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Main - Misc. ROM hacking - help with custom mario galaxy 2 hacking Hide post layouts | New reply

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meme_man64
Posted on 08-09-17 09:19 AM (rev. 3 of 08-30-17 07:16 PM) Link | #85909
so i made a mario galaxy level but upon loading it the game crashes can someone help me

Arisotura
Posted on 08-09-17 09:21 AM Link | #85910
sorry to disappoint you, but people aren't going to download a random file without more details

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

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meme_man64
Posted on 08-09-17 09:29 AM Link | #85911
Posted by StapleButter
sorry to disappoint you, but people aren't going to download a random file without more details


but how would i need to find a solution then?

JakoNintenCraft
Posted on 08-09-17 01:34 PM (rev. 2 of 08-09-17 01:37 PM) Link | #85915
Tell them stuff about in the level, like:

Did you use custom models or models already in-game? If the former, how many polygons and textures are being used for it? What size(s) are the texture(s)?
What enemies/items/power-ups/etc. did you use?
Did you use any NPCs? If so, did you add text so they could speak without a game crash?
If you used launch stars, do they all have paths assigned?

Also there is a debug screen for game crashes that has to be enabled through Riivolution (I assume you know how Riivolution works.) Click here for more info on that. You can run the debug screen patch alongside your mod so that when the game crashes it has one of two options:

1) It will bring up a black screen filled with numbers and code. If this happens, one of the objects in the level wasn't set up correctly. If you can't tell which one, look in the SMG/2 object database (click here) for more info. Also send a picture of the part of the debug screen at and below the part where it says "LR Save". This is at the bottom of the debug screen so use the D-Pad on the Wii remote to scroll down until it's all in view.

2) The debug screen doesn't appear even when it's enabled. This means the game is trying to load something but can't because it's missing or too large. This happens most when custom models are used that have too many triangles/polygons or use too many or too large textures. A nice rule of thumb I use: never have a model with more than 55,000 polygons and textures no larger than 256 by 256 pixels large (any size larger than that is unnecessary due to the Wii's low resolution.)

Hope this helps! :)

____________________
Irony is the spice of life.

You're inside a simulation, of a simulation, inside a simulation, of a simulation, inside the Matrix, inside a taco, inside a taco, within a Taco Bell, that's inside a KFC, within a mall, that's INSIDE YOUR BRAIN!; inside another giant simulation!


meme_man64
Posted on 08-09-17 02:42 PM Link | #85916
Posted by JakoNintenCraft
Tell them stuff about in the level, like:

Did you use custom models or models already in-game? If the former, how many polygons and textures are being used for it? What size(s) are the texture(s)?
What enemies/items/power-ups/etc. did you use?
Did you use any NPCs? If so, did you add text so they could speak without a game crash?
If you used launch stars, do they all have paths assigned?

Also there is a debug screen for game crashes that has to be enabled through Riivolution (I assume you know how Riivolution works.) Click here for more info on that. You can run the debug screen patch alongside your mod so that when the game crashes it has one of two options:

1) It will bring up a black screen filled with numbers and code. If this happens, one of the objects in the level wasn't set up correctly. If you can't tell which one, look in the SMG/2 object database (click here) for more info. Also send a picture of the part of the debug screen at and below the part where it says "LR Save". This is at the bottom of the debug screen so use the D-Pad on the Wii remote to scroll down until it's all in view.

2) The debug screen doesn't appear even when it's enabled. This means the game is trying to load something but can't because it's missing or too large. This happens most when custom models are used that have too many triangles/polygons or use too many or too large textures. A nice rule of thumb I use: never have a model with more than 55,000 polygons and textures no larger than 256 by 256 pixels large (any size larger than that is unnecessary due to the Wii's low resolution.)

