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11-21-17 08:32 PM
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Main - Posts by Gota7

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Gota7
Posted on 04-09-17 03:43 PM, in Miyamoto! (rev. 2 of 04-09-17 03:44 PM) Link | #82431
I'm currently working on an editor called Miyamoto, which is a fork from Reggie Next NSMBU (Since it's dead).

It is centered around friendly sprite images, and Japanese stereotypes.

I'm adding tons of sprite images, plus data I come across to make it all work how it should in game.

Here are some screenshots:



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You can find the latest release here:
https://github.com/Gota7/Miyamoto/releases


New additions: Bowser, mushroom platforms, painted pipes, big pipes, pokeys (unfinished), tower cogs, star platforms, liquids (er about that...), foo, water geysers, and much much more!


4.0 will have various SARC tools and fixed saving, which will be soon.

Please note: Even though you can save, it doesn't work properly for .szs files. So you will need to manually compress exported .sarc files.




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Gota7
Posted on 06-12-17 11:02 AM, in About those white screens... (rev. 3 of 06-12-17 12:01 PM) Link | #83700
I'm trying to import a new model replacing the Big Boo fight's map. However, it seems to always cause the dreaded white screen. All textures are indexed png images, for the collisions, there are less than 1200 faces, and the objects don't seem to be the problem. I have removed all texture animations as well. I also never received any warning about textures being too big. Anyone know what may cause the white screen?


------------------------------------------------------------------------------------------------


And I somehow managed to solve it by importing the general test map XML, which removed all the extra areas, leaving only area 0. So it works now.

Might want to add this to the cause of white screens.




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Gota7
Posted on 06-14-17 01:48 PM, in SM64DS Editor Help Thread - Post your questions here Link | #83772
On my edited 1st castle floor, after completing a level, the player is warped to the 1st castle floor, but everything is invisible? Why is this happening?




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Gota7
Posted on 06-14-17 02:59 PM, in SM64DS Editor Help Thread - Post your questions here Link | #83775
To change the area, it says you have to change the forth parameter, with it being MMMM MMMM MVVV VAAA where AAA is the area. But parameter 4 only has 4 enter-able hex values?




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Gota7
Posted on 06-14-17 04:17 PM, in SM64DS Editor Help Thread - Post your questions here Link | #83777
I still don't understand.




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Gota7
Posted on 06-14-17 06:29 PM, in SM64DS Editor Help Thread - Post your questions here (rev. 2 of 06-14-17 06:37 PM) Link | #83780
What if I put the view ID as 2? Then is it still 3, or just 4?

And 0101 equals 5?

I'm guessing the 0100 equals 4?
But if it were 1111, that's 16?
And 0111 equals 13?
So 1100 = ?
and 1000 = ?




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Gota7
Posted on 06-14-17 06:38 PM, in SM64DS Editor Help Thread - Post your questions here Link | #83783
So the game also goes to the nearest view then?
But what if the value is:
1000
or 1100
or 0100?




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Gota7
Posted on 06-14-17 06:48 PM, in SM64DS Editor Help Thread - Post your questions here (rev. 3 of 06-14-17 07:09 PM) Link | #83786
So 0100 just equals 0?

but how does 0101 equals 5?

Some kind of simple python converter here would be really helpful.




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Gota7
Posted on 06-15-17 10:32 AM, in SM64DS Editor Help Thread - Post your questions here (rev. 2 of 06-15-17 01:39 PM) Link | #83796
Alright, thanks for the help!

Anyone know how to make it snow in a level/area?

I know areas can be modded via importing XML, but how does one edit them?




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Gota7
Posted on 06-15-17 10:49 AM, in Parameter 4 Tool For Those Entrances Link | #83797
I recently discovered that finding out parameter 4 for entrances is a huuuge pain.

It seems to take a while, especially if you have a ton of entrances to work with.
And there are a couple of ways you could mess up, if not careful.

So, I created a tool to eliminate all the stress for you.

I'd like to thank Fiachra, for telling me how to get the correct values.


You can download the tool here:
https://drive.google.com/file/d/0B0F0uV0-yypPVFNFMG9YNHZqYjA/view?usp=sharing


Basically to use this, you open the the file with IDLE or a text editor, replace the Mode, View, and Area variables with your own, and then run the script, and it will output the Hex values.

The default values will output "0x5ab", and so when putting that into the Parameter 4 of an entrance, you would just put "05AB".




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Gota7
Posted on 06-22-17 09:57 PM, in SM64DS Editor Help Thread - Post your questions here Link | #83948
Here's another entrance mode:

0000 0110 1 - Used for Tiny Huge Island pipes (Pipe entrance?).




