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03-29-24 05:43 AM
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Main - Posts by Parashoe

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Parashoe
Posted on 07-11-14 10:04 PM, in SM64DS Editor Help Thread - Post your questions here Link | #44003
I am having an issue importing my 3D models created in Sketchup into the game. I use Sketchup's built in Collada export however when I go to import it as a course model in SM64DSe, I receive the following error:

[image]
Note that I can successfully import .dae models that were exported from SM64DS using the editor. This leads me to believe the problem lies either with my model or the format/parsing Sketchup uses to export the model.
Here's the model I am attempting to import (without the texture files):





Google SketchUp 8.0.11752

2014-01-08T03:16:43Z
2014-01-08T03:16:43Z

Z_UP




1 0 0 0 0 1 0 0 0 0 1 0 0 0 0 1









































































































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Parashoe
Posted on 07-12-14 04:19 PM, in SM64DSe Deku Link Demo [Demo Only] Link | #44019
I think it's great to have members of SMWCentral see how far SM64ds editing has come (thanks to Staplebutter and yourself!), perhaps Kuribo64 will gain more attention. I thought the demo looked great and showed alot of the editor's capabilities, I must commend the course's collisions and especially the minimap. Majora's Mask is also my favorite Zelda.

Parashoe
Posted on 07-12-14 09:50 PM, in SM64DS Editor Help Thread - Post your questions here (rev. 3 of 07-12-14 10:22 PM) Link | #44038
Posted by Fiachra
It's not an issue with Sketchup, it's due to a lazy assumption I made when reading in the material settings, I'll post an fixed copy of the editor when I'm back home.

Edit:
I was able to fix the material issue however it seems that there's another problem that is Sketchup's fault. Each <mesh> element should have a <vertices> element which is supposed to contain at least one <input> element (pages 112 and 168 of 1.4.1 specification) however it doesn't include any. Neither Blender no MeshLab will open this model either. I'll see if I can add a workaround.

After examining my post I realized that the <input> elements were taken as HTML tags by Blargboard, thats why they aren't included within my spoiler but on my file they are there; sorry for that confusion. As for the material issue being fixed do I just SVN update to get the fix?

Also if anyone's interested, here is an image of how my model appears in Sketchup. It's the spawn of a docks based slide stage, I hope it will import well once the issues are fixed:

[image]
Edit:

I uploaded the whole model with textures to the file uploader for debugging if it would help. Also, Sketchup gives the following options when exporting Collada.

[image]

The boxes I have checked is what I use to export.

Parashoe
Posted on 07-13-14 09:12 PM, in SM64DS Editor Help Thread - Post your questions here Link | #44116
I downloaded the build with the fix. When I attempt to import the level I receive a new error:

[image]


and then another error after I press OK:

[image]

I hope there will be an easy fix/solution to this. You can download my model here for debugging: https://kuribo64.net/get.php?id=FrhkCw3OWv0FUhGT
I'm sorry to really be living to my rank "Newcommer". Hopefully I will be able to give back to the community soon. Thank you for all the help given, I really was not expecting my issue to get to much attention and I am grateful it was.

Parashoe
Posted on 07-13-14 10:01 PM, in Super Mario 64 DS Multiplayer Enhanced? Link | #44121
I would really like to see co-op adventure mode modded into the game. Given that there is a VS mode in the game already, and that in single player multiple player objects can be placed in a level and can completely function leads me to believe it would be very reasonable goal to hack. I think the greatest problem would be that there are currently no emulators for NDS ad-hoc ("local multiplayer") connections, hopefully that will soon change. I came across an inactive website with good documentation on DS wifi and some DS wifi related projects here http://www.akkit.org/, probably some have came across it. On akkit's wiki they have a section with downloads for captured DS demo's that were sent as DLP http://wiki.akkit.org/DS_Demo_Info. I examined some of the files and they are definitely not structured like normal DS roms, they do load and play correctly in DeSume however, they also can be launched from the firmware as a regular game in SLOT-1. If someone can manage to capture the "Super Mario 64 DS VS", that could be a good start. Note that I am no great hacker or programmer, but I find the topic interesting and post to shed light or give information I have found or gained.

