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isceptul
Posted on 05-15-16 05:15 PM (rev. 8 of 05-16-16 11:01 PM) Link | #70732
It multiplys r4 and r0 and stores the result in r0.

before the instruction:
r0 = #0x18
r4 has something to do with r2 (idr the ldrb instruction cause I mostly use C but I dont think its storing r2 in r4) and r2 = 0209FC68 (maybe its reading the value of 0209FC68 and storing that in r4, ex 0209FC68 = 8)

What any of this actually does ingame, idk.

BTW: I cannot find the spin jump animation or the mid triple jump front flipping animation. I've looked up and down the list countless times in sm64ds.h
What did you call those actions? Nothing fits MidTripleJumpFlipping or SpinJump.

Hiccup
Posted on 05-16-16 01:42 PM Link | #70759
The spin jump animation may not involve spinning; the game may spin the model without an animation file.

FireMario74
Posted on 05-17-16 01:32 AM Link | #70771
When I put King Bob-omb in a level he acts perfectly fine until I go to battle him then he kinda glitches out. How can I fix this?

Hiccup
Posted on 05-17-16 07:33 AM Link | #70782
Have you read the object data for it in the object database?

isceptul
Posted on 05-17-16 08:18 PM (rev. 3 of 05-17-16 08:33 PM) Link | #70797
Posted by Hiccup
The spin jump animation may not involve spinning; the game may spin the model without an animation file.

well the game would have to put the player model in a position that resembles a T, and I cant find that so I doubt that.

In addition to my animation question, I've imported two different maps over whomps fortress in two seperate roms and both times the collision map was 50 times smaller than the actual map. Doesnt happen with any other maps, perhaps its a bug in the editor?

FireMario74
Posted on 05-18-16 03:29 AM Link | #70805
Posted by Hiccup
Have you read the object data for it in the object database?

I just looked at that and I followed the directions to get some interesting results. When I began testing it, he began to spin in circles really quickly. It looked exceptionally funny but it still wasn't functional. Your on the right track because he was randomly flying through the air as if I had just thrown him off the edge before I tried this. Thanks! : )

Hiccup
Posted on 05-18-16 03:52 PM (rev. 3 of 05-18-16 07:43 PM) Link | #70811
I dunno what is wrong then. Try recreating its usage in BoB, or importing your level into BoB because it may be hardcoded to only work there.

Hiccup
Posted on 05-18-16 07:45 PM (rev. 2 of 05-18-16 07:46 PM) Link | #70818
I've found what seems to be an glitch in the editor: I exported a modified Peach's Castle to the Tox Box Test Map level, but it doesn't port the objects across Objects, Warps, Views or "Misc" objects.

Alternatively, is there a way I can override the requirement that the object bank 4 must be set to 1 for Peach's Castle to not crash?

isceptul
Posted on 05-20-16 05:45 AM Link | #70879
Also, anyone know how to stop sm64dse from filtering the white off my textures? It makes the mushroom texture im using look terrible.

https://gyazo.com/fb5f071294aef433f0ea593d02051654

Fiachra
Posted on 05-20-16 06:35 PM Link | #70884
Either 1. your texture has more than 256 colours, 2. you've added vertex colouring to those polygons or 3. you've set a red diffuse colour for that material.

Hiccup
Posted on 05-20-16 07:25 PM Link | #70886
Posted by FireMario74
I just looked at that and I followed the directions to get some interesting results. When I began testing it, he began to spin in circles really quickly. It looked exceptionally funny but it still wasn't functional. Your on the right track because he was randomly flying through the air as if I had just thrown him off the edge before I tried this. Thanks! : )

Also, King Bob-omb might only work on the stars he was used in the game.

Sparsite
Posted on 05-20-16 10:09 PM (rev. 8 of 05-21-16 06:32 PM) Link | #70887
Anyone know where the "BACKLIGHT" and "SOUND" images are (in the options menu) in the EUR ROM?

I've been looking and I think it might be in data->2D_CAD

How do edit the files? They extract as blank files, the decompression buttons do nothing, and I cant load them in the minimap editor.

____________________
ASMR:
*quietly whispers*
move r0 r7
push r4 to r14
load register r4 into r0
POP

Fiachra
Posted on 05-21-16 07:55 PM Link | #70899
I couldn't find either, it's not in either of the font images. You could try using no$gba's OAM viewer, getting the address at which that tile is loaded into memory, making a note of that data and searching for it in the ROM.

Using the minimap editor should be explained in the Getting Started tutorial.

Sparsite
Posted on 05-21-16 08:58 PM (rev. 8 of 05-22-16 03:24 AM) Link | #70902
"SOUND" and "BACKLIGHT" are on BG1
[image]

I dont exactly know what you mean by "Searching for it in the ROM" though. What program should I search for it in? Because I want to replace the graphics, not just get rid of it.

____________________
ASMR:
*quietly whispers*
move r0 r7
push r4 to r14
load register r4 into r0
POP

isceptul
Posted on 05-22-16 02:50 PM (rev. 5 of 05-22-16 03:42 PM) Link | #70907
How does assigning texture behaviours work?

Whenever I add my behaviour to the CLPS tab and try to import a level the editor crashes.

Can someone write a step by step guide to texture behaviour?

Fiachra
Posted on 05-22-16 05:48 PM Link | #70909
Sparsite: I had been going to suggest the following:
If you hover the mouse cursor over one of the tiles you'll see that it gives you a map address, eg. the top of the "B" in "backlight" is 062022A0 and is 0x20 (32) bytes long. navigate to this address in the memory viewer and select "Utility>Hexdump to file" with length "0x20". This gives you a text file with the memory contents for the range specified. You can then open a ROM in SM64DSe and select "More>Decompress Overlays Within Game" and search in there for the exported string.

I tried that myself though and couldn't find anything. That was the method I used to locate the title screen image; I've no idea where this font is located.

isceptul: See "Basics of Importing a Custom Level Model" 1 and 2 in the "Getting Started" tutorial.

Sparsite
Posted on 05-23-16 03:38 AM (rev. 2 of 05-23-16 03:40 AM) Link | #70913
select "More>Decompress Overlays Within Game" and search in there for the exported string.


Search where for the exported string? I don't know what you mean exactly. Search through the overlays? They're all blank files. (I cant read them in a text editor either)

____________________
ASMR:
*quietly whispers*
move r0 r7
push r4 to r14
load register r4 into r0
POP

Fiachra
Posted on 05-23-16 07:56 PM Link | #70921
I meant opening the ROM in which you decompressed the overlays in a hex editor. That would at least tell you whether it's somewhere handy.

Sparsite
Posted on 05-23-16 09:28 PM Link | #70926
at 0082160F is the only instance of a backlight.nsc

same for sound at 0008FA14

Also I found "d_2d_mg_sound_ncl.bin" and "d_2d_mg_sound_ncg.bin" in MG (Nothing for backlight though)

____________________
ASMR:
*quietly whispers*
move r0 r7
push r4 to r14
load register r4 into r0
POP

Hiccup
Posted on 05-25-16 06:17 PM Link | #70958
Is it possible to add paths to levels that don't have them. I want to add some to WF.
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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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