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| Jul - Posts by Yoshimaster96 |
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| Yoshimaster96 Red Goomba Level: 10 ![]() Posts: 1/45 EXP: 4322 For next: 92 Since: 03-25-14 Since last post: 11 days Last activity: 50 min. |
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I was thinking of the name KAL Labs (Kirbys Adventure Level Laboratory)
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| Yoshimaster96 Red Goomba Level: 10 ![]() Posts: 2/45 EXP: 4322 For next: 92 Since: 03-25-14 Since last post: 11 days Last activity: 50 min. |
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I'd like to share something I've been working on for a long time: Super Monkey Ball!
First attempt: ![]() ![]() Vertex shading: ![]() Custom texture: ![]() SMB2: ![]() ![]() Placing objects: ![]() -------------------- |
| Yoshimaster96 Red Goomba Level: 10 ![]() Posts: 3/45 EXP: 4322 For next: 92 Since: 03-25-14 Since last post: 11 days Last activity: 50 min. |
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I know I originally posted this in the screenshots/videos thread, but I thought I'd give it its own thread. Also, I'll explain in more detail.
This is my first attempt, where I found out that the collision wasn't quite right. I later found that the collision was in a separate file: ![]() ![]() This is my attempt at vertex shading. Stages such as Master 2 use this: ![]() This is my custom texture test. You can tell what it's a picture of: ![]() I tried SMB2, the files were exactly the same: ![]() ![]() I later edited the lz file (which is compressed). My first attempts crashed the game, but later attempts I placed some objects. ![]() Note that none of these have the correct collision, or in the case of the last one, has no collision at all. And there you have it. Me hacking Super Monkey Ball! -------------------- |
| Yoshimaster96 Red Goomba Level: 10 ![]() Posts: 4/45 EXP: 4322 For next: 92 Since: 03-25-14 Since last post: 11 days Last activity: 50 min. |
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This isn't exactly TCRF material, but I've been able to hack in my own levels.
Originally posted by gridatttackWell from what I've found, the collision is in a separate, compressed file. Although I could successfully decompress it, the collision I still haven't figured out. -------------------- |
| Yoshimaster96 Red Goomba Level: 10 ![]() Posts: 5/45 EXP: 4322 For next: 92 Since: 03-25-14 Since last post: 11 days Last activity: 50 min. |
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Editing the gma and tpl files. Gma contains the geometry, tpl contains the textures. -------------------- |
| Yoshimaster96 Red Goomba Level: 10 ![]() Posts: 6/45 EXP: 4322 For next: 92 Since: 03-25-14 Since last post: 11 days Last activity: 50 min. |
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I first had to decode the tpl format before I could replace them. As for music, I haven't tried that. -------------------- |
| Yoshimaster96 Red Goomba Level: 10 ![]() Posts: 7/45 EXP: 4322 For next: 92 Since: 03-25-14 Since last post: 11 days Last activity: 50 min. |
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Originally posted by gridatttack Well, if you have heard of GXGMA, it is open source. That helped me a lot. Plus the tpl format is well documented, being used in Mario Kart Wii. -------------------- |
| Yoshimaster96 Red Goomba Level: 10 ![]() Posts: 8/45 EXP: 4322 For next: 92 Since: 03-25-14 Since last post: 11 days Last activity: 50 min. |
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Originally posted by gridatttack Will this help you out? -------------------- |
| Yoshimaster96 Red Goomba Level: 10 ![]() Posts: 9/45 EXP: 4322 For next: 92 Since: 03-25-14 Since last post: 11 days Last activity: 50 min. |
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Also, after I put this together, I realized that wimgt.exe does not support multiple images. Sorry about that.
Maybe SZS Modifier could help? Test level collision (if anyone wants to help), stage is 10x10 units: -5 0 -5 0 1 0 C0010000 C0010000 10 0 10 10 -1 0 0.71 -0.71 -5 0 -5 0 1 0 C0010000 E0010000 14.14 0 14.14 14.14 -0.71 -0.71 0.71 -0.71 -------------------- |
| Yoshimaster96 Red Goomba Level: 10 ![]() Posts: 10/45 EXP: 4322 For next: 92 Since: 03-25-14 Since last post: 11 days Last activity: 50 min. |
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Also after the list I gave, there are 256 iterations of 0x00000001FFFF, I'd assume this is the trajectory, as they are all the same, but as for the format, I will have to investigate a level with moving objects.
