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Discussion in '3DS - ROM Hacking, Translations and Utilities' started by exelix11, Apr 24, 2016.
The Nintenjas did it again
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
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
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.
any idea where code is stored mate? All i see is a bunch of byaml inside szs :-)?
the code.bin in the exefs
are there any "full game" attemps? because i'd love a full custom mario game
thanks , i did found that one after i asked looking forward
I am above the law, here you go
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 )!
Interesting! But seriously though, how would you make something like this?
You draw maps in a program like Sketchup or Blender, import it into the program and edit the objects
Do you have the romFS? I don't want to bother with extracting it.
This cannot be legally shared as the romFS contains copyrighted files...
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
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
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How is the project going mate ?any new footage?
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 , 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.
Is it possible to do an edit that makes us able to test custom levels faster like an edit combined with citra ?