User ID: 18
Thread: Tutorial - Inserting Custom Voices/Sounds into MKDS
Author | Posted on 2015/07/19 |
Kitty Remilya Ambiance | I did that but for some reason after re-packing the SDAT I got a 0 byte .sdat file. What's going on? |
Author | Posted on 2015/07/21 |
Kitty Remilya Ambiance |
I did that but for some reason after re-packing the SDAT I got a 0 byte .sdat file. What's going on? Yes I disabled the SYMB block and I got 0 byte sdat again |
Author | Posted on 2015/07/21 |
Kitty Remilya Ambiance | After messing around a lot with sdat and Kiwi DS now I got a fully working 3.16 MB sdat file :D No more help needed |
Author | Posted on 2015/07/21 |
Kitty Remilya Ambiance | And successfully set up the new voice |
Author | Posted on 2015/08/21 |
Kitty Remilya Ambiance |
Ambiance Everywhere Long Coconut Fucker |
Author | Posted on 2015/08/21 |
Kitty Remilya Ambiance |
Well, these awful qualities happened because my attempts were to fully clone the original versions. So, upon fixing them, I'll NOT fully clone the alpha versions; I'll clone the alpha versions but I will add my own mods that time. {That's what Nintendo does with porting older tracks to Mario Kart 8} Status: Alpha Luigi's Mansion: Not started yet Pre-alpha Yoshi Circuit: Completed Early-based Tick-Tock Clock: Not started yet What's done on Pre-alpha Yoshi Circuit hack: Mixed with the final version. Statistics: Background = Pre-alpha {more clouds and hills} Course model = Kiosk Demo, with some changes to textures Lots of removed textured were restored 2 trees at the start are replaced with piranha plants 3 trees at the end are replaced with piranha plants A tree in the middle of the course is replaced by a piranha plant Piranha Plants have pipes below them like in the original Double Dash track {if you hit the pipes, you'll spin out because the pipes are part of the piranha plant texture. If I use the seperate pipe object, it would not be perfect.} More billboards Animated walls bug fixed When it'll be uploaded: I'll upload these 3 fixed courses after I finish them. And an extra thing to say: I ALWAYS test my hacks before uploading. |
Author | Posted on 2015/08/21 |
Kitty Remilya Ambiance |
20 minutes later... I now fixed the Luigi's Mansion and Tick-Tock Clock. {Yoshi Circuit was already fixed} It was very easy on fixing the Luigi's Mansion and Yoshi Circuit, but the Tick-Tock Clock fix was a pain in the ass to do... And I uploaded the new versions to Hack Store: http://store.dshack.org/index.php?/file/146-pre-alpha-x-final-gcn-yoshi-circuit-mashup/ http://store.dshack.org/index.php?/file/145-tick-tock-clock-early-base/ http://store.dshack.org/index.php?/file/144-alpha-luigis-mansion-replica/ |
Author | Posted on 2015/08/21 |
Kitty Remilya Ambiance |
WHAT THE HELL IS THAT??? WHY THE HELL IS THAT??? |
Author | Posted on 2015/08/22 |
Kitty Remilya Ambiance |
Because you're not a Moderator in the Hack Store. You only need to test it on Real DS, because I've tested them on emulator and they work perfectly. |
Author | Posted on 2015/09/04 |
Kitty Remilya Ambiance | 41 20 62 72 61 6E 64 20 6E 65 77 20 77 61 79 20 74 6F 20 77 72 69 74 65 20 79 6F 75 72 20 74 65 78 74 |
Author | Posted on 2015/09/04 |
Kitty Remilya Ambiance |
Write what's your name when you're Japanese. Mine would be アンビアンス 69 {Anbiansu 69}. You can use Hiragana and/or Katakana letters to convert your name. |
Author | Posted on 2015/09/04 |
Kitty Remilya Ambiance |
My female name would be the same, but with the syllables ordered backwards. So: Am-bi-ance My female name would be Ancebiam |
Author | Posted on 2015/09/07 |
Kitty Remilya Ambiance | PINGAS ROCKS |
Author | Posted on 2015/09/12 |
Kitty Remilya Ambiance | Linux Logic is extremely funny to me :LOL: :LOL: :LOL: :LOL: :LOL: :LOL: :LOL: :LOL: :derplol: :derplol: :derplol: :derplol: :derplol: :derplol: :derplol: :derplol: |