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| Yoshimaster96 Red Goomba Level: 10 ![]() Posts: 11/45 EXP: 4322 For next: 92 Since: 03-25-14 Since last post: 11 days Last activity: 50 min. |
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One thing I've noticed from hacking the game is that the collision is in a separate file than the main geometry and textures, along with the locations of bananas, goals, bumpers, scenery objects, and even reflection! I wonder why they did that when the collision could be found from analyzing the geometry, saving space.
Wait a minute, there's a cave background? Could it be possible to use in game, through hacking? -------------------- |
| Yoshimaster96 Red Goomba Level: 10 ![]() Posts: 12/45 EXP: 4322 For next: 92 Since: 03-25-14 Since last post: 11 days Last activity: 50 min. |
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| Yoshimaster96 Red Goomba Level: 10 ![]() Posts: 13/45 EXP: 4322 For next: 92 Since: 03-25-14 Since last post: 11 days Last activity: 50 min. |
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I'd like to do some research myself, could you PM me where you got the ROM? (Just the main site rather than the the direct link will do, but I'd prefer a link) (Or email me at Yoshimaster96smwc@gmail.com) I can't seem to find a good one. Also, I'm hacking SMB/SMB2, maybe I could be able to hack this game
, and maybe I could find the debug menu ![]() !-------------------- |
| Yoshimaster96 Red Goomba Level: 10 ![]() Posts: 14/45 EXP: 4322 For next: 92 Since: 03-25-14 Since last post: 11 days Last activity: 50 min. |
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Using a cheat search program, I found that the DIP switches for "game difficulty", "number of monkeys" and "all velocity boost are at 0x0C228088, 0x0C228089, and 0x0C22808A, respectively. So, could the debug DIP be near these addresses?
I use Art Money (the cheat search program), if anyone was interested. Also I'm looking for the address which stores the level number (not the floor number, because then BE 1, AD 1, and EX 1 would be treated as the same, I want to be able to access specific floors). -------------------- |
| Yoshimaster96 Red Goomba Level: 10 ![]() Posts: 15/45 EXP: 4322 For next: 92 Since: 03-25-14 Since last post: 11 days Last activity: 50 min. |
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If we found the debug mode, how would we access it? What I'm saying is that we shouldn't just punch in a cheat code and expect a window to magically appear. Even in the gamecube version, you have to press start/pause to make the window show. So what buttons would we press? Do we need a disassembly to find the correct buttons? Perhaps.
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| Yoshimaster96 Red Goomba Level: 10 ![]() Posts: 16/45 EXP: 4322 For next: 92 Since: 03-25-14 Since last post: 11 days Last activity: 50 min. |
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Some unused levels:
Stage 21 ![]() Stage 26 ![]() Stage 48 ![]() Stage 56 ![]() Stage 61 ![]() Stage 62 ![]() Stage 66 ![]() Stage 67 ![]() Stage 69 ![]() Stage 71 ![]() Stage 72 ![]() ![]() -------------------- |
| Yoshimaster96 Red Goomba Level: 10 ![]() Posts: 17/45 EXP: 4322 For next: 92 Since: 03-25-14 Since last post: 11 days Last activity: 50 min. |
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Originally posted by gridatttackI finally found the address with the level number I was looking for a few posts back. EDIT: Specifically, 0C2237CC, 0C224474, and 0C234260 store the current levels' number, while 0C223624 stores the next levels' number. (Those are emulator addresses) Modifying the current level has no effect, but modifying the next level does have the effect of the level traveled to after reaching the goal. All numbers are between 1 and 130. Level numbers for reference -------------------- |
| Yoshimaster96 Red Goomba Level: 10 ![]() Posts: 18/45 EXP: 4322 For next: 92 Since: 03-25-14 Since last post: 11 days Last activity: 50 min. |
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| Yoshimaster96 Red Goomba Level: 10 ![]() Posts: 19/45 EXP: 4322 For next: 92 Since: 03-25-14 Since last post: 11 days Last activity: 50 min. |
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Sorry, but there is no way to do that. But soon you will be able to edit levels, which GXGMA cannot.
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| Yoshimaster96 Red Goomba Level: 10 ![]() Posts: 20/45 EXP: 4322 For next: 92 Since: 03-25-14 Since last post: 11 days Last activity: 50 min. |
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Here is a screenshot of the original program (rendering AD19):
![]() And here is a screenshot of the new program (same level): ![]() As you can see, the texture rendering is glitched at the moment, but my program will render them accurately soon. Specifically, it is the compressed textures that are giving me problems. -------------------- |
| Pages: 1 2 3 |
| Jul - Posts by Yoshimaster96 |
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Acmlmboard - 07/23/2013 b378.03 ©2000-2013 Acmlm, Xkeeper, Inuyasha, et al. |
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