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	<channel>
		<title><![CDATA[skelux.root.sx - Super Mario 64 DS]]></title>
		<link>https://skelux.root.sx/</link>
		<description><![CDATA[skelux.root.sx - https://skelux.root.sx]]></description>
		<pubDate>Wed, 15 Apr 2026 12:46:04 +0000</pubDate>
		<generator>MyBB</generator>
		<item>
			<title><![CDATA[Looking for Controls Test v0.3 for Vanilla SM64DS]]></title>
			<link>https://skelux.root.sx/showthread.php?tid=893</link>
			<pubDate>Mon, 29 Jan 2018 07:07:20 +1100</pubDate>
			<guid isPermaLink="false">https://skelux.root.sx/showthread.php?tid=893</guid>
			<description><![CDATA[Hi everyone! I'd like to try some improved controls for SM64DS but I can't find some older downloads. At the very least I just need to have Mario run by default instead of walk. I think the Controls Test by Skelux would do the trick. Thanks!]]></description>
			<content:encoded><![CDATA[Hi everyone! I'd like to try some improved controls for SM64DS but I can't find some older downloads. At the very least I just need to have Mario run by default instead of walk. I think the Controls Test by Skelux would do the trick. Thanks!]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[[QUESTION] Swapping the controls on SM64DS?]]></title>
			<link>https://skelux.root.sx/showthread.php?tid=783</link>
			<pubDate>Mon, 10 Jul 2017 00:49:00 +1000</pubDate>
			<guid isPermaLink="false">https://skelux.root.sx/showthread.php?tid=783</guid>
			<description><![CDATA[Hi! How would one go about swapping the controls for the SM64DS rom?<br />
<br />
The only example I've found this far is the control test Skelux made back in 2014. It's amazing to be able to play the game without having to hold down the y button all the time but it still feel to far off for me that have been growing up with the N64 controller in hand. I can see on this forum that there are tools to edit the game but I'm lost on how to use them.<br />
<br />
Any help on is appreciated. Be it where to start learning the skills required to use the tools or just some pointers on where in a specific program I need to look to find the controls.  <img src="https://skelux.root.sx/images/smilies/chirpy.png" alt="Chirpy" title="Chirpy" class="smilie smilie_31" /> <br />
<br />
The button layout i'd like to make:<br />
A = Walk button (as opposed to run button)<br />
B = Jump<br />
X = Zoom in/out<br />
Y = Attack<br />
L = ground pound/crouch<br />
R = Activate camera rotation<br />
<br />
Furthermore as opposed to the control test version it would be lovely<br />
<br />
Finally, I haven't seen anyone report back about running the control test v0.3 rom on 3DS or N3DS so I'll just put my little penny here and say it's working great with both consoles using a flashcart that can run NDS roms. The 3DS thumbstick also work great with the game. <img src="https://skelux.root.sx/images/smilies/heart.png" alt="Heart" title="Heart" class="smilie smilie_16" />]]></description>
			<content:encoded><![CDATA[Hi! How would one go about swapping the controls for the SM64DS rom?<br />
<br />
The only example I've found this far is the control test Skelux made back in 2014. It's amazing to be able to play the game without having to hold down the y button all the time but it still feel to far off for me that have been growing up with the N64 controller in hand. I can see on this forum that there are tools to edit the game but I'm lost on how to use them.<br />
<br />
Any help on is appreciated. Be it where to start learning the skills required to use the tools or just some pointers on where in a specific program I need to look to find the controls.  <img src="https://skelux.root.sx/images/smilies/chirpy.png" alt="Chirpy" title="Chirpy" class="smilie smilie_31" /> <br />
<br />
The button layout i'd like to make:<br />
A = Walk button (as opposed to run button)<br />
B = Jump<br />
X = Zoom in/out<br />
Y = Attack<br />
L = ground pound/crouch<br />
R = Activate camera rotation<br />
<br />
Furthermore as opposed to the control test version it would be lovely<br />
<br />
Finally, I haven't seen anyone report back about running the control test v0.3 rom on 3DS or N3DS so I'll just put my little penny here and say it's working great with both consoles using a flashcart that can run NDS roms. The 3DS thumbstick also work great with the game. <img src="https://skelux.root.sx/images/smilies/heart.png" alt="Heart" title="Heart" class="smilie smilie_16" />]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[SM64DSM Archived]]></title>
			<link>https://skelux.root.sx/showthread.php?tid=948</link>
			<pubDate>Sun, 21 May 2017 02:22:01 +1000</pubDate>
			<guid isPermaLink="false">https://skelux.root.sx/showthread.php?tid=948</guid>
			<description><![CDATA[You never cease to amaze me. Thank you for this.]]></description>
			<content:encoded><![CDATA[You never cease to amaze me. Thank you for this.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[LarryDS (Warning: Cringe-Worthy Hack)]]></title>
			<link>https://skelux.root.sx/showthread.php?tid=759</link>
			<pubDate>Tue, 16 May 2017 10:07:42 +1000</pubDate>
			<guid isPermaLink="false">https://skelux.root.sx/showthread.php?tid=759</guid>
			<description><![CDATA[LarryDS<br />
<br />
v<del>ery incomplete demo (version 0.1 of LarryDS) - <a href="https://drive.google.com/file/d/0Bzebmq1lTBScSHdxWDkwdU5PUEk/view" target="_blank">https://drive.google.com/file/d/0Bzebmq1lTBScSHdxWDkwdU5PUEk/view</a></del><br />
<br />
Plot : After Ludwig successfully gets Larry out of his lab, Larry hears a strange voice in his head and is idiotic enough to do as this voice is telling him, and to even listen to strange voices going on inside his head as if they are people and take them seriously to begin with. This voice tells Larry that he must collect 5 Special Objects behind 5 Special Doors (2 of them require a certain Key) so that Larry can meet this voice behind a Door that requires 50 Power Comets to enter, Determined to meet this voice in a physical form, Larry sets off to acquire the Power Comets needed and the specific required Keys so he can meet this voice in person and to figure out what the voice wants from him. <br />
<br />
Youtube Videos involving LarryDS include the following that I've uploaded : <!-- start: video_youtube_embed --><br />
<iframe width="560" height="315" src="https://www.youtube.com/embed/qLyQujeKq_o" frameborder="0" allowfullscreen></iframe><br />
<!-- end: video_youtube_embed --><!-- start: video_youtube_embed --><br />
<iframe width="560" height="315" src="https://www.youtube.com/embed/0Gcuj89Fq5g" frameborder="0" allowfullscreen></iframe><br />
<!-- end: video_youtube_embed --><!-- start: video_youtube_embed --><br />
<iframe width="560" height="315" src="https://www.youtube.com/embed/j5QyDjHNApE" frameborder="0" allowfullscreen></iframe><br />
<!-- end: video_youtube_embed --><!-- start: video_youtube_embed --><br />
<iframe width="560" height="315" src="https://www.youtube.com/embed/sSosTxrmHTw" frameborder="0" allowfullscreen></iframe><br />
<!-- end: video_youtube_embed --><!-- start: video_youtube_embed --><br />
<iframe width="560" height="315" src="https://www.youtube.com/embed/-S-Oltdrt-I" frameborder="0" allowfullscreen></iframe><br />
<!-- end: video_youtube_embed --><!-- start: video_youtube_embed --><br />
<iframe width="560" height="315" src="https://www.youtube.com/embed/rOjbuITUPfE" frameborder="0" allowfullscreen></iframe><br />
<!-- end: video_youtube_embed --><!-- start: video_youtube_embed --><br />
<iframe width="560" height="315" src="https://www.youtube.com/embed/F1Y05rloRng" frameborder="0" allowfullscreen></iframe><br />
<!-- end: video_youtube_embed --><!-- start: video_youtube_embed --><br />
<iframe width="560" height="315" src="https://www.youtube.com/embed/J3fKPpSDn_w" frameborder="0" allowfullscreen></iframe><br />
<!-- end: video_youtube_embed --><!-- start: video_youtube_embed --><br />
<iframe width="560" height="315" src="https://www.youtube.com/embed/msypIrQerB4" frameborder="0" allowfullscreen></iframe><br />
<!-- end: video_youtube_embed --><!-- start: video_youtube_embed --><br />
<iframe width="560" height="315" src="https://www.youtube.com/embed/BRN5Iv-FCHk" frameborder="0" allowfullscreen></iframe><br />
<!-- end: video_youtube_embed --><!-- start: video_youtube_embed --><br />
<iframe width="560" height="315" src="https://www.youtube.com/embed/t3PEiYJG8g0" frameborder="0" allowfullscreen></iframe><br />
<!-- end: video_youtube_embed --><!-- start: video_youtube_embed --><br />
<iframe width="560" height="315" src="https://www.youtube.com/embed/wnE-Lo0_Bpo" frameborder="0" allowfullscreen></iframe><br />
<!-- end: video_youtube_embed --><!-- start: video_youtube_embed --><br />
<iframe width="560" height="315" src="https://www.youtube.com/embed/Lvp8Admp5q4" frameborder="0" allowfullscreen></iframe><br />
<!-- end: video_youtube_embed --><br />
<br />
2 New Enemies for LarryDS : <img src="http://img13.deviantart.net/e349/i/2017/135/7/0/larryds___new_enemies_by_goldyfish110-db3fy4l.png" border="0" alt="[Image: larryds___new_enemies_by_goldyfish110-db3fy4l.png]" /><br />
<br />
I didn't know if I should post this hack as an ordinary SM64DS hack thread or in Anywhere since it is both somewhat of a joke, but at the same time, not really, I decided on putting it as a regular SM64DS hack thread (despite it's cringe-worthy dialogue) because to be honest, it's a full on project regardless. I also want to know, was I allowed to post this? because my subconscious and worries are telling me I should ask that.]]></description>
