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Originally posted by Egadd
Originally posted by cramps-man
Hi all. Just wondering is anyone knows anything about the ROM Map for the game Kirby's Dream Course?


No one has tried to hack Kirby's Dream Course before, it doesn't even have an entry on Data Crystal. Absolutely nothing is none about it.


Actually, purplebridge001 did try to hack Kirby's Dream Course a long time ago. The miniscule amount of things he found are documented here. I did try tinkering with the data around that time, and from what I remember, it is compressed.

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hi, this is a question about brawl hacking

is there a way for a character to always have the effects of the metal box?

thanks in advance

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PSN - STVH1295

3DS FC - 5455 - 9682 - 0735

Dueling Network Name - <STVH>

Wii U Name - STVH1295
In DKC 3 i want transform Knockas into Krackas (that unused enemy that was reused on the on the GBA remake) how i do this?
Here the pointers of the Knockas who i want transform:
0962 = Knocka
0964 = Knocka
0966 = Knocka



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Hey hey! No trollings in my topics!
Is there any documentation about Earthworm Jim 2's sound format (assuming the SNES version)? I haven't been able to find anything, and it's one of those games that constantly switch which channels are playing which instruments.
Sonic roms sprite/character hack help?

So I'm having the biggest problem modding the old Sonic games. There are tons of character mods out there, and I can't figure out how to do it. Plus there aren't any REAL tutorials. I'm still trying to figure out Sonik Sprites app. I would like to either replace or better yet add characters(ex. Sonic Classic Heroes).
I am working with PK Hack to make and earthbound hack. It worked great, but now I'm on a laptop that does not allow writing the log files for rewinds. Yet, if I use Notepad++ to edit it out, Java declares the file corrupt. How do I get rid of this?

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Your layout has been removed.
Okay, so... I'm trying out Super Metroid hacking for the first time, but when I open up a Super Metroid ROM in SMILE, I get this error:

Run-time error '76':

Path not found

I tried Google searching and compatibility mode but to no avail. Any help is appreciated. Thanks!

EDIT: Turns out I just needed a different version of SMILE. Version 2.50. Thank you, FPzero!

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Do you freeze your lard!?
Well, I've been trying to add an extra stage to Sonic Adventure DX PC (a chao garden specifically), so I was wondering how to make an entrance to a stage/change where an entrance goes. Can anyone help me out with this?

If it helps, the added chao garden is currently just a clone of the Station Square one, the folder in the "Levels" folder that gets built back into the .exe is named "SH Garden" (I'm making a speed highway chao garden just 'cause...)

EDIT:

Also having trouble using SADXLVL2. This is the error I get when I try to open a level:

System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.ArgumentException: Requested value 'PerfectChaos' was not found.
at System.Enum.Parse(Type enumType, String value, Boolean ignoreCase)
at SADXPCTools.SA1LevelAct..ctor(String levelact) in C:\RetroSVN\Programs\SADXPCTools\SADXPCTools\IniData.cs:line 102
--- End of inner exception stack trace ---
at System.RuntimeMethodHandle._InvokeConstructor(Object[] args, SignatureStruct& signature, IntPtr declaringType)
at System.RuntimeMethodHandle.InvokeConstructor(Object[] args, SignatureStruct signature, RuntimeTypeHandle declaringType)
at System.Reflection.RuntimeConstructorInfo.Invoke(BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture)
at System.RuntimeType.CreateInstanceImpl(BindingFlags bindingAttr, Binder binder, Object[] args, CultureInfo culture, Object[] activationAttributes)
at System.Activator.CreateInstance(Type type, BindingFlags bindingAttr, Binder binder, Object[] args, CultureInfo culture, Object[] activationAttributes)
at SADXPCTools.StringConverter`1.ConvertFrom(ITypeDescriptorContext context, CultureInfo culture, Object value) in C:\RetroSVN\Programs\SADXPCTools\SADXPCTools\IniData.cs:line 2261
at System.ComponentModel.TypeConverter.ConvertFromInvariantString(String text)
at SADXPCTools.IniFile.ConvertFromString(Type type, String value) in C:\RetroSVN\Programs\SADXPCTools\SADXPCTools\IniFile.cs:line 452
at SADXPCTools.IniFile.DictionaryDeserializer`2.Deserialize(Object listObj, Dictionary`2 group, String groupName, Boolean usecollectionname, String name, Dictionary`2 ini, String fullname) in C:\RetroSVN\Programs\SADXPCTools\SADXPCTools\IniFile.cs:line 589
at SADXPCTools.IniFile.DeserializeInternal(String name, Type type, Object defaultvalue, Dictionary`2 ini, String groupName, Boolean rootObject, Boolean usecollectionname) in C:\RetroSVN\Programs\SADXPCTools\SADXPCTools\IniFile.cs:line 305
at SADXPCTools.IniFile.Deserialize(Type Type, Dictionary`2 INI) in C:\RetroSVN\Programs\SADXPCTools\SADXPCTools\IniFile.cs:line 215
at SADXPCTools.IniFile.Deserialize[T](Dictionary`2 INI) in C:\RetroSVN\Programs\SADXPCTools\SADXPCTools\IniFile.cs:line 209
at SADXPCTools.SA1StartPosList.Load(String filename) in C:\RetroSVN\Programs\SADXPCTools\SADXPCTools\IniData.cs:line 404
at SonicRetro.SAModel.SADXLVL2.MainForm.backgroundWorker1_DoWork(Object sender, DoWorkEventArgs e) in C:\RetroSVN\Programs\SAModel\SADXLVL2\MainForm.cs:line 195


