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04-19-24 10:15 AM
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Main - Posts by skawo

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skawo
Posted on 01-04-14 08:52 PM, in Editor development (rev. 4 of 01-04-14 08:55 PM) Link | #37214
So, I made a level using 2.1 and found a bug. Seems to also apply to the version in the post above.

Here's the situation:

I have a Bob-omb Buddy on Star 4. I want to place a JARIUSHI_L (arrow sign) on Star 2. When I do that, the Bob-omb Buddy on Star 4 gets removed from the list, and a Star 4 JARIUSHI_L is placed in the level instead. I think the Bob-Omb Buddy is the last on the object list, by the way.

If you need the ROM Patch to test this out, just drop a line on PM ;)

skawo
Posted on 01-05-14 11:14 PM, in Object Database Contributions Link | #37242
Here's a bunch that I did today:

14 - Giant Rolling Rock
Param 1:
X - Star ID
Note that if a Star Marker with Star ID specified isn't in the level, the star won't spawn.
--------------------------------------------------------------------
X00 - Spawn many, rolling, without a star, while player isn't close.
X01 - Spawn many, rolling, with a star, while player isn't close
X02 - Spawn one, rolling, without a star, without looking at player distance
X03 - Spawn one, rolling, with a star, without looking at player distance
X04 - Spawn one, not rolling, with a star.
Later same as X02
=============================================================================================
55 - Butterflies
Param 1:
21 - Spawn 3, 2 turn into cannonballs when touched, one turns into 1UP
75 - Spawn 5
1F - Spawn 3, one turns into 1UP
2F - Spawns ?, turns into cannonball
Probably a lot more combinations for this
=============================================================================================
187 - YARIRUSI_L - Arrow Sign Left
=============================================================================================
188 - YARIRUSI_R - Arrow Sign Right
=============================================================================================
216 - KM2_SUSUMU
X - Path ID?
Note that if the path ID for the level doesn't exist, the platforms will still spawn and, uh
behave weirdly.
Param 1:
0XX - Arrow platform, follows paths, starts moving on touch
1XX - Metal Grate Platform, follows paths, starts moving on touch
2XX - Crashes
=============================================================================================
218 - KM2_RIFUT02
Rectangle platform that moves along it's longer side.
=============================================================================================
219 - KM_RIFUT01
Square platform that moves
=============================================================================================
1 - EBW_ICE_A - an icy hexagonal platform from Chief Chilly fight.
=============================================================================================
2 - EBW_ICE_B - a layer of ice platforms that Chief Chilly destroys after 2nd hit
=============================================================================================
3 - EBW_ICE_C - a layer of ice platforms that Chief Chilly destroys after 1st hit
=============================================================================================
60 - STAR_CAMERA
This sprite determines where the camera should be placed while a star is spawning.
Param 1: Star ID
=============================================================================================
63 - Star Marker (I don't even)
Param 1:
X - Star ID

Just X - Used for Red Coins, appears as blue rotating horizontal star
1X (also: 3X, 5X, 7X, 9X, BX...) - If set to this, it appears invisible, and nothing seems to spawn a star. Star Switches set to this ID will appear already pressed.
2X, AX - Invisible. Star can be spawned with Red Coins, events like Koopa the Quick, numbered "secrets" or from a baddie being beaten.
4X - Appears as the Star Switch glass sphere, but won't spawn stars from Switch Stars, baddies nor silver stars?
6X - For Star Switches, appears as glass sphere.
=============================================================================================
151 - Big Mr. I
Param 1: Star ID
=============================================================================================
171 - CASKET
This is the coffin from Big Boo's Haunt
Param 1:
0 - raise up when jumped on
1 - do not move
=============================================================================================
33-35 Hat Blocks
A bit to add: they won't spawn anything unless character is already unlocked in-game, or
a hat already exists in the level via sprite 254.
=============================================================================================
15 Goomba
Param 1:
XYZA