			<content:encoded><![CDATA[LarryDS<br />
<br />
v<del>ery incomplete demo (version 0.1 of LarryDS) - <a href="https://drive.google.com/file/d/0Bzebmq1lTBScSHdxWDkwdU5PUEk/view" target="_blank">https://drive.google.com/file/d/0Bzebmq1lTBScSHdxWDkwdU5PUEk/view</a></del><br />
<br />
Plot : After Ludwig successfully gets Larry out of his lab, Larry hears a strange voice in his head and is idiotic enough to do as this voice is telling him, and to even listen to strange voices going on inside his head as if they are people and take them seriously to begin with. This voice tells Larry that he must collect 5 Special Objects behind 5 Special Doors (2 of them require a certain Key) so that Larry can meet this voice behind a Door that requires 50 Power Comets to enter, Determined to meet this voice in a physical form, Larry sets off to acquire the Power Comets needed and the specific required Keys so he can meet this voice in person and to figure out what the voice wants from him. <br />
<br />
Youtube Videos involving LarryDS include the following that I've uploaded : <!-- start: video_youtube_embed --><br />
<iframe width="560" height="315" src="https://www.youtube.com/embed/qLyQujeKq_o" frameborder="0" allowfullscreen></iframe><br />
<!-- end: video_youtube_embed --><!-- start: video_youtube_embed --><br />
<iframe width="560" height="315" src="https://www.youtube.com/embed/0Gcuj89Fq5g" frameborder="0" allowfullscreen></iframe><br />
<!-- end: video_youtube_embed --><!-- start: video_youtube_embed --><br />
<iframe width="560" height="315" src="https://www.youtube.com/embed/j5QyDjHNApE" frameborder="0" allowfullscreen></iframe><br />
<!-- end: video_youtube_embed --><!-- start: video_youtube_embed --><br />
<iframe width="560" height="315" src="https://www.youtube.com/embed/sSosTxrmHTw" frameborder="0" allowfullscreen></iframe><br />
<!-- end: video_youtube_embed --><!-- start: video_youtube_embed --><br />
<iframe width="560" height="315" src="https://www.youtube.com/embed/-S-Oltdrt-I" frameborder="0" allowfullscreen></iframe><br />
<!-- end: video_youtube_embed --><!-- start: video_youtube_embed --><br />
<iframe width="560" height="315" src="https://www.youtube.com/embed/rOjbuITUPfE" frameborder="0" allowfullscreen></iframe><br />
<!-- end: video_youtube_embed --><!-- start: video_youtube_embed --><br />
<iframe width="560" height="315" src="https://www.youtube.com/embed/F1Y05rloRng" frameborder="0" allowfullscreen></iframe><br />
<!-- end: video_youtube_embed --><!-- start: video_youtube_embed --><br />
<iframe width="560" height="315" src="https://www.youtube.com/embed/J3fKPpSDn_w" frameborder="0" allowfullscreen></iframe><br />
<!-- end: video_youtube_embed --><!-- start: video_youtube_embed --><br />
<iframe width="560" height="315" src="https://www.youtube.com/embed/msypIrQerB4" frameborder="0" allowfullscreen></iframe><br />
<!-- end: video_youtube_embed --><!-- start: video_youtube_embed --><br />
<iframe width="560" height="315" src="https://www.youtube.com/embed/BRN5Iv-FCHk" frameborder="0" allowfullscreen></iframe><br />
<!-- end: video_youtube_embed --><!-- start: video_youtube_embed --><br />
<iframe width="560" height="315" src="https://www.youtube.com/embed/t3PEiYJG8g0" frameborder="0" allowfullscreen></iframe><br />
<!-- end: video_youtube_embed --><!-- start: video_youtube_embed --><br />
<iframe width="560" height="315" src="https://www.youtube.com/embed/wnE-Lo0_Bpo" frameborder="0" allowfullscreen></iframe><br />
<!-- end: video_youtube_embed --><!-- start: video_youtube_embed --><br />
<iframe width="560" height="315" src="https://www.youtube.com/embed/Lvp8Admp5q4" frameborder="0" allowfullscreen></iframe><br />
<!-- end: video_youtube_embed --><br />
<br />
2 New Enemies for LarryDS : <img src="http://img13.deviantart.net/e349/i/2017/135/7/0/larryds___new_enemies_by_goldyfish110-db3fy4l.png" border="0" alt="[Image: larryds___new_enemies_by_goldyfish110-db3fy4l.png]" /><br />
<br />
I didn't know if I should post this hack as an ordinary SM64DS hack thread or in Anywhere since it is both somewhat of a joke, but at the same time, not really, I decided on putting it as a regular SM64DS hack thread (despite it's cringe-worthy dialogue) because to be honest, it's a full on project regardless. I also want to know, was I allowed to post this? because my subconscious and worries are telling me I should ask that.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[SM64DSe (Alternate Version: Feb 12, 2017)]]></title>
			<link>https://skelux.root.sx/showthread.php?tid=688</link>
			<pubDate>Sat, 14 Jan 2017 00:54:51 +1100</pubDate>
			<guid isPermaLink="false">https://skelux.root.sx/showthread.php?tid=688</guid>
			<description><![CDATA[DAE importing doesn't work for some people in the newer versions, here is a modified version of an older build which should fix those issues:<br />
<!-- start: postbit_attachments_attachment -->
<div><span class="float_right">Size: <u>1.85 MB</u> / Downloads: <u>647</u></span>
<span class="float_left"><!-- start: attachment_icon -->
<img src="https://skelux.root.sx/images/attachtypes/unknown.png" title="Unknown" border="0" alt=".7z" style="vertical-align: middle;" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=684" class="attachment_" target="_blank" title="">SM64DSe.7z</a> </span></div>
<br class="clear"/>
<!-- end: postbit_attachments_attachment -->]]></description>
			<content:encoded><![CDATA[DAE importing doesn't work for some people in the newer versions, here is a modified version of an older build which should fix those issues:<br />
<!-- start: postbit_attachments_attachment -->
<div><span class="float_right">Size: <u>1.85 MB</u> / Downloads: <u>647</u></span>
<span class="float_left"><!-- start: attachment_icon -->
<img src="https://skelux.root.sx/images/attachtypes/unknown.png" title="Unknown" border="0" alt=".7z" style="vertical-align: middle;" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=684" class="attachment_" target="_blank" title="">SM64DSe.7z</a> </span></div>
<br class="clear"/>
<!-- end: postbit_attachments_attachment -->]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Misc. Tweaks/Patches Thread]]></title>
			<link>https://skelux.root.sx/showthread.php?tid=689</link>
			<pubDate>Wed, 27 Jul 2016 12:45:12 +1000</pubDate>
			<guid isPermaLink="false">https://skelux.root.sx/showthread.php?tid=689</guid>
			<description><![CDATA[Ive been playing around with the 3D settings in SM64DS and managed to produce some interesting effects.<br />
<br />
This tweak will turn on edge marking:<br />
<br />
020557EC/0x557EC:<br />
orr r0, r0, 20h (20 00 80 E3)<br />
<br />
This will enable highlight shading, but only seems to be active on certain models such as the title screen Mario/Yoshi heads.<br />
020557EC/0x557EC:<br />
orr r0, r0, 02h (02 00 80 E3)<br />
<br />
Below is a video of the edge-marking effect.<br />
<!-- start: video_youtube_embed --><br />
<iframe width="560" height="315" src="https://www.youtube.com/embed/0ePy59xVcPU" frameborder="0" allowfullscreen></iframe><br />
<!-- end: video_youtube_embed --><br />
You can find relevant documentation <a href="http://problemkaputt.de/gbatek.htm#ds3diomap" target="_blank">here</a>.]]></description>
			<content:encoded><![CDATA[Ive been playing around with the 3D settings in SM64DS and managed to produce some interesting effects.<br />
<br />
This tweak will turn on edge marking:<br />
<br />
020557EC/0x557EC:<br />
orr r0, r0, 20h (20 00 80 E3)<br />
<br />
This will enable highlight shading, but only seems to be active on certain models such as the title screen Mario/Yoshi heads.<br />
020557EC/0x557EC:<br />
orr r0, r0, 02h (02 00 80 E3)<br />
<br />
Below is a video of the edge-marking effect.<br />
<!-- start: video_youtube_embed --><br />
<iframe width="560" height="315" src="https://www.youtube.com/embed/0ePy59xVcPU" frameborder="0" allowfullscreen></iframe><br />
<!-- end: video_youtube_embed --><br />
You can find relevant documentation <a href="http://problemkaputt.de/gbatek.htm#ds3diomap" target="_blank">here</a>.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[SM64DS Behaviour Documentation]]></title>
			<link>https://skelux.root.sx/showthread.php?tid=517</link>
			<pubDate>Sat, 21 May 2016 12:28:29 +1000</pubDate>
			<guid isPermaLink="false">https://skelux.root.sx/showthread.php?tid=517</guid>
			<description><![CDATA[Below is a collection of my various documentation for hacking SM64DS (EU).<br />
<br />
<tag><div style="margin:20px; margin-top:5px"><div class="smallfont" style="margin-bottom:2px"><b>Spoiler</b>: Misc Routines and Offsets <input type="button" value="Show" style="width:45px;font-size:10px;margin:0px;padding:0px;" onClick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = ''; this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }"></div><div class="alt2" style="margin: 0px; padding: 6px; border-top: 1px solid #999; border-left: 1px solid #999; border-right: 1px solid #ccc; border-bottom: 1px solid #ccc; "><div style="display: none;">
---OBJECT---<br />
02043CE4: main behavior loop<br />
02010e2c: spawn object (r0 actor id, r1 param, r2 spawn coordinates, r3 param)<br />
<br />
