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06-09-23 05:56 PM |
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Main - Posts by Marionumber1 |
Marionumber1 |
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Wii U hacker Level: 54 Posts: 1/709 EXP: 1192357 Next: 41513 Since: 07-07-12 Last post: 1896 days ago Last view: 271 days ago |
Maybe, but as of know, I doubt it. |
Marionumber1 |
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Wii U hacker Level: 54 Posts: 2/709 EXP: 1192357 Next: 41513 Since: 07-07-12 Last post: 1896 days ago Last view: 271 days ago |
This is a tool that I made that edits BCSV files. If you don't know what BCSV files are, they are a file format that is used frequently in the Super Mario Galaxy games. BCSV files hold level data, object information, world map layouts, collision data, the songs that are played for each level, a list of objects that can be used in levels, and more.
BCSV Editor: https://www.dropbox.com/s/thc3rep4kvj1q32/BCSVE-v0.7.zip?dl=1 Source Code: https://dl.dropbox.com/s/bvhbohxx3bxvu5u/BCSVECode.zip?dl=1 The current version has the ability to edit any type of BCSV field data (longs, floats, shorts, bytes, and strings). Most BCSV files in SMG1 and SMG2 should work. Tell me if you find any BCSV files that the editor won't open or edit correctly. In order to tell if a file is a valid BCSV file, check its extension. Files with the extension .bcsv, .tbl, .banmt, .bcam, and .pa should work. If a file has no extension, try opening it in the BCSV editor and editing it. If you can successfully open the file, edit it, then reopen it, you can assume that file is a valid BCSV file. If you find any files with extensions I haven't listed that seem to be valid BCSV files, send me a copy of that file. You need Windows to run this, although it may run on Mac or Linux with Wine. lookup.txt needs to be in the same directory as the application. |
Marionumber1 |
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Wii U hacker Level: 54 Posts: 3/709 EXP: 1192357 Next: 41513 Since: 07-07-12 Last post: 1896 days ago Last view: 271 days ago |
It doesn't actually edit field properties yet. That's a planned feature, as soon as everything else in the editor is working. Also, I know they're encoded in Shift-JIS, but I've never been able to get it working. |
Marionumber1 |
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Wii U hacker Level: 54 Posts: 4/709 EXP: 1192357 Next: 41513 Since: 07-07-12 Last post: 1896 days ago Last view: 271 days ago |
Looking at your code, it looks like you used the FileBase class and set Encoding to "shift-jis". Is there anyway to convert an ASCII encoded string to a Shift JIS string, without making major changes to my code? |
Marionumber1 |
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Wii U hacker Level: 54 Posts: 5/709 EXP: 1192357 Next: 41513 Since: 07-07-12 Last post: 1896 days ago Last view: 271 days ago |
Posted by Mega-Mario What I do to read a string is read each character from FileStream, and concatenate it to the current string. When I concatenated the character to the string, I used string.Concat. I changed the encoding to System.Text.Encoding.GetEncoding("shift-jis"), but instead of displaying Japanese, it displays ・モ・ス・イ・・・フ・i・] (which is ff fe fb 30 93 ff fb 30 7d ff fb 30 72 ff fb 30 fb 30 fb 30 8c ff fb 30 69 00 fb 30 5d 00 in hex). |
Marionumber1 |
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Wii U hacker Level: 54 Posts: 6/709 EXP: 1192357 Next: 41513 Since: 07-07-12 Last post: 1896 days ago Last view: 271 days ago |
I used to be looking into SMS levels, and there is one problem that will prevent us from editing them. The RARC files are several directories deep, and the RARC packer that we have only supports packing up RARCs that are 2 directories deep. |
Marionumber1 |
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Wii U hacker Level: 54 Posts: 7/709 EXP: 1192357 Next: 41513 Since: 07-07-12 Last post: 1896 days ago Last view: 271 days ago |
PyTEX1 is a program that I made that replaces the textures of BDL files.
Usage: python pytex1.py If you're replacing textures, then you need to specify every argument. If you're listing the textures, the only argument you need to specify is https://dl.dropbox.com/s/zwrtcrhepdoj8fa/PyTEX1.zip?dl=1 |
Marionumber1 |
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Wii U hacker Level: 54 Posts: 8/709 EXP: 1192357 Next: 41513 Since: 07-07-12 Last post: 1896 days ago Last view: 271 days ago |
I'm going to work on the Mario game I'm making. I'll also try to help with SMG2.5, if anything is going on. |
Marionumber1 |
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Wii U hacker Level: 54 Posts: 9/709 EXP: 1192357 Next: 41513 Since: 07-07-12 Last post: 1896 days ago Last view: 271 days ago |
As some of you might know, one of my main goals in this project is to add Flying and Ice Mario into SMG2. I've managed to find the code that changes Mario's form, and with that knowledge, I was able to make the Fire Flower load Flying Mario. I've made a video, which can be seen here.
