Views: 19,851,240 |
Home
| Forums
| Uploader
| Wiki
| Object databases
| IRC
Rules/FAQ | Memberlist | Calendar | Stats | Online users | Last posts | Search |
03-28-24 03:45 PM |
Guest: |
0 users reading Let's hack... Super Monkey Ball! | 1 bot |
Main - Misc. ROM hacking - Let's hack... Super Monkey Ball! | Hide post layouts | New reply |
Yoshimaster96 |
| ||
Member Normal user Level: 39 Posts: 111/345 EXP: 375453 Next: 29318 Since: 11-03-14 Last post: 1919 days ago Last view: 861 days ago |
A preview of my LZ modifier, gonna add saving files and it'll be released!
https://www.youtube.com/watch?v=VP32CvdAeHQ |
Yoshimaster96 |
| ||
Member Normal user Level: 39 Posts: 144/345 EXP: 375453 Next: 29318 Since: 11-03-14 Last post: 1919 days ago Last view: 861 days ago |
First playable custom level (kind of)!
Note this level was made with the game's existing objects (yes, the floor exists in the game). I believe once we get a proper OBJ/MTL to GMA/TPL converter (instead of the hacky one I made), we can make better levels. Like how SM64 hacking started with just moving objects, you couldn't import custom models. |
Platinatic |
| ||
Koopa Cat in his spare time Level: 24 Posts: 13/117 EXP: 70506 Next: 7619 Since: 09-28-15 From: over there! Last post: 2130 days ago Last view: 1245 days ago |
are you planning on doing touch&roll's collision too? Because i am still interested in that! |
Yoshimaster96 |
| ||
Member Normal user Level: 39 Posts: 170/345 EXP: 375453 Next: 29318 Since: 11-03-14 Last post: 1919 days ago Last view: 861 days ago |
Posted by Platinatic Maybe, SMB1/2 and SMBJR are priority though. |
Yoshimaster96 |
| ||
Member Normal user Level: 39 Posts: 282/345 EXP: 375453 Next: 29318 Since: 11-03-14 Last post: 1919 days ago Last view: 861 days ago |
gridatttack |
| ||
Giant Red Paratroopa K64 RPG Overlord Level: 73 Posts: 1159/1416 EXP: 3472325 Next: 13543 Since: 08-11-12 From: El Salvador Last post: 1045 days ago Last view: 1038 days ago |
|
Yoshimaster96 |
| ||
Member Normal user Level: 39 Posts: 283/345 EXP: 375453 Next: 29318 Since: 11-03-14 Last post: 1919 days ago Last view: 861 days ago |
Posted by gridatttack It's in beta right now, the full version will be released this week! |
gridatttack |
| ||
Giant Red Paratroopa K64 RPG Overlord Level: 73 Posts: 1160/1416 EXP: 3472325 Next: 13543 Since: 08-11-12 From: El Salvador Last post: 1045 days ago Last view: 1038 days ago |
|
Yoshimaster96 |
| ||
Member Normal user Level: 39 Posts: 284/345 EXP: 375453 Next: 29318 Since: 11-03-14 Last post: 1919 days ago Last view: 861 days ago |
Posted by gridatttack Support fr LZ files not added yet, and those handle collision and object placement, and as such are pretty much essential for a functioning level. Yes. Yes. The way things are animated is currently unknown. |
Yoshimaster96 |
| ||
Member Normal user Level: 39 Posts: 285/345 EXP: 375453 Next: 29318 Since: 11-03-14 Last post: 1919 days ago Last view: 861 days ago |
LZ collision data is good AFAIK, still some major game breaking glitches though. Should be done in time for SMWC C3 though.
[EDIT] Well, SMWC C3 is real soon, and although I'm a bit closer, I'm not ready to release it quite yet. I'm in the process of quickly coding something SMBJR related to present. |
gridatttack |
| ||
Giant Red Paratroopa K64 RPG Overlord Level: 73 Posts: 1183/1416 EXP: 3472325 Next: 13543 Since: 08-11-12 From: El Salvador Last post: 1045 days ago Last view: 1038 days ago |
|
Yoshimaster96 |
| ||
Member Normal user Level: 39 Posts: 286/345 EXP: 375453 Next: 29318 Since: 11-03-14 Last post: 1919 days ago Last view: 861 days ago |
Concentrating on one game actually seems like a good idea.
