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09-25-17 08:31:46 AM

Jul - Game Research/Hacking/Modding - Super Monkey Ball hacking! New poll - New thread - New reply
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PatSter21

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Posted on 07-31-14 06:39:21 PM Link | Quote
Thank you for this tool.

This will help me view certain levels in Super Monkey Ball 2 which cannot be viewed in-game (crash the game).
Yoshimaster96

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Posted on 08-06-14 07:50:35 PM Link | Quote
Originally posted by PatSter21
Thank you for this tool.

This will help me view certain levels in Super Monkey Ball 2 which cannot be viewed in-game (crash the game).
Glad i could help. Currently adding tpl support for my viewer (soon to be editor).
Yoshimaster96

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Posted on 10-02-14 09:04:24 AM Link | Quote
Tried:

-1
-1
1
1

-1
0
-1
0
1
0
-1
-1
1
-1
1
1
-1
0
1
-1

and got:

(-1,0,-1),(0,0,0),(-2,0,0).

Also, replacing -1,-1,1,1 with -2,-2,2,2 gives me the same results.

[EDIT]

-0,-0,0,0 resulted in no triangle, and -90,-90,90,90 moved it a bit. I presume -1,-1,1,1 is base position, and -2,-2,2,2 moved it just so I didn't notice it.
Yoshimaster96

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Posted on 10-05-14 09:45:00 AM Link | Quote
My thoughts on the collision:
The first 3 values match the first coordinate, and the next 3 values match a normal. Since we have a point and a normal, we have a plane. Thus, the next two points need only have 2 coordinates. How to derive these points, I have no idea.
Yoshimaster96

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Posted on 11-09-14 07:42:34 PM Link | Quote
LZ file tutorial:

You'll need a SMB1 ISO and this program:
http://gamehacking.org/downloads/LZSCDec.7z

Extract an lz file.
To decompress, delete the first 4 bytes with a hex editor (or any 4 bytes of the first 8 bytes), then decompress with the program.
To compress, compress with the program, then edit the first 4 bytes to 8 bytes:
CC CC CC CC UU UU UU UU
C: Total compressed size (including these 8 bytes)
U: Uncompressed size
These values are in little endian.

For levels:
File header (0xA0 bytes):

## ## ## ## - ??? (Usually 00 00 00 01)
## ## ## ## - ??? (Usually 00 00 00 64)
## ## ## ## - COLLISION
## ## ## ## - OFFSET 1
00 00 00 A0 ## ## ## ## - ALWAYS
## ## ## ## - NO. GOALS???
## ## ## ## - OFFSET 2
## ## ## ## - NO. GOALS???
00 00 00 00 - ALWAYS
## ## ## ## - BUMPERS
## ## ## ## - OFFSET 3
## ## ## ## - NO. JAMABARS (SEE AD14 AND AD25)
## ## ## ## - OFFSET
## ## ## ## - BANANAS
## ## ## ## - OFFSET 4
00 00 00 00 00 00 00 00 - ALWAYS
00 00 00 00 00 00 00 00 - ALWAYS
## ## ## ## - NO. SOMETHING
## ## ## ## - OFFSET 5
## ## ## ## - LEVEL MODELS
## ## ## ## - OFFSET 6
00 00 00 00 00 00 00 00 - ALWAYS
## ## ## ## - MODELS
## ## ## ## - OFFSET 7
## ## ## ## - NO. SOMETHING
## ## ## ## - OFFSET
## ## ## ## ## ## ## ## - ???
## ## ## ## - REFLECTION FLAG?
## ## ## ## - OFFSET 8
00 00 00 00 00 00 00 00 - ALWAYS
00 00 00 00 00 00 00 00 - ALWAYS
00 00 00 00 00 00 00 00 - ALWAYS



