Register - Login
Views: 85705522
Main - Memberlist - Active users - Calendar - Wiki - IRC Chat - Online users
Ranks - Rules/FAQ - JCS - Stats - Latest Posts - Color Chart - Smilies
09-24-17 10:25:12 AM

Jul - NSMB Hacking (Archive) - Original NSMB Hacking Thread (Archived) New poll - New thread - New reply
Pages: 1 2 3 4 5 6 7 8 9 10 ... 22 23 24 25 26 27 28 29 30 31Next newer thread
Hiccup
Member
Disgustingly Naive Smartass
Level: 52


Posts: 52/727
EXP: 1082543
For next: 1297

Since: 05-19-09


Since last post: 8 days
Last activity: 5 hours

Posted on 07-04-09 01:03:43 PM Link | Quote
Originally posted by Treeki


Some day I want to add a feature that lets you create a full patch that can be applied with the editor (it would contain other modified files like graphics as well, not just levels) easily.




That would be realy great

PSI Purple
Member
Level: 18


Posts: 8/60
EXP: 25499
For next: 4398

Since: 06-28-09
From: Onett, Eagleland

Since last post: 6.0 years
Last activity: 4.0 years

Posted on 07-04-09 01:21:26 PM Link | Quote
That'd certainly make things easier for people new to patches. But for now, .PPF is the way to go. (.IPS doesn't work for NDS roms? :/ )

So, places that normally don't have Star Coins(like the Cannon levels), you think I'd be able to place Star Coins in them and have 'em add to the total count?
Ninji

Boomboom
Why did my user title say I'm a toaster anyway
Level: 83


Posts: 372/1988
EXP: 5401170
For next: 31051

Since: 07-26-07
From: Rogueport

Since last post: 81 days
Last activity: 72 days

Posted on 07-04-09 01:27:58 PM Link | Quote
Originally posted by PSI Purple
That'd certainly make things easier for people new to patches. But for now, .PPF is the way to go. (.IPS doesn't work for NDS roms? :/ )

I'm not sure whether PPF has this problem or not, but with IPS patches it does apply - it only records modified data, but if a file becomes bigger (adding objects/sprites/etc to a level can do this for example) everything after it will be moved up in the ROM - so it would be included in the patch.

Originally posted by PSI Purple
So, places that normally don't have Star Coins(like the Cannon levels), you think I'd be able to place Star Coins in them and have 'em add to the total count?

I doubt it would work, but you can try it.


By the way, typing with a Spanish keyboard layout on an English keyboard is fun. ÑD )That was a bad attempt at . Yes, can you see how much I fail when everything is completely moved around_=
Hiccup
Member
Disgustingly Naive Smartass
Level: 52


Posts: 53/727
EXP: 1082543
For next: 1297

Since: 05-19-09


Since last post: 8 days
Last activity: 5 hours

Posted on 07-04-09 01:54:28 PM Link | Quote
Treeki Will you make an editor for nsmb wii when it comes out?
Sails
2770
Level: 96


Posts: 1707/2774
EXP: 8929423
For next: 59363

Since: 07-04-07


Since last post: 31 days
Last activity: 7 days

Posted on 07-04-09 02:05:24 PM Link | Quote
Originally posted by Hiccup
Treeki Will you make an editor for nsmb wii when it comes out?

It'll probably use a far more advanced system, so this is probably not going to happen. We can dream though!
Ninji

Boomboom
Why did my user title say I'm a toaster anyway
Level: 83


Posts: 373/1988
EXP: 5401170
For next: 31051

Since: 07-26-07
From: Rogueport

Since last post: 81 days
Last activity: 72 days

Posted on 07-04-09 02:10:19 PM Link | Quote
Originally posted by Kartikeya
Originally posted by Hiccup
Treeki Will you make an editor for nsmb wii when it comes out?

It'll probably use a far more advanced system, so this is probably not going to happen. We can dream though!

Well, you never know.


I'd have to be able to emulate it though to get anywhere nearby hacking it - and I'm not really sure if I can play a Wii game with a keyboard.
PSI Purple
Member
Level: 18


Posts: 9/60
EXP: 25499
For next: 4398

Since: 06-28-09
From: Onett, Eagleland

Since last post: 6.0 years
Last activity: 4.0 years

Posted on 07-04-09 02:37:55 PM (last edited by PSI Purple at 07-04-09 03:16 PM) Link | Quote
Originally posted by Treeki
Well, you never know.


