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| Jul - General Game/ROM Hacking - Super Mario 64 DS discoveries | - - ![]() |
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| Stevoisiak Member Level: 38 Posts: 135/283 EXP: 345497 For next: 24950 Since: 11-22-07 From: New York, Long Island Since last post: 12.3 years Last activity: 5.6 years |
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| This is probably a dumb question, but since Tile Molester can decode the graphics, why not use it to help decode the graphics? |
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Originally posted by Zophar Domain Here I'm talking about SM64DS. Tile Molester isn't compatible with the Nintendo DS (afaik). Plus I can't test it, when I download it, there's no executable, only a .jar containing lots of .class files, and folders containing images and docs. ____________________ =================== [Posted by Mega-Mario] |
| paulguy Green Birdo Level: 93 ![]() Posts: 109/2294 EXP: 8025844 For next: 26966 Since: 09-14-07 From: Buffalo, NY Since last post: 9.7 years Last activity: 9.6 years |
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.jar files can act as an executable. just run it with
If it's just a linear list of palette indexes, then even something like photoshop should open them, if you can get the palette to import (it's just RGBX5551, so it shouldn't be any issue.). As for any practical hacking shit, I can't provide any other help, sorry. D: |
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| I don't have this java thing. When I type java in cmd, it tells me java isn't a program. BTW, I think this is a little off-topic. If you can open the graphics with Photoshop, then provide a screenshot. But I severely doubt of it because the graphics files are LZ77-encoded. You can still extract them with an old version of Nitro Explorer that has a "Extract LZSS" option, it should work. I don't force you to provide any help for SM64DS hacking. When I've finished my NSMB editor, I'll maybe design a tool for SM64DS. But SM64DS is a 3D game, so modifying it will be harder than modifying NSMB. ____________________ =================== [Posted by Mega-Mario] |
Tanks![]() 360? Yessum. Level: 121 ![]() Posts: 1569/4170 EXP: 19792741 For next: 263955 Since: 07-10-07 From: VA Since last post: 9.5 years Last activity: 9.5 years |
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| Joe Common spammer 🍬 Level: 111 ![]() Posts: 573/3392 EXP: 14489481 For next: 378879 Since: 08-02-07 From: Pororoca Since last post: 3 days Last activity: 12 hours |
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Tile Molester has a lot of problems with byte ordering. It seems to assume all color values are being copied from a byteswapped N64 ROM, making its abilities to import 16-bit color values useless. (This also breaks 16, 24, and 32-bit image editing. Tile Molester is in serious need of an update or replacement.)
Mega-Mario: You need to get Java. Here. ____________________ モノ江 Monoe |
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| wowfunhappy Member Level: 16 Posts: 32/40 EXP: 18487 For next: 1769 Since: 09-10-07 Since last post: 12.9 years Last activity: 12.9 years |
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Originally posted by Mega-Mario I've tried to do something similarity in the past- replace the "Castle_main" (Inside Castle, probably) stage with the "Koopa_1_map", or something similar (Bowser in the Dark World, probably). When ever I do so, when I go to test the game, the game starts and I can see the main menu and play minigames, but as soon as I choose adventure and load a file or start a new game, I get the white screen of death. |
| Stevoisiak Member Level: 38 Posts: 138/283 EXP: 345497 For next: 24950 Since: 11-22-07 From: New York, Long Island Since last post: 12.3 years Last activity: 5.6 years |
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Originally posted by wowfunhappy Well, I see a few reasons why you may have had trouble. 1. He used the test level, which is accesable by code, so messing with it probably doesn't affect the game too much 2. Maybe certain objects crashed it. Like The paintings in the castle 3. Could it have been the outside castle, where you start the game that you edited? 4. Or, maybe you just did something wrong. Rom hacking is a pretty comlex thing after all. |
| Sails 2800 ![]() ![]() ![]() ![]() ![]() ![]() as a video game grows old its content and internal logic deteriorateÿ Level: 102 ![]() Posts: 1302/2803 EXP: 10913601 For next: 176366 Since: 07-04-07 Pronouns: He/Him From: MA Since last post: 111 days Last activity: 19 days |
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| Stevoisiak Member Level: 38 Posts: 140/283 EXP: 345497 For next: 24950 Since: 11-22-07 From: New York, Long Island Since last post: 12.3 years Last activity: 5.6 years |
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Originally posted by Sonicandtails That would fall under #4 I believe. There are plenty of things that can go wrong in ROM hacking. These things weren't designed to be played around with. |
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Wowfunhappy :Originally posted by Sonicandtails To change files in a DS ROM, I use Nitro Explorer. The last version works fine. Thank you Treeki for this very useful tool. Anyway, you shouldn't do stupid hacks like replacing the castle inside by a boss room. You KNOW that it will break the game, or at least make it unplayable because you can't access the various stages. Plus you don't even know what the levels you swapped are. To know what they are, swap them with bombhei_map (bob-omb battlefield), then go to the bob-omb battlefield. EDIT : I'll add a disclaimer in the first post. ____________________ =================== [Posted by Mega-Mario] |
| Boing 450 ![]() ![]() ![]() ![]() ![]() Level: 46 Posts: 128/458 EXP: 709714 For next: 2060 Since: 12-16-07 From: Michigan, US Since last post: 11.1 years Last activity: 11.1 years |
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| Joe Common spammer 🍬 Level: 111 ![]() Posts: 575/3392 EXP: 14489481 For next: 378879 Since: 08-02-07 From: Pororoca Since last post: 3 days Last activity: 12 hours |
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Originally posted by Mega-MarioMy apologies, I seem to have gotten some things mixed up. Palettes are not affected by the byte-ordering bug. However, I have had issues with importing palettes from NDS ROMs before. I tried opening the door graphics in NSMB and some of the dark brown palette entries were bright blue. (The rest were okay.) I notice that two of the dark colored entries in your image are showing up as bright green. ![]() ____________________ モノ江 Monoe |
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| Joe : maybe there are green colors in the palette, but the image is correct. But Tile Molester may have bugs that I don't know. Boing : Stevoisiak was just telling how wowfunhappy could have corrupted his ROM. ____________________ =================== [Posted by Mega-Mario] |
| Joe Common spammer 🍬 Level: 111 ![]() Posts: 576/3392 EXP: 14489481 For next: 378879 Since: 08-02-07 From: Pororoca Since last post: 3 days Last activity: 12 hours |
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Try opening different graphics, eventually you'll find some affected by the palette loading bug.
____________________ モノ江 Monoe |
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| Okay. I believe you. ____________________ =================== [Posted by Mega-Mario] |
| Stevoisiak Member Level: 38 Posts: 144/283 EXP: 345497 For next: 24950 Since: 11-22-07 From: New York, Long Island Since last post: 12.3 years Last activity: 5.6 years |
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Originally posted by Boing Well, it's kind of a bit of a talent. Even though most of this is really confusing, I have a knack for being able to figure things out. This talent led me to emulators and hacking in the first place! On Topic: I still find it hard to believe that swapping 1 file actually changed all the objects with no problems whats so ever. Try that with other levels. I have a supspition that the Test level only worked so well since it was designed for experimentation. |
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| Normally, you should able to swap any levels together, as logn as you don't touch the castle. ____________________ =================== [Posted by Mega-Mario] |
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| Jul - General Game/ROM Hacking - Super Mario 64 DS discoveries | - - ![]() |
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