GOAL FORMAT:
XX XX XX XX - X POSITION (FLOAT)
YY YY YY YY - Y POSITION (FLOAT)
ZZ ZZ ZZ ZZ - Z POSITION (FLOAT)
XX XX - X ROTATION (INT, FULL RANGE IS 360 DEGREES)
YY YY - Y ROTATION (INT, FULL RANGE IS 360 DEGREES)
ZZ ZZ - Z ROTATION (INT, FULL RANGE IS 360 DEGREES)
CC CC - GOAL COLOR (0042 IS BLUE, 0047 IS GREEN, 0052 IS RED)

JAMABAR FORMAT:
XX XX XX XX - X POSITION (FLOAT)
YY YY YY YY - Y POSITION (FLOAT)
ZZ ZZ ZZ ZZ - Z POSITION (FLOAT)
XX XX - X ROTATION (INT, FULL RANGE IS 360 DEGREES)
YY YY - Y ROTATION (INT, FULL RANGE IS 360 DEGREES)
ZZ ZZ - Z ROTATION (INT, FULL RANGE IS 360 DEGREES)
00 00 - ALWAYS 0

BUMPER FORMAT:
XX XX XX XX - X POSITION (FLOAT)
YY YY YY YY - Y POSITION (FLOAT)
ZZ ZZ ZZ ZZ - Z POSITION (FLOAT)
XX XX - X ROTATION (INT, FULL RANGE IS 360 DEGREES)
YY YY - Y ROTATION (INT, FULL RANGE IS 360 DEGREES)
ZZ ZZ - Z ROTATION (INT, FULL RANGE IS 360 DEGREES)
00 00 - ALWAYS 0
XX XX XX XX - X SCALE (FLOAT)
YY YY YY YY - Y SCALE (FLOAT)
ZZ ZZ ZZ ZZ - Z SCALE (FLOAT)

BANANA FORMAT:
XX XX XX XX - X POSITION (FLOAT)
YY YY YY YY - Y POSITION (FLOAT)
ZZ ZZ ZZ ZZ - Z POSITION (FLOAT)
TT TT TT TT - TYPE OF BANANA (00000000 SINGLE, 00000001 BUNCH)

MODEL FORMAT:
UNKNOWN, SEEMS TO BE SOME KIND OF TREE/HIERARCHY
MainMemory
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Posted on 11-12-14 02:04:17 PM Link | Quote
Is the model format one of the NINJA formats, or a variant thereof?
Yoshimaster96

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Posted on 11-12-14 06:29:04 PM Link | Quote
Not even close to the NINJA format. I documented it here, however:
http://bin.smwcentral.net/u/21732/GMATPL_V2.txt
I also coded an OBJ/MTL to GMA/TPL converter:
bin.smwcentral.net/u/21732/objmtl2gmatpl.zip
The converter only accepts non-indexed (palette-less) PNGs with 8 bits per color channel (Gray, RGB, Gray-Alpha and RGBA are supported.). For now, due to a bug, only one texture per model.
MainMemory
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Posted on 11-12-14 10:57:29 PM Link | Quote
You just said in the last post that the format was unknown though?
Yoshimaster96

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Posted on 11-13-14 08:05:13 AM Link | Quote
That was for the arcade version. This is the Gamecube version.
Yoshimaster96

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Posted on 11-15-14 07:04:40 PM Link | Quote
YAY! I FINALLY CRACKED THE COLLISION !!!1!!11!!11one
But it's so glitchy that the ball falls through the floor at random places
Yoshimaster96

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Posted on 12-22-14 05:25:01 PM Link | Quote
For some unknown reason, the collision doesn't work as expected. I will edit this with a YouTube video when fixed.

I also put a new message in my layout!
Yoshimaster96

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Posted on 06-11-16 03:50:22 PM Link | Quote
I'M BACK!

Cool converter you should TOTALLY check out!

(I know, total necropost)
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Jul - Game Research/Hacking/Modding - Super Monkey Ball hacking! New poll - New thread - New reply




Rusted Logic

Acmlmboard - commit 2f1bc75 [2017-08-27]
©2000-2017 Acmlm, Xkeeper, Inuyasha, et al.

28 database queries, 9 query cache hits.
Query execution time: 0.186713 seconds
Script execution time: 0.014499 seconds
Total render time: 0.201212 seconds