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04-06-21 12:47 AM |
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| Main - Posts by Fiachra |
| Fiachra |
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Local moderator Level: 62 Posts: 221/1065 EXP: 1914192 Next: 70494 Since: 12-15-12 From: Ireland Last post: 1044 days ago Last view: 1023 days ago |
Use the newest version posted in the Editor Development thread (R63), text editing shouldn't have any problems. EDIT: Found it! The title screen image can be found at the following offsets within a decompressed Overlay 7 (EUR ROM): Map (NSC): Start offset 0x30090 in decompressed overlay 7, length 1536 bytes, uncompressed Tile (NCG): Start offset 0x3D0B0 in decompressed overlay 7, length 32640 bytes, uncompressed Palette (NCL): Start offset 0x2BF28 in decompressed overlay 7, length 480 bytes, uncompressed I found the title screen files using the following method: - Used an emulator (I used NO$GBA debug but DeSmuME would probably work too) to find the locations of the map, tile and palettes within memory - Used the Map and Palette viewers to work out starting locations the sizes of the files - Dump the raw data from memory (I've added a hex dump to binary option to the editor for the next revision), luckily this in the same format as stored in NSC, NCG and NCL files - Decompressed all overlays within a SM64DS ROM and searched for the data from the above files, after decompressing the overlay no further compression had been applied to the files making it easy to find them To edit it in the Minimap Editor as shown in the screenshot, use NSMBe to replace the minimap files for one of the levels and 'LZ Compress' the NSC and NCG files. |
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Local moderator Level: 62 Posts: 222/1065 EXP: 1914192 Next: 70494 Since: 12-15-12 From: Ireland Last post: 1044 days ago Last view: 1023 days ago |
Posted by Nintega Dario Although it would be possible to replace their models with bones import/export working, you'd still be stuck using their original animations and behaviour so I'll just be leaving them as they are plus I like the original ones. Posted by NeoBlitzX7 All of the big Sunshine levels have been ported meaning 7/15 of the main levels and the new hub level (Delfino Plaza) are done. This means I still have 8 new custom levels to make as well as secret levels (though I am getting some help with that). I had made 2 custom levels but really they're not great so they've been dropped. I'm currently working on custom level based on Whomp's Fortress. Posted by Stomatol You need to make sure you're using a clean (unpatched, untrimmed) European copy of SM64DS. Open xdeltaUI.exe and select the 'Apply Patch' tab For 'Patch' select the file 'PiantaVillage(E)14022013.xdelta' For 'Source File' select the clean EUR SM64DS ROM For 'Output File' enter the name and location of where you want the patched ROM saved Click 'Patch'. |
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Local moderator Level: 62 Posts: 223/1065 EXP: 1914192 Next: 70494 Since: 12-15-12 From: Ireland Last post: 1044 days ago Last view: 1023 days ago |
Are you opening the file in you selected in 'Output File', this should have a different name than your clean ROM?
"... it was just a normal ROM" - Did you check all the levels? |
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Local moderator Level: 62 Posts: 224/1065 EXP: 1914192 Next: 70494 Since: 12-15-12 From: Ireland Last post: 1044 days ago Last view: 1023 days ago |
"It looks as though collision type 192 143 92 0 X 0 0 0 (windy platform) may use presets stored somewhere else in the overlay." - I think it's using paths for the wind direction but I don't know where the path IDs to use are set. It looks like paths used for wind have different parameter 2 values to other paths.
"Would it be possible to port some of these patches to AR codes? They could be useful in emulators." - It might be possible but why would you want to? You could just patch the ROM and play that in an emulator or on a flashcart. |
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Local moderator Level: 62 Posts: 226/1065 EXP: 1914192 Next: 70494 Since: 12-15-12 From: Ireland Last post: 1044 days ago Last view: 1023 days ago |
There's information on NDS music importing at the links here:
https://kuribo64.net/?page=post&id=20706 For SM64DS you need to follow the instructions here to modify your SDAT file (or use the pre-modified version provided by Skelux): https://kuribo64.net/?page=post&id=33290 Edit: nsmbhd.net has a good tutorial: https://nsmbhd.net/thread/475-tutorial-nsmb-sound-and-music-hacking-guide/ |
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Local moderator Level: 62 Posts: 227/1065 EXP: 1914192 Next: 70494 Since: 12-15-12 From: Ireland Last post: 1044 days ago Last view: 1023 days ago |
Posted by Skelux I'll try and improve them. I'll be updating: Text Editor, KCL Editor, CLPS Editor, Minimap Editor, Texture Editor, Texture Animation Editor, ROM File Select, Model Importer I had already started and am close to finishing totally re-doing the Additional Patches form, it'll be much clearer and simpler to edit and enter new patches, especially ones with lots of data. I'm aware the current version is a bit awkward. Are there any others you (or anyone) want improved or specific changes to above forms? |
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Local moderator Level: 62 Posts: 228/1065 EXP: 1914192 Next: 70494 Since: 12-15-12 From: Ireland Last post: 1044 days ago Last view: 1023 days ago |
The graphics themselves aren't compressed, the overlay they are in is compressed using JAP77 compression, however the overlays do not need to be re-compressed.