Parashoe
Posted on 07-14-14 12:46 AM, in Super Mario 64 DS Multiplayer Enhanced? Link | #44151
Theoretically sending DLP to the DS using the Wii is possible, some PC wireless cards can send to the NDS as-well. As I read here:http://wiki.akkit.org/DSDemoCapture a now inactive hacker, "Firefly", made drivers and software that could send DLP content from a PC to the NDS. Unfortunately his website is now down. From what I know the NDS could read files sent only that were signed officially by Nintendo meaning it would not work for sending mods or homebrew to an unmodded NDS. The NDS would need a hacked firmware as Staplebutter has said to accept an edited ROM or homebrew. I don't know anything about signing or authentication, is it possible to fake a signature to get homebrew to load on an unmodded DS? maybe someone here knows more.

Parashoe
Posted on 07-14-14 04:10 AM, in Information Sharing, Commons and General Hacking Q&A (rev. 3 of 07-14-14 06:49 AM) Link | #44161
I saw that there was no thread to post small findings or ask technical help in hacking Super Mario 64 DS, so I went ahead and created one.

The idea for this thread is to share technical details on the game: RAM addresses, the file-system, ASM patches, version differences, ect. so that other's may use them for their own research, projects and hacks. The thread is also here for asking if other members know anything technical about a specific aspect of the game.

The more information included in a post, the better. If appropriate, it is greatly appreciated if you add media (images, video) to your post.

Please make sure if you make any help requests, that they are reasonable. If you have an answer to a help request, please give it here on this thread so everyone may see it.

Note that unfinished research is helpful, other users may build off of what you know or help you finish your research faster.


I'll start by sharing notes on RAM addresses I found relating to the current player:

(US V1.1) Edit:patched with SM64DSe. The "Current player" and "Current disguise" addresses are different in an unmodded ROM

02096121 = Player to load on area change

020909EC = Disguise to load on area change (certain area's will revert this to the "player to load on area change" and the player will get a short visual rainbow effect)

02187D91 = Current player

021876C0 = Current disguise

The values are one byte:

00 = Mario, 01 = Luigi, 02 = Wario, 03 = Yoshi

The "Current player" and "Current disguise" addresses appear to change when in the Castle Grounds because the values don't match the character when there. I didn't take the time to check if the addresses I found change in any other areas, if you have an answer to this please post it! Also setting a value above 3 either displays a glitched character and/or crashes the game.
You can acheive some impossible scenario's by modifying the current player and current disguise using a memory editor as seen here:

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


If anyone has found the addresses for another version of the game please post.

Parashoe
Posted on 07-14-14 10:50 PM, in Information Sharing, Commons and General Hacking Q&A Link | #44219
I think information users post here could go on the wiki, but the thread is also here for users to help each other research area's before they put in a "final" report to the wiki. I'll put my player information on the wiki once I have more information on it, particularly version differences and when the addresses change.
Does anyone here know a build of DeSmuME with a proper Debugger? one with disassembly and breakpoints? I, a few years ago, used an emulator for Nintendo 64 called "Nemu" to help in hacking the N64 version of Super Mario 64, if anyone knows what I am talking about, I am looking for a similar system for the NDS. I have very little knowledge of ASM hacking so any tips, pointers, links would be great, specifically pertaining to Nintendo DS hacking and SM64DS.