I'd have to be able to emulate it though to get anywhere nearby hacking it - and I'm not really sure if I can play a Wii game with a keyboard.


Dolphin, the GCN/Wii emulator has been going pretty good. You probably could emulate it if your computer is more modern. And since NSMBWii is pretty popular, I'd say it'll be a high priority for getting it playable(I mean, Brawl can run better than Melee apparently). I also believe they made the keyboard(I think Computer Controllers too) have functionality for "tilting" the imaginary WiiMote.


EDIT: Hablah blah, forgot what I said about Midway entrances, l figured it out.
Hiccup
Member
Disgustingly Naive Smartass
Level: 52


Posts: 54/727
EXP: 1082543
For next: 1297

Since: 05-19-09


Since last post: 8 days
Last activity: 5 hours

Posted on 07-04-09 02:56:08 PM Link | Quote
Originally posted by PSI Purple
Originally posted by Treeki
Well, you never know.


I'd have to be able to emulate it though to get anywhere nearby hacking it - and I'm not really sure if I can play a Wii game with a keyboard.


Dolphin, the GCN/Wii emulator has been going pretty good. You probably could emulate it if your computer is more modern. And since NSMBWii is pretty popular, I'd say it'll be a high priority for getting it playable(I mean, Brawl can run better than Melee apparently). I also believe they made the keyboard(I think Computer Controllers too) have functionality for "tilting" the imaginary WiiMote.


EDIT: Oh, uh, do Midway entrances set the appropriate views by itself, or do I need to put them in view 0?


so there is a real wii emulater
Joe
Common spammer
🗿
Level: 103


Posts: 895/3286
EXP: 11467721
For next: 3685

Since: 08-02-07
From: Pororoca

Since last post: 49 days
Last activity: 40 min.

Posted on 07-04-09 03:09:30 PM Link | Quote
Originally posted by Treeki
Originally posted by PSI Purple
That'd certainly make things easier for people new to patches. But for now, .PPF is the way to go. (.IPS doesn't work for NDS roms? :/ )

I'm not sure whether PPF has this problem or not, but with IPS patches it does apply - it only records modified data, but if a file becomes bigger (adding objects/sprites/etc to a level can do this for example) everything after it will be moved up in the ROM - so it would be included in the patch.

PPF is basically 64-bit IPS: if the data shifts, it will be included in the patch.

You should use something like NINJA instead. (It allows for data shifting, XOR commands, and checksums. Patches will be smaller, optionally reversable, and difficult to apply to the wrong ROM.)
PSI Purple
Member
Level: 18


Posts: 10/60
EXP: 25499
For next: 4398

Since: 06-28-09
From: Onett, Eagleland

Since last post: 6.0 years
Last activity: 4.0 years

Posted on 07-04-09 03:11:54 PM (last edited by PSI Purple at 07-04-09 03:13 PM) Link | Quote
Originally posted by Hiccup
so there is a real wii emulater

I'm assuming you're asking? Yeah, it has been doing very well.
Here is the News site for it. Scroll down some to see an update about SMG being playable. :-D
^^^


Oh, um... BTW, Treeki, why did you call the Bob-Ombs, "Bombs?" Were you having trouble remembering names? (Sorry if this sounds stupid, but I'm a stickler for this kind of stuff)
Ninji

Boomboom
Why did my user title say I'm a toaster anyway
Level: 83


Posts: 374/1988
EXP: 5401170
For next: 31051

Since: 07-26-07
From: Rogueport

Since last post: 81 days
Last activity: 72 days

Posted on 07-04-09 03:24:23 PM Link | Quote
Originally posted by Joe
Originally posted by Treeki
Originally posted by PSI Purple
That'd certainly make things easier for people new to patches. But for now, .PPF is the way to go. (.IPS doesn't work for NDS roms? :/ )

I'm not sure whether PPF has this problem or not, but with IPS patches it does apply - it only records modified data, but if a file becomes bigger (adding objects/sprites/etc to a level can do this for example) everything after it will be moved up in the ROM - so it would be included in the patch.

PPF is basically 64-bit IPS: if the data shifts, it will be included in the patch.

You should use something like NINJA instead. (It allows for data shifting, XOR commands, and checksums. Patches will be smaller, optionally reversable, and difficult to apply to the wrong ROM.)

