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Thread: Super Mario Galaxy 2 [SB4E01]

  1. #1
    ZiT
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    Default Super Mario Galaxy 2 [SB4E01]

    SB4E01

    Super Mario Galaxy 2

    Moon Jump (Code by brkirch)
    C23A2FE0 00000007
    48000005 7C8802A6
    807F02D4 90640024
    807F02D8 90640028
    807F02DC 9064002C
    3C80806C 48000010
    00000000 00000000
    00000000 00000000
    C2388E44 00000007
    3C808075 80840A00
    54840529 41820024
    48000005 7C8802A6
    8064FFD4 907F02D4
    8064FFD8 907F02D8
    8064FFDC 907F02DC
    7FE3FB78 00000000

    Mario Size
    28750A02 00000200
    48000000 807ECEF8
    DE000000 80008180
    4A100000 0000002C
    14000000 xxxx0000
    14000004 xxxx0000
    14000008 xxxx0000
    E0000000 80008000

    Size=xxxx
    3F80=Normal
    4000=x2
    4080=x4



    Invincible
    04393CD0 B0850014
    04393CB8 B0850016
    043C177C 60000000
    04393CE8 60000000
    04393D00 60000000
    04393D1C 60000000

    Speed Up (Down Button)
    28750A02 FFFB0004
    C23AEC9C 00000003
    3D804080 618C0000
    9181FFFC C001FFFC
    D01D0278 00000000
    E0000000 80008000
    2A750A02 FFFB0004
    043AEC9C D01D0278
    E0000000 80008000

    Infinite Rainbow Mario
    043CBC9C B07F0700
    -It is necessary to acquire the star.
    Last edited by ZiT; 09-30-2010 at 07:09 AM.

  2. #2
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    It's a great game, eh? Got these!!!
    You cannot stop us
    You cannot bring us down
    Never give up
    We go on and on
    You'll never break us
    Never bring us down
    We are alive!


  3. #3
    ZiT
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    Default

    Fix Code
    //Mario Size
    Add Code
    //Invincible

  4. #4
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    Got 'em. Thanks buddy. :D
    You cannot stop us
    You cannot bring us down
    Never give up
    We go on and on
    You'll never break us
    Never bring us down
    We are alive!


  5. #5
    ZiT
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    Default

    Add Code
    //Speed Up

  6. #6
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    Got it. :o)
    You cannot stop us
    You cannot bring us down
    Never give up
    We go on and on
    You'll never break us
    Never bring us down
    We are alive!


  7. #7
    ZiT
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    Add Code
    //Infinite Spin Mario

  8. #8
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    Thanks my friend. I have this code.
    You cannot stop us
    You cannot bring us down
    Never give up
    We go on and on
    You'll never break us
    Never bring us down
    We are alive!


  9. #9
    ZiT
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    Default

    Fix Code
    //Invincible

    I'm sorry!!

  10. #10
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    Got the fixed code. :D
    You cannot stop us
    You cannot bring us down
    Never give up
    We go on and on
    You'll never break us
    Never bring us down
    We are alive!


  11. #11
    ZiT
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    I'm sorry my friend!!

    The problem was in "Infinite Spin Mario."
    Please delete it.

    Add Code
    //Infinite Rainbow Mario

  12. #12
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    Cool! Got all of the fixes.
    You cannot stop us
    You cannot bring us down
    Never give up
    We go on and on
    You'll never break us
    Never bring us down
    We are alive!


  13. #13
    ZiT
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    Default

    add code
    //Moon Jump (ASM Ver)

  14. #14
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    Got the new one.
    You cannot stop us
    You cannot bring us down
    Never give up
    We go on and on
    You'll never break us
    Never bring us down
    We are alive!


  15. #15
    ZiT
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    Change Code
    //Moon Jump

    Code Edit
    //Mario Size
    //Speed Up

  16. #16
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    Got 'em all!! Thanks buddy. :D
    You cannot stop us
    You cannot bring us down
    Never give up
    We go on and on
    You'll never break us
    Never bring us down
    We are alive!


  17. #17
    Member Cyborg Shark
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    Coming soon guys! It just needs a few tweaks.