Author | Posted on 2015/10/02 |
Kitty Remilya Ambiance |
Making a CT but want animated textures? Here's the easiest tutorial for that. Tools needed: MKDS Course Modifier 3 MKDS Course Modifier 4 A hex editor (MKDSCM 3 has a built-in one, otherwise HxD is a good choice) OK Let's Start! 1. Load up your ROM in MKDS Course Modifier 3 and extract the CARC file (I get nokonoko_course as example): ![]() 2. Load up another CARC file (don't extract it) and extract its NSBTA file (if there's one): ![]() 3. Load up the extracted CARC in MKDS Course Modifier 4 and add the NSBTA file (this can't be done in MKDSCM 3, so that's why I use MKDSCM 4): ![]() 4. After you add the NSBTA to the CARC, save it. ![]() 5. Now load MKDSCM 3 and replace the current CARC file with the new one with added NSBTA: ![]() 6. Load the new CARC and right click the NSBMD file and choose "Open in Hex Editor". You should get a screen like this one. Look up for material names, they're at the first list of names. It's usually "dash" for most courses boostpads (this one is for nokonoko_course). If not, note the texture's material name somewhere (nokonoko_course's is "dash", as for most courses). ![]() 7. Now right click the NSBTA file and choose "Open in Hex Editor". At the hex editor, fing the name for the material, boostpad ones are usually "dash". If not, then rename it accordingly to the texture's material name. *image is in step 6* 8. Now save the carc file. ![]() RESULT ![]() This will also work for the other textures too! Arrow signs are usually "ya" or "yajirusi", and such. Enjoy! |
Author | Posted on 2015/10/03 |
Kitty Remilya Ambiance |
You might set the name incorrectly. Try again. |
Author | Posted on 2015/10/03 |
Kitty Remilya Ambiance | This tutorial is outdated. Nowadays there's no more need to extract the SDAT, just load the SDAT with MKDS Course Modifier 4 and replace the SSEQ. You can also test there before saving it. There's no risk of corrupting and/or damaging the SDAT. |
Author | Posted on 2015/10/04 |
Kitty Remilya Ambiance | Then you could try another NSBTA. I didn't test all the NSBTA's. I used DK Pass NSBTA in this tutorial. |
Author | Posted on 2015/10/04 |
Kitty Remilya Ambiance | I want that speedometer ASM hack |
Author | Posted on 2015/10/05 |
Kitty Remilya Ambiance | I also got it working in Kiosk Demo |
Author | Posted on 2015/10/07 |
Kitty Remilya Ambiance | kdjlfjskljglwjlk sdglksdlfsdlvjklsfvkn sfklvsdklcmkdmck lsdmvkmkldmvlfmkl gjklsjvklnsdkl |
Author | Posted on 2015/10/07 |
Kitty Remilya Ambiance |
____________ | | | HERE | | LIES | | | |Satoru Iwata | | 1960 - 2015 | | | |
Author | Posted on 2015/10/08 |
Kitty Remilya Ambiance |
You are RACIST MARIO the PRETENDO DESTROYER Destined to KILL THE NON-NINTENDO CHARACTERS |
Author | Posted on 2015/10/09 |
Kitty Remilya Ambiance |
I'm making a replica of pre-alpha MKDS from E3 2004, and I'm also adding a plenty of extra stuff, some of them being planned for MKDS. This hack is in early beta stages so many stuff is incomplete and there're some bugs Some stuff might differ in the final release. No release for now, but you can take a look at those screenshots: ![]() And these gameplays: http://www.dshack.org/video.php?page=watch&id=12 http://www.dshack.org/video.php?page=watch&id=13 |
Author | Posted on 2015/10/10 |
Kitty Remilya Ambiance |
