Kuribo64
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03-28-24 09:49 AM
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Main - Misc. ROM hacking - Let's Hack Super Monkey Ball Jr.! Hide post layouts | New reply


Yoshimaster96
Posted on 04-06-15 10:08 PM Link | #58752
Flat Tri
03 00 00 00
AA AA - Vertex 1
BB BB - Vertex 2
CC CC - Vertex 3
## ## - No Effect
CC CC - Color
## ## ## ## ## ## ## ## ## ## - ??

Flat Quad
04 00 00 00
AA AA - Vertex 1
BB BB - Vertex 2
CC CC - Vertex 3
DD DD - Vertex 4
CC CC - Color
## ## ## ## ## ## ## ## ## ## - ??

Tex Tri
05 00 00 00
AA AA - Vertex 1
BB BB - Vertex 2
CC CC - Vertex 3
## ## - No Effect
AA - S Texcoord Vertex 1
BB - S Texcoord Vertex 2
CC - S Texcoord Vertex 3
## - No Effect
AA - T Texcoord Vertex 1
BB - T Texcoord Vertex 2
CC - T Texcoord Vertex 3
## - No Effect
## ## ## ## ## ## ## ## ## ## ## ## - ??

Tex Quad
06 00 00 00
AA AA - Vertex 1
BB BB - Vertex 2
CC CC - Vertex 3
DD DD - Vertex 4
AA - S Texcoord Vertex 1
BB - S Texcoord Vertex 2
CC - S Texcoord Vertex 3
DD - S Texcoord Vertex 4
AA - T Texcoord Vertex 1
BB - T Texcoord Vertex 2
CC - T Texcoord Vertex 3
DD - T Texcoord Vertex 4
## ## ## ## ## ## ## ## ## ## ## ## - ??

Vertex:
XX XX
YY YY
ZZ ZZ
?? ??

All values are little endian.

I broke it...
[image]

My Youtube Channel:
Yoshimaster96smwc
Some layout tips/code!

-Yoshimaster96

Arisotura
Posted on 04-10-15 12:09 AM Link | #58886
And you throw data around without giving more explanations? That sure is going to get you many interested people.

____________________
NSMBHD - Kafuka - Jul
melonDS the most fruity DS emulator there is

zafkflzdasd

Yoshimaster96
Posted on 04-10-15 04:27 PM Link | #58904
Sure. Basically the vertices are located after the polygon commands, and they are referenced via indices. So, a triangle:
03 00 00 00
00 00
01 00
02 00
FF FF
A6 A6
...
would load vertices 0, 1, and 2, and fill with palette color 0xA6.

IDK where these are in the ROM though. I have a feeling they're compressed. Also, texture data is a mystery, though most likely uses the 256 color palette. Will put more info here later.

My Youtube Channel:
Yoshimaster96smwc
Some layout tips/code!

-Yoshimaster96

Yoshimaster96
Posted on 06-10-15 01:10 AM (rev. 2 of 06-10-15 09:36 PM) Link | #60822
I need help on the BIMG file format I found in SMBJR:
Link to Dropbox

The header seems to be:
04 - Magic "BIMG"
04 - File size little endian
04 - Number of images l.e.

04 - Image "FOURCC"
04 - Image offset

Image format is unknown however.

[EDIT]

Figured out the image format and made an extractor. If anyone wants it, I will post it.

My Youtube Channel:
Yoshimaster96smwc
Some layout tips/code!

-Yoshimaster96

GreenThunder1337
Posted on 06-10-15 11:13 PM Link | #60840
Why not post it anyways?

____________________
Kuribo64 / NSMBHD / MMM

NNID: GreenThunder1337
3DS FC: 1521 - 5979 - 1511

gridatttack
Posted on 06-10-15 11:43 PM Link | #60841
I have to wonder, does that extractor can be used to rip the images of the backgrounds?

____________________
[image] [image]

Yoshimaster96
Posted on 06-11-15 12:14 AM (rev. 3 of 06-11-15 12:18 AM) Link | #60842
No, it only works on small menu sprites. Actual levels are compressed, and the backgrounds are as well.

Images (monochrome, because I haven't figured out palettes yet)

Now time for a music break (literally)

The game uses a format with file extension NSQ (Nintendo Sequence? Like MIDI?) Anyway, the header is always 4E 53 51 00 CC CC CC CC. 4E 53 51 is "NSQ" in ASCII. Note events appear to be of the format ?? ?? XX ?? ?? CC CC CC ?? ?? ?? ?? ?? ?? ?? ??, where XX is always either 08 or 09 (Handy, since in MIDI, 9X turns a note on, 8X turns a note off. Could it be the same?)

My Youtube Channel:
Yoshimaster96smwc
Some layout tips/code!

-Yoshimaster96

Yoshimaster96
Posted on 06-21-15 05:53 PM Link | #61260
The day has come that SMBJR music can be ripped! You can download the NSQ player and SMBJR's NSQ files here.

My Youtube Channel:
Yoshimaster96smwc
Some layout tips/code!

-Yoshimaster96


Main - Misc. ROM hacking - Let's Hack Super Monkey Ball Jr.! Hide post layouts | New reply

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