X = ?
Y = Determines when the cap should be spawned: 0 - Never, 1 - If the character already unlocked, 2 - Even if character not unlocked
Z = 0 - Spawn coin when defeated, 1 - Spawn coin when defeated + Silver Star
A = Cap to spawn. 0 - Mario, 1 - Luigi, 2 - Wario, F - None
=============================================================================================
269 - BLK_OKINOKO_TAG - Creates a 1UP if there's a block placed in the same place as it and it's broken
============================================================================================
271 - BLK_GNSHELL_TAG - Creates a green shell if there's a block placed in the same place as it and it's broken
=============================================================================================
272 - BLK_SLVSTAR_TAG - Creates a silver star if there's a block placed in the same place as it and it's broken
=============================================================================================
296 - MC_DODAI - Little stairs
=============================================================================================
297 - MC_HAZAD - Little rope barrier
=============================================================================================
37 - COIN
Param 1:
0 - Disappear after few seconds
1 - Permanent.
=============================================================================================
37 - RED COIN
Param 1:
XY

X: - Star ID for which they count towards
Y:
0 - Disappear after few seconds
1 - Permanent.
=============================================================================================
37 - BLUE COIN
Param 1:
0 - Disappear after few seconds
1 - Activated by switch
=============================================================================================
305 - BLUE COIN SWITCH
Param 1:
XYZA

X : When the time remaining is low, start ticking faster?
0,F - Yes
Other - No

Y : Time limit, but doesn't work correctly if too low

Z : ? (Set this to 0)

A : Spawn Coin?
0 - Yes
Other - No
=============================================================================================
43 - Red ! Switch
XXXZ

X - ?

Z - Mode:
0 - Switch permanently
1 - Unable to switch on?
2 - Switch on SW_BLOCK_L with a timer
8 - Open Sprite 43 without timer
=============================================================================================
325 - SOUND_OBJ
You can play sound effects with this on level enter, but not sure how this is usable, really
=============================================================================================
324 - MUGEN_BGM
Changes background music. Need proper combination of current level music and a correct param
to switch properly.
For instance: Jolly Roger Bay's music + Param 1: 71 = Jolly Roger Overworld music
=============================================================================================
61 - POWER STAR
Param 1:
XY

Y - Star ID
X - Mode
0: Normal
1: Jumping around (Like if you defeat an enemy with a Silver Star)
2: ?
3: ?
4: ?
5: Always yellow, but not collectable if already collected?
6: Appears as glass sphere, can spawn by silver stars
7: ?
=============================================================================================
FL_LONDON: The little bridge that goes up and down from Lethal Lava Land
=============================================================================================
FL_RING: The ring around the volcano in Lethal Lava Land
=============================================================================================

skawo
Posted on 01-09-14 02:45 PM, in Editor development (rev. 5 of 01-09-14 07:15 PM) Link | #37340
Should probably also add to the above that it seems some models just refuse to open in the editor. One example are the VRboxes (i.e backgrounds) which just crash it, making it impossible to retex them as well.

There's also some other bugs I've been running into, like

- The additional patches menu just crashes every time for some reason
- Import a model and close the importer.If you then try to open it back up and import a second model, it will fail to show the import preview
- The editor has problems importing textures that are not 32x32. They render fine in the editor, but then are screwed up in-game.
- Either the views are too complex for their own good, the editor creates malformed ones, or they actually have more data editable. Making a view crashes the game every. single. time, even if you copy all of the settings exactly.


The editor's certainly improved a lot, though, to the point where level creation is rather enjoyable. So, props.

skawo
Posted on 01-09-14 07:54 PM, in Editor development (rev. 4 of 01-09-14 07:57 PM) Link | #37363
Posted by Fiachra
Posted by skawa
Should probably also add to the above that it seems some models just refuse to open in the editor. One example are the VRboxes (i.e backgrounds) which just crash it, making it impossible to retex them as well.

