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04-23-24 10:00 PM
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Main - Posts by Gota7

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Gota7
Posted on 07-13-17 12:41 AM, in SM64DS Hacking Discord Link | #84580
A discord for SM64DS because whynot.
https://discord.gg/PhpA9Wt




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Gota7
Posted on 07-20-17 04:20 AM, in Editor development Link | #84848
Might want to fix the mouse wheel glitch... Using the mouse wheel on an object will not work properly.




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Gota7
Posted on 07-23-17 05:46 AM, in SM64DS Editor Help Thread - Post your questions here Link | #85035
Anyone know how to mod the Nintendo logo? And the castle bg above the file select. I tried using NSMBe to edit the power star icon, but it always messes up the character icons and power meter in-game.




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Gota7
Posted on 07-27-17 04:45 AM, in How to edit sound effect tables and other stuff Link | #85279
Btw, the decimal ID for BGM_Resident is 49, not 50.




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Gota7
Posted on 07-28-17 08:56 PM, in SM64DS Editor Help Thread - Post your questions here Link | #85331
My level over the castle first floor works perfectly, except for when Mario enters, black sceen.




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Gota7
Posted on 07-28-17 10:45 PM, in SM64DS Editor Help Thread - Post your questions here Link | #85335
The music freezes too...




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Gota7
Posted on 07-29-17 04:03 PM, in SM64DS Editor Help Thread - Post your questions here (rev. 7 of 07-29-17 10:52 PM) Link | #85345
I get the same thing. It says they are not proper files. I went to the right adresses, dumped the correct size in hex, and converted them to binary files. Even after it not working, I LZCompressed the two files you are supposed to. Still nothing. Changing the settings did nothing.

And when trying to edit the paper textures for the title resources (In the DSMT folder then USA), the editor complains about unknown symbols.

And yes Fiachra, the hub menu works with all other characters. Do I need to have the CG1 lightbeam? It could be a possibility. EDIT: It's not. Mario still crashes the game with the lightbeam placed properly. It also cannot be the warp Mario takes either, as exiting a course still crashes the game unlike with other characters. Newer EDIT: SOLVED, SOLVED SOLVED! I spent a half to an hour figuring out, but it turns out that Entrance 15 must be set to 720 for whatever reason. And Entrance 0 must be set to 0 as well. IDK why the game was so picky about this, but whatever. EDIT EDIT EDIT: Mario also seems to spawn with a Wingcap in a different level setup. This might kind of explain the crashing? Maybe Mario can't have a Wingcap to start in CG1? Who knows why. Anyways, I'll keep experimenting with Entrances until I figure out all 16 types/modes.




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Gota7
Posted on 07-30-17 02:55 AM, in Parameter Tool Generator (rev. 3 of 08-21-17 07:13 PM) Link | #85354
I made a tool to tell you the parameters to special objects like entrances, exits, teleports, and views. It's useful for people who like GUIs and prefer not to look at documentation.


Features:

  • Always on top option, so you can use it and SM64DSe at the same time.
  • Fully documented entrance types.
  • Helpful tips for beginners.
  • Easy-to-use interface, mostly because I'm a really lazy coder.
  • Easier to set up pipes.
  • Does all the math and calculations for you.
  • Supports other objects like views, teleport sources, type 14, and exits.


Download:
https://github.com/Gota7/Parameter_Generator_Tool/releases




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Gota7
Posted on 07-30-17 03:07 AM, in Warps, etc - Documentation (rev. 3 of 07-30-17 03:11 AM) Link | #85355
I figured out entrance modes 0-15:

0 - Spawns on ground standing.
1 - Wingcap Mario for ? Switch level only, else Mario and other characters fall and take damage.
2 - Mario has Wingcap, other characters Spin in with Star wipe.
3 - Spin in with Circle wipe.
4 - Fall in, Star Wipe.
5 - Fall in, Star Wipe. (Duplicate?)
6 - Fall in, No Wipe.
7 - Fall in, No Wipe. (Duplicate?)
8 - Like jumping out of a pit/pipe, but lets you save.
9 - Like jumping out of a pit/pipe, but lets you save. (Duplicate?)
10 - Spin in, No Wipe.
11 - Acts like painting, makes sound, lets you save.
12 - Acts like painting, makes sound, lets you save. (Duplicate?)
13 - Jumps with fist in air, like coming out of a pipe.
14 - Spawns on ground standing (Castle Door Entrance).
15 - Fall in with Mario Wipe.

