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05-09-21 07:14 PM
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Main - Posts by Gota7

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Gota7
Posted on 08-21-17 02:57 PM, in Type 14 is Not a Mystery! (Star Cutscenes) (rev. 4 of 08-21-17 03:01 PM) Link | #86874
I tested this on bombhei map, and here were my results for values 0-15 as yoshi:

0: Zoom in.
1: Zoom out.
2: Stand Still.
3: Spin around.
4: Stand Still. Used for castle and 100 coin stars.
5: Zooms in, then spins around crazily.
6: Freeze Game.
7: Freeze Game.
8: Freeze Game.
9: Player collects star, but wipe freezes game.
10: 0, but without zooming.
11: Freezes Game.
12: Cuts to FF07 camera???
13: Same as 10. (DUPLICATE?)
14: Same as 10. (DUPLICATE?)
15: Same as 10. (DUPLICATE?)

For the values that are not so clear defined, they may behave different for star 0. I just never tested them all with star 0.




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Gota7
Posted on 08-21-17 03:11 PM, in Parameter Tool Generator Link | #86876
Version 3 has been released!

It adds Type 14 objects, based on mibts documentation, and some of mine.
https://github.com/Gota7/Parameter_Generator_Tool/releases




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Gota7
Posted on 08-21-17 05:26 PM, in Type 14 is Not a Mystery! (Star Cutscenes) Link | #86894
I guess. But you have an absolute maximum of 15, since F is the highest single digit.




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Gota7
Posted on 08-22-17 09:09 AM, in SM64DS ASM Hacking Template Link | #86957
Please fix the dead links in your main post.




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Gota7
Posted on 08-23-17 05:01 PM, in SM64DS ASM Hacking Template Link | #87078
How could this be ported to the US version 1 ROM?




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Gota7
Posted on 08-24-17 04:10 PM, in Type 14 is Not a Mystery! (Star Cutscenes) (rev. 5 of 08-24-17 04:16 PM) Link | #87102
For those who don't know how to get those numbers, this is the process. I'll be using the example he used to prove it works.

The parameters for TTH-H are:
52 51 3 3

Convert those numbers to hex individually, and you get:
34 33 03 03

Reverse the order of the numbers, and you get the correct order:
03 03 33 34

4 = Star 0, 3 = Star 1, etc.

To convert the other way around, reverse the process or use my parameter generator tool.




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Gota7
Posted on 08-25-17 09:59 PM, in Type 14 is Not a Mystery! (Star Cutscenes) (rev. 2 of 08-25-17 09:59 PM) Link | #87229
That can be true. I was also thinking 5 or 12 could be embedded in the character keys, despite not being used in-game. In my notes, I hypothesized that 12 especially has something to do with the FF07 view. And I find it very suspicious that every boss has a view placed with FF07. Coincidence? I think not. And mibts said that the code exists, so that makes it even more likely that 12 controls character keys... Except the big boo fight has a FF02 view, but yet also has a suspicious 0006 view. Who knows.




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Gota7
Posted on 08-27-17 09:03 PM, in SM64 Shining Stars DS (rev. 6 of 09-28-18 08:11 PM) Link | #87304
-- Current Progress (Since that's probably what you want to see first) --

https://docs.google.com/spreadsheets/d/1z7ZNW0Yfn2kAy6luoaoqxWqNcPdhRrcZjac-ZBecnFE/edit?usp=sharing

ETA: Unknown.

-- Downloads --

DEMO 1 - http://www.mediafire.com/file/fr53dht3bozhyqz/SHINING+DEMO+7-8-2018.rar

-- Overview --

I decided to port my favorite SM64 hack, SM64 Shining Stars, to DS with pieordie1's permission of course. It will be like the original, except for these differences:

  • New bonus courses (taken from Shining Stars 2, or made by me)
  • Extra star for every level
  • Incorporation of different character abilities

-- Showcase --




My Gaming Dreams Beta Review:




-- Credits --

  • Pieordie1: Main Level Design, and music ideas. Made original SM64SS
  • Gota7: Ported levels to SM64DS, remade music for DS, beta testing, etc
  • Team SS: Other small things

Team SS is made up of these people:
  • Huey: Backgrounds, graphics
  • Shane: Beta Testing, public awareness
  • Sonikku A: Level optimization (Twin Peaks)
  • StarPants: Some ASM hacks
  • Josh65536: ASM hacking base




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Gota7
Posted on 08-28-17 03:31 PM, in SM64 Shining Stars DS Link | #87336
Posted by TheSunCat
So excited for this to come out!

Are you using the models from the original SM64:Shining Stars?


Yes I am! Sent from pieordie1 himself!




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Gota7
Posted on 08-29-17 04:04 PM, in Super Mario Journey Lane DS Link | #87417
Other than the few glitches of course, everything looks great! Would love to play!




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Gota7
Posted on 09-03-17 08:29 PM, in Show off your post layout (NEW) Link | #87763
I made this layout, who knows how long ago.




