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Let's hack Super Monkey Ball! READY? GO!

#1 User is offline Yoshimaster96 

Posted 14 June 2015 - 12:56 PM

  • Posts: 9
  • Joined: 06-July 14
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  • Project:Super Monkey Ball hacking!
This is my first attempt, where I found out that the collision wasn't quite right. I later found that the collision was in a separate file:
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This is my attempt at vertex shading. Stages such as Master 2 use this:
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This is my custom texture test. You can tell what it's a picture of:
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I tried SMB2, the files were exactly the same:
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I later edited the lz file (which is compressed). My first attempts crashed the game, but later attempts I placed some objects.
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Note that none of these have the correct collision, or in the case of the last one, has no collision at all. And there you have it. Me hacking Super Monkey Ball!
This post has been edited by Yoshimaster96: 14 June 2015 - 02:28 PM

#2 User is offline Dark Sonic 

Posted 14 June 2015 - 07:12 PM

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Oh! I posted this in the other topic, but I'm intrigued. Please continue!

#3 User is offline MainMemory 

Posted 15 June 2015 - 12:47 AM

  • Every day's the same old thing... Same place, different day...
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If you could port City Escape, it would bring new meaning to "Rolling around at the speed of sound".

Of course, it probably wouldn't work very well in reality, but for some reason I'm obsessed with mixing engines and levels from different games.

#4 User is offline Paraxade 

Posted 16 June 2015 - 12:25 AM

  • Posts: 186
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I think I saw you posted this stuff somewhere else. I don't know much about Monkey Ball but I've done a lot of work hacking other Gamecube games (mainly the Metroid Prime series); there's a lot of stuff common to a lot of Gamecube/Wii titles, particularly graphical stuff, so I'd be happy to help on that type of thing if you need it!

#5 User is offline Yoshimaster96 

Posted 30 June 2015 - 09:39 AM

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  • Project:Super Monkey Ball hacking!
First playable custom level (kind of)!
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Note this level was made with the game's existing objects (yes, the floor exists in the game). I believe once we get a proper OBJ/MTL to GMA/TPL converter (instead of the hacky one I made), we can make better levels. Like how SM64 hacking started with just moving objects, you couldn't import custom models.
This post has been edited by Yoshimaster96: 30 June 2015 - 09:40 AM

#6 User is offline Ritz 

Posted 02 July 2015 - 02:30 AM

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sign me the FUCK up πŸ‘ŒπŸ‘€πŸ‘ŒπŸ‘€πŸ‘ŒπŸ‘€πŸ‘ŒπŸ‘€πŸ‘ŒπŸ‘€ good shit go౦ԁ sHitπŸ‘Œ

Let my interest alone be enough to fuel this project towards satisfactory realization. Just gimme 10 good custom maps.

#7 User is offline Yoshimaster96 

Posted 11 June 2016 - 02:55 PM

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  • Project:Super Monkey Ball hacking!
I'm BACK!

Cool converter you should TOTALLY check out!

(I know, total necropost)

#8 User is offline MainMemory 

Posted 20 June 2016 - 05:55 PM

  • Every day's the same old thing... Same place, different day...
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After finally making a Windows build of the tool, I tried it on an obj of Emerald Coast 1 generated by SALVL... and it does nothing but spit out "Syntax error in ECoast1.mtl:" endlessly.

I don't have the slightest clue how to debug the program, but here's the obj/mtl.

#9 User is offline Yoshimaster96 

Posted 09 July 2016 - 01:07 PM

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  • Project:Super Monkey Ball hacking!
The program has been fixed, and I added a Windows build. Hope it works now.

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