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04-23-24 08:36 PM
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Main - Posts by Sparsite

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Sparsite
Posted on 10-10-16 12:08 AM, in SM64DS Editor Help Thread - Post your questions here (rev. 5 of 10-10-16 12:15 AM) Link | #78465
I'm not sure what this game's problem is with its the ASM Patch Template, but they they need to work out their issues because this code is crashing for no reason what so ever.

int TmpX = 0;
int TmpY = 0;
int TmpZ = 0;

void hook_020e50ac()
{
if (KEY_STATES_ALL == 68) //Select + DPad Up
{
LoadLevel(CURRENT_ENTRANCE_LEVEL_LEVEL_ID, CURRENT_ENTRANCE_LEVEL_ENTRANCE_ID, 0xFFFFFFFF, 1);
}
if (KEY_STATES_ALL == 36) //Select + Left
{
TmpX = PLAYER->xPos;
TmpY = PLAYER->yPos;
TmpZ = PLAYER->zPos;
}
if (KEY_STATES_ALL == 20) //Select + Right
{
PLAYER->xPos = TmpX;
PLAYER->yPos = TmpY;
PLAYER->zPos = TmpZ;
}
}

It gives me a white screen when a file is selected.

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ASMR:
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load register r4 into r0
POP

Sparsite
Posted on 10-10-16 09:34 PM, in Super Mario 64 DS feezing after level edit (rev. 2 of 10-10-16 09:35 PM) Link | #78498
First, questions like these go on the help thread.

Second, can you confirm that you have looked at the errors on the "Getting Started" thread?

Ensure that the object you have added is in the correct object bank in the level settings tab. (I.e adding the castle grounds water in Shifting Sand Land will crash because both levels have a different setting for bank 7)

Custom levels usually crash if you don't remove the previously existing texture animations. To remove them, go to the texture animation window (button is near the top), click remove all, and then save changes.

____________________
ASMR:
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move r0 r7
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POP

Sparsite
Posted on 10-11-16 07:39 PM, in SM64DS Editor Help Thread - Post your questions here Link | #78546
Posted by pacmainia&luigi
how do i add a penguin to the castle grounds object bank?


hmm... I like that idea, swapping certain objects in object banks. I don't know much about object banks, but it seems like it would be easy. Although im certain Fiachra is the only one who would be able to figure it out.

Just checked two object constructors in the same bank setting and nothing seemed to match regarding the bank setting number so I'm all out of ideas, lol.

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ASMR:
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move r0 r7
push r4 to r14
load register r4 into r0
POP

Sparsite
Posted on 10-11-16 08:13 PM, in SM64DS Editor Help Thread - Post your questions here (rev. 2 of 10-11-16 08:16 PM) Link | #78550
Posted by pacmainia&luigi
I have somewhat of an idea, but I may need to do some planning, as my computer is down and theres no research or trial and error stuff, for me right now.


If you don't understand asm, chances are you won't be able to figure it out. If I had to guess, object banks are loaded via overlays since all the object behaviours/constructors seem to be in overlays. You would probably have to swap the objects in the overlays. Maybe there is some sort of pointer pointing to each objects constructor or something like that though, and you could make it point to a different object. These are just my assumptions without any actual research.

____________________
ASMR:
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move r0 r7
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load register r4 into r0
POP

Sparsite
Posted on 10-11-16 10:19 PM, in Mario Party Modding Link | #78563
Where is the Mario Party DS section? You can edit boards in MKDS Course Modifier.

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ASMR:
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POP

Sparsite
Posted on 10-11-16 11:05 PM, in Mario Party Modding Link | #78571
Posted by CamTro
Ah i forgot about handheld board.


I might do some Mario Party DS ASM hacking sometime.

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ASMR:
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Sparsite
Posted on 10-12-16 07:18 PM, in Newer FREEZEFLAME NIGHTMARE Link | #78627
Posted by TMolter
Y'all are so silly
Been there. Done that. PAYPAL SUCKS


Paypal sucks when you have no money, otherwise its lit.

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ASMR:
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Sparsite
Posted on 10-12-16 08:14 PM, in Normal Day in SM64DS Link | #78629
Posted by MattCrafter
You can achieve something similar with a ROM Corrupter, except probably not as crazy as doing it manually.


Are there any real time rom corrupters anyway? no$gba debugger is a lot better because it allows you to make savestates and easily undo any code you got rid of, plus its real time and you can corrupt very specific stuff by looking at the actual code and not hex.

