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03-29-24 06:55 AM
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Main - Posts by Hiccup

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Hiccup
Posted on 07-27-13 12:56 PM, in Super Mario 64 DS Weird secret. Link | #29096
Yes, I just compared the settings.

Hiccup
Posted on 07-27-13 12:59 PM, in Star Coins [Comet Medals?] Link | #29098
This is hilarious.
It is either, based on compiled code. Or it is based on an easily editable file.
What is this "hardcoded" business?

Hiccup
Posted on 07-27-13 01:00 PM, in How to add Red Star to Deep Dark's purple coin star-in cave? Link | #29099
What controls, which objects appear in what star or area?

Hiccup
(post deleted) #29100

Hiccup
Posted on 07-27-13 04:55 PM, in How to add Red Star to Deep Dark's purple coin star-in cave? (rev. 2 of 07-27-13 04:55 PM) Link | #29115
What's wrong?

I asked a valid question, if you are not going to answer it, stop replying.

Hiccup
Posted on 07-27-13 04:58 PM, in Create zones in whitehole? [suggestion] Link | #29116
Thank you.

Hiccup
Posted on 07-27-13 04:59 PM, in Star Coins [Comet Medals?] Link | #29117
It is possible you are right.

Hiccup
Posted on 07-27-13 07:45 PM, in How to add Red Star to Deep Dark's purple coin star-in cave? Link | #29127
And what differance does the object number and the assoiated zone make?

Hiccup
Posted on 07-29-13 06:47 PM, in Two questions about hacking and playing Super Mario Galaxy 1 [question] (rev. 3 of 07-29-13 06:55 PM) Link | #29255
Posted by Mega-Mario
Yep, it uses one of the 587465464 different BMG formats Nintendo made.

It can be edited with a hex editor if nothing else works. Strings in there are Unicode iirc.

I have opened the file in a hex editor, yet there is no recognisable text?
Is there some setting in the hex editor, or some value I need to find?
Any recommended hex tool?


EDIT:
I'm stupid, I haven't decompressed the ARC.

EDIT2:

Still can't find any text other than level names!

Hiccup
Posted on 08-05-13 10:14 AM, in Super Mario 64 DS Weird secret. Link | #29596
Posted by koopatroop
Wait, how should I use it?

The exdeltaui.exe program should be used.

Fill in the forms like this (replace the "name" bits with the correct name of the file)

TAB: Apply Patch

SOURCE: SM64DS(!)(U)(clean).nds
PATCH: name.xdelta
OUTPUT: SM64DS(!)(U)(cleanBeforePatch)(oldpeachroomFiachraPatch).nds

Hiccup
Posted on 08-10-13 11:09 AM, in Discoveries Link | #29906
Hmm... I don't have a Wii right now. And I won't anytime soon.

Where does the launch star's path lead?

Hiccup
Posted on 11-01-13 06:20 PM, in How to view DS Demo's filesystem? (rev. 5 of 11-03-13 10:39 AM) Link | #34467
These demos have all their files inside arm9.bin (not in the filesystem). How can I extract and re-insert files properly?

Hiccup
Posted on 11-14-13 05:36 PM, in Super Mario Sunshine 64 DS Link | #34901
Posted by Izmirnator
Will you replace the F.L.U.D.D with the Wing Cap ones?

How is flying like fludd movement?

Hiccup
Posted on 11-15-13 08:09 AM, in Make the sm64ds database editable even in its current state? Link | #34929
I would really like to contribute to it.

Hiccup
Posted on 11-15-13 08:53 AM, in Object Database Contributions (rev. 25 of 01-02-14 01:09 PM) Link | #34930
Contribute here before the new sm64ds database is made. I have got more, I will post them gradually.

Object/Actor

184 - KI_IWA - Rock Chunk (Jolly Rodger Bay)
A piece of rock used as decoration in Jolly Rodger Bay. Lit. Name = Something_Rock.

189 - PROPELLER_HEYHO - Fly Guy
Flying Shy Guy that swoops down to attack the player.

230 - PROPELLER_HEYHO_FIRE - Fire Guy
A fly guy that shoots fire.

182 - KI_HASIRA_DAI - Rock Triangle (Jolly Rodger Bay) [Unused?]
A rock triangle only solid ontop.