Any file or ROM version in particular? I just tried 3D Model>Import Other Model>/data/vrbox/vr*.bmd and they all worked fine in a EUR ROM, I didn't try all the vrboxes in the other versions but the ones I tried worked.


US V 1.0 ROM, any VRbox. Here's, uh, the error produced, not sure if it's any good or not:

************** Exception Text **************
System.NullReferenceException: Object reference not set to an instance of an object.
at SM64DSe.ModelImporter.ModelImporter_Load(Object sender, EventArgs e) in C:\Users\Fiachra\Documents\Visual Studio 2010\Projects\SM64DSe Mono\SM64DSe\ModelImporter.cs:line 686
at System.Windows.Forms.Form.OnLoad(EventArgs e)
at System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible)
at System.Windows.Forms.Control.CreateControl()
at System.Windows.Forms.Control.WmShowWindow(Message& m)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.Form.WmShowWindow(Message& m)
at System.Windows.Forms.Form.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)




Posted by Fiachra
Posted by skawa
There's also some other bugs I've been running into, like
"The additional patches menu just crashes every time for some reason" - The structure of the AdditionalPatches.xml XML has changed recently, make sure you're using the latest version - the editor is not backwards-compatible with the older versions, though I'll add an error message.


I'm using the latest version, directly taken from your download. Again, possibly useless error:


************** Exception Text **************
System.ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
at System.Collections.Generic.List`1.get_Item(Int32 index)
at System.Linq.Enumerable.ElementAt[TSource](IEnumerable`1 source, Int32 index)
at SM64DSe.Patch.CheckIsApplied(NitroROM rom) in C:\Users\Fiachra\Documents\Visual Studio 2010\Projects\SM64DSe Mono\SM64DSe\AdditionalPatchesForm.cs:line 457
at SM64DSe.AdditionalPatchesForm.populatePatchListTable() in C:\Users\Fiachra\Documents\Visual Studio 2010\Projects\SM64DSe Mono\SM64DSe\AdditionalPatchesForm.cs:line 53
at SM64DSe.AdditionalPatchesForm..ctor() in C:\Users\Fiachra\Documents\Visual Studio 2010\Projects\SM64DSe Mono\SM64DSe\AdditionalPatchesForm.cs:line 30
at SM64DSe.MainForm.btnAddPatches_Click(Object sender, EventArgs e) in C:\Users\Fiachra\Documents\Visual Studio 2010\Projects\SM64DSe Mono\SM64DSe\MainForm.cs:line 352
at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ToolStrip.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

Posted by Fiachra
Posted by skawa
"When you import a model and close the importer, if you then try to open it back up and import a second model, it will fail to show the import preview" - I think it's always done that, this is probably a bug in how the form is closed, or may be related to the general ModelCache bug that doesn't update imported models correctly until you re-open the ROM, or it may be. I'll try and fix it.


Actually, it behaved bugged out before as well, but differently; before, it didn't clear out the preview and you could just see it again.

Posted by Fiachra
Posted by skawa
"The editor has problems importing textures that are not 32x32" - It's non-powers-of-2 resolutions and ones lower than 8 that it can't handle. Textures need to be 8x, 16x, 32x, 64x ... Nintendo's models stick to these resolutions as well so I don't think it's a problem with the editor. If they still don't appear correctly then they're probably not indexed.


Thing is, this was with 64x64 textures, taken from NSMBDS (some paths). Changing them to 32x32 fixed them. So...yeah. This doesn't appear to be wrong until you try to specifically map them (like the paths). And, again, they appear correctly in the editor itself, just that the game renders them completely differently.



BTW, did you find out why that Bob-omb Buddy bug's been happening? I ran into this when making a different level, except this time the Bomb Buddies were getting replaced with PLAYER actors :/

skawo
Posted on 01-09-14 08:45 PM, in Editor development (rev. 2 of 01-09-14 09:01 PM) Link | #37368
Importing a new model. If you'd like, I can rig up something to showcase this.

skawo
Posted on 01-09-14 10:28 PM, in Editor development (rev. 3 of 01-09-14 10:37 PM) Link | #37377
...Well. I tried it right now, and, of course, it worked correctly this time. Can't make it do what it was doing before...

