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04-06-21 12:47 AM
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Main - Posts by Fiachra

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Fiachra
Posted on 09-05-13 02:18 PM, in Super Mario Sunshine 64 DS Link | #31935
Thanks.
Turbo Track is impossible without the rocket nozzle and I doubt Pachinko Game is possible without the nozzle either. Red Coin Field might be possible but I don't think it would be fun or very interesting. In the original there are things like having to spray Piantas with water to get a coin and chasing enemies for a red coin but you can't do that in SM64DS. I think a much better level can be done than Red Coin Field.

Fiachra
Posted on 09-09-13 03:43 PM, in SM64DS Editor Help Thread - Post your questions here Link | #32164
No, I mean you can export a model with it split up into different chunks matching the bones that can be then be edited, eg. in Blender and re-imported and the model's bones and therefore animation will still be working. Bone information is exported and is needed when re-imported and can be edited if you want. This'll allow editing character and enemy models properly. I've actually got that part done (eventually!), I'm trying to fix a problem in the model importer window with the scale being wrong and translucent faces not showing up (they used to but it now gives a preview of the converted BMD file).

Fiachra
Posted on 09-14-13 05:18 AM, in Editor development Link | #32465
Rev. 59 14 Sep 2013

- This adds the ability to export and import models with their bones intact. These can then be edited and re-imported with their bones and therefore animation intact. This can be used to create/edit custom character or enemy etc. models with working original animation. (Model exporting isn't perfect when assisgning faces to bones though, so for some models you may need to make a few manual fixes.)
- Model Importer now shows a preview of the converted BMD file rather than the OBJ model

Will post a more detailed explanation/tutorial soon.

Fiachra
Posted on 09-23-13 02:04 AM, in Editor development Link | #32904
NSMBe works fine. I always use it for replacing files.

Fiachra
Posted on 09-23-13 03:20 PM, in Editor development Link | #32917
Added more information on importing and exporting bones on the SM64DSe wiki here.

Fiachra
Posted on 09-24-13 01:57 AM, in Editor development Link | #32932
Yes.
You don't import a BMD, you import an OBJ model as before.
What scale value? For Bob-Ombs you can just select one in a level and choose 'Replace Model'.

Fiachra
Posted on 09-25-13 02:04 PM, in SM64DS Editor Help Thread - Post your questions here Link | #33010
You can compile it either in Visual Studio 2010 or above or in Monodevelop. You'll need to use an SVN client to download the source first though. For Windows you can use TortoiseSVN or for Linux there's KDESvn.

Here's the newest R60, I'd had to upload it for someone else.

Fiachra
Posted on 09-30-13 02:28 AM, in Editor development Link | #33213
Have you tried using kiwi.ds NDS Editor to extract and repack the SDAT file? NSMBe should be able to reinsert a larger file without corrupting it.
MKDS Course Modifier might let you edit SDAT as well.

Fiachra
Posted on 09-30-13 01:02 PM, in Editor development Link | #33226
Can you explain in detail what you're trying to do and the results?
Does this help with the kiwi.ds tool?

http://gbatemp.net/threads/repacking-sdat.250250/

SDAT is a very common format, I'd be surprised if it was necessary to write another tool.

Fiachra
Posted on 10-01-13 02:34 AM, in Editor development Link | #33255
OK, I'll try it myself tonight.

Fiachra
Posted on 10-01-13 04:08 PM, in Editor development (rev. 3 of 10-01-13 04:12 PM) Link | #33290
I was able to extract and repack the sdat file using kiwi.ds and reinsert it into the ROM and it worked fine. Here's what I did:

- Open the SM64DS ROM in kiwi.ds NDS Editor
- Browse to and select the sound_data.sdat file
- Click on 'Dump Selected' (last icon on right along the top) - this creates an SMAP file (used for helping developers debug)
- Click on 'Extract Selected' - this extracts the SDAT file
- Open the SDAT file in NDS Editor, select all and then 'Extract Selected' - this extracts the contents of the SDAT file into a folder
- The files extracted aren't in the right order however - they're listed in alphabetical order and if you repack the SDAT this is the order they'll be added in, which won't work.
- You need to use the SMAP file from earlier to rename all of the files so they appear in that order - add 000, 001, 002 etc. in front of the filenames to match the correct order. (Takes a while).
- Go back to NDS Editor, go to 'Tools'>'Make SDAT File'. Select the folder you extracted all of the files to and press 'OK'.
- Use NSMBe to replace the original SDAT with the newly created one.