  18. #18
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    That's bloody amazing.

    Welcome back!!!
    You cannot stop us
    You cannot bring us down
    Never give up
    We go on and on
    You'll never break us
    Never bring us down
    We are alive!


  19. #19
    Member Tiny Shark
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    Phantom Wings, you need to get that released NOW - it could very well be the key to finally exploring Star World!

  20. #20
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    OMG!!! please release that soon phantom wings. it will take riivolution right?

  21. #21
    Member Cyborg Shark
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    Well, I think I'm starting to get the hang of this whole 3D GUI shtick... .



    It's not done yet as you can see and I haven't done anything as far as textures or bones go. But there's no reason I can't release the original editor. It was mostly something I just threw together for demonstration purposes, so don't expect anything too fancy.

    You'll be using Anarchy In The Galaxy for editing. The files that you'll be using will be the <name>Map.arc files located in StageData for either SMG1 or 2. Although SMG1 will dispose of the Map part of the file - so just use the one that isn't inside of a sub-folder when working with SMG1.

    After opening one up, you'll want to select Placement in the top left dropdown. This is the primary section of object data in the level. From here you have a few options as far as what you want to edit.

    AreaObjInfo: This contains boxes for switches and death boundaries, the hidden things behind the level that allow you to interact with it.
    CameraCubeInfo: Similar to AreaObjInfo, but instead focus on when and where a camera will be in use in order to get those dynamic flight angles 'n all.
    ChangeObjInfo: Haven't figured this one out yet.
    DemoObjInfo: Cutscenes and anytime the overall gameplay stops to show you something.
    ObjInfo: Everything from stage parts and scenery to enemies and items.
    PlanetObjInfo: Gravity and such.
    StageObjInfo: Kind of a neat little one. This one allows you to load other stages - usually the ones suffixed with Zone. Any stage suffixed with Galaxy will be mostly comprised of these placed on different layers for the different stars.

    There are a couple of other categories such as Start which is - of course - your start position, and Path which are what control your trajectories on Launch Stars. There's also camera - which is your cameras, but I haven't fully figured that one out yet.

    A few other notes:

    -Objects are created on a by-name basis. Ordinarily this would make creating objects rather difficult as you would need to know the exact spelling of the object, but it looks like Nintendo left a list of every object and its name (and possibly description?) in the system files. You can search through it with the names app in the Media Fire folder. (it would seem though, that not everything in the list is available. MorphItemNeoFoo and MorphItemNeoIce - the Red Star and Ice Flower respectively - will crash. Most likely due to their files being absent from the disk.)

    -Most of the objects have an L_ID which must be unique from everything else - otherwise you'll be risking a crash. (this is what makes it difficult to use StageObjInfo as you'll often have objects with matching l_id's)

    -The appearance switch, SW_APPEAR, can be used to make an object only appear when the switch is triggered with either SW_A or SW_B in a Switch Area. Though only some objects have the function to appear dynamically. There are also a few other objects that seem to be able to trigger switches.



    So far I've mainly been working by feel as far as figuring things out. There's still a lot that needs to be documented such as each object's Obj_Args, so if anyone's interested, feel free to take a crack at it.



    Oh yeah, I guess I should leave the download link.

    [Yoink!]
    Last edited by Phantom Wings; 08-02-2010 at 10:28 AM.

  22. #22
    Member Tiny Shark
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    Doesn't seem to work with original Galaxy.

  23. #23
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    It looks like I failed a spot check. Anyways, Galaxy 1 appears to be a bit less organized than 2. The actual problem however, had to do with me forgetting to remove case sensitivity in my archive search routine. It should work now with the stage files though even if they aren't titled Map or anything.

    I've updated the download with the fixed version so make sure you get it.
    Last edited by Phantom Wings; 08-02-2010 at 10:42 AM.

  24. #24
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    How do I view the galaxy while I'm editing like you did in your first 2 pictures in your post about Anarchy in the Galaxy? I have it downloaded and I have my ARC files. Unfortunately I'm very new to hex editing (if that's it) and I have no IDEA what the FFFFFFFF Stuff is so I just keep have to guess what I'm editing but I can't without a preview screen :(

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    Oh wow, that's pretty impressive. I was looking at hacking SMG2 a while ago, but I'd never be able to make a useful editor because I know practically nothing about 3D.