Most of the earlier stuff were found in the Kiosk Demo and Final ROMs so I used them and some stuff is my own, I marked my own stuff as "EXTRA, DOES NOT EXIST IN ORIGINAL" I've added E.Gadd because he was planned then became Dry Bones Birdo was also planned because of the pink Egg 1 kart (pink eggs belong to Birdo) MKDD Karts are also going to be in game because of that in one of the early menu screenshot in Kiosk Demo, there were MKDD karts Also, in the early MKDS gameplay from GDC 2005, you can hear some MKDD voices KARTS LIST: B-Dasher (smaller tires like in early screenshots) Standard MR Red Fire (Light Tripper/Dancer texture hack) Green Fire (Light Tripper/Dancer texture hack) Standard LG Streamliner Heart Coach (texture hack of Dragonfly) Standard PC Light Tripper Egg 1 (green) Standard YS Cucumber Mushmellow Standard TD 4-Wheel Cradle Rambi Rider Standard DK DK Jumbo (Dragonfly texture hack) Early Wario Kart (the blue one) Standard WR Dragonfly (original) Tyrant Standard BW Hurricane Power Flower Standard DS Bloom Coach (Dragonfly texture hack) GLA (Power Flower texture hack) (EXTRA, DOES NOT EXIST IN ORIGINAL) Standard GD 300SL (Brute texture hack) (EXTRA, DOES NOT EXIST IN ORIGINAL) W25 Silver Arrow (Cucumber Texture hack) (EXTRA, DOES NOT EXIST IN ORIGINAL) Standard WL Zipper Egg 2 (pink Egg 1) Standard BR ROB-LGS |
Author | Posted on 2015/10/10 |
Kitty Remilya Ambiance |
https://www.youtube.com/watch?v=OkDnEe6og0w Skip to 4:00 and you'll hear the title screen music from Alpha MKDS |
Author | Posted on 2015/10/10 |
Kitty Remilya Ambiance | A lot of fun there |
Author | Posted on 2015/10/11 |
Kitty Remilya Ambiance |
:wow: ? Early versions of Standard DB, Zipper, Brute and ROB-LGS seem to be better than in final. And the final 4-Wheel Cradle somehow reminds me of the Mario Kart 7 standard kart |
Author | Posted on 2015/10/11 |
Kitty Remilya Ambiance | Why would you import Kiosk Demo SDAT to Final? Can't you just replace ALL the SSEQ, SBNK and SWAR in the Final SDAT with their Kiosk Demo counterparts? Also, MKDS Kiosk Demo and Final have a different method to play characters' voices; Kiosk Demo has all the characters' voices in a single SWAR file and the Final version has seperate SWAR files for each character. |
Author | Posted on 2015/10/11 |
Kitty Remilya Ambiance |
kdjlfjskljglwjlk sdglksdlfsdlvjklsfvkn sfklvsdklcmkdmck lsdmvkmkldmvlfmkl gjklsjvklnsdkl asdasdasdasd |
Author | Posted on 2015/10/13 |
Kitty Remilya Ambiance | I've did that on donkey_course (DK Circuit), luigi_course (Luigi Flipper), nokonoko_course (Koopa Troopa Beach, shown here in the GIF) and test1_course (Alpha Rainbow Road), and they work perfectly. |
Author | Posted on 2015/10/14 |
Kitty Remilya Ambiance |
could you make a "how to make custom tracks with vertex colors without maya" tutorial too? I don't know that one. |
Author | Posted on 2015/10/15 |
Kitty Remilya Ambiance | This ROM Hack will be released in Q1 2016. |
Author | Posted on 2015/10/15 |
Kitty Remilya Ambiance | Older stuff are always better |
Author | Posted on 2015/10/16 |
Kitty Remilya Ambiance |
For Birdo , you should use MKWii's low poly model since the Yoshi one looks really really weird , no offense in that but it doesn't look good. But then it'll be static (no animation), as I want to have all characters animated. |
Author | Posted on 2015/10/21 |
Kitty Remilya Ambiance | Ask Gericom. He knows about ASM hacks |
Author | Posted on 2015/10/23 |
Kitty Remilya Ambiance |
Yawshi, as surprising as usual! So this is DS Test 1 Course in Mario Kart 7, isn't it? |
Author | Posted on 2015/10/23 |
Kitty Remilya Ambiance |
Obviously not, it's GCN Rainbow Road. Yes I know that, but these screenshots remind me of DS Test 1 course. |
Author | Posted on 2015/10/23 |
Kitty Remilya Ambiance |
BINARY That word above is made with 110 letters HEXADECIMAL That word above is made with B letters |
Author | Posted on 2015/10/24 |
Kitty Remilya Ambiance |
![]() |
Author | Posted on 2015/10/25 |
Kitty Remilya Ambiance | Looking forward for a release |
Author | Posted on 2017/02/14 |
Kitty Remilya Ambiance | I recommend Xubuntu or Lubuntu. They're lighter and faster variants of Ubuntu. Xubuntu has XFCE and Lubuntu has LXDE, while Ubuntu has Unity. |
Author | Posted on 2017/02/17 |
Kitty Remilya Ambiance |
