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Main - Posts by Sparsite

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Sparsite
Posted on 11-20-16 09:48 PM, in Zelda DS Hacking [HELP] (rev. 5 of 11-20-16 10:06 PM) Link | #79806
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
Posted on 11-20-16 09:59 PM, in Modify Title Screen (rev. 2 of 11-20-16 09:59 PM) Link | #79807
Posted by StapleButter
have any of you guys tried to read what is said at the bottom of the minimap editor window?


ensure you pick the right size


derp


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
Posted on 11-20-16 10:18 PM, in Zelda DS Hacking [HELP] (rev. 3 of 11-20-16 11:16 PM) Link | #79809
Posted by shibboleet
little endian is ass


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.

[image]

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

Sparsite
Posted on 11-20-16 11:56 PM, in SM64DS Editor Help Thread - Post your questions here Link | #79816
Posted by pacmainia&luigi
Normals. Try flipping them. If your model is 2K or less, make a duplicate of everything and go to "Normals>Flip Normals" If not, just do above thing without duplicating


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
Posted on 11-21-16 02:23 AM, in SM64DS Editor Help Thread - Post your questions here Link | #79819
Posted by pacmainia&luigi
Tab into edit mode, Mesh>Normals>Flip Normals


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
Posted on 11-21-16 08:14 AM, in Whitehole v1.4.2.3 Link | #79820
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
Posted on 11-25-16 08:48 PM, in Super Mario Sunshine 64 DS Link | #79921
Posted by pacmainia&luigi
Maybe total seconds you can use fldd? milliseconds, maybe?


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
Posted on 11-25-16 08:54 PM, in SM64DS Editor Help Thread - Post your questions here Link | #79923
Posted by pacmainia&luigi
Ah. This step worked for one of my models. does it stay the same if you import it in a different level?

I imported a strollin stu again. it is fine in the editor, crashes the game and the animation is screwed up. What happened? I can't find any btp files to go with it.


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
Posted on 11-25-16 09:01 PM, in Super Luigi 64 v1.0 Release (rev. 2 of 11-25-16 09:01 PM) Link | #79924
Posted by shibboleet
I might be late, but stop being a fucking cock to people.


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
Posted on 11-25-16 09:05 PM, in Super Luigi 64 v1.0 Release Link | #79926
Posted by shibboleet
oh my lord, how blunt. how stupid of him to ask a question, which is indeed a legit question, but instead you said "sorry you're out of luck"

You're full of shit.


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
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