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Gota7
Posted on 09-12-17 05:58 PM, in Music Importation Explained Link | #88336




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Gota7
Posted on 09-12-17 05:59 PM, in Anyone know how I can put music from Mini-games on Courses?. Link | #88337




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Gota7
Posted on 09-30-17 06:36 PM, in Nitro Tools Link | #89743
I have been looking into the SDAT file, and found two files that really have no editor...

These files are of course the SYMB.bin and the INFO.bin.

The SYMB file controls all the filenames for the sseqs, seqarcs, banks, waves, etc.
The INFO file controls how each file is linked eachother.

I decided to create editors for these files, and as of now I have finished one for the SYMB.bin.

I have tested it in-game, and it works great and with VGMTrans. However, DS Sound Studio doesn't work with it strangely.

Once I make a tool for the INFO.bin, I will try to make a GUI app for managing extracted SDATS. I plan to allow you to add files, import midis, replace files, change names, etc.

After the INFO.bin can be edited, it will be possible in theory to add more songs.

You can find SymbTool here, and where I will store all these Nitro Tools:
https://github.com/Gota7/NitroTools





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Gota7
Posted on 10-04-17 08:41 PM, in [Tutorial] SWAR Entry Address DECODED! (SWAR is a lie) Link | #90004
Introduction

As some of you may have known, I have been poking around the symb.bin and info.bin.

I wanted to know, what exactly IS the SWAR entry address, and how do I know which one to use? As it doesn't seem to match up with the .swars at all...

So using skawo's thread, I located the table that he was pointing too, and compared the info with a text dump with a tool I made.



My results?

That it is not an SWAR entry address. It is an offset to a group.


So, What does this mean?

This means that you can find the correct addresses!
This will be a feature in a sound editor I'm working on (Nitro Studio), but for now you can use my tools to find the correct group offset.


Finding Your Group

You can rather get my clean dump of the symb.bin here, or you can do it yourself.

To do it yourself you need to get symb.bin from an extracted sdat you have lying around.
You are also going to need to download the latest SymbTool.exe I have lying around in here.
You need to put the exe in the same place as your symb.bin and make a batch file with the command "SymbTool.exe symb.bin symb.txt" (without quotations), and it should freshly extract an symb dump for you!

Now in the text file, you want to look for the line that says ":GROUP" (no quotes).
You will see a bunch of names.
The first entry on the list is group ID 0.
Now using your guessing skills and bad Japanese, you should be able to find a name that corresponds to the group of swavs that you want.
Count with the first of the group list being 0, all the way up to the name that you picked, and that will be your GROUP address or "Swar address".

Ex: "NCS_GRP_CASTLE" is group ID 3.

And if you look in the group names, "NCS_GRP_BOMBHEI_OTHER" is entry 6, which corresponds perfectly for map BOMBHEI.




Groups Info Explained (Kind of)

I hope that rather I, or someone else takes time to really look at how these things tick because currently I'm kind of confused.

However, I know this much about the groups:

* Each group contains "entries".
* Each entry has a type, and an nEntry.
* The type says the type of file, 1026 being a wave, 1792 being an sseq, 2051 being a seqArc, and 1537 being a bank. Except, there tends to be some types I don't know such as 1280 and 513.
* The nEntry corresponds to the entry number relative to the file's type?
* In SM64DS, the majority of groups have entries of waves, which actually makes perfect sense.




Editing/Creating Groups

With being to know somewhat about groups, you can actually try and edit them. I've never tried it, but for experimenting you can always create a new group.


* Editing Groups:
Similar to dumping an symb.bin's data to a text, you do the same with the info.bin. Except, you need to use my InfoTool found here to do this.

After you get an info.txt you will notice there is a bunch of stuff.
You also need to symb.txt in order toknow what you are doing.
Find the group address you want in the symb.txt file like I described above, and in info.txt search for "~G#" (Without quotations, and replace # with the group address.
Every thing under the ~G# is going to be the entries (1 per line) until the next ~G# or :PLAYER2.
Now you can see all those entries I was talking about.

Here you can add, move, change entries, and just experiment.
To Recompile your info.bin you need to put in the batch file "InfoTool.exe info.txt newInfo.bin", and it will compile all the info for you.

Replace the info.bin in your extracted sdat, and compile using kiwi to make a new sdat with you're revisions.


* Adding groups

If you really want to mess around, you can try adding a group.

To add a group, first add a filename to the list of groups in symb.txt, it can be any crazy name you want.

You then need to compile the txt to a bin by using "SymbToo.exe symb.txt newSymb.bin".

Find the last ~ in the info.bin file, and before :PLAYER2 add ~G# with # being the number after the ~ above. In this new group you can do whatever you want for the sake of testing how to make things work ingame. Knock yourself out. Just don't forget to recompile the info and symb files.