What you're going to use: MKDSCM 3 or EFE Kiwi DS HxD or any other Hex Editor DS Sound Studio Step 1: Load your ROM with MKDSCM or EFE, and extract your SDAT file. ![]() Step 2: Extract your SDAT file to somewhere on your computer. ![]() Step 3: Load your SDAT file with Kiwi DS and extract it. The extracted file should appear in the same directory as the SDAT file. ![]() Step 4: Load your SBNK file in the hex editor: ![]() Step 5: Edit the values accordingly to these: ![]() INFO: Attack Rate ranges from 00 to 7F. The value 7F will make the instrument play instantly. The lower the value, the instrument will start quieter and then become the normal volume. Decay rate ranges from 00 to 7F. The value 7F will play the instrument continously with normal volume, and a lower value will make the instrument start playing normally then continue quieter. Sustain rate ranges from 00 to 7F. It's a lot similar to decay rate. Release rate ranges from 00 to 7F. The lower the value, the more the instrument will be echoed. The value 7F will have no echo. Pan ranges from 00 to 7F. Lower value plays the instrument on the left, 40 will play the instrument centered and 7F will make the instrument play on the right. After editing, you can preview how your custom instrument sounds like using DS Sound Studio. Step 6: Load your SDAT file with DS Sound Studio: ![]() Step 7: Right click on your SDAT file and replace it with the new one: ![]() Step 8: Now save your SDAT file and use MKDSCM 3 or EFE to put your new SDAT file in your ROM: ![]() While I used MKDSCM 3, EFE would be a better choice for games other than MKDS. I applied this tutorial for MKDS but it should work in other games as well, and as I said before, use EFE for other games' SDAT files. Hope this helps! UPDATE - December 9, 2017 I've just found a way to add new instruments to SBNK. To do so, when you dumped the SBNK file with Kiwi DS and loaded the SBNK file with an hex editor, just follow this procedure: ![]() This is for single SWAV files, For multiple SWAV files, you can replace the three bytes "01 XX XX" shown in the screenshot above, with "11 XX XX". And for adding the details, you can add it like that: S1 S2 S3 S4 S5 S6 S7 S8 YY YY 01 02 03 04 05 06 07 08 09 10 XX XX S1 to S8 are the SWAV IDs, you can use up to 8 SWAVs. YY YY is 01 00. 01 to 10 are the instrument info shown in the screenshot, and you can repeat them with a different info. XX's are always 00. For example: 40 7F 00 00 00 00 00 00 01 00 04 00 01 00 3C 7F 7F 7F 78 40 06 00 00 00 3C 7F 7F 7F 78 40 00 00 In the example above, 40 is the pitch where the SWAV changes. In pitches 0 to 40, the SWAV 04 from the SWAR 01 plays (italicized here). In the pitches above 40, the SWAV 06 from SWAR 00 plays (underlined here). Here's a test video: When looking at to MKDS Beta SSEQ files by converting them to MIDI first, I've found out that the N64 Moo Moo Farm music had an unused track. It's MIDI instrument was "Music Box", which is a synth bass used in the musics of Shroom Ridge, SEQ_CIRCUIT2, final Figure-8/Mario Circuit, etc. Likely a leftover from an earlier version of the music. UPDATE - January 20, 2018 HOW TO ADD/REMOVE DRUMS TO THE DRUM KIT The three bytes starting from 0x238 is usually the pointer that tells where the drum kit is. i.e. For SBNK 73, 0x238 to 0x23A (three bytes) is 10 50 02, which tells that the drum kit starts from 0x250. There the first two bytes is the region. It tells which key pitches will be used, any pitch outside these boundaries are slient. The rest are the drum instruments. You can get more info by dumping the SBNK file with Kiwi DS. To add the missing drums, simply add the instruments (ex. 01 00 05 00 01 00 3C 7F 7F 7F 78 40, which makes 12 bytes), next to the last drum instrument before the next instrument pointer. After adding the new drums, change the second byte of the region (mentioned above) to a higher value, i.e. if it's "20 50", and you added two drums, change it to "20 52". Then, for the instrument pointers that are at the beginning of the file, since drums start from 0x250 (can be different for other SBNKs), anything after 0x250 also needs to be increased. For example, since we've added 2 instruments, one takes up 12 bytes, 12 is C in the hex, two instruments = 24 bytes, therefore being 18 in the hex, so if an instrument pointer is "11 12 05", it's going to be "11 2A 05". Apply the same to the filesize, too. Filesizes are two bytes in each: 0x8 and 0x14. Removing is basically the same as adding, but in reverse. |
Author | Posted on 2017/02/18 |
Kitty Remilya Ambiance |
What you need: MKDSCM 3 or EFE Audacity (only if your audio file requires editing) HxD Hex Editor Kiwi DS DS Sound Studio WAV2SWAV SWAV2SWAR Let's go!!! Step 1: Extract your SDAT file from your ROM: ![]() Step 2: Load your SDAT file with Kiwi DS: ![]() Step 3: Double click the SDAT file, find your SWAR file and extract the contents of it: ![]() NOTE: If your audio file doesn't require editing, skip to Step 6. Otherwise, continue normally from Step 4. Step 4: Load Audacity, drag your instrument file and edit it: ![]() Step 5: Export your edited audio as Microsoft WAV 16 bit PCM (it HAS TO BE MS WAV 16 bit PCM, or you can't convert to SWAV): ![]() Step 6: Drag your new WAV file onto the WAV2SWAV executable to create your new SWAV file. Step 7: Load a hex editor and edit the values accordingly: ![]() Step 8: Re-create your new SWAR file using SWAV2SWAR as seen here: ![]() Step 9: Load DS Sound Studio, load your SDAT file and replace the target SWAR file with your edited one and test it in the SBNK file that uses the SWAR you're trying to edit (don't forget to dump SBNK files with Kiwi DS, or you can't know which SBNK instrument uses the SWAR/SWAV!): ![]() Step 10: Now use EFE or MKDSCM 3 to install your new SDAT file to the ROM. NOTE: Steps 7 to 9 may take many tries, but keep trying until you get the best result. This always works for me, hopefully this works for you too! If so, I'm really glad to hear that. |
Author | Posted on 2017/02/18 |
Kitty Remilya Ambiance |
But I don't see any of the looping methods in your tutorial. However, in my version, you can see how to loop custom SWAV files. Thanks anyway :3 |
Author | Posted on 2017/02/20 |
Kitty Remilya Ambiance |
My desktop was posted here in 2015 and it was a Windows 7 desktop. Now here comes my 2017 desktop... ![]() |
Author | Posted on 2017/02/20 |
Kitty Remilya Ambiance | How? I don't see a malware. |
Author | Posted on 2017/02/22 |
Kitty Remilya Ambiance |
MARIO KART DS: Nokonoko Beach Waluigi Pinball Luigi Flipper DK Circuit (donkey_course Beta) Test 1 (Rainbow Road Beta) GCN Yoshi Circuit Figure-8 Circuit MARIO KART DOUBLE DASH: Baby Park Mushroom City Daisy Cruiser MARIO KART WII: Koopa Cape Rainbow Road Wario's Gold Mine MARIO KART SUPER CIRCUIT: Riverside Park Mario Circuit Rainbow Road SNES Mario Circuit 1-2-3-4 |
Author | Posted on 2017/02/22 |
Kitty Remilya Ambiance |
Those two shortcuts appeared after the installation of Mario Forever. And they're just URL shortcuts pointing to the Softendo's website. |
Author | Posted on 2017/02/26 |
Kitty Remilya Ambiance |
Does that happen to everyone, or just me? Whenever I get a PM, I don't see a notification. So I have to click on the "Notifications" button every time to see if I got a PM. In this case, if one gets a PM, an indicator should appear on the Notifications button to show that the user got a PM. This would make it easier to see the PMs the users get. |
Author | Posted on 2017/02/26 |
Kitty Remilya Ambiance | I'm on a PC. |
Author | Posted on 2017/02/27 |
Kitty Remilya Ambiance |
1. Google Chrome 2. 1280x800 3. Yes |
Author | Posted on 2017/03/03 |
Kitty Remilya Ambiance |
