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Post by TechMario on Apr 25, 2016 18:21:45 GMT -6
I had some pretty interesting questions about LM ROM hacking that I thought I'd post here for some help: 1. Is it possible to add new enemies into the game? Like completely new ghosts with custom parameters and such? I would be wondering if something like this could be done by hex editing (well I believe you could add params to a PRM file using a hex editor but it'd be a lot more work than spacecats' GUI. 2. I know I've seen videos on YouTube on this, but how can I exactly "play as Mario" in LM? (yes I know the game isn't beatable as Mario due to some glitches, but I think that'd be really interesting). But hex editing a file swap produces hilarious results. 3. How could I replace the rooms in the game without the screen of that area now being a black screen with the room in its initial position? I'd guess I'd change the room positions in the "roominfo" or something? 4. Is there any way to change the font? Like... graphics and such? A great example is when you're sucking up ghosts and it shows that sphere. I know some of these are in BMD format and others are in BTI. (there are some programs that extract the images as DDS for viewing them). 5. Is there any way to change the music in LM? I already know this isn't really possible yet but does anyone know what files store all the soundtracks and audio to load into the game? Are there files that compress the audio then it's loaded in whatever area? This would be pretty interesting. Thanks!
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luigim1
Moderator
i want betas
Posts: 0
Game Preference: Luigi's Mansion 2
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Post by luigim1 on Apr 25, 2016 18:47:57 GMT -6
I had some pretty interesting questions about LM ROM hacking that I thought I'd post here for some help: 1. Is it possible to add new enemies into the game? Like completely new ghosts with custom parameters and such? I would be wondering if something like this could be done by hex editing (well I believe you could add params to a PRM file using a hex editor but it'd be a lot more work than spacecats' GUI. 2. I know I've seen videos on YouTube on this, but how can I exactly "play as Mario" in LM? (yes I know the game isn't beatable as Mario due to some glitches, but I think that'd be really interesting). But hex editing a file swap produces hilarious results. 3. How could I replace the rooms in the game without the screen of that area now being a black screen with the room in its initial position? I'd guess I'd change the room positions in the "roominfo" or something? 4. Is there any way to change the font? Like... graphics and such? A great example is when you're sucking up ghosts and it shows that sphere. I know some of these are in BMD format and others are in BTI. (there are some programs that extract the images as DDS for viewing them). 5. Is there any way to change the music in LM? I already know this isn't really possible yet but does anyone know what files store all the soundtracks and audio to load into the game? Are there files that compress the audio then it's loaded in whatever area? This would be pretty interesting. Thanks! 1. I don't think it's possible since the way the the is made. It's ridiculous messy coding etc... 2. I'm not 100% sure exact on that but there is a way to do so, put the files in the right positions/folder. (Correct me if I'm wrong.) 3. I did'nt get what you quite said. Could you make it more specific please? 4. Yes, you can change the games font & textures. You're going to have to do this manually for you're own texture pack or something. 5. At the moment no, I'm not sure about sound fonts though.
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Post by lmfinishgamer on Apr 25, 2016 18:55:53 GMT -6
OH, CAN I HELP IN PUBLIC?
1. Surprisingly, out in the forum Lukie posted some thread about ADDING GHOSTS TO ROOMS! Well, I learned this:
You can locate the ghost spawings in enemyinfo (OF MAP2.szp). You can do this both with iNfoFR and hex, but I prefer iNfoFR since this is way easier, and I will make an basic explanation of it in infoFR. Well, open it in the program and you may see A LOT OF NAMES in them. In "second value" of the left (or list 1) thing, you may see that it is various tags with ##_# (## stands for the room number, I suggest viewing the room documentation in the forums here, and # stands for the "waves". The waves stands for the appearings (for example, the first Gold ghost in the Parlor stands for the first ghost appearing, the second for the second appearing, lolz and the third for the third appearing, loollz. I prefer to call them "ghost appearings", to anyone here don't get confused with "waves". If you want to another ghosts appear, just change the internal name of them to others (for example, yapoo1 with topoo1 to a Grabber Ghost appear in the Parlor (that is 35_1 it's room number)). But be cautious: the ghost appearings for the Grabber Ghost, Blue Twirler (that obese blue ghost) the Purple Puncher and the Gold Ghost (i think) were indicated as "obake_##_#". (# stands for the numbers) Sorry it this was VERY long, Tech! OH, I ALSO ALMOST FORGET SOMETHING! If you ask, i don't know how to add more ghosts to only one appearing (because when I changed it, SUDDENLY the Parlor lighted up without any ghost and darkness, and I don't know how to add 2 or more ghosts to only one appearing. Well, if you figure it out, PLEASE SHOW ME!
2. You know how to swap Luigi's with Mario's model in game, you don't? (thing that i still don't made) Well, Lukie talked in some post here or in YT that he swapped bmario's animations with the working luige animations, you should try to do that!
