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03-20-25 03:16 PM |
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0 users reading SM64DS Editor Help Thread - Post your questions here | 3 bots |
Main - General SM64DS hacking - SM64DS Editor Help Thread - Post your questions here | Hide post layouts | New reply |
WhatTheHack |
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![]() Shyguy No longer around much. Level: 21 Posts: 32/82 EXP: 44540 Next: 5403 Since: 05-14-15 From: Manitoba, Canada Last post: 3381 days ago Last view: 3381 days ago |
Hello, I am back with another amateur question regarding the editor: is there by any chance a way to simultaneously delete all objects from a level at once, rather than one at a time? I ask because search as I did, I found no such option, but I want to clear all existing objects from the original level when importing custom made level terrain. I would appreciate some help on this, as I can't find a solution myself. ____________________ I got nothing. To put here, that is. |
Fiachra |
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Local moderator Level: 65 Posts: 807/1065 EXP: 2325712 Next: 9916 Since: 12-15-12 From: Ireland Last post: 2489 days ago Last view: 438 days ago |
Posted by Robokai These images use 4 bits per pixel, there are only 16 colours available in a palette at a time. The game changes the row of the palette that's referenced to change the colour of the text. It's tricky to replace this sort of image without messing up that palette row switching, there is no easy way of doing it. Here's one way: 1) Select the palette row whose colours look best/"right" and export the image. Note the palette row. 2) Edit your image and ensure that its palette is limited to 16 colours. 3) Manually edit the palette so that the colours are ordered in the same general pattern as in the original, in this case: 1st = background colour, 2nd = darkest colour and the rest start at lightest and gradually darken with any unused slots set to the background colour. 4) Export the original palette file from SM64DSe (*_ncl.bin) 5) Import your modified font file, setting the palette row to "1". 6) Export your new palette file. 7) Open your new palette file in a hex editor and select everything. 8) Open the original palette file in a hex editor and calculate the offset of the palette row from step 1 using: offset in bytes = (palette row * (2 (bytes per colour) * 16 (colours per row)) eg. row 3: (3 * (2 * 16)) = 96. 9) Overwrite the bytes starting at this offset with those from the new palette. 10) Replace the palette file (*_ncl.bin) with the modified palette from step 9. There are other (similar) ways that involve merging the palette in Photoshop etc. but I think this is the simplest. Posted by WhatTheHack There's no button to do this but you can export the level as XML, edit the XML to remove all objects etc. and then import the modified XML over the level. |
TheToxicRyu |
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Member Rest in Peace Me > You Level: 36 ![]() Posts: 135/285 EXP: 288891 Next: 19219 Since: 05-07-15 From: Australia Last post: 3413 days ago Last view: 3408 days ago |
How do you disable the opening cutscene
____________________ NNID: Mariomon100 3DS Friend Code: 0473-8619-3062 |
Fiachra |
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Local moderator Level: 65 Posts: 809/1065 EXP: 2325712 Next: 9916 Since: 12-15-12 From: Ireland Last post: 2489 days ago Last view: 438 days ago |
Posted by TheToxicRyu - Open your ROM, click on "More" followed by "Additional Patches". - Select the first row "Skip Introduction" and then "Apply Patch". Note that this patch works by patching the values written to a blank save file so in order for it to work you'll need to create a new one. |
Robokai |
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Member Meme Supreme Level: 12 ![]() Posts: 11/24 EXP: 7009 Next: 912 Since: 06-27-15 Last post: 3441 days ago Last view: 3094 days ago |
Is it possible to alter the heights of the characters jump? |
TheToxicRyu |
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Member Rest in Peace Me > You Level: 36 ![]() Posts: 138/285 EXP: 288891 Next: 19219 Since: 05-07-15 From: Australia Last post: 3413 days ago Last view: 3408 days ago |
how do i import a model into castle grounds without it giving me a white screen? ____________________ NNID: Mariomon100 3DS Friend Code: 0473-8619-3062 |
Robokai |
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Member Meme Supreme Level: 12 ![]() Posts: 12/24 EXP: 7009 Next: 912 Since: 06-27-15 Last post: 3441 days ago Last view: 3094 days ago |
From the first post in this thread:
Posted by Fiachra |
TheToxicRyu |
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Member Rest in Peace Me > You Level: 36 ![]() Posts: 139/285 EXP: 288891 Next: 19219 Since: 05-07-15 From: Australia Last post: 3413 days ago Last view: 3408 days ago |
Posted by Robokai But when i import it over bob omb battlefield it works fine ____________________ NNID: Mariomon100 3DS Friend Code: 0473-8619-3062 |
TheToxicRyu |
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Member Rest in Peace Me > You Level: 36 ![]() Posts: 141/285 EXP: 288891 Next: 19219 Since: 05-07-15 From: Australia Last post: 3413 days ago Last view: 3408 days ago |
Oh and this appered when i tried to import a moddle ontop of bob omb battlefield (different model then before
____________________ NNID: Mariomon100 3DS Friend Code: 0473-8619-3062 |
Fiachra |
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Local moderator Level: 65 Posts: 810/1065 EXP: 2325712 Next: 9916 Since: 12-15-12 From: Ireland Last post: 2489 days ago Last view: 438 days ago |
Posted by TheToxicRyu You need to actually read that post, hint: it's the first point. Posted by TheToxicRyu This means that it couldn't load the texture specified in your model. Make sure that all texture locations are correct and relative to the model's location, eg. if the model is located in c:/model/model.dae and your texture is located in c:/model/textures/tex00.png then the texture location in your model should be textures/tex00.png Posted by Robokai Yes, it requires ASM hacking. I know that for the first jump you need to place a hook at 020E245C_ov_02() and change the value that gets written to [r4, #0xA8] (Mario actor's vertical speed). I haven't looked at the other jumps but you should be able to find where those values get set by finding where the jump type variable, stored in [r4, #0x6E1] at 020E234C_ov_02 gets read and then put a breakpoint on Mario's vertical speed changing. |
TheToxicRyu |
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Member Rest in Peace Me > You Level: 36 ![]() Posts: 143/285 EXP: 288891 Next: 19219 Since: 05-07-15 From: Australia Last post: 3413 days ago Last view: 3408 days ago |
Okay i just have one more question.
