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04-25-25 04:53 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: 65 Posts: 887/1065 EXP: 2335060 Next: 568 Since: 12-15-12 From: Ireland Last post: 2525 days ago Last view: 474 days ago |
Posted by FireMario74 What was the minimap size of the original level? Whichever it is, you'll need to ensure that the image you're importing is the same size. The tutorial above covers all 3 scenarios: 128x128 minimap 256x256 minimap 128x128 minimap with a hardcoded extra portion |
FireMario74 |
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![]() Red Paratroopa Setting fire to the rain since 1756 Level: 29 ![]() Posts: 90/179 EXP: 140312 Next: 7573 Since: 12-02-15 From: Melty Molten Mountains Last post: 2794 days ago Last view: 2768 days ago |
It's a 128x128 minimap. I followed the tutorial for that specific one and it ended up just like the screenshot did. The main issue is the fact that it got stretched in such an odd way. Also whenever I move with Yoshi he moves REALLY fast on the map, he moves normal speed in the model but not on the map. |
Fiachra |
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Local moderator Level: 65 Posts: 888/1065 EXP: 2335060 Next: 568 Since: 12-15-12 From: Ireland Last post: 2525 days ago Last view: 474 days ago |
Which level are you replacing and with image are you replacing the minimap?
To fix the issue with Yoshi, play about with the scale setting within the minimap editor - not the minimap scale object. |
FireMario74 |
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![]() Red Paratroopa Setting fire to the rain since 1756 Level: 29 ![]() Posts: 92/179 EXP: 140312 Next: 7573 Since: 12-02-15 From: Melty Molten Mountains Last post: 2794 days ago Last view: 2768 days ago |
I'm replacing Peach's secret slide. |
Fiachra |
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Local moderator Level: 65 Posts: 889/1065 EXP: 2335060 Next: 568 Since: 12-15-12 From: Ireland Last post: 2525 days ago Last view: 474 days ago |
Peach's Secret Slide is very straightforward - standard 128x128:
- Open the minimap editor - Ensure that the image you want to import has dimensions 128x128 - Click on "Import" and select your image |
FireMario74 |
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![]() Red Paratroopa Setting fire to the rain since 1756 Level: 29 ![]() Posts: 93/179 EXP: 140312 Next: 7573 Since: 12-02-15 From: Melty Molten Mountains Last post: 2794 days ago Last view: 2768 days ago |
I did just that and I was resulted with the exact same issue. I figured out one problem though! I fixed Yoshi moving too fast on the map by changing the Co-ordibate Scale to 1.6. |
Fiachra |
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Local moderator Level: 65 Posts: 891/1065 EXP: 2335060 Next: 568 Since: 12-15-12 From: Ireland Last post: 2525 days ago Last view: 474 days ago |
Posted by FireMario74 I tried importing this sample 128x128 image from the tutoriall and it worked fine: |
FireMario74 |
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![]() Red Paratroopa Setting fire to the rain since 1756 Level: 29 ![]() Posts: 95/179 EXP: 140312 Next: 7573 Since: 12-02-15 From: Melty Molten Mountains Last post: 2794 days ago Last view: 2768 days ago |
Something must have gone wrong when it imported. It works fine for me when I import the map into a test rom. |
Fiachra |
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Local moderator Level: 65 Posts: 892/1065 EXP: 2335060 Next: 568 Since: 12-15-12 From: Ireland Last post: 2525 days ago Last view: 474 days ago |
Try exporting the level to XML and re-importing it - if something's gone wrong in the overlay this should fix it as it'll generate a completely new one. |
FireMario74 |
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![]() Red Paratroopa Setting fire to the rain since 1756 Level: 29 ![]() Posts: 96/179 EXP: 140312 Next: 7573 Since: 12-02-15 From: Melty Molten Mountains Last post: 2794 days ago Last view: 2768 days ago |
It seems to have worked! Thank you for taking the time and patience!