Other Notes

Since SymbTool can't read the placeholders yet, it will make your new symb.bin in the sdat incompatible with Ds Sound Studio if you recompiled an symb for whatever reason. It will still work perfectly ingame and in VGMTrans, except with some file names mixed up.

I HIGHLY don't recommend changing or editing the groups if you have no idea what your doing. This can make some songs just not work ingame.


If you need me to explain parts of this informational post better, please ask.






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Gota7
Posted on 10-14-17 08:56 PM, in [Tutorial] - Adding More Songs To The SDAT! (rev. 2 of 10-14-17 11:52 PM) Link | #90468
Hello, this is Gota7 with another tutorial!
Now, the reason why I haven't made a youtube video for this is because I'm currently working NitroStudio, and editor for extracted SDATs and maybe regular SDAT in the future, which will make this process sooooo much easier.

Youtube version:


Anyways, let's get started.


--Needed Tools--

So first thing you are going to need is an extracted SDAT.
You will also need kiwi.ds.
You also do need InfoTool and SymbTool from my NitroTools found here.

It's recommended to have VGMTrans to test.


--Setting Things Up--

First you need to convert the info and symb to text using SymbTool and InfoTool.
The usage is __Tool.exe inputBinFile outputTextFile

I trust that you know how to use a batch or cmd, so go do that.


--Adding Your Music--

So uh, this is where stuff get's complicated. I'm going to assume you are only adding an SSEQ.

First add the .sseq you have into the Sequence folder. Simple enough, just make sure it's on the bottom of the list.

Next, add any filename to the bottom of the :SSEQ section in symb.txt.
Now in info.txt we are going to add a line. Copy the line at the end of the sseq section in info.txt, make a new line and paste it there above :BANK.

Increment the fileID by 1, and do this to all the file IDs below this. If you want to know how fileIDs work, fileId 0 is the first file in the Sequence folder, then it goes through the SequenceArchive, Bank, Wave, then Stream.

So once you increase all the fileIDs by one below the line you added, you can now change the bank ID for your song. Change it to match the ID in the symb.txt :BANK section. The first name on the list is 0, and increases by 1. (NCS_BANK_SE_SYSTEM is 1).

This is assuming you made your song by extracting an mid file from the game to view it's instruments, and made the bank ID match the instruments you got them from.

If you did not use a bank from SM64DS, you are going to need to add your own banks and or wavs in the symb and info text files, so have fun. You also need to add a group in order to play your song in-game.


--Recompiling The Sdat--

You need to use my two tools from earlier in order to recompile.

The usage is __Tool.exe inputTextFile outputBinFile

SymbTool does have a tendency to mess up filenames, but so far works with SM64DS with my testing.

Replace the symb.bin and info.bin in your extracted sdat. You then use kiwi.ds to recompile the sdat.

Please note you must have added the file in the sequence folder you added to the list, otherwise problems.

I recommend at this point you open the SDAT in VGMTrans, and see if the file you added at the end plays correctly.


--Making A Level Play Your Song--

First, change the sseqID to the sseq ID of your sseq file.
You can find this by looking in symb.txt and tracking your filename. The first on the list is 0, which is BGM_PERFECT.

You need to also change the bottom byte to the correct group ID. More info on that here.

If you don't hear silence, congratulations!




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Gota7
Posted on 10-20-17 02:32 PM, in how can i create a sbnk file? Link | #90689
You'll have to read the documentation, and look how the .SBNK file is structured here:
https://sites.google.com/site/kiwids/

Even after you get the sbnk to work, you would still have to edit groups so you can use it in-game.

I will eventually make an sbnk tool, once I get around to it.




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Gota7
Posted on 11-03-17 10:49 PM, in Modify Title Screen (rev. 2 of 11-03-17 10:49 PM) Link | #90957




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Gota7
Posted on 12-30-17 11:49 AM, in Nitro Studio (rev. 2 of 12-30-17 12:01 PM) Link | #92594
Introducing the release of Nitro Studio! An editor for DS music (*sdat).

Features:
  • Saving and opening of sdat.
  • Ability to exract and compress sdat.
  • Edit names and information.
  • Import .mid for .sseq files.
  • Export, Import, and replace files.
  • Add new songs and files with Nitro Studio fixing the info automatically.
  • Ability to edit SWARs, and preview SWAVs.
  • Create your own custom .sdat by hitting new.
  • And much more!

Tutorial:


Please note this editor is not yet complete, but should work without bugs.

Screenshots:

[image]
[image]
[image]
[image]

Downloads:
https://gota7.github.io/NitroTools/

Credits are listed in the about tab of the editor.
Please let me know of any bugs, and if anyone knows how to play sseq files in c#.




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Gota7
Posted on 01-12-18 09:48 AM, in how can i create a sbnk file? Link | #92790
UPDATE:
You can use Nitro Studio to create or edit them.

https://gota7.github.io/NitroTools/




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Main - Posts by Gota7

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