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04-06-21 12:03 AM
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Main - Posts by mibts

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mibts
Posted on 03-15-14 10:08 PM, in Season Cycle Galaxy [Custom level] [2 stars complete] Link | #39449
I have uploaded a version of this level containing both Part 1 and Part^2 2 (get it?). It turns out that the galaxy was being overworked with objects and just needed a star split. To access Part^2 2, click on Star 2.

____________________
Current hack: Excerpt from Super Mario 256

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

mibts
Posted on 04-24-14 03:59 PM, in Super Mario Galaxy 2 Questions Link | #40555
Does anyone have information on how to manually copy materials from one model to another?

____________________
Current hack: Excerpt from Super Mario 256

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

mibts
Posted on 04-26-14 04:49 PM, in Season Cycle Galaxy [Custom level] [2 stars complete] (rev. 2 of 04-27-14 07:25 PM) Link | #40628
Almost done with Star 2. Expect a release in less than two weeks.
Stuff added:
Greatly reduced file size of model by halfing the size of 256x256 textures
Finally added a DeathArea
Mountain started
And more!

____________________
Current hack: Excerpt from Super Mario 256

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

mibts
Posted on 04-26-14 05:59 PM, in Corrupt-A-Wish (Game) Link | #40629
Granted, but then doctors lose money.

I wish I could prove the Riemann Hypothesis.

____________________
Current hack: Excerpt from Super Mario 256

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

mibts
Posted on 04-27-14 07:37 PM, in Corrupt-A-Wish (Game) Link | #40682
Granted, but then it explodes because of too much activity.

I wish entropy didn't exist.

____________________
Current hack: Excerpt from Super Mario 256

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

mibts
Posted on 04-27-14 07:53 PM, in Importing/Creating Planets/Objects Tutorial v2 [New!] [Updated!] [Shiny!] Link | #40685
Boo Mario goes through CollisionAreas, doesn't he?

____________________
Current hack: Excerpt from Super Mario 256

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

mibts
Posted on 04-28-14 07:34 AM, in Season Cycle Galaxy [Custom level] [2 stars complete] Link | #40692
Part 2 is uploaded and I fixed some of the issues. Don't mind the 00/30 appearing on the bottom left of the screen. Also, I think the freeze was caused by too many types of objects. Will UseResource help with that issue?

____________________
Current hack: Excerpt from Super Mario 256

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

mibts
Posted on 05-04-14 06:50 PM, in Season Cycle Galaxy [Custom level] [2 stars complete] Link | #40987
So, I added a new hidden star, included its message in the most and entry in the ScenarioData. Star 2 and the hidden star are on the same layer. The game really should tell apart which star is influenced by the ExterminationPowerStar and which one is not. Star 2 has Japanese characters in the ScenarioData and the hidden star does not. Anyway, the new star is called "An Epic Freeze of the Season Cycle".

The level:
http://kuribo64.net/get.php?id=T7pn6qN8DhwOYY49

A screenshot of the level :P

[image]


____________________
Current hack: Excerpt from Super Mario 256

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

mibts
Posted on 05-28-14 09:07 PM, in Season Cycle Galaxy [Custom level] [2 stars complete] Link | #41892
Did anyone find anything or is it impossible to have an ExterminationPowerStar and a regular power star in the same layer or scenario?

____________________
Current hack: Excerpt from Super Mario 256

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

mibts
Posted on 07-11-14 11:35 AM, in Moving a green star (rev. 2 of 07-11-14 11:35 AM) Link | #43968
I tried to move a green star from layer A to layer P in Season Cycle Galaxy. However, it made the game freeze when selecting any star from that galaxy.
How do you switch the layer of a Green Star without causing problems?

____________________
Current hack: Excerpt from Super Mario 256

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

mibts
Posted on 07-11-14 05:22 PM, in Moving a green star Link | #43989
Yes. I actually tried twice. All the stars froze each time.

____________________
Current hack: Excerpt from Super Mario 256

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

mibts
Posted on 07-16-14 10:04 AM, in Send me your custom levels! [surprise] Link | #44284
Here is my Season Cycle Galaxy level, with 1 green star added:
http://kuribo64.net/get.php?id=YuweSIpA9cbQUCN9

There is also supposed to be a green star at Layer P, but the Wii doesn't like it when I put it there. Here are the XYZ coordinates just in case you get it to work:
(1032, 6926, 5572.5)

____________________
Current hack: Excerpt from Super Mario 256

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

mibts
Posted on 07-20-14 06:12 PM, in Discoveries Link | #44581
Yoshi can mix the Dash and Bulb power-ups together.