The problem may be that you're overwriting data from another file. Make sure the size of the data you insert is the same size as the data you're replacing (you can just pad with zeroes if the new data is smaller). Are you also replcing the palette and tilemap files as well? What location are the graphics in? |
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Local moderator Level: 62 Posts: 229/1065 EXP: 1914192 Next: 70494 Since: 12-15-12 From: Ireland Last post: 1044 days ago Last view: 1023 days ago |
Posted by Hiccup You must be using an old version, that was fixed a good while ago. When you click 'Save Changes' strings get reloaded but the selected string shouldn't change. Edit: 2013/12/30 R64 - Additional Patches adding and editing made much simpler and quicker. Note: The structure of the AdditionalPatches.xml file has been heavily changed so make sure you use the new version. - All windows/forms have been fixed to scale nicely. - Fixed bug that caused error when DAE model had - Fixed bug where if model only uses two axes, eg. flat square, the KCL Importer will attemp to create an octree with 100's of thousands of tiny empty or almost empty nodes and would take an impractically long time - Added 'Change Starting Level' and Skelux's 'Swap Walk and Run' patches. - Added option to convert hex dump files to binary. - Object DB updates Download: http://www.sendspace.com/file/vkooea |
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Local moderator Level: 62 Posts: 230/1065 EXP: 1914192 Next: 70494 Since: 12-15-12 From: Ireland Last post: 1044 days ago Last view: 1023 days ago |
"so with the scale option you can chance marios position on the x y" - You probably just moved Mario with your mouse.
"Actually, it changes the model's position, not mario's... " - It doesn't change the position of anything. Your model may not be centered in which case it might look that way? "so I imported it and saw nothing" - Have you applied the model's scale within your editing program? What program are you using to export the DAE model? If it's Blender there are a few things you may need to do to get it to export correctly. |
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Local moderator Level: 62 Posts: 231/1065 EXP: 1914192 Next: 70494 Since: 12-15-12 From: Ireland Last post: 1044 days ago Last view: 1023 days ago |
skyluigi and jjess064: Individual co-ordinates' positions move outward from the centre when scaled but the model's position is still (0,0).
jjess064/Anyone looking to export DAE with Blender: For exporting using Blender (I'm using 2.68a): - Each texture must have its own Material with and have an assigned Texture (Video I made for someone else). The quickest way for an already-textured model is to select a face with a specific texture, Select>Similar>Image and then assign that to a new material and add the Texture as shown in the video. Do this for each texture used. - Object mode, Object>Apply>Location, >Rotation, >Scale. This is in case you've scaled it down a lot, it will appear one size but when exported will have the original scale. - Sometimes the exported DAE model will be rotated, usually on the X axis. Eg. if rotated on X axis by 90 degrees: Object mode, type "RX-90", Object>Apply>Rotation. Now export. You can then do RX90 and don't apply rotation. Now it'll look right when editing and exporting. - File>Export>Collada DAE Do select 'Include Material Textures' (otherwise textures don't get exported), do not select 'Copy' (this would create copies of all your images). Does it appear if you export as OBJ? Skelux: That's good. I'll see if I can add to the CLPS editor descriptions entries, eg. if you selected that wind entry from the drop-down you'd get a description (tooltip maybe) for the different bytes. |
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Local moderator Level: 62 Posts: 232/1065 EXP: 1914192 Next: 70494 Since: 12-15-12 From: Ireland Last post: 1044 days ago Last view: 1023 days ago |
Posted by jjesss064 "...when I select copy it works" - What do mean by "works", do you mean you can import it? Can you open your exported DAE file in another 3D editor/viewer eg. MeshLab. If the textures appear correctly it should be fine. |
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Local moderator Level: 62 Posts: 233/1065 EXP: 1914192 Next: 70494 Since: 12-15-12 From: Ireland Last post: 1044 days ago Last view: 1023 days ago |
"Input string was not in a correct format"
Does your DAE file contain decimal commas instead of decimal points, eg. 1,234 instead of 1.234? If so, can you open your DAE file and replace all commas with decimal points. Have you changed any settings in Blender? Have you modified your DAE file after exporting? "it seems that I get this error suddenly." - Did you change anything? Can you please translate the main error in future. |
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Local moderator Level: 62 Posts: 234/1065 EXP: 1914192 Next: 70494 Since: 12-15-12 From: Ireland Last post: 1044 days ago Last view: 1023 days ago |
Don't just make posts saying visit ... website. You need to give more information, especially as you've already listed the website. |
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Local moderator Level: 62 Posts: 235/1065 EXP: 1914192 Next: 70494 Since: 12-15-12 From: Ireland Last post: 1044 days ago Last view: 1023 days ago |
Can you answer "Does your DAE file contain decimal commas instead of decimal points"?