Do those Mario Kart courses ACTUALLY exist in real life? This might show a proof :O |
Author | Posted on 2017/03/03 |
Kitty Remilya Ambiance |
There used to be a sidebar in this forum's early days, but now it got replaced by a top bar, which is colored gray, and appears above the DSHack logo. I guess Super-toad 65 meant that bar. Correct me if I'm wrong |
Author | Posted on 2017/03/08 |
Kitty Remilya Ambiance | Welcome aboard! Enjoy your stay. |
Author | Posted on 2017/04/02 |
Kitty Remilya Ambiance | To fix character and tire placement problems, you can edit the kartoffsetdata.bin files. |
Author | Posted on 2017/04/02 |
Kitty Remilya Ambiance | You can use HxD Hex Editor, or use szymbar15's app named "TooLazyToKeepDoingItByHand" (without quotes) which has a GUI. |
Author | Posted on 2017/04/16 |
Kitty Remilya Ambiance |
I've slightly improved the drum instruments and slight modifications in the sound effects: https://drive.google.com/file/d/0BwfMnX2balDlUTNObkxvU0pCZFk/view?usp=sharing |
Author | Posted on 2017/04/18 |
Kitty Remilya Ambiance | The "go to the last post" button in the forums (the two arrows next to the last poster's username) doesn't work properly, it either does nothing, or only shows a post of a thread. |
Author | Posted on 2017/07/18 |
Kitty Remilya Ambiance |
Kart stats are placed in KartModelMainA.carc, the file is "kartphysicalparam.bin". To edit it in the menu, your file to edit is /KartModelMenu/kartmenuparam.bin You can use a hex editor to edit these values. |
Author | Posted on 2017/08/11 |
Kitty Remilya Ambiance |
Yup. SM64DSe only loads SM64DS ROMs. Perhaps you can replace one of the SM64DS BMD files with the Mario Hoops 3 on 3 one? MKDSCM 4 can also view BMD files, but it can't export. SM64DSe can export them, through. |
Author | Posted on 2017/08/21 |
Kitty Remilya Ambiance |
Number of tracks don't matter. You can have as many tracks as you want. Only the instrument matters. |
Author | Posted on 2017/08/22 |
Kitty Remilya Ambiance | You can insert instruments from the DLS to see if it works, if not, use the instruments from the original music. |
Author | Posted on 2017/09/09 |
Kitty Remilya Ambiance | Technically the game can handle 512x512 too, as one of the textures for the beta Nintendo DS battle stage uses a texture sized like that. (not in final version, through it works too) |
Author | Posted on 2017/09/10 |
Kitty Remilya Ambiance |
Mario Kart DS was the first Mario Kart game I played. List of all Mario Kart games I played, from first to last: 1. Mario Kart DS 2. Mario Kart 64 3. Mario Kart Double Dash 4. Super Mario Kart 5. Mario Kart Super Circuit 6. Mario Kart Wii |
Author | Posted on 2017/10/22 |
Kitty Remilya Ambiance |
/Scene/Race.carc/race_m_o.nclr = Palette /Scene/Race.carc/race_s_o.nclr = Palette /Scene/Race_XX.carc/race_m_o.ncgr = Minimap icons /Scene/Race_XX.carc/race_s_o.ncgr = Minimap icons Hope this helps. |
Author | Posted on 2017/12/07 |
Kitty Remilya Ambiance | Might be a file size issue (likely too big). If so, try to make the file size smaller, by cutting out a few tracks and/or notes. |
Author | Posted on 2017/12/08 |
Kitty Remilya Ambiance | Compare the file size of the original SSEQ with your new SSEQ. |
Author | Posted on 2017/12/08 |
Kitty Remilya Ambiance |
Well, I meant comparing the original MKDS SSEQ with your new one, not your old one with your new one. Also, did you modify the instruments in the SSEQ? Wrong instruments won't play in-game. Extract the original MKDS SSEQ, convert it to MIDI, load it with a MIDI editor, it should tell which instrument you need to use. |
Author | Posted on 2017/12/10 |
Kitty Remilya Ambiance | First post updated, now showing how to add new instruments to a SBNK file. |
Author | Posted on 2017/12/10 |
Kitty Remilya Ambiance | Yes. You can do it with any Hex Editor. |
