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09-21-23 10:40 PM |
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0 users reading SM64DS Editor Help Thread - Post your questions here | 1 bot |
Main - General SM64DS hacking - SM64DS Editor Help Thread - Post your questions here | Hide post layouts | New reply |
Fiachra |
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Local moderator Level: 64 Posts: 955/1065 EXP: 2179396 Next: 34701 Since: 12-15-12 From: Ireland Last post: 1943 days ago Last view: 1922 days ago |
It's supposed to be and did used to be possible within the level editor but it looks like I've broken it at some stage. You can export your level as XML, add the required path and path node objects and then re-import that XML file. |
Hiccup |
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Normal user Level: 57 Posts: 508/815 EXP: 1477476 Next: 8452 Since: 09-06-12 Last post: 1474 days ago Last view: 7 days ago |
Thanks. Another quick question: I've messed about, but couldn't find a way. Is there some way to have more than 8 stars (that actually add to the star counter) per level? |
Fiachra |
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Local moderator Level: 64 Posts: 957/1065 EXP: 2179396 Next: 34701 Since: 12-15-12 From: Ireland Last post: 1943 days ago Last view: 1922 days ago |
It's probably possible with ASM hacking but not that simple: the save structure currently uses one byte per level with 1 bit for each of the main stars and one bit for the 100 coins star (I think, would need to confirm). You would need to find somewhere in the save file to store your extra stars (should be room) and then update the code which 1. reads a level's completion status to also check your new location and 2. updates a level's completion status to write to your new location. You'd also need to update the act selection screen but that may not be too bad; I imagine there's just a loop which runs 7 times to show the stars, hopefully you could just increase that to 8 if the previous step was done correctly. I'd imagine though the a limit of 7 per level will be hard-coded in multiple locations though. |
Hiccup |
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Sparsite |
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take your dumb self out of here. thank you. Level: 34 ![]() Posts: 5/270 EXP: 229676 Next: 23975 Since: 05-20-16 Last post: 2491 days ago Last view: 2351 days ago |
Is there anyway to change the scaling of an object?
Also, there are some missing animations in sm64ds.h -the spin jump animation is missing -marios balloon animation is missing Anyone know where these animations are? (coincidentally, the two I need to use are missing.) ____________________ ASMR: *quietly whispers* move r0 r7 push r4 to r14 load register r4 into r0 POP |
Fiachra |
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Local moderator Level: 64 Posts: 963/1065 EXP: 2179396 Next: 34701 Since: 12-15-12 From: Ireland Last post: 1943 days ago Last view: 1922 days ago |
I'm sure that it is possible but I haven't yet tried to work it out. You'd need to be familiar with ASM hacking to find this.
You could try finding the spin jump animation yourself: - put a breakpoint on 0x020BEF2C, - you'll find it's called every frame with r1 set to 0x47, just disable this call, - now press "B" to jump, find where it's called this time and change the value in r1, - now any time you jump your new animation will get played, just keep changing the value in r1 until you find it Balloon Mario however isn't an animation, it uses a different model. Again, I'm not sure how to activate this any time you want. If there were an AR code to do this then that could be used to work out how. |
pacmainia&luigi |
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![]() Red Paratroopa Hacker Level: 28 ![]() Posts: 56/178 EXP: 127536 Next: 3802 Since: 10-29-15 From: The Grandfather Paradox Time Loop Last post: 1600 days ago Last view: 1240 days ago |
Is there a way to have the textures the right way when I import an exported model in blender? ____________________ Waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka......... |
TheHappyFaceKing |
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![]() Koopa The King Of All Happy Faces Level: 22 ![]() Posts: 15/101 EXP: 52480 Next: 5870 Since: 05-27-16 From: Happy Land Last post: 2033 days ago Last view: 973 days ago |
Quick Question: how do I download your ASM Hacking template?
