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Smash 64 rom
Smash 64 rom












smash 64 rom smash 64 rom

While this is a first step in the direction of having fully custom levels, it's pretty promising. Catch up to missed goals for v.0.2 / bugfixes More ROM formats (at least allow for byteswapped format) Background images can seemingly get damaged by the tool? Can only import to same image format (loss of image quality) Textures are flipped vertically (slight oversight on n64 texure formatting) Limited ROM format (USA, non-byteswapped) I forgot to bugtest that, so I don't know what will happen, but I doubt it'll be good. This can probably be fixed in the future, but for now it's part of the process.Īlso, make sure to only import the same size image as the one you're replacing. Each texture (at least in Hyrule Temple) only contains 16 distinct colors. This is because most textures are in a very low-quality format to save space. After doing what you want, then you save the level and then save the ROM, and it should be good to go.Īn important note: You will probably see a decrease in texture quality when importing. Load the rom, then select your level (only Hyrule Temple for now), load the level, and you should be able to export/import textures. Tool64 is my preferred tool for doing this (I think they call the un-byteswap version "Big Endian", or more accurately I call the Big Endian version "un-byteswapped" : P )Īfter that, it should be simple. If the letters are mixed up, like "MSSA HRBTOEHSR", then you need to un-byteswap your ROM.

smash 64 rom

If the text representation at the start of the rom data reads "SMASH BROTHERS", then you're good to go. You can check the byteswap by opening the rom with your favorite hex editor. Currently that is the only supported format. Credits to Parasyte for the CRC fixing code, CaitSith2 for nvpktool, Zoinkity for info on filetables/fixing references when resizing the romįirst off, it's important to note that you MUST USE A NON-BYTESWAPPED USA VERSION OF THE ROM.














Smash 64 rom