More info https://nsmbhd.net/thread/475-tutorial-nsmb-sound-and-music-hacking-guide and http://gbatemp.net/threads/repacking-sdat.250250/

Fiachra
Posted on 10-05-13 07:41 AM, in Editor development (rev. 2 of 10-05-13 07:43 AM) Link | #33468
R62 05 OCT 2013

- Added support for importing COLLADA DAE models to BMD and KCL which allows vertex colours to be used. This should allow much higher quality models.

Without Vertex Colours:
[image]
With Vertex Colours:
[image]
- Added Skelux's patch to increase number of working sound effects for levels that use minigame music. I meant to add this ages ago, sorry.
- Additional patches now supports patching a specific file.
- Fixed small bug when importing an OBJ model with default bone values

Download

Fiachra
Posted on 10-05-13 09:15 AM, in Editor development Link | #33472
Can you give more detail? Do you mean you can't see your model listed when you click on 'Open' or are you getting an error after opening one?

If they're not showing up in the 'Open File' dialogue it's because your model doesn't have the right extension. It should end in .DAE (not .DEA) or .OBJ.
If it's saying it can't find textures, open your DAE model and look for "" and make sure the "" elements contain the right path. If you're using Blender you might see something like "FILENAME.blend/Textures/TTM_Rock_32x64.png"; take out the [FILENAME].blend part. Also make sure it's not an absolute path, it should be relative to the folder the model's in.

Fiachra
Posted on 10-06-13 03:39 AM, in SM64DS Editor Help Thread - Post your questions here Link | #33502
You can't move level models around. If you want to makr it higher/lower etc. you have to do that before exporting it from the modelling software. Make sure you apply location before exporting it if you're moving it.

Fiachra
Posted on 10-06-13 05:14 AM, in Editor development Link | #33505
"There seems to be some sort of problem adding scrolling textures to levels which didn't have any. I needed to manually change the texture name and scrolling settings in the overlay file or else every object in the level would vanish. There's little more information I can give on this error." - OK, I'll have a look at it.

"As for replacing player models, I've traced it back to 0x0203C6E8 but haven't yet investigated its function, only that a jump occurs here crashing the game after replacing a player texture." - I think it might be a problem with the code for editing files within .narc files, probably the same problem Crashdance22 is having with that tree. Others have been able to replace player textures by extracting the BMD model, replacing another model outside a NARC, editing it and then using NSMBe to reinsert it into the NARC file.

Fiachra
Posted on 10-09-13 03:46 PM, in Super Mario Sunshine 64 DS Link | #33617
To change the level loaded when you select 'Exit Course' from Castle 1st Floor to any level, change the byte at 0x00029378 (0x02029378) (EUR) to the ID of the level you want loaded. Eg. changing it to 7 would load Whomp's Fortress when you select 'Exit Course'.
I need it so that you exit back to Delfino Plaza, which has replaced the Castle Grounds. Should be useful for others wanting to change the 'hub' levels.
Will be added to next 'Additional Patches'.

Fiachra
Posted on 10-16-13 12:40 PM, in Editor development (rev. 2 of 10-16-13 01:25 PM) Link | #33884
Do you know how long it is? It's probably the same compression as all the other images. You should be able to copy it into a .ncl file and open it in the minimap/image editor and then copy the data back, same with the graphics and tile parts. I'll try looking too.

Also, to change the default loaded level, decompress Overlay 007 (8th one) (you can use NSMBe) and change the byte at offset 0x1ED20 to the ID of the level you want loaded.

Fiachra
Posted on 10-23-13 01:44 PM, in Editor development Link | #34139
Another suggestion: Maybe translating the editor in different languages.

Thanks for your offer but I don't want to be translating it until the very end, whenever that'll be. It would just be too much hassle having to worry about translated text every time you want to make change.

Fiachra
Posted on 11-15-13 12:54 PM, in Object Database Contributions Link | #34942
I think you should wait for an answer from Mega-Mario first, there was no need for two threads. I would also like to be editable though, I've been making notes of useful object parameters I've found.

