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Posted on 05-21-11, 09:54 pm

 

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What kind of "language" does SM64DS use, are there any tutorials to ASM hacking, and can I add files to a ROM?

Also, are there any programs to turn .WAVs and .MP3s into SM64DS-compatible files?
Posted on 05-22-11, 01:22 pm
Kuriboss

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SM64DS uses ARM ASM, as every NDS program... you may look at GBAtek for infos about the DS's ARM CPUs and everything else.

As for SM64DS's sound files, look for tools about SDAT files.
Posted on 05-22-11, 03:25 pm (revision 3)


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I'd say learn an HLL first.
http://dl.dropbox.com/u/12637402/txt.txt
Posted on 05-22-11, 07:59 pm

 

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Okay, I'll be sure to do those things. Thank you both for the advice.
Posted on 05-22-11, 08:12 pm
Kuriboss

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>x86 assembly
Not really needed when hacking DS games. ARM assembly is quite different from x86, y'know.

>buying a book
People tend to prefer methods that don't cost money, but whatever...
Posted on 05-23-11, 12:13 am


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Well, there are lots of books on x86 for beginers, so you can learn how asm feels, then just read the arm asm specs
Posted on 05-23-11, 09:19 pm

 

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Okay, thanks again, both of you. By the way, does a disassembler "disassemble" (durr...) assembly code into a more understandable version, or what does it do?
Posted on 05-25-11, 12:50 am


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it turns binary machine code into assembly
Posted on 06-23-11, 12:35 pm
Micro-Goomba Micro-Goomba


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I got a minor question, What emulator do you suppose is currently most accurate in emulating SM64?
Posted on 06-23-11, 12:42 pm
Goomba Goomba


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I think it's DeSmuME.
Posted on 06-23-11, 12:46 pm
Kuriboss

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I'd recommend the latest DeSmuME (0.9.7). Quite accurate. Its software rasterizer is really close to the real thing.

However, it requires a powerful computer-- if yours can't handle it, NO$GBA 2.6 is the second best choice. Not as accurate as DeSmuME, but still pretty good in accuracy, and runs fast on pretty much any computer.
Posted on 06-25-11, 02:48 pm
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Posted on 07-22-11, 05:23 am (revision 1)
Shyguy Shyguy


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Hey, I wondered if you need to triangulate your wavefront(.obj) model before using it.

Also how I change textures(if it's possible)
Posted on 07-22-11, 03:33 pm
Kuriboss

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I'd recommend you do so. Actually, the importer supports dots, lines, triangles and quads correctly (although idk about non-planar quads). Polygons with more vertices don't generate anything visible and may generate incorrect collision data. So yeah, triangulate your model to be sure it works right.
Posted on 07-22-11, 04:15 pm (revision 2)
Shyguy Shyguy


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Posted by Mega-Mario
I'd recommend you do so. Actually, the importer supports dots, lines, triangles and quads correctly (although idk about non-planar quads). Polygons with more vertices don't generate anything visible and may generate incorrect collision data. So yeah, triangulate your model to be sure it works right.


I see, thanks!

NOTE: LAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAG!
Test video:

http://www.youtube.com/watch?v=M3qCKc6650I
Posted on 07-22-11, 04:42 pm
Kuriboss

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I think King Bob-Omb does that because it is somehow linked to the Star Marker (STARBASE) object on the mountain... try moving that object and see what happens.

(friendly tip, use the [url] tag around links to make 'em clickable)
Posted on 07-22-11, 06:36 pm
Shyguy Shyguy


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Okay... but later.
Posted on 07-23-11, 01:06 pm

 

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Ok I think this is a noob question, but how can I make collision in a 3D model? I created for a test a simple cube (only the rectangles) and I fell trough Ho can you make the collision?
Posted on 07-23-11, 04:52 pm (revision 1)
Shyguy Shyguy


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Posted by ray
Ok I think this is a noob question, but how can I make collision in a 3D model? I created for a test a simple cube (only the rectangles) and I fell trough Ho can you make the collision?


What program did you use?
Posted on 07-23-11, 05:42 pm
Kuriboss

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The collision is generated by the importer itself. Be sure to have 'Generate collision map' checked.
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