Rainbow Mario can dash about 32800 units before running out of time.

____________________
Current hack: Excerpt from Super Mario 256

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

mibts
Posted on 07-23-14 09:37 PM, in A One World Galaxy Hack [by the 2.5 Team] Link | #44728
Are there any galaxies ready for level creation?

____________________
Current hack: Excerpt from Super Mario 256

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

mibts
Posted on 11-26-16 07:31 PM, in Launch Stars (and Totally Not Breaking the Game's Code) (rev. 2 of 11-26-16 07:36 PM) Link | #79976
[image]

Guess what? Now this game has launch stars! Just press A when you're near one and BOOM, the character is launched along a path.

The big question is: What do they replace?
The answer, however, is nothing! They are a completely new object with an object ID of 0x146 and an actor ID of 0x168. So how did this happen?

List of Edits
  • There is a table that maps object IDs to actor IDs. Said table was moved to 0x4b00 in the ROM for expansion. 3 edits were made in overlay 2 to reflect that move.
  • There is a table that maps actor IDs to function pointers to spawn the actors. Said table was moved to 0x6590 in the ROM for expansion. An edit was made in arm9.bin to reflect that move.
  • The FAT, FNT, and overlay 0 were modified to add a new directory with 4 new files: lstar.bin, lstar.bmd, ls_wait.bca, and ls_launch.bca.
  • Code to initialize and cleanup the code for new objects (lstar.bin only in this case) has been added at 0x90864 and 0x90b2c. Branches to each of these have been added in the main code
  • The interpolation and cubic interpolation functions were added at 0x8f670 and 0x8f840, overwriting some of the object names, but the game didn't need those anyway.
  • And maybe some more...

You would notice the new lstar.bin file, which is an experiment on elegantly adding new code to the game.
Documentation
Offset
Size
Description
Notes

0x00
0x02
Actor ID

0x02
0x02
Offset to array of pointers to fix
This is in here to avoid lots of offsets to individual pointers in the vtable

0x04
0x02
Number of pointers in said array
For each pointer, if the most significant nybble is not 0, treat the pointer as an offset from the start of the file instead of an absolute position in RAM

0x06
0x02
Offset to array of offsets from the start of the file to other pointers to fix

0x08
0x02
Number of offsets in said array
Each offset is a 2-byte offset from the start of the file to a pointer to fix. For each pointer referenced, if the most significant nybble is 0, treat it as an offset from the start of the file. If the nybble is 1, treat it as a branch to an absolute location in RAM. If the nybble is 2, treat it as a branch link to an absolute location in RAM.

0x10
0x02
Offset to object spawn function

0x12
Whatever!
The actual data and code


The launch stars have been added in:
  • Bob-Omb Battlefield (you'll see where :)): A multi-Bezier-curve spline
  • Jolly Roger Bay: At the start of the level, a test path that takes the player through invisible walls.
  • Jolly Roger Bay: On one of the wooden planks, a test path through water
  • Rainbow Ride: At the start of the level, a straight-line path

How to add a launch star:
  • Add one with the parameters:
    Parameter 1: Path ID
    Parameter 2: Speed (1 unit here = 0x1000 units in game)
  • Add a path made of Bezier curves: Every 3rd point starting from the first one is a vertex, and the others are the control points between them. The first one should be in the same position as the launch star.
  • Enjoy!

Here's the xDelta:
Launch Star xDelta

Oh, and before I forget, this does not work with the current SM64DSe. You need a new version of SM64DSe to add the launch stars:
SM64DSe Patched

____________________
Current hack: Excerpt from Super Mario 256

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

mibts
Posted on 11-27-16 04:52 PM, in Launch Stars (and Totally Not Breaking the Game's Code) Link | #80006
Not yet, because I want to completely get rid of the hardcoded number-of-objects constant (327). But this is an unofficial release, so ask Fiachra first.

