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Super Monkey Ball hacking! Seriously!
Forum Index - Non-SMW Hacking - Misc. ROM Hacking - Super Monkey Ball hacking! Seriously!
Pages: « 1 2 3 410 11 »

I managed to put objects in the level, but sadly, no collision. Here is a picture:


Also if you didn't notice, I moved the start position as well.
Website

Spring break is over, but I got a lot done. The test level helped a lot, as it is basically a square. School is tomorrow, hopefully I will have time to finish decoding the collision.
Website
Originally posted by Yoshimaster96
How about some SMB2?



MandL27:
Originally posted by MandL27
Well... I don't yet. #smw{:(} But I DO have some textures that I'd like to hack in so someone could then LP it.


Is this what you're looking for?

I updated the link.

Not entirely, I don't think... Dolphin has a built-in texture replacement feature, but it only seemed to work with the now-removed Fast Mipmaps setting. #smw{T_T}

--------------------
I really need a layout. :<

Do you know what version of Dolphin it was? I bet you can find it again. Make sure to disable Dual-Core. That prevents the game from crashing.

OMG! I am now a Waddle Dee!
Website
Originally posted by Yoshimaster96
Do you know what version of Dolphin it was? I bet you can find it again. Make sure to disable Dual-Core. That prevents the game from crashing.

OMG! I am now a Waddle Dee!

I know; I leave Dual Core on. I used a version of Dolphin that was before V3 and it had Fast Mipmaps available, but anything more recent (and x64) removes it for whatever reason.
And level-up for me as well.

--------------------
I really need a layout. :<
I'l love to do this, but I'd have to hack it on the GBA version of the game unfortunately, because my PC is too stupid to emulate GameCube/Wii. Sad, but true.

Originally posted by BigTarantula99
I'l love to do this, but I'd have to hack it on the GBA version of the game unfortunately, because my PC is too stupid to emulate GameCube/Wii. Sad, but true.

I may try to do the GBA version, after all, it has less polygons per stage.

Test level collision (if anyone wants to help), stage is10x10 units:
-5
0
-5
0
1
0
X
X
10
0
10
10
-1
0
0.71
-0.71

-5
0
-5
0
1
0
X
X
14.14
0
14.14
14.14
-0.71
-0.71
0.71
-0.71
Website
Originally posted by Yoshimaster96
Originally posted by BigTarantula99
I'l love to do this, but I'd have to hack it on the GBA version of the game unfortunately, because my PC is too stupid to emulate GameCube/Wii. Sad, but true.

I may try to do the GBA version, after all, it has less polygons per stage.

Test level collision (if anyone wants to help), stage is10x10 units:
-5
0
-5
0
1
0
X
X
10
0
10
10
-1
0
0.71
-0.71

-5
0
-5
0
1
0
X
X
14.14
0
14.14
14.14
-0.71
-0.71
0.71
-0.71

I'm assuming the test level is the grey square and the units are the light/dark tiles?

--------------------
I really need a layout. :<

Originally posted by MandL27
Originally posted by Yoshimaster96
Originally posted by BigTarantula99
I'l love to do this, but I'd have to hack it on the GBA version of the game unfortunately, because my PC is too stupid to emulate GameCube/Wii. Sad, but true.

I may try to do the GBA version, after all, it has less polygons per stage.

Test level collision (if anyone wants to help), stage is10x10 units:
-5
0
-5
0
1
0
X
X
10
0
10
10
-1
0
0.71
-0.71

-5
0
-5
0
1
0
X
X
14.14
0
14.14
14.14
-0.71
-0.71
0.71
-0.71

I'm assuming the test level is the grey square and the units are the light/dark tiles?

Actually 1 unit is the diameter of the ball, and equal to 2 checker squares. And yes the test level is the square (in game model BOX)
Website
Originally posted by Yoshimaster96
Originally posted by MandL27
Originally posted by Yoshimaster96
Originally posted by BigTarantula99
I'l love to do this, but I'd have to hack it on the GBA version of the game unfortunately, because my PC is too stupid to emulate GameCube/Wii. Sad, but true.

