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11-02-05 12:59 PM
1 user currently in Rom Hacking: hukka | 2 guests
Acmlm's Board - I2 Archive - Rom Hacking - Is there any hacks/utilities for any N64 games??
  
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Omega45889
Posts: 94/335
hcs. those pics are hilarious.

Anyways, I would love to see an editor for Mario 64. I think it could actually be done. I wonder how hard it owuld be to get our hands on the source code for it? NM, Nintendo isnt just gonna hand them out at conventions. What do you guys think about creating one? I would kill for Mario 64 hacks. I dont think that it would be too difficult to hack once an editor has been made. I think its one of the more simple 64 games as well. Its only like 6 megs.

NM, i dont know what im talking about.
hcs
Posts: 1/2
Originally posted by windwaker101
Just a text hack, but an N64 hack none the less.


http://hcs.freeshell.org/images/gfather.jpg
http://hcs.freeshell.org/images/gfather2.jpg
HyperLamer
Posts: 510/8210
I suppose that's true (I can barely run SM64 at full speed in wireframe or hardware 3D mode, nearly perfect but slow in RGB Emulation mode), but it's still rather difficult to code. Plus, it'd suck to have only wireframe mode, I'd want to be able to texture it all to preview the level.
BTW, I have a lot of info on the raw (IE not compressed, in-RAM version) object data of Mario 64, as well as some code and such, I'll post it when I get home.
Cellar Dweller
Posts: 49/269
Originally posted by HyperHacker
IMO the real problem isn't advanced data formats, it's 3D. Programming 3D editors is HARD. They take up a lot of RAM and CPU power, so they wouldn't work on crappy video cards *cough*likemine*cough*...


I think you overestimate the hardware requirements for a 3D editor. SM64, for example, has a low polygon count compared to current 3D games. Much of the editing of N64 games will probably be in wireframe mode. An editor doesn't need a high frame rate. I believe that the performance requirements for a N64 game editor will be so modest that hardware acceleration will not be needed. Furthermore, software rendering may be better because of the improvement in portability that it could provide.

The difficulty of creating a 3D editor is mitigated by all the 3D editor UI paradigms that are available to choose from. I think the the best UI to copy ideas from is the TrueSpace UI.

Getting a good debugger into a N64 emulator or searching for Ultralib entry points are probably the best things to be doing at this point.

I just had an idea. Patch an emulator to log all function call and return instructions. The log could then be used to create a call graph.
windwaker
Posts: 45/1797
I'll find a link to the hack website when I get home. I read about it on a ROM site though, but I thnk that the hack website is safe.
.
Sokarhacd
Posts: 105/1757
got a link to the hack?
windwaker
Posts: 43/1797
I have to disagree with all of you, I played an Ocarina of Time hack called Ocarina of Time attack of the monkies. Just a text hack, but an N64 hack none the less.
HyperLamer
Posts: 497/8210
Viper187? I know that guy. Those ASM hacks are all conversions of Gameshark codes, but they're w00tingness either way.

IMO the real problem isn't advanced data formats, it's 3D. Programming 3D editors is HARD. They take up a lot of RAM and CPU power, so they wouldn't work on crappy video cards *cough*likemine*cough*, and of course they have compressions out the wazoo. (One lucky thing though, games tend to share compression formats. Ever see 'MIO0' (or depending on byte order, '0OIM