Parashoe
Posted on 07-17-14 08:42 AM, in SM64DS Editor Help Thread - Post your questions here Link | #44332
Thank you Fiachra, my Sketchup models are importing now. However, around the same time when you posted the first fixed build, I decided to switch to another program after getting fed up with both the issues and limitations I was finding in Sketchup. I have decided to use Wings 3D. Wings 3D is a relatively simple 3D modeler, compared to say Blender, however it's much more featured and powerful than Sketchup. Wings 3D appears to be geared towards low-poly models; it's open source and based of "Nendo" which I heard was Nintendo's choice of 3D editor when they created their early 3D games such as Super Mario 64, which means it's perfect for modding Super Mario 64 DS. Unfortunately, I'm getting errors importing the model I exported from Wings 3D in Collada format. I'm able to import a Wavefront export of my model however the UV mapping seems to be inverted (Note this "inverted UV mapping" was also occuring in my Sketchup models with both .obj and .dae, when both importing and exporting) and (inevitably) vertex colors are lost.
I've uploaded my new model for debugging: https://kuribo64.net/get.php?id=3HILk1PovBKaE0Xn
Here's some images of: my model as seen in Wings 3D, my export settings, and error message:

[image]
[image]
[image]

Any more help would be greatly appreciated, thanks.
P.S. Does my model need to be triangulated before importing?

Parashoe
Posted on 07-17-14 10:22 PM, in SM64DS Editor Help Thread - Post your questions here (rev. 3 of 07-18-14 02:05 AM) Link | #44407
Posted by Fiachra

I know what the problem is but it'll be a few days before I have time to fix it. In the meantime your models will import if you "pretty print" your DAE model.

I pretty printed my model. I am able to import it without any errors, however it does not seem to appear in the editor. I've tried different scales but it's just void other than the Mario scale reference at the center, "AHG!". I suppose I'll use Wavefront until Collada is more stable.
Also, when both importing and exporting models, the texture mapping is definitely inversed in someway. I opened my model made in Wings 3D, from both .obj and .dae, in mesh lab and the UV mapping appears correct and as it does in Wings 3D, however when I go to import my model using the editor (from .obj, but I predict it would be the same with .dae if I had any success with that format) It is rotated or inversed or something:

[image][image]
Same goes for exporting models:

[image]
I'm sorry to be bringing bad luck :( but I suppose someone has to do bug reporting :).
Posted by Fiachra
Models need to be triangulated when importing collision maps (KCL) though not when replacing BMD models only.

Does the "import level model" traingulate them automatically? When I import an untriangulated model, the BMD is not triangulated however KCL is triangulated automatically? or is this done manually? Does it matter which models are triangulated or not triangulated, what is best/most efficient for the game engine?
EDIT:

I took Jesse's advice and decided to dive into Blender> I'm finding Blender a little tuff and overwhelming but I managed to create a model and it imports to the game however the Y/Z axis appears switched. In Blender the up axis is Z while I believe the importer is taking Y as the up axis. There is Z_UP in the file Blender exported, could you add support for this? I'm sure I could find a workaround like rotating my model before export but it is an inconvenience. Also the UV mapping issues I spoke about are present.

Parashoe
Posted on 07-18-14 06:23 PM, in SM64DS Editor Help Thread - Post your questions here (rev. 4 of 07-18-14 06:32 PM) Link | #44445
I believe I am close to successfully importing a model into the game full with vertex colors and all. I'm able to import my Blender model and it appears correctly (- UV) in the level editor, however it does not appear at all in the game, but the collisions imported and work. The issue may have to do with my model, Blenders UV/texture system is super confusing for me, but I have no clue what. But it's weird it appears in the editor and not the game.

[image][image]
Also I'm still unable to import my model created in Wings 3D, you said you were able to, do you remember the scale? Again, I don't get errors but it's just void after importing the model.
Posted by Fiachra
That inverted UV problem has always been there. It's not just a case of flipping the images on export because not all of them require it.

Will this be fixed in the future? Can I do anything about it until it is? Is it just a matter of rotating or flipping the texture files before import? I'm a little confused with this.
Also the fixed build you sent me for Sketchup exports gave me a strange error and the editors UI became weird. After restarting, the error never reappears but the UI is still messed up. I imported the Blender model (this model) with R74 due to this.
I love SM64 and I'm really interested in modding it, expect to see some hopefully quality stuff from me as soon as my problems are solved.