Fiachra
Posted on 11-20-13 02:34 PM, in Object Database Contributions Link | #35174

Friendly NameObjectActorInternal NameRequirementsFilesParametersDescription

Coin37288COINNone-Set Parameter 1 to 75 to make them appear permanently until collected otherwise they only last a few seconds.Standard, yellow coin. Every 50 coins collected earn the player one life upon successfully finishing the stage.
Red Coin38289RED_COINNoneFor Red Coins Stars, set Parameter 1 to the Star ID followed by 1.Worth two yellow coins. When 8 red coins are collected, a star appears.

Important note: Do not place more than 8 red coins in a level. Collecting more than 8 red coins freezes the game.
Blue Coin39290BLUE_COINNoneSet Parameter 1 to 1 if they are to be used with a Blue Coin Switch.Worth 5 yellow coins. Appears when ground-pounding an associated [object=0131], or when killing certain enemies.
Red ! Switch4311HANSWITCHNoneSet Parameter 1 to FF02 and Parameter 1 of the (ID 25) SW_BLOCK_L bricks to FF00.When pressed, makes Red ? Blocks become solid and usable.
Star Switch4412STAR_SWITCHNoneThe fist two digits of Parameter 1 give the time limit (seconds / 2 possibly) and the second two give the ID of the Star.Makes a star inside a cage appear.
Power Star61178STARNoneSetting Paramater 1 to a number from 1 - 7 will set it as that star for the current level.Adds 1 star to the player's star counter when collected. Not all secret Stars end the level.
Star Marker63180STARBASENoneOptionally, this object can show a horizontal star shadow at its position, usually when the star is spawned by collecting red coins.Switch Star: Set Parameter 1 to 6 followed by the number of the Star (act) it is for.
Red Coins: Set Parameter 1 to the ID of the Star it is for.
When an object will make it appear: Set Parameter 1 to 2 followed by the Star ID.
Sliding Pole10589WL_POLELIFT7=19Parameter 1 gives the ID (zero-based index) of the path the pole is to follow.Sliding poles that appear in Dire Dire Docks.
RC_TIKUWA111126RC_TIKUWA7=29Platform that begins to fall after the player walks on it, from Rainbow Ride.
RC_BURANKO112127RC_BURANKO7=29Swinging pendulum-like platform from Rainbow Ride.
RC_SEESAW113128RC_SEESAW7=29Seesaw platform from Rainbow Ride.
RC_KAITEN114129RC_KAITEN7=29Parameter 1 should be FFFF.
Parameter 3 should be 0 for Counter-Clockwise, FEC9 for Clockwise.
Spinning platform (Y axis) from Rainbow Ride.
RC_GURUGURU115132RC_GURUGURU7=29Clockwise spinning platform with 'arms' from Rainbow Ride.
TT_FUTA118104TT_FUTA7=26Breakable rock at entrance to Wiggler's Cave in Tiny Huge Island - Tiny.
TT_WATER119105TT_WATER7=26Water above entrance to Wiggler's Cave. Lowers and disappears when entrance broken.
TD_FUTA120106TD_FUTA7=25Tiny Huge Island - Huge breakable entrance to Wiggler's Cave. Disappears when entrance broken in Tiny island.
TD_WATER121107TD_WATER7=25Tiny Huge Island - Huge water above entrance to Wiggler's Cave. Lowers and disappears when entrance broken in Tiny island.
Invisible Pole243287BARNoneThe last two digits in Parameter are the height * 100 (in hex).A pole. However, it is invisible.
Unagi the Eel261242MORAY7=9Set Parameter 1 to 2 followed by the path ID then 00 if it is to behave as in 'CAN THE EEL COME OUT TO PLAY'.
Set Parameter 1 to F followed by the path ID then 00 if it is to swim about following a path.
A giant eel in Jolly Roger Bay. It swims around, but takes 3 life points if touched.
RC_CARPET276130RC_CARPET7=29Parameter 1: First two digits should be 06, second to specify the path ID (zero-based index) the carpet is to follow.Flying Carpet from Rainbow Ride.
Last Star278283LAST_STAR4=1Setting Parameter 1 to FFFF causes it to work the same as when Bowser is defeated and trigger the ending sequence.Spawns a large star similar to the one awarded when Bowser is defeated for the final time. Touching it gives the player wings, and upon landing, the player teleports to 0.000, 0.000, 0.000 and executes the "super triple jump" animation, then flies around for a few seconds, finally triggering the ending. Some parameters might yield a key from the first two fights.

Some here are new, others are adding parameters to existing objects.
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Main - Posts by Fiachra

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