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Gota7
Posted on 06-27-17 10:36 AM, in Editor development Link | #84055
That happens to me when I somehow managed to corrupt a level, especially with a broken xml. I would try redownloading a US rom, or dumping your own.




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Gota7
Posted on 07-03-17 07:47 PM, in SM64DS Editor Help Thread - Post your questions here Link | #84268
Try making sure everything is in the correct area. If the level has more than one area, it can cause problems. You can see how many areas there are by going into the mip-map settings. Please also make sure entraces are set up properly, and lead to area 0.




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Gota7
Posted on 07-05-17 03:27 PM, in SM64DS Editor Help Thread - Post your questions here (rev. 3 of 07-05-17 10:23 PM) Link | #84348
I'm having a problem with Cool-Cool Mountain. With a brand new ROM, it works correctly. I exported this XML over an existing one. After importing a model and removing texture animations I get a white screen. But here is the interesting part - After reimporting the backup XML, the level will still crash. It works fine on the emulator, but not on the 3ds.

EDIT - Solved it by moving SM64DSe out of program files. Maybe something with temporary files?




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Gota7
Posted on 07-06-17 10:15 AM, in SM64DS Editor Help Thread - Post your questions here (rev. 2 of 07-07-17 12:24 PM) Link | #84367
No, I did not. There are a couple of things that could have went wrong. Anyways, how would I animate a texture like lava or water in a custom model? And why does the Castle 1st floor keep crashing when I try to add character doors?




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Gota7
Posted on 07-06-17 10:18 AM, in maps won't load (rev. 2 of 07-06-17 10:23 AM) Link | #84368
You can't have "red" objects in the level. You must modify the object banks in level settings to include the objects you want. If you are using Chill Bully, it also needs the 0 object bank to be set to 0. Make sure texture animations are removed. Don't forget to have entrances 0-3 with a view connected. The model also must be less than around 5000 polygons.




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Gota7
Posted on 07-08-17 12:33 PM, in SM64DS Editor Help Thread - Post your questions here (rev. 6 of 07-11-17 04:31 PM) Link | #84413
I'm pretty sure I'm entering the correct settings. I imported the general test map over the castle 1st floor to only get one area. So I set the inside and outside areas of the doors to 0.

And I don't know how to work the texture animations. I'm going for a liquid/lava kind of thing.


Also, I have a song currently replacing the NCS_BGM_WATER (Dire Dire Docks). I have another song that uses the exact same instruments of the NCS_BGM_WATER, but I can't replace it since another song is there. What can I do to make my new song for a level work?

And how to change the Nintendo logo before the title screen?


I also have a level that works 50% of the time, but 50% of the time leads to a white screen. (Could it be music related?)




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Gota7
Posted on 07-09-17 05:21 PM, in The REAL Music Replacement Tutorial (rev. 9 of 08-03-17 11:03 AM) Link | #84458
Yep, it's me, Gota7.

Now if you're like me, you probably noticed that all the music replacement tutorials, don't work.
BUT FEAR NOT! You can get custom music too. It just takes a lot of patience... and possibly some heartbreaks if you mess up, but let's get started.


For those visuals I made videos:






Now a bad thing about other tutorials is that you have to go find the tools yourself usually, which tends to be a bad thing since there are different versions, etc. So just download my tool pack (I will refer to this as my toolbox):

https://drive.google.com/open?id=0B0F0uV0-yypPWWxvM2JCVDYxVkU


If for some reason, I'm a tool and delete, ask me, or go on a scavenger hunt to find the tools yourself:

* midi2sseq.exe (NEW VERSION, not old one)
* Anvil Studio
* libstdc++-6.dll (So midi2sseq actually works)
* SM64DSe (I'm pretty sure you can find that)
* VGMTrans (I got mine from github)
* editor.exe (NDS Editor)
* A dump of sound_data.dat (The one in my pack is stolen from Skelux)


Now that you have all the tools, let's get starting in getting our MIDI into the game!


---Basic Editing---

Open an original ROM with VGMTrans.
Find the song you want to replace.
Right click it, and hit SAVE .mid and DLL.

Open the .mid you want to use with rather FL Studio (Recommended)
or Anvil Studio (Basically anyone else). Pay attention to the instruments used in the original mid file. YOUR CUSTOM MID FILE MUST USE THE SAME INSTRUMENTS, AND NUMBER OF TRACKS!
After you finish perfecting your mid by elimination kinda useless tracks, and changing all the instruments, you now HAVE TO REARRANGE THE ORDER OF THE TRACKS TO MATCH THE ORIGINAL FILE, AND RENAME THEM TO THE CORRECT NAMES AS WELL. Now those with FL Studio can use Fruity LSD to have a live preview of what it will sound like. Now you may have trouble changing instruments, that is because you have to use FL's Piano Roll Editor to Delete the channel and volume controllers. And yeah, I need to make a video tutorial on this, because this sounds terrible. When it's done, export the MID and close out of the editor.