    I reverse-engineered the savefile format and the .bcsv format (same one used for ObjInfo and all that fun stuff) but didn't do much else. I looked at your code in Reflector and noticed that you're missing a few things, so I thought I'd post them here to save you the trouble

    First off, there's more to GalaxyDataMemberInfo (or BCSVFieldDef as I call it) than you have -- here's a correct definition:
    Code:
    struct BCSVFieldDef {
    	u32 name_hash;
    	u32 mask;
    	u16 offset;
    	u8 shift_val;
    	u8 type;
    };
    The game has some fairly weird code for reading from the files - I was working on decompiling their BCSV class to C++ but I lost interest before I actually finished it.

    There's three functions:
    Code:
    	bool read_string_entry(int entry_id, int field_id, void *buffer); // 80067790
    	bool read_masked_entry(int entry_id, int field_id, void *buffer); // 80067810
    	bool read_normal_entry(int entry_id, int field_id, void *buffer); // 800678A0
    ...which are especially fun to deal with. (They output the value into *buffer.)

    The first deals with strings (field type 6), but no other types.

    The second deals with types 0, 3, 4 and 5 (word, word, halfword, byte respectively) and also takes the mask and shift_val values into account - effectively:
    Code:
    *(u32*)buffer = (obtained_value & mask) >> shift_val;
    The third deals with types 0, 4 and 5 and just puts the value into *buffer. Interestingly - it fails and returns false if mask isn't 0xFF (or 0xFFFF, or 0xFFFFFFFF depending on the type) or shift_val isn't 0.

    I should also mention that all of those functions will fail and return 0 (contents of *buffer is undefined) if you to try to read a field with a type that isn't handled by it.

    Floats are handled by separate code, for whatever reason - they're not type-specific.


    Some other fun notes:

    - Sound_code (don't remember which file it shows up in, it's in one of the collision files I think - the .pa stuff?) can be a masked entry (if the field type is 0) or a string (if the field type is not 0)

    - This also applies to Floor_code, Wall_code and Camera_through (found in the same file)

    - Strings are Shift-JIS -- unsure if your code handles this or not (not familiar enough with encodings in .NET) but I thought I should mention it just in case.


    Well, anyway, I've rambled on enough. Hope this info is helpful to you, though >.>

  26. #26
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    Thanks Treeki. It sounds like you're a bit more fluent in Galaxy's format than I am. Unfortunately .net doesn't support Shift-JIS, but I'll see about working on everything else. Also, I like your naming scheme you've got going on for the bcsv data - I hope you don't mind if I adopt it.

    johnnyszs, I mentioned in my release post that the 3d viewer isn't completed yet, so you're stuck with simple data input for now. If you wish get a better grasp on the workings of things, I would suggest researching a bit on hexadecimal and the basics of object/structure oriented programming - Wikipedia should be a fine resource for such things.

  27. #27
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    How would I add or replace something in an SMG1 galaxy? I wish to add HomePlanet (Star World from the beta) so I can finally visit it.

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    EST for the 3D view?

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    Oh, sorry Phantom Wings. I didn't realize that. I'm too lazy to figure out how to do the hexadecimal thing so I guess it'll be guess and check then! :P
    Last edited by johnnyszs; 08-12-2010 at 08:50 AM.

  30. #30
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    Lets say i wanted to swap the first good egg planet with the beta good egg planet... What i tried Is swapping ''DiskGardenPlanet'' (Normal good egg planet) with ''DiskFlowerPlanet'' (Beta good egg planet) in the file ''DiskGardenZone.arc''. I changed the name of DiskGardenPlanet to DiskFlowerPlanet. thats all. didn't do anything to the L_ID and im thinking that may have to do with it. after that i replaced the files on the iso with wii scrubber and tried playing the game, but it crashes as soon as i try to enter the level? How would i get this to work? thanks.

