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04-06-21 12:15 AM
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Main - Posts by Sparsite

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Sparsite
Posted on 08-25-16 12:51 AM, in Editor development Link | #76459
Bugs that should be fixed for peoples sanity:

-If you try to open a rom thats open in nsmbe (or another program) sm64dse throws an error and you can't open another rom.

-If you open the model importer, import a model, then close the importer and reopen it, it will crash. This is probably the most annoying bug there is.

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Sparsite
Posted on 08-25-16 05:34 PM, in Editor development Link | #76485
What exactly was happening that was making the model importer crash? I'm just curious.

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Sparsite
Posted on 08-26-16 04:49 AM, in Super Mario Galaxy DS (rev. 2 of 08-26-16 04:58 AM) Link | #76503
Staple, did you get all this info from gbatek?

Frustum and projection matrix are cool and flashy words. :P

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Sparsite
Posted on 08-28-16 12:24 AM, in Editor development (rev. 3 of 08-28-16 12:25 AM) Link | #76585
I'm not exactly sure if I did something wrong, but whenever I use the template to patch something, skelux's modded controls get patched to my ROM. I ran 'make clean' prior to patching and am using a clean sm64ds rom that wasn't previously opened in SM64DSe (then I opened it in sm64dse and click toggle suitability for NSMBe ASM patching.)

Did you add something that patches skeluxs fixed controls? I don't want them patched to my ROM.

(Double post because its been over a day and i'm assuming hes not answering the above question)

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Sparsite
Posted on 08-28-16 07:03 PM, in Editor development Link | #76611
Posted by Fiachra
It should be obvious from the both the commit history and the code in your downloaded "source" directory that I did not. Delete the "bak" and "build" folders. If NSMBe encounters an error it will try to restore a backup. The backup in your case must contain those control changes.

There's little point in me trying to explain if you're not at all familiar with SM64DSe's code.


Yeah, your right, ive only skimmed through the code a tiny bit. And thanks for the info, I was really confused on why the controls were being patched.

btw, this might be a good tweak to add for debug purposes


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Sparsite
Posted on 08-29-16 12:04 AM, in Super Mario Galaxy DS Link | #76620
Posted by pacmainia&luigi
ask me if you want to smuggle some super mario sunshine stuff- i know a lot from the game and models. (and can low poly them as levels in 4 hours)


Thats Fiachra's job ;)

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Sparsite
Posted on 08-29-16 08:07 AM, in [Tutorial] How to Replace Mario's Model with a Custom Model Link | #76628
Posted by EQUILIBRIUM
Hello, I am french and i verry not good in english X/ , please your traduction this tutoriel in french : )


Also, why are you asking him as if he knows french? (maybe he does, I dont know, but most don't). As staple said, google translate.

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Sparsite
Posted on 08-29-16 02:10 PM, in Super Mario Galaxy DS (rev. 2 of 08-29-16 02:10 PM) Link | #76640
Posted by pacmainia&luigi
Uh no, we can work on whatever we want.


It was a joke.

And why are you porting sunshine anyway? (not trying to derail from the thread) but your project is gonna get smashed by Fiachra's without any assembly.

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Sparsite
Posted on 08-29-16 06:51 PM, in Super Mario Galaxy DS (rev. 2 of 08-29-16 06:52 PM) Link | #76649
Posted by pacmainia&luigi
The beta used super mario sunshine's voice. Other than that, youre right. heres what i meant by the egg idea:[thumbnail]
for gold leaf's collision problem, try importing the model as dae.
if you are importing black boo, use this image for black boo's textures:[image]


Have fun getting your project smashed by Fiachra lol.

I don't think a .dae will fix collision problems, its probably just that drop faces isn't set to 0. And why would he add something from the galaxy beta anyway?

Also, you'll probably want to UV map that black boo texture if you use it.

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Sparsite
Posted on 08-29-16 09:20 PM, in Super Mario Galaxy DS Link | #76658
Posted by Resilixia
@Sparsite C'mon I'm not that stupid from what I know when I set drop faces to 0 game immediatly crash, so independently of that I may have to reduce by a lot the overall geometry density.
@pacmainia&luigi I had something similar in mind.


