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 HowTo: Add and remove Start Positions, Objects, Respawns and Cannons (ADVANCED)

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igorseabra4



Posts : 273
Join date : 2010-09-24

PostSubject: Re: HowTo: Add and remove Start Positions, Objects, Respawns and Cannons (ADVANCED)   Sun Nov 21, 2010 10:27 pm

Vulcanus2 wrote:
This is difficult, I tried to add 13 cannons to DSDS kmp file (for gusty garden maze). But those pointers fail (I assume)

000038D0 is the pointer for 0x44, and I thought ( 13 * 1C = 16C, so 38D0 + 16C = 3A3C) I should change it to 00003A3C.
000038D8 for 0x48 => (38D8 + 16C = 3A44 ) 00003A44.

I pasted your line of a cannon 13 times after [CNPT] 00000000 (yes I changed it to 00130000)

What am I doing wrong.

P.S. I'm a complete noob in hex editing, but I can learn this fast I think.
I didn't read this, but lemme troubleshoot you (I have dec numbers as ? and hex numbers are 0x?):

1. First of all, you added 13 cannons. Are you sure they are correct? Compare those to a track that already has cannons.
2. You added 13 cannons, and each is 0x1C bytes. That's 0x16C bytes (or 364). The number of cannons is in hex, so it's 13 = 0xD. Have 000D0000 in "amount of cannons".
3. Go to 0x44 and add 0x16C or 365 (Unsigned Long) to that number.
3,5. Go to 0x48 and add 0x16C or 365 (Unsigned Long) to that number.
4. That's it.
5. I think I'll write "add object" later. No add start point.
6. I will NOT accept any more requests of changing the KMP unless it's for a really cool track (show me).
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igorseabra4



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PostSubject: Re: HowTo: Add and remove Start Positions, Objects, Respawns and Cannons (ADVANCED)   Sun Nov 21, 2010 10:27 pm

ALPHAMARIOX wrote:
How about adding MSPT positions (Battle Mode) on a Vs. Track to make it a Battle Track.

It's not that easy. STGI contains info on this stuff and can't be edited yet.
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igorseabra4



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PostSubject: Re: HowTo: Add and remove Start Positions, Objects, Respawns and Cannons (ADVANCED)   Sun Nov 21, 2010 10:27 pm

ALPHAMARIOX wrote:
You should reserve a post for adding routes.
I can't add routes of any kind (CPU, Item, Chekcpoint, Route)
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Vulcanus2



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PostSubject: Re: HowTo: Add and remove Start Positions, Objects, Respawns and Cannons (ADVANCED)   Mon Nov 22, 2010 1:28 pm

igorseabra4 wrote:
Vulcanus2 wrote:
This is difficult, I tried to add 13 cannons to DSDS kmp file (for gusty garden maze). But those pointers fail (I assume)

000038D0 is the pointer for 0x44, and I thought ( 13 * 1C = 16C, so 38D0 + 16C = 3A3C) I should change it to 00003A3C.
000038D8 for 0x48 => (38D8 + 16C = 3A44 ) 00003A44.

I pasted your line of a cannon 13 times after [CNPT] 00000000 (yes I changed it to 00130000)

What am I doing wrong.

P.S. I'm a complete noob in hex editing, but I can learn this fast I think.
I didn't read this, but lemme troubleshoot you (I have dec numbers as ? and hex numbers are 0x?):

1. First of all, you added 13 cannons. Are you sure they are correct? Compare those to a track that already has cannons.
2. You added 13 cannons, and each is 0x1C bytes. That's 0x16C bytes (or 364). The number of cannons is in hex, so it's 13 = 0xD. Have 000D0000 in "amount of cannons".
3. Go to 0x44 and add 0x16C or 365 (Unsigned Long) to that number.
3,5. Go to 0x48 and add 0x16C or 365 (Unsigned Long) to that number.
4. That's it.
5. I think I'll write "add object" later. No add start point.
6. I will NOT accept any more requests of changing the KMP unless it's for a really cool track (show me).

I feel so stupid now, cannon amount is in hex -> D Embarassed
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ALPHAMARIOX



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PostSubject: Re: HowTo: Add and remove Start Positions, Objects, Respawns and Cannons (ADVANCED)   Mon Nov 22, 2010 9:00 pm

Well I think thondam would be more than capable of these types of imports. Even just importing items into a track (like a Swooper in DS Peach Gardens) before SZS Explorer was even released.
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igorseabra4



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PostSubject: Re: HowTo: Add and remove Start Positions, Objects, Respawns and Cannons (ADVANCED)   Tue Nov 23, 2010 1:33 pm

He did the exact same thing that the SZS Explorer would do. He just had to do everything manually.

And I can already add/remove CPU and Item routes, but they must have only one Section or else I can't do anything.

