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Posted on 02-03-16, 01:54 pm (rev. 1 by  Hiccup on 02-03-16, 01:54 pm)
Birdo


Karma: 2754
Posts: 1545/2091
Since: 06-26-11
Does anybody know how to swap animations in .NSBCAs? I think it has been done. I want to do it so I can test out if animations are unused, and to see what unused animations look like in game.
Posted on 02-03-16, 03:17 pm
Fire Brother
Eugene

Karma: 3646
Posts: 626/1120
Since: 11-29-11
I don't know how to do that, but I do know you can view all animations of all sprites using MKDSce.
Posted on 02-03-16, 04:42 pm (rev. 1 by  Hiccup on 02-03-16, 04:45 pm)
Birdo


Karma: 2754
Posts: 1548/2091
Since: 06-26-11
Yeah, but I specifically need to swap them.

I think Thierry did animations swapping, I'll PM him.
Posted on 02-04-16, 11:56 am
この記号は… 解読できないよ…


Karma: 6043
Posts: 1767/2725
Since: 01-17-13
I didn't really manage to do much. I started with swapping .NSBCAs that were 'compatible' and then hex editing bytes on the original ones.
If making a thread on here connected to both K64 and DSHack was possible, maybe we could of try to decode .NSBCAs further.
Posted on 02-04-16, 05:07 pm
Birdo


Karma: 2754
Posts: 1549/2091
Since: 06-26-11
You could just make multiple threads.
Posted on 02-04-16, 05:15 pm
この記号は… 解読できないよ…


Karma: 6043
Posts: 1768/2725
Since: 01-17-13
And link them to eachother? And plus, I'm not so much experienced with hex editing and such, so maybe someone more fitted should.
Posted on 02-04-16, 10:56 pm
Mariomaster

Karma: 8528
Posts: 532/1681
Since: 06-09-12
A bit about .nsbcas:

http://nsmbhd.net/thread/3060-nsmb-worldmap-editor/#44030
http://llref.emutalk.net/docs/?file=xml/bca0.xml
https://github.com/Mariomaster/NSMB-Worldmap-Editor/blob/master/NSMB%20Worldmap%20Editor/Controls/PathEditor.cs#L83
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