Well if it crashes when drop faces is set to 0 then you have to reduce the face count. 4000-5000.

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Sparsite
Posted on 08-30-16 01:28 AM, in None-code data in arm9.bin (rev. 9 of 08-30-16 02:08 AM) Link | #76662
Some interesting stuff I found, some is code related, but this is probably the best place to post this info:

EUR:
0x95E24: "WFSi_ForceWakeupCard() called! (unknown bug has been force-recovered)...rom"

0x8B670: Internal object names

0x8E2D8: Internal stage names

0x8A504: Debug Screen text

0x71398: Download Play text

0x8A7A8: Making calls to update model rendering?

825F0: Font related, lists all characters

0x8B278: NCG file directory

0x8AA30: 10dFdDummy_c....10dFdColor_c....15dFdBrightness (Property related)

0x954D4: Buildtime related?

0x926A2: Letters, maybe font related? (they continue down for a while)

0x8B46C: Callbacks being made

0x8D4A0: Error related?


Arm7.bin

0xDFC4: "xV4.Failed sound alarm OS_SendMessage"

Other interesting info:

In overlay 006, some objects have internal names prefixed with ScMg such as ScMgTeresa or ScMgSound.

0x7FC30: makes reference to ScMgTrampoline, no objects internal names are trampoline however. Theres also a ScMgTrampoline2

Perhaps referencing the Mario trampoline minigame.

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Sparsite
Posted on 08-30-16 02:59 AM, in SM64DS Editor Help Thread - Post your questions here Link | #76666
I've never been able to successfully open any of the GUI bin files. Always gives me an index was out of bounds array error.

Scale: 1.6
Decompress = true
NCG: data/2D_cad/d_2d_game_over_ncg.bin
NCL: data/2D_cad/d_2d_game_over_ncl.bin
NSC: data/2D_cad/d_2d_game_over_BG_ncg.bin
Width and height: 256x256
bits per pixel: 4
palette row: 4
Is Minimap = false
128x128 = true

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Sparsite
Posted on 08-30-16 09:53 AM, in None-code data in arm9.bin (rev. 2 of 08-30-16 09:53 AM) Link | #76670
Posted by Hiccup
Teresa is obviously the boo minigame
Sound is the sound-effect-making treasure chest minigame

And a correction to avoid confusion: the names at 0x8B670 are for what everyone generally calls "actors". Objects are the things that represent actors that you place in the level. I dunno if that is the proper terminology, but that is what is used


objects, actors, same thing (only time actor ids are used is in assembly afaik). Also, yeah, I now realize ScMg is used to prefix minigame assets.

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Sparsite
Posted on 08-30-16 09:23 PM, in Why Waluigi isn't in SM64DS [DEEP] (rev. 3 of 08-31-16 12:11 AM) Link | #76686
This is my fan theory for why Waluigi isn't in Super Mario 64 DS.

Everyone thought Waluigi could be unlocked back when the game was first released, with people claiming he could be unlocked. Unfortunately, many people were wrong. I'm here to tell you why he is never seen in the game, but he why is actually in the game (in spirit).

First off, lets start with the playroom. As we can see in SM64DS Editor,
[thumbnail]

This is proof that the character select room doors are connected. Which means Mario and Luigi on the left side of the room are able to interact with eachother, whilst Wario and Waluigi are on the other side being able to interact with eachother too.

NOW IT GETS DARK!

The game starts you off as Yoshi, you play through until you unlock Mario, in which they trade places. Since Mario is the first character unlocked, it makes sense that he is able to escape and go find food. Presumably feeding off coins or power stars as his health is described as POWER.

All the characters are slowly starving to death in those rooms that bowser locked them in. When Yoshi swaps with Luigi, he is presumably supplying him food. (Luigi is not allowed to come out Mario's door, because the developers programmed it that way).

When going over to Wario's door. Text reads "It's locked... Someone is growling on the other side". Perhaps it could be Warios stomach growling, but its most likely him just growling from insanity after having viciously murdered Waluigi with his bare hands. It makes sense that he could over power Waluigi as he is very strong and is the only one who can break the Black Brick Boxes.

However, behind Waluigi's door, nothing is heard. "It's locked... Everything is quiet on the other side." This means Wario presumably ate him earlier than expected.

