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04-20-24 03:27 PM |
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Main - Posts by Yoshimaster96 |
Yoshimaster96 |
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Member Normal user Level: 39 Posts: 1/345 EXP: 376708 Next: 28063 Since: 11-03-14 Last post: 1942 days ago Last view: 884 days ago |
FIRST SUPER MONKEY BALL CUSTOM LEVEL EVER!!!
Without collision, though, so you'll fall right through |
Yoshimaster96 |
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Member Normal user Level: 39 Posts: 2/345 EXP: 376708 Next: 28063 Since: 11-03-14 Last post: 1942 days ago Last view: 884 days ago |
Need help cracking this collision:
FLOAT: -5 0 -5 0 1 0 -2.01 -2.01 10 0 10 10 -1 0 0.71 -0.71 -5 0 -5 0 1 0 -2.01 -37181718523570814976 14.14 0 14.14 14.14 -0.71 -0.71 0.71 -0.71 HEX: C0A00000 00000000 C0A00000 00000000 3F800000 00000000 C0010000 C0010000 41200000 B58637BD 41200001 411FFFFF BF800000 00000000 3F3504F7 BF3504F7 C0A00000 00000000 C0A00000 00000000 3F800000 00000000 C0010000 E0010000 4162462F B58637BD 40E24630 40E2462E BF3504F7 BF3504F7 3F3504F7 BF3504F7 The level is 10x10 units, centered at the origin. Dimensions: -X left +X right -Y down +Y up -Z forward +Z backward [EDIT] I suspect complex functions, such as trig, may be involved. Investigate further! |
Yoshimaster96 |
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Member Normal user Level: 39 Posts: 3/345 EXP: 376708 Next: 28063 Since: 11-03-14 Last post: 1942 days ago Last view: 884 days ago |
Installed Gateway and dumped an encrypted ROM, but how to dump decrypted ROM from RAM? |
Yoshimaster96 |
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Member Normal user Level: 39 Posts: 4/345 EXP: 376708 Next: 28063 Since: 11-03-14 Last post: 1942 days ago Last view: 884 days ago |
Posted by blank2D vectors can be used if you have a plane, which you can get from a normal vector. Also, trig is necessary for rotation matrices, which means it may be used for collision. For example, sin(atan(-37181718523570814976)) is very close to -1, also cos(atan(-37181718523570814976)) is very close to 0. [EDIT] Perhaps F-Zero GX uses a similar collision format. I heard that format is known. |
Yoshimaster96 |
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Member Normal user Level: 39 Posts: 5/345 EXP: 376708 Next: 28063 Since: 11-03-14 Last post: 1942 days ago Last view: 884 days ago |
I could, but the collision triangles don't match the level geometry, so it'd be hard to make a conclusion. |
Yoshimaster96 |
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Member Normal user Level: 39 Posts: 6/345 EXP: 376708 Next: 28063 Since: 11-03-14 Last post: 1942 days ago Last view: 884 days ago |
How do I dump the files? I have Gateway and a 3DS with FW 4.4. What else do I need? What is the process? |
Yoshimaster96 |
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Member Normal user Level: 39 Posts: 7/345 EXP: 376708 Next: 28063 Since: 11-03-14 Last post: 1942 days ago Last view: 884 days ago |
Anyone know how F-Zero GX's collision is encoded? |
Yoshimaster96 |
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Member Normal user Level: 39 Posts: 8/345 EXP: 376708 Next: 28063 Since: 11-03-14 Last post: 1942 days ago Last view: 884 days ago |
You'll need a SMB1 ISO and this program:
http://gamehacking.org/downloads/LZSCDec.7z Extract an lz file. To decompress, delete the first 4 bytes with a hex editor (or any 4 bytes of the first 8 bytes), then decompress with the program. To compress, compress with the program, then edit the first 4 bytes to 8 bytes: CC CC CC CC UU UU UU UU C: Total compressed size (including these 8 bytes) U: Uncompressed size These values are in little endian. For levels: File header (0xA0 bytes): ## ## ## ## - ??? (Usually 00 00 00 01) ## ## ## ## - ??? (Usually 00 00 00 64) ## ## ## ## - COLLISION ## ## ## ## - OFFSET 1 00 00 00 A0 ## ## ## ## - ALWAYS ## ## ## ## - NO. GOALS??? ## ## ## ## - OFFSET 2 ## ## ## ## - NO. GOALS??? 00 00 00 00 - ALWAYS ## ## ## ## - BUMPERS ## ## ## ## - OFFSET 3 ## ## ## ## - NO. JAMABARS (SEE AD14 AND AD25) ## ## ## ## - OFFSET ## ## ## ## - BANANAS ## ## ## ## - OFFSET 4 00 00 00 00 00 00 00 00 - ALWAYS 00 00 00 00 00 00 00 00 - ALWAYS ## ## ## ## - NO. SOMETHING ## ## ## ## - OFFSET 5 ## ## ## ## - LEVEL MODELS ## ## ## ## - OFFSET 6 00 00 00 00 00 00 00 00 - ALWAYS ## ## ## ## - MODELS ## ## ## ## - OFFSET 7 ## ## ## ## - NO. SOMETHING ## ## ## ## - OFFSET ## ## ## ## ## ## ## ## - ??? ## ## ## ## - REFLECTION FLAG? ## ## ## ## - OFFSET 8 00 00 00 00 00 00 00 00 - ALWAYS 00 00 00 00 00 00 00 00 - ALWAYS 00 00 00 00 00 00 00 00 - ALWAYS GOAL FORMAT: XX XX XX XX - X POSITION (FLOAT) YY YY YY YY - Y POSITION (FLOAT) ZZ ZZ ZZ ZZ - Z POSITION (FLOAT) XX XX - X ROTATION (INT, FULL RANGE IS 360 DEGREES) YY YY - Y ROTATION (INT, FULL RANGE IS 360 DEGREES) ZZ ZZ - Z ROTATION (INT, FULL RANGE IS 360 DEGREES) CC CC - GOAL COLOR (4200 IS BLUE, 4700 IS GREEN, 5200 IS RED) JAMABAR FORMAT: XX XX XX XX - X POSITION (FLOAT) YY YY YY YY - Y POSITION (FLOAT) ZZ ZZ ZZ ZZ - Z POSITION (FLOAT) XX XX - X ROTATION (INT, FULL RANGE IS 360 DEGREES) YY YY - Y ROTATION (INT, FULL RANGE IS 360 DEGREES) ZZ ZZ - Z ROTATION (INT, FULL RANGE IS 360 DEGREES) 00 00 - ALWAYS 0 XX XX XX XX - X SCALE (FLOAT) YY YY YY YY - Y SCALE (FLOAT) ZZ ZZ ZZ ZZ - Z SCALE (FLOAT) BUMPER FORMAT: XX XX XX XX - X POSITION (FLOAT) YY YY YY YY - Y POSITION (FLOAT) ZZ ZZ ZZ ZZ - Z POSITION (FLOAT) XX XX - X ROTATION (INT, FULL RANGE IS 360 DEGREES) YY YY - Y ROTATION (INT, FULL RANGE IS 360 DEGREES) ZZ ZZ - Z ROTATION (INT, FULL RANGE IS 360 DEGREES) 00 00 - ALWAYS 0 XX XX XX XX - X SCALE (FLOAT) YY YY YY YY - Y SCALE (FLOAT) ZZ ZZ ZZ ZZ - Z SCALE (FLOAT) BANANA FORMAT: XX XX XX XX - X POSITION (FLOAT) YY YY YY YY - Y POSITION (FLOAT) ZZ ZZ ZZ ZZ - Z POSITION (FLOAT) TT TT TT TT - TYPE OF BANANA (00000000 SINGLE, 00000001 BUNCH) MODEL FORMAT: UNKNOWN, SEEMS TO BE SOME KIND OF TREE/HIERARCHY |
Yoshimaster96 |
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Member Normal user Level: 39 Posts: 9/345 EXP: 376708 Next: 28063 Since: 11-03-14 Last post: 1942 days ago Last view: 884 days ago |
Anyone make use of my notes? Also, if anyone wants me to try values for the collision, I'll be glad to. |
Yoshimaster96 |
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Member Normal user Level: 39 Posts: 10/345 EXP: 376708 Next: 28063 Since: 11-03-14 Last post: 1942 days ago Last view: 884 days ago |
What tool would I use to rip the BCSTM music files from this game? |
Yoshimaster96 |
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Member Normal user Level: 39 Posts: 11/345 EXP: 376708 Next: 28063 Since: 11-03-14 Last post: 1942 days ago Last view: 884 days ago |
Thanks! |
Yoshimaster96 |
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Member Normal user Level: 39 Posts: 12/345 EXP: 376708 Next: 28063 Since: 11-03-14 Last post: 1942 days ago Last view: 884 days ago |
YAY! I FINALLY CRACKED THE COLLISION !!!1!!11!!11one
But it's so glitchy that the ball falls through the floor at random places |
Yoshimaster96 |
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Member Normal user Level: 39 Posts: 13/345 EXP: 376708 Next: 28063 Since: 11-03-14 Last post: 1942 days ago Last view: 884 days ago |
I cracked the collision (yay).
