ROM Hack MKDS Course Modifier

Gericom

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I am rewriting mkds course modifier. When I release it it will be version 4.0.
I allready have:
Ncgr
Nclr
Nscr
Nsbtx
Nsbmd
Raw graphics (ncg.bin for example)
Raw palettes (ncl.bin for example)
Raw screen files (nsc.bin for example)

All full rewritten by myself.

Narc is also included allready. Bu I took it from old mkds course modifier because it worked good and I wrote it myself.
 
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Gericom

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very good,

where to find it ?
what about obj exporter ?

thx
I am working on it. It will be rewritten. And released soon. (maybe in a month or 2 months but I am not sure)

By the way. I have perfect NSBCA and NSBTA allready.
 

Gericom

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NSBMA,
NSBTA,
NSBTP and
NSBCA

Are now also working. Only nsbca glitches a bit. It is a glitch between rotation and scale. I am trying to fix it.
Nsbtx can allready be edited. Only type 5 (4x4 texel) have to be done. Generating and viewing is f*cking fast. Spa also work. I found out how they work. They are particle files. They are in mkds for example. But also in nsmb.
 

boot2490

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does this support collisions yet? I'm confused by all these file extensions. Also, will it ever support exporting 3d models into an editable format?
 

FAST6191

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Lots of shiny 3d related features there Gericom... I look forward to having those to play with over the mish mash of tools I use right now.

Any chance of a debug window to output all the relevant info (basically anything and everything from vertex lists to texture palette locations) in case it is necessary to use a hex editor and/or tile editors for textures? If we are going truly crazy it might be nice to have a little converter for vertex locations (until a full 3d editor gets made it is hex editor time and I dislike having to convert between hex on the screen and the fixed point the 3d hardware favours).

Also when you say perfect NSBMD and co do you mean all the odd versions since discovered in various games (lowlines was discussing it a while back for his console tool) or perfect for Mario Kart (and most other games as they tend not to stray far from MK)? If the former I would be curious to see your list of games that did not play well with the normally understood versions of NSBMD.
 

Gericom

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Lots of shiny 3d related features there Gericom... I look forward to having those to play with over the mish mash of tools I use right now.

Any chance of a debug window to output all the relevant info (basically anything and everything from vertex lists to texture palette locations) in case it is necessary to use a hex editor and/or tile editors for textures? If we are going truly crazy it might be nice to have a little converter for vertex locations (until a full 3d editor gets made it is hex editor time and I dislike having to convert between hex on the screen and the fixed point the 3d hardware favours).

Also when you say perfect NSBMD and co do you mean all the odd versions since discovered in various games (lowlines was discussing it a while back for his console tool) or perfect for Mario Kart (and most other games as they tend not to stray far from MK)? If the former I would be curious to see your list of games that did not play well with the normally understood versions of NSBMD.
Maybe you can send me such a special nsbmd? And I don't fully understand why you want a debug window.
 

FAST6191

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Re mods video we had a thread http://gbatemp.net/topic/125374-player-of-vx-file/ and http://wiki.multimedia.cx/index.php?title=Mobiclip_Video_Codec has a tiny bit more. For what it is worth it is likely a hard thing to pull off and for the most part if people want to rip them we just tell them to do a filesystem hack and use desmume video options. It is more or less a full video codec and those are not pleasant to reverse engineer. Good news is most other video is frame by frame decoding a la motion jpeg or rad/bink which there is a decoder for.

As for special NSBMD afraid I do not really have any right now (at best I have a few different extensions or archive files but that changes nothing) but I am told there were some. http://www.romhacking.net/forum/index.php?topic=8407.0 might have something but this being said trying to tell what is NSBMDtool not working and what is actually different might be tricky. I will scour my history and bookmarks to see if I can drag something up.

Debug window like how nsbmdtool and tinke* will list locations of vertices, textures, palettes for textures, texture sizes and everything else. Basically like how a we can make an SMAP file but
http://gbatemp.net/topic/292661-snbk-to-dls/page__view__findpost__p__3643503

Code:
Model 0 (w_map_001)

Header:
Bones offset: 0x168
Material offset: 0x1ec
Polygon start offset: 0x588
Polygon end offset: 0x8f8
Unknown 1: 0x0
Unknown 2: 0x0
Unknown 3: 0x0
Number of objects: 0x10
Number of materials: 0x9
Number of polygons: 0x9
Unknown 4: 0x1
Scale mode: 0x0
Unknown 5: 0x2000080000
Number of vertices: 0x36
Number of surfaces: 0x9
Number of triangles: 0x0
Number of quads: 0x9
Bounding box X: 0
Bounding box Y: 0
Bounding box Z: -6
Bounding box width: 4
Bounding box height: 0
Bounding box depth: 3

