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04-20-24 01:34 AM
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Main - Posts by Marionumber1

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Marionumber1
Posted on 12-23-12 03:35 PM, in Flying and Ice Mario Link | #2050
The idea is that the code to transform them is probably the same function for both Fire and Flying Mario.

Marionumber1
Posted on 12-23-12 06:24 PM, in Flying and Ice Mario Link | #2062
You would have to place MorphItemNeoFoo into the level. I've tried doing that before, but the Red Star hasn't shown up. However, it may be enough to just place that object in the level and use my hack to make the Fire Flower load Flying Mario.

Marionumber1
Posted on 12-23-12 06:57 PM, in Flying and Ice Mario (rev. 2 of 12-24-12 12:57 AM) Link | #2066
I'll have to figure out how to make the Red Star load first. For now, we'll need to use the Fire Flower.

Also, it turns out that my theory is correct. In SMG1, I tried to make the Fire Flower load Ice Mario. This froze the game in Freezeflame Star 2, but in Freezeflame Star 3, which has both the Fire Flower and Ice Flower, the Fire Flower turned me into Ice Mario.

This makes me believe that in SMG1, Mario can only change his model if the corresponding power-up is in the level. However, in SMG2, this changed so that Fire and Flying Mario also count as model changes. But despite this, Dolphin somehow manages to ignore this part of the code, allowing you to successfully make any power-up load Fire and Flying Mario. Thinking about this, it also means that either the power-ups in the level load the assets that are required, or Nintendo just didn't allow you to change your form unless the power-up was in the level.

The first option seems more likely, because the game freezing seems to indicate that some sort of exception has occurred. A possibility is that every power-up loads the models for Mario's form ahead of time, so that the game won't have to read them from the disc while the level is loaded.

Marionumber1
Posted on 12-24-12 01:47 PM, in Flying and Ice Mario Link | #2076
I'll first have to figure out what assets Flying and Ice Mario need. Once I know all of them, I'll be able to load them in the level. We should start by working on a list of every file that they need.

Marionumber1
Posted on 12-24-12 02:12 PM, in Flying and Ice Mario Link | #2080
To keep it organized, post that information on the Power-ups Wiki page.

Marionumber1
Posted on 12-24-12 05:31 PM, in BCSV Editor Link | #2091
I've tried reading every byte into a Byte array and using Encoding.GetEncoding("Shift-JIS").GetString to convert it to Shift JIS, but Japanese text is still only displayed in ASCII characters.

Marionumber1
Posted on 12-24-12 06:50 PM, in BCSV Editor Link | #2096
I didn't use the BinaryReader method, because I don't like the idea of drastically changing my code.

Marionumber1
Posted on 12-24-12 07:01 PM, in BCSV Editor Link | #2098
The good news is that the strings in the message files are Unicode. Back on this topic, do you know why the method I tried wouldn't work?

Marionumber1
Posted on 12-24-12 08:18 PM, in SMG2 File Depot? Link | #2107
Well, progress is happening. People are making level designs, but very slowly.

Marionumber1
Posted on 12-27-12 09:51 PM, in SMG-SMG2 Riivolution XML? Link | #2200
https://www.dropbox.com/s/9skrw4n1jpxeqo6/RMGE01.xml

This XML will work with the USA/Canada version of SMG1. To make it work with other regions, change RMGE01 on the second line to RMGP01 (Europe) or RMGJ01 (Japan).

Marionumber1
Posted on 12-31-12 07:54 PM, in BCSV Editor (rev. 2 of 12-31-12 07:54 PM) Link | #2539
fixed (SByte* strData = bytes.ToArray())
{
str = new String(strData, 0, bytes.ToArray().Length, System.Text.Encoding.GetEncoding("Shift-JIS"));
}

Now I get an error saying "Pointers and fixed size buffers may only be used in an unsafe context".

Marionumber1
Posted on 12-31-12 08:22 PM, in BCSV Editor Link | #2543
I'm using the fixed keyword.

Marionumber1
Posted on 01-01-13 03:36 PM, in BCSV Editor Link | #2615
List<SByte> bytes = new List<SByte>();
String str;

while (bcsvFile.ReadByte() != 0)
{
bcsvFile.Seek(stringOffset + strOffs + strCount, SeekOrigin.Begin);
bytes.Add((SByte)bcsvFile.ReadByte());
strCount++;
}

unsafe
{
fixed (SByte* strData = bytes.ToArray())
{
str = new String(strData, 0, bytes.ToArray().Length, System.Text.Encoding.GetEncoding("Shift-JIS"));
}
}

this.data[i] = str;
this.size[i] = (Byte)strCount;

When I use this code, it works, but Japanese text is still displayed using ASCII characters.

Marionumber1
Posted on 01-01-13 08:53 PM, in BCSV Editor Link | #2626
Which version of .NET are you using, PhantomWings? The BCSV Editor is using .NET 3.5.

Marionumber1
Posted on 01-02-13 08:52 PM, in Post your PC specs! Link | #2684
I run Windows on my MacBook Pro, since most of the stuff I do in SMG2.5 requires Windows. Dolphin also gets much better performance using Dircect3D 9 in Windows than OpenGL in Mac OS X. I also have Ubuntu installed in a VM.

Marionumber1
Posted on 01-02-13 09:00 PM, in Post your PC specs! Link | #2686
On a significantly good computer, there shouldn't be that much difference. Also, I'm using D3D9, not D3D11. According to the makers of Dolphin:

D3D9: Best speed
D3D11: Somewhere in between D3D9 and OpenGL
OpenGL: Best accuracy

Marionumber1
Posted on 01-02-13 11:17 PM, in Post your PC specs! Link | #2692
Direct3D9 and Direct3D11 are only avalible on Windows. I would personally recommend Direct3D9, because it's the fastest, especially on a computer not especially designed for gaming, and there's no significant increase in graphics quality by using Direct3D11 or OpenGL. Of course, you probably won't be able to get good speeds in Parallels, no matter what graphics backend you use.

Marionumber1
Posted on 01-03-13 10:13 PM, in Those little things that annoy you Link | #2757
I'm glad that my school computers have Java installed, so it's easy to run it.

Marionumber1
Posted on 01-04-13 12:20 AM, in Music Changing Link | #2770
I thought I'd post this thread to explain how to change the music of a course. Hopefully this will help people who want to add new songs to the game without replacing old ones.

1. Extract StageBgmInfo.arc from the ISO. It's located in /AudioRes/Info.

2. Extract the contents of StageBgmInfo.arc with yaz0dec and rarcdump.

3. Go to the extracted contents and open up ScenarioBgmInfo.bcsv in my BCSV editor (latest version so you can edit strings).

4. Scroll down the entries until you find the galaxy you want. Note that some galaxies have multiple entries, because different stars may have different music.

5. Click the drop-down box for Field and choose BgmIdName.

6. Change the string you see to the new AST you want. The string should be changed to MBGM_.

7. Save the BCSV, exit, pack up the folder with rarcpack and yaz0enc.

Marionumber1
Posted on 01-04-13 01:41 AM, in List Of All Galaxies And Their Music Link | #2784
They've posted a link to a portfolio of their music.
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Main - Posts by Marionumber1

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