EDIT: The error with the UI fixed itself, weird. Maybe it's because I imported a model with the other version over a model I imported with the build you sent me? sounds irrational but it's the only thing I know to have changed since I last ran that build.

Also I uploaded the blender model for debugging: https://kuribo64.net/get.php?id=Y4QXS19l9oDKnGP2

Parashoe
Posted on 07-20-14 01:39 AM, in SM64DS Editor Help Thread - Post your questions here (rev. 4 of 07-20-14 02:16 AM) Link | #44533
Well I finally successfully imported the model into the game! Thank you so much Fiachra you're a great hacker/developer and on other forums I rarely receive any help to the extent I've got here.
I was taking a look at the official game models and have some questions on shading, is shading "built into" the model or does the game handle this in some way. What I think is going on is shading is applied as vertex colors using a technique called baking. Is this correct? Also does the game support two separate UV maps per face live said on this post: http://blenderartists.org/forum/archive/index.php/t-90842.html? or maybe what they are saying does not apply to me and I have no idea what I am talking about :).
Can anyone explain good lighting in the game? even when I know how to apply it how do I make it look good, what did Nintendo do to there models? Do I just make lamps in Blender and somehow "bake" them to my model or is there another technique which analyses my model and bakes vertex colors accordingly so that everything is visible yet shaded? I want my final project to have models which are both good in quality and as close to how Nintendo would have created them. This is for anyone to answer.

I also have some suggestions for the editor which I don't think have been cover. I could definitely benefit a "snap to KCL" function for objects, paths, warps. Example: the y position of a path node matches the y position of the level's KCL at the same X and Z, an offset input for this command would be good as-well especially with objects origins not being centered to the bottom (correct me here if I am wrong). Align and Distribute functions for objects, paths, warps would be awesome. A default ROM to open or keeping the saved directory different for general files(like models or textures) and ROMS. Multiple 3D views in the level editor would be helpful. Also I think the KCL and BMD editors should be merged, especially for the level specific one. These are just suggestions I believe would be helpful to modders on the creative end of things. I realize programming them in aren't as easy as it sounds and respect that this is your free time, so please don't feel pressured by what I say.

EDIT:

Posted by Fiachra
By "UI became weird" are you referring to object models within the levels?

I have not encountered this issue again but if I do I'll post it with images. If memory serves me correctly: the buttons on the left top area displayed every button from all the edit modes regardless of what edit mode was selected, the structured viewer however still worked and changed with the edit mode, the 3D view displayed nothing. Thats probably not completely accurate to what happened, but that sums up everything I can remember from it.

Can anyone give me details about how views work and how I should use them in my courses?

Parashoe
Posted on 07-22-14 09:05 PM, in Super Mario Sunshine 64 DS (rev. 2 of 07-22-14 10:12 PM) Link | #44676
Posted by Somebody Else
would it be possible to bring back Bowser Jr/shadow Mario scene, you know, he was the MAIN boss in the game. And he was the one who drew paint on the wall witch aloud you to go into the courses :P

I was thinking, why not just replace the rabbits models, animations, and sound with Shadow Mario. This may very well emulate what the original boss was. You could ASM hack some basic stuff to get it to work better in the game, like spawning a star. Just an idea I thought worth sharing.

Edit:
Now that I think more on it, it probably would require more ASM hacking than a said for it to look good, however the rabbits could still be a good base.

Parashoe
Posted on 07-22-14 09:50 PM, in Super Mario 64 DS Multiplayer Enhanced? (rev. 3 of 07-22-14 09:52 PM) Link | #44678
Posted by Hiccup
You could access his down website with archive.org.

I was not able to :/, perhaps I'm not looking hard enough?

Is there currently any interest in "enhanced multiplyer" being achieved? If anyones interested, capturing the DSDLP Super Mario 64 DS could/may be very helpful. There is not a tutorial for this but I think anyone interested with curiosity, patience and technical skill could pull it off, From http://wiki.akkit.org/DSDemoCapture:

"At present, the best way to capture demos for DS is to use a 802.11 capable capture program on a computer, and download the demo repeatedly on the DS - capturing raw data is the technique that has been used to capture most/all of the demos listed on the Download page. Capturing can be done with a compatible capture program (anything that can capture raw 802.11 data), and the data must then be given to an individual in the community who can process it into a usable file. There are some tools in the works to make this process much easier."