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    Quote Originally Posted by Phantom Wings View Post
    Thanks Treeki. It sounds like you're a bit more fluent in Galaxy's format than I am. Unfortunately .net doesn't support Shift-JIS, but I'll see about working on everything else. Also, I like your naming scheme you've got going on for the bcsv data - I hope you don't mind if I adopt it.
    Go ahead

    I haven't done much with SMG2 because I've been busy coding for NSMBW, but I've been checking out some stuff in the game -- specifically, the .kcl format (KCollision, as far as I know).

    It's used in a bunch of games: I've seen it in SMG, SMG2, Zelda TP and SM64DS. Mario Kart Wii also uses kcl files, but they don't seem to be the same format.

    Helpfully enough, Zelda TP has a full mapfile - which means that it's fairly easy to find the related code.. (this function is called by dRes_info_c::loadResource(), which does setup for various types of data found in arc files such as models)
    Code:
    static void *dBgWKCol::initKCollision(void *data) {
        // fix up pointers
        KColHeader *kcl = (KColHeader *)data;
        kcl->_0x00 += (u32)kcl;
        kcl->_0x04 += (u32)kcl;
        kcl->_0x08 += (u32)kcl;
        kcl->_0x0C += (u32)kcl;
    }
    The only info I've figured out yet is that the offset at 0x08 within the file points to a section with "prism data" -- the game accesses it using this function: KColPrismData *dBgWKCol::getPrismData(int id) const
    Each entry is 16 bytes long, and they're just stored sequentially.

    I'll edit this post with more info if I figure it out.


    edit: Looking back, it appears I may have been wrong about MKWii - I'm just going by decompiled code from SZS Modifier through Reflector.

    It does seem like it's the same format (although SZS Modifier's source code refers to prisms as "planes") and reveals some more info - although not much. The offset at 0x00 points to an array with points (not sure for what) and the offset at 0x04 points to an array with normals. Both are just Vec3's. No idea what the offset at 0x0C points to.

    I'm unsure if the format is exactly the same between every game, but in any case, the basic structure seems to fit all of the ones I've looked at.

    Here's one more piece of info from Zelda TP which might help clear up two values in the header (although it may or may not apply to SMG):
    Code:
    void dBgWKCol::GetTopUnder(float *p1, float *p2) const {
        *p2 = data->float_0x18;
        *p1 = data->float_0x18 + (float)(~data->u32_0x24);
    }
    Last edited by Treeki; 08-15-2010 at 01:58 PM.

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    Any progress with the 3D viewer? I can get the Beta one it's fine, I don't need textures...
    Last edited by johnnyszs; 09-21-2010 at 07:18 PM.

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    It's going pretty slow. I've got skinning done with the exception of one rotation bug that needs to be worked out. However I haven't even started on the editing capabilities as the models aren't properly viewable yet.

    These things take time. I'm working out of my free time on my own here, so it could be a few months until I'm able to release a proper beta.
    Last edited by Phantom Wings; 09-24-2010 at 06:06 PM.

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    Oh ok. So I'm starting to do some editing on my own, but when I add a new objects (like a Yoshi Egg), then save, then open it again, it isn't there. Am I missing a object that MUST go with the Yoshi Egg to make it work? Do I also have to edit the "ViewGroupID"? Sorry, I'm a n00b to all of this.

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    Hmm... . Well the list gets reorganized by l_id every time it gets loaded. Items without an l_id will be put at the bottom of the list. If you gave it an l_id and still can't find it, try disabling the the l_id under edit; that will cause the list to be organized alphabetically. As far as I know, Yoshi should be able to function independently - but I haven't done any extensive experimenting, so there may be some exceptions.

    The ViewGroupId shouldn't be required. Objects can be set to be visible or invisible outside a certain distance from the camera. Using the ViewGroupId allows you to control that state with CameraArea objects (... I think).

    Good luck, I hope you get it working.
    Last edited by Phantom Wings; 10-01-2010 at 07:08 PM.

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    So, um, was REALLY TRYING TO RESIST REVIVING THIS THREAD BUT IT'S TOO AWESOME.

