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mkdasher
Posted 2010年04月27日 - 5:31 JST #748

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I'm working with it now, I have already analised some things:

from NKMD to OBJI: header, verification data, it just says where the parts of the nkm file begins in the file (Not exactly the hex value). It needs to fit with the position of every nkm part, I know how to change this part now.

OBJI: Object Positions

First 4 bytes: Header (OBJI)
Second 4 bytes: Amount (example: 0A 00 00 00) This indicates that there are 10 objects.

Then it appears the object data (each data is 4 bytes):
- X value / Y value (heigh) / Z value / X angle / Y angle / Z angle / X scale / Y scale / Z scale / Object ID / Setting 1 / Setting 2 / Setting 3 / Setting 4 / Setting 5

Object ID: first 2 bytes indicates the Object ID (example, 6500 = itembox)
the last 2 bytes can be FF FF, or 0x 00. If its FF FF it means the object doesn't need any route. If it's 0x 00, then it means it need a route (for example, a goomba has a route so they can move), and the "x" would be the number of route it's asociated to the object.

Setting 5: if its "00 00 00 00" it means tha the object wont appear in Time Trials (like itemboxes), if it's "01 00 00 00" it means it will.

POIT: extra routes (object routes or camera routes)
KTPS: start position
KTPJ: respawn positions, it has the same format than the start position but it's 8 digits longer each respawn I believe. That 8 digits indicates the number of the respawn.
KTPC: I guess it's cannon position, since I have only seen it in Airship Fortress (I haven't had a look to waluigi pinball).
IPOI: item routes
EPOI: enemy routes

AREA and/or CAME: both are something to do with the camera, probably the track intro and also the replay.

After every header (for example OBJI), in hex it appears for example something like this:(07 00 00 00), that means there are 7 objects in the file. After that it appears the data of each object.

If anyone knows anything more about this file, please tell to us.

jimbo390
Posted 2010年04月27日 - 7:08 JST #749



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i know how to change the coordinates of the objects, i did some time ago a hack that make mario curcuit look like the real gc version with trees and goombas on the road. The coordinates are rightt after the 4 bytes that tell number of objects(07 00 00 00), the first 4 bytes are x axis, the second 4 bytes are the z axis and 3rd 4 bytes are y axis.

i dont really know how to convert them to real coordinates, i just change the values, pack the rom and test. then i do this until the object is in the position I want.

i know more thing about the OBJI section like ID of objects or make an object bigger but i have to go now, i'll explain later

MKGirlism
Posted 2010年04月27日 - 14:39 JST #751

I'm cutely evil, aren't I?

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Do you mind if I take this to The Mario Kart CW Project?

NeoWynaut
Posted 2010年04月27日 - 18:55 JST #753

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Ah FINALLY!
This thing is GOOD!

mkdasher
Posted 2010年04月28日 - 0:19 JST #756

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Okay, Split-up beach has the respawns fixed now. Vid as soon as I can.

Frozen Cartridge
Posted 2010年04月28日 - 1:37 JST #757

makes an video game unplayable every six minutes...

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mkdasher FTW ^^

PotatoesAreUs
Posted 2010年04月28日 - 3:01 JST #761

Infected by the deadly Weegee virus. X_X

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Wow, which one is the placement of the item boxes?
>Jimbo390 what is the "z-axis"?

mkdasher
Posted 2010年04月28日 - 4:57 JST #763

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First improvement! :)

[media]http://www.youtube.com/watch?v=H2IFRoTdUec[/media]

jimbo390
Posted 2010年04月28日 - 6:43 JST #764



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Wow, which one is the placement of the item boxes?
>Jimbo390 what is the "z-axis"?


the one that determine the height of the object. In 2d games you only have x and y but in 3d games you have the z axis for the height
xyz.gif
Placement of item boxes are in the OBJI section

MKGirlism
Posted 2010年04月28日 - 14:23 JST #765

I'm cutely evil, aren't I?

Führer
8388607 Posts
Could it be true?
DSHack improving Nintendo? (^,~)

PotatoesAreUs
Posted 2010年04月29日 - 1:04 JST #769

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>ヤミホシ Lol.
>MKDasher Nice :D
I have also noticed that when you hit the trees in Split-Up Beach, you go straight through them. I don't know if that is in the course_collision or course_map file, but we should try to find a way to fix that.

MKGirlism
Posted 2010年04月29日 - 1:47 JST #770

I'm cutely evil, aren't I?

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[quote name='Spyrosbiggestfan5678' date='28 April 2010 - 06:04 PM' timestamp='1272470648' post='769']
I have also noticed that when you hit the trees in Split-Up Beach, you go straight through them. I don't know if that is in the course_collision or course_map file, but we should try to find a way to fix that.
[/quote]
Same for DK Alps's green parts and WP's white thing.
In both tracks, it works fine in the Kiosk ROM.
We've ported them from the Kiosk ROM to the Final ROM, but the ones included in the Final ROM also have these problems.
Could that mean, these things are in the Tex file?
It's unlikely that it's true, but somewhat possible.

PotatoesAreUs
Posted 2010年04月29日 - 4:33 JST #776

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I don't think so. I think it has more to do with the course_collision file.
And I have played Split-Up Beach in the Kiosk using an Emulator, and you still go through them, I think, though I'm not sure because the Emulator was very laggy :P
Edit: Lol, WP's "white thing".
Try "Slot machine" :P

MKGirlism
Posted 2010年04月29日 - 5:07 JST #781

I'm cutely evil, aren't I?

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That's right.
I can play Split-Up Beach on the Kiosk ROM on native speed on my NDS.
You indeed go through the trees, but the Goomba doesn't blink there.
Also, you don't go through the ground after the red-white thing, while you do in the Final game.

mkdasher
Posted 2010年04月29日 - 6:01 JST #783

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I believe I already fixed the blinked goomba but I never released it. I'll try to fix it soon, and I'll have a look at those trees.

PotatoesAreUs
Posted 2010年04月30日 - 1:08 JST #798

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>ヤミホシ Yeah I know, that part of ground really irritated me when the only access I had to Split-Up Beach was Action Replay -> textureless >.<
>MKDasher I saw that you fixed the Goomba ^.^

mkdasher
Posted 2010年04月30日 - 3:27 JST #811

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[media]http://www.youtube.com/watch?v=6UlNsZxuV9E[/media]

PotatoesAreUs
Posted 2010年04月30日 - 4:22 JST #813

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[quote name='mkdasher' date='29 April 2010 - 07:27 PM' timestamp='1272565675' post='811']
[media]http://www.youtube.com/watch?v=6UlNsZxuV9E[/media]
[/quote]
^.^

MKGirlism
Posted 2010年04月30日 - 6:02 JST #816

I'm cutely evil, aren't I?

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That last fall was great!

mkdasher
Posted 2010年09月18日 - 7:16 JST #1377

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Okay, I'm back to this topic.

I already discovered much more about the nkm file and I would say I can start modidying objects now. I'm trying to add objects to GCN Mario Circuit (like jimbo said he did), this are my results so far:



1st pic: New full set of itemboxes
2nd pic: 2 piranha plants added at the end of the track. The problem I'm having with them is that I can't make them work in TimeTrials.

I'll try to add trees / goombas also in a future.

Finally I need to tell that I'm trying to make a .NKM Viewer (not editor yet, that'd take me more time if I manage to do it one day), that show all the routes, objects and positions.

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