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03-21-25 08:54 PM |
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0 users reading Super Mario Galaxy 2 - Help Thread | 1 bot |
Main - Archived forums - General SMG hacking - Super Mario Galaxy 2 - Help Thread | Hide post layouts | New reply |
KoopaTroopaMan |
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Member Normal user Level: 68 Posts: 391/1217 EXP: 2689500 Next: 39300 Since: 03-26-14 Last post: 2995 days ago Last view: 1716 days ago |
https://kuribo64.net/?page=thread&id=94
Add an entry and name it "/ObjectData/YellowChip.arc |
Splitwirez |
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Otherwise known as rob55rod. Should probably get back to SMG2 at some point... Level: 68 ![]() Posts: 314/1207 EXP: 2725082 Next: 3718 Since: 08-28-13 From: ._______________. Last post: 2293 days ago Last view: 1902 days ago |
There still isn't a tutorial on how to do it with Anarchy, which is how I do it. I might just write one myself. |
shibboleet |
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![]() Fire Mario DROP TABLE users; Level: 124 Posts: 3141/4661 EXP: 21676618 Next: 159983 Since: 07-07-12 Last post: 1679 days ago Last view: 692 days ago |
UseResource isn't needed for an object to function.
Also, not to really be a backseat mod....but I think we're really offtopic ![]() ____________________ a |
Splitwirez |
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Otherwise known as rob55rod. Should probably get back to SMG2 at some point... Level: 68 ![]() Posts: 316/1207 EXP: 2725082 Next: 3718 Since: 08-28-13 From: ._______________. Last post: 2293 days ago Last view: 1902 days ago |
Posted by Luigi What's a backseat mod? Good point. Most of this thread has nothing to do wuth CleanRipping...wow. |
KoopaTroopaMan |
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Member Normal user Level: 68 Posts: 396/1217 EXP: 2689500 Next: 39300 Since: 03-26-14 Last post: 2995 days ago Last view: 1716 days ago |
I think you have to use UseResource if the objekt don't work. |
shibboleet |
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![]() Fire Mario DROP TABLE users; Level: 124 Posts: 3142/4661 EXP: 21676618 Next: 159983 Since: 07-07-12 Last post: 1679 days ago Last view: 692 days ago |
Nope. He did something wrong grouping them.
I have never added something to the useresource to make it work, other than porting a galaxy/zone. ____________________ a |
legomariofanatic |
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![]() Paratroopa Normal user Level: 27 ![]() Posts: 32/147 EXP: 111581 Next: 4578 Since: 06-28-14 From: United States Last post: 2793 days ago Last view: 2767 days ago |
Posted by Splitwirez *CHANGES NAME OF THREAD* Happy now??? ____________________ It's a me, legomariofanatic! HACKS IN PROGRESS: Retro Super Mario Bros. Wii (v1.00) Super Mario Galaxy 2 Expansion (v1.00) The Speedy Simpsons Mod (v1.04) |
KoopaTroopaMan |
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Member Normal user Level: 68 Posts: 397/1217 EXP: 2689500 Next: 39300 Since: 03-26-14 Last post: 2995 days ago Last view: 1716 days ago |
Yes. |
legomariofanatic |
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![]() Paratroopa Normal user Level: 27 ![]() Posts: 33/147 EXP: 111581 Next: 4578 Since: 06-28-14 From: United States Last post: 2793 days ago Last view: 2767 days ago |
Posted by Rainbow Mario Well, I added the Star Chip (YellowChip.arc) and the Sling Star (SpinDriver.arc, SpinDriverShadow.arc, and SpinDriverPath.arc) to Supermassive Galaxy's object data... but the game is STILL crashing!!! What else is needed??? (My area/zone has the Supermassive blocks, star chips, launch stars, sling stars, a checkpoint with a starting point, and the galaxy's Hidden Star in it.) ____________________ It's a me, legomariofanatic! HACKS IN PROGRESS: Retro Super Mario Bros. Wii (v1.00) Super Mario Galaxy 2 Expansion (v1.00) The Speedy Simpsons Mod (v1.04) |
NWPlayer123 |
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Member Imma Snuggle You Level: 111 ![]() Posts: 3378/3604 EXP: 14738432 Next: 129928 Since: 07-07-12 From: Colorado Last post: 3432 days ago Last view: 1589 days ago |
It would help if you could get us some pictures of a debug screen. You're best using my XML. If you just want to test like you have been (IE with files in F:/riivolution/SMG2Test/StageData and ObjectData) then put all files in that location, and have the settings be enabled, disabled, enabled, disabled. That'll enable the main "slot" and debugging.
I need the very bottom of the debug for sure (looks like this with the TRACE) but the registers at the top would be helpful too. Just use the dpad to move up and down. ____________________ "I hate playing musical chats" ~ Quote of the month |
shibboleet |
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![]() Fire Mario DROP TABLE users; Level: 124 Posts: 3143/4661 EXP: 21676618 Next: 159983 Since: 07-07-12 Last post: 1679 days ago Last view: 692 days ago |
Posted by legomariofanatic YellowChip needs a YellowChipGroup to function correctly. Set the obj_arg0 of YellowChipGroup to 10, and set the obj_arg0 of each YellowChip to 10. Then make the YellowChipGroup's SW_A 13, and set the SuperSpinDriver's SW_APPEAR to 13. ____________________ a |
legomariofanatic |
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![]() Paratroopa Normal user Level: 27 ![]() Posts: 34/147 EXP: 111581 Next: 4578 Since: 06-28-14 From: United States Last post: 2793 days ago Last view: 2767 days ago |
Hooray! The galaxy successfully loads! The problem is that when you reach the area, the camera is glitched... and I don't really want to add a new camera to the area...
