Pages: 12 »
Posted on 06-28-11, 01:02 pm (rev. 3)
Roy Koopa


Karma: 4011
Posts: 6/2722
Since: 06-26-11
When I imported the Goomba Boss area into the W-1 Bowser Boss area, something goes wrong See this:

The splash effect when Bowser falls into the lava is there when I jump onto the goomba. And it stays there all time. It is animated, too.
And the Platforms are mushrooms insteat of the green Platforms!
Can it be that something stores the Boss datas?

EDIT: When I delte the raising platforms, the splash effect does not come any more. And when I delete the ZONE, there are many graphic bugs, splash effect included. The view ID has also something to do with the camera. When I set the ID to 1 the camera is always on top of the level. I can only see the top of the BG than.
_________________________
See a lots of creative DS Hacking here
If you want to support me, you might check out my Patreon Page : )
Posted on 06-28-11, 01:04 pm
☭ coffee and cream


Karma: 10415
Posts: 7/2768
Since: 06-26-11
I'd say, either some data we don't know about yet, or just something hardcoded...
_________________________
Kuribo64 - RH-fucking-cafe - Kafuka

zrghij
Posted on 06-28-11, 01:06 pm
Roy Koopa


Karma: 4011
Posts: 8/2722
Since: 06-26-11
Posted by Mega-Mario
I'd say, either some data we don't know about yet, or just something hardcoded...

This is so strange...
_________________________
See a lots of creative DS Hacking here
If you want to support me, you might check out my Patreon Page : )
Posted on 06-28-11, 08:21 pm
Super Mario
( ͡° ͜ʖ ͡°)

Karma: 10020
Posts: 33/4457
Since: 06-08-11
I guess it's yet another hard-coded thing.
Hard-coded means that it's specified in the game's code itself, something like this:

if level = world 4-castle then load the special stuff else load the normal stuff


which means that we would have to 1: find where is the code that controls the file loading and 2: modify it using ASM hacking. Not impossible, but hard.
Posted on 06-29-11, 03:22 am
Newcomer


Karma: 4
Posts: 1/8
Since: 06-28-11
I have found this when I was working on NRMB. It seems to be hardcoded. If you play 2-Castle, you will see sandballs and the shine effect when Bowser dies...
Posted on 06-29-11, 02:35 pm (rev. 2)
☭ coffee and cream


Karma: 10415
Posts: 17/2768
Since: 06-26-11
The 'particle' folder in the ROM contains files that may be related to those effects. Perhaps we can find some table that relates to them. Or atleast, if we can't, you can always swap the files around

Edit- confirmed, those files contain the visual effects for the bosses. I replaced particle/spl_b01_kpa.spa with particle/spl_b04_kri.spa, and the W1 Bowser fight had funky effects (as in, stars appearing when Bowser walks). I then replaced Bowser with Mega-Goomba and redesigned the room to somewhat match Mega-Goomba's room. And Mega-Goomba happened to have the right visual effects with it.

So yeah. Until we find data in the level headers or somewhere else relating to that, an easy solution to the OP's problem would be swapping the files around.
_________________________
Kuribo64 - RH-fucking-cafe - Kafuka

zrghij
Posted on 06-29-11, 06:11 pm
Roy Koopa


Karma: 4011
Posts: 26/2722
Since: 06-26-11
Posted by Mega-Mario
The 'particle' folder in the ROM contains files that may be related to those effects. Perhaps we can find some table that relates to them. Or atleast, if we can't, you can always swap the files around

Edit- confirmed, those files contain the visual effects for the bosses. I replaced particle/spl_b01_kpa.spa with particle/spl_b04_kri.spa, and the W1 Bowser fight had funky effects (as in, stars appearing when Bowser walks). I then replaced Bowser with Mega-Goomba and redesigned the room to somewhat match Mega-Goomba's room. And Mega-Goomba happened to have the right visual effects with it.

So yeah. Until we find data in the level headers or somewhere else relating to that, an easy solution to the OP's problem would be swapping the files around.

That sounds great If its sometime possible to make them into normal levels?
_________________________
See a lots of creative DS Hacking here
If you want to support me, you might check out my Patreon Page : )
Posted on 06-29-11, 06:55 pm
Super Mario
( ͡° ͜ʖ ͡°)

Karma: 10020
Posts: 51/4457
Since: 06-08-11
Wow, that's really cool! Nice find!