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Eh, sure. Why not? Kaizo hacking doesn't seem too ha-aaaaaaand I broke the ROM.
hey this question is about editing New Mario bros Wii's files, what should I do if I want to make a new background or add new objects to exsiting one?#smw{o_O?}

Does anyone know where I can find a documentation on the .tpl and .gma file formats used in GameCube Super Monkey Ball? I have found one on .tpl, but the magic bytes don't match, yet somehow, GXGMA is able to render it correctly. GameZelda apparently used the same .tpl reference that I did, so am I missing something? Help would be appreciated, thanks!

[EDIT] I decoded the .tpl format, now all I need is a good reference on the .gma files used in some GameCube games.

[EDIT 2] I have finally decoded the .gma format, but the .lz is still stumping me, I haven't got a clue how it is encoded. Any pointers would be helpful.

[EDIT 3] I decoded the .lz, but replacing it crashes the game O_o. There must be a checksum of some sort.
 
Originally posted by Yoshimaster96
Does anyone know where I can find a documentation on the .tpl and .gma file formats used in GameCube Super Monkey Ball? I have found one on .tpl, but the magic bytes don't match, yet somehow, GXGMA is able to render it correctly. GameZelda apparently used the same .tpl reference that I did, so am I missing something? Help would be appreciated, thanks!

[EDIT] I decoded the .tpl format, now all I need is a good reference on the .gma files used in some GameCube games.

[EDIT 2] I have finally decoded the .gma format, but the .lz is still stumping me, I haven't got a clue how it is encoded. Any pointers would be helpful.

[EDIT 3] I decoded the .lz, but replacing it crashes the game O_o. There must be a checksum of some sort.

Probably. I know nothing about GCN hacks this heavy, but I'd suggest finding a GameCube checksum fixer.
Also, I'm trying to figure out how to replace mipmaps with Dolphin; using the mipmap names does nothing.

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I really need a layout. :<

Does anyone know of a OpenGL C++ library capable of importing tpl files?

[EDIT]
Could someone please help me?
 
Well Super Mario Sunshine hacking ever be possible seeing that Super Mario Galaxy hacking is existing and SMG is later? Is anyone here eager enough to shred SMS? I can't do it all alone.

Originally posted by Wario man21
Well Super Mario Sunshine hacking ever be possible seeing that Super Mario Galaxy hacking is existing and SMG is later? Is anyone here eager enough to shred SMS? I can't do it all alone.
Certainly it is possible. I am doing two GameCube games, Super Monkey Ball 1 and 2, games I really enjoyed as a kid. It's fascinating.
 
I didn't want to start a new thread, so I thought I'd post here instead. So I started Super Mario Kart hacking, and I was wondering if it would be possible to separate the bottom tiles of Mario and Luigi's graphics since I'm wanting both of them to be two drastically different characters. How would I be able to do this?

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Want progress on 100 Rooms of Enemies: The Nightmare Edition? Go here to see.

Are you a sample porter and wanna help with 100 Rooms of Enemies: The Nightmare Edition? Private Message me or Mellonpizza for details. Expect trading "resources" in exchange. 4 more left.




I believe there currently isn't any way possible to do that. I could be wrong though, but I haven't seen anything about that anywhere.

Originally posted by Daizo Dee Von
So I started Super Mario Kart hacking, and I was wondering if it would be possible to separate the bottom tiles of Mario and Luigi's graphics since I'm wanting both of them to be two drastically different characters. How would I be able to do this?
Look here (Note 2, specifically). Before you do this, you'll need to expand the ROM to have room for the character's graphics.

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Originally posted by Yoshimaster96
Does anyone know of a OpenGL C++ library capable of importing tpl files?

[EDIT]
Could someone please help me?
I can load most textures fine, but the compressed ones are troublesome. I am currently using DevIL, but it can only load uncompressed textures. The textures are a variation of DXT1 compression.
 

Does anyone know of a program to view GBA file systems (SMBJR's to be specific)? I can find the names of the files in a hex editor, but as for the actual data contained within, I cannot find.
 

VL-Tone's Star Fox level editor won't let me export obj files! Help please!

Horray for 200th post, during C3!
 
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