It's very glitchy, however, so it's not playable at this point. |
Yoshimaster96 |
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Member Normal user Level: 39 Posts: 14/345 EXP: 376708 Next: 28063 Since: 11-03-14 Last post: 1942 days ago Last view: 884 days ago |
COLLISION TRIANGLE FORMAT
04 X1 04 Y1 04 Z1 04 Normal X 04 Normal Y 04 Normal Z 02 X Angle 02 Y Angle 02 Z Angle 02 Zero 04 DX2X1 04 DY2Y1 04 DX3X1 04 DY3Y1 04 ? 04 ? 04 ? 04 ? 04 & 02 are lengths. X1, Y1, and Z1 are the first point in the triangle. Normal is, obviously, the triangle's normal vector. X, Y, and Z angle specifies the rotation angle (Z then X then Y) as integers, which are scaled to 360 degrees (i.e. 4000 is 90 degrees, 8000 is 180, C000 is 270). DX2X1 and DY2Y1 specify the distance from point 1 to point 2 (DX3X1 and DY3Y1 do the same for point 3). Note that DZ is not specified, so rotation is necessary. Also note that said rotation takes place about point 1, NOT the origin. The ?s are 2 2D vectors, that's all I know at the moment. [EDIT] Now we just need to convert GMA 3D triangles to LZ 3D triangles GMA 3D triangle format: 04 Pos X 04 Pos Y 04 Pos Z 04 Normal I 04 Normal J 04 Normal K 04 Color RGBA (Optional) 04 Texture S 04 Texture T |
Yoshimaster96 |
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Member Normal user Level: 39 Posts: 15/345 EXP: 376708 Next: 28063 Since: 11-03-14 Last post: 1942 days ago Last view: 884 days ago |
Some dumb program I made to extract collision from LZ files:
https://www.dropbox.com/s/bh3gpf9mypv1h5i/lz2obj.exe?dl=0 Decompress LZ files with this: https://www.dropbox.com/s/vkuua4a2g8inpi7/lzfix.zip?dl=0 |
Yoshimaster96 |
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Member Normal user Level: 39 Posts: 16/345 EXP: 376708 Next: 28063 Since: 11-03-14 Last post: 1942 days ago Last view: 884 days ago |
こんにちは.私の名はYoshimaster96です.私がを日本語学びます.私がスーパーモンキーボールを改造します. |
Yoshimaster96 |
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Member Normal user Level: 39 Posts: 17/345 EXP: 376708 Next: 28063 Since: 11-03-14 Last post: 1942 days ago Last view: 884 days ago |
Oh, and the "Popular channel you might like" nonsense needs to stop. Or not. Or Google will go bankrupt from lack of trust and demand, but seriously, they have WAY too much money for that to happen anytime soon. Or someone will make a better video site and send Google under (I hope that happens). In the meantime, I'm forced to use GOOG£€'$ ¥OUTUB€. |
Yoshimaster96 |
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Member Normal user Level: 39 Posts: 18/345 EXP: 376708 Next: 28063 Since: 11-03-14 Last post: 1942 days ago Last view: 884 days ago |
Posted by jjesss064 Japanese lesson 1: Konnichiwa, not konichiwa (こんにちは, NOT こんいちは). Also interesting to note is that は is a particle in this phrase, and while written as は(ha), is pronounced わ(wa). |
Yoshimaster96 |
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Member Normal user Level: 39 Posts: 19/345 EXP: 376708 Next: 28063 Since: 11-03-14 Last post: 1942 days ago Last view: 884 days ago |
Screenshot of my new program, "LZ Modifier" (not final name):
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Yoshimaster96 |
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Member Normal user Level: 39 Posts: 20/345 EXP: 376708 Next: 28063 Since: 11-03-14 Last post: 1942 days ago Last view: 884 days ago |
Posted by gridatttackThe BG is usually made of several models, each loaded by name with a position, rotation, and scaling. These objects are static and cannot move. Posted by blank Try these: https://www.dropbox.com/s/bh3gpf9mypv1h5i/lz2obj.exe?dl=0 https://www.dropbox.com/s/vkuua4a2g8inpi7/lzfix.zip?dl=0 |
Main - Posts by Yoshimaster96 |
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