9) Overwrite the bytes starting at this offset with those from the new palette.
10) Replace the palette file (*_ncl.bin) with the modified palette from step 9.

There are other (similar) ways that involve merging the palette in Photoshop etc. but I think this is the simplest.

Posted by WhatTheHack
Hello, I am back with another amateur question regarding the editor: is there by any chance a way to simultaneously delete all objects from a level at once, rather than one at a time? I ask because search as I did, I found no such option, but I want to clear all existing objects from the original level when importing custom made level terrain. I would appreciate some help on this, as I can't find a solution myself.

There's no button to do this but you can export the level as XML, edit the XML to remove all objects etc. and then import the modified XML over the level.

TheToxicRyu
Posted on 07-24-15 06:58 AM Link | #62549
How do you disable the opening cutscene


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

Fiachra
Posted on 07-24-15 02:39 PM Link | #62560
Posted by TheToxicRyu
How do you disable the opening cutscene

- Open your ROM, click on "More" followed by "Additional Patches".
- Select the first row "Skip Introduction" and then "Apply Patch".

Note that this patch works by patching the values written to a blank save file so in order for it to work you'll need to create a new one.

Robokai
Posted on 07-25-15 03:19 PM (rev. 2 of 07-25-15 03:21 PM) Link | #62580
Is it possible to alter the heights of the characters jump?

TheToxicRyu
Posted on 07-25-15 08:41 PM Link | #62581
how do i import a model into castle grounds without it giving me a white screen?

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

Robokai
Posted on 07-25-15 08:49 PM Link | #62582
From the first post in this thread:
Posted by Fiachra
"Why does the screen turn white when loading my custom level?"

There are several reasons there might be a white screen:
- Have you removed texture animations (go to 'Texture Animations'>'Remove All', then Save)?
- If so, do you get a warning when importing your level that the textures may be too big?
- Are all of your textures indexed PNG images (GIMP/Photoshop - Image>Mode>Indexed)? Sometimes they cause problems if they're not.
- If not, how many faces are in your model (should be fewer than ~5000)? The higher the number of polygons the fewer / detailed the textures you can have.
- If your polygon count is high, try making your collision map less detailed. You can do this when importing by setting 'Drop faces below' to a value greater than zero, eg. 0.001 or 0.0005. This will drop very small faces from your collision map that aren't necessary.


TheToxicRyu
Posted on 07-25-15 09:08 PM Link | #62583
Posted by Robokai
From the first post in this thread:


But when i import it over bob omb battlefield it works fine

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

TheToxicRyu
Posted on 07-26-15 03:52 AM (rev. 3 of 07-26-15 05:20 AM by Fiachra) Link | #62585
Oh and this appered when i tried to import a moddle ontop of bob omb battlefield (different model then before
[thumbnail]

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

Fiachra
Posted on 07-26-15 05:32 AM Link | #62587
Posted by TheToxicRyu
But when i import it over bob omb battlefield it works fine

You need to actually read that post, hint: it's the first point.

Posted by TheToxicRyu
Oh and this appered when i tried to import a moddle ontop of bob omb battlefield (different model then before
[thumbnail]

This means that it couldn't load the texture specified in your model. Make sure that all texture locations are correct and relative to the model's location,
eg. if the model is located in c:/model/model.dae and your texture is located in c:/model/textures/tex00.png then the texture location in your model should be textures/tex00.png

Posted by Robokai
Is it possible to alter the heights of the characters jump?

Yes, it requires ASM hacking. I know that for the first jump you need to place a hook at 020E245C_ov_02() and change the value that gets written to [r4, #0xA8] (Mario actor's vertical speed). I haven't looked at the other jumps but you should be able to find where those values get set by finding where the jump type variable, stored in [r4, #0x6E1] at 020E234C_ov_02 gets read and then put a breakpoint on Mario's vertical speed changing.

TheToxicRyu
Posted on 07-26-15 05:44 AM Link | #62589
Okay i just have one more question.