Hope this helps! :)


i used no npc's and no custom models i also have a lot of twhomps (it's the level theme) placed with mostly the sizes 1 and 0.5 i tried to play it on dolphin and it pops up a lot of errors then when i click ok on all of them dolphin shuts down so hope you can help me

(it would really helpfull if you downloaded the level but i don't force you to do that i am not a troll and when you click the link you can see exactly what you download it is also a rar file so it has no ability to kill your computer)

HEYimHeroic
Posted on 08-09-17 02:56 PM Link | #85917
Actually, .rar files can do much worse.

Also, if it's Dolphin giving you a bunch of errors, then it's probably because some settings aren't configured properly. An actual Wii system won't give you errors like that and shut off.

____________________
yeah

TheSunCat
Posted on 08-09-17 08:54 PM Link | #85932
Do you mean errors like: Invalid read from 0x000000, PC=0x1234567 ?


meme_man64
Posted on 08-10-17 10:20 AM Link | #85964
Posted by TheSunCat
Do you mean errors like: Invalid read from 0x000000, PC=0x1234567 ?

yes i use the run from a folder method

these are the errors: invalid read from 0x41474252, PC = 0x80070aac
intCPU Unknown instruction 00000000 at PC = 00000008 last_PC = 8132ffc8 LR = 80070ac4

would you be satisfied if i change the download format to .zip it is the hacked galaxy maybe you can have a look at if i did something wrong

thanks in advance

JakoNintenCraft
Posted on 08-10-17 01:16 PM Link | #85970
Oh I see… Thwomps need paths to walk on. If you don't know, there are objects in the game called paths that determine the direction an object can go. All of your Thwomps requires paths so they know where to walk; they don't walk around randomly like in other games such as Super Mario 64. To assign a path to a Thwomp, on the obj_arg panel scroll down until you find the argument that says something like "PathID". Fill this in with the number of the path it will use. Then move the path points around until it makes the path you want the Thwomp to go in. Repeat for every Thwomp.

On another note, some enemies require paths to operate or the game will crash. A few examples are koopas, magikoopas, thwomps, flying goombas, etc. Look in the object database I linked in my previous post to see whether or not any object you're using requires paths.

____________________
Irony is the spice of life.

You're inside a simulation, of a simulation, inside a simulation, of a simulation, inside the Matrix, inside a taco, inside a taco, within a Taco Bell, that's inside a KFC, within a mall, that's INSIDE YOUR BRAIN!; inside another giant simulation!


meme_man64
Posted on 08-10-17 01:30 PM Link | #85971
Posted by JakoNintenCraft
Oh I see… Thwomps need paths to walk on. If you don't know, there are objects in the game called paths that determine the direction an object can go. All of your Thwomps requires paths so they know where to walk; they don't walk around randomly like in other games such as Super Mario 64. To assign a path to a Thwomp, on the obj_arg panel scroll down until you find the argument that says something like "PathID". Fill this in with the number of the path it will use. Then move the path points around until it makes the path you want the Thwomp to go in. Repeat for every Thwomp.

On another note, some enemies require paths to operate or the game will crash. A few examples are koopas, magikoopas, thwomps, flying goombas, etc. Look in the object database I linked in my previous post to see whether or not any object you're using requires paths.


ah thanks does this apply for the thwomps falling up and down to or only whomps (the walking ones)

shibboleet
Posted on 08-10-17 01:57 PM Link | #85974
thwomps don’t need paths, whomps do.

____________________
a

meme_man64
Posted on 08-10-17 02:48 PM (rev. 2 of 08-10-17 02:56 PM) Link | #85976
ok one last question because i did add all the paths but it still crashes do the planets need something else? and what about those mario's alre those sort of checkpoints and do i need them?

here is the level if you want to look for yourself not that it does't directly download i am not a troll i just want help

http://www.fileconvoy.com/dfl.php?id=g6836dd3d74535f5d999986536bf7aed5becec1fb1

Super Hackio
Posted on 08-10-17 03:37 PM (rev. 3 of 08-10-17 03:55 PM) Link | #85981



...