--SOUNDS---<br />
02012328: play sound (1)<br />
02021be0: play sound (2)<br />
<br />
---GAME---<br />
0202E348: load new level<br />
020e5148: player current action routine<br />
<br />
---VARIABLES---<br />
0209f2f4: player lives<br />
0211117c/02092144: player health<br />
0209f2f8: current level id</div></div></div></tag><br />
<tag><div style="margin:20px; margin-top:5px"><div class="smallfont" style="margin-bottom:2px"><b>Spoiler</b>: Collision Types <input type="button" value="Show" style="width:45px;font-size:10px;margin:0px;padding:0px;" onClick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = ''; this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }"></div><div class="alt2" style="margin: 0px; padding: 6px; border-top: 1px solid #999; border-left: 1px solid #999; border-right: 1px solid #ccc; border-bottom: 1px solid #ccc; "><div style="display: none;">
Byte 3 Camera Settings:<br />
<br />
4 - Camera rotates to match direction<br />
3 - Camera does not rotate to match direction<br />
<br />
Normal Hard Surface:<br />
196 15 3 0 255 0 0 0<br />
196 15 1 0 255 0 0 0 - higher angle<br />
196 143 5 0 255 0 0 0 - close up, fixed<br />
196 0 4 0 255 0 0 0 - sticks to ff05, indoor camera<br />
5 0 3 0 255 0 0 0 - revolves around ff00, ff01, most others (must be view id 0)<br />
<br />
Normal Path Surface:<br />
193 15 3 0 255 0 0 0<br />
<br />
Wood:<br />
197 15 3 0 255 0 0 0<br />
<br />
Mesh Floor:<br />
204 15 3 0 255 0 0 0<br />
<br />
Grass: <br />
194 15 3 0 255 0 0 0<br />
<br />
Sand:<br />
200 15 3 0 255 0 0 0<br />
<br />
Leaves:<br />
201 15 3 0 255 0 0 0<br />
<br />
Water:<br />
244 15 0 0 255 0 0 0<br />
35 0 4 0 255 0 0 0<br />
<br />
Climbable Hill:<br />
196 47 115 0 255 0 0 0; Normal<br />
197 47 115 0 255 0 0 0; Wood<br />
<br />
Slide:<br />
196 223 3 0 255 0 0 0<br />
<br />
Unclimbable Hill:<br />
196 63 3 0 255 0 0 0<br />
<br />
Unclimbable Grass Hill:<br />
194 63 4 0 255 0 0 0<br />
<br />
Vanish Cap Wall:<br />
76 128 140 1 255 0 0 0 (adding the 1 to anything lets camera pass through)<br />
<br />
Death Floor:<br />
192 15 32 0 255 0 0 0<br />
192 15 37 0 255 0 0 0; No Drop<br />
<br />
Death Floor (Wind):<br />
192 15 155 0 255 0 0 0<br />
<br />
Lethal Lava:<br />
192 143 8 0 255 0 0 0<br />
<br />
Lethal Ice:<br />
199 15 12 0 255 0 0 0<br />
<br />
Lethal Zone:<br />
192 15 1 3 255 0 0 0<br />
<br />
Instant-Death Sand:<br />
8 15 76 0 255 0 0 0<br />
<br />
No-Death Sand:<br />
8 0 60 0 255 0 0 0<br />
<br />
Snow:<br />
198 63 4 0 255 0 0 0<br />
<br />
Peach's Slide Starting Line:<br />
196 223 120 0 255 0 0 0<br />
<br />
Peach's Slide Finish Line:<br />
196 223 128 0 255 0 0 0<br />
<br />
Hang From Ceiling (Mesh):<br />
204 15 27 1 255 0 0 0 0<br />
<br />
Hang From Ceiling (Wood):<br />
197 15 27 0 255 0 0 0 0<br />
<br />
Normal Wind (Uses paths):<br />
192 143 92 0 1 0 0 0<br />
<br />
King Bob-Omb Mountain Top:<br />
196 143 3 0 255 0 0 0<br />
<br />
Level Boundary:<br />
192 63 4 1 255 0 0 0<br />
<br />
--------CAMERA TYPES--------<br />
104 - fixed point, always face player<br />
FF00 - point directly inwards to view<br />
FF01 - point away from a point, pans<br />
FF02 - normal, lock when entering level<br />
FF03 - normal?<br />
FF04 - lock and rotate away from set point<br />
FF05 - point outwards to player<br />
FF06 - distant camera, eg fight with Big Bob-omb<br />
FF07 - controls camera position when paused</div></div></div></tag><br />
<tag><div style="margin:20px; margin-top:5px"><div class="smallfont" style="margin-bottom:2px"><b>Spoiler</b>: Disable Level Intro Messages <input type="button" value="Show" style="width:45px;font-size:10px;margin:0px;padding:0px;" onClick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = ''; this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }"></div><div class="alt2" style="margin: 0px; padding: 6px; border-top: 1px solid #999; border-left: 1px solid #999; border-right: 1px solid #ccc; border-bottom: 1px solid #ccc; "><div style="display: none;">
//Disable Level Intro Messages.<br />
020C4728/0xD166C: NOP<br />
<br />
//Disable Bowser Inside Castle Message.<br />
0xD41B8: NOP<br />
<br />
//Disable Star Collect Messages.<br />
0xD41A4: NOP<br />
0xF6B8C: NOP<br />
0xF6B94: NOP</div></div></div></tag><br />
<tag><div style="margin:20px; margin-top:5px"><div class="smallfont" style="margin-bottom:2px"><b>Spoiler</b>: Offsets in info.bin of the SDAT <input type="button" value="Show" style="width:45px;font-size:10px;margin:0px;padding:0px;" onClick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = ''; this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }"></div><div class="alt2" style="margin: 0px; padding: 6px; border-top: 1px solid #999; border-left: 1px solid #999; border-right: 1px solid #ccc; border-bottom: 1px solid #ccc; "><div style="display: none;">
<br />
all in info.bin<br />
<br />
<br />
0x40 - main table<br />
each entry 0x0C long, ends with 40 00 00 00<br />
first word is sseq id<br />
byte 4 controls which sound banks are loaded<br />
bytes 6 and 7 control which byte 1 and 2 need to be selected in sm64dse<br />
<br />
MINICLEAR 0x1C0<br />
PLAYROOM 0x1CC<br />
MINIOTATE 0x1D8<br />
JAZZ 0x1F0<br />
CASIO 0x1FC<br />
MINIMERRY 0x208<br />
MINISNOW2(Rolling Star) 0x220<br />
CASINOM3 0x22c<br />
MINICOIN 0x238<br />
MINIMUTEKI 0x244<br />
MINIMOTOS 0x25C<br />
MINIHANA 0x274<br />
ESP 0x280<br />
START 0x298<br />
KPCLEAR 0x2A4<br />
KPCLEARX3 0x2B0<br />
SLVSTAR1 0x2BC<br />
SLVSTAR2 0x2C8<br />
SLVSTAR3 0x2D4<br />
SLVSTAR4 0x2E0<br />
SLVSTAR5 0x2EC<br />
DROPSTAR 0x2F8<br />
GOAL 0x304<br />
CLEAR 0x328<br />
OWLFLY 0x3C4<br />
BIG 0x3DC<br />
SELECT 0x430<br />
SHIRO 0x43C<br />
CHIJOU 0x448<br />
WATER 0x454<br />
SNOW2 0x460<br />
OBAKE 0x46C<br />
DUNGEON 0x478<br />
MOTOS 0x484<br />
EXTRA 0x490<br />
ARTHETIC 0x49C<br />
KAPPA 0x4A8<br />
KAPPA3 0x4B4<br />
DOLPIC 0x4C0<br />
OPENING 0x4E4<br />
STAFFROLL 0x4FC<br />
<br />
Open up info.bin from the sdat and go to 0x40 for a table. <br />
First word is the number of entries in the table, each after it is a pointer to details on each sequence and the sseq/sbnk/swar loaded. <br />
After going to where one of the entries points, you'll find the first 4 bytes identify the sseq. <br />
The next 4 bytes identify the sbnk and swar, also effecting which byte 1 and 2 need to be set in order for the music to play in your level.<br />
You can easily copy these from any other sequence to use the same instrument sets multiple times. <br />
</div></div></div></tag><br />
<tag><div style="margin:20px; margin-top:5px"><div class="smallfont" style="margin-bottom:2px"><b>Spoiler</b>: Object Visible Distance <input type="button" value="Show" style="width:45px;font-size:10px;margin:0px;padding:0px;" onClick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = ''; this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }"></div><div class="alt2" style="margin: 0px; padding: 6px; border-top: 1px solid #999; border-left: 1px solid #999; border-right: 1px solid #ccc; border-bottom: 1px solid #ccc; "><div style="display: none;">
<br />
02111a3c - possibly clock seed<br />
<br />
02111a50(021118a8) - ct mecha 10 rotating<br />
021118cc - store rotation at 0x114 from object<br />
+0xb0 - 1a for inactive, 02 for active? (021905a0 in test)<br />
<br />
020110fc - disappear object (draw distance stored +0xc from here)<br />
02011128 - appear object<br />
<br />
020110ec - unconditional jump to always be visible<br />
<br />
//Everything always visible<br />
0x110EC: 0A 00 00 EB<br />
<br />
02043cb8 - jump to object visibility handlers, (02010f78 is one were using)<br />
020110d8 - load max range for each object(0xBC r4)<br />
021905AC: 00 00 00 7F, always visible<br />
<br />
02010e20/0201160c - writes max range on level entry<br />
0201161c - runs the previous function for each object<br />
0201160c - reads draw distance from object data (BREAK HERE, then search whatever is at R2)<br />
<br />
0x247d2c - mecha 11 object in rom<br />
+0x14 - draw distance<br />
+0x48 - main behavior (02111934)<br />
<br />
02108a94 - chuckya window object<br />
<br />
//Mecha 11 Always Visible<br />
0x247D40: FF FF FF 7F<br />
<br />
//Chuckya window always visible<br />
0x1159eC: FF FF FF 7F<br />
<br />
//Stars always visible<br />
0x117998: FF FF FF 7F<br />
<br />
//Carriage increased view<br />
0x2D9380: FF FF FF 7F</div></div></div></tag>]]></description>
			<content:encoded><![CDATA[Below is a collection of my various documentation for hacking SM64DS (EU).<br />
<br />
<tag><div style="margin:20px; margin-top:5px"><div class="smallfont" style="margin-bottom:2px"><b>Spoiler</b>: Misc Routines and Offsets <input type="button" value="Show" style="width:45px;font-size:10px;margin:0px;padding:0px;" onClick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = ''; this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }"></div><div class="alt2" style="margin: 0px; padding: 6px; border-top: 1px solid #999; border-left: 1px solid #999; border-right: 1px solid #ccc; border-bottom: 1px solid #ccc; "><div style="display: none;">
---OBJECT---<br />
02043CE4: main behavior loop<br />
02010e2c: spawn object (r0 actor id, r1 param, r2 spawn coordinates, r3 param)<br />
<br />
--SOUNDS---<br />
02012328: play sound (1)<br />
02021be0: play sound (2)<br />
<br />
---GAME---<br />
0202E348: load new level<br />