    How's work on the 3D Viewer? :B
    Currently playing a bunch of games that change all the time. Probably some video game or something like that idon'tknow

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    Quote Originally Posted by Phantom Wings View Post
    Well, I think I'm starting to get the hang of this whole 3D GUI shtick... .



    It's not done yet as you can see and I haven't done anything as far as textures or bones go. But there's no reason I can't release the original editor. It was mostly something I just threw together for demonstration purposes, so don't expect anything too fancy.

    You'll be using Anarchy In The Galaxy for editing. The files that you'll be using will be the <name>Map.arc files located in StageData for either SMG1 or 2. Although SMG1 will dispose of the Map part of the file - so just use the one that isn't inside of a sub-folder when working with SMG1.

    After opening one up, you'll want to select Placement in the top left dropdown. This is the primary section of object data in the level. From here you have a few options as far as what you want to edit.

    AreaObjInfo: This contains boxes for switches and death boundaries, the hidden things behind the level that allow you to interact with it.
    CameraCubeInfo: Similar to AreaObjInfo, but instead focus on when and where a camera will be in use in order to get those dynamic flight angles 'n all.
    ChangeObjInfo: Haven't figured this one out yet.
    DemoObjInfo: Cutscenes and anytime the overall gameplay stops to show you something.
    ObjInfo: Everything from stage parts and scenery to enemies and items.
    PlanetObjInfo: Gravity and such.
    StageObjInfo: Kind of a neat little one. This one allows you to load other stages - usually the ones suffixed with Zone. Any stage suffixed with Galaxy will be mostly comprised of these placed on different layers for the different stars.

    There are a couple of other categories such as Start which is - of course - your start position, and Path which are what control your trajectories on Launch Stars. There's also camera - which is your cameras, but I haven't fully figured that one out yet.

    A few other notes:

    -Objects are created on a by-name basis. Ordinarily this would make creating objects rather difficult as you would need to know the exact spelling of the object, but it looks like Nintendo left a list of every object and its name (and possibly description?) in the system files. You can search through it with the names app in the Media Fire folder. (it would seem though, that not everything in the list is available. MorphItemNeoFoo and MorphItemNeoIce - the Red Star and Ice Flower respectively - will crash. Most likely due to their files being absent from the disk.)

    -Most of the objects have an L_ID which must be unique from everything else - otherwise you'll be risking a crash. (this is what makes it difficult to use StageObjInfo as you'll often have objects with matching l_id's)

    -The appearance switch, SW_APPEAR, can be used to make an object only appear when the switch is triggered with either SW_A or SW_B in a Switch Area. Though only some objects have the function to appear dynamically. There are also a few other objects that seem to be able to trigger switches.



    So far I've mainly been working by feel as far as figuring things out. There's still a lot that needs to be documented such as each object's Obj_Args, so if anyone's interested, feel free to take a crack at it.



    Oh yeah, I guess I should leave the download link.

    [Yoink!]
    I don't want to rush you or something, but I could you tell how things are going?
    This is the best project in Wii hacking there is, at least, I think so.
    It would be great to be able to make or edit levels for SMG(2).
    If you need any, I would love to be a beta tester. Good luck with the project!

  38. #38
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    Well guys, I think that if he hasn't posted any updates, either he is very busy with the editor or something else, or he's just posting at another board. However I'm curious about the current state of the project as well

    Also I don't think that fully quoting such a large post in your reply was a good idea, Fenrir :P

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    Ow, why not? I just thought I'd quote the whole thing since nobody has been here in a while, and I wanted to make completely sure it would be clear what I was talking about^^

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    Merry Christmas gentlemen. No big surprises this time - work's been pretty slow on the editor. I've perfected the mesh rendering, but still no textures. Presently, I've mostly been working on the interface. I've got object picking down, but it's pretty slow due to my method of applying bone matrices (I'm hoping to switch over to shaders in the near future). As far as text/data view goes, I'm still deciding whether I should go for something similar to Toad's Tool, or see about working up something more unique. I'm currently retooling the saving/loading so I can have a bit more flexibility with less room for errors - so I need to finish that up before I can at least release a beta.