Object section:
|__Object 0 (world_root)
Translation flag: 0xf807
Parameters-> N: 0, P: 0, S: 1, R: 1, T: 1
|__Object 1 (polySurface70)
Translation flag: 0xf807
Parameters-> N: 0, P: 0, S: 1, R: 1, T: 1
|__Object 2 (polySurface71)

....
....
Parameters-> N: 0, P: 0, S: 1, R: 1, T: 1
Bones commands:


Cmd 0-> ID: 38, Size: 4, Parameters: 00-00-00-00

Cmd 1-> ID: 6, Size: 3, Parameters: 01-00-00

Cmd 2-> ID: 2, Size: 2, Parameters: 01-01

Cmd 3-> ID: 11, Size: 0, Parameters: 
....
....
....
Material section:
Material 0 (map_15)
|__Definition: 00-00-2C-00-39-E7-00-00-00-00-00-00-81-00-1F-00-FF-F8-1F-3F-00-00-03-00-FF-FF-FF-FF-00-00-CE-1F-40-00-40-00-00-10-00-00-00-10-00-00-00-00
Material 1 (map_16)
|__Definition: 00-00-2C-00-39-E7-00-00-00-00-00-00-81-00-1F-00-FF-F8-1F-3F-00-00-03-00-FF-FF-FF-FF-00-00-CE-1F-40-00-40-00-00-10-00-00-00-10-00-00-00-00
Material 2 (map_21)
|__Definition: 00-00-2C-00-39-E7-00-00-00-00-00-00-81-00-1F-00-FF-F8-1F-3F-00-00-03-00-FF-FF-FF-FF-00-00-CE-1F-40-00-40-00-00-10-00-00-00-10-00-00-00-00
Material 3 (map_22)
|__Definition: 00-00-2C-00-39-E7-00-00-00-00-00-00-81-00-1F-00-FF-F8-1F-3F-00-00-03-00-FF-FF-FF-FF-00-00-CE-1F-40-00-40-00-00-10-00-00-00-10-00-00-00-00
Material 4 (map_23)
|__Definition: 00-00-2C-00-39-E7-00-00-00-00-00-00-81-00-1F-00-FF-F8-1F-3F-00-00-03-00-FF-FF-FF-FF-00-00-CE-1F-40-00-40-00-00-10-00-00-00-10-00-00-00-00
Material 5 (map_24)
.....
.....
.....
*Texture section:
Texture offset: 0xec
Texture 0 (w_map_15)
|__Matching data offset: 1fc
|__Associated material number: 1
Texture 1 (w_map_16)
|__Matching data offset: 1fd
|__Associated material number: 1
Texture 2 (w_map_21)
|__Matching data offset: 1fe
|__Associated material number: 1
.....
.....
.....
Polygon section:
Polygon 0 (polygon0)
|__Display-> offset: a30, size: 38, unknown1: 100000, unknown2: 5
|__Geometry commands:


BEGIN_VTXS (0x40) - Parameters: 0x1

TEXCOORD (0x22) - Parameters: 0x4000000

NORMAL (0x21) - Parameters: 0x7fc00

VTX_10 (0x24) - Parameters: 0x4000040

TEXCOORD (0x22) - Parameters: 0x4000400
.....
.....
.....
 

Gericom

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Re mods video we had a thread http://gbatemp.net/topic/125374-player-of-vx-file/ and http://wiki.multimedia.cx/index.php?title=Mobiclip_Video_Codec has a tiny bit more. For what it is worth it is likely a hard thing to pull off and for the most part if people want to rip them we just tell them to do a filesystem hack and use desmume video options. It is more or less a full video codec and those are not pleasant to reverse engineer. Good news is most other video is frame by frame decoding a la motion jpeg or rad/bink which there is a decoder for.

As for special NSBMD afraid I do not really have any right now (at best I have a few different extensions or archive files but that changes nothing) but I am told there were some. http://www.romhacking.net/forum/index.php?topic=8407.0 might have something but this being said trying to tell what is NSBMDtool not working and what is actually different might be tricky. I will scour my history and bookmarks to see if I can drag something up.