Not sure what to say to that.

Either way, though; if this is indeed something that mucks up because of the issues you listed, could you make the editor warn the user about this? Or render it like the DS would, but...probably undoable.

Also, heh, running about in the editor reminded me of two things more:

- Maybe this isn't a bug with the editor and is actually wrong in-game data but...the animation data for Goomboss Battle Map seems to be output wrong? Shows only one frame on the list, but then also says there's supposed to be 181. The one in the Goomboss Battle Fight is right, so...uh.

[image]
- This happens a lot:

[image]
I think this is because we write decimals with "," and not "." over here. So, uh, it thinks all of the defaults/retail values are incorrect and you have to constantly turn off that textbox.


Sorry to report so many things at once, by the way.

skawo
Posted on 01-10-14 07:04 PM, in Editor development Link | #37432
I'm not gonna scrap what I did so far just to switch ROMs.

skawo
Posted on 01-11-14 05:32 PM, in Editor development Link | #37486
Oh boy, 'ts me again:

Um, the messages corrupted on me for some reason. Here's the bin...

https://drive.google.com/file/d/0B-HeBvPjqJ74WHdsSlBtVmI4cTg/edit?usp=sharing

Not sure how many corrupted, but the "COMPLETE" message is (for instance, try clearing the Goomboss Battle)

skawo
Posted on 01-12-14 06:40 PM, in Editor development (rev. 5 of 01-12-14 07:02 PM) Link | #37543
Well, as far as feature requests go, I also have a "few":

- Ability to duplicate item across select stars (or, at least, across all stars)
- Ability to search for message in the text editor (or, at least, make it output the IDs in the xml as well, so you can search for them in the xml)
- Ability to move the entire level around (map polygons, collision and all objects, views, maps, exits, etc)
- In the KCL editor, ability to click on faces to select them

And, uh, some more...advanced ones
- Copy paste (yeah, seen this coming, probably)
- Ability to save entire level into some file and import it back (between versions, as well)
- Better integration of the Object DB. Should replace "PARAM 1" etc with stuff from DB (and, say, hover over the field to get a futher comment about what this setting does). See: Reggie Level editor, NSMBe, etc.

skawo
Posted on 01-12-14 07:00 PM, in Editor development (rev. 2 of 01-12-14 07:01 PM) Link | #37545
Yes, but, see, the problem arises if you want the object to appear in all stars but one or something. Then you have to add 6 objects, copy the values to each one, and it takes quite a while.

If you could duplicate the object 7 times and just have the star number different on each one, then you could just erase the ones from the star(s) you don't want them to appear on.

skawo
Posted on 01-13-14 10:05 PM, in Editor development (rev. 3 of 01-13-14 10:08 PM) Link | #37588
Lots of bugs in the Texture Editor, still:

1. Deleting the first value causes the editor to change the "Start index" field to FFFF and then crash every time you click on a node.
2. Removing nodes doesn't work properly. If you add an animation and then remove it, then repeat that a few times, eventually, you'll get a "run out of space in this level" message.
3. It either orders frames wrong, or just displays them incorrectly: Here's the order of frames I have atm in one of the animations:
0: 0
1: 2
2: 0.031122

etc. This was generated from Start at 2 and end at 0. And it works as expected in-game.

Also, while the "generate" button does work, but you should add an option to "replace current". Otherwise, you can't make a loop from, say, 0 to x, since it'll just add it on top of your Starting Index, usually ending in two "0" frames, and you have to remove one. Not a big deal, but when you put it together with bug 3 (i.e not always sure which frame is the first one) it becomes annoying.

skawo
Posted on 01-14-14 08:23 AM, in Super Mario Sunshine 64 DS Link | #37604
By the way...
Has anyone tried this on an actual DS?