Do a search for "float_array" or "" (remove speech marks). "however must every material have his own object?" No, I said every texture must have its own material. "oh and everything is just in" I don't understand what you mean. |
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Local moderator Level: 62 Posts: 236/1065 EXP: 1914192 Next: 70494 Since: 12-15-12 From: Ireland Last post: 1044 days ago Last view: 1023 days ago |
Can you try re-exporting the model and trying again, just in case?
If not can you PM me your model as there's not much more I can do without it, just copy and paste it into a spoiler, I don't need the textures. |
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Local moderator Level: 62 Posts: 238/1065 EXP: 1914192 Next: 70494 Since: 12-15-12 From: Ireland Last post: 1044 days ago Last view: 1023 days ago |
R65 2014/01/04
- Texture Animation Editor totally rewritten, many improvements to functionality/stability, level corruption issues should all be removed, code much simpler and cleaner. - Added option to generate texture animation scale, rotation and translation values given start and end values and number of values. - Added 'Change Starting Lives' and 'Infinite Health' patches. I had been meaning to rewrite the Texture Animation Editor for a while, the code was too complex and too hard to find bugs. It's now much simpler and the issues previously with the scale, rotation or translation values becoming corrupt and issues when adding and removing texture animations when there were multiple areas have been removed (after several hours turned out the problem was that certain addresses had to be multiples of 4). Note: When editing texture animations, changes are made to the level overlay as you edit, so if you don't want to keep them you must exit the Level Editor without saving. I probably won't change this as it greatly simplifiies the code involved. Also, ROM's modified with SM64DSe do work with the GW3DS DS flashcart and therefore probably any other flashcart using the Wood firmware. Download: http://www.sendspace.com/file/3af3cw |
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Local moderator Level: 62 Posts: 239/1065 EXP: 1914192 Next: 70494 Since: 12-15-12 From: Ireland Last post: 1044 days ago Last view: 1023 days ago |
Posted by zKenshi There only is one version of the European ROM. You'll know it's trimmed if it's under 16.0MB. |
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Local moderator Level: 62 Posts: 240/1065 EXP: 1914192 Next: 70494 Since: 12-15-12 From: Ireland Last post: 1044 days ago Last view: 1023 days ago |
Posted by Skelux I believe there is still a bug somewhere in the NARC file re-insertion code. R51 fixed some of the problems (previously importing a model into an archive level didn't work) but obviously there're still more. I'll definitely try and get this sorted. Here's the temporary workaround: - Make a copy of you ROM. - Use NSMBe to extract the model you want to edit from the NARC file and then reinsert it over a non-archived model. - Edit this non-archived one in SM64DSe and then extract it using NSMBe. - Use NSMBe to reinsert it into the NARC file in your original ROM over the original model. NSMBe seems to be very stable but make a backup just in case. Posted by skawo Any file or ROM version in particular? I just tried 3D Model>Import Other Model>/data/vrbox/vr*.bmd and they all worked fine in a EUR ROM, I didn't try all the vrboxes in the other versions but the ones I tried worked. Posted by skawo "The additional patches menu just crashes every time for some reason" - The structure of the AdditionalPatches.xml XML has changed recently, make sure you're using the latest version - the editor is not backwards-compatible with the older versions, though I'll add an error message. "When you import a model and close the importer, if you then try to open it back up and import a second model, it will fail to show the import preview" - I think it's always done that, this is probably a bug in how the form is closed, or may be related to the general ModelCache bug that doesn't update imported models correctly until you re-open the ROM, or it may be. I'll try and fix it. "The editor has problems importing textures that are not 32x32" - It's non-powers-of-2 resolutions and ones lower than 8 that it can't handle. Textures need to be 8x, 16x, 32x, 64x ... Nintendo's models stick to these resolutions as well so I don't think it's a problem with the editor. If they still don't appear correctly then they're probably not indexed. "Making a view crashes the game every. single. time, even if you copy all of the settings exactly." - Thanks for pointing out. I think I know exactly what the problem is; when working on the Texture Animation editor recently I discovered that if addresses aren't multiples of 4 the level will crash; View objects are 14 bytes each which is causing the addresses of following object tables and other data to be at addresses not divisible by 4 when adding or removing them. This should be easy enough to fix - just pad with 2 extra bytes at the end of the table when needed. EDIT: This is also most likely there are problems when adding and removing Path and Path Node objects - they're 6 bytes each. Posted by Hiccup Yes, that'll be in the next revision. |
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