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04-25-24 12:12 PM
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Main - Posts by mibts

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mibts
Posted on 05-24-17 02:07 AM, in Excerpt from Super Mario 256 Link | #83317
What about the registers? That's not the whole debug screen.

____________________
Current hack: Excerpt from Super Mario 256

Any map on a flat torus can be colored with at most 7 colors.

mibts
Posted on 05-25-17 03:15 AM, in Excerpt from Super Mario 256 Link | #83334
That's weird. It's hard to debug this without the registers.

____________________
Current hack: Excerpt from Super Mario 256

Any map on a flat torus can be colored with at most 7 colors.

mibts
Posted on 06-06-17 02:04 AM, in Editor development Link | #83583
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

Any map on a flat torus can be colored with at most 7 colors.

mibts
Posted on 06-14-17 08:00 PM, in SM64DS Editor Help Thread - Post your questions here Link | #83776
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

Any map on a flat torus can be colored with at most 7 colors.

mibts
Posted on 06-14-17 08:45 PM, in SM64DS Editor Help Thread - Post your questions here Link | #83778
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

Any map on a flat torus can be colored with at most 7 colors.

mibts
Posted on 06-14-17 08:46 PM, in [Tutorial] Creating a Custom Platform (rev. 2 of 06-14-17 08:58 PM) Link | #83779
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

Any map on a flat torus can be colored with at most 7 colors.

mibts
Posted on 06-14-17 10:36 PM, in SM64DS Editor Help Thread - Post your questions here Link | #83781
Then it's still 3 because 2 is even.

____________________
Current hack: Excerpt from Super Mario 256

Any map on a flat torus can be colored with at most 7 colors.

mibts
Posted on 06-14-17 10:46 PM, in SM64DS Editor Help Thread - Post your questions here Link | #83785
The value of the last hexit, right?

____________________
Current hack: Excerpt from Super Mario 256

Any map on a flat torus can be colored with at most 7 colors.

mibts
Posted on 06-15-17 06:13 PM, in SM64DS Editor Help Thread - Post your questions here Link | #83798
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

Any map on a flat torus can be colored with at most 7 colors.

mibts
Posted on 06-18-17 08:42 PM, in Excerpt from Super Mario 256 Link | #83840
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

Any map on a flat torus can be colored with at most 7 colors.

mibts
Posted on 06-19-17 12:20 PM, in Excerpt from Super Mario 256 Link | #83854
Thanks! Now I know not to use DEPTH_EQUAL anymore.

____________________
Current hack: Excerpt from Super Mario 256

Any map on a flat torus can be colored with at most 7 colors.

mibts
Posted on 06-19-17 06:06 PM, in Warps, etc - Documentation (rev. 3 of 06-19-17 10:05 PM) Link | #83859
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

Any map on a flat torus can be colored with at most 7 colors.

mibts
Posted on 06-20-17 12:39 AM, in What Is Possible! Link | #83874
Compilation #2


Because SM64DS needs more Tox Boxes.

____________________
Current hack: Excerpt from Super Mario 256

Any map on a flat torus can be colored with at most 7 colors.

mibts
Posted on 06-27-17 06:37 PM, in Sound Byte Documentation Link | #84059
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

Any map on a flat torus can be colored with at most 7 colors.

mibts
Posted on 06-27-17 09:34 PM, in Sound Byte Documentation Link | #84064
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

Any map on a flat torus can be colored with at most 7 colors.

mibts
Posted on 06-30-17 01:07 AM, in Sound Byte Documentation Link | #84106
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

Any map on a flat torus can be colored with at most 7 colors.

mibts
Posted on 06-30-17 01:41 PM, in Sound Byte Documentation Link | #84116
I searched for it and couldn't find it.

____________________
Current hack: Excerpt from Super Mario 256

Any map on a flat torus can be colored with at most 7 colors.

mibts
Posted on 07-02-17 05:05 PM, in Super Mario The New Beginning Link | #84174
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

Any map on a flat torus can be colored with at most 7 colors.

mibts
Posted on 07-04-17 03:20 PM, in Editor development (rev. 3 of 07-04-17 05:31 PM) Link | #84293
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

Any map on a flat torus can be colored with at most 7 colors.

mibts
Posted on 07-04-17 06:52 PM, in Editor development Link | #84302
Try skipping a collision type and adding a new one.

____________________
Current hack: Excerpt from Super Mario 256

Any map on a flat torus can be colored with at most 7 colors.
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Main - Posts by mibts

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