    I'm hoping to have something ready in the early new year, but recently I've been caught up in something from the Brawl hacking front - we'll just have to see how that works out.

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    Ah, I don't really mind it's not going that fast (I mean, it's not the most simple project), but it's great to hear there is being worked on, since I'm really looking forward to it.
    Good luck with the project, and, though quite late, Merry Christmas^^
    And to be in time for something... A happy new year. Ha, now I'm not to late with that XD

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    Glad to hear that the project hasn't been abandoned!

    About 3D picking, I'm curious about how you're doing it. If you want, I have some code for mouse picking/moving objects in my SM64DS editor, that could interest you...

    And keep up the good work man.

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    Hey, I've been following this for a while now.

    I noticed there was version 1.2 on the download area. I downloaded it and it crashes upon opening. Windows 7 64, and Windows XP Pro.

    Not sure if anyone else has this problem... anyone else able to load up Anarchy in the Galaxy 1.2?

    Phantom we're all excited to see this project move forward, thank you so much for your time and effort thus far on this project.

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    Ah, well so much for updating on the sly.

    There's not really any updates to the interface - I just updated the library a little bit. It now supports opening the resource files and can properly display any Japanese text (wrong unicode encoding! ). For the most part, if you put the text through Google Translate you'll get a general idea for what it means.

    I've reuploaded the Anarchy In The Galaxy to the MediaFire folder, but I haven't renamed it - so if anyone's downloaded it before now, then you'll need to get the newer one.

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    Cool! Even though it's little, it's still and update.

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    It's been a little while. I guess you can't really say it's the early part of the year anymore. I'm going to go ahead and release an early alpha build of Anarchy In The Galaxy 2 anyways.

    There's no saving capabilities but it does support a 3d viewer and also the ability to move thing around (albeit only by numeric input). The display is controlled by holding the middle mouse button down (or mouse wheel) to pan, scrolling to zoom and holding down alt to rotate. You'll need an extracted copy of the SMG1/2 ISO if you want the viewer to work.

    I'm sure it's not very helpful in it's current state, but I know that there are a few out there who would like to have a 3d viewer on hand to preview their work. Just remember that it is in the alpha state, so expect multiple bugs and crashes.

    Download

    The interface isn't final, but I could use some input on what works and what doesn't.
    Last edited by Phantom Wings; 03-14-2011 at 09:28 AM.

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    I can't get it to open? I extracted the ISO to a folder, but when I click "browse" and select it, nothing happens after that. Also, the program can't be closed.

    Also, as long as I'm here, I'd like to mention that I'm really grateful for this editor! I'm the head of Super Mario Galaxy 2.5, a project that has been using Anarchy in the Galaxy to make custom levels. We have over 200 members now, we've had articles written about the project on gonintendo, joystiq, and more.

    I might as well leave this here to show what we've been up to:








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    The download is broken.

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    So I got the thing from someone who could download it in time.

    First run, doesn't work. It wants SlimDX. So I download the last end-user runtime and install it. Still refuses to work.
    So I download the SDK, take the net4.0 SlimDX.dll and place it alongside the editor. Still doesn't work. The net2.0 DLL doesn't work either.

    I came to conclude that the dumb thing wants a specific version of SlimDX, and of course that version it wants is older than the latest version and therefore not available. >_<

    The SlimDX assembly I have is: 2.0.11.43 (aka the latest one)
    The one the editor wants is: 2.0.9.42 (older!)

    That would be nice if someone could provide the specific SlimDX version the editor wants
    Last edited by Mega-Mario; 04-12-2011 at 09:55 AM.

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    Did you try PMing Phantom Wings? He seems to frequent a number of boards and that might be the fastest way to reach him.
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    I tried twice here iirc. His PM box is always full.

    I will try out at the other boards he visits, though.

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    Offtopic.... Hey Phantom Wings, since I'm not allowed to send you a private message, I have to write you on this topic.

    I know you have quitted brawl long time ago but I really need some information for porting the "File Patch Code" to PAL. I used some information from Bero's ported code too but the PAL code still have some issues.