Desmume, for instance, sometimes lies a bit and will show the level fine (unless you put in there something outrageously hi-poly, I guess), but when you try the levels on hardware polygons start just disappearing everywhere.

skawo
Posted on 01-14-14 09:54 AM, in Super Mario Sunshine 64 DS (rev. 3 of 01-14-14 09:56 AM) Link | #37606
Posted by Stomatol
Posted by skawo
By the way...
Has anyone tried this on an actual DS?

Desmume, for instance, sometimes lies a bit and will show the level fine (unless you put in there something outrageously hi-poly, I guess), but when you try the levels on hardware polygons start just disappearing everywhere.


It works fine on my DS except sometimes Mario glitches out and becomes part invisible, isn't a big problem though, since it only lasts for a while


Yeah, thing is, if you were to now add objects to the level they would start disappearing in a similar fashion. Not a big deal for this project, but people making levels should keep in mind that Desmume won't show this and that the poly limit is lower than what these levels have.

skawo
Posted on 01-14-14 05:06 PM, in Object Database Contributions (rev. 4 of 01-15-14 10:17 AM) Link | #37614
Some more:

MOTHER PENGUIN - 158
Param 1: Star ID

Special note: Its position in the level affects where she looks down at player; level needs to be high enough or low enough so it looks right.

PENGUIN_BABY 157
Param 1:
0 - Real
1 - Fake

FLOATING LAVA GRATE 246
Param 1:
XYZ

X -?

Y - Start Moving
0 - From level start
1 - When touched

Z - Path ID

LAVA - 143
Adds a 'popping lava bubbles' effect to each plane with either LETHAL LAVA or LETHAL ICE collision applied.

Also, while there;

LETHAL ICE and LETHAL LAVA are switched in the CLPS editor list.
Plus, some more entries:
WOOD - 197 47 3 1 255 0 0 0
CREAKY WOOD FLOOR - 197 63 4 0 255 0 0 0
ICE - 199 207 0 0 255 0 0 0
WARP TO CASTLE LOBBY - 197 14 3 0 255 0 0 0

EDIT:

Also, Entrance/Exit settings:

ENTRANCES:
Param 1: This lets you spawn as other actors and messes up the map.
Param 3: Starting Rotation
Param 5: Extra settings:

XYZ

X - Entrance mode
0: Normal
1: Wingcap
2, 3: Fall in
4: Like coming out of level painting, lets you save, sums up last level entered
5: Spin in
6: Like 4, but shorter distance travelled

Y: View ID?
Z: ???

EXITS:
XXYZ

XX - Exit size.
Y - Mode (lets you set sounds and effects done when exit is activated)

Z - What to do if player dies in destination level:
1 - Return to source level with 1 health at origin coords.
F - Return to castle via level painting.

skawo
Posted on 01-15-14 09:42 AM, in SM64DS Editor Help Thread - Post your questions here Link | #37634
You're not using the latest version.

skawo
Posted on 01-15-14 06:17 PM, in Editor development Link | #37642
Well, sorry to double post, but, uh, yeah.

Another bug, yay.

https://dl.dropboxusercontent.com/u/4558852/overlay9_114.bin

This replaces Cool Cool Mountain Slide's overlay (114), USv1 ROM.

There's currently a 1UP on Stars 1, 3, 4, 5, 6 and 7 there. The one on star 7 should be on Star 2. If I try to change it into that (or, in fact, do anything to it), not only does it not save (albeit it appears at first that it does - if you close the level and then open again, you'll see it didn't), but also it completely corrupts the level and you're not able to save anything after that, as well as view items on Star 7.