Author | Posted on 2017/12/23 |
Kitty Remilya Ambiance | You still can turn it on. Click "Yes" on the confirmation. You'll be safe, despite what the message says. |
Author | Posted on 2018/01/14 |
Kitty Remilya Ambiance | I've already made a tutorial about that. You can find it in the "Tutorials" subforum under "MKDS Hacking" here. That one doesn't require Nitro SDK. |
Author | Posted on 2018/02/16 |
Kitty Remilya Ambiance |
It's SBNK 65 (SWAV 64) for the music and SBNK 22 (SWAV 25) for the special sound effects of the course. SBNK 19 (SWAV 22) is the sound effects for Luigi's Mansion. If you're saying "19 is Waluigi Pinball", it's the SSEQ 19. |
Author | Posted on 2018/03/03 |
Kitty Remilya Ambiance |
If the course images are meant to have only 16 colors, you can use GIMP and import your image there, then go to Image - Mode - Indexed, set the colors to 15. Then in GIMP, go to Windows - Dockable colors - Colormap. You'll get a palette. Export your course image's NCLR file, open the resulting NCLR with MKDSCM and edit the NCLR accordingly to the palette you've got in GIMP. Then import the new NCLR, and in GIMP, save your indexed (edited) image and import it into the NCGR using NSMBe. Hope this helps. |
Author | Posted on 2018/03/14 |
Kitty Remilya Ambiance |
Your model might not be working properly. This could mean: - Too big or improperly used textures - Too many materials Try to edit your model a bit and re-export it, then try converting that one instead. If there's no problem, the NSBMD creation might be taking very long. This happened to me once, and simplifying the materials and textures solved the problem for me. |
Author | Posted on 2018/03/14 |
Kitty Remilya Ambiance | Shouldn't take very long. To edit materials in Blender, you can use the "Materials" tab on the right side. |
Author | Posted on 2018/03/15 |
Kitty Remilya Ambiance | It's a model editing program, you know. |
Author | Posted on 2018/03/15 |
Kitty Remilya Ambiance |
Do your voices work in Time Trials and/or Missions? If so, your voice clips might be too big in file size. Try to lower the sample rate even lower than 8000hz (default MKDS voices rate) or use shorter voice clips with the 8000hz rate (a higher one should also work if the file size is small enough) |
Author | Posted on 2018/03/18 |
Kitty Remilya Ambiance |
Did you edit the Attack/Decay/Sustain/Release rates as well as notes & pan? Or you might be pointing to the wrong instrument number (SWAR or SWAV IDs). And yes all SBNKs are the same. Also, posting screenshots and/or videos related to the problem would be more helpful. |
Author | Posted on 2018/03/20 |
Kitty Remilya Ambiance |
You can do that in MKDS Course Modifier. Load your SDAT, click a SBNK file and on the right side, you can edit the SWAR values. Then save your SDAT. And from the SBNK hex editing tutorial: XX 00 YY 00 XX is the SWAV number and YY is the SWAR number. SWAR number ranges from 0-3, not 1-4. |
Author | Posted on 2018/03/22 |
Kitty Remilya Ambiance | Probably the game doesn't support SBNKs above 64 instruments. |
Author | Posted on 2018/03/23 |
Kitty Remilya Ambiance | But in MKDS SBNK 000 there was more than 64 instruments. |
Author | Posted on 2018/03/24 |
Kitty Remilya Ambiance | Probably an error in the SBNK. Dump your edited SBNK with Kiwi DS to check. |
Author | Posted on 2018/04/11 |
Kitty Remilya Ambiance | Try flipping the faces of the road in Blender, by pressing Ctrl+F, and then clicking "Flip Normals". Make sure the road faces/tris are selected. |
Author | Posted on 2018/04/12 |
Kitty Remilya Ambiance |
KCL stores the 3D collision data. Also make sure that you scaled your course model 16x bigger, then saved it as a seperate model, and use it to create the KCL. |
Author | Posted on 2018/04/15 |
Kitty Remilya Ambiance | Making new items would require ASM, but you can texture-hack the existing items. Item models are in MainRace.carc/Item. |