That's why I'd prefer a more high-level patching system which could deal with DS ROMs in general. I could do it in my editor; it's just a matter of time and working out the logistics of it.

Originally posted by PSI Purple
Oh, um... BTW, Treeki, why did you call the Bob-Ombs, "Bombs?" Were you having trouble remembering names? (Sorry if this sounds stupid, but I'm a stickler for this kind of stuff)

I didn't make the entire sprite list; Piranhaplant helped out with many of the sprites. I've fixed it for 4.8.
I Love Ikachan!
Member
Level: 13


Posts: 13/28
EXP: 8214
For next: 2053

Since: 04-25-09


Since last post: 7.0 years
Last activity: 7.0 years

Posted on 07-04-09 03:51:02 PM Link | Quote
Originally posted by m64m
Set them like so:

First link -

Entrance Number:3
Destination Area:2
Destination Entrance:2


Second Link -

Entrance Number:2
Destination Area:1
Destination Entrance:3


It didn't work. It either when I enter the pipe in the second room, I just come back up...in the same pipe, or it just freezes after I entered the 2nd room's pipe.
Joe
Common spammer
🗿
Level: 103


Posts: 896/3286
EXP: 11467721
For next: 3685

Since: 08-02-07
From: Pororoca

Since last post: 49 days
Last activity: 40 min.

Posted on 07-04-09 03:54:41 PM Link | Quote
Originally posted by Treeki
Originally posted by Joe
...

That's why I'd prefer a more high-level patching system which could deal with DS ROMs in general. I could do it in my editor; it's just a matter of time and working out the logistics of it.


I don't think you'd get very much of a size/performance gain over using plain NINJA patches. The only difference would be how the pointers operated.
Ehm
Member
Level: 46


Posts: 47/532
EXP: 674837
For next: 36937

Since: 06-13-09
From: Canada

Since last post: 117 days
Last activity: 75 days

Posted on 07-04-09 05:57:21 PM Link | Quote
@The T - Can you export the entire world for me please? All areas of the level.
I Love Ikachan!
Member
Level: 13


Posts: 14/28
EXP: 8214
For next: 2053

Since: 04-25-09


Since last post: 7.0 years
Last activity: 7.0 years

Posted on 07-04-09 06:20:22 PM Link | Quote
Originally posted by m64m
@The T - Can you export the entire world for me please? All areas of the level.


But it's just the problem about the pipes at the beginning, and I didn't affect Bowser's Room, but OK. I'll PM you that.
Garmichael
Member
Level: 24


Posts: 6/121
EXP: 73075
For next: 5050

Since: 06-24-09
From: Seattle, Wa

Since last post: 6.0 years
Last activity: 6.0 years

Posted on 07-04-09 08:30:34 PM Link | Quote
OH YEAH!

I spent a few hours this afternoon figuring out the Connection Pipes stuff. I feel great!

This post is about how to make connected pipes work, with the camera pans included.


1) Make a couple pipes, and put the entrances on them. Give unique values for the Entrance Number. Give them the same Connected Pipe ID number, and click "Connected Pipe" on both. Camera, Destination Entrance, and View should be 0 (there might be some exceptions for this, i dunno). However, for the Destination Area field: the first entrance should have a value of 0, and the second entrance should have a value of 1. Okay, thats the easy part.

2) Open up the level in Hex Editor. The blocks we're going to be playing with are blocks 11 and 13.

---- Block 11 ----

This block is like a table of contents. Each 'entry' is 8 bits (or whatever) long. The structure is as follows:

Format:
CC CC RR RR TT TT 00 00

Example:
01 00 00 00 02 00 00 00


CC: This is the Pipe Connector ID. A pipe will only work if an entry in block 11 starts with its Connector ID.
RR: This value points to the row in Block 13 that contains its information.
TT: This value is the number of twists and turns the camera will follow, PLUS one. If you have a pipe with no bends, this value will be 2. If you have a pipe that goes left for a while, then up, then right, then goes down and exits you out, there are 4 twists and turns, so this value will be a 5.
00: While looking through the rom, these values are always 0. They might mean something, but then they might not.

---- Block 13 ----

This block contains the information for the twists and turns.