I may try to do the GBA version, after all, it has less polygons per stage.

Test level collision (if anyone wants to help), stage is10x10 units:
-5
0
-5
0
1
0
X
X
10
0
10
10
-1
0
0.71
-0.71

-5
0
-5
0
1
0
X
X
14.14
0
14.14
14.14
-0.71
-0.71
0.71
-0.71

I'm assuming the test level is the grey square and the units are the light/dark tiles?

Actually 1 unit is the diameter of the ball, and equal to 2 checker squares.

Meaning that the stage has a floor surface area of 100 square meters. (Ball = 1m) And speaking of ball-lengths, they're directly referenced in Choice (AD11) and Tracks (EX09), and the long curvy strip at the end of Exam-C (EX07) is 0.5m wide. ((No wonder I suck at it.))

--------------------
I really need a layout. :<

They are also referenced in AD25 if you look close enough. Located after the blue goal is a zigzag, and past it, several paths leading to the green goal. In the air (or water, rather) above each path is a red block number indicating the width of the path.
Website
Originally posted by Yoshimaster96
Originally posted by MandL27
Originally posted by Yoshimaster96
Originally posted by MandL27
Originally posted by Yoshimaster96
Originally posted by BigTarantula99
I'l love to do this, but I'd have to hack it on the GBA version of the game unfortunately, because my PC is too stupid to emulate GameCube/Wii. Sad, but true.

I may try to do the GBA version, after all, it has less polygons per stage.

Test level collision (if anyone wants to help), stage is10x10 units:
-5
0
-5
0
1
0
X
X
10
0
10
10
-1
0
0.71
-0.71

-5
0
-5
0
1
0
X
X
14.14
0
14.14
14.14
-0.71
-0.71
0.71
-0.71

I'm assuming the test level is the grey square and the units are the light/dark tiles?

Actually 1 unit is the diameter of the ball, and equal to 2 checker squares.

Meaning that the stage has a floor surface area of 100 square meters. (Ball = 1m) And speaking of ball-lengths, they're directly referenced in Choice (AD11) and Tracks (EX09), and the long curvy strip at the end of Exam-C (EX07) is 0.5m wide. ((No wonder I suck at it.))

They are also referenced in AD25 if you look close enough. Located after the blue goal is a zigzag, and past it, several paths leading to the green goal. In the air (or water, rather) above each path is a red block number indicating the width of the path.

How did I forget about Labyrinth? (Using the SMBDX names) In any case, I'd assume that the 10/0/10/10 is probably the collision itself, and everything else is offsets, FG scenery, and stuff like that. I'll see if I can find a free-roaming AR code for this and futz around in the test level for extra collision, just to see if what I think is irrelevant actually is irrelevant.

--------------------
I really need a layout. :<

I was thinking more along the lines of -5/0/-5 being a coordinate, 0/1/0 being a normal, and 10/0/10/10 is some sort of length maybe? Note that Y is vertical, and not Z.
Website
Originally posted by Yoshimaster96
Originally posted by MandL27
Originally posted by Yoshimaster96
Originally posted by MandL27
Originally posted by Yoshimaster96
Mod edit: Could you guys please not make obnoxiously big quote pyramids?

Meaning that the stage has a floor surface area of 100 square meters. (Ball = 1m) And speaking of ball-lengths, they're directly referenced in Choice (AD11) and Tracks (EX09), and the long curvy strip at the end of Exam-C (EX07) is 0.5m wide. ((No wonder I suck at it.))

They are also referenced in AD25 if you look close enough. Located after the blue goal is a zigzag, and past it, several paths leading to the green goal. In the air (or water, rather) above each path is a red block number indicating the width of the path.

