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03-28-24 05:56 PM |
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Main - Posts by Fiachra |
Fiachra |
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Local moderator Level: 65 Posts: 1041/1065 EXP: 2231106 Next: 104522 Since: 12-15-12 From: Ireland Last post: 2132 days ago Last view: 81 days ago |
Is it just a white screen? |
Fiachra |
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Local moderator Level: 65 Posts: 1042/1065 EXP: 2231106 Next: 104522 Since: 12-15-12 From: Ireland Last post: 2132 days ago Last view: 81 days ago |
Posted by mibts That's what it should be doing: uniqueCollisionTypes.Sort();
Do you have a collision map that causes the error? I tried skipping a collision type but I didn't get an error.if (uniqueCollisionTypes.Count > m_CollisionMapColours.Count) { m_CollisionMapColours = KCLLoader.GetColours(uniqueCollisionTypes[uniqueCollisionTypes.Count - 1] + 1); } |
Fiachra |
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Local moderator Level: 65 Posts: 1043/1065 EXP: 2231106 Next: 104522 Since: 12-15-12 From: Ireland Last post: 2132 days ago Last view: 81 days ago |
OK, see the issue now, will fix it. |
Fiachra |
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Local moderator Level: 65 Posts: 1044/1065 EXP: 2231106 Next: 104522 Since: 12-15-12 From: Ireland Last post: 2132 days ago Last view: 81 days ago |
Posted by rafa4k You don't need to add separate polygons to provide shadows (I assume you're doing this using textures). What Platinatic is talking about is that you can set the colour of individual vertices so you could for example set the colour of a corner to dark grey, you would keep any textures but it'll appear darker than the surrounding vertices and gives the appearance of being in the shade. It will slightly increase the size of the model due to adding COLOR (Cmd 20h) commands to your model but it's unlikely to cause issues. If you're using Blender you can largerly automate this process by using the "dirty vertex colours" feature, just make sure you make a backup of your model first as the effect can't easily be reversed. |
Fiachra |
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Local moderator Level: 65 Posts: 1045/1065 EXP: 2231106 Next: 104522 Since: 12-15-12 From: Ireland Last post: 2132 days ago Last view: 81 days ago |
N64 Arctus: Was it a level you had modified? If so can you send me the level overlay otherwise which level and in which ROM version?
Edit: Also, if it was a level you'd modified, what modifications had you made before it became corrupt? |
Fiachra |
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Local moderator Level: 65 Posts: 1046/1065 EXP: 2231106 Next: 104522 Since: 12-15-12 From: Ireland Last post: 2132 days ago Last view: 81 days ago |
Which level?
The ROM version is displayed within the text editor along the top. |
Fiachra |
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Local moderator Level: 65 Posts: 1047/1065 EXP: 2231106 Next: 104522 Since: 12-15-12 From: Ireland Last post: 2132 days ago Last view: 81 days ago |
It appears to have been broken in R101, I'll look into it. Until it's fixed you can use the European ROM. |
Fiachra |
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Local moderator Level: 65 Posts: 1048/1065 EXP: 2231106 Next: 104522 Since: 12-15-12 From: Ireland Last post: 2132 days ago Last view: 81 days ago |
SM64DSe R104 v2.3.5 2017/07/05
Changes: - Fix issue whereby saving a level caused it to become corrupt for non-European ROM's - Fix issue whereby adding a new collision type within the KCL editor would cause an index-out-of-bounds exception Download in SM64DSe Git repo and last download thread. |
Fiachra |
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Local moderator Level: 65 Posts: 1049/1065 EXP: 2231106 Next: 104522 Since: 12-15-12 From: Ireland Last post: 2132 days ago Last view: 81 days ago |
Did you move it out of the "Release" directory? It needs those files to function correctly. |
Fiachra |
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Local moderator Level: 65 Posts: 1050/1065 EXP: 2231106 Next: 104522 Since: 12-15-12 From: Ireland Last post: 2132 days ago Last view: 81 days ago |
1. Use texture animations. You either re-use existing ones with your own material or else add new ones. Make sure that you remove any existing ones that you don't want or which point to a material name which no longer exists.
2. Have you entered the correct area settings? |
Fiachra |
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Local moderator Level: 65 Posts: 1051/1065 EXP: 2231106 Next: 104522 Since: 12-15-12 From: Ireland Last post: 2132 days ago Last view: 81 days ago |
"Kd" is the diffuse colour though, setting it to "0 0 0" will make the material black. "Ks" is the specular colour.
