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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 11-20-13 03:32 PM, in Object Database Contributions (rev. 2 of 11-20-13 03:32 PM) Link | #35179
It does, yes. I've it updated with mine anyway but it's not publicly editable. The next commit will have the changes in it.

We need to decide how it'll be managed. If there's no online database, I'll probably get people to edit objectdb.xml and upload the changes then merge them all for the next revision. I was just copying my notes here until then.

Fiachra
Posted on 11-24-13 03:58 AM, in SM64DS Editor Help Thread - Post your questions here Link | #35296
You need to have the right Object Bank settings. These specify which objects may be used in each level.

What is you're trying to do with the doors? If you want them to take the player to another level you place an exit warp behind it.

Fiachra
Posted on 11-24-13 04:36 AM, in Editor development (rev. 2 of 12-09-13 02:43 PM) Link | #35298
Thanks. I'll see about adding a dropdown to the CLPS editor, possibly as a 'description' column so you can select a type to populate a row and still maintain current functionality.

EDIT:
Done

R63 2013/12/09

- The CLPS editor now has "Description/Type" column displaying a list of the known collision types. That value will be selected if recognised and you can use it to set the collision entry to a known type.
The collision types are stored in the XML file CLPS_Types.xml so more can be easily added as they're found, I've added a couple more to it.
- The Texture Editor now loads all textures and palettes within the BMD model which can be manually paired up for importing and exporting or you can load a BTP file to pair them up.
- Added option to offset or scale all objects' co-ordinates at once, handy if you need to shift or change the size of your model and have already placed objects.
- Fixed bug when importing DAE model where material names sometimes weren't being loaded correctly.
- Increased amount of objects that get rendered in the Level Editor including more awkward ones like Wiggler and Pokeys.
- Updated Object Database based off recent thread.

http://www.sendspace.com/file/81uah8

If anyone has updates to the Object Database or CLPS Types, send me the changes to the XML files or post them in the Object Database thread and I'll include them in the next revision.

Fiachra
Posted on 11-24-13 07:32 AM, in SM64DS Editor Help Thread - Post your questions here (rev. 2 of 11-24-13 07:34 AM) Link | #35300
Easiest program to use NSMBe. You need to export the overlay for the level, the first level overlay in a modified ROM is 103. You'll also need to export the contents of the /data/stage/ folder for that level which contains the level model, collision and minimap.
Then import them back in over the other (patched) ROM. When asked if you are importing a compressed overlay, select 'No'.

To change Object Bank settings, select the 'Level Settings' option and select which banks you want.

Fiachra
Posted on 11-24-13 11:33 AM, in Load different stars for Test Map 1? Link | #35305
There is a fixed number of Act Selector screens in the game, each would be set up to point to the relevant strings etc. There is a table that maps each act selector to a level, eg. it probably look like 0-0, 1-6, 2-7, 3-8... You could use that to have Test Map A use Bob-Omb Battlefield's act selector for example.

What Mega-Mario is talking about though is to move Test Map A over another level, eg. replace Whomp's Fortress with Test Map A (BBB uses hard-coded objects and may crash if you need to change Object Bank 7). To do this, you would extract the overlay for Test Map A, overlay 103 and copy the contents of 0x94 onwards into WF's overlay (110). Make a note of the Object Bank settings for Test Map A and change WF ones to match it. Extract the contents of the /data/stage/ folder for Test Map A and replace all of the files in the WF /data/stage/ with the files from Test Map A. Remove any texture animations and it should work.

Fiachra
Posted on 11-24-13 11:39 AM, in Creating new path/nodes doesn't number/create them correctly [Bug] Link | #35306
I am aware that there is a bug with inserting path nodes. (You shouldn't insert nodes into or remove them from existing paths as this will cause the game to crash - not an editor problem, don't know why it happens).

To add a new path, first add the nodes for it in to the last path on the list. Once done adding them, add a new path object and set the STart Node and Length to point to the node you've just inserted into the last path and set the now secon last path's parameters back to what they were previously. Your new path should now work. Be sure to make a backup first in case something goes wrong, it can be very tricky to fix.

Fiachra
Posted on 11-25-13 02:01 AM, in SM64DS Editor Help Thread - Post your questions here Link | #35320
If you don't have a working backup for it then probably not. Importing the level overlay from another ROM over the broken one would allow it to work again.