Seems to repeat after 15 (Based on testing modes 16 and 17).

All of these were tested for every character. I made the different entrances in the general test map.

I used numbers instead of the binary representations.




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Gota7
Posted on 07-30-17 03:34 AM, in I have literally no idea where to start with SM64DS hacking? Could someone help me? Link | #85357
Welcome to the SM64DS hacking scene!

I make a whole bunch of tutorials explaining stuff on my youtube.

You can find the playlist here: https://www.youtube.com/watch?v=2cYzCjjo1BE&list=PLqLbHe4NpIb5T7evcOl9dll23HC8-i9QT

For questions, ask in the editor help thread or the SM64DS discord.




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Gota7
Posted on 07-30-17 02:34 PM, in SM64DS Editor Help Thread - Post your questions here Link | #85368
I tried those, but it still didn't work. Can you send your hex or bin files so I can see where I made a mistake?




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Gota7
Posted on 07-30-17 02:38 PM, in Parameter Tool Generator Link | #85369
IDK how hard it would be. I use an older version of the editor, since the new one always acts buggy for me. Although the new one probably has a parameter reference. But for entrances, something like my tool would have to be other than a parameter reference. IDK how the editor works.




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Gota7
Posted on 08-01-17 03:54 AM, in Editor development (rev. 2 of 08-01-17 03:55 AM) Link | #85434
A cool feature would be placing coin lines. Since coins are usually .15 apart, would it be possible to generate a coin line from a coin object? It's a pain to place them.




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Gota7
Posted on 08-07-17 03:08 AM, in SM64DS Editor Help Thread - Post your questions here Link | #85842
How can I find the correct material name to apply the correct texture animations? The Texture and BTP Editor doesn't give the material names correctly.




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Gota7
Posted on 08-13-17 04:03 AM, in SM64DS Editor Help Thread - Post your questions here (rev. 2 of 08-13-17 06:21 AM) Link | #86148
When replacing the texBank_U.bmd the editor says the keys are not given in the present dictionary. Is there any other way to edit this?

Also, I want to replace Obake with Staffroll. I replaced the Swav, sbnk, and sseq. I also used DSS to correct the Obake Bank to use the Resident and Obake banks. There is silence though...




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Gota7
Posted on 08-15-17 03:33 PM, in Map Selecter Tool Link | #86464
What are these hidden maps?




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Gota7
Posted on 08-15-17 03:34 PM, in Type 14 is Not a Mystery! (Star Cutscenes) Link | #86465
Seems great this was finally figured out! I'd like to see this in the editor soon!




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Gota7
Posted on 08-15-17 03:38 PM, in Editor development Link | #86467
Having the Entrances Parameter 4 be simpler. The user can input the ViewID, the AreaID, and the Mode and have it create the hex automatically. Adding mibs' type 14 object in the game (star cameras). IDK what the sound editor is, or whatever, but it seems like something useful to be added.




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Gota7
Posted on 08-15-17 03:41 PM, in Map Selecter Tool Link | #86469
Are there any other "secret" maps other than the Tox Box Test map, and the General Purpose test map?




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Gota7
Posted on 08-18-17 10:40 PM, in Super mario 66 ds The final mission Only DEMO Link | #86677
I guess you can try to add things like shading. But I bet the ds could not handle all the polygons.




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Main - Posts by Gota7

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