Material colours is something you can now change in the model importer/editor but obviously this won't be practical for models with lots of materials. |
Fiachra |
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Local moderator Level: 65 Posts: 1052/1065 EXP: 2231106 Next: 104522 Since: 12-15-12 From: Ireland Last post: 2132 days ago Last view: 81 days ago |
For reference, these are the checksums of the proper ROM versions supported by SM64DSe:
EUR: CRC32: 29715DEC MD5: 867B3D17AD268E10357C9754A77147E5 SHA-1: 1367529F2CB23E76EF295CB1727333AE8F0A6CD7 SHA-256: CE5829AAA79F06C67140ED1F45CBCA738B0A9D0180538C8C1498472D859DB032 US v1: CRC32: E6321562 MD5: 82EA4525A39DC2F484A054CFF3F1B834 SHA-1: A5B8BD846725965C588B6FC591F1FE822F7BBDBD SHA-256: 916056A27FFB07D1BAE2CE0CA6F6464C1621C737DC96657A7B9EAB4D3BCCFC87 US v2: CRC32: 23A00DDF MD5: 4CED5213F558E297541CB7314C909401 SHA-1: 7BF8A92B259E303899851034D85C531CCDC532E2 SHA-256: 14AA4CD7B7A63A1B5DC0AA8F6F83C4A188E94B42027F0BB3C678353527D8B228 JAP: CRC32: AAC9842D MD5: 3D68961EC67D4B6746DEF9DBE3B95A6B SHA-1: B4FD22FFF422CF55FDB693E7EA471F46D23BB584 SHA-256: 738816BAD34E32B4485E1BDE5DE6703CCB8BD9209EA6AA1EF1DC5919F857E241 |
Fiachra |
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Local moderator Level: 65 Posts: 1053/1065 EXP: 2231106 Next: 104522 Since: 12-15-12 From: Ireland Last post: 2132 days ago Last view: 81 days ago |
Posted by cros107 No, it's to avoid any legal issues for the board. I have removed the link from the first post. |
Fiachra |
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Local moderator Level: 65 Posts: 1054/1065 EXP: 2231106 Next: 104522 Since: 12-15-12 From: Ireland Last post: 2132 days ago Last view: 81 days ago |
The Nintendo logo location is given here.
If you can't find an image in the filesystem then it's probably embedded inside an overlay or else arm9.bin, this is how I found the title screen image location. You could try the same thing for the file selection screen image. |
Fiachra |
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Local moderator Level: 65 Posts: 1055/1065 EXP: 2231106 Next: 104522 Since: 12-15-12 From: Ireland Last post: 2132 days ago Last view: 81 days ago |
Any particular area? Quickly testing, the only lag I noticed in either version was breaking the collection of black brick boxes. |
Fiachra |
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Local moderator Level: 65 Posts: 1056/1065 EXP: 2231106 Next: 104522 Since: 12-15-12 From: Ireland Last post: 2132 days ago Last view: 81 days ago |
I meant any particular area within the 2nd star. Is there a particular part that lags in the old version?
Edit: The only lag I encountered was when breaking the black brick blocks. |
Fiachra |
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Local moderator Level: 65 Posts: 1057/1065 EXP: 2231106 Next: 104522 Since: 12-15-12 From: Ireland Last post: 2132 days ago Last view: 81 days ago |
Posted by Alex Il Grande - Open the ROM in no$gba and open the VRAM viewer - Select the "BG3" tab for the title image - Looking for the highest and lowest tile addresses we can see that the tiles (NCG) occupy memory addresses 0x06204000 - 0x0620BF80, 32640 bytes: - Looking at the map addresses of the upper left and lower right tiles we can see that the map (NSC) occupie memory addresses 0x6200800 - 0x6200DFE, 1536 bytes: - Select the "Palettes" tab - We can see that the title image palette occupies memory addresses 0x5000400 - 0x500058E, 480 bytes: - Within the main window, select the memory viewer (bottom left panel) and then for the each of the above three memory starting locations: -- right-click and select "Goto" -- enter the address without the leading "0x" and hit enter e.g. for the tile enter "06204000" -- Utility > Hexdump to File -- enter the size in hexadecimal without the leasing "0x" e.g. for the tile enter "7F80" -- select a location and hit "Save" - Open SM64DSe - For each of the three hexdumps: -- More > Hex Dump to Binary File -- Choose a location and hit "Save" Posted by Zoiby You probably don't have the correct material and/or texture/palette names. Can you provide the model you're using? Posted by FELONIOUS See "How do I modify the HUD icons?" in the Getting Started thread. |
Fiachra |
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Local moderator Level: 65 Posts: 1058/1065 EXP: 2231106 Next: 104522 Since: 12-15-12 From: Ireland Last post: 2132 days ago Last view: 81 days ago |
Posted by Alex Il Grande Have you got the binary files dumped from no$gba? What steps did you then take to try to edit them? Posted by Zoiby Here the fixed DAE, you can use a diff. tool like WinMerge to view the differences. The steps you missed are as follows:
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Fiachra |
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Local moderator Level: 65 Posts: 1059/1065 EXP: 2231106 Next: 104522 Since: 12-15-12 From: Ireland Last post: 2132 days ago Last view: 81 days ago |
Posted by Gota7 You need to be more specific, does it work for other characters? |
Fiachra |
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Local moderator Level: 65 Posts: 1060/1065 EXP: 2231106 Next: 104522 Since: 12-15-12 From: Ireland Last post: 2132 days ago Last view: 81 days ago |
Posted by Alex Il Grande Use these settings (uncompressed): |
Main - Posts by Fiachra |
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