So...yeah. :/

skawo
Posted on 01-15-14 09:03 PM, in Editor development (rev. 2 of 01-15-14 09:03 PM) Link | #37650
Uh, steps, okay...
1. Add an animation to a level that already has at least one, set matname
2. Generate a translation sequence
3. Remove Translation value 0

Start point should jump to 65535 and the effects listed above.

This would get fixed with the the non-4-byte-aligned object sizes issue.


Alright, but, say, will it then fix the levels that are already broken?

skawo
Posted on 01-17-14 09:05 AM, in Happy new year -- and RIP SMG2.5 (rev. 2 of 01-17-14 09:06 AM) Link | #37690
I'll go ahead and say I myself would love to see and even make a Mario Galaxy hack, but it's sort of inconceivable due to the state the tools and documentation are in right now.


Also, I can't model for shit.

skawo
Posted on 01-18-14 09:26 AM, in Happy new year -- and RIP SMG2.5 (rev. 2 of 01-18-14 09:27 AM) Link | #37702
Also, a lot of the MKWii stuff is absolute crap anyway in terms of playability and visuals. You guys were trying to create a playable, nice-looking game with Wii quality models.

I mean, take a look at this:
http://www.youtube.com/watch?v=1S-3q3K9-cQ

Anyone would be able to model that up and stick a CPU path on it. And for Galaxy; you'd probably be able to spew out a ton of crappy levels quickly too.

skawo
Posted on 01-18-14 02:03 PM, in How to edit sound effect tables and other stuff (rev. 8 of 01-18-14 02:10 PM) Link | #37717
So, semi-music documentation here.

1. We have 3 bytes editable in the editor. Byte 1, byte 2 and byte 3 (which we know is the SSEQ ID, where eg. 10 (Decimal ID 16) = NCS_BGM_MINIVOCAL)
These values are loaded into the ARM9 memory at 0x02143C1C (US ROM v1) if you need to find some specific configuration or something.

2. Byte 1 is multiplied by 4, then 4 is added to it, and that is added to 11A4. Out comes the address in info.bin, which is in the SDAT. Look there, you get a reversed address (i.e if "441A" is there, the address is "0x1A44") of the SWAR entries table, also in info.bin

So, the SWAR entries table consists of values like this:

0a 00 00 00
02 04 00 00
31 00 00 00
02 04 00 00
29 00 00 00
02 04 00 00
2a 00 00 00
02 04 00 00
2b 00 00 00

0a is the beginning of a new entry table. Seems like this can be 0d and others too, not sure what this does. Next line we have...also not sure. "02 04" That's most likely the SSAR IDs or something, but honestly, no clue.

Next line, however is the SWAR ID (where, eg. 31 (So decimal ID 50) = CS_WAVE_BGM_RESIDENT). Then, it repeats.

To have music playing in a level, you need to make Byte 1 point to a table in the info.bin which contains ALL of the "dependencies" a particular music piece has. For instance, for the Peach's Castle (NCS_BGM_SHIRO), that would be NCS_WAVE_BGM_SHIRO and NCS_WAVE_BGM_RESIDENT (You can find this out with VGMTrans or something).

If both of those are not in the SWAR table pointed at by Byte 1, you get silence. And indeed, if we look at the SWAR table in the info.bin (Byte 1 = 3, 3*4+4=16, info.bin at 11B4 has "6c 13", so the SWAR table is at 0x136c), it contains (as the two first entries, no less), well, this:

0d 00 00 00
02 04 00 00
31 00 00 00 = NCS_WAVE_BGM_RESIDENT [Decimal ID 50]
02 04 00 00
3d 00 00 00 = NCS_WAVE_BGM_SHIRO [Decimal ID 61]
02 04 00 00
(etc)



And, indeed, this same table also loads in sound effects. So there. So, you can have it load whatever you want. It seems to be really, really picky when it comes to Sound effects, though, so be careful there. Perhaps SFX also depends on...

3. Byte 2 is the SBNK ID. This allows further control of SFX, but no idea exactly how.




Yay.


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Main - Posts by skawo

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