020e5148: player current action routine<br />
<br />
---VARIABLES---<br />
0209f2f4: player lives<br />
0211117c/02092144: player health<br />
0209f2f8: current level id</div></div></div></tag><br />
<tag><div style="margin:20px; margin-top:5px"><div class="smallfont" style="margin-bottom:2px"><b>Spoiler</b>: Collision Types <input type="button" value="Show" style="width:45px;font-size:10px;margin:0px;padding:0px;" onClick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = ''; this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }"></div><div class="alt2" style="margin: 0px; padding: 6px; border-top: 1px solid #999; border-left: 1px solid #999; border-right: 1px solid #ccc; border-bottom: 1px solid #ccc; "><div style="display: none;">
Byte 3 Camera Settings:<br />
<br />
4 - Camera rotates to match direction<br />
3 - Camera does not rotate to match direction<br />
<br />
Normal Hard Surface:<br />
196 15 3 0 255 0 0 0<br />
196 15 1 0 255 0 0 0 - higher angle<br />
196 143 5 0 255 0 0 0 - close up, fixed<br />
196 0 4 0 255 0 0 0 - sticks to ff05, indoor camera<br />
5 0 3 0 255 0 0 0 - revolves around ff00, ff01, most others (must be view id 0)<br />
<br />
Normal Path Surface:<br />
193 15 3 0 255 0 0 0<br />
<br />
Wood:<br />
197 15 3 0 255 0 0 0<br />
<br />
Mesh Floor:<br />
204 15 3 0 255 0 0 0<br />
<br />
Grass: <br />
194 15 3 0 255 0 0 0<br />
<br />
Sand:<br />
200 15 3 0 255 0 0 0<br />
<br />
Leaves:<br />
201 15 3 0 255 0 0 0<br />
<br />
Water:<br />
244 15 0 0 255 0 0 0<br />
35 0 4 0 255 0 0 0<br />
<br />
Climbable Hill:<br />
196 47 115 0 255 0 0 0; Normal<br />
197 47 115 0 255 0 0 0; Wood<br />
<br />
Slide:<br />
196 223 3 0 255 0 0 0<br />
<br />
Unclimbable Hill:<br />
196 63 3 0 255 0 0 0<br />
<br />
Unclimbable Grass Hill:<br />
194 63 4 0 255 0 0 0<br />
<br />
Vanish Cap Wall:<br />
76 128 140 1 255 0 0 0 (adding the 1 to anything lets camera pass through)<br />
<br />
Death Floor:<br />
192 15 32 0 255 0 0 0<br />
192 15 37 0 255 0 0 0; No Drop<br />
<br />
Death Floor (Wind):<br />
192 15 155 0 255 0 0 0<br />
<br />
Lethal Lava:<br />
192 143 8 0 255 0 0 0<br />
<br />
Lethal Ice:<br />
199 15 12 0 255 0 0 0<br />
<br />
Lethal Zone:<br />
192 15 1 3 255 0 0 0<br />
<br />
Instant-Death Sand:<br />
8 15 76 0 255 0 0 0<br />
<br />
No-Death Sand:<br />
8 0 60 0 255 0 0 0<br />
<br />
Snow:<br />
198 63 4 0 255 0 0 0<br />
<br />
Peach's Slide Starting Line:<br />
196 223 120 0 255 0 0 0<br />
<br />
Peach's Slide Finish Line:<br />
196 223 128 0 255 0 0 0<br />
<br />
Hang From Ceiling (Mesh):<br />
204 15 27 1 255 0 0 0 0<br />
<br />
Hang From Ceiling (Wood):<br />
197 15 27 0 255 0 0 0 0<br />
<br />
Normal Wind (Uses paths):<br />
192 143 92 0 1 0 0 0<br />
<br />
King Bob-Omb Mountain Top:<br />
196 143 3 0 255 0 0 0<br />
<br />
Level Boundary:<br />
192 63 4 1 255 0 0 0<br />
<br />
--------CAMERA TYPES--------<br />
104 - fixed point, always face player<br />
FF00 - point directly inwards to view<br />
FF01 - point away from a point, pans<br />
FF02 - normal, lock when entering level<br />
FF03 - normal?<br />
FF04 - lock and rotate away from set point<br />
FF05 - point outwards to player<br />
FF06 - distant camera, eg fight with Big Bob-omb<br />
FF07 - controls camera position when paused</div></div></div></tag><br />
<tag><div style="margin:20px; margin-top:5px"><div class="smallfont" style="margin-bottom:2px"><b>Spoiler</b>: Disable Level Intro Messages <input type="button" value="Show" style="width:45px;font-size:10px;margin:0px;padding:0px;" onClick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = ''; this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }"></div><div class="alt2" style="margin: 0px; padding: 6px; border-top: 1px solid #999; border-left: 1px solid #999; border-right: 1px solid #ccc; border-bottom: 1px solid #ccc; "><div style="display: none;">
//Disable Level Intro Messages.<br />
020C4728/0xD166C: NOP<br />
<br />
//Disable Bowser Inside Castle Message.<br />
0xD41B8: NOP<br />
<br />
//Disable Star Collect Messages.<br />
0xD41A4: NOP<br />
0xF6B8C: NOP<br />
0xF6B94: NOP</div></div></div></tag><br />
<tag><div style="margin:20px; margin-top:5px"><div class="smallfont" style="margin-bottom:2px"><b>Spoiler</b>: Offsets in info.bin of the SDAT <input type="button" value="Show" style="width:45px;font-size:10px;margin:0px;padding:0px;" onClick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = ''; this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }"></div><div class="alt2" style="margin: 0px; padding: 6px; border-top: 1px solid #999; border-left: 1px solid #999; border-right: 1px solid #ccc; border-bottom: 1px solid #ccc; "><div style="display: none;">
<br />
all in info.bin<br />
<br />
<br />
0x40 - main table<br />
each entry 0x0C long, ends with 40 00 00 00<br />
first word is sseq id<br />
byte 4 controls which sound banks are loaded<br />
bytes 6 and 7 control which byte 1 and 2 need to be selected in sm64dse<br />
<br />
MINICLEAR 0x1C0<br />
PLAYROOM 0x1CC<br />
MINIOTATE 0x1D8<br />
JAZZ 0x1F0<br />
CASIO 0x1FC<br />
MINIMERRY 0x208<br />
MINISNOW2(Rolling Star) 0x220<br />
CASINOM3 0x22c<br />
MINICOIN 0x238<br />
MINIMUTEKI 0x244<br />
MINIMOTOS 0x25C<br />
MINIHANA 0x274<br />
ESP 0x280<br />
START 0x298<br />
KPCLEAR 0x2A4<br />
KPCLEARX3 0x2B0<br />
SLVSTAR1 0x2BC<br />
SLVSTAR2 0x2C8<br />
SLVSTAR3 0x2D4<br />
SLVSTAR4 0x2E0<br />
SLVSTAR5 0x2EC<br />
DROPSTAR 0x2F8<br />
GOAL 0x304<br />
CLEAR 0x328<br />
OWLFLY 0x3C4<br />
BIG 0x3DC<br />
SELECT 0x430<br />
SHIRO 0x43C<br />
CHIJOU 0x448<br />
WATER 0x454<br />
SNOW2 0x460<br />
OBAKE 0x46C<br />
DUNGEON 0x478<br />
MOTOS 0x484<br />
EXTRA 0x490<br />
ARTHETIC 0x49C<br />
KAPPA 0x4A8<br />
KAPPA3 0x4B4<br />
DOLPIC 0x4C0<br />
OPENING 0x4E4<br />
STAFFROLL 0x4FC<br />
<br />
Open up info.bin from the sdat and go to 0x40 for a table. <br />
First word is the number of entries in the table, each after it is a pointer to details on each sequence and the sseq/sbnk/swar loaded. <br />
After going to where one of the entries points, you'll find the first 4 bytes identify the sseq. <br />
The next 4 bytes identify the sbnk and swar, also effecting which byte 1 and 2 need to be set in order for the music to play in your level.<br />
You can easily copy these from any other sequence to use the same instrument sets multiple times. <br />
</div></div></div></tag><br />
<tag><div style="margin:20px; margin-top:5px"><div class="smallfont" style="margin-bottom:2px"><b>Spoiler</b>: Object Visible Distance <input type="button" value="Show" style="width:45px;font-size:10px;margin:0px;padding:0px;" onClick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = ''; this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }"></div><div class="alt2" style="margin: 0px; padding: 6px; border-top: 1px solid #999; border-left: 1px solid #999; border-right: 1px solid #ccc; border-bottom: 1px solid #ccc; "><div style="display: none;">
<br />
02111a3c - possibly clock seed<br />
<br />
02111a50(021118a8) - ct mecha 10 rotating<br />
021118cc - store rotation at 0x114 from object<br />
+0xb0 - 1a for inactive, 02 for active? (021905a0 in test)<br />
<br />
020110fc - disappear object (draw distance stored +0xc from here)<br />
02011128 - appear object<br />
<br />
020110ec - unconditional jump to always be visible<br />
<br />
//Everything always visible<br />
0x110EC: 0A 00 00 EB<br />
<br />
02043cb8 - jump to object visibility handlers, (02010f78 is one were using)<br />
020110d8 - load max range for each object(0xBC r4)<br />
021905AC: 00 00 00 7F, always visible<br />
<br />
02010e20/0201160c - writes max range on level entry<br />
0201161c - runs the previous function for each object<br />
0201160c - reads draw distance from object data (BREAK HERE, then search whatever is at R2)<br />
<br />
0x247d2c - mecha 11 object in rom<br />
+0x14 - draw distance<br />
+0x48 - main behavior (02111934)<br />
<br />
02108a94 - chuckya window object<br />
<br />
//Mecha 11 Always Visible<br />
0x247D40: FF FF FF 7F<br />
<br />
//Chuckya window always visible<br />
0x1159eC: FF FF FF 7F<br />
<br />
//Stars always visible<br />
0x117998: FF FF FF 7F<br />
<br />
//Carriage increased view<br />
0x2D9380: FF FF FF 7F</div></div></div></tag>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Super Mario Galaxy DS]]></title>
			<link>https://skelux.root.sx/showthread.php?tid=368</link>
			<pubDate>Mon, 28 Mar 2016 11:02:13 +1100</pubDate>
			<guid isPermaLink="false">https://skelux.root.sx/showthread.php?tid=368</guid>
			<description><![CDATA[As well as Luigi's mansion 64, I am also beginning work on something wanted for many many years along with FireMario74.<br />
It is indeed SMGDS. So far I have ripped all low poly versions of the stages and are importing them into the game.<br />
All of them are in working order so far.<br />
For a little sneak peak I decided to show off a tiny bit of Good Egg Galaxy in sketchup, the SM64DS editor and the minimap of the part which is still WIP.<br />
I hope to get all the physics done once I learn ASM for SM64DS.<br />
Here's the video. Enjoy.<br />
<br />
<!-- start: video_youtube_embed --><br />
<iframe width="560" height="315" src="https://www.youtube.com/embed/MyNWdzH_D5Q" frameborder="0" allowfullscreen></iframe><br />
<!-- end: video_youtube_embed -->]]></description>