However, this is still imperfect, because it only works on Dolphin and is only a Fire Flower triggering Flying Mario. So if anyone has information that could help me get this working better, I would appreciate it. I'm also interested in getting Ice Mario working in SMG2. This is much harder, because Ice Mario's powers only work in levels with an Ice Flower. I was able to prove this by modifying brkirch's Spin to Fly code to give Mario the effects of the Ice Flower without collecting it. The video for that is here (sorry for the bad quality): The Ice Flower only worked in Beach Bowl, Freezeflame Star 1, and Freezeflame Star 3, all of which had Ice Flowers in the level. The code also worked in Deep Dark Star 2, and I was able to add an Ice Flower into Sea Slide, which allowed the code to work. So my goal is to add an Ice Flower into an SMG2 level. If anyone can help me with that, please feel free to help. |
Marionumber1 |
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Wii U hacker Level: 54 Posts: 10/709 EXP: 1192357 Next: 41513 Since: 07-07-12 Last post: 1896 days ago Last view: 271 days ago |
That's because I changed the Fire Flower model to the Red Star. |
Marionumber1 |
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Wii U hacker Level: 54 Posts: 11/709 EXP: 1192357 Next: 41513 Since: 07-07-12 Last post: 1896 days ago Last view: 271 days ago |
I explained in the description that I hacked the Fire Flower. |
Marionumber1 |
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Wii U hacker Level: 54 Posts: 12/709 EXP: 1192357 Next: 41513 Since: 07-07-12 Last post: 1896 days ago Last view: 271 days ago |
It would definitely not be easy, but we could possibly figure out enough to add custom powerups. I already know where some of the powerup code is located, so we could work from there. |
Marionumber1 |
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Wii U hacker Level: 54 Posts: 13/709 EXP: 1192357 Next: 41513 Since: 07-07-12 Last post: 1896 days ago Last view: 271 days ago |
Posted by Stygmax It's a 2D Mario game that I'm writing in Python. It'll be based on several Mario games, mostly NSMBW and Super Paper Mario. |
Marionumber1 |
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Wii U hacker Level: 54 Posts: 14/709 EXP: 1192357 Next: 41513 Since: 07-07-12 Last post: 1896 days ago Last view: 271 days ago |
I prefer using laptops, but I always get laptops that are at least decent at gaming. |
Marionumber1 |
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Wii U hacker Level: 54 Posts: 15/709 EXP: 1192357 Next: 41513 Since: 07-07-12 Last post: 1896 days ago Last view: 271 days ago |
Processor Intel Quad Core i7 @2.7 GHz
Graphics Intel HD Graphics 3000 RAM 4 GB 1333 MHz DDR3 memory Hard Drive 500 GB 5400-rpm SATA drive |
Marionumber1 |
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Wii U hacker Level: 54 Posts: 16/709 EXP: 1192357 Next: 41513 Since: 07-07-12 Last post: 1896 days ago Last view: 271 days ago |
I should have mentioned that it's a laptop, and upgrading to a better GPU is not possible. |
Marionumber1 |
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Wii U hacker Level: 54 Posts: 17/709 EXP: 1192357 Next: 41513 Since: 07-07-12 Last post: 1896 days ago Last view: 271 days ago |
I'm sure that the Intel HD Graphics 3000 is an integrated GPU. |
Marionumber1 |
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Wii U hacker Level: 54 Posts: 18/709 EXP: 1192357 Next: 41513 Since: 07-07-12 Last post: 1896 days ago Last view: 271 days ago |
Thanks for the source code, PhantomWings. I'm going to try to update my BCSV Editor this weekend. |
Marionumber1 |
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Wii U hacker Level: 54 Posts: 19/709 EXP: 1192357 Next: 41513 Since: 07-07-12 Last post: 1896 days ago Last view: 271 days ago |
The Intel HD Graphics 3000 can run Whitehole just fine. It can also run games in Dolphin at surprisingly decent speeds. NSMBW, Brawl, MKW, Melee, and Sunshine run very close to full speed, while even SMG1 and SMG2 reach speeds of 50-60%, occasionally as good as 70-80%. |
Marionumber1 |
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Wii U hacker Level: 54 Posts: 20/709 EXP: 1192357 Next: 41513 Since: 07-07-12 Last post: 1896 days ago Last view: 271 days ago |
I've thought of a possible reason why Flying Mario doesn't work on the Wii. Remembering how the Ice Flower only worked in levels that had an Ice Flower in it, how brkirch's code doesn't transform Mario into a new form unless the power-up is in the level, and how when I tried to make the Fire Flower load any power-ups besides Fire and Flying Mario, it didn't work, I thought of this possibility.
Flying Mario doesn't work on the Wii because there's no Red Star in the level. The reason that the hack worked on Dolphin is because Fire Mario and Flying Mario both use the same model but with different textures, so Dolphin's emulated processor sees them as the same power-up. The solution is to make the Red Star load in the level. |
Main - Posts by Marionumber1 |
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