If you do attempt this, please post information about what you have here and if you are comfortable, upload (at your own risk, remember that while DSDLP content is free, the data it is still copyrighted material and you are technically be subject to prosecution) the capture somewhere on-line for hacking purposes. Important to what I said about copyright earlier, you should to get permission from StapleButter or Fiachra before posting or linking to a capture here on Kuribo64, I don't know what his stance would be on this, the rules state not to post "Warez" however under these circumstances I wonder if this applies. Also to be clear, I'm no hacker, I'm more of a person who uses tools and documents hackers make to make a hack/mod, so I would not be the person delving deep into this however I would take a look to see what I can figure out and spread word to anyone more experienced who may be interested. Having a DSDLP capture could be helpful to another more experienced user or at the least an interesting "artifact" for this great game.

Also, am I correct in saying there are currently no NDS emulators supporting ad-hoc multiplayer? (including dev builds, branches, ect.)

Parashoe
Posted on 07-31-14 11:39 PM, in Super Mario Sunshine 64 DS Link | #45181
Posted by Somebody Else
Posted by Parashoe
Posted by Somebody Else

would it be possible to bring back Bowser Jr/shadow Mario scene, you know, he was the MAIN boss in the game. And he was the one who drew paint on the wall witch aloud you to go into the courses :P

I was thinking, why not just replace the rabbits models, animations, and sound with Shadow Mario. This may very well emulate what the original boss was. You could ASM hack some basic stuff to get it to work better in the game, like spawning a star. Just an idea I thought worth sharing.

Edit:
Now that I think more on it, it probably would require more ASM hacking than a said for it to look good, however the rabbits could still be a good base.
I was thinking that frog thing that appears when you get close. he would be much easier to ASM him because he already hurts you, you can't catch him, and in super Mario sunshine, bowser jr would pop out/disappear out of nowhere!

When did Bowser Jr. randomly pop out? I don't remember this. Also moneybags (I think that's the "frog thing" you are talking about) does not, to my knowledge, follow a path. In SMS Shadow Mario follows a set path and you have to chase him and spray him with water, he never really "attacks" but if you collide with him you lose health, he would also leave "muck" trails to hinder your movement. The challenge was mostly avoiding falling off the world when chasing him. At-least that is what I remember from playing Super Mario Sunshine. My rabbit idea has pitfalls because colliding with rabbits will not hurt you and there is no "muck" in SM64 for the rabbits to spawn. Perhaps what the game needs is a new boss, while I personally think money bags doesn't make a Shadow Mario it made me think that money bags could be an excellent base for modification into a different boss. Moneybags could be enlarged and chase you around the map!

Progress looks great Fiachra! Will you be using your own "episodes/stars/missions" in the game or is the idea to port as much of the original Sunshine as possible and modify/add where necessary?

Parashoe
Posted on 08-31-14 10:52 PM, in Super Mario Sunshine 64 DS Link | #47655
Posted by Fiachra
Posted by jjesss064
Have the "Big Boo Down Below" Star done:

[image]
[image]

Nice, really nice. Keep up the good work.
I've been busy with other priorities than hacking and may not return to the forums for a while.

Parashoe
Posted on 02-24-15 05:49 AM, in Super Mario Sunshine 64 DS Link | #56827
Wow, I have not entered the Kuribo64 forums recently. Good to see alot of progress has been made on your mod and editor Fiachra. I think the new water animations and the mini-map look great on Bianco hills, along with the level of coarse. Also, is the music using custom instrument samples? it's awesome accurate to Super Mario Sunshine! Keep up the good work man.

