Kuribo64
Views: 19,855,350 Home | Forums | Uploader | Wiki | Object databases | IRC
Rules/FAQ | Memberlist | Calendar | Stats | Online users | Last posts | Search
03-29-24 09:11 AM
Guest:

0 users reading Trouble loading airport1 in Super Mario Sunshine | 1 bot

Main - Misc. ROM hacking - Trouble loading airport1 in Super Mario Sunshine Hide post layouts | New reply


dannytheboss11
Posted on 05-29-18 11:34 PM Link | #94484
Using miluaces' Bin Editor (1.2.5 beta)
I managed to make add a parkour challenge in the first area of the game (airport0) which is the airport scene before Mario meets FLUDD (where he has to ofcourse get him slightly afar from his spawn), solely by adding and scaling woodboxes, a few blue coins, and moving FLUDD (Item) and the hitbox to start the next cutscene (MapObjStartDemo) on top another platform without a problem, rebuilt loading everything perfectly as they are supposed to be.

That did not play out well (black screen) for my 2nd parkour obstacle course in the airport1 scene (after Mario gets FLUDD but leaves him to defeat the goop boss before arriving at Delfino Plaza). The only objects I've added differently from airport0 are normal blocks, a turbo and hover nozzle (both created from the Wizard tool) and spike traps and spike fire things (LampTrapSpike and LampTrapIron) that I copy pasted from coro_ex6 (Corona Mountain) even copying over the necessary lamptrap files in mapobj:
lamptrapiron.bmd
lamptrapspike.bmd
lamptrapspike_up.bck
lamptrapspike_down.bck
lamptrap.col

Also for both scenes I edited I made sure every object I added has a different object key which ofcourse is proven to crash the game definitely if one were to be the same as another, and in the same Idxgroup too. I arcpacked both scene folders into arc files and encoded them with yaz0enc (not yaz0fast ofcourse since that doesn't encode them correctly, considering the different file size) so no problem with that.

Here's a picture of the lamp traps shown in Preview:
https://imgur.com/a/Jef2CKx

What I knowis that both LampTrapSpike and LampTrapIron have their own manager (LampBiancoSpike キャラ) which doesn't seem to be listed at all with the other managers for some reason. I assume this manager is hardcoded into the game or can't seem to find it anywhere in the root folder. So what I think is happening here is the lamp traps fail to load with the absense of its manager and is either located deep in the game or in the coro_ex6 folder, or possibly renamed?

I ran the iso using Dolphin 4.0-8504 with Dual Core, idle skipping, and cheats enabled using JIT recompiler, no problems with audio,


Main - Misc. ROM hacking - Trouble loading airport1 in Super Mario Sunshine Hide post layouts | New reply

Page rendered in 0.015 seconds. (2048KB of memory used)
MySQL - queries: 28, rows: 106/106, time: 0.008 seconds.
[powered by Acmlm] Acmlmboard 2.064 (2018-07-20)
© 2005-2008 Acmlm, Xkeeper, blackhole89 et al.