The level overlays contain a level's settings such as model, collision, minimal file IDs and object bank settings as well as a list of objects and their positions and parameters.

Fiachra
Posted on 11-25-13 02:05 AM, in Wiki Link | #35321
Or we could use kuribo64's wiki and direct people there. Tutorials in the wiki would be much easier to maintain.

Also you'll probably be able to find a lot more if you go through the different threads where people ask questions.

Fiachra
Posted on 11-26-13 01:02 PM, in SM64DS Editor Help Thread - Post your questions here Link | #35341
Yes. If you aren't sure you can export the model or minimap from those folders and check.

Fiachra
Posted on 11-29-13 03:30 PM, in Super Mario Sunshine 64 DS (rev. 3 of 11-29-13 03:36 PM) Link | #35486
Finished Pinna Park. I thought Ricco Harbour was going to be the last level from Mario Sunshine but Pinna Park was less complex than I thought.
Screenshots/video in first post.

I've also finished a new (main) custom level and thanks to †Nømura from GBAtemp who has made another secret level.

Fiachra
Posted on 11-29-13 03:59 PM, in Super Mario Sunshine 64 DS Link | #35489
Maybe. The only way I can think of doing it is to replace the carpet from Rainbow Ride but it'd be quite slow and wouldn't be be able to turn upside etc. like the original.

Fiachra
Posted on 11-29-13 04:42 PM, in Super Mario Sunshine 64 DS (rev. 2 of 11-29-13 04:43 PM) Link | #35492
"Could you up the speed?" - It'd need an assembly hack and I've no idea where individual object code is, so very unlikely.

"How did you make the ships?" - I replaced the model and collision for RC_BURANKO 112 which swings like a pendulum and has a non-slippy collision type available. If you're asking about he model - I extracted the model from SMS and simplified it and retextured it.

Fiachra
Posted on 12-03-13 02:34 AM, in Kaizo Mario 64 DS Revived! Link | #35600
Did you change anything in the Castle Backyard level? Or the parameters used for King Goomba?

Fiachra
Posted on 12-03-13 12:59 PM, in Kaizo Mario 64 DS Revived! Link | #35614
Meant King Boo. What did you change with the fight? Have you applied any 'Additional Patches'?

Fiachra
Posted on 12-06-13 01:58 AM, in Super Mario Sunshine 64 DS Link | #35713
Thanks! I'll have a look at some time.

Fiachra
Posted on 12-06-13 02:04 PM, in Super Mario Sunshine 64 DS Link | #35729
"Do you need Beta Testers to your Hack?" - The game is nowhere near finished yet alone ready for beta testing.

"Also can you recolor the black lines from Defino Plaza to the blue ones?" - I tried but the Castle Grounds minimap is hardcoded to display a certain part of the image when the water level changes and the cannon appears it didn't work for some reason so I left at black.

[image]

Fiachra
Posted on 12-07-13 12:39 PM, in Super Mario Sunshine 64 DS (rev. 2 of 12-07-13 02:37 PM) Link | #35776
"15 Main Levels and 14 Secret Levels" - There'll (hopefullyly) be 15 main levels but there not be as many secret levels and some may be left as the original ones, eg. Kuriboss, King Boo and Chief Chilly.

Edit: About the black background for Delfino Plaza minimap: I forgot that I've since moved Delfino Plaza to Castle Backyards (posted patch recently to change starting level in Editor Development thread) so it probably would be possible now.

Fiachra
Posted on 12-09-13 02:56 PM, in Editor development (rev. 3 of 12-09-13 03:34 PM) Link | #35875
NSMBe has an option to decompress overlays within the game, just select an overlay and click "Decompress overlay". You would have to do each one individually though.

Should be easy enough to add an option to SM64DSe to decompress them all.

EDIT:
Here you go:
http://www.sendspace.com/file/gj9xri

Go to the Debug menu ('D' dropdown on main form) > Decompress Overlays Within Game.

Fiachra
Posted on 12-11-13 01:34 PM, in Editor development Link | #35917
Good work! I'll it to the list of patches.

Fiachra
Posted on 12-12-13 04:02 PM, in Kaizo Mario 64 DS Revived! Link | #35964
If you haven't modified any models you could just copy the overlays for the changed levels. If it still doesn't work, copy them one by one until you find the one that's causing the problem. NSMBe is probably best for doing this.
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Main - Posts by Fiachra

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