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04-23-24 09:07 AM |
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Main - Posts by Sparsite |
Sparsite |
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take your dumb self out of here. thank you. Level: 34 Posts: 261/270 EXP: 238688 Next: 14963 Since: 05-20-16 Last post: 2705 days ago Last view: 2565 days ago |
New progress. Decided to fully understand most of the formats before I work on an editor. I will probably trash my current one because its probably pretty messy and inefficient.
Notes: BOPM (Map Objects) 0x4: Header 0x8: Length of section (reversed ex. a length of 1090 would be 90 10 00 00) 0x9: Number of Map Objects 0x12: Padding Each Map Object is 28 bytes long Byte 1: Map Object ID Map Object IDs: 00 = Tree 01 = Two Horizontal Grass Patches 02 = Boulder 03 = Blue Pot 04 = Fence Post 05 = Brown Floor Switch 06 = Game Crash (Bad Parameter Maybe?) 07 = Grey and Blue Stone Door 08 = Small Stone Slab 09 = Large Wooden/Stone Key Door 0A = Wooden Treasure Chest 0B = Unknown/Nothing 0C = Entering the area spawns a treasure chest (Conditional Treasure Chest Spawn?) 0D = Game Crash 0E = Blue Pot Again 0F = Game Crash 10 = Game Crash 11 = Red Campfire 12 = Game crash 13 = Game Crash 14 = Game Crash 15 = Stone Triangle Base With Pyramid and Entrance 16 = Game Crash 17 = Game Crash 18 = Game Crash 1F = Sign 2F = Main Island NPC House 88 = Stone Pyramid With Front Entrance 3C = Collisionless Vertical Grass Tile This is where I think the ZOB files come in to play. ZOB files seem to be an object bank of sorts. Similar to SM64DS, there are objects such as Pots or Trees that are always loaded into memory. There are 4 ZOB files with every map.bin file: motype_XX_0 and motype_XX_1 (XX is just the numbers from the map.bin) MO meaning Map Objects within the BOPM Header. Next, there are npctype_XX_0 and npctype_XX_1. These seem to correspond with all the NPC's used in the map.bin's ZMB file. I think these ZOB files may be the reason that the game is crashing with those certain object IDs. The game also has some unexpected map objects. All the houses, fences, etc. which are completely static are map objects. Maybe they get moved around in different acts later in the game? Or maybe the game puts certain effects on them like anit-aliasing. Not sure though. ACPN objects have X/Y positions and Y rotations of 2 bytes, but this is what the map objects look like. 3C 00 00 00 22 25 00 00 01 00 00 00 02 00 03 00 01 01 00 00 00 00 00 00 FF 01 00 00 88 00 00 00 2F 11 00 00 01 00 00 00 00 00 00 00 01 01 00 00 00 00 00 00 FF 01 00 00 01 00 00 00 13 26 00 00 00 00 00 00 00 00 00 00 01 01 00 00 00 00 00 00 FF 01 00 00 Still unsure about the BMOR section, all I could find out was this: BMOR (Unknown) 0x4: BMOR Header 0x8: Size of Section (reversed) 0x12: Number of entries in section? Looked a little bit at the MOOR header: MOOR (Room) This is what stores the level area data such as music, skybox, etc. 0x4: Header 0x19: Music ID Music Reference List - http://zeldauniverse.net/media/music/phantom-hourglass-original-soundtrack/ Music IDs: 00 - Overworld 01 - Dunegon 02 - Duplicate Overworld 03 - Mercay Island 04 - Inside House 05 - Duplicate Inside House 08 - Duplicate Mercay Island Also, I figured out that the one ZEB file used called envcolor.ZEB has several headers inside th file such as 0AES and 0NGD followed by (most likely) enviornment/vertex coloring data. Other things I still need to look at: EMAC Header (Camera), RYLP Header (Player), and PRAW Header (Warp) ____________________ ASMR: *quietly whispers* move r0 r7 push r4 to r14 load register r4 into r0 POP |
Sparsite |
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take your dumb self out of here. thank you. Level: 34 Posts: 262/270 EXP: 238688 Next: 14963 Since: 05-20-16 Last post: 2705 days ago Last view: 2565 days ago |
Posted by StapleButter Well, I followed one of the tutorials on how to replace a minimap in the Minimap Editor and I followed the steps as it said and it was still giving me an unhandled exception. I was obviously doing something wrong but when I asked Fiachra about it he just linked me back to the tutorial I followed. As opposed to NSMBe5 where you just LZ compress the NCG and then open it and the palette. ____________________ ASMR: *quietly whispers* move r0 r7 push r4 to r14 load register r4 into r0 POP |
