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04-25-24 12:12 PM |
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Main - Posts by mibts |
mibts |
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Panser =Josh65536 (Programmer) Level: 39 Posts: 241/331 EXP: 375568 Next: 29203 Since: 08-31-13 Last post: 1947 days ago Last view: 223 days ago |
What about the registers? That's not the whole debug screen. ____________________ Current hack: Excerpt from Super Mario 256 |
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Panser =Josh65536 (Programmer) Level: 39 Posts: 242/331 EXP: 375568 Next: 29203 Since: 08-31-13 Last post: 1947 days ago Last view: 223 days ago |
That's weird. It's hard to debug this without the registers. ____________________ Current hack: Excerpt from Super Mario 256 |
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Panser =Josh65536 (Programmer) Level: 39 Posts: 243/331 EXP: 375568 Next: 29203 Since: 08-31-13 Last post: 1947 days ago Last view: 223 days ago |
The advanced model editor is looking pretty good! I just used it to remove backface culling from a water material, and it looks useful for other changes to models that I previously had to hex edit in. ____________________ Current hack: Excerpt from Super Mario 256 |
mibts |
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Panser =Josh65536 (Programmer) Level: 39 Posts: 244/331 EXP: 375568 Next: 29203 Since: 08-31-13 Last post: 1947 days ago Last view: 223 days ago |
Those are bits, and you have to enter hexadecimal digits (hexits). So the last hexit will be the area ID if the view ID is even, and area ID + 8 if the view ID is odd. ____________________ Current hack: Excerpt from Super Mario 256 |
mibts |
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Panser =Josh65536 (Programmer) Level: 39 Posts: 245/331 EXP: 375568 Next: 29203 Since: 08-31-13 Last post: 1947 days ago Last view: 223 days ago |
For example, if the view ID is 0 (even) and the area ID is 3, then you put XXX3. But if the view ID is 1 (odd) and the area ID is 3, you add 8 to 3 to get 0xB and put XXXB. ____________________ Current hack: Excerpt from Super Mario 256 |
mibts |
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Panser =Josh65536 (Programmer) Level: 39 Posts: 246/331 EXP: 375568 Next: 29203 Since: 08-31-13 Last post: 1947 days ago Last view: 223 days ago |
The Word document in here says how to make a custom platform using SM64DSe R102.
https://kuribo64.net/get.php?id=JcYRNrIqhJN77GWX ____________________ Current hack: Excerpt from Super Mario 256 |
mibts |
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Panser =Josh65536 (Programmer) Level: 39 Posts: 247/331 EXP: 375568 Next: 29203 Since: 08-31-13 Last post: 1947 days ago Last view: 223 days ago |
Then it's still 3 because 2 is even. ____________________ Current hack: Excerpt from Super Mario 256 |
mibts |
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Panser =Josh65536 (Programmer) Level: 39 Posts: 248/331 EXP: 375568 Next: 29203 Since: 08-31-13 Last post: 1947 days ago Last view: 223 days ago |
The value of the last hexit, right? ____________________ Current hack: Excerpt from Super Mario 256 |
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Panser =Josh65536 (Programmer) Level: 39 Posts: 249/331 EXP: 375568 Next: 29203 Since: 08-31-13 Last post: 1947 days ago Last view: 223 days ago |
1. This requires ASM hacking.
2. To put an object in an area, modify the Area field of said object. Ask Fiachra about importing multiple ares. ____________________ Current hack: Excerpt from Super Mario 256 |
mibts |
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Panser =Josh65536 (Programmer) Level: 39 Posts: 250/331 EXP: 375568 Next: 29203 Since: 08-31-13 Last post: 1947 days ago Last view: 223 days ago |
Can someone with a real DS go to Yoshi's Beautiful Garden, go up to the door in star 1 without killing the Magikoopa, and check whether there are screws on the wooden X blocking the door?
