Kuribo64
Views: 19,851,985 Home | Forums | Uploader | Wiki | Object databases | IRC
Rules/FAQ | Memberlist | Calendar | Stats | Online users | Last posts | Search
03-28-24 07:27 PM
Guest:

0 users reading Let's hack... Super Monkey Ball! | 1 bot

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

Pages: 1 2 3
Yoshimaster96
Posted on 02-15-15 03:02 PM Link | #56258
A preview of my LZ modifier, gonna add saving files and it'll be released!
https://www.youtube.com/watch?v=VP32CvdAeHQ

My Youtube Channel:
Yoshimaster96smwc
Some layout tips/code!

-Yoshimaster96

Yoshimaster96
Posted on 07-01-15 12:21 AM Link | #61554
First playable custom level (kind of)!
[image]
[image]
[image]
Note this level was made with the game's existing objects (yes, the floor exists in the game). I believe once we get a proper OBJ/MTL to GMA/TPL converter (instead of the hacky one I made), we can make better levels. Like how SM64 hacking started with just moving objects, you couldn't import custom models.

My Youtube Channel:
Yoshimaster96smwc
Some layout tips/code!

-Yoshimaster96

Platinatic
Posted on 10-17-15 10:06 AM Link | #65083
are you planning on doing touch&roll's collision too? Because i am still interested in that!

Yoshimaster96
Posted on 10-17-15 01:34 PM Link | #65089
Posted by Platinatic
are you planning on doing touch&roll's collision too? Because i am still interested in that!

Maybe, SMB1/2 and SMBJR are priority though.

My Youtube Channel:
Yoshimaster96smwc
Some layout tips/code!

-Yoshimaster96

Yoshimaster96
Posted on 06-11-16 07:48 PM Link | #71892
I'M BACK!

Cool converter you should TOTALLY check out!

(I know, total necropost)

My Youtube Channel:
Yoshimaster96smwc
Some layout tips/code!

-Yoshimaster96

gridatttack
Posted on 06-13-16 01:55 AM (rev. 2 of 06-13-16 01:55 AM) Link | #71966
Is it happening?

Custom levels from .obj are a thing now?

Also, how to add the levels to the game?

Would love to try sometime later a Beginner (10 level) hack.

What are the limitations?

____________________
[image] [image]

Yoshimaster96
Posted on 06-13-16 01:59 AM Link | #71967
Posted by gridatttack
Is it happening?

Custom levels from .obj are a thing now?

Also, how to add the levels to the game?

Would love to try sometime later a Beginner (10 level) hack.

What are the limitations?


It's in beta right now, the full version will be released this week!

My Youtube Channel:
Yoshimaster96smwc
Some layout tips/code!

-Yoshimaster96

gridatttack
Posted on 06-13-16 02:09 AM Link | #71968
What's the difference?

Also, is it possible somehow to add bumpers, etc.?

Are things like moving the goals, deciding what type they are (normal, green or red) is possible?

I wouldn't mind starting with static levels though, but I wonder, how do the moving platforms (like the ones at level 8 29 and 30 form advance) work?

____________________
[image] [image]

Yoshimaster96
Posted on 06-13-16 03:00 AM Link | #71971
Posted by gridatttack
What's the difference?

Also, is it possible somehow to add bumpers, etc.?

Are things like moving the goals, deciding what type they are (normal, green or red) is possible?

I wouldn't mind starting with static levels though, but I wonder, how do the moving platforms (like the ones at level 8 29 and 30 form advance) work?


Support fr LZ files not added yet, and those handle collision and object placement, and as such are pretty much essential for a functioning level.

Yes.

Yes.

The way things are animated is currently unknown.

My Youtube Channel:
Yoshimaster96smwc
Some layout tips/code!

-Yoshimaster96

Yoshimaster96
Posted on 06-28-16 04:14 PM (rev. 2 of 07-07-16 06:05 PM) Link | #72491
LZ collision data is good AFAIK, still some major game breaking glitches though. Should be done in time for SMWC C3 though.

[EDIT]
Well, SMWC C3 is real soon, and although I'm a bit closer, I'm not ready to release it quite yet. I'm in the process of quickly coding something SMBJR related to present.

My Youtube Channel:
Yoshimaster96smwc
Some layout tips/code!

-Yoshimaster96

gridatttack
Posted on 07-07-16 06:23 PM Link | #73046
Well, don't worry, we (or atleast me :v) can wait.

Though, why not concentrate the efforts on a single title, then once you have the custom model import, switch to SMBJR hacking?

In any case, I wonder, do you have a reference model that can be used when designing levels? Like the model of the ball used ingame or something to get the scale right.

____________________
[image] [image]

Yoshimaster96
Posted on 07-07-16 06:24 PM (rev. 2 of 07-07-16 06:25 PM) Link | #73047
Concentrating on one game actually seems like a good idea.
Diameter of ball is 1 unit I believe.

My Youtube Channel:
Yoshimaster96smwc
Some layout tips/code!