Debug window like how nsbmdtool and tinke* will list locations of vertices, textures, palettes for textures, texture sizes and everything else. Basically like how a we can make an SMAP file but
http://gbatemp.net/topic/292661-snbk-to-dls/page__view__findpost__p__3643503

[tite:short sample of tinke console/debug window]
Code:
Model 0 (w_map_001)

Header:
Bones offset: 0x168
Material offset: 0x1ec
Polygon start offset: 0x588
Polygon end offset: 0x8f8
Unknown 1: 0x0
Unknown 2: 0x0
Unknown 3: 0x0
Number of objects: 0x10
Number of materials: 0x9
Number of polygons: 0x9
Unknown 4: 0x1
Scale mode: 0x0
Unknown 5: 0x2000080000
Number of vertices: 0x36
Number of surfaces: 0x9
Number of triangles: 0x0
Number of quads: 0x9
Bounding box X: 0
Bounding box Y: 0
Bounding box Z: -6
Bounding box width: 4
Bounding box height: 0
Bounding box depth: 3

Object section:
|__Object 0 (world_root)
Translation flag: 0xf807
Parameters-> N: 0, P: 0, S: 1, R: 1, T: 1
|__Object 1 (polySurface70)
Translation flag: 0xf807
Parameters-> N: 0, P: 0, S: 1, R: 1, T: 1
|__Object 2 (polySurface71)

....
....
Parameters-> N: 0, P: 0, S: 1, R: 1, T: 1
Bones commands:


Cmd 0-> ID: 38, Size: 4, Parameters: 00-00-00-00

Cmd 1-> ID: 6, Size: 3, Parameters: 01-00-00

Cmd 2-> ID: 2, Size: 2, Parameters: 01-01

Cmd 3-> ID: 11, Size: 0, Parameters: 
....
....
....
Material section:
Material 0 (map_15)
|__Definition: 00-00-2C-00-39-E7-00-00-00-00-00-00-81-00-1F-00-FF-F8-1F-3F-00-00-03-00-FF-FF-FF-FF-00-00-CE-1F-40-00-40-00-00-10-00-00-00-10-00-00-00-00
Material 1 (map_16)
|__Definition: 00-00-2C-00-39-E7-00-00-00-00-00-00-81-00-1F-00-FF-F8-1F-3F-00-00-03-00-FF-FF-FF-FF-00-00-CE-1F-40-00-40-00-00-10-00-00-00-10-00-00-00-00
Material 2 (map_21)
|__Definition: 00-00-2C-00-39-E7-00-00-00-00-00-00-81-00-1F-00-FF-F8-1F-3F-00-00-03-00-FF-FF-FF-FF-00-00-CE-1F-40-00-40-00-00-10-00-00-00-10-00-00-00-00
Material 3 (map_22)
|__Definition: 00-00-2C-00-39-E7-00-00-00-00-00-00-81-00-1F-00-FF-F8-1F-3F-00-00-03-00-FF-FF-FF-FF-00-00-CE-1F-40-00-40-00-00-10-00-00-00-10-00-00-00-00
Material 4 (map_23)
|__Definition: 00-00-2C-00-39-E7-00-00-00-00-00-00-81-00-1F-00-FF-F8-1F-3F-00-00-03-00-FF-FF-FF-FF-00-00-CE-1F-40-00-40-00-00-10-00-00-00-10-00-00-00-00
Material 5 (map_24)
.....
.....
.....
*Texture section:
Texture offset: 0xec
Texture 0 (w_map_15)
|__Matching data offset: 1fc
|__Associated material number: 1
Texture 1 (w_map_16)
|__Matching data offset: 1fd
|__Associated material number: 1
Texture 2 (w_map_21)
|__Matching data offset: 1fe
|__Associated material number: 1
.....
.....
.....
Polygon section:
Polygon 0 (polygon0)
|__Display-> offset: a30, size: 38, unknown1: 100000, unknown2: 5
|__Geometry commands:


BEGIN_VTXS (0x40) - Parameters: 0x1

TEXCOORD (0x22) - Parameters: 0x4000000

NORMAL (0x21) - Parameters: 0x7fc00

VTX_10 (0x24) - Parameters: 0x4000040

TEXCOORD (0x22) - Parameters: 0x4000400
.....
.....
.....
I will try to do that.
 

Gericom

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Progress List for the new mkds course modifier (4.0, 3.0 will never be released) :
  • NSBCA
  • NSBMD
  • NSBTP
  • NSBMA
  • NSBTA
  • NSBTX->need to implement 4x4 texture generation
  • NSBVA
  • NCLR
  • NCGR->Need to add editing/saving/generating
  • NSCR->Need to add editing/saving/generating
  • NCER
  • NANR
  • BMG
  • NKM -> 50% finished
  • KCL -> Creating and Reading finished
  • Other MKDS Formats
  • NDS -> Need to implement writing
  • NARC/CARC
  • RAW Graphics
  • SDAT -> Need to implement writing
  • SWAV -> Need to implement writing/generating
  • SSEQ -> Need to implement writing/generating
  • STRM -> Need to solve block problem
  • SWAR -> Need to implement writing
  • SSAR -> Need to implement writing
 

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