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Posted on 06-03-16, 02:27 pm
Not a hacker

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For the WM editor, not the file
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Posted on 06-03-16, 02:28 pm (rev. 1 by  KingYoshi on 06-03-16, 06:15 pm)
Fire Snake
Eugene

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Posted by Super-toad 65
For the WM editor, not the file


wat..

*.rar is just a normal file format. Get yourself WinRAR or 7-Zip.
Posted on 06-03-16, 02:34 pm
Not a hacker

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Posts: 92/153
Since: 04-05-16
I have only a demo of winrar, that expires on 10 days. I often use compressed folders
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Posted on 06-03-16, 02:36 pm
☭ coffee and cream


Karma: 10543
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Since: 06-26-11
7-Zip can open RAR files, and it's free.


Alternately, you can continue using WinRAR after it expires
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zrghij
Posted on 06-03-16, 06:15 pm
Fire Snake
Eugene

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Posted on 06-03-16, 07:18 pm
Mole
Normal user

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Posted by Super-toad 65
I have only a demo of winrar, that expires on 10 days. I often use compressed folders
it won't actually expire, it just bugs you
Posted on 06-03-16, 07:25 pm
☭ coffee and cream


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Since: 06-26-11
damn


the backside of the castle looks better than the frontside

(also, why did they bother modelling the backside considering we never see it? does it make for a TCRF entry?)
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Kuribo64 - RH-fucking-cafe - Kafuka

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Posted on 06-03-16, 07:53 pm
Fire Snake
Eugene

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Since: 11-29-11
I did some tests with the Camera Settings.

Every Worldmap uses two bytes for the "X-axes rotation value": RR RR. This value is in the original game always the same: RR RR = D0 FD.


Other tests I did:
_Changing the byte D0 to D2, D1, CF, CE, CD, CC and CB, but nothing notable changed.
_Replacing FD with ED, DD, CD, BD, AD, etc. Nothing notable changed. It seems like the first nybble doesn't have any influence on the X-axes rotation. For example: FD = ED, AC = 5C and 88 = B8.
Posted on 06-03-16, 08:01 pm
Red Paratroopa
Friend of N64s and DSes

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Well, it looks like setting D0 FE might be useful for one of the maps in NSMBLT, which I plan to make look like World 4 from SMB3, so the angle might be useful in that case, as I mentioned.
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Posted on 06-03-16, 10:04 pm, deleted by  gridatttack: If you don't have something meaningful to add to the discussion, don't bother posting.
Posted on 06-04-16, 09:29 am
Birdo


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@StapleButter
Not if it was just a copy-paste the front to the back sort of scenario. The unused ligting code and setting would be TCRF material though.

@KingYoshi
Are you saying that only the last byte (XXXR) affects the x rotation, or am I misunderstanding?

Good work btw
Posted on 06-04-16, 09:45 am (rev. 1 by  Ndymario on 06-04-16, 09:47 am)
Super Koopa
That MvL Hacker

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What's the offset for the camera in W1? @KingYoshi
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Posted on 06-04-16, 09:46 am (rev. 2 by ImageBot on 11-21-16, 03:21 am)
Fire Snake
Eugene

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Posted by Hiccup
@KingYoshi
Are you saying that only the last byte (XXXR) affects the x rotation, or am I misunderstanding?

Good work btw


Thanks!

And yes, it seems only the last nybble (not byte) affects the rotation.

Posted on 06-04-16, 10:54 am
Birdo


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So XXXX has an effect on rotation? But in your tests you only seemed to change XXXX.
Posted on 06-04-16, 11:13 am
Super Koopa
That MvL Hacker

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How do you use pointers...I can't find anything online so yea. Trying to get/use 0x1B4CA which is the world map camera please help
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Posted on 06-04-16, 11:29 am (rev. 1 by  KingYoshi on 06-04-16, 11:31 am)
Fire Snake
Eugene

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Posted by Hiccup
So XXXX has an effect on rotation? But in your tests you only seemed to change XXXX.


...

Only the last 'X' has an effect on the rotation. That single 'X' is called a nybble.