Parashoe
Posted on 02-25-15 01:41 AM, in SM64DS Editor Help Thread - Post your questions here (rev. 3 of 02-25-15 07:49 PM) Link | #56875
Hello all, I have not entered the forums in quite awhile and am looking for some help/advice/explanation. I'm trying to export models from the game using the SM64DS editor, importing them into blender for editing and some rendering as well as re-importing them back into the game. The problem for me occurs when importing the models into blender. All the meshes and bones are intact however materials/textures seem very out-of-order. When rendering the model the textures appear with non-exsistant UV mapping. Under 3D editor, when in texture viewpoint shading, no texture appears at all.

All exported .dae seems to be fully intact as when I load them into Noesis viewer everything appears with the UV mapping.

I am pretty ignorant when it comes to anything 3D oriented, so it would be nice to have explanations along with any procedures given to resolve the problem.

Thank You in advance.

Edit:

I solved my own problem. The UV mapping is importing almost properly, however the y-axis must be flipped for whatever reason. This problem is solved by simply setting a texture's Y-axis size to -1 under mapping. I wonder why blender did not pick this up automatically unlike Noesis did? Not a huge problem however. As for textures not appearing in texture mode, that was simple ignorance on my part not applying the textures :).

Thanks all.

Parashoe
Posted on 03-11-15 08:29 AM, in SM64DS Editor Help Thread - Post your questions here Link | #57410
I've been unsuccessful importing my custom models into the game. A particular model gives the following error messages:

DAE:

[image]
OBJ:

[image]
MODEL:
https://kuribo64.net/get.php?id=9Q1v4oPFLpFFPu3j

I'm modeling and exporting from Blender.

Another note; each time I attempt to replace Luigi's body model the game freezes to white after the file select screen. However, when I attempt to import the exact same model over Mario's, Courses, and everything else I tested the game, the game runs fine and the model is imported. I'm very unsure of what is happening, I'm using US V2 ROM if this is relevant. I know Russmarrs2 was having issues replacing character models, however the thread was a little hard to follow so if I missed something which relates to my problem I am sorry.

Lastly, i've been attempting to import custom music from other DS games. The track i'm trying to import consists of 1 .sseq, 1 .sbnk, and 2 .swar. I'm able to replace one of SM64DS's associating .sseq, .sbnk and swar and the song plays, however without the second .swar it is not suitable. This lead me to look into editing the symb.bin, info.bin, which appear to be the solution to all importing problems. I unfortunately have very poor and limited ASM, HEX, low-level editing skill and was unsucessful. Tinke appears to have full control over the info section of the SDAT, which I have not found in any other program, however the program is very buggy and I find every time I try to save anything from the program I find the results usually corrupt in one way or another where another program does the same job and the rom works, therefore any edits with Tinke aren't proper tests. Is there another program able to edit the info section? I'm okay with learning the hex editing if need be but it would be nice to have some automation from a program. I know Skelux and Skawo were doing some investigation here, what does Skelux's more sound effects patch really do? any explanation, advice, pointers on this topic would be very gladly accepted.

Parashoe
Posted on 03-11-15 10:07 PM, in SM64DS Editor Help Thread - Post your questions here (rev. 5 of 03-11-15 11:04 PM) Link | #57434
Thank you so much for the quick reply.

Level Model:
The blender model does only have one UV Map and one Vertex Color per object. I think the problem is I'm not using materials but rather UV textures of which I have more than one texture per object. On export I use export UV textures but not material textures to get it to work. I'll look into moving my work to material based now which I think is more compatible with the import/export process and 3D related things in general.
The .obj model imports without error and works in the level editor as seen here:

[image]

However when I enter the level in the game, the game freezes to white.
Edit: I imported it over jolly roger bay and sunshine isle, where it crashed in the game. However after importing it it on bob-omb battlefield it ran successfully, whats going on?

Luigi:
When I replace L-tx_bodytrans.btp with the file you provided the game freezes to white after the file select screen with both the original Luigi model and when I replace it with a different one.

Music:
That's alright Fiachra, I'ts not to critical to me.
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