____________________
Current hack: Excerpt from Super Mario 256

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

mibts
Posted on 11-28-16 05:48 PM, in Launch Stars (and Totally Not Breaking the Game's Code) Link | #80028
You can place it anywhere.

____________________
Current hack: Excerpt from Super Mario 256

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

mibts
Posted on 11-29-16 08:51 PM, in Launch Stars (and Totally Not Breaking the Game's Code) (rev. 2 of 11-29-16 08:52 PM) Link | #80069
That had nothing to do with the launch star. :P

Yes, the moving tower is legitimately glitched. It is, first of all, not supposed to move until a switch is hit. I know how to fix the collision and draw-distance issue, but am saving that for later because I want to add a system for creating new level-specific objects.

____________________
Current hack: Excerpt from Super Mario 256

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

mibts
Posted on 12-01-16 07:28 AM, in Launch Stars (and Totally Not Breaking the Game's Code) Link | #80095
And make sure it hasn't been patched with SM64DSe.

____________________
Current hack: Excerpt from Super Mario 256

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

mibts
Posted on 12-16-16 11:15 PM, in Posting Powers of Two Link | #80364
Let's take a nice look at all the power-of-two-index posts on this board. Out of context.

Post 1:
Posted by Error
You may not view this forum.

Post 2:
Posted by Error
You may not view this forum.

Post 4:
Posted by Error
You may not view this forum.

Post 8:
Posted by Error
You may not view this forum.

Post 16:
Posted by Dirbaio
Sooo... Hi all!

I'm Dirbaio, and maybe some of you guys know me from the NSMB hacking community. I'm the current developer of NSMB Editor and run a forum about it called The NSMB Hacking Domain or NSMBHD for short :)

So, let's see what'll be going on here. Looks like it'll be interesting :)

Post 32:
Posted by NWPlayer123
I made a design for the layout for whitehole and marionumber1 is going to fork it and translate it.
[image]

Post 64:
Posted by xfix
Welcome, Ruedajv10 and shibboleet. Have fun on this site.

(also: ray ninja'd me)

Post 128:
Posted by ray

:D

()_._
`,-,ยด = Mine Turtle! :)

Post 256:
Posted by Error
You may not view this forum.

Post 512:
Posted by StapleButter
But even without Whitehole, there are still several forums where you can try and discuss about stuff to bring activity. Never say that the board is dying if you aren't even trying :P

As Dirbaio said, the board should be more active when Whitehole is released. Basically, the whole Kuribo64 v2 project relies on Whitehole.

Post 1024:
Posted by NWPlayer123
I might be the one who is hacking NSMBU before it was cool :3
Other then that I don't really see much interest, as tons of hacks have been made for previous games, and I hate being mainstream :P
Then again MKW custom tracks are mainstream but that isn't the point :P

Post 2048:
Posted by Marionumber1
I've thought of a possible reason why Flying Mario doesn't work on the Wii. Remembering how the Ice Flower only worked in levels that had an Ice Flower in it, how brkirch's code doesn't transform Mario into a new form unless the power-up is in the level, and how when I tried to make the Fire Flower load any power-ups besides Fire and Flying Mario, it didn't work, I thought of this possibility.

Flying Mario doesn't work on the Wii because there's no Red Star in the level. The reason that the hack worked on Dolphin is because Fire Mario and Flying Mario both use the same model but with different textures, so Dolphin's emulated processor sees them as the same power-up. The solution is to make the Red Star load in the level.

Post 4096:
Posted by NWPlayer123
Posted by Polari
So, break into Bowser's main castle + escort mission + running from a swarm of bullet bills + Bowser fight?

How will the Bowser planet be modified?
I still am fine with this idea, so yes

Post 8192:
Posted by shibboleet
Yeah, that would involve adding many new things to the whole game, and coding in every single thing to it.

Post 16384:
Posted by shibboleet
Yes, you need to be in the irc a ton in order to see all this stuff that we're doing >.<

Post 32768:
Posted by NWPlayer123
World map editing. Simply moving the spot on the map to a different spot so they switch plades.

Post 65536:
Posted by NoThisIsStupider
Ohhh... misread your post. Just woke up not that long ago :P

Post 131072:
Coming soon...

____________________
Current hack: Excerpt from Super Mario 256

Any map on a flat torus can be colored with at most 7 colors.
Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17

Main - Posts by mibts

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