3. "Sphere"? Was you referring to the sparkles texture that appear as an background to the ghost hp number? Well, this is a texture, and somehow I need to remove it from my project (since that design wasn't in the beta). even I don't know to do this, ask Lukie or spacecats (or anyone else) for that, because I generally don't know how to remove these textures! My speculation that it you can make it "unused" by deleting it's bytes in hex, but I will be wrong if it crashes.
4. I post in your private message to me, currently now it is completely impossible (or it would be possible if CyberTanuki and Catley colaborate with us and free us the tool for recompiling the aw banks without ANY ANNOYING JOKES, that's what I think of they).
5. Oh I almost forget. As Catley said, the normal rooms isn't centered, and it only appears a black crate. You can only replace the rooms with the arena rooms (that is centered and will appear properly.) And if you know in what file and how to edit the x y z positions (another thing that I want to learn), you can get the normal rooms appearing properly.
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Post by TechMario on Apr 25, 2016 19:01:32 GMT -6
for 3 I meant whenever I try to replace rooms in the game other than the foyer and boss arenas in a hex editor the result is the room##.arc now having a completely black BG with the room I wanted to change it to in the BG. I would suppose I'd have to hex edit something in a specific "info" file in the JMP folder within the "map2.szp", but how'd I do that exactly? Would I use Arookas' JMPMan.exe program? (note that one of my friends made a compiled version and I must thank him very much for that). I have tried it which opens the "info" files and converts them to XML (files with a bunch of tags). and for 4 I mean not having to use dolphin to dump all the textures into a folder as you play (makes it laggy), but how'd I like... hardcode it into the game? (I've been testing these mods on Nintendont) what I mean is, edit the BMD/BTI file formats then convert back to BMD/BTI. I think Lukie did mention some programs that CAN do that. okay could you please explain in shorter? maybe use some screenshots of the program? I think I'd prefer JMPMAN more for this cuz I've tried InfoFR, it's confusing >_< alright I must clarify more... 3. I mean the sphere with the HP counter that appears when sucking up ghosts. 4. yeah, I know jokes like that. I think there's some kind of program for ripping the audio. 5. yeah I would guess these x y z positions would be located somewhere in the "roominfo" file. I HAVE seen Cyber change rooms and make what he had called "Luigi's Other Mansion" one time but I have no idea how. But that's old back then people probably kept these secrets if they knew how.
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Post by lmfinishgamer on Apr 29, 2016 19:59:57 GMT -6
Well, it's days that is thread is maked, but I'd glad to post here my findings! 1. About the sphere thing, was it that texture below? I don't understand directly. Well, I finally removed it! By decompiling root/game/game_usa.szp, and then going to game_usa/kawano/2dsub and deleting ghost_life_a.bti (that is the texture above), and then made a copy of ghost_life_b.bti and renaming it to ghost_life_a.bti to do the image's work. And below is a preview! Before After (It's also one of the things that disturbed me a while, you have the same case?) Or you are talking about even removing that purple glow (seems a bit different in the after image) in the ghost hp number? Well, that COULD be possible with one of the tools here (bti_dump), but I'm not sure how to fully remove it... 2. You are talking about adding brand new ghosts, like the ones with noses in the beta? Well, here you are talking about model (.mdl) editing, things I remembered for a time ago. The mdl extension doesn't is too editable like the .bmd, and it is even a older type of models. I don't even was sure how the developers designed the ghosts in that format. So the conclusion is, we merely can't edit the mdl format because there's no type of tool that does that (I will be very happy about a one). I also remember that you can view the mdl models in 3ds max, but I'm not sure if this modelling program can REALLY do that. I will check later about it. 3. About the sounds, I have a question: Luigi has in the beta an different hurt sound effect. AND THE JAPANESE VERSION EVENTUALLY HAVE THAT SOUND! But i'm only interested in a question: what are the bank in root/audiores/banks that have that beta damage sound? (Sorry if this was very long, again).
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Post by spacecats on Apr 29, 2016 21:09:58 GMT -6
could you please explain in shorter? maybe use some screenshots of the program? I think I'd prefer JMPMAN more for this cuz I've tried InfoFR, it's confusing >_< alright I must clarify more... 3. I mean the sphere with the HP counter that appears when sucking up ghosts. 4. yeah, I know jokes like that. I think there's some kind of program for ripping the audio. 5. yeah I would guess these x y z positions would be located somewhere in the "roominfo" file. I HAVE seen Cyber change rooms and make what he had called "Luigi's Other Mansion" one time but I have no idea how. But that's old back then people probably kept these secrets if they knew how. 1.There is no way to add new types of ghosts, but adding enemy entries can be done with jmpman, if you need a build wait a little because last I was testing with the latest github release somethings were broken. 4. No, there isnt. 5. they are not located there, its the root position of the room.bin model of that room. When cyber 'moved' them back in the day he used ar codes afaik.
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Post by lmfinishgamer on May 12, 2016 17:06:21 GMT -6
Locked for most of the answers being answered.
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