Wario is a big guy after all, there's a reason he's so fat. He likes to eat. Going too long without eating probably made him a little crazy, and in turn, he ate Waluigi, his partner in crime. While presumably also drinking his own piss to stay alive. It has happened before where people drink their own piss to stay alive in times of starvation.

Since Wario is the last character you unlock, it makes sense he would be the hungriest. But this isn't where it ends...

Later on, if you go in Waluigi's white labeled door (after collecting the star from the white room I believe), you hear Boo's laughing. This is clearly Waluigi's ghost which now haunts the room and the player is forced to exit.

Well, the truth is leaked. You will never look at the playroom the same way again. Sleep tight and thanks for reading! Anymore evidence to support this theory would be great!

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Sparsite
Posted on 08-31-16 08:17 AM, in Land Lord GB (Super Mario Land Editor Progress) (rev. 2 of 08-31-16 08:18 AM) Link | #76702
Now reading object lists!
[image]
Decided to completely redo it and its going pretty good.

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Sparsite
Posted on 08-31-16 04:33 PM, in Land Lord GB (Super Mario Land Editor Progress) (rev. 3 of 09-01-16 03:57 AM) Link | #76719
Theres tile data (haven't looked at formatting but played around a bit and was able to delete some tiles). Enemy data which is 3 bytes, ObjID and X and Y positions. And stuff like ? Boxes which are stored seperate from animated sprites. They're most likely 3 bytes too. Not exactly sure what you mean by premade object structures.

EDIT: Just decided to jump right into a gameboy debugger without even learning any assembly lol. Here are my notes so far:
601 - Some sort of string loader for HUD bar, doesn't load strings atop the screen

It appears this game uses a base address of some sort. During the game over function is loads FF00 plus 0xB3, noping this disables game over. FF00 is used other places too and stuff gets added to it.

0048 - Displays screen
0050 - NOPing loads title screen (push af)
00A5 - Background scroll related
0134-014E - Rom info
1DCF - D-Pad right related (noping loads title screen on right press lol)
1DD7 - Move player related
6D75 - Music Note related (CD D8 6E)

seems like theres some fail safe mechanism where if something messes up it resets the game.
9870 - Font related

I'd like to release some tweaks with the editor, like a starting world/level modifier, disable pause menu, etc.

I'd also like to figure out music hacking too for some cool chiptunes lol.

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ASMR:
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Sparsite
Posted on 08-31-16 04:44 PM, in Super Mario Galaxy DS Link | #76720
Posted by pacmainia&luigi
its the same texture, I just changed the colors and took out the shine in boo's eyes. and can you please shut up about my hack vs fiachra's? It's bad enough that my partner, hmario, doesn't do anything to contribute. You have no idea how many times i went to his house and yelled at him to do something other than crack bad puns and whatnot rather than help me on the hack.


KEK. I'm just wondering why you are still making it though. It seems pointless, does is not? Why not port another game? He has posted a thread about it here and on gbatemp and has gotten a lot of feedback and suggestions on what people would like to see in the hack. (The ASM changes go without saying.)

Maybe hmario doesn't wanna work on the project because he sees why its pointless.

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Sparsite
Posted on 08-31-16 08:34 PM, in Super Mario Galaxy DS Link | #76732
Posted by pacmainia&luigi
I'm making it because I started it before I knew about fiachra's hack and I want to finish it, as I got a some things done already.

I asked hmario, and he says he still wants to be in my hack.


Ok, if you wanna, then good luck.

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Sparsite
Posted on 08-31-16 11:29 PM, in Post Your Cheesy Editor Names! (rev. 2 of 08-31-16 11:30 PM) Link | #76746
Posted by poudink
And what is there to edit in Miitomo? It's not even a game!


Friends list hacking to pretend like you actually have friends! :D

*Crys in shower*

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Sparsite
Posted on 08-31-16 11:50 PM, in Normal Day in SM64DS Link | #76747
Posted by StapleButter
looks like some weird golf club.


Aha, it does, like hes playing golf something.

It's not a GIF, guys, just give him a minute or two and he will be finished his warm ups and you'll get to watch him shoot a golf ball.

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Main - Posts by Sparsite

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