XXXX = two bytes: 'XX' and 'XX'. It's not the last byte that affects the rotation. It's only the second 'X' of the last byte, aka the last nybble of 'XXXX'.
Posted on 06-04-16, 11:53 am
Red Paratroopa
Friend of N64s and DSes

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One thing that would be nice to figure out is how pipes on the world map work, since the only thing that I see pertaining to pipes in the documentation, is the id for the pipe level icon.
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Posted on 06-04-16, 12:16 pm


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Posted by Arctus Platner
One thing that would be nice to figure out is how pipes on the world map work, since the only thing that I see pertaining to pipes in the documentation, is the id for the pipe level icon.

It is just an animation. You need to know that almost everything visible on the worldmap is the model + animations. I don't know, wheter you can add pipe animations with RicBent's Worldmap editor or not. I also remember that there is some table in the overlay9_8 that toggles pipe and non-pipe animation, which means that the sound of the pipe is played and Mario squeezes like when entering a pipe. However, I currently can't find the table offsets in my and  ray's Skype conference... Dude are those a mess.
Of course I shall post them, once I found them again.
Posted on 06-04-16, 12:33 pm (rev. 4 by  KingYoshi on 06-04-16, 01:08 pm)
Fire Snake
Eugene

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I don't know much about the Pipe thing either, except that Mario's model doesn't disappear when you enter a pipe. After he got into the pipe, his model moves under the Worldmap model to the destination pipe. You can just edit the X- Y- and Z-coordinates using Mariomaster's editor.



EDIT: Btw,

From the documentation:
wX.nsbta ­ A file format used to create things like animated water (moving textures)
wX.nsbtp = Used in connection with .nsbta. We don’t quite remember what it was used for.


*.nsbca = texture movements (like the streaming water)
*.nsbtp = texture swapping (the Brick Blocks' animation on the Worldmap)



EDIT2: Also from the documentation:
We don’t yet know how to ADD or REMOVE paths 
from the overlay, but you can add/remove paths from nodes itself if you make up for it


 MeroMero (aka Sharks) has managed to add a new path. (Interesting part: 4:55m)



Posted by MeroMero
Some changes were made in overlay 8 to allow this:
_Path ID 16 got assigned the movement path 25 (originally it shared the movement path 15 with the Path ID 15);
_The pointer for node 8 (W6-Fortress2) was changed to address 0×200200C, to allow for 3 destination nodes instead of the original 2;
_Paths ID unlocked on W6-Fortress2 secret exit were changed accordingly;
_The behavior for node 16 (W6-Cannon) was changed so that path ID 16 sends you to W6-Fortress2 instead of the original location W6-Fortress;

Others:
_W4-Cannon sends you to World 6 now instead of World 7 (like NSMBWii);
_W6-Cannon sends you to World 8;
_W2-Castle always sends you to World 3;
_W3-Castle always sends you to World 4;
_W5-Castle always sends you to World 6;
_W6-Castle always sends you to World 7;

Paths ID are in this format:
II CC BB PP
where:
_II is the movement path in the .nsbca file;
_CC is the number of Star Coins you have to spend to unlock the path (either 0 or 5);
_BB is the path behavior;
_PP is supposedly the padding.

The path behavior can be:
_0, this means that the path is already visible before unlocking (albeit with transparency);
_1, this means that the path is completely invisible before unlocking (used for secret exits);
_2, like 0 but you have to pay the amount of Star Coins specified by the byte CC.

There are some problems to solve though:
_I have to make the W6-Cannon location on the Worldmap in the bottom-screen (95% done, only one thing left to do);
_I also have to make the game take into account W6-Cannon for the Stars on the save file.
Posted on 06-04-16, 02:00 pm
ray dupe, banned as per the no-dupe rule

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Posted by KingYoshi
EDIT2: Also from the documentation:
We don’t yet know how to ADD or REMOVE paths 
from the overlay, but you can add/remove paths from nodes itself if you make up for it


 MeroMero (aka Sharks) has managed to add a new path. (Interesting part: 4:55m)



What  MeroMero did is still not really adding stuff. He did exactly what we described as "but you can add/remove paths from nodes itself if you make up for it".
By adding or removing we mean implementing completely new things from scratch, without using resources that are already in use.


Posted by Ndymario
What's the offset for the camera in W1? @KingYoshi

As written in the doc.: 0x1B4CA
From there on you have 32 Bytes full of settings for World 1. The next World starts after those 32 Bytes.
You can find all that in the doc tho.
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