Author | Posted on 2018/04/21 |
Kitty Remilya Ambiance |
You can try editing the pointers, which is placed after the "NKM" title and before the "OBJI" title. |
Author | Posted on 2018/05/05 |
Kitty Remilya Ambiance |
I'm currently making a custom battle track, but I can't seem to get the NSBMD working properly. Here's how it looks like in Blender: But when I convert it to NSBMD: After loading the NSBMD, I load the NSBTX to get the textures to appear, but that also doesn't work. When I load the NSBTX, MKDSCM gives me a .NET Framework "Unhandled Exception" error. ![]() Translation of the last line: The value InvalidArgument="0" is invalid for "SelectedIndex". How can I get my model to work? |
Author | Posted on 2018/05/06 |
Kitty Remilya Ambiance | Never mind, now I've fixed my problem, I've just put my textures in the same directory as the model, and it worked. It seems MKDSCM can't read texture files if placed outside of the model directory. |
Author | Posted on 2018/05/28 |
Kitty Remilya Ambiance | You need to edit the NCGR file to edit the graphics. BNCL file is for the placements of the graphics and the NCER is for the graphics for the BNCL to use. |
Author | Posted on 2018/06/24 |
Kitty Remilya Ambiance | You can do it with any 32-bit version of 3DS Max or Maya, that supports the NITRO plugins. (maximum version is 2011, later versions don't work I think) |
Author | Posted on 2018/06/26 |
Kitty Remilya Ambiance |
On that screenshot, you can resize the palette window to get 16 colors per row (I see 19 colors per row in the screenshot). That way, you can choose which palette to edit easier. (DO NOT resize the window while editing palettes, or your changes will be reversed, so if you're going to resize the window, do it before editing) When you get 16 colors per row: Row 1 = Mario Row 2 = Donkey Kong Row 3 = Toad Row 4 = Bowser Row 5 = Peach Row 6 = Wario Row 7 = Yoshi Row 8 = Luigi Row 9 = Dry Bones Row 10 = Daisy Row 11 = Waluigi Row 12 = R.O.B. Row 13 = Shy Guy Hope this helps ;) |
Author | Posted on 2018/07/05 |
Kitty Remilya Ambiance |
Palette: CharacterKartSelect.carc >>> select_character_gp_m_o.nclr Texture: CharacterKartSelect_XX.carc >>> select_character_gp_name_m.nce.ncgr This is for the character names in the character selection screen. |
Author | Posted on 2018/07/06 |
Kitty Remilya Ambiance |
@kitty ambiance but the widith its important to note if we export a wrong widith it willl be curropted ( i dont know the number of the width) If you use NSMB Editor to edit such files, you can adjust the width. |
Author | Posted on 2018/07/30 |
Kitty Remilya Ambiance |
The background is in GeneralMenu.carc: back_screen_X_b_00.nclr (palette) back_screen_X_b_00.ncgr (texture) back_screen_X_b_00.nscr (tile model) Replace X with "m" for top screen and "s" for bottom screen. |
Author | Posted on 2018/09/08 |
Kitty Remilya Ambiance | KCLs can be edited with a hex editor, but that will take some practice. Or you can make a new KCL from scratch, using MKDSCM or EFE. However, the model you're going to use for the KCL has to be 16x bigger than the original track model. |
Author | Posted on 2018/09/09 |
Kitty Remilya Ambiance |
MIDI keyboards aren't needed, but using one will make the MIDI composition process easier. You can just click on the Piano Roll screen (View > Piano Roll Editor) to add or remove notes. A post already said a MIDI keyboard isn't needed, but that one was deleted due to it being only one word, so here's a more detailed version of the answer. |
Author | Posted on 2018/09/23 |
Kitty Remilya Ambiance |
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Author | Posted on 2018/10/11 |
Kitty Remilya Ambiance | It's in KartModelMainA.carc, then in the "character" folder and then the "common" folder. |