[WIP] The Fourth Dimension: A Super Mario 3D land level editor

Discussion in '3DS - ROM Hacking, Translations and Utilities' started by exelix11, Apr 24, 2016.

  1. Sinon

    Sinon The Wolf Girl

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    The Nintenjas did it again :(
     
    Last edited by Sinon, Jan 10, 2017


  2. firegodjr

    firegodjr Newbie

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    I've noticed that occasionally area outlines won't disappear when they're unselected, making the entire level kind of hard to see if you're switching between areas a lot. I'm not sure where I should report a bug, but I just wanted to give a heads up. :)

    Let me know if you need more info. I'm on Windows 10 64-bit
     
  3. mustafag32g

    mustafag32g GBAtemp Advanced Fan

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    Exelix any idea where programming info about objects are store in 3d land files? For instance Goomba what setting controlls that mario gets hurt when he collides with the goomba/kuribo? Any way of finding this please :-)

    I tried looking in all the byaml inside szs but i could find anything i think that could get me close to answering question... Maybe you can find something since you are very skilled with coding :P
     
  4. exelix11
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    exelix11 GBAtemp Advanced Fan

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    Unluckily i don't think it would be easy, inside the CCNT you can see every object is linked to a class, if that means what i think, it's a class in the code ,changing that would require some asm hacking and that's beyond me.
    I think it's possible to change stuff like the collision size in InitActor.byml, I guess you could also add enemies that behave like goombas replacing animations and the model but keeping the same class in the CCNT.
    I didn't test anything, i'm just making assumptions, nor i know how to make custom bcmdls with animations.
     
    mustafag32g likes this.
  5. mustafag32g

    mustafag32g GBAtemp Advanced Fan

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    any idea where code is stored mate? All i see is a bunch of byaml inside szs :-)?
     
  6. exelix11
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    exelix11 GBAtemp Advanced Fan

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    the code.bin in the exefs
     
  7. souler92

    souler92 GBAtemp Regular

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    are there any "full game" attemps? because i'd love a full custom mario game
     
  8. exelix11
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    exelix11 GBAtemp Advanced Fan

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  9. souler92

    souler92 GBAtemp Regular

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    thanks , i did found that one after i asked looking forward
     
  10. Skelux

    Skelux Advanced Member

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    I am above the law, here you go
     
    vinipeix, CuriousTommy, Sinon and 2 others like this.
  11. colt05

    colt05 GBAtemp Regular

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    Help! Nothing changes after I pack the ROMFS with 3dstool and put the .romfs in /hans on the sd card (and run it with hans :P)!
     
  12. GameLizard

    GameLizard Newbie

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    Interesting! But seriously though, how would you make something like this?
     
  13. Kourin

    Kourin Touhou Maniac

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    Ripple Star
    You draw maps in a program like Sketchup or Blender, import it into the program and edit the objects
     
  14. MarioLover63

    MarioLover63 Newbie

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    Do you have the romFS? I don't want to bother with extracting it.
     
    Last edited by MarioLover63, May 10, 2017
  15. Mattshark

    Mattshark GBAtemp Regular

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    This cannot be legally shared as the romFS contains copyrighted files...
     
  16. Flaflo

    Flaflo Member

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    nice work :)
     
  17. exelix11
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    exelix11 GBAtemp Advanced Fan

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    Just uploaded version 0.9.2 which fixes Japanese text encoding when saving levels as xml and converting between xml and byml.
    Get it here
     
  18. mustafag32g

    mustafag32g GBAtemp Advanced Fan

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    Exelix can you please take a look at the file that contains coding of each object and maybe decrypt it so we can edit camera info and object. Maybe also import objects from 3d world because they are a bit similar..

    You have coding experience thats why i ask :D

    — Posts automatically merged - Please don't double post! —

    How is the project going mate ?any new footage?
     
  19. exelix11
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    exelix11 GBAtemp Advanced Fan

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    It's not about encryption, decrypting code.bin won't magically create documentation on objects, the behavior of each object is defined in the code of the game, you could decompile it with tools like IDA but you would only find lots of arm instructions, it's not going to be easy understanding what everything does, and trying to inject new objects would be even harder :wacko: , to put things in prospective, this is almost as difficult as finding exploits in games.
    Also we can't copy-paste code from 3d world cause even if it was the same game its code is for another architecture.
    Anyway, this is something I never done, and I don't even know where to start, sorry mate.
    If some good soul who has experience with this kind of stuff wants to help he's welcome.