____________________
ASMR:
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move r0 r7
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load register r4 into r0
POP

Sparsite
Posted on 10-12-16 08:22 PM, in Pickup Lines (rev. 3 of 10-12-16 08:24 PM) Link | #78630
[thumbnail]

+

[thumbnail]

Usually works

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ASMR:
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Sparsite
Posted on 10-12-16 10:51 PM, in Super Mario 3d Land 1.5 [ROM HACK] (rev. 2 of 10-12-16 10:52 PM) Link | #78656
This hack looks really good, and I'll definitely be playing it whenever it's out/I install A9LH. Is there a full texture dump of this game that I could use for making custom levels?

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ASMR:
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Sparsite
Posted on 10-12-16 10:57 PM, in Normal Day in SM64DS Link | #78657
Posted by NintendoFan
oh lookie here

In other words, yes.


I couldn't care less. My point was that I have not come acrosss any real time "corrupters" when looking for useful hacking tools. Corrupting random data seems like a last resort if you have no idea what the fuck you are doing.

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ASMR:
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move r0 r7
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Sparsite
Posted on 10-13-16 07:49 PM, in WiiU gamepad haxing Link | #78693
Would it be wise to program some sort of emulator first before messing with the firmware on the device (and possibly bricking it)?

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ASMR:
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Sparsite
Posted on 10-14-16 01:47 AM, in Mario Party Modding Link | #78710
Posted by SGC
You can't actually edit boards in MKDSCM, you can only view them.


Because Gericom is a lazy piece of shit who can't fix any of his programs.

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ASMR:
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move r0 r7
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POP

Sparsite
Posted on 10-14-16 01:57 AM, in Zelda DS Hacking [HELP] (rev. 4 of 11-19-16 05:12 AM) Link | #78711
This thread is for Zelda DS hacking. There are currently no tools for hacking this game specifically, except old documents from Ray and Freeze. Gericom also programmed a ZCB collision generator. However, these guys aren't hacking the Zelda DS games anymore.

Gericom handed his ZCB generator code over to me, and apparently Ray and Freeze programmed an unreleased editor that could edit ZMB files. I'll probably end up coding my own editor though. It will also double as an importer since I have Gericom's ZCB generator source code which converts OBJ files into Zelda specific ZCB collision files. (However it may cause some lag problems with bigger models since the format is not entirely known.)

Ray and Freeze's old notes

Editing these games are weird, because when you LZ decompress them to edit them, they will crash the game. If you LZ compress them after editing them, it only works in Desmume.

If anyone knows whats causing this error, it would be a huge help, otherwise hacking will be very limited.

Zelda: PH D-Pad Patch - https://gbatemp.net/threads/legend-of-zelda-phantom-hourglass-d-pad-patch.375388/

Zelda: SS D-Pad Patch - http://www.romhacking.net/hacks/2235/
Source Code: https://github.com/StraDaMa/Legend-of-Zelda-Spirit-Tracks-D-Pad-Patch

These fix all the control issues people have with this game. The touch screen is eliminated, but its also still an option if you wish to play like that.

Zelda DS Specific File Formats:
-ZCB: Collision (Zelda Collision Binary)
-ZMB: Level Data like object positions and header (Zelda Map Binary)
-ZEB: Enviorment Coloring (Zelda Enviorment Binary)
-ZOB: Object/NPC Type File
-ZAB: Unknown

Tools:
Hex Editing - NSMBe5
EveryFileExplorer - Replacing Files
Music Viewing/Exporting - MKDS CM
ZCB Collision Generation - MKDS CM>File>New>ZCB
NSBMD 3D Model Generation - MKDS CM>File>New>NSBMD
Animation Viewing - MKDS CM
Tinke - 2D Graphics Viewing

Basic Data Locations:
Map Data - root/Map
Sea Textures - root/Enviornment/Sea
Skyboxes - root/Enviornment/VRBox
Mist - root/Enviornment/Filter
Text - root/English/Message
Player Animations - root/Player
Ship Textures - root/Ship
Intro Slides - root/Event/Kamishibai/kami1

For testing purposes:
Mercay Island Starting Point: isle_main/map00.bin/nsbmd/isle_main_00.nsbmd

This is the first level of the game, so you can test stuff like imports here.

ASM hacking hasn't been looked into very much, but I've found some basic stuff like the main green rupee behavoir at 0213B1B0.

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

Sparsite
Posted on 10-14-16 07:53 PM, in Zelda DS Hacking [HELP] (rev. 2 of 10-14-16 07:54 PM) Link | #78728
Posted by poudink
I know that they achieved model importing, we can see videos of it on their channel. It's spirit track, but I'm pretty sure both games are very similar.


