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KingYoshi |
Posted on 08-09-16, 04:37 pm
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Fire Brother
Eugene Karma: 3646 Posts: 958/1120 Since: 11-29-11 |
Many NSBCAs contain more than one animation, which can be viewed using MKDSce. How to swap animations around in those files? I don't think it would be that hard, would it?
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MeroMero |
Posted on 08-09-16, 05:45 pm
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Death by cuteness
Karma: 6574 Posts: 535/598 Since: 05-01-13 |
It's relatively simple, here's how you do it:
_open the .nsbca in the Hex Editor _go to offset 0x1D, the byte there (noted N) will give you the number of animations in the .nsbca _apply this formula (in hex) to find the address where is stored the first animation's offset: 0x30 + [(0xN - 0x1) × 0x4] or 48+[(N-1)×4] in decimal _each of the N addresses is 4 bytes long Just swap the offsets you want and you're set. |
KingYoshi |
Posted on 08-09-16, 06:25 pm
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Fire Brother
Eugene Karma: 3646 Posts: 960/1120 Since: 11-29-11 |
I'll try that.
Will this work the same for Mario and Luigi's animations (located in the \player folder)? I know that M and L's models are similar to NSBMDs but then compressed, but I'm not sure if it's the same thing for M and L's animations and NSBCA files. |
Hiccup |
Posted on 08-09-16, 06:43 pm
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Birdo
Karma: 2754 Posts: 1728/2091 Since: 06-26-11 |
I don't see any reason why they wouldn't use the same format as the rest of the models.
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KingYoshi |
Posted on 08-09-16, 06:47 pm (rev. 1 by KingYoshi on 08-09-16, 06:51 pm)
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Fire Brother
Eugene Karma: 3646 Posts: 962/1120 Since: 11-29-11 |
Posted by Hiccup I don't see any reason why they wouldn't use the same format as the rest of the models. True. But the thing is: M and L's models are basically compressed NSBMD files. I don't know if the animation files are compressed. I have to know that before I edit those. |
MeroMero |
Posted on 08-09-16, 06:53 pm (rev. 1 by MeroMero on 08-09-16, 06:54 pm)
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Death by cuteness
Karma: 6574 Posts: 536/598 Since: 05-01-13 |
NSBCA inside the "/player" folder indeed need LZ decompression.
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