If this section confuses you, watch the first tutorial and a little of the second.


---Final Touches---

Now that you have your MIDI with the correct instruments, save it, and close whatever editor(s) you are using. Now we are going to make this thing work correctly. Open the .mid with Anvil Studio. IF YOU SEE AT ANY TIME EMPTY TRACKS WITHOUT ANY NOTES THAT MAGICALLY APPEAR, DELETE THEM.


Now it's time to make our song loop!

Go ONE SECOND AFTER where you want the loop to start.

Hit View->Composer.
Then Hit Edit->Insert MIDI Event.
Make sure both check boxes are checked.

Now in the Kind Of Event Scrollbox or whatever, look for Marker. Click it. (Is like 13 down from the top)

In the text box, put in without quotes: "loopStart"

Go ONE SECOND AFTER where you want the loop to end. (I'm pretty sure you know how to add the marker.)


Congrats! You made your song loop, please note in the anvil studio editor it won't loop when you play it, but it will in-game, trust me.


Now time for the weird part:

Write down the tempo or memorize it.
Hit File->Export MIDI Format 0 File.

Overwrite or save as another .mid file.
Open the new .mid in anvil studio.
You will notice the tempo is off.
Click on the tempo, and enter the tempo from earlier.
MAKE SURE ENDLOOP IS IN THE CORRECT POSITION, MIDI 0 TENDS TO MOVE IT.
Hit File->Save Song.

YOU ARE NOW DONE MAKING THE .mid!!! :D

Note: Opening and saving the .mid in any other editor after Anvil Studio DESTROYS THE LOOP! (And everything you did in this section).


---Importing---


This is the part to cross your fingers. You can either make it or break it here. Hopefully you are all set with your midi, and if you did good, this should work out smoothly for you.

Now, copy to an empty folder the following:
* midi2sseq.exe
* MIDI.bat
* libstdc++-6.dll
* Your final, fixed midi file from the previous step.

For simplicity reasons, rename your mid file exactly to "FILENAME.mid" (No quotes).
For those good with CMDs or batch files, you can use your own .bat file. The command to convert the midi is:
midi2sseq FILENAME.mid FILENAME.sseq

Now if you used my batch or not, it should have worked. If it gives a weird error, then most likely you don't have the dll in the same folder. If it failed, sorry, I don't know what to do.
IF IT WARNS YOU ABOUT THE TEMPO, DON'T PANIC! IT'S NORMAL!

If your SSEQ is over 10kb, I recommend you shorten it. It could decide to not work.

Now in my toolbox, look for the sound_data folder. In the Sequence folder, look for the file you want to replace. Rename your .sseq file to the same as the one in the sequence folder. Replace the one in the sequence folder.

Now, open editor.exe (in my toolbox).
Hit Tools->Make Sdat File.
It should ask you for a folder, select the sound_data folder.

Now everything else should fill itself out (Unless you renamed any folders, which you should not have). Make sure the checkbox is checked, and hit OK. Now find your sound_data.sdat file, and hold onto it with your life, this contains all the music in the game!

To see if your song sounds good, you can open the sound_data.sdat with VGMTrans.

Now time for the moment of truth. Open your DS Rom with SM64DSe.

Hit SM64DS File System. Click the + next to the ROM File System.
click the + next to data.

Click sound_data.sdat.

Click Replace (Raw).

Navigate to your sound_data.sdat.

You will no for sure it worked, when it does nothing. (A little replaced successfully message would go good here).

Time for the final test.
Open the ROM in your Flashcart or Emulator, and see if it works!


If it works: Congrats!

If it kinda works: Double check you did everything right, retrace your steps, or do some editing.

If it's too loud or too quiet: Go back to the end of the basic editing stage, and change the volume of the channels.

If it doesn't work: You messed up somehow. Or it's a bad .mid, but I doubt you'd make it this far and have it fail. If you get an annoying buzz, you didn't do the basic editing right, or didn't use my version of midi2sseq.exe





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Gota7
Posted on 07-09-17 10:00 PM, in Level Import with SketchUp File (rev. 2 of 07-09-17 10:01 PM) Link | #84466
Just follow some tutorials on SM64 hacking, doesn't have to be DS. I'm using models meant for SM64 and they work perfectly. (I doubt Nintendo wanted to remodel every single course)




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Gota7
Posted on 07-10-17 11:24 AM, in The REAL Music Replacement Tutorial Link | #84492
Yeah, I should really do video editing, but at the moment I just cared about making the tutorial. My tutorial only covers replacing sseq files, but the NSMBDHD tutorial should cover just about everything else (Like replacing instruments).




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Main - Posts by Gota7

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