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04-19-24 12:58 PM |
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Main - Posts by Crashdance22 |
Crashdance22 |
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Normal user Level: 24 Posts: 21/112 EXP: 74997 Next: 3128 Since: 05-04-13 Last post: 2886 days ago Last view: 2128 days ago |
Must have misunderstood what you said about the palettes, you must be talking about the duplicate name issue. Just tested that and it's still happening as well. Take your time there is no rush at all, I'm just poking around testing stuff. |
Crashdance22 |
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Normal user Level: 24 Posts: 22/112 EXP: 74997 Next: 3128 Since: 05-04-13 Last post: 2886 days ago Last view: 2128 days ago |
Are there scale properties for these objects? |
Crashdance22 |
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Normal user Level: 24 Posts: 23/112 EXP: 74997 Next: 3128 Since: 05-04-13 Last post: 2886 days ago Last view: 2128 days ago |
Screenshot doesn't work, but that's awesome! Does this mean just about any OS running Java can run this? |
Crashdance22 |
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Normal user Level: 24 Posts: 24/112 EXP: 74997 Next: 3128 Since: 05-04-13 Last post: 2886 days ago Last view: 2128 days ago |
OP, did you make that avatar? Mega Mario's SM64DSe doesn't support editing of Mario/character textures that I know of. When I try to edit the textures of a player object (even with the correct parameters) the editor shows me the star. However, if I can find Mario's palette data and edit the palette, that will work. I'm just wanting to change the colors, not edit the actual texture or anything. Anyone know which file the pallete data is in?
Also replacing the castle tree texture in the US ROM breaks the game. I have a feeling it's a slightly different texture format considering it shows up in the editor, but has some artifacting. |
Crashdance22 |
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Normal user Level: 24 Posts: 25/112 EXP: 74997 Next: 3128 Since: 05-04-13 Last post: 2886 days ago Last view: 2128 days ago |
Just noticed the Bob-Omb texture is actually rotated about 45 degrees counterclockwise. Is there a rotation parameter in the BMD file? It would be easier and look better than rotating the entire texture. |
Crashdance22 |
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Normal user Level: 24 Posts: 26/112 EXP: 74997 Next: 3128 Since: 05-04-13 Last post: 2886 days ago Last view: 2128 days ago |
I'm also curious to see if changing the width/height of a texture entry will do anything to allow higher res textures to be used. Does each section of the BMD file have a recognizable header? Otherwise it's difficult to find the start of a certain section, I suppose I could change a single texture or something in the editor, find the new pointer in the texture entry, and work from there. |
Crashdance22 |
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Normal user Level: 24 Posts: 27/112 EXP: 74997 Next: 3128 Since: 05-04-13 Last post: 2886 days ago Last view: 2128 days ago |
Hmm, well we've figured out how touchy that can be. Are there headers for each section of the ROM or is it mainly just touch and go? Say I want to change a bone or something, I would have to distinguish what each section of the BMD file is merely by looking for patterns in data in a hex editor. |
Crashdance22 |
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Normal user Level: 24 Posts: 28/112 EXP: 74997 Next: 3128 Since: 05-04-13 Last post: 2886 days ago Last view: 2128 days ago |
Right, that's what I've been looking at. But I'm guessing there is no distinct header for every section, making them harder to find? |
Crashdance22 |
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Normal user Level: 24 Posts: 29/112 EXP: 74997 Next: 3128 Since: 05-04-13 Last post: 2886 days ago Last view: 2128 days ago |
I'll be messing around with SMG... once I get around to upgrading my system so I can actually test with Dolphin at full speed. Looks fun though, looking through the object database I had not realized these games were THAT complex under the hood! |
Crashdance22 |
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Normal user Level: 24 Posts: 30/112 EXP: 74997 Next: 3128 Since: 05-04-13 Last post: 2886 days ago Last view: 2128 days ago |
Wow, nice way to welcome a new contributor. That unused launch star sounds interesting though. |
Crashdance22 |
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Normal user Level: 24 Posts: 31/112 EXP: 74997 Next: 3128 Since: 05-04-13 Last post: 2886 days ago Last view: 2128 days ago |
No problem. You got me curious about this unused launch star now... |
Crashdance22 |
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Normal user Level: 24 Posts: 32/112 EXP: 74997 Next: 3128 Since: 05-04-13 Last post: 2886 days ago Last view: 2128 days ago |
BMD bone scale and rotation parameters are showing up in the editor but are being ignored in-game. Does not matter if the bone is a child, parent, or if it has siblings. Do we know why these are being ignored?
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Crashdance22 |
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Normal user Level: 24 Posts: 33/112 EXP: 74997 Next: 3128 Since: 05-04-13 Last post: 2886 days ago Last view: 2128 days ago |
What collision parameters? I didn't modify the collision file. |
Crashdance22 |
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Normal user Level: 24 Posts: 34/112 EXP: 74997 Next: 3128 Since: 05-04-13 Last post: 2886 days ago Last view: 2128 days ago |
Then how did MM figure out what those bytes were for? Is the format used for other games? |
Crashdance22 |
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Normal user Level: 24 Posts: 35/112 EXP: 74997 Next: 3128 Since: 05-04-13 Last post: 2886 days ago Last view: 2128 days ago |
Well I tried this with DeSmuME, are they known to work in other emulators? |
Crashdance22 |
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Normal user Level: 24 Posts: 36/112 EXP: 74997 Next: 3128 Since: 05-04-13 Last post: 2886 days ago Last view: 2128 days ago |
Sorry if this is out of place but I don't see a generic help/questions thread. Is it possible to swap models/animations around for an object in the editor like in TT64/SM64? Not by replacing model files but specifying object parameters. Or do those parameters even exist? |
Crashdance22 |
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Normal user Level: 24 Posts: 37/112 EXP: 74997 Next: 3128 Since: 05-04-13 Last post: 2886 days ago Last view: 2128 days ago |
For example, say I want to swap a green koopa's model with a red one. Objects in Super Mario 64 (standard 0x24, special 0x36, etc) have a parameter that allows you to specify a model ID to use with that object. I could even go as far as assigning Mario's model to other objects although it would look quite messed up. |
Crashdance22 |
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Normal user Level: 24 Posts: 38/112 EXP: 74997 Next: 3128 Since: 05-04-13 Last post: 2886 days ago Last view: 2128 days ago |
I do plan on spending some time testing arguments yes. But first I need Haswell to run the game with. |
Crashdance22 |
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Normal user Level: 24 Posts: 39/112 EXP: 74997 Next: 3128 Since: 05-04-13 Last post: 2886 days ago Last view: 2128 days ago |
This is known, but replacing the castle front tree texture with SM64DSe in the NTSC ROM causes the game to freeze at the white screen after selecting your save file. What's odd is the change is visible in the editor and doesn't crash the editor. Fiachra thought it was an error in the archive file naming but it seems to be an elusive bug, although quite insignificant at that. |
Crashdance22 |
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Normal user Level: 24 Posts: 40/112 EXP: 74997 Next: 3128 Since: 05-04-13 Last post: 2886 days ago Last view: 2128 days ago |
This is an SMG thread? You weren't specific anywhere in your post. |
Main - Posts by Crashdance22 |
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