Diameter of ball is 1 unit I believe. |
gridatttack |
| ||
Giant Red Paratroopa K64 RPG Overlord Level: 73 Posts: 1184/1416 EXP: 3472325 Next: 13543 Since: 08-11-12 From: El Salvador Last post: 1045 days ago Last view: 1038 days ago |
|
Yoshimaster96 |
| ||
Member Normal user Level: 39 Posts: 287/345 EXP: 375453 Next: 29318 Since: 11-03-14 Last post: 1919 days ago Last view: 861 days ago |
Posted by gridatttack I see. I use Blender, so there's nothing like feet or meters or the like. The exported OBJ file units is what I speak of. |
Yoshimaster96 |
| ||
Member Normal user Level: 39 Posts: 288/345 EXP: 375453 Next: 29318 Since: 11-03-14 Last post: 1919 days ago Last view: 861 days ago |
GUESS WHAT?!
SMBCNV now works as expected! You need to compile it with GCC (can be done with MinGW binutils), look at the shell scripts for usage example. Example: https://www.youtube.com/watch?v=ykKLxrPEV0g |
gridatttack |
| ||
Giant Red Paratroopa K64 RPG Overlord Level: 73 Posts: 1187/1416 EXP: 3472325 Next: 13543 Since: 08-11-12 From: El Salvador Last post: 1045 days ago Last view: 1038 days ago |
|
Yoshimaster96 |
| ||
Member Normal user Level: 39 Posts: 289/345 EXP: 375453 Next: 29318 Since: 11-03-14 Last post: 1919 days ago Last view: 861 days ago |
Posted by gridatttack Yes, I will make a tutorial, although you should check out the batch file for usage. The BG is specified per-level and is level-specific. You can model it yourself if you wish, or you can import existing ones into SketchUp and model inside them. [EDIT] I forgot, you can't do that yet. Not only are the offsets messed up for more than one object, the fall out plane is auto set to the lowest vertex, which would mean you would land on the skybox. I will add support for explicitly defining the fall out plane in the next update, as well as a few other fixes regarding more than one object. |
Yoshimaster96 |
| ||
Member Normal user Level: 39 Posts: 301/345 EXP: 375453 Next: 29318 Since: 11-03-14 Last post: 1919 days ago Last view: 861 days ago |
Yoshimaster96 |
| ||
Member Normal user Level: 39 Posts: 307/345 EXP: 375453 Next: 29318 Since: 11-03-14 Last post: 1919 days ago Last view: 861 days ago |
The animation data modifies the collision header, it is as follows:
0x0C Init position? 0x08 Init rotation? 0x04 Animation offset 0x04 Pointer to pointer to model name 0x04 Triangle data pointer 0x04 Tree index pointer 0x04 Grid lower X 0x04 Grid lower Z 0x04 Grid X step 0x04 Grid Z step 0x90 Near copy of header, starts with 0x0000001000000010, then continues with 0x18 of the entire file header. Only includes things that are to be animated along the same path as the collision, i.e. if the goal is to be animated with the level, it would include the goal, else not. Animation data: 0x04 Number of key frames for animation X component 0x04 Offset to key frame data 0x04 Number of key frames for animation Y component 0x04 Offset to key frame data 0x04 Number of key frames for animation Z component 0x04 Offset to key frame data 0x18 Can be null, though some existing levels have another set of animation key frame offsets here? For each key frame: 0x04 Immediate value of 2 0x04 Time in seconds 0x04 Rotation in degrees 0x04 Translation in Monkey Ball Units 0x04 Copy of translation value. |
Platinatic |
| ||
Koopa Cat in his spare time Level: 24 Posts: 63/117 EXP: 70506 Next: 7619 Since: 09-28-15 From: over there! Last post: 2130 days ago Last view: 1245 days ago |
Are you planning to make a tool that has all the things required in it, and that also makes the importing process easier and more efficient? |
Main - Misc. ROM hacking - Let's hack... Super Monkey Ball! | Hide post layouts | New reply |
Page rendered in 0.074 seconds. (2048KB of memory used) MySQL - queries: 27, rows: 237/237, time: 0.012 seconds. Acmlmboard 2.064 (2018-07-20) © 2005-2008 Acmlm, Xkeeper, blackhole89 et al. |