When i import a model this happens It's also on stages as well not only castle grounds ____________________ NNID: Mariomon100 3DS Friend Code: 0473-8619-3062 |
Fiachra |
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Local moderator Level: 65 Posts: 812/1065 EXP: 2325712 Next: 9916 Since: 12-15-12 From: Ireland Last post: 2489 days ago Last view: 438 days ago |
Posted by TheToxicRyu This happens usually when you have two faces right or very nearly on top of each other - check your model and delete the extra face(s). |
TheToxicRyu |
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Member Rest in Peace Me > You Level: 36 ![]() Posts: 147/285 EXP: 288891 Next: 19219 Since: 05-07-15 From: Australia Last post: 3413 days ago Last view: 3408 days ago |
Posted by Fiachra Thanks i now just need to make sure i dont add spaces to the model file name ____________________ NNID: Mariomon100 3DS Friend Code: 0473-8619-3062 |
TheToxicRyu |
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Member Rest in Peace Me > You Level: 36 ![]() Posts: 163/285 EXP: 288891 Next: 19219 Since: 05-07-15 From: Australia Last post: 3413 days ago Last view: 3408 days ago |
Posted by Fiachra So how would i do that? what do i edit? ____________________ NNID: Mariomon100 3DS Friend Code: 0473-8619-3062 |
Fiachra |
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Local moderator Level: 65 Posts: 814/1065 EXP: 2325712 Next: 9916 Since: 12-15-12 From: Ireland Last post: 2489 days ago Last view: 438 days ago |
Posted by TheToxicRyu You're going to need ASM knowledge to be able to do this; use the SM64DS ASM Hacking Template for modifying and inserting custom code and use the no$gba debug version for debugging/investigation. |
Robokai |
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Member Meme Supreme Level: 12 ![]() Posts: 13/24 EXP: 7009 Next: 912 Since: 06-27-15 Last post: 3441 days ago Last view: 3094 days ago |
How hard it would it be to implement mid-level music changes? I know it's already done in-game with the Piranha Plant... |
Fiachra |
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Local moderator Level: 65 Posts: 815/1065 EXP: 2325712 Next: 9916 Since: 12-15-12 From: Ireland Last post: 2489 days ago Last view: 438 days ago |
Posted by Robokai If it changes music by spawning a new object it should be fairly easy. Place a breakpoint on the method "SpawnActor" at 0x02010E2C and see if it gets hits when approaching the Piranha Plant. If so, try changing the parameters and seeing whether that affects the music: // Spawns an object with specified Actor ID, // Object Bank settings must allows object in current level, // Returns address of the new object unsigned int SpawnActor( short int actor_id, unsigned short int parameter01, int* xyz_positions, short int* xyz_rotations); |
Robokai |
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Member Meme Supreme Level: 12 ![]() Posts: 14/24 EXP: 7009 Next: 912 Since: 06-27-15 Last post: 3441 days ago Last view: 3094 days ago |
![]() ughhhhh (not asking for help with this by the way, just thought it was funny) |
Chocoladereep32 |
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Member A DOUBLE RAINBOW Level: 9 ![]() Posts: 1/12 EXP: 2461 Next: 701 Since: 08-14-15 From: Belgium Last post: 3135 days ago Last view: 3099 days ago |
Hi I don't have a computer yet, but I want to buy one and I want to learn how to make my own super mario 64 DS levels, does anyone know a video where there is information so I can learn how to? And will 8 GB of RAM on a pc be enough? Sorry if I'm wasting your time but you guys are so amazing I'm so happy I found this forum! |
Arisotura |
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![]() Star Mario in this room you have a pile of apple pies Level: 165 ![]() Posts: 4006/9055 EXP: 58716706 Next: 218975 Since: 07-03-12 From: in a box ![]() Last post: 24 days ago Last view: 1 day ago |
Main - General SM64DS hacking - SM64DS Editor Help Thread - Post your questions here | Hide post layouts | New reply |
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