When i import a model this happens


It's also on stages as well not only castle grounds

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

Fiachra
Posted on 07-26-15 07:24 AM Link | #62591
Posted by TheToxicRyu
Okay i just have one more question.
...
It's also on stages as well not only castle grounds

This happens usually when you have two faces right or very nearly on top of each other - check your model and delete the extra face(s).

TheToxicRyu
Posted on 07-27-15 04:58 AM Link | #62605
Posted by Fiachra
This means that it couldn't load the texture specified in your model. Make sure that all texture locations are correct and relative to the model's location,
eg. if the model is located in c:/model/model.dae and your texture is located in c:/model/textures/tex00.png then the texture location in your model should be textures/tex00.png

Thanks i now just need to make sure i dont add spaces to the model file name

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

TheToxicRyu
Posted on 08-02-15 01:06 AM Link | #62772
Posted by Fiachra
You're going to need to do that with assembly hacking.

King Bob-Omb spawns a star so somewhere the SpawnActor method 0x02010E2C will get called with actor ID (r0) set to 178 (0xB2, actor ID of object 61). I would place a breakpoint in this method just after defeating King Bob-Omb and if r0 = 0xB2, go to value in r14 and once SpawnActor returns, trace the execution back up to King Bob-Omb's code. You could then disable the method call that causes the Star to appear and add in your own code to spawn an enemy of your choice. You'd then need to modify this enemy's "onDefeat" method to spawn a Star object with appropriate parameters or you could spawn another Boss-type enemy.

extern "C"
{
// Spawns an object with specified Actor ID,
// Object Bank settings must allows object in current level,
// Returns address of the new object
unsigned int SpawnActor(
short int actor_id,
unsigned short int parameter01,
int* xyz_positions,
short int* xyz_rotations);
}

So how would i do that? what do i edit?

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

Fiachra
Posted on 08-02-15 10:47 AM Link | #62789
Posted by TheToxicRyu
So how would i do that? what do i edit?

You're going to need ASM knowledge to be able to do this; use the SM64DS ASM Hacking Template for modifying and inserting custom code and use the no$gba debug version for debugging/investigation.

Robokai
Posted on 08-09-15 01:44 AM (rev. 2 of 08-09-15 01:44 AM) Link | #62965
How hard it would it be to implement mid-level music changes? I know it's already done in-game with the Piranha Plant...

Fiachra
Posted on 08-12-15 08:05 AM Link | #63067
Posted by Robokai
How hard it would it be to implement mid-level music changes? I know it's already done in-game with the Piranha Plant...

If it changes music by spawning a new object it should be fairly easy. Place a breakpoint on the method "SpawnActor" at 0x02010E2C and see if it gets hits when approaching the Piranha Plant. If so, try changing the parameters and seeing whether that affects the music:
// Spawns an object with specified Actor ID,
// Object Bank settings must allows object in current level,
// Returns address of the new object
unsigned int SpawnActor(
short int actor_id,
unsigned short int parameter01,
int* xyz_positions,
short int* xyz_rotations);

Robokai
Posted on 08-13-15 08:55 PM (rev. 2 of 08-13-15 08:55 PM) Link | #63133
[image]

ughhhhh

(not asking for help with this by the way, just thought it was funny)

Chocoladereep32
Posted on 08-14-15 07:41 AM Link | #63153
Hi I don't have a computer yet, but I want to buy one and I want to learn how to make my own super mario 64 DS levels, does anyone know a video where there is information so I can learn how to? And will 8 GB of RAM on a pc be enough? Sorry if I'm wasting your time but you guys are so amazing I'm so happy I found this forum!

Arisotura
Posted on 08-14-15 07:44 AM Link | #63154
8GB should be plenty enough, yeah. RAM isn't the main factor though, definitely get a good CPU too.

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

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Main - General SM64DS hacking - SM64DS Editor Help Thread - Post your questions here New reply

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