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03-28-24 05:42 PM
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Main - Posts by Fiachra

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Fiachra
Posted on 03-24-13 01:15 PM, in This is really annoying... Link | #18570
Posted by Py_hacker
Okay.

WITNESS TESTIMONY

1.I right clicked on the Disc thing, selected Extract all, and choosed the location.
2.The app didn't respond for a long time.
3.After this, Windows said that the program stopped working!
4.I clicked on the close program button, and it closed.
5.I retried another time. Same thing. I checked the details briefly on that time, and it was only a crash.



It's not supposed to stop resonding, though it may stick on a large file for a while. You should get a progress dialogue box like this:

[image]

Mario Galaxy 2 took me just over a minute to extract.

Your ISO may be corrupt, if so, you'll need to try ripping it again or getting it from a different source.

Fiachra
Posted on 03-27-13 09:13 AM, in Editor development (rev. 6 of 04-06-13 05:55 PM) Link | #18734
Posted by Skelux
I have another question/request. In the most recent level I finished porting, I need to place a death floor collision below the level (the default death height is down too far), but JRB Ship where I imported the level does not have this collision type. Is there a specific file that allocates what collision types are in a level, or is it more obscure like the music table?


The collision data for each level is stored in the overlay as CLPS Data. I believe this maps collision types found in that level to some global table, so it should be possible to overwrite this CLPS data for JRB with that from another level.
(https://kuribo64.net/get.php?id=rI4qqLy5iunw7ums)

EDIT:

I found the music table (for patched ROMS only):

EUR:
ROM Offset: (020)75768
ARM9 Offset: 71768

USA v1:
ROM Offset: (020)73434
ARM9 Offset: 6F434

USA v2:
ROM Offset: (020)74154
ARM9 Offset: 70154

JAP:
ROM Offset: (020)739D8
ARM9 Offset: 6F9D8

The table is 156 bytes long, containing 52 entries - one for each level, where each entry is the track to be played in that level and is 3 bytes long.

Fiachra
Posted on 03-27-13 05:43 PM, in Editor development (rev. 2 of 03-27-13 08:04 PM) Link | #18742
Posted by Mega-Mario
Nice! Have you managed to modify it successfully, though?

If we're going to make this editable, the best thing to do would be moving the data within the level overlays (level headers have reserved space for stuff like this). Ideally all the level data should go in overlays, so they're self-contained, and perhaps someday we'll be able to add levels :)


Yes, I was able to replace the castle grounds music with JRB music by copying entry 9's data over entry 2's. I haven't tried to work out the individual bytes yet though.

That sounds a bit complicated for me! I could patch it to copy the entry from the music table to the overlay but unfortunately I don't think I could patch the code to load from it. I'll still try to help as much as I can with it though.

Edit:
The 3rd byte is the (0 based) index of the SSEQ file in the SDAT file, however, changing just this byte doesn't change the music and may stop all sounds in the level. FF is no background music. I don't know what the 1st and second ones do, they increment between levels or related levels, eg. WF is 07, JRB is 08, JRB Ship is also 08. Same type of thing with second value.

Fiachra
Posted on 03-30-13 08:10 AM, in Editor development (rev. 2 of 03-30-13 08:30 AM) Link | #18818
Posted by Skelux
Are you certain of these addresses? I tried each of them In my arm9.bin and all would either do nothing or freeze the game. I uploaded it, I was pretty sure It's an EUR copy: http://www.mediafire.com/?9neoxfj6nnc9019

I'm pretty sure it's right, I was able to modify it. I'm not on my computer right now so I can't check that arm9 unfortunately. Is it definitely the patched one? If you open it in a hex editor you can find the table by searching for: 03 20 ff 03 20 ff (1st 2) or: 06 21 3a 07 22 3a (BOB and WF). Copying 08 23 3b to the 2nd entry will change castle grounds to JRB music for example. I haven't figured out what the individual bytes do yet.

Fiachra
Posted on 03-30-13 08:40 AM, in Editor development Link | #18820
I got the EUR address looking at ROM in disassembler. Forgot to subtract 0x4000 for arm9.bin. I think the rest are for arm9.bin so add 0x02004000 to get their ROM address. I'll update the list later when I'm on the computer.

Fiachra
Posted on 03-30-13 01:42 PM, in Super Mario Sunshine 64 DS Link | #18825
Posted by natnew
umm... an xDelta patch is a .patch file, not a .xDelta file, so why is that your download?

Just rename it or set xdelta to open 'All File Types'.

Fiachra
Posted on 04-01-13 06:26 PM, in Editor development Link | #19005
I've managed to patch the game to store and read the music data from the individual level overlays and have added the ability to change their values via the Level Settings dialogues. I'm on holidays at the minute so I'll commit the code when I get back next week. Wanted to say in case anyone else started working on doing it.

Fiachra
Posted on 04-06-13 03:20 PM, in Editor development (rev. 2 of 04-06-13 04:02 PM) Link | #19256
Have committed code:

-Music data stored in and loaded from level overlays.
-Added option to copy CLPS data from another level, no more need to worry about levels having correct collision types.
-Fixed problem with some punctuation characters in text editor.
-Added editing 'Type 14' objects, just for completeness.

