DSHack

Archive Generated December 23rd, 2018
Need a quick rundown on some basic stuff.
Author Posted on 2018/02/14
#3731
User 632 Trying to make a Solatorobo-themed hack. Have only figured out how to replace the game icon. to even get started, I need information on:
-how to replace character models (the only post i could find about this wasn't helpful- the link for the static nsbca animation file is dead; the changes i made to the rom in mkdscm didn't stick, even on the .carc that i saved.)
-how to replace sounds (such as character voices and gameplay sounds)
-how to easily replace music
-if possible, how to make my own nsbca animations, or at the very least, a working link to the static one people use
-a working mirror for EFE
I'm gonna be starting simple on this pet project of mine, just trying to replace Mario's model with a model of Red i ripped straight from the Sola rom, change the voice, and maybe mess with game sounds and whatnot.

please be detailed with replies, and assume i know nothing. my knowledge is somewhat limited, and i want to assume nothing.
Thanks.
Author Posted on 2018/02/14
#3732
SGC Yellow In order to replace character, you require Maya 2011, or 3DS Max 2011. (Will not link here, since you may know how that sort of thing goes).
Characters will crash the game if they do not have any animations/

And MKDSCM can not save in-ROM, that is what it did not save, you cannot do that with MKDSCM, it is not supported,
if you want to import something into the ROM, you must use EFE.

To replace character voices, and game play sounds, and music in general, you must know how the sdat works, and where everything is,
there is no super easy way to replace music, you have to find midi, figure out what insturments you want to use, and convert the midi into an SSEQ.
It's going to take a lot of work either way, so there are no short cuts, and streamed music is not supported.

As for sound effects, the sequences for those are kept in SSAR files, and you cannot edit those without SDK tools, and such, so you're a bit out of luck there,
but most things should be fine, if you simply want to replace the sound sample, but please note things like ROB's, and Dry Bone's voices, and the Bullet Bill's sounds cannot be properly chnanged without SSAR editing, and Waluigi Pinball's special sound effect cannot be easily disabled.

To make NSBCA animations, you need Maya 2011, or 3DS Max 2011 + the Nitro Plugins whichever program you choose is simply a matter of taste, they can both do all the same things, same goes for making course models with texture animations, and vertex colors, and culling in general.

https://cdn.discordapp.com/attachments/398883899582840832/399134242958737428/DSSS.7z
https://cdn.discordapp.com/attachments/398883899582840832/398889327654076417/MKToolbox.7z
https://cdn.discordapp.com/attachments/398883899582840832/398888802812428290/EFE_kcl_round.7z
https://cdn.discordapp.com/attachments/398883899582840832/406219387025096716/MIDI2SSEQ__DLLs.zip

And there's the links to all the general tools you'll need, minus Maya 2011, and/or 3DS Max 2011, (Won't help you find the first 2) and you can find the nitro plugins, and some SDK tools in the Hack Store.

Author Posted on 2018/02/14
#3733
User 632
In order to replace character, you require Maya 2011, or 3DS Max 2011. (Will not link here, since you may know how that sort of thing goes).
Characters will crash the game if they do not have any animations/

And MKDSCM can not save in-ROM, that is what it did not save, you cannot do that with MKDSCM, it is not supported,
if you want to import something into the ROM, you must use EFE.

To replace character voices, and game play sounds, and music in general, you must know how the sdat works, and where everything is,
there is no super easy way to replace music, you have to find midi, figure out what insturments you want to use, and convert the midi into an SSEQ.
It's going to take a lot of work either way, so there are no short cuts, and streamed music is not supported.

As for sound effects, the sequences for those are kept in SSAR files, and you cannot edit those without SDK tools, and such, so you're a bit out of luck there,
but most things should be fine, if you simply want to replace the sound sample, but please note things like ROB's, and Dry Bone's voices, and the Bullet Bill's sounds cannot be properly chnanged without SSAR editing, and Waluigi Pinball's special sound effect cannot be easily disabled.

To make NSBCA animations, you need Maya 2011, or 3DS Max 2011 + the Nitro Plugins whichever program you choose is simply a matter of taste, they can both do all the same things, same goes for making course models with texture animations, and vertex colors, and culling in general.

https://cdn.discordapp.com/attachments/398883899582840832/399134242958737428/DSSS.7z
https://cdn.discordapp.com/attachments/398883899582840832/398889327654076417/MKToolbox.7z
https://cdn.discordapp.com/attachments/398883899582840832/398888802812428290/EFE_kcl_round.7z
https://cdn.discordapp.com/attachments/398883899582840832/406219387025096716/MIDI2SSEQ__DLLs.zip

And there's the links to all the general tools you'll need, minus Maya 2011, and/or 3DS Max 2011, (Won't help you find the first 2) and you can find the nitro plugins, and some SDK tools in the Hack Store.



i appreciate the notes. I've got a friend who's taking a CAD class, i'll ask him for a maya tutorial. Can you link me to the nitro plugins for maya?
like i said, i already have the model i need, I ripped it from another DS game.
Also, i still need a link for EFE, i haven't been able to find it. even a mediafire link would be lovely.
EDIT: found the EFE link attached, assumed the links were images. thanks.
Author Posted on 2018/02/14
#3734
SGC Yellow "like i said, i already have the model i need, I ripped it from another DS game"

Putting a model from another game into MKDS simply won't work by just putting it in, each game is a special case, and the model you ripped could have a high tri count than needed.

There's a specific image sizes you need some thing to be, there's a specific way you need to set up textures for faciel expression animations,
and the tri count of a character in MKDS must not go too high above 200 tris in total.