    Here is the ported PAL code but yea it still have some problems :(

    File Patch Code v3.5.1 PALEdit
    The code below was created by Phantom Wings and ported by ,Deathwolf

    E0000000 80008000 225683EC 00000000 0401C3A8 4858BA58 065A7E00 00000070 38A00067 38810020 3CE0805A 60E37C18 4BE55140 38A0007F 3883FFE8 38610020 4BE55328 38A00068 60E47C18 38610020 9421FF80 BC410008 38610088 4BA6F178 7C7C1B78 2C030000 4082000C 38210080 4800001C B8410008 38210080 4BE552EC 38610008 4BA6F14C 7C7C1B78 4BA74668 04022360 48585C40 065A7FA0 00000028 80010044 3C608001 6063550C 7C001800 4082000C 7FDDC850 3BDEFFE0 93DB0008 4BA7A3A4 00000000 0401CD0C 4858AD74 065A7A80 00000038 2C030000 4182000C 4BA7E1D1 4BA75284 80780008 2C030000 41820014 8118000C 7C634214 7C7B1850 48000008 8078000C 4BA75260 00000000 043EEE04 48000014 043EF000 48000014 043D8FC8 48000018 043E9F78 38600000 043EA164 38600000 043D90AC 60000000 80000000 80409728 80000001 805A99C0 8A001001 00000000 045A99D0 2F525342 045A99D4 4A2F7066 80000001 805A7B00 8A001001 00000000 065A7B10 0000000F 2F525342 4A2F7066 2F736F75 6E642F00 041C6D58 483E0CA8 065A7A00 00000028 9421FF80 BC410008 3C60805A 60637B1F 4BE524A5 B8410008 38210080 4BE52509 4BC1F33C 00000000 065A7900 00000078 9421FF80 7C0802A6 9001000C BC810010 9421FF00 7C872378 54B2BA7E 7CD33378 38800000 9081000C 90810010 90610014 90810018 3880FFFF 9081001C 38610020 90610008 7CE43B78 38A00080 4BE52569 38610008 4BA752A1 60000000 80210000 B8810010 8001000C 7C0803A6 80210000 4E800020 00000000 043E3A14 481C3E8C 065A78A0 00000010 80BC0020 7CA59214 3A400000 4BE3C16C 043DBB64 481CBD6C 065A78D0 00000018 800302A4 2C130000 41820008 7E609B78 3A600000 4BE34284 041CDFF4 483D980C 065A7800 00000098 818C0014 9421FF80 BC410008 3D009034 61089D94 7C034000 4082003C 7C882378 3C60804D 60630000 3C80805A 60847B00 7CC53378 38C04200 80E40080 2C070000 40820014 60000000 480000B9 2C030000 41820010 B8410008 80210000 4BC2679C 70A501FF 3868FFFF 3C80804C 6084FFFF 7C842A14 38A04001 38A5FFFF 8C040001 9C030001 2C050000 4082FFF0 B8410008 80210000 4BC26784 141CD008 483DA6F8 065A7700 00000048 9421FF80 BC410008 7FE3FB78 3C80805A 60847B00 38A00000 38C04000 480001E5 90640080 807F0008 907A0014 907A005C 907A0074 B8410008 80210000 807F0000 4BC258CC 00000000 E0000000 80008000

    I hope that I'm not annoying or something like that but the file patch code is my last project for brawl too...

    Thank you very much.
    Last edited by Deathwolf; 06-15-2011 at 12:40 PM. Reason: wrong txt xD

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    Do you have a source for this code?

    BTW sorry for my bad english
    Last edited by Deathwolf; 06-15-2011 at 12:42 PM.

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    Officially, there is no source code available. Though, since it's C#, nothing prevents you from opening the executable in Reflector... but nothing says that you'll get clean code either, it may be obfuscated or made unaccessible via other means...

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    I really hate to bump this thread, but I'm telling people who are interested into this that a new editor is available. It's called Whitehole. Here's a screenshot. And here's the download.

    I'd tell you to visit Kuribo64 for more details but after that bump, I'd hate to be advertising my site. So instead, the Whitehole archive provides a readme that you can (and should) read.

    By the way, the program requires Java JRE7 to run, as well as a decent video card.


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