To clear things up, im aware about the zcb format being collsion, gericom programmed a ZCB generator and put it in MKDS CM so level importing isnt a problem. Im concerned about the ZMB files. These are the files that contain objects, warps, etc. And this is important to document otherwise custom levels wont function properly. zab and zob files may or may not be involved with the functionality of zmbs, but I dont think so.

Posted by Hiccup
You might have already tried this, but it threw me off before; in EFE - did you do File>Save?


Yes, I have clicked it. Click it 1 or 100 times the thing doesnt save my new zmb/zcb/zab/zob files.

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

Sparsite
Posted on 10-14-16 09:02 PM, in Mario Party Modding (rev. 2 of 10-14-16 09:03 PM) Link | #78730
Posted by SGC
It's not a bug, it's just not implemented, it's a just a viewer, nothing more, nothing less.


I didn't say that that was a bug, but if he puts a lot of effort into his program, it shouldnt be that hard to make a (first of its kind) editor. I was refering to the program itself, and EFE, and expressing my bitterness towards Gericom.

Posted by TheKoopaKingdom
You should be more appreciative of people that make the editors you use, because you obviously have no idea how much effort goes into programming them.
(Plus, as SGC said, that's not even a bug...)


Go big or go home. I really don't care how much effort they put into it. A program like EFE should atleast have a fully functional save button.

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ASMR:
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POP

Sparsite
Posted on 10-14-16 09:53 PM, in Mario Party Modding Link | #78735
Posted by TheKoopaKingdom
It doesn't have to. A creator can choose to only have viewing capabilities for certain file formats if they just don't want to, and I think lacking editing abilities for editing Mario Party DS's files (Which is in very, very little demand) is perfectly reasonable.

If you really need editing functionality, then you should stop acting entitled and do it yourself.


I don't want editing functionalities, nor am I saying anyone deserves them. I didn't say it "had to be editable". Im just saying, if he really puts a lot of work into his editor, he should've found the time to add the functionality. Finish shit before you start a million new things. Theres very little point in viewing boards when you can't edit them, and from what I can tell, the board files are probably just made up of coordinates. Not like he's even working on it anyway, last update was 2015. He couldn't even fork his MKDS CM file viewers and put it into EFE (Such as BMG files).

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

Sparsite
Posted on 10-14-16 10:37 PM, in Mario Party Modding (rev. 2 of 10-14-16 10:38 PM) Link | #78738
Posted by Yami
Come on, be at least a bit more consistent!
First you say 'MKDSCM is buggy, because it can't edit MPDS Boards', then you say you it's not buddy, and it's rather because Geri to lazy to allow editing, and now you say you don't need any editing features?

My mind is entirely blown...


> gericom is a lazy shit who cant update his programs (not just because of the mpds board viewer)
> no, im not talking about the board viewer being buggy, im talking about his inability to complete what he starts (use the board viewer for example, why view boards in mkds cm when you can load up an emu and look at them).
> incomplete programs lead to bugs
> I don't have to wan't something to give an opinion on why I think it should exist

Maybe thats easier to interperet

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ASMR:
*quietly whispers*
move r0 r7
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load register r4 into r0
POP

Sparsite
Posted on 10-15-16 02:01 AM, in Mario Party Modding Link | #78747
Posted by Yami
It actually makes it even more vague.
It doesn't have any use to complain about an App, made by someone who isn't even on this Forum, and stopped developing it years ago.

Though it is true that Geri can't just finish something he was already working on, seeing how he keeps starting new Projects, and not doing anything for the old ones.
EFE is a nice example, it hasn't been updated a whole year, we all keep trying to get him to work on it again, but he won't work on it, even though he says 'he didn't cancel it'.
Because, why would we otherwise need this?


If that makes it more vague then it looks like someone will have to spoon feed it to you.

And I was never complaining about his programs (it may have came off that way though), I was complaining about Gericom being too lazy and not fixing his programs (Or even touching it in almost 2 years). Also being to lazy to fork his own code for a common file format that is in both Wii and DS games (BMG), and other files like .SPA.



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ASMR:
*quietly whispers*
move r0 r7
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load register r4 into r0
POP

Sparsite
Posted on 10-15-16 05:42 PM, in SM64DS Editor Help Thread - Post your questions here Link | #78784
Posted by MattCrafter
How many polygons can this SM64DS handle in a map? Would it be enough to make a semi open-world level?


A little over 5000 polygons

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ASMR:
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move r0 r7
push r4 to r14
load register r4 into r0
POP
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Main - Posts by Sparsite

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