			<content:encoded><![CDATA[As well as Luigi's mansion 64, I am also beginning work on something wanted for many many years along with FireMario74.<br />
It is indeed SMGDS. So far I have ripped all low poly versions of the stages and are importing them into the game.<br />
All of them are in working order so far.<br />
For a little sneak peak I decided to show off a tiny bit of Good Egg Galaxy in sketchup, the SM64DS editor and the minimap of the part which is still WIP.<br />
I hope to get all the physics done once I learn ASM for SM64DS.<br />
Here's the video. Enjoy.<br />
<br />
<!-- start: video_youtube_embed --><br />
<iframe width="560" height="315" src="https://www.youtube.com/embed/MyNWdzH_D5Q" frameborder="0" allowfullscreen></iframe><br />
<!-- end: video_youtube_embed -->]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[SM64DS Tools Thread]]></title>
			<link>https://skelux.root.sx/showthread.php?tid=301</link>
			<pubDate>Thu, 17 Dec 2015 03:02:59 +1100</pubDate>
			<guid isPermaLink="false">https://skelux.root.sx/showthread.php?tid=301</guid>
			<description><![CDATA[This thread lists tools relevant to SM64DS hacking and their purpose. (17-12-2015)<br />
<br />
Tools related to editing SM64DS music can be found <a href="http://origami64.net/showthread.php?tid=108" target="_blank">here</a>.<br />
<br />
Program: <a href="https://github.com/StapleButter/SM64DSe" target="_blank">SM64DSe</a><br />
Author: StapleButter, Fiachra<br />
Function/s: Import level models, places objects, edit collision, various others.<br />
<span style="font-style: italic;">&#8203;Note: Click "Download ZIP" then run SM64DSe.exe in the bin/Release folder<br />
<br />
</span>&#8203;Program: <a href="http://origami64.net/showthread.php?tid=688" target="_blank">SM64DSe (Alternate)</a><br />
Author: Skelux<br />
Function/s: Alternative version of SM64DSe with various changes.<br />
<br />
Program: NDS ICON<br />
Current Version: 0.05f<br />
Author: Unknown<br />
Function/s: Edit ROM icon and title.<br />
<!-- start: postbit_attachments_attachment -->
<div><span class="float_right">Size: <u>428 KB</u> / Downloads: <u>292</u></span>
<span class="float_left"><!-- start: attachment_icon -->
<img src="images/attachtypes/txt.png" title="Executable" border="0" alt=".exe" style="vertical-align: middle;" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=246" class="attachment_" target="_blank" title="">NDS_ICON.EXE</a> </span></div>
<br class="clear"/>
<!-- end: postbit_attachments_attachment --><br />
Program: <a href="http://problemkaputt.de/gba.htm" target="_blank">NO&#36;GBA</a><br />
Current Version: 2.7c<br />
Author: Martin Korth<br />
Function/s: Emulator and debugger.]]></description>
			<content:encoded><![CDATA[This thread lists tools relevant to SM64DS hacking and their purpose. (17-12-2015)<br />
<br />
Tools related to editing SM64DS music can be found <a href="http://origami64.net/showthread.php?tid=108" target="_blank">here</a>.<br />
<br />
Program: <a href="https://github.com/StapleButter/SM64DSe" target="_blank">SM64DSe</a><br />
Author: StapleButter, Fiachra<br />
Function/s: Import level models, places objects, edit collision, various others.<br />
<span style="font-style: italic;">&#8203;Note: Click "Download ZIP" then run SM64DSe.exe in the bin/Release folder<br />
<br />
</span>&#8203;Program: <a href="http://origami64.net/showthread.php?tid=688" target="_blank">SM64DSe (Alternate)</a><br />
Author: Skelux<br />
Function/s: Alternative version of SM64DSe with various changes.<br />
<br />
Program: NDS ICON<br />
Current Version: 0.05f<br />
Author: Unknown<br />
Function/s: Edit ROM icon and title.<br />
<!-- start: postbit_attachments_attachment -->
<div><span class="float_right">Size: <u>428 KB</u> / Downloads: <u>292</u></span>
<span class="float_left"><!-- start: attachment_icon -->
<img src="images/attachtypes/txt.png" title="Executable" border="0" alt=".exe" style="vertical-align: middle;" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=246" class="attachment_" target="_blank" title="">NDS_ICON.EXE</a> </span></div>
<br class="clear"/>
<!-- end: postbit_attachments_attachment --><br />
Program: <a href="http://problemkaputt.de/gba.htm" target="_blank">NO&#36;GBA</a><br />
Current Version: 2.7c<br />
Author: Martin Korth<br />
Function/s: Emulator and debugger.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[SM64DS Help Thread]]></title>
			<link>https://skelux.root.sx/showthread.php?tid=173</link>
			<pubDate>Sat, 11 Jul 2015 22:11:36 +1000</pubDate>
			<guid isPermaLink="false">https://skelux.root.sx/showthread.php?tid=173</guid>
			<description><![CDATA[Ask any questions related to SM64DS here.<br />
<br />
FAQ<br />
<br />
Q - Why won't my imported music play?<br />
A - The max SSEQ size is about 9kb, try to keep it under that.<br />
<br />
Q - What can I do to prevent some of my textures from appearing blocky and low-quality?<br />
A - At the moment you can only either increase the contrast of the texture or import in IMD format instead.<br />
<br />
(more to be added)]]></description>
			<content:encoded><![CDATA[Ask any questions related to SM64DS here.<br />
<br />
FAQ<br />
<br />
Q - Why won't my imported music play?<br />
A - The max SSEQ size is about 9kb, try to keep it under that.<br />
<br />
Q - What can I do to prevent some of my textures from appearing blocky and low-quality?<br />
A - At the moment you can only either increase the contrast of the texture or import in IMD format instead.<br />
<br />
(more to be added)]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Unusued Content]]></title>
			<link>https://skelux.root.sx/showthread.php?tid=124</link>
			<pubDate>Wed, 22 Apr 2015 20:44:24 +1000</pubDate>
			<guid isPermaLink="false">https://skelux.root.sx/showthread.php?tid=124</guid>
			<description><![CDATA[Having just discovered a level select menu in SM64DS, I thought it would be a good time to open an unused content thread.<br />
<br />
I'll start with the level select menu:<br />
<!-- start: video_youtube_embed --><br />
<iframe width="560" height="315" src="https://www.youtube.com/embed/hMl6ROj6-Ns" frameborder="0" allowfullscreen></iframe><br />
<!-- end: video_youtube_embed --><br />
It can be activated by replacing 0202AED8 (EUR RAM) or 0x2AED8 (EUR ROM) with 0x02. The level names can be edited at 0x11E5E0 (EUR ROM).]]></description>
			<content:encoded><![CDATA[Having just discovered a level select menu in SM64DS, I thought it would be a good time to open an unused content thread.<br />
<br />
I'll start with the level select menu:<br />
<!-- start: video_youtube_embed --><br />
<iframe width="560" height="315" src="https://www.youtube.com/embed/hMl6ROj6-Ns" frameborder="0" allowfullscreen></iframe><br />
<!-- end: video_youtube_embed --><br />
It can be activated by replacing 0202AED8 (EUR RAM) or 0x2AED8 (EUR ROM) with 0x02. The level names can be edited at 0x11E5E0 (EUR ROM).]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[SMSW Archived]]></title>
			<link>https://skelux.root.sx/showthread.php?tid=944</link>
			<pubDate>Thu, 09 Apr 2015 04:26:06 +1000</pubDate>
			<guid isPermaLink="false">https://skelux.root.sx/showthread.php?tid=944</guid>
			<description><![CDATA[Not familiar at all, but wonderful texture choices as usual. Even though the rock some how doesn't fit since it's not that cel-shaded as the others and it somewhat looks repetitive IMO, but that's just me being nitpicky. Also that smooth transition to the plain white death ground below the whole level, how?]]></description>
			<content:encoded><![CDATA[Not familiar at all, but wonderful texture choices as usual. Even though the rock some how doesn't fit since it's not that cel-shaded as the others and it somewhat looks repetitive IMO, but that's just me being nitpicky. Also that smooth transition to the plain white death ground below the whole level, how?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Instrument Template for Custom Music]]></title>
			<link>https://skelux.root.sx/showthread.php?tid=111</link>
			<pubDate>Tue, 07 Apr 2015 07:02:53 +1000</pubDate>
			<guid isPermaLink="false">https://skelux.root.sx/showthread.php?tid=111</guid>
			<description><![CDATA[I have taken a bit of time to document what instrument in MIDIs go with Soundbanks in SM64DS, here are some I have so far!<br />
<br />
<tag><div style="margin:20px; margin-top:5px"><div class="smallfont" style="margin-bottom:2px"><b>Spoiler</b>: Title Screen Soundbank <input type="button" value="Show" style="width:45px;font-size:10px;margin:0px;padding:0px;" onClick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = ''; this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }"></div><div class="alt2" style="margin: 0px; padding: 6px; border-top: 1px solid #999; border-left: 1px solid #999; border-right: 1px solid #ccc; border-bottom: 1px solid #ccc; "><div style="display: none;">
<span style="text-decoration: underline;">&#8203;Regular Instruments:</span><br />
7 - Harpsichord <-- Steel Drum<br />
<br />
9 - Celesta <-- Percussive Organ<br />
<br />
10 - Glockenspiel <-- Electric Bass<br />
<br />
<br />
<span style="text-decoration: underline;">&#8203;Percussion:</span><br />
6 - Electric Piano 2 <-- Clash Hi-hat<br />
<br />
11 - Music Box <-- Marracas?<br />
<br />
5 - Electric Piano 1 <-- Crash Hi-Hat (Closed: F#3) (Open: A#3)<br />
<br />
12 - Vibraphone <-- Snare Drum<br />