Fiachra
Posted on 04-06-13 04:02 PM, in Editor development (rev. 2 of 04-06-13 04:53 PM) Link | #19264
Ok, have fixed that.

Edit:
If you were asking how the game is patched:

Originally, the game used this for loading the first byte:

Multiply the level id by 3 and use that as an offset
point R2 to music table address (stored as a dword nearby)
load byte into register found at above table + calculated offset

The second and third bytes were similar but loaded and

I got the locations at which the music table, music table + 1 and music table + 2 addresses were stored and replaced them all with the address the overlays are loaded into memory at + the offset of the first music byte (lvl_start + 0x7C), which very handily is the same for all the new overlays.
I replaced the offset calculations with offset 0 for byte 1 (0x7C), offset 1 for byte 2 (0x7D) and offset 2 for byte 3 (0x7E).

Fiachra
Posted on 04-06-13 05:18 PM, in Editor development Link | #19270
Posted by Mega-Mario
Have any of you managed to change those bytes without just breaking all sound?


Not yet, I can only replace one completely with another :(

I wonder if there's maybe another table that specifies a range of sounds that can be loaded for each level. The first byte, for example seems linked to the level id - it increments for each level or group of similar levels. Eg. JRB and JRB Ship both use 08 and although BOB and WF both play the same music, they use 06 and 07 as the first byte.

Fiachra
Posted on 04-07-13 02:08 PM, in Super Mario Sunshine 64 DS Link | #19366
Finished Noki Bay, including the underwater city, red coin bottle and of course, Nokis! Video/screenshots in first post.

Fiachra
Posted on 04-07-13 02:31 PM, in Super Mario Sunshine 64 DS Link | #19369
Sirena Beach is next, including Hotel Delfino. Then I'll have to make new levels to replace the secret/challenge levels which can't be ported.

Fiachra
Posted on 04-07-13 03:48 PM, in Super Mario Sunshine 64 DS Link | #19381
Posted by mariogalaxythree
How come Pinna Park won't work?

In order to get the rides to work you'd need to be able to import animation, which can't be done yet and without the rides, there's not really any point in Pinna Park.

It will be a replacement for a secret level so it is not going to be extensive like the normal levels.

That's ok, I'll need to add lots of secret levels, there's room for over 30 of them. Goomba Village sounds good.

Fiachra
Posted on 04-07-13 04:54 PM, in Super Mario Sunshine 64 DS Link | #19388
Posted by mariogalaxythree
Will it be possible in the near future?

I don't think so. There'll probably an animation viewer with basic editing of existing animations though.

Posted by HRËT
Just a question: is it buggy to have lava and water side by side? That will be in the canal and in the village.

Edit: From what I have seen when using Action Replay, lava appears to be a flat object. As a tribute to the ink goop over the water in Ricco Harbor, I plan on having lava overflowing onto the water's surface.

Lava isn't an object, it's a collision type, like water, so having them side by side wouldn't cause any problems. It may be tricky however getting them both in the same level as no level contains collision data for both types, so I'll have to figure out and edit the CLPS data section within the overlays.

Fiachra
Posted on 04-07-13 05:05 PM, in Super Mario Sunshine 64 DS Link | #19400
Posted by mariogalaxythree
So if this is right, Fire and Ice together would work?

Yes, as these are set by assigning collision types to each face.

Also, this is getting a bit off-topic.

Fiachra
Posted on 04-07-13 05:53 PM, in SM64DS -- interesting informations a-plenty (rev. 2 of 04-08-13 06:50 PM) Link | #19415
It seems helmet.kafuka.org is gone.

I've uploaded the documention to Kuribo64's Uploader. Also included SM64DS Text Hacking topic from helmet.kafuka.org and GBAtek in PDF format.

Edit:
Uploaded updated version of SM64DS Level Format Documentation.

Fiachra
Posted on 04-08-13 07:56 AM, in Editor development Link | #19524
Very helpful. If you (or anyone) works it out I'll add a way to calculate the right values. I think byte 2 is related to sound effects somehow.

Disabling the intro is definitely something I want to add to the editor. I'll try looking into it as well. There's an AR code to do it, maybe that'll be helpful. I also want to allow changing starting level.

(post in restricted forum)

(post in restricted forum)

Fiachra
Posted on 04-12-13 10:39 AM, in Editor development (rev. 2 of 04-12-13 11:20 AM) Link | #19898
Rev. 43 (12/04/2013)

- Added support for editing paths.
- Improved model exporting for custom models (Kd values)
- Fixed rare bug with removing certain types of objects where minimap tile IDs were overwriting object parameters. (Probably what Skelux was referring to here)
- CLPS entry editing - add, remove, edit and change position of entries

Important note on paths:

Adding and removing existing nodes won't work but I have no idea why, especially after fixing bug mentioned.
You can edit nodes within existing paths and change their starting nodes and lengths.
Objects that use paths store the path ID in Parameter 4 (offset + 0xF).
When adding a new path, add the nodes first and then add the path and set the indices.

Also, discovered why Shifting Sand Land has so many collision types - they used a unique collsion type and path for every single slope!
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Main - Posts by Fiachra

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