NEXT PROBLEM: I have another problem... Green Star 1 of the Hightail Falls Galaxy doesn't appear on the Star Select screen... but it appears in the galaxy itself. Does anyone know what causes this??? ____________________ It's a me, legomariofanatic! HACKS IN PROGRESS: Retro Super Mario Bros. Wii (v1.00) Super Mario Galaxy 2 Expansion (v1.00) The Speedy Simpsons Mod (v1.04) |
NWPlayer123 |
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Member Imma Snuggle You Level: 111 ![]() Posts: 3380/3604 EXP: 14738432 Next: 129928 Since: 07-07-12 From: Colorado Last post: 3432 days ago Last view: 1589 days ago |
Did you change the text for the star name or edit the Scenario file at all? Those are the only 2 things I could think that might cause that. ____________________ "I hate playing musical chats" ~ Quote of the month |
legomariofanatic |
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![]() Paratroopa Normal user Level: 27 ![]() Posts: 35/147 EXP: 111581 Next: 4578 Since: 06-28-14 From: United States Last post: 2793 days ago Last view: 2767 days ago |
Posted by NWPlayer123 The text for the Star name is "Green Star 1," and I moved the Green Stars in the game to all new locations... and all the other galaxies had no problems loading the custom Star locations. Only Hightatil Falls has an issue with it... EDIT: Does anyone have a solution for this??? ____________________ It's a me, legomariofanatic! HACKS IN PROGRESS: Retro Super Mario Bros. Wii (v1.00) Super Mario Galaxy 2 Expansion (v1.00) The Speedy Simpsons Mod (v1.04) |
KoopaTroopaMan |
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Member Normal user Level: 68 Posts: 408/1217 EXP: 2689500 Next: 39300 Since: 03-26-14 Last post: 2995 days ago Last view: 1716 days ago |
Hmm... I don't really know.. I recomend you have a copy of your SMG files somewhere, so if you make something wrong in a file or edit a level wrong, then you can use the copy as a resert. |
shibboleet |
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![]() Fire Mario DROP TABLE users; Level: 124 Posts: 3149/4661 EXP: 21676618 Next: 159983 Since: 07-07-12 Last post: 1679 days ago Last view: 692 days ago |
Check the green star's layer value in the scenario.
If it's not 0, set it to 0. Green stars are global and don't care what layer you place them on, so it's 0. ____________________ a |
legomariofanatic |
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![]() Paratroopa Normal user Level: 27 ![]() Posts: 36/147 EXP: 111581 Next: 4578 Since: 06-28-14 From: United States Last post: 2793 days ago Last view: 2767 days ago |
QUESTION: In SMG2, is there a way to have the following Star settings: 3 normal Stars, 2 Comet missions, and 1 hidden Star in any galaxy? If so, then which of these settings does each Star need?
SETTING OPTIONS a. Change each Star type to "normal"/"hidden" in the BCSV editor. b. Give each Star an intro cutscene/galaxy fly-in. c. Put a Star in each scenario, and place a Comet Medal and a hidden Star within the galaxy. d. Add 2 Comet Types. ("Comet" section in BCSV editor.) e. Have working cameras, checkpoints, and starting points. f. Play-test each mission a few times. ____________________ It's a me, legomariofanatic! HACKS IN PROGRESS: Retro Super Mario Bros. Wii (v1.00) Super Mario Galaxy 2 Expansion (v1.00) The Speedy Simpsons Mod (v1.04) |
shibboleet |
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![]() Fire Mario DROP TABLE users; Level: 124 Posts: 3159/4661 EXP: 21676618 Next: 159983 Since: 07-07-12 Last post: 1679 days ago Last view: 692 days ago |
The max count for NORMAL stars is 4, without the stars after it overlapping on the star select screen. ____________________ a |
Splitwirez |
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Otherwise known as rob55rod. Should probably get back to SMG2 at some point... Level: 68 ![]() Posts: 329/1207 EXP: 2725082 Next: 3718 Since: 08-28-13 From: ._______________. Last post: 2293 days ago Last view: 1902 days ago |
Posted by Luigi Would 7 be kinda doable? Because the 3 stars would be inbetween the 4...is that how it works? |
legomariofanatic |
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![]() Paratroopa Normal user Level: 27 ![]() Posts: 37/147 EXP: 111581 Next: 4578 Since: 06-28-14 From: United States Last post: 2793 days ago Last view: 2767 days ago |
Posted by Splitwirez So, do I have to keep the Green Stars in the galaxies? ____________________ It's a me, legomariofanatic! HACKS IN PROGRESS: Retro Super Mario Bros. Wii (v1.00) Super Mario Galaxy 2 Expansion (v1.00) The Speedy Simpsons Mod (v1.04) |
Main - Archived forums - General SMG hacking - Super Mario Galaxy 2 - Help Thread | Hide post layouts | New reply |
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