EDIT: Well I think I figured out exactly what the issue was. I changed the act selector ID in the level settings to 29 instead of 21 in the level when I first modified it. That ended up causing the glitch. Sorry for the trouble, but thanks for the help! EDIT 2: I have another question. How do I modify the required stars to open a star door? Thanks! |
Fiachra |
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Local moderator Level: 65 Posts: 897/1065 EXP: 2335060 Next: 568 Since: 12-15-12 From: Ireland Last post: 2525 days ago Last view: 474 days ago |
Posted by FireMario74 That'll require assembly hacking. You can use the following AR code as a starting point: All Castle Doors Unlocked 1209caa4 0000ffff 2209caa6 000000ff This indicates that 0x0209CAA6 contains information for unlocking the various castle doors. If you can find where that address is written to (add breakpoint "[0x0209CAA6]!" after unlocking a door, you should be able to work backwards and find where it performs a check on the number of stars you've unlocked. |
FireMario74 |
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![]() Red Paratroopa Setting fire to the rain since 1756 Level: 29 ![]() Posts: 99/179 EXP: 140312 Next: 7573 Since: 12-02-15 From: Melty Molten Mountains Last post: 2794 days ago Last view: 2768 days ago |
Okay thanks! I'm going to look into that soon. I've stumbled across another issue. When I change the CLPS to water and assign it to my water terrain, I can walk through it. I ended up assign it to grass earlier by total accident and it worked fine then but it doesn't want to work on my water texture. And clue what the problem could be? Thanks! |
Fiachra |
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Local moderator Level: 65 Posts: 898/1065 EXP: 2335060 Next: 568 Since: 12-15-12 From: Ireland Last post: 2525 days ago Last view: 474 days ago |
What size are the polygons of the water terrain? I've found that they need to be smaller than they otherwise would for other terrain types for them to work correctly. Try selecting your water polygons and subdividing them. |
FireMario74 |
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![]() Red Paratroopa Setting fire to the rain since 1756 Level: 29 ![]() Posts: 100/179 EXP: 140312 Next: 7573 Since: 12-02-15 From: Melty Molten Mountains Last post: 2794 days ago Last view: 2768 days ago |
It worked! It was a rather large body of water. Thank you! ![]() EDIT: How do I assign the nodes to Koopa the Quick in a Koopa the Quick race? Thanks EDIT2: I should have figured that part out myself. Sorry about that. |
Fiachra |
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Local moderator Level: 65 Posts: 899/1065 EXP: 2335060 Next: 568 Since: 12-15-12 From: Ireland Last post: 2525 days ago Last view: 474 days ago |
It's in the object database. |
FireMario74 |
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![]() Red Paratroopa Setting fire to the rain since 1756 Level: 29 ![]() Posts: 107/179 EXP: 140312 Next: 7573 Since: 12-02-15 From: Melty Molten Mountains Last post: 2794 days ago Last view: 2768 days ago |
I have come across 2 new problems. I want to insert a custom background over"Foggy Forest" which is an existing one found in the level where you rescue Mario. I know I need to locate it within the file system but I can't find it. The other issue is I want to play a mini game song in one of my levels but I don't have the numbers that go in the level settings. Do you by chance have them? Thanks man! ![]() |
Fiachra |
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Local moderator Level: 65 Posts: 900/1065 EXP: 2335060 Next: 568 Since: 12-15-12 From: Ireland Last post: 2525 days ago Last view: 474 days ago |
The order of the "skybox"s is the same within the "/data/vrbox" directory as it is in the level settings dialogue. You can confirm you've the correct one by opening the level editor > 3d model > Import other model > Select the BMD file > Texture and BTP Editor.
No idea unfortunately. Try searching "Skelux"'s post history, he did some investigation around that sort of thing. |
SuperMario64DS |
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Normal user Level: 27 Posts: 90/141 EXP: 111870 Next: 4289 Since: 02-03-13 Last post: 3030 days ago Last view: 2915 days ago |
@FireMario74
I don't quite remember either, but you should be able to locate the Minigame's Music IDs using Skelux's music tutorial (See the sticky) by listening to them. Unfortunately, any attempt I made to set minigame music within a level resulted in no BGM. Skelux shouldn't be hard to locate, if he'll answer. I'm not sure if we're allowed to mention his forum (IIRC him and StapleButter had a falling out), but you'll find him if you look. |
FireMario74 |
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![]() Red Paratroopa Setting fire to the rain since 1756 Level: 29 ![]() Posts: 108/179 EXP: 140312 Next: 7573 Since: 12-02-15 From: Melty Molten Mountains Last post: 2794 days ago Last view: 2768 days ago |
Okay thanks! I'll ask around about the music changing. Do you guys have any idea how to change the draw distance? Thanks! |
Fiachra |
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Local moderator Level: 65 Posts: 901/1065 EXP: 2335060 Next: 568 Since: 12-15-12 From: Ireland Last post: 2525 days ago Last view: 474 days ago |
Yes, objects' draw distance is stored at an offset of 0xBC. To change an object's draw distance you'll have to find the object's constructor and place a hook before the end of the method and after 0xBC is written to. To do this:
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Main - General SM64DS hacking - SM64DS Editor Help Thread - Post your questions here | Hide post layouts | New reply |
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