((Where do I go from here when downloading it?)) ![]() ![]() |
Sparsite |
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take your dumb self out of here. thank you. Level: 34 ![]() Posts: 7/270 EXP: 229676 Next: 23975 Since: 05-20-16 Last post: 2491 days ago Last view: 2351 days ago |
Posted by TheHappyFaceKing It comes with the newer versions on SM64DSe It is explained here on how to set it up and compile code. If you actually want to use it effectively, your going to need to know some C/C++ and ARM Assembly ____________________ ASMR: *quietly whispers* move r0 r7 push r4 to r14 load register r4 into r0 POP |
TheHappyFaceKing |
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![]() Koopa The King Of All Happy Faces Level: 22 ![]() Posts: 16/101 EXP: 52480 Next: 5870 Since: 05-27-16 From: Happy Land Last post: 2033 days ago Last view: 973 days ago |
How does that help? I said how do I ->Download<- it?![]() |
Sparsite |
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take your dumb self out of here. thank you. Level: 34 ![]() Posts: 8/270 EXP: 229676 Next: 23975 Since: 05-20-16 Last post: 2491 days ago Last view: 2351 days ago |
Posted by TheHappyFaceKing And I answered that, lol. I said, it comes with SM64DSe... https://kuribo64.net/board/thread.php?id=1593 it even says in the ASM Patch Template post, but seeing as you dont know what assembly is, the template wont be very useful. ![]() ____________________ ASMR: *quietly whispers* move r0 r7 push r4 to r14 load register r4 into r0 POP |
TheHappyFaceKing |
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![]() Koopa The King Of All Happy Faces Level: 22 ![]() Posts: 17/101 EXP: 52480 Next: 5870 Since: 05-27-16 From: Happy Land Last post: 2033 days ago Last view: 973 days ago |
Their is no .exe file for SM64DSe so how do I open the program?![]() |
Sparsite |
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take your dumb self out of here. thank you. Level: 34 ![]() Posts: 9/270 EXP: 229676 Next: 23975 Since: 05-20-16 Last post: 2491 days ago Last view: 2351 days ago |
Posted by TheHappyFaceKing Have you even tried to look for it? SM64DSe/bin/Release/sm64dse.exe ____________________ ASMR: *quietly whispers* move r0 r7 push r4 to r14 load register r4 into r0 POP |
Sparsite |
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take your dumb self out of here. thank you. Level: 34 ![]() Posts: 10/270 EXP: 229676 Next: 23975 Since: 05-20-16 Last post: 2491 days ago Last view: 2351 days ago |
Posted by Fiachra The address 0x020BEf2C is not being called every frame (when I placed a break point on it) and R1 doesnt = 0x47 either. EDIT: nvm, I did [0x020BEF2C]!, but when I just do 0x020BEF2C it goes every frame. Whats the difference between using []! and not? Oh and btw the "spin jump" animation is 0x5F. It puts him in the T position but doesnt rotate him. (So im assuming the game does that seperate from the animation) ____________________ ASMR: *quietly whispers* move r0 r7 push r4 to r14 load register r4 into r0 POP |
TheHappyFaceKing |
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![]() Koopa The King Of All Happy Faces Level: 22 ![]() Posts: 18/101 EXP: 52480 Next: 5870 Since: 05-27-16 From: Happy Land Last post: 2033 days ago Last view: 973 days ago |
When I Replace Models the Models get this weird dark shading problem.
How do I fix this? (Look at the Yellow Item Block) ![]() Edit: also how can I replace model's textures without having to replace the whole model with the new texture? ![]() |
Hiccup |
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Normal user Level: 57 Posts: 513/815 EXP: 1477476 Next: 8452 Since: 09-06-12 Last post: 1474 days ago Last view: 7 days ago |
Posted by TheHappyFaceKing Use the texture editor that can be accessed via the button on the right hand corner of the replace model window. |
Sparsite |
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take your dumb self out of here. thank you. Level: 34 ![]() Posts: 11/270 EXP: 229676 Next: 23975 Since: 05-20-16 Last post: 2491 days ago Last view: 2351 days ago |
I imported a 1-Up model over the existing one and now whenever I collect it, it crashes. Anyone know how to fix? ____________________ ASMR: *quietly whispers* move r0 r7 push r4 to r14 load register r4 into r0 POP |
TheHappyFaceKing |
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![]() Koopa The King Of All Happy Faces Level: 22 ![]() Posts: 22/101 EXP: 52480 Next: 5870 Since: 05-27-16 From: Happy Land Last post: 2033 days ago Last view: 973 days ago |
Is it possible to edit the Minigames?
Edit: also btw is it possible to give an object that doesnt have an animation "A Sign" an animation? If so, how? ![]() |
Hiccup |
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Normal user Level: 57 Posts: 514/815 EXP: 1477476 Next: 8452 Since: 09-06-12 Last post: 1474 days ago Last view: 7 days ago |
Both need ASM hacking.
Question: What defines where "wind" occurs? |
Fiachra |
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Local moderator Level: 64 Posts: 964/1065 EXP: 2179396 Next: 34701 Since: 12-15-12 From: Ireland Last post: 1943 days ago Last view: 1922 days ago |
Posted by pacmainia&luigi The latest version of SM64DSe has a checkbox "Vertically Flip All Textures", check or uncheck as required. Posted by Sparsite When you want to break on a line of code being executed you only need to specify the address eg. "0x020BEF2C". Alternatively you can simply navigate to the address you want in the code view panel and double-click on the line. You use "[]" to specify "the value at this address". Adding "!" means "break whenever the value at this address changes", adding "?" means "break whenever the value at this address is read" and adding both will break on either. Posted by TheHappyFaceKing You may need to play around with the "lights" setting within the "SM64DSe" <extra> tag. Look at an exported DAE for details. Posted by Sparsite Are there any texture or model animations associated with this object? Posted by Hiccup Wind is added via special "CLPS" types. These collision types specify a path ID which controls the wind's direction. See "Rainbow Ride" for examples. |
Main - General SM64DS hacking - SM64DS Editor Help Thread - Post your questions here | Hide post layouts | New reply |
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