-Yoshimaster96

gridatttack
Posted on 07-07-16 06:27 PM Link | #73048
Posted by Yoshimaster96
Concentrating on one game actually seems like a good idea.
Diameter of ball is 1 unit I believe.


Yeah, that way you can concentrate better.

Also, 1 unit of? I plan to use Google Sketchup to create the models. There was model in the MKDS hacking scene which was a kart that had the scale of it ingame.

____________________
[image] [image]

Yoshimaster96
Posted on 07-07-16 06:30 PM Link | #73049
Posted by gridatttack
Yeah, that way you can concentrate better.

Also, 1 unit of? I plan to use Google Sketchup to create the models. There was model in the MKDS hacking scene which was a kart that had the scale of it ingame.


I see. I use Blender, so there's nothing like feet or meters or the like. The exported OBJ file units is what I speak of.

My Youtube Channel:
Yoshimaster96smwc
Some layout tips/code!

-Yoshimaster96

Yoshimaster96
Posted on 07-08-16 09:11 PM (rev. 2 of 07-08-16 11:54 PM) Link | #73191
GUESS WHAT?!

SMBCNV now works as expected!
You need to compile it with GCC (can be done with MinGW binutils), look at the shell scripts for usage example.

Example: https://www.youtube.com/watch?v=ykKLxrPEV0g

My Youtube Channel:
Yoshimaster96smwc
Some layout tips/code!

-Yoshimaster96

gridatttack
Posted on 07-09-16 06:41 PM Link | #73223
Awesome. Can't wait to make mine!

Will you do a tutorial on how to make custom levels?

Also, I wonder, what happened to the level theme BG? Do they disappear for importing new stuff?

____________________
[image] [image]

Yoshimaster96
Posted on 07-09-16 07:04 PM (rev. 2 of 07-09-16 07:49 PM) Link | #73227
Posted by gridatttack
Awesome. Can't wait to make mine!

Will you do a tutorial on how to make custom levels?

Also, I wonder, what happened to the level theme BG? Do they disappear for importing new stuff?


Yes, I will make a tutorial, although you should check out the batch file for usage.

The BG is specified per-level and is level-specific. You can model it yourself if you wish, or you can import existing ones into SketchUp and model inside them.

[EDIT] I forgot, you can't do that yet. Not only are the offsets messed up for more than one object, the fall out plane is auto set to the lowest vertex, which would mean you would land on the skybox. I will add support for explicitly defining the fall out plane in the next update, as well as a few other fixes regarding more than one object.

My Youtube Channel:
Yoshimaster96smwc
Some layout tips/code!

-Yoshimaster96

Yoshimaster96
Posted on 07-31-16 05:43 PM (rev. 3 of 07-31-16 08:53 PM) Link | #75409
Been messing around with texture modes, and found that it is possible to do environment mapping!
[thumbnail]
[thumbnail]
The floor is also shiny, but due to the normals pointing the same direction across the plane, it doesn't look that way.

[EDIT] To see this in action, I made a YouTube video.

My Youtube Channel:
Yoshimaster96smwc
Some layout tips/code!

-Yoshimaster96

Yoshimaster96
Posted on 09-01-16 11:24 PM Link | #76785
The animation data modifies the collision header, it is as follows:

0x0C Init position?
0x08 Init rotation?
0x04 Animation offset
0x04 Pointer to pointer to model name
0x04 Triangle data pointer
0x04 Tree index pointer
0x04 Grid lower X
0x04 Grid lower Z
0x04 Grid X step
0x04 Grid Z step
0x90 Near copy of header, starts with 0x0000001000000010, then continues with 0x18 of the entire file header. Only includes things that are to be animated along the same path as the collision, i.e. if the goal is to be animated with the level, it would include the goal, else not.

Animation data:
0x04 Number of key frames for animation X component
0x04 Offset to key frame data
0x04 Number of key frames for animation Y component
0x04 Offset to key frame data
0x04 Number of key frames for animation Z component
0x04 Offset to key frame data
0x18 Can be null, though some existing levels have another set of animation key frame offsets here?

For each key frame:
0x04 Immediate value of 2
0x04 Time in seconds
0x04 Rotation in degrees
0x04 Translation in Monkey Ball Units
0x04 Copy of translation value.

My Youtube Channel:
Yoshimaster96smwc
Some layout tips/code!

-Yoshimaster96

Platinatic
Posted on 09-05-16 06:11 PM (rev. 2 of 09-05-16 06:15 PM) Link | #76902
Are you planning to make a tool that has all the things required in it, and that also makes the importing process easier and more efficient?
Pages: 1 2 3

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

Page rendered in 0.071 seconds. (2048KB of memory used)
MySQL - queries: 29, rows: 239/239, time: 0.013 seconds.
[powered by Acmlm] Acmlmboard 2.064 (2018-07-20)
© 2005-2008 Acmlm, Xkeeper, blackhole89 et al.