How did I forget about Labyrinth? (Using the SMBDX names) In any case, I'd assume that the 10/0/10/10 is probably the collision itself, and everything else is offsets, FG scenery, and stuff like that. I'll see if I can find a free-roaming AR code for this and futz around in the test level for extra collision, just to see if what I think is irrelevant actually is irrelevant.

I was thinking more along the lines of -5/0/-5 being a coordinate, 0/1/0 being a normal, and 10/0/10/10 is some sort of length maybe? Note that Y is vertical, and not Z.

I know, what really warranted the uncertainty is that I don't know if Sega interleaved the coordinates/lengths. And some software (OWL, among others) considers Z as vertical.

--------------------
I really need a layout. :<

To answer your question, I already found the offsets, scenery, etc., which is why I isolated the collision and listed the numbers, hence what you see.
Website
Originally posted by Yoshimaster96
Originally posted by MandL27
Originally posted by Yoshimaster96
Originally posted by MandL27
Originally posted by Yoshimaster96
Originally posted by MandL27
Originally posted by Yoshimaster96
Mod edit: Could you guys please not make obnoxiously big quote pyramids?

Meaning that the stage has a floor surface area of 100 square meters. (Ball = 1m) And speaking of ball-lengths, they're directly referenced in Choice (AD11) and Tracks (EX09), and the long curvy strip at the end of Exam-C (EX07) is 0.5m wide. ((No wonder I suck at it.))

They are also referenced in AD25 if you look close enough. Located after the blue goal is a zigzag, and past it, several paths leading to the green goal. In the air (or water, rather) above each path is a red block number indicating the width of the path.

How did I forget about Labyrinth? (Using the SMBDX names) In any case, I'd assume that the 10/0/10/10 is probably the collision itself, and everything else is offsets, FG scenery, and stuff like that. I'll see if I can find a free-roaming AR code for this and futz around in the test level for extra collision, just to see if what I think is irrelevant actually is irrelevant.

I was thinking more along the lines of -5/0/-5 being a coordinate, 0/1/0 being a normal, and 10/0/10/10 is some sort of length maybe? Note that Y is vertical, and not Z.

I know, what really warranted the uncertainty is that I don't know if Sega interleaved the coordinates/lengths. And some software (OWL, among others) considers Z as vertical.

To answer your question, I already found the offsets, scenery, etc., which is why I isolated the collision and listed the numbers, hence what you see.

OK, but what do the X's mean, or are they like that in the code?

--------------------
I really need a layout. :<

The X's are numbers that have no meaning, as I have eliminated them, for all I know, you can put 0 there and it will work fine.

[EDIT]
I've eliminated them due to the fact that some of the numbers had ridiculously high values when converted to float. Plus there are too many 1 bits for it to be flags, and the offset doesn't exist in the file.
Website
Originally posted by Yoshimaster96
The X's are numbers that have no meaning, as I have eliminated them, for all I know, you can put 0 there and it will work fine.

[EDIT]
I've eliminated them due to the fact that some of the numbers had ridiculously high values when converted to float. Plus there are too many 1 bits for it to be flags, and the offset doesn't exist in the file.

Well, one could say that I'm lost. Regardless, seeing all these progressions might mean a tool for hacking Super Monkey Ball in the future! #smw{^_^}

--------------------
I really need a layout. :<

Originally posted by MandL27
Well, one could say that I'm lost. Regardless, seeing all these progressions might mean a tool for hacking Super Monkey Ball in the future! #smw{^_^}

I believe so. But first I have to figure out this collision issue, as there is none, hence the instant fall out. Also I would like to figure out how objects move. So it may be a while before I even figure out the level format. A few posts back, I gave the collision values, if anyone wants to help.
Website

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.
Website
Pages: « 1 2 3 410 11 »
Forum Index - Non-SMW Hacking - Misc. ROM Hacking - Super Monkey Ball hacking! Seriously!

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