(I'm about to show another graphical inaccuracy in DeSmuME.) ____________________ Current hack: Excerpt from Super Mario 256 |
mibts |
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Panser =Josh65536 (Programmer) Level: 39 Posts: 251/331 EXP: 375568 Next: 29203 Since: 08-31-13 Last post: 1947 days ago Last view: 223 days ago |
Thanks! Now I know not to use DEPTH_EQUAL anymore. ____________________ Current hack: Excerpt from Super Mario 256 |
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Panser =Josh65536 (Programmer) Level: 39 Posts: 252/331 EXP: 375568 Next: 29203 Since: 08-31-13 Last post: 1947 days ago Last view: 223 days ago |
Documentation for exits:
Parameter 1: X rotation (applied before Y rotation) Parameter 2: YXEE where X = scale X ((X + 1) * 0.1 is the side length) Y = scale Y ((Y + 1) * 0.1 is the side length) E = entrance ID when the player exits the level by dying or getting a Star Note: before rotation, the origin is at the BOTTOM CENTER. This means that flat exits (pipes) must be placed at the edge and not the center. Scale does not work in The Secret under the Moat or Over the Rainbows. ____________________ Current hack: Excerpt from Super Mario 256 |
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Panser =Josh65536 (Programmer) Level: 39 Posts: 253/331 EXP: 375568 Next: 29203 Since: 08-31-13 Last post: 1947 days ago Last view: 223 days ago |
Compilation #2
Because SM64DS needs more Tox Boxes. ____________________ Current hack: Excerpt from Super Mario 256 |
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Panser =Josh65536 (Programmer) Level: 39 Posts: 254/331 EXP: 375568 Next: 29203 Since: 08-31-13 Last post: 1947 days ago Last view: 223 days ago |
I know that Skawo already made a documentation of the music-related bytes editable in the level editor, but after (almost) coding a sequence player in SM64DSe, I realized that some of the documentation needs to be updated, so here goes:
Byte 01: Group ID Each level has a list of wave archives and banks to load, and each list is in a group. This is the ID of the group to load. (Note: For some reason, the instrument bank of the music to play is not included in the group. The sound effect bank is included, even though byte 02 states its ID explicitly.) Byte 02: Sound Effect Instrument Bank ID Each sequence in NCS_SEQARC_SCENE claims to use bank 4, which is null. So how can those sounds play? This byte replaces that 4 when a level is loaded, and therefore each level has its list of sound effects. Byte 03: Sequence ID This is still the ID of the sequence to play. ____________________ Current hack: Excerpt from Super Mario 256 |
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Panser =Josh65536 (Programmer) Level: 39 Posts: 255/331 EXP: 375568 Next: 29203 Since: 08-31-13 Last post: 1947 days ago Last view: 223 days ago |
I can't find the one in NSMBe. And besides, I already went very far in writing my own. ____________________ Current hack: Excerpt from Super Mario 256 |
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Panser =Josh65536 (Programmer) Level: 39 Posts: 256/331 EXP: 375568 Next: 29203 Since: 08-31-13 Last post: 1947 days ago Last view: 223 days ago |
I am aware of VGMTrans, but that one doesn't play sequence archives. Besides, I plan on making it possible to replace music and sounds in such a way that a sound can be replaced with a larger one. ____________________ Current hack: Excerpt from Super Mario 256 |
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Panser =Josh65536 (Programmer) Level: 39 Posts: 257/331 EXP: 375568 Next: 29203 Since: 08-31-13 Last post: 1947 days ago Last view: 223 days ago |
I searched for it and couldn't find it. ____________________ Current hack: Excerpt from Super Mario 256 |
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Panser =Josh65536 (Programmer) Level: 39 Posts: 258/331 EXP: 375568 Next: 29203 Since: 08-31-13 Last post: 1947 days ago Last view: 223 days ago |
This looks pretty nice! Looks like I actually have some competition. (Disregarding Star World because it aims too much to be like SM64) ____________________ Current hack: Excerpt from Super Mario 256 |
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Panser =Josh65536 (Programmer) Level: 39 Posts: 259/331 EXP: 375568 Next: 29203 Since: 08-31-13 Last post: 1947 days ago Last view: 223 days ago |
The way the colors for the collision map are initialized, if an collision type index is skipped (for example, no planes have collision type 4 but there's a plane with collision type 5), an index-out-of-bounds exception will occur. Instead of getting the number of used collision type indices, it should get the maximum collision type index and add 1.
Also, the "default scale value?" in the documentation for texture animations is actually the scale X value. I confirmed this with a test in my hack. ____________________ Current hack: Excerpt from Super Mario 256 |
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Panser =Josh65536 (Programmer) Level: 39 Posts: 260/331 EXP: 375568 Next: 29203 Since: 08-31-13 Last post: 1947 days ago Last view: 223 days ago |
Try skipping a collision type and adding a new one. ____________________ Current hack: Excerpt from Super Mario 256 |
Main - Posts by mibts |
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