SuperWhomp256 |
Posted on 05-21-11, 09:54 pm
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Posts: 3/12 Since: 05-20-11 Last post: 4828 days Last view: 4828 days |
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? |
Mega-Mario |
Posted on 05-22-11, 01:22 pm
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Kuriboss
Posts: 20/138 Since: 05-05-11 Last post: 4583 days Last view: 3006 days |
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. |
jtjj222 |
Posted on 05-22-11, 03:25 pm (revision 3)
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Posts: 7/9 Since: 05-11-11 Last post: 4960 days Last view: 4954 days |
I'd say learn an HLL first. http://dl.dropbox.com/u/12637402/txt.txt |
SuperWhomp256 |
Posted on 05-22-11, 07:59 pm
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Posts: 5/12 Since: 05-20-11 Last post: 4828 days Last view: 4828 days |
Okay, I'll be sure to do those things. Thank you both for the advice. |
Mega-Mario |
Posted on 05-22-11, 08:12 pm
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Kuriboss
Posts: 22/138 Since: 05-05-11 Last post: 4583 days Last view: 3006 days |
>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... |
jtjj222 |
Posted on 05-23-11, 12:13 am
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Posts: 8/9 Since: 05-11-11 Last post: 4960 days Last view: 4954 days |
Well, there are lots of books on x86 for beginers, so you can learn how asm feels, then just read the arm asm specs |
SuperWhomp256 |
Posted on 05-23-11, 09:19 pm
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Posts: 7/12 Since: 05-20-11 Last post: 4828 days Last view: 4828 days |
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? |
jtjj222 |
Posted on 05-25-11, 12:50 am
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Posts: 9/9 Since: 05-11-11 Last post: 4960 days Last view: 4954 days |
it turns binary machine code into assembly |
Vinnyboiler |
Posted on 06-23-11, 12:35 pm
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Micro-Goomba
Posts: 2/19 Since: 05-11-11 Last post: 4704 days Last view: 3458 days |
I got a minor question, What emulator do you suppose is currently most accurate in emulating SM64? |
Gericom |
Posted on 06-23-11, 12:42 pm
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Goomba
Posts: 2/22 Since: 06-22-11 Last post: 4601 days Last view: 4580 days |
I think it's DeSmuME. |
Mega-Mario |
Posted on 06-23-11, 12:46 pm
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Kuriboss
Posts: 30/138 Since: 05-05-11 Last post: 4583 days Last view: 3006 days |
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. |
Nina | Posted on 06-25-11, 02:48 pm |
uTopia Productions |
Posted on 07-22-11, 05:23 am (revision 1)
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Shyguy
Posts: 2/82 Since: 07-22-11 Last post: 4681 days Last view: 4681 days |
Hey, I wondered if you need to triangulate your wavefront(.obj) model before using it. Also how I change textures(if it's possible) |
Mega-Mario |
Posted on 07-22-11, 03:33 pm
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Kuriboss
Posts: 54/138 Since: 05-05-11 Last post: 4583 days Last view: 3006 days |
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. |
uTopia Productions |
Posted on 07-22-11, 04:15 pm (revision 2)
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Shyguy
Posts: 5/82 Since: 07-22-11 Last post: 4681 days Last view: 4681 days |
I see, thanks! NOTE: LAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAG! Test video: http://www.youtube.com/watch?v=M3qCKc6650I |
Mega-Mario |
Posted on 07-22-11, 04:42 pm
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Kuriboss
Posts: 56/138 Since: 05-05-11 Last post: 4583 days Last view: 3006 days |
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) |
uTopia Productions |
Posted on 07-22-11, 06:36 pm
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Shyguy
Posts: 10/82 Since: 07-22-11 Last post: 4681 days Last view: 4681 days |
Okay... but later. |
ray |
Posted on 07-23-11, 01:06 pm
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Posts: 1/65 Since: 07-17-11 Last post: 4679 days Last view: 4574 days |
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? |
uTopia Productions |
Posted on 07-23-11, 04:52 pm (revision 1)
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Shyguy
Posts: 14/82 Since: 07-22-11 Last post: 4681 days Last view: 4681 days |
What program did you use? |
Mega-Mario |
Posted on 07-23-11, 05:42 pm
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Kuriboss
Posts: 66/138 Since: 05-05-11 Last post: 4583 days Last view: 3006 days |
The collision is generated by the importer itself. Be sure to have 'Generate collision map' checked. |