<br />
128 - Gunshot <-- General Percussion (Bass Drum: C3) (Snare Drum: D3) (Christmas Jingle Bell: F#4)<br />
<br />
8 - Clavi <-- Bass Drum (Could also be used as Toms)</div></div></div></tag><tag><div style="margin:20px; margin-top:5px"><div class="smallfont" style="margin-bottom:2px"><b>Spoiler</b>: Metal Cap Soundbank <input type="button" value="Show" style="width:45px;font-size:10px;margin:0px;padding:0px;" onClick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = ''; this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }"></div><div class="alt2" style="margin: 0px; padding: 6px; border-top: 1px solid #999; border-left: 1px solid #999; border-right: 1px solid #ccc; border-bottom: 1px solid #ccc; "><div style="display: none;">
<span style="text-decoration: underline;">&#8203;Regular Instruments:</span><br />
9. Celesta <-- Percussive Organ<br />
<br />
44. Contrabass <-- Electric Bass<br />
<br />
35. Electric Bass (pick) <-- Orchestra Hit<br />
<br />
45. Tremolo Strings <-- Lead Synth<br />
<br />
11. Music Box <-- Triangle<br />
<br />
<span style="text-decoration: underline;">&#8203;Perucssion:</span><br />
<br />
5. Electric Piano 1 <-- Crash Symbol<br />
   (Closed Hi-Hat [G#3])<br />
   (Opened Hi-Hat [A#3])<br />
<br />
12. Vibraphone <-- Snare<br />
    (Normal Pitch [A3])<br />
<br />
128. Gunshot <-- Tambourine<br />
     (Normal Pitch [F#4])<br />
<br />
8. Clavi <-- General Percussion<br />
   (Bass Drum [B1])<br />
   (Snare Drum [E3])<br />
   (Toms [D#3 - F2])  </div></div></div></tag><tag><div style="margin:20px; margin-top:5px"><div class="smallfont" style="margin-bottom:2px"><b>Spoiler</b>: Bowser Fight Soundbank <input type="button" value="Show" style="width:45px;font-size:10px;margin:0px;padding:0px;" onClick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = ''; this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }"></div><div class="alt2" style="margin: 0px; padding: 6px; border-top: 1px solid #999; border-left: 1px solid #999; border-right: 1px solid #ccc; border-bottom: 1px solid #ccc; "><div style="display: none;">
<span style="text-decoration: underline;">&#8203;Regular Instruments:</span><br />
-Charang <-- 39. Synth Bass 1<br />
<br />
-Electric Guitar <-- 40. Synth Bass 2<br />
<br />
<br />
<span style="text-decoration: underline;">&#8203;Percussion:</span><br />
-Ride Cymbol <-- 6. Electric Piano 2<br />
[D#4 - Normal Sounding]&#8203;<br />
<br />
-Crash Cymbol <-- 5. Electric Piano 1<br />
[F#3 - Closed Hi-Hat]&#8203; [A#3 - Open Hi-Hat]<br />
<br />
-General Percussion <-- 41. Violin<br />
[C3 - Bass Drum]&#8203; [D3 - Snare]</div></div></div></tag>---------<br />
<span style="font-weight: bold;">&#8203;Credit to Stomatol for documenting the rest of the soundbanks listed below.</span><br />
<tag><div style="margin:20px; margin-top:5px"><div class="smallfont" style="margin-bottom:2px"><b>Spoiler</b>: End Credits Soundbank <input type="button" value="Show" style="width:45px;font-size:10px;margin:0px;padding:0px;" onClick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = ''; this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }"></div><div class="alt2" style="margin: 0px; padding: 6px; border-top: 1px solid #999; border-left: 1px solid #999; border-right: 1px solid #ccc; border-bottom: 1px solid #ccc; "><div style="display: none;">
 <br />
<span style="text-decoration: underline;">&#8203;Regular Instruments:</span><br />
2 - Bright Piano <-- Slap Bass<br />
<br />
4 - Honky-tonk Piano <-- Electric Guitar<br />
<br />
15, 57 - Tubular Bells, Trumpet <-- Electric Piano<br />
<br />
16 - Dulcimer <-- Strings<br />
<br />
26 - Acoustic Guitar (steel) <-- French Horn<br />
<br />
51 - Synth Strings 1 <-- Pan Flute<br />
<br />
53, 54 - Choir Aahs, Voice Oohs <-- Harmonica<br />
<br />
55, 56 - Synth Voice, Orchestra Hit <-- Piano<br />
<br />
<br />
<span style="text-decoration: underline;">&#8203;Percussion Instruments:</span><br />
5 - Electric Piano 1 <-- Crash Hi-Hat (Closed: F#3) (Open: A#3)<br />
<br />
6 - Electric Piano 2 <-- Clash Hi-hat<br />
<br />
11 - Music Box <-- Marracas?<br />
<br />
128 - Gunshot <-- General Percussion (Bass Drum: C3) (Snare Drum: D#3) (Tom: G3) (Low Bongo: A#5) (Hi Bongo: C6)</div></div></div></tag><tag><div style="margin:20px; margin-top:5px"><div class="smallfont" style="margin-bottom:2px"><b>Spoiler</b>: Bowser's Road Soundbank <input type="button" value="Show" style="width:45px;font-size:10px;margin:0px;padding:0px;" onClick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = ''; this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }"></div><div class="alt2" style="margin: 0px; padding: 6px; border-top: 1px solid #999; border-left: 1px solid #999; border-right: 1px solid #ccc; border-bottom: 1px solid #ccc; "><div style="display: none;">
<span style="text-decoration: underline;">&#8203;Regular Instruments:</span><br />
1 - Grand Piano <-- Brass Section<br />
<br />
16 - Dulcimer <-- Strings<br />
<br />
32 - Guitar Harmonics <-- Choirs Oohs<br />
<br />
34 - Electric Bass (finger) <-- Sitar<br />
<br />
35 - Electric Bass (pick) <-- Orchestra Hit<br />
<br />
<br />
<span style="text-decoration: underline;">&#8203;Percussion Instruments:</span><br />
6 - Electric Piano 2 <-- Clash Hi-hat<br />
<br />
12 - Vibraphone <-- Snare Drum<br />
<br />
25 - Acoustic Guitar (nylon) <-- Timpani<br />
<br />
36 - Fretless Bass <-- Some kind of bongo? <br />
<br />
128 - Gunshot <-- General Percussion (Bass Drum: C3)<br />
</div></div></div></tag><tag><div style="margin:20px; margin-top:5px"><div class="smallfont" style="margin-bottom:2px"><b>Spoiler</b>: Slider Soundbank <input type="button" value="Show" style="width:45px;font-size:10px;margin:0px;padding:0px;" onClick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = ''; this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }"></div><div class="alt2" style="margin: 0px; padding: 6px; border-top: 1px solid #999; border-left: 1px solid #999; border-right: 1px solid #ccc; border-bottom: 1px solid #ccc; "><div style="display: none;">
<span style="text-decoration: underline;">&#8203;Regular Instruments:</span><br />
17 - Drawbar Organ <-- Electric Bass<br />
<br />
20 - Church Organ <-- Banjo<br />
<br />
21 - Reed Organ <-- Fiddle<br />
<br />
22 - Accordion <-- Whistle<br />
<br />
23 - Harmonica <-- Honky-tonk<br />
<br />
<br />
<span style="text-decoration: underline;">&#8203;Percussion Instruments</span><br />
5 - Electric Piano 1 <-- Crash Hi-Hat (Closed: F#3) (Open: A#3)<br />
<br />
6 - Electric Piano 2 <-- Clash Hi-hat<br />
<br />
12 - Vibraphone <-- Snare Drum<br />
<br />
128 - Gunshot <-- General Percussion (Bass Drum: C3) (Side Stick: C#3)</div></div></div></tag><br />
I have also provided two demo songs for you to try on an emulator or a real DS, which you can download right over <a href="http://www.mediafire.com/download/mb4h8nb04fjyua4/Super_Mario_64_DS_Custom_Demo_Songs.zip" target="_blank">here</a>.<br />
<br />
<span style="font-weight: bold;">&#8203;<span style="text-decoration: underline;">SoundCloud previews:</span></span><br />
-<a href="https://soundcloud.com/user2509673/underground-yoshis-island-sm64ds" target="_blank">Underground Theme - Super Mario World 2: Yoshi's Island - SM64DS Custom Music Import - [SoundCloud]</a><br />
-<a href="https://soundcloud.com/user2509673/leaf-forest-beta-sm64ds" target="_blank">Leaf Forest - SM64DS Custom Music Import - [SoundCloud]</a><br />
<br />
<span style="font-style: italic;">&#8203;More to be added soon..</span>]]></description>
			<content:encoded><![CDATA[I have taken a bit of time to document what instrument in MIDIs go with Soundbanks in SM64DS, here are some I have so far!<br />
<br />
<tag><div style="margin:20px; margin-top:5px"><div class="smallfont" style="margin-bottom:2px"><b>Spoiler</b>: Title Screen Soundbank <input type="button" value="Show" style="width:45px;font-size:10px;margin:0px;padding:0px;" onClick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = ''; this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }"></div><div class="alt2" style="margin: 0px; padding: 6px; border-top: 1px solid #999; border-left: 1px solid #999; border-right: 1px solid #ccc; border-bottom: 1px solid #ccc; "><div style="display: none;">
<span style="text-decoration: underline;">&#8203;Regular Instruments:</span><br />
7 - Harpsichord <-- Steel Drum<br />
<br />
9 - Celesta <-- Percussive Organ<br />
<br />
10 - Glockenspiel <-- Electric Bass<br />
<br />
<br />
<span style="text-decoration: underline;">&#8203;Percussion:</span><br />
6 - Electric Piano 2 <-- Clash Hi-hat<br />
<br />
11 - Music Box <-- Marracas?<br />
<br />
5 - Electric Piano 1 <-- Crash Hi-Hat (Closed: F#3) (Open: A#3)<br />
<br />
12 - Vibraphone <-- Snare Drum<br />
<br />
128 - Gunshot <-- General Percussion (Bass Drum: C3) (Snare Drum: D3) (Christmas Jingle Bell: F#4)<br />
<br />
8 - Clavi <-- Bass Drum (Could also be used as Toms)</div></div></div></tag><tag><div style="margin:20px; margin-top:5px"><div class="smallfont" style="margin-bottom:2px"><b>Spoiler</b>: Metal Cap Soundbank <input type="button" value="Show" style="width:45px;font-size:10px;margin:0px;padding:0px;" onClick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = ''; this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }"></div><div class="alt2" style="margin: 0px; padding: 6px; border-top: 1px solid #999; border-left: 1px solid #999; border-right: 1px solid #ccc; border-bottom: 1px solid #ccc; "><div style="display: none;">