But, I can merge all sections into one.
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igorseabra4



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PostSubject: Re: HowTo: Add and remove Start Positions, Objects, Respawns and Cannons (ADVANCED)   Tue Nov 23, 2010 1:44 pm

I'm trying to attach a file to a post, but it says that the max size is 0kb!
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Vulcanus2



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PostSubject: Re: HowTo: Add and remove Start Positions, Objects, Respawns and Cannons (ADVANCED)   Tue Nov 23, 2010 2:37 pm

HOW do you merge CPU routes, if that's done at delfino island the cpu glitch is solved (the main glitch where cpu's get stuck on a really simple part)

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igorseabra4



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PostSubject: Re: HowTo: Add and remove Start Positions, Objects, Respawns and Cannons (ADVANCED)   Tue Nov 23, 2010 2:45 pm

Go to the place where it says ENPH. After the 45 4E 50 48, you should see 00 XX 00 00 where XX is the amount of sections. Copy this:

454E50480001000000XX00FFFFFFFFFF00FFFFFFFFFF0000

XX = Number of CPU route points (you can check out how many there are at offset 0x74)

This is the entire ITPH section. Make sure that those 0x18 bytes replace the first 0x18 bytes of the ENPH section.

Note that, now, it'll follow ALL of the dots, IN ORDER, meaning you'll have to make a lot of changes.
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Vulcanus2



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PostSubject: Re: HowTo: Add and remove Start Positions, Objects, Respawns and Cannons (ADVANCED)   Tue Nov 23, 2010 2:50 pm

ok I'll try it, if it works Delfino Island RC2 will be released soon (after a few object height fixes).
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igorseabra4



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PostSubject: Re: HowTo: Add and remove Start Positions, Objects, Respawns and Cannons (ADVANCED)   Tue Nov 23, 2010 3:00 pm

You can find out the Y position of non-sloped surfaces by creating a small square over that surface, exporting just it as OBJ and looking at the file. There will be 4 vertexes, all with the same Y position
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Vulcanus2



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PostSubject: Re: HowTo: Add and remove Start Positions, Objects, Respawns and Cannons (ADVANCED)   Tue Nov 23, 2010 3:36 pm

thanks, never thought of that.

But I'm not allowed to test now (my parents are watching tv).

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igorseabra4



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PostSubject: Re: HowTo: Add and remove Start Positions, Objects, Respawns and Cannons (ADVANCED)   Tue Nov 23, 2010 5:52 pm

Wow, it's hard to find a person that doesn't have his own TV these days. My 6-year-old sister has her own, with DVD and cable
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ALPHAMARIOX



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PostSubject: Re: HowTo: Add and remove Start Positions, Objects, Respawns and Cannons (ADVANCED)   Tue Nov 23, 2010 8:50 pm

That's insane, I have my own TVs for gaming but I find time after homework that is directly due the next day. And there is also time on the weekends.
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Vulcanus2



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PostSubject: Re: HowTo: Add and remove Start Positions, Objects, Respawns and Cannons (ADVANCED)   Wed Nov 24, 2010 6:12 am

lol, but I had to choose between an own TV or PC, and I've chosen the PC.

But

[/offtopic]
[ontopic]

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igorseabra4



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PostSubject: Re: HowTo: Add and remove Start Positions, Objects, Respawns and Cannons (ADVANCED)   Wed Nov 24, 2010 11:41 am

I updated the tutorials with less info. it makes it easier to read and understand.
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ALPHAMARIOX



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PostSubject: Re: HowTo: Add and remove Start Positions, Objects, Respawns and Cannons (ADVANCED)   Thu Nov 25, 2010 7:32 pm

ok Smile
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ALPHAMARIOX



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PostSubject: Re: HowTo: Add and remove Start Positions, Objects, Respawns and Cannons (ADVANCED)   Fri Jan 14, 2011 6:36 pm

Actually, MSPT positions are easier. Razz
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igorseabra4



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PostSubject: Re: HowTo: Add and remove Start Positions, Objects, Respawns and Cannons (ADVANCED)   Sun Jan 16, 2011 8:46 pm

This tutorial is still useful... I don't want it to be. I want it to be useless with programs that do everything for you.
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ALPHAMARIOX



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PostSubject: Re: HowTo: Add and remove Start Positions, Objects, Respawns and Cannons (ADVANCED)   Tue Jan 18, 2011 8:02 pm

MSPTs are closer to the STGI though, that's my point.
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ALPHAMARIOX



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PostSubject: Re: HowTo: Add and remove Start Positions, Objects, Respawns and Cannons (ADVANCED)   Sun Jan 30, 2011 2:51 pm

Well, kHacker made the KMP editor. You got your wish for more efficiency for KMP. However, it's much more useful for Cannon, Respawn and Starting Positions. Another huge flaw in the KMP Modifier is that any alteration to KMP is automatically saved, rather then being saved manually (which causes problems when you remove any of the KMP components with the exception of enemy, item routes, cannon and victory positions).
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