As for getting them into the normal levels, uhm, I dunno but I think we'll have the same problem.
A workaround for it would be to use the area overflow bug to make an entrance from a normal level to send you to a boss level, which will have the correct particle effects (if that's possible, I've never used it)
Posted on 06-29-11, 06:56 pm
☭ coffee and cream


Karma: 10415
Posts: 22/2768
Since: 06-26-11
Then, if particle effects are loaded for a given level only, perhaps there's some data in level headers about that...
_________________________
Kuribo64 - RH-fucking-cafe - Kafuka

zrghij
Posted on 06-30-11, 09:47 pm
Paragoomba


Karma: -47
Posts: 25/75
Since: 06-29-11
Actually I didn't even put in the Raising Platforms (312) and had that splash effect.
Posted on 06-30-11, 09:53 pm
Super Mario
( ͡° ͜ʖ ͡°)

Karma: 10020
Posts: 95/4457
Since: 06-08-11
Posted by Mega-Mario
Then, if particle effects are loaded for a given level only, perhaps there's some data in level headers about that...


I don't think so, because some time ago I exported the W5 boss area and imported into the W1 boss area, and it didn't work, so there's something more than a byte in the level header.
Posted on 06-30-11, 09:57 pm
☭ coffee and cream


Karma: 10415
Posts: 47/2768
Since: 06-26-11
Oh, I see. Then it must be hardcoded depending on the world number... meaning it would not be possible to use two bosses in the same world (but why would one want to?)...
_________________________
Kuribo64 - RH-fucking-cafe - Kafuka

zrghij
Posted on 10-17-11, 05:39 pm (rev. 3)
Roy Koopa


Karma: 4011
Posts: 42/2722
Since: 06-26-11
I used one time the goomba two times in world 1^^ Both were beatable. But i dont know anymoe where i imported the second goomba into

EDIT: Here's what happens when swapping other animation files (These are the worldmap animations, I think. But the stars are strange)

But I couldnt find the fireball effects
And something strange (dont know from what it is):

_________________________
See a lots of creative DS Hacking here
If you want to support me, you might check out my Patreon Page : )
Posted on 10-17-11, 07:59 pm
Super Mario
( ͡° ͜ʖ ͡°)

Karma: 10020
Posts: 1013/4457
Since: 06-08-11
OMG.

This is all about the particle effect files (.spa files) I guess
This makes me want to research what's in those files...

From the looks of the video, these are not only the particle files but also their behavior. See how the fire looks the same but the fire tail goes up... Amazing.
Posted on 10-17-11, 08:00 pm


Karma: 3752
Posts: 549/2112
Since: 06-28-11
That sandstorm effect showed in the video is quite nice.
Too bad we can't use them in normal levels.
Posted on 10-17-11, 08:06 pm
Roy Koopa


Karma: 4011
Posts: 850/2722
Since: 06-26-11
Hmm... They look like from the worldmaps, but I cant find the fire tail and the stars when bowser is shooting a frieball on the worldmaps
And perhaps we can use them... I think Sprite 1 can be used to have these datas? I dunno, dirbaio knows xD
_________________________
See a lots of creative DS Hacking here
If you want to support me, you might check out my Patreon Page : )
Posted on 10-17-11, 08:13 pm
Super Mario
( ͡° ͜ʖ ͡°)

Karma: 10020
Posts: 1017/4457
Since: 06-08-11
Yeah, those stars are weird. Stars show up for example in the bombs in the lava falling level in W8 and also in MvsL when you hit the other player.

But some of these have a tail, like if they were falling stars. WTF is that? I've never seen it.
Posted on 10-17-11, 08:38 pm


Karma: 3752
Posts: 554/2112
Since: 06-28-11
Posted by Dirbaio
But some of these have a tail, like if they were falling stars. WTF is that? I've never seen it.

I say two things:
My nyan cat hack
That particle effect

Posted on 10-19-11, 04:48 pm
Banned for being a complete idiot.

Karma: 529
Posts: 493/987
Since: 07-09-11
Some of those stars look like they were used for the transition from any Mario to Mega Mario.
Posted on 10-19-11, 05:11 pm
Roy Koopa


Karma: 4011
Posts: 859/2722
Since: 06-26-11
Posted by ray
And something strange (dont know from what it is):

I got it! These are the stars from the Minigame where you have to jump with mario trough rings They are falling down in the background. But strange that these animations are in the main game folder
_________________________
See a lots of creative DS Hacking here
If you want to support me, you might check out my Patreon Page : )
Pages: 12 »