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03-28-24 05:56 PM
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Main - Posts by Fiachra

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Fiachra
Posted on 07-02-17 07:54 PM, in SM64DS Editor Help Thread - Post your questions here Link | #84187
Is it just a white screen?

Fiachra
Posted on 07-04-17 05:56 PM, in Editor development Link | #84301
Posted by mibts
.... Instead of getting the number of used collision type indices, it should get the maximum collision type index and add 1. ....

That's what it should be doing:
uniqueCollisionTypes.Sort();
if (uniqueCollisionTypes.Count > m_CollisionMapColours.Count)
{
m_CollisionMapColours = KCLLoader.GetColours(uniqueCollisionTypes[uniqueCollisionTypes.Count - 1] + 1);
}
Do you have a collision map that causes the error? I tried skipping a collision type but I didn't get an error.

Fiachra
Posted on 07-04-17 08:00 PM, in Editor development Link | #84306
OK, see the issue now, will fix it.

Fiachra
Posted on 07-05-17 06:04 AM, in Super Mario The New Beginning Link | #84328
Posted by rafa4k
I have tried to put shadows but sometimes it occupies many polygons but in the future I will see what I do in relation to this but you can be sure that when I finish this hack will be as beautiful as good

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
Posted on 07-05-17 06:26 PM, in Editor development (rev. 2 of 07-05-17 06:38 PM) Link | #84341
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
Posted on 07-05-17 06:47 PM, in Editor development Link | #84343
Which level?

The ROM version is displayed within the text editor along the top.

Fiachra
Posted on 07-05-17 07:13 PM, in Editor development Link | #84346
It appears to have been broken in R101, I'll look into it. Until it's fixed you can use the European ROM.

Fiachra
Posted on 07-05-17 07:43 PM, in Editor development Link | #84349
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
Posted on 07-06-17 05:56 AM, in SM64DS Editor Help Thread - Post your questions here Link | #84363
Did you move it out of the "Release" directory? It needs those files to function correctly.

Fiachra
Posted on 07-08-17 09:37 AM, in SM64DS Editor Help Thread - Post your questions here Link | #84407
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
Posted on 07-08-17 09:42 AM, in [Tutorial] Getting Started Link | #84408
"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
Posted on 07-14-17 06:01 AM, in Another Super Mario 3D [RELEASED] Link | #84686
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
Posted on 07-14-17 06:04 AM, in Super Mario The New Beginning Link | #84687
Posted by cros107
This looks amazing but... are you allowed to link to a prepatched ROM?

No, it's to avoid any legal issues for the board. I have removed the link from the first post.

Fiachra
Posted on 07-26-17 06:02 AM, in SM64DS Editor Help Thread - Post your questions here Link | #85190
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
Posted on 07-26-17 06:23 AM, in Excerpt from Super Mario 256 Link | #85191
Any particular area? Quickly testing, the only lag I noticed in either version was breaking the collection of black brick boxes.

Fiachra
Posted on 07-26-17 05:56 PM, in Excerpt from Super Mario 256 (rev. 2 of 07-26-17 08:01 PM) Link | #85230
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
Posted on 07-27-17 06:52 PM, in SM64DS Editor Help Thread - Post your questions here Link | #85290
Posted by Alex Il Grande
How can I extract an image from an overlay? I did not understand your process. Could you explain that more clearly? Thank you.

- 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:
[thumbnail][thumbnail]
- 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:
[thumbnail][thumbnail]
- Select the "Palettes" tab
- We can see that the title image palette occupies memory addresses 0x5000400 - 0x500058E, 480 bytes:
[thumbnail][thumbnail]
- 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
Does anyone know how to replace Mario's head model? I've tried following this but I don't quite understand it, so whenever I load the model and start the game it's just a white screen. Any help for this would be appreciated.

You probably don't have the correct material and/or texture/palette names. Can you provide the model you're using?

Posted by FELONIOUS
Is there any way to replace the head models of the characters on the minimap screen? Also the sprite next to the number of lives you have also on the bottom screen on the minimap. Would be forever grateful to have this info. Thanks!

See "How do I modify the HUD icons?" in the Getting Started thread.

Fiachra
Posted on 07-28-17 06:35 PM, in SM64DS Editor Help Thread - Post your questions here Link | #85323
Posted by Alex Il Grande
The title screen image only loads 128x128, Messing up everything.

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's the download for the .blend, .dae, and textures
Also I'm gonna be changing the textures soon but I'm using random ones for now

Here the fixed DAE, you can use a diff. tool like WinMerge to view the differences. The steps you missed are as follows:
  • Make a copy of each image and remove the extension so for example "mat_eye_1.png" would become "mat_eye_1"
  • Update the image file names within the DAE file to remove the extension, these are under library_images/image/init_from
  • Update the material names within the DAE file to match the original so replacing all references to "mat_eye-material" with "mat_eye" for example
  • Copying the skeleton from the orignal model

Fiachra
Posted on 07-29-17 10:22 AM, in SM64DS Editor Help Thread - Post your questions here Link | #85340
Posted by Gota7
My level over the castle first floor works perfectly, except for when Mario enters, black sceen.

You need to be more specific, does it work for other characters?

Fiachra
Posted on 07-30-17 10:21 AM, in SM64DS Editor Help Thread - Post your questions here Link | #85364
Posted by Alex Il Grande
Fiachra, I've got the bin files, used NSMBe to replace a minimap, and in game everything looked fine, but in the editor, I setted it like you did in your screenshot (the one in the old post about the title screen) but I get an error loading the image.

Use these settings (uncompressed):
[thumbnail]
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Main - Posts by Fiachra

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