Sparsite |
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take your dumb self out of here. thank you. Level: 34 Posts: 263/270 EXP: 238688 Next: 14963 Since: 05-20-16 Last post: 2705 days ago Last view: 2565 days ago |
Posted by shibboleet Agreed. More stuff found, that is not on The Cutting Room Floor. The root/Map folder contains a NSBMD and NSBTX texture of an SM64DS skybox. It has the same name: vr01 Most likely used for testing purposes. ____________________ ASMR: *quietly whispers* move r0 r7 push r4 to r14 load register r4 into r0 POP |
Sparsite |
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take your dumb self out of here. thank you. Level: 34 Posts: 264/270 EXP: 238688 Next: 14963 Since: 05-20-16 Last post: 2705 days ago Last view: 2565 days ago |
Posted by pacmainia&luigi No clue where this "Normals>Flip Normals" button is. ____________________ ASMR: *quietly whispers* move r0 r7 push r4 to r14 load register r4 into r0 POP |
Sparsite |
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take your dumb self out of here. thank you. Level: 34 Posts: 265/270 EXP: 238688 Next: 14963 Since: 05-20-16 Last post: 2705 days ago Last view: 2565 days ago |
Posted by pacmainia&luigi It just flips the faces upside down. All it did was mess it up in the editor now. ____________________ ASMR: *quietly whispers* move r0 r7 push r4 to r14 load register r4 into r0 POP |
Sparsite |
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take your dumb self out of here. thank you. Level: 34 Posts: 266/270 EXP: 238688 Next: 14963 Since: 05-20-16 Last post: 2705 days ago Last view: 2565 days ago |
Will Whitehole ever get ISO support? I remember seeing it mentioned somewhere in the C# source code so it would be possible right? ____________________ ASMR: *quietly whispers* move r0 r7 push r4 to r14 load register r4 into r0 POP |
Sparsite |
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take your dumb self out of here. thank you. Level: 34 Posts: 267/270 EXP: 238688 Next: 14963 Since: 05-20-16 Last post: 2705 days ago Last view: 2565 days ago |
Posted by pacmainia&luigi What? I don't think you understand what I said. ____________________ ASMR: *quietly whispers* move r0 r7 push r4 to r14 load register r4 into r0 POP |
Sparsite |
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take your dumb self out of here. thank you. Level: 34 Posts: 268/270 EXP: 238688 Next: 14963 Since: 05-20-16 Last post: 2705 days ago Last view: 2565 days ago |
Posted by pacmainia&luigi Yes, it's the same for every level. As for the strollin stu, you shouldn't have to look for texture animations in the file system. If you click the replace model button, you will see all the texture animations by clicking the top right texture and BTP editor button. This can help you determine if it is texture animations or not. Not sure how you would know that the animation is messed up because the game crashes, but I'm assuming you followed the on Fiachra's channel about replacing the Toad model with a Pianta. You might've failed to set the bones up correct. ____________________ ASMR: *quietly whispers* move r0 r7 push r4 to r14 load register r4 into r0 POP |
Sparsite |
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take your dumb self out of here. thank you. Level: 34 Posts: 269/270 EXP: 238688 Next: 14963 Since: 05-20-16 Last post: 2705 days ago Last view: 2565 days ago |
Posted by shibboleet blunt: I don't care. detailed: He was giving a completely blunt and stupid question "It doesn't work on project 64 1.6, make it work." without giving any details what so ever, or admitting that he might have fucked up the patching process. (N64 patching is pretty screwy) ____________________ ASMR: *quietly whispers* move r0 r7 push r4 to r14 load register r4 into r0 POP |
Sparsite |
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take your dumb self out of here. thank you. Level: 34 Posts: 270/270 EXP: 238688 Next: 14963 Since: 05-20-16 Last post: 2705 days ago Last view: 2565 days ago |
Posted by shibboleet Loool. I just don't see how giving a question without details is going to help. It could be any type of error. ____________________ ASMR: *quietly whispers* move r0 r7 push r4 to r14 load register r4 into r0 POP |
Main - Posts by Sparsite |
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