188/300 - SCALEUP_KINOKO - Super Mushroom
A mushroom that makes the player huge, stomping everything in their way. If the player is huge and falls into water, the player acts as if they were Metal Wario.
Parameter1:
0/F0= Like spawned from block
1/F1= Not there
2/F2= Flies away when approached [Unused]
3/F3= Still, doesn't disappear
188/300 - YAJIRUSI_R - Arrow Sign (right)

<object id='30'>
1
Red ? Block
HATENA_BLOCK
20
Needs the ? Switch to be pressed to become visible and usable.
Contents:
0 = Nothing
101 = Star
300 = 3 coins
500 = 5 coins
FF00 = Single coin
FF02 = 1-up Mushroom
FF03 = Green Shell
FF04 = Super Mushroom
FF05 = Wingcap for Mario / Power Flower for rest
FF06 = Power Flower
FF07 = Lit Bob-omb for Mario / Power Flower for rest

The rest crashes or repeats itself

none
</object>

210 - Fragile Bridge (Big Boo's Haunt)


245 - Pushable Block
A large metal block that the player can push. Can't be pushed off edge of platform, no ground detection.

Hiccup
Posted on 11-20-13 06:46 PM, in Object Database Contributions (rev. 5 of 11-20-13 07:25 PM) Link | #35173
This isn't a copy of the first thread, this is for sharing discoveries.

Hiccup
Posted on 11-23-13 01:10 PM, in Editor development Link | #35274
Suggestion:
Add support for:
Japan (R1)
Korea
China

ROMS

Hiccup
Posted on 11-23-13 02:38 PM, in Kaizo Mario 64 DS Revived! (rev. 4 of 11-23-13 02:43 PM) Link | #35280
Look-ee here.
Video:
http://www.youtube.com/user/natnew32/search?query=Super+Mario+64+DS+-contest <br>

Demo:
http://www.mediafire.com/download/4o2boi27m5mv7gl/KaizoMario64DSDemo.patch
U ROM (Don't know which one)

Hiccup
Posted on 11-23-13 05:37 PM, in Object Database Contributions (rev. 17 of 12-24-13 10:25 AM) Link | #35283
In hex

Object/Actor
66 - DOSUN - Thwomp
An angry stone that smashes the ground, then returns to it's initial position.
198 - BK_BOTAOSI - Stood-up plank (WF)
If kicked, it will fall flat, ignoring all collision.
Requirments:
7=8
158 - PENGUIN_MOTHER - Mother Penguin
Requirements:
7=11
199 - Fragile Bridge (WF)
203 - BK_TOWER - Tower (WF)
200 - BK_FUTA - Tower Breakable Square (WF)
277 - OBJ_KEY - Big Key
Parameter1:
0= Bowser Key
1= Bowser Key
2= Mario Key
3= Luigi Key
4= Wario Key
5= Big Star Key
Bob-omb
That bomb enemy from SMB2. Can be picked up and thrown. If grabbed underwater, the player can carry it like a green Koopa Shell. Even though shell swimming has a timer, the Bob-omb will explode before the time is up. It can also be thrown underwater.
Parameter1:
1= Doesn't walk (it still moves it's legs and can be kicked).
31 - ITEM_BLOCK - Yellow Item Block
Parameter1:
Contains:
0= Nothing
1= Star
2= 1-up (fades away quickly)
3= Green Shell (fades away quickly)
4= Super Mushroom (fades away quickly)
5= Feather for Mario / Nothing for everyone else
6= Power Flower
7= Angry Bob-omb
8= Crash
101= Power Star
Otherwise it crashes or repeats
302 - SCALEUP_KINOKO - Super Mushroom
A mushroom that makes the player huge, stomping everything in their way. If the player is huge and falls into water, the player acts as if they were Metal Wario.
Parameter1:
0 = Like spawned from block
F1 = Not there
F2 = Flies away when approached
F3 = Still, doesn't disappear
281 - RACE_NOKO - Koopa the Quick
He will follow the path specified in Parameter2, he does detect collision and will jump across edges automatically.
Parameter2:
Which path he follows
297 - MC_HAZAD - Rope Barrier [UNUSED]

Hiccup
Posted on 11-23-13 07:35 PM, in Load different stars for Test Map 1? (rev. 4 of 11-23-13 07:46 PM) Link | #35284
You know the Main Test Map has a goomba with a silver star?

I just found out that it has a slightly different object setup for star 2 and 3. That includes more silver stars and other small things.

Is there a way to:

A. Replace the test level with a stage with a proper star select?

B. Use a code to change selected star?

C. Edit a level's star select?
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Main - Posts by Hiccup

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