I'll check it out for ya. ;)

But if my computer gets a virus, YOU ARE IN BIG TROUBLE! XD


EDIT: Ok no virus. That's good.

So...

1. WHY are you using about a billion death barriers?
2. WHY are you modding Yoshi star galaxy and not Flip Swap Galaxy?
(Flip Swap Galaxy is less prone to crashing, which is why we make custom levels over it and THEN port them over other galaxies)

It would appear to me that you have an unmodified boss. Now, It might be screwed up somehow. However, you didn't even include all of the zones in the download!
You missed: BossJugumZone & MiniGravityZone

____________________
SMG RUN Progress: Not available here, for more information, check my Youtube Channel

meme_man64
Posted on 08-10-17 05:52 PM Link | #85985
Posted by Super Hackio
...

I'll check it out for ya. ;)

But if my computer gets a virus, YOU ARE IN BIG TROUBLE! XD


EDIT: Ok no virus. That's good.

So...

1. WHY are you using about a billion death barriers?
2. WHY are you modding Yoshi star galaxy and not Flip Swap Galaxy?
(Flip Swap Galaxy is less prone to crashing, which is why we make custom levels over it and THEN port them over other galaxies)

It would appear to me that you have an unmodified boss. Now, It might be screwed up somehow. However, you didn't even include all of the zones in the download!
You missed: BossJugumZone & MiniGravityZone


Sorry that i am a complete beginner I will try to remake the level in flip swap galaxy how do i port it back over then and how do i add king whomp boss fight?

thanks in advance you all really helped me out

Super Hackio
Posted on 08-10-17 05:59 PM Link | #85986



I know nothing about this boss fight ATM.

But porting back over is really easy. BUT we'll cross that bridge when we get there ;)

____________________
SMG RUN Progress: Not available here, for more information, check my Youtube Channel

SunakazeKun
Posted on 08-10-17 06:35 PM Link | #85991
The Whomp King boss requires cutscenes and activation switches, like any other boss. Also, a properly set up Scenario file is required as well. Take a look at the zones that have these objects.



Youtube | Github | Neo Mario Galaxy | Super Mario Galaxy & Super Mario 3D Land Modding


meme_man64
Posted on 08-10-17 06:55 PM Link | #85992
also does someone know how to add zones and if it is really nessesairy to have multiple (for a big galaxy)

Super Hackio
Posted on 08-10-17 06:58 PM Link | #85993



Galaxys have multiple zones, I'm not sure if that's the reason though...

Adding zones is... Not easy, but not extremely difficult either.
Just add the zone to the zone listing. Easier said than done though...

____________________
SMG RUN Progress: Not available here, for more information, check my Youtube Channel

meme_man64
Posted on 08-22-17 10:15 AM Link | #86948
Posted by Super Hackio
Galaxys have multiple zones, I'm not sure if that's the reason though...

Adding zones is... Not easy, but not extremely difficult either.
Just add the zone to the zone listing. Easier said than done though...

ok my custom level is done what i want to fo now is:
-port it to the first level (so not the second one anymore)
- change the name of scenario and galaxy
- i think my brain doesn't understand the death area that mutch
- and i dont know how to change the opening cutscene when it shows you where the star is

thanks in advance

TheSunCat
Posted on 08-22-17 11:19 AM Link | #86953
About the death area: It is an area that, when entered, kills Mario. Like when he falls into the void. You can see the area of effect if you click settings, show area size.

The name: Names are stored in MSBT files. You can extract them using WiiExplorer and edit them with Nuntius Novus. The filepath for level names are
/LocalizeData/UsEnglish/SystemMessage.arc/GalaxyName.msbt
/LocalizeData/UsEnglish/SystemMessage.arc/GalaxyNameShort.msbt
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Main - Misc. ROM hacking - help with custom mario galaxy 2 hacking Hide post layouts | New reply

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