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Fiachra
Posted on 05-25-16 06:33 PM Link | #70959
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
Posted on 05-25-16 07:48 PM Link | #70963
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
Posted on 05-26-16 06:30 PM Link | #71004
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
(post deleted) #71078

Sparsite
Posted on 05-28-16 07:27 PM (rev. 2 of 05-29-16 05:06 AM) Link | #71107
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
Posted on 05-29-16 01:47 PM Link | #71185
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
Posted on 05-29-16 05:40 PM Link | #71190
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
Posted on 05-29-16 05:58 PM (rev. 2 of 05-30-16 06:02 PM by Fiachra) Link | #71191
Quick Question: how do I download your ASM Hacking template?


((Where do I go from here when downloading it?))
[thumbnail]


Sparsite
Posted on 05-29-16 06:09 PM (rev. 6 of 05-30-16 06:02 PM by Fiachra) Link | #71192
Posted by TheHappyFaceKing
Quick Question: how do I download your ASM Hacking template?


((Where do I go from here when downloading it?))
[thumbnail]


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
Posted on 05-29-16 06:32 PM Link | #71194
How does that help? I said how do I ->Download<- it?


Sparsite
Posted on 05-29-16 06:36 PM (rev. 5 of 05-29-16 06:47 PM) Link | #71195
Posted by TheHappyFaceKing
How does that help? I said how do I ->Download<- it?


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.

[image]



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

TheHappyFaceKing
Posted on 05-29-16 06:41 PM Link | #71196
Their is no .exe file for SM64DSe so how do I open the program?


Sparsite
Posted on 05-29-16 06:42 PM (rev. 2 of 05-29-16 06:43 PM) Link | #71197
Posted by TheHappyFaceKing
Their is no .exe file for SM64DSe so how do I open the program?


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
Posted on 05-29-16 06:52 PM (rev. 5 of 05-29-16 07:12 PM) Link | #71198
Posted by Fiachra
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


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
Posted on 05-29-16 08:32 PM (rev. 2 of 05-29-16 08:37 PM) Link | #71203
When I Replace Models the Models get this weird dark shading problem.
How do I fix this?

(Look at the Yellow Item Block)
[image]
Edit: also how can I replace model's textures without having to replace the whole model with the new texture?


Hiccup
Posted on 05-29-16 09:45 PM (rev. 2 of 05-29-16 09:45 PM) Link | #71207
Posted by TheHappyFaceKing
how can I replace model's textures without having to replace the whole model with the new texture?

Use the texture editor that can be accessed via the button on the right hand corner of the replace model window.

Sparsite
Posted on 05-30-16 02:39 AM Link | #71212
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
Posted on 05-30-16 02:23 PM (rev. 2 of 05-30-16 02:27 PM) Link | #71230
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
Posted on 05-30-16 02:31 PM Link | #71231
Both need ASM hacking.

Question:
What defines where "wind" occurs?

Fiachra
Posted on 05-30-16 06:17 PM Link | #71237
Posted by pacmainia&luigi
Is there a way to have the textures the right way when I import an exported model in blender?

The latest version of SM64DSe has a checkbox "Vertically Flip All Textures", check or uncheck as required.

Posted by Sparsite
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)

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
When I Replace Models the Models get this weird dark shading problem.
How do I fix this?
...

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
I imported a 1-Up model over the existing one and now whenever I collect it, it crashes. Anyone know how to fix?

Are there any texture or model animations associated with this object?

Posted by Hiccup
...
Question:
What defines where "wind" occurs?

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.
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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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