<span style="text-decoration: underline;">&#8203;Regular Instruments:</span><br />
9. Celesta <-- Percussive Organ<br />
<br />
44. Contrabass <-- Electric Bass<br />
<br />
35. Electric Bass (pick) <-- Orchestra Hit<br />
<br />
45. Tremolo Strings <-- Lead Synth<br />
<br />
11. Music Box <-- Triangle<br />
<br />
<span style="text-decoration: underline;">&#8203;Perucssion:</span><br />
<br />
5. Electric Piano 1 <-- Crash Symbol<br />
   (Closed Hi-Hat [G#3])<br />
   (Opened Hi-Hat [A#3])<br />
<br />
12. Vibraphone <-- Snare<br />
    (Normal Pitch [A3])<br />
<br />
128. Gunshot <-- Tambourine<br />
     (Normal Pitch [F#4])<br />
<br />
8. Clavi <-- General Percussion<br />
   (Bass Drum [B1])<br />
   (Snare Drum [E3])<br />
   (Toms [D#3 - F2])  </div></div></div></tag><tag><div style="margin:20px; margin-top:5px"><div class="smallfont" style="margin-bottom:2px"><b>Spoiler</b>: Bowser Fight Soundbank <input type="button" value="Show" style="width:45px;font-size:10px;margin:0px;padding:0px;" onClick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = ''; this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }"></div><div class="alt2" style="margin: 0px; padding: 6px; border-top: 1px solid #999; border-left: 1px solid #999; border-right: 1px solid #ccc; border-bottom: 1px solid #ccc; "><div style="display: none;">
<span style="text-decoration: underline;">&#8203;Regular Instruments:</span><br />
-Charang <-- 39. Synth Bass 1<br />
<br />
-Electric Guitar <-- 40. Synth Bass 2<br />
<br />
<br />
<span style="text-decoration: underline;">&#8203;Percussion:</span><br />
-Ride Cymbol <-- 6. Electric Piano 2<br />
[D#4 - Normal Sounding]&#8203;<br />
<br />
-Crash Cymbol <-- 5. Electric Piano 1<br />
[F#3 - Closed Hi-Hat]&#8203; [A#3 - Open Hi-Hat]<br />
<br />
-General Percussion <-- 41. Violin<br />
[C3 - Bass Drum]&#8203; [D3 - Snare]</div></div></div></tag>---------<br />
<span style="font-weight: bold;">&#8203;Credit to Stomatol for documenting the rest of the soundbanks listed below.</span><br />
<tag><div style="margin:20px; margin-top:5px"><div class="smallfont" style="margin-bottom:2px"><b>Spoiler</b>: End Credits Soundbank <input type="button" value="Show" style="width:45px;font-size:10px;margin:0px;padding:0px;" onClick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = ''; this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }"></div><div class="alt2" style="margin: 0px; padding: 6px; border-top: 1px solid #999; border-left: 1px solid #999; border-right: 1px solid #ccc; border-bottom: 1px solid #ccc; "><div style="display: none;">
 <br />
<span style="text-decoration: underline;">&#8203;Regular Instruments:</span><br />
2 - Bright Piano <-- Slap Bass<br />
<br />
4 - Honky-tonk Piano <-- Electric Guitar<br />
<br />
15, 57 - Tubular Bells, Trumpet <-- Electric Piano<br />
<br />
16 - Dulcimer <-- Strings<br />
<br />
26 - Acoustic Guitar (steel) <-- French Horn<br />
<br />
51 - Synth Strings 1 <-- Pan Flute<br />
<br />
53, 54 - Choir Aahs, Voice Oohs <-- Harmonica<br />
<br />
55, 56 - Synth Voice, Orchestra Hit <-- Piano<br />
<br />
<br />
<span style="text-decoration: underline;">&#8203;Percussion Instruments:</span><br />
5 - Electric Piano 1 <-- Crash Hi-Hat (Closed: F#3) (Open: A#3)<br />
<br />
6 - Electric Piano 2 <-- Clash Hi-hat<br />
<br />
11 - Music Box <-- Marracas?<br />
<br />
128 - Gunshot <-- General Percussion (Bass Drum: C3) (Snare Drum: D#3) (Tom: G3) (Low Bongo: A#5) (Hi Bongo: C6)</div></div></div></tag><tag><div style="margin:20px; margin-top:5px"><div class="smallfont" style="margin-bottom:2px"><b>Spoiler</b>: Bowser's Road Soundbank <input type="button" value="Show" style="width:45px;font-size:10px;margin:0px;padding:0px;" onClick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = ''; this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }"></div><div class="alt2" style="margin: 0px; padding: 6px; border-top: 1px solid #999; border-left: 1px solid #999; border-right: 1px solid #ccc; border-bottom: 1px solid #ccc; "><div style="display: none;">
<span style="text-decoration: underline;">&#8203;Regular Instruments:</span><br />
1 - Grand Piano <-- Brass Section<br />
<br />
16 - Dulcimer <-- Strings<br />
<br />
32 - Guitar Harmonics <-- Choirs Oohs<br />
<br />
34 - Electric Bass (finger) <-- Sitar<br />
<br />
35 - Electric Bass (pick) <-- Orchestra Hit<br />
<br />
<br />
<span style="text-decoration: underline;">&#8203;Percussion Instruments:</span><br />
6 - Electric Piano 2 <-- Clash Hi-hat<br />
<br />
12 - Vibraphone <-- Snare Drum<br />
<br />
25 - Acoustic Guitar (nylon) <-- Timpani<br />
<br />
36 - Fretless Bass <-- Some kind of bongo? <br />
<br />
128 - Gunshot <-- General Percussion (Bass Drum: C3)<br />
</div></div></div></tag><tag><div style="margin:20px; margin-top:5px"><div class="smallfont" style="margin-bottom:2px"><b>Spoiler</b>: Slider Soundbank <input type="button" value="Show" style="width:45px;font-size:10px;margin:0px;padding:0px;" onClick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = ''; this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }"></div><div class="alt2" style="margin: 0px; padding: 6px; border-top: 1px solid #999; border-left: 1px solid #999; border-right: 1px solid #ccc; border-bottom: 1px solid #ccc; "><div style="display: none;">
<span style="text-decoration: underline;">&#8203;Regular Instruments:</span><br />
17 - Drawbar Organ <-- Electric Bass<br />
<br />
20 - Church Organ <-- Banjo<br />
<br />
21 - Reed Organ <-- Fiddle<br />
<br />
22 - Accordion <-- Whistle<br />
<br />
23 - Harmonica <-- Honky-tonk<br />
<br />
<br />
<span style="text-decoration: underline;">&#8203;Percussion Instruments</span><br />
5 - Electric Piano 1 <-- Crash Hi-Hat (Closed: F#3) (Open: A#3)<br />
<br />
6 - Electric Piano 2 <-- Clash Hi-hat<br />
<br />
12 - Vibraphone <-- Snare Drum<br />
<br />
128 - Gunshot <-- General Percussion (Bass Drum: C3) (Side Stick: C#3)</div></div></div></tag><br />
I have also provided two demo songs for you to try on an emulator or a real DS, which you can download right over <a href="http://www.mediafire.com/download/mb4h8nb04fjyua4/Super_Mario_64_DS_Custom_Demo_Songs.zip" target="_blank">here</a>.<br />
<br />
<span style="font-weight: bold;">&#8203;<span style="text-decoration: underline;">SoundCloud previews:</span></span><br />
-<a href="https://soundcloud.com/user2509673/underground-yoshis-island-sm64ds" target="_blank">Underground Theme - Super Mario World 2: Yoshi's Island - SM64DS Custom Music Import - [SoundCloud]</a><br />
-<a href="https://soundcloud.com/user2509673/leaf-forest-beta-sm64ds" target="_blank">Leaf Forest - SM64DS Custom Music Import - [SoundCloud]</a><br />
<br />
<span style="font-style: italic;">&#8203;More to be added soon..</span>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Super Mario Star Land]]></title>
			<link>https://skelux.root.sx/showthread.php?tid=110</link>
			<pubDate>Tue, 07 Apr 2015 01:05:37 +1000</pubDate>
			<guid isPermaLink="false">https://skelux.root.sx/showthread.php?tid=110</guid>
			<description><![CDATA[<span style="font-weight: bold;">Super Mario Star Land</span> - is an SM64DS hack and is not ! Super Mario Star Road !<br />
<br />
<span style="font-weight: bold;">&#8203;Features</span><ul>
<li>&#8203;Over 100 Stars<br />
</li>
<li>&#8203;Over 20 Courses<br />
</li>
<li>&#8203;New enemies and bg music<br />
</li></ul>
<div style="text-align: center;">&#8203;<tag><div style="margin:20px; margin-top:5px"><div class="smallfont" style="margin-bottom:2px"><b>Spoiler</b>: Preview <input type="button" value="Show" style="width:45px;font-size:10px;margin:0px;padding:0px;" onClick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = ''; this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }"></div><div class="alt2" style="margin: 0px; padding: 6px; border-top: 1px solid #999; border-left: 1px solid #999; border-right: 1px solid #ccc; border-bottom: 1px solid #ccc; "><div style="display: none;">
<!-- start: video_youtube_embed --><br />
<iframe width="560" height="315" src="https://www.youtube.com/embed/FxP_LFSNuF0" frameborder="0" allowfullscreen></iframe><br />
<!-- end: video_youtube_embed --></div></div></div></tag><tag><div style="margin:20px; margin-top:5px"><div class="smallfont" style="margin-bottom:2px"><b>Spoiler</b>: Screenshots <input type="button" value="Show" style="width:45px;font-size:10px;margin:0px;padding:0px;" onClick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = ''; this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }"></div><div class="alt2" style="margin: 0px; padding: 6px; border-top: 1px solid #999; border-left: 1px solid #999; border-right: 1px solid #ccc; border-bottom: 1px solid #ccc; "><div style="display: none;">
<img src="http://i.imgur.com/e6639Dy.png" border="0" alt="[Image: e6639Dy.png]" /><img src="http://i.imgur.com/isxKzoD.png" border="0" alt="[Image: isxKzoD.png]" /><br />
<img src="http://i.imgur.com/I8vdCPw.png" border="0" alt="[Image: I8vdCPw.png]" /></div></div></div></tag></div>&#8203;]]></description>
			<content:encoded><![CDATA[<span style="font-weight: bold;">Super Mario Star Land</span> - is an SM64DS hack and is not ! Super Mario Star Road !<br />
<br />