Format:
XX XX YY YY 00 00 00 00 00 00 00 00 00 00 DD 00

Example:
30 01 60 06 00 00 00 00 00 00 00 00 00 00 02 00


XX: The X position of the current destination. There appears to be an offset of 16 to 32... not sure why, tho.
YY: The Y position of the current destination. There is also an offset of 16 to 32 here. These values might take some denial and error (TPB reference )
00: These values appear to be 00 every time throughout the rom.
DD: This is the direction you come out of this pipe. Sometimes, it doesn't seem to matter what this value is, and Mario will come out of the pipe the right way, but other times, he wont. 00: Down | 01: Right | 02: Up 03: Left


First of all, the row that this data is on is important. the RR value in block 11 points to this row. The first row is, of course, 00. Then, 10, 20, etc.
The number of rows for each Connection ID is equal to the number of Twists and Turns (the value of TT in block 11).

Each row is a destination to a 'node' in the pipe. For a pipe with no bends, there are two nodes: The entrance and the exit. For a pipe with a couple bends, each bend is also a node and needs a row. If you have a pipe that has bends, but you only make rows for the entrance and the exit, the camera will pan to the exit automatically, even if the pan is diagonal.

If you make an L shaped pipe where you go Down, then you exit to the right after just a couple tiles, you wont need a third node - the camera will just focus on Mario as he exits the pipe.

So lets say you have a pipe that goes right, down, right. Lets also say that the pipe is long enough that we want four nodes.

Row 00 is the Entrance point. It should have an appropriate value for DD.
Row 10 is the first Bend. It doesn't matter what its DD is, though i think its best if you make it 00.
Row 20 is the second Bend.
Row 30 is the Exit end of the pipe. It should have an appropriate value for DD as well.


Row 40 should be the start of your NEXT Connected Pipe ID, and 40 should be entered into spot RR in Block 11.


If you want some in game examples, check out level 7-A Area 2, 4-Ghost House Area 1, and 7-3 Area 1.

Yea, this was a long winded post

PSI Purple
Member
Level: 18


Posts: 11/60
EXP: 25499
For next: 4398

Since: 06-28-09
From: Onett, Eagleland

Since last post: 6.0 years
Last activity: 4.0 years

Posted on 07-04-09 09:04:17 PM (last edited by PSI Purple at 07-04-09 09:16 PM) Link | Quote
C00l, I almost got the Connected Pipes working, but do l need to convert the values to hexadecimal? I do, right?

Er... Hex Edit... Gee, I prolly do...

Better question is: Do l have to reverse them? Like, 1234 is 3412?

EDIT: Huh, figured it out. The answer to both is: YES. Convert the values to Hex and reverse them.
Ninji

Boomboom
Why did my user title say I'm a toaster anyway
Level: 83


Posts: 376/1988
EXP: 5401170
For next: 31051

Since: 07-26-07
From: Rogueport

Since last post: 81 days
Last activity: 72 days

Posted on 07-04-09 09:54:23 PM Link | Quote
This is pretty cool, I never figured out how they worked exactly - I knew connected pipes had something to do with the paths system, but I tried to figure out the format and failed.

Note that it's also used for some other things - The block trains in World 8 tower 2, autoscrolling in some levels, and Dorrie (the moving dinosaur from world 4).

These all also use different bytes in block 13; I'm not sure what use they have.

If you want to take a look at them, go to the main editor window, click Settings then click Data Finder. Choose to show all for block 11 and search. It will show every level which contains something in block 11.
Ehm
Member
Level: 46


Posts: 48/532
EXP: 674837
For next: 36937

Since: 06-13-09
From: Canada

Since last post: 117 days
Last activity: 75 days

Posted on 07-04-09 10:56:10 PM Link | Quote
epic. This is so much more advanced @.@ XD
Ninji

Boomboom
Why did my user title say I'm a toaster anyway
Level: 83


Posts: 378/1988
EXP: 5401170
For next: 31051

Since: 07-26-07
From: Rogueport

Since last post: 81 days
Last activity: 72 days

Posted on 07-04-09 11:08:09 PM Link | Quote
Going to sleep now. But before I go, I leave you with these unfinished previews: 1, 2

(Yes, I WILL improve it so that doesn't happen like in screenshot 2 )
Pages: 1 2 3 4 5 6 7 8 9 10 ... 22 23 24 25 26 27 28 29 30 31Next newer thread
Jul - NSMB Hacking (Archive) - Original NSMB Hacking Thread (Archived) New poll - New thread - New reply




Rusted Logic

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

32 database queries, 12 query cache hits.
Query execution time: 0.203262 seconds
Script execution time: 0.053911 seconds
Total render time: 0.257173 seconds