MoonlightCapital |
Posted on 06-03-16, 02:27 pm
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Not a hacker
Karma: 188 Posts: 90/153 Since: 04-05-16 |
KingYoshi |
Posted on 06-03-16, 02:28 pm (rev. 1 by KingYoshi on 06-03-16, 06:15 pm)
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Fire Snake
Eugene Karma: 3810 Posts: 790/1156 Since: 11-29-11 |
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. |
MoonlightCapital |
Posted on 06-03-16, 02:34 pm
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Not a hacker
Karma: 188 Posts: 92/153 Since: 04-05-16 |
I have only a demo of winrar, that expires on 10 days. I often use compressed folders
_________________________ Discord server |
Arisotura |
Posted on 06-03-16, 02:36 pm
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☭ coffee and cream
Karma: 10543 Posts: 1942/2781 Since: 06-26-11 |
KingYoshi |
Posted on 06-03-16, 06:15 pm
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Fire Snake
Eugene Karma: 3810 Posts: 791/1156 Since: 11-29-11 |
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shibboleet |
Posted on 06-03-16, 07:18 pm
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Mole
Normal user Karma: 2023 Posts: 161/359 Since: 07-08-12 |
Posted by Super-toad 65 I have only a demo of winrar, that expires on 10 days. I often use compressed folders |
Arisotura |
Posted on 06-03-16, 07:25 pm
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☭ coffee and cream
Karma: 10543 Posts: 1943/2781 Since: 06-26-11 |
KingYoshi |
Posted on 06-03-16, 07:53 pm
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Fire Snake
Eugene Karma: 3810 Posts: 792/1156 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. |
Arctus Platner |
Posted on 06-03-16, 08:01 pm
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Red Paratroopa
Friend of N64s and DSes Karma: 516 Posts: 151/171 Since: 07-26-15 |
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.
_________________________ My Youtube Channel Never use a flash drive unless you are transferring files... |
Kankerkoekjesdief |
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.
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Hiccup |
Posted on 06-04-16, 09:29 am
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Birdo
Karma: 2789 Posts: 1617/2091 Since: 06-26-11 |
@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 |
Ndymario |
Posted on 06-04-16, 09:45 am (rev. 1 by Ndymario on 06-04-16, 09:47 am)
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Super Koopa
That MvL Hacker Karma: 1701 Posts: 40/833 Since: 04-11-15 |
What's the offset for the camera in W1? @KingYoshi
_________________________ Here's my MvL Hacking thread Consider joining the NSMB DS Hacking Discord Server! Also, be sure to check out the new wiki! #HakingNoMore |
KingYoshi |
Posted on 06-04-16, 09:46 am (rev. 2 by ImageBot on 11-21-16, 03:21 am)
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Fire Snake
Eugene Karma: 3810 Posts: 793/1156 Since: 11-29-11 |
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. |
Hiccup |
Posted on 06-04-16, 10:54 am
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Birdo
Karma: 2789 Posts: 1619/2091 Since: 06-26-11 |
So XXXX has an effect on rotation? But in your tests you only seemed to change XXXX.
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Ndymario |
Posted on 06-04-16, 11:13 am
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Super Koopa
That MvL Hacker Karma: 1701 Posts: 41/833 Since: 04-11-15 |
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
_________________________ Here's my MvL Hacking thread Consider joining the NSMB DS Hacking Discord Server! Also, be sure to check out the new wiki! #HakingNoMore |
KingYoshi |
Posted on 06-04-16, 11:29 am (rev. 1 by KingYoshi on 06-04-16, 11:31 am)
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Fire Snake
Eugene Karma: 3810 Posts: 794/1156 Since: 11-29-11 |
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'. |
Arctus Platner |
Posted on 06-04-16, 11:53 am
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Red Paratroopa
Friend of N64s and DSes Karma: 516 Posts: 152/171 Since: 07-26-15 |
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.
_________________________ My Youtube Channel Never use a flash drive unless you are transferring files... |
Freeze |
Posted on 06-04-16, 12:16 pm
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Karma: 3767 Posts: 2109/2112 Since: 06-28-11 |
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. |
KingYoshi |
Posted on 06-04-16, 12:33 pm (rev. 4 by KingYoshi on 06-04-16, 01:08 pm)
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Fire Snake
Eugene Karma: 3810 Posts: 795/1156 Since: 11-29-11 |
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. |
Elrodorn |
Posted on 06-04-16, 02:00 pm
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ray dupe, banned as per the no-dupe rule
Karma: 124 Posts: 5/6 Since: 06-02-16 |
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. |