<span style="font-weight: bold;">&#8203;Features</span><ul>
<li>&#8203;Over 100 Stars<br />
</li>
<li>&#8203;Over 20 Courses<br />
</li>
<li>&#8203;New enemies and bg music<br />
</li></ul>
<div style="text-align: center;">&#8203;<tag><div style="margin:20px; margin-top:5px"><div class="smallfont" style="margin-bottom:2px"><b>Spoiler</b>: Preview <input type="button" value="Show" style="width:45px;font-size:10px;margin:0px;padding:0px;" onClick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = ''; this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }"></div><div class="alt2" style="margin: 0px; padding: 6px; border-top: 1px solid #999; border-left: 1px solid #999; border-right: 1px solid #ccc; border-bottom: 1px solid #ccc; "><div style="display: none;">
<!-- start: video_youtube_embed --><br />
<iframe width="560" height="315" src="https://www.youtube.com/embed/FxP_LFSNuF0" frameborder="0" allowfullscreen></iframe><br />
<!-- end: video_youtube_embed --></div></div></div></tag><tag><div style="margin:20px; margin-top:5px"><div class="smallfont" style="margin-bottom:2px"><b>Spoiler</b>: Screenshots <input type="button" value="Show" style="width:45px;font-size:10px;margin:0px;padding:0px;" onClick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = ''; this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }"></div><div class="alt2" style="margin: 0px; padding: 6px; border-top: 1px solid #999; border-left: 1px solid #999; border-right: 1px solid #ccc; border-bottom: 1px solid #ccc; "><div style="display: none;">
<img src="http://i.imgur.com/e6639Dy.png" border="0" alt="[Image: e6639Dy.png]" /><img src="http://i.imgur.com/isxKzoD.png" border="0" alt="[Image: isxKzoD.png]" /><br />
<img src="http://i.imgur.com/I8vdCPw.png" border="0" alt="[Image: I8vdCPw.png]" /></div></div></div></tag></div>&#8203;]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Music Importation Explained]]></title>
			<link>https://skelux.root.sx/showthread.php?tid=108</link>
			<pubDate>Sun, 05 Apr 2015 18:19:32 +1000</pubDate>
			<guid isPermaLink="false">https://skelux.root.sx/showthread.php?tid=108</guid>
			<description><![CDATA[Seeing that no one else appears to have had much success importing custom music, I've decided to provide this short explanation.<br />
<br />
First, here are the programs and files you will need. If any of them become unavailable at some point, inform me and I will upload them elsewhere. <br />
<!-- start: postbit_attachments_attachment -->
<div><span class="float_right">Size: <u>3.59 MB</u> / Downloads: <u>276</u></span>
<span class="float_left"><!-- start: attachment_icon -->
<img src="images/attachtypes/zip.png" title="ZIP File" border="0" alt=".zip" style="vertical-align: middle;" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=47" class="attachment_" target="_blank" title="">SM64DS Music Files.zip</a> </span></div>
<br class="clear"/>
<!-- end: postbit_attachments_attachment --><br />
NSMBe: <a href="http://nsmbhd.net/download/" target="_blank">http://nsmbhd.net/download/ </a><br />
VGMTrans: <a href="http://filetrip.net/nds-downloads/utilities/download-vgmtrans-92909-f27960.html" target="_blank">http://filetrip.net/nds-downloads/utilities/download-vgmtrans-92909-f27960.html </a><br />
DeSmuME: <a href="http://desmume.org/download/" target="_blank">http://desmume.org/download/ </a><br />
<br />
You will also need a program for MIDI editing, for this I recommend an early version of Cakewalk Home Studio: <a href="http://uploaded.net/file/ou6vyuff" target="_blank">http://uploaded.net/file/ou6vyuff</a><br />
<br />
Now, on to the video: <a href="http://www.youtube.com/watch?v=kT3S6CTilG0" target="_blank">http://www.youtube.com/watch?v=kT3S6CTilG0 </a><br />
<!-- start: video_youtube_embed --><br />
<iframe width="560" height="315" src="https://www.youtube.com/embed/kT3S6CTilG0 " frameborder="0" allowfullscreen></iframe><br />
<!-- end: video_youtube_embed --><br />
Next I'll explain how to modify which instrument sets and sound effects are connected to each sequence in the sdat.<br />
<br />
Open up info.bin in a hex editor such as <a href="https://sourceforge.net/projects/madedit/" target="_blank">MadEdit</a>, if you are not familiar with hex editing you'll first need to learn this.<br />
<br />
At 0x40 you'll find the main table of sequences contained in sdat, each of these offsets points to the settings for each sequence respectively.<br />
Note that the file is written in little-endian, meaning each set of four bytes is reverse and "08 02 00 00" should be read as "00 00 02 08" therefore pointing to 0x208 in info.bin.<br />
<br />
In this example I'll show you how to change the settings of NCS_BGM_JAZZ (One of the mini-game songs) to behave like NCS_BGM_CHIJOU (Bob-omb's Battlefield music).<br />
Their pointers are 0x1F0 and 0x448 respectively. Let's take a look at what's at 0x448: 38 00 00 00 65 00 60 40 40 00 00 00 <br />
The first part (00 00 00 38 - little-endian, remember) is the sseq file id used, we don't need to change this.<br />
The second part (40 60 00 65) is what we'll be copying over the same data at 0x1F4 to produce our desired result.<br />
The last part (00 00 00 40) just marks the end of this entry.<br />
<br />
So, now we'll go to 0x1F0 to see the NCS_BGM_JAZZ settings: 08 00 00 00 5F 00 69 40 40 00 00 00 <br />
Here we'll need to replace "5F 00 69 40" with the bytes used in NCS_BGM_CHJOU's entry, which are "65 00 60 40".<br />
Once you've done this, you'll be able to replace NCS_BGM_JAZZ with NCS_BGM_CHIJOU and should find that it plays correctly.<br />
<br />
<a href="http://origami64.net/downloads.php?category=11" target="_blank">&#8203;User-submitted SSEQ files can be found here.</a>]]></description>
			<content:encoded><![CDATA[Seeing that no one else appears to have had much success importing custom music, I've decided to provide this short explanation.<br />
<br />
First, here are the programs and files you will need. If any of them become unavailable at some point, inform me and I will upload them elsewhere. <br />
<!-- start: postbit_attachments_attachment -->
<div><span class="float_right">Size: <u>3.59 MB</u> / Downloads: <u>276</u></span>
<span class="float_left"><!-- start: attachment_icon -->
<img src="images/attachtypes/zip.png" title="ZIP File" border="0" alt=".zip" style="vertical-align: middle;" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=47" class="attachment_" target="_blank" title="">SM64DS Music Files.zip</a> </span></div>
<br class="clear"/>
<!-- end: postbit_attachments_attachment --><br />
NSMBe: <a href="http://nsmbhd.net/download/" target="_blank">http://nsmbhd.net/download/ </a><br />
VGMTrans: <a href="http://filetrip.net/nds-downloads/utilities/download-vgmtrans-92909-f27960.html" target="_blank">http://filetrip.net/nds-downloads/utilities/download-vgmtrans-92909-f27960.html </a><br />
DeSmuME: <a href="http://desmume.org/download/" target="_blank">http://desmume.org/download/ </a><br />
<br />
You will also need a program for MIDI editing, for this I recommend an early version of Cakewalk Home Studio: <a href="http://uploaded.net/file/ou6vyuff" target="_blank">http://uploaded.net/file/ou6vyuff</a><br />
<br />
Now, on to the video: <a href="http://www.youtube.com/watch?v=kT3S6CTilG0" target="_blank">http://www.youtube.com/watch?v=kT3S6CTilG0 </a><br />
<!-- start: video_youtube_embed --><br />
<iframe width="560" height="315" src="https://www.youtube.com/embed/kT3S6CTilG0 " frameborder="0" allowfullscreen></iframe><br />
<!-- end: video_youtube_embed --><br />
Next I'll explain how to modify which instrument sets and sound effects are connected to each sequence in the sdat.<br />
<br />
Open up info.bin in a hex editor such as <a href="https://sourceforge.net/projects/madedit/" target="_blank">MadEdit</a>, if you are not familiar with hex editing you'll first need to learn this.<br />
<br />
At 0x40 you'll find the main table of sequences contained in sdat, each of these offsets points to the settings for each sequence respectively.<br />
Note that the file is written in little-endian, meaning each set of four bytes is reverse and "08 02 00 00" should be read as "00 00 02 08" therefore pointing to 0x208 in info.bin.<br />
<br />
In this example I'll show you how to change the settings of NCS_BGM_JAZZ (One of the mini-game songs) to behave like NCS_BGM_CHIJOU (Bob-omb's Battlefield music).<br />
Their pointers are 0x1F0 and 0x448 respectively. Let's take a look at what's at 0x448: 38 00 00 00 65 00 60 40 40 00 00 00 <br />
The first part (00 00 00 38 - little-endian, remember) is the sseq file id used, we don't need to change this.<br />
The second part (40 60 00 65) is what we'll be copying over the same data at 0x1F4 to produce our desired result.<br />
The last part (00 00 00 40) just marks the end of this entry.<br />
<br />
So, now we'll go to 0x1F0 to see the NCS_BGM_JAZZ settings: 08 00 00 00 5F 00 69 40 40 00 00 00 <br />
Here we'll need to replace "5F 00 69 40" with the bytes used in NCS_BGM_CHJOU's entry, which are "65 00 60 40".<br />
Once you've done this, you'll be able to replace NCS_BGM_JAZZ with NCS_BGM_CHIJOU and should find that it plays correctly.<br />
<br />
<a href="http://origami64.net/downloads.php?category=11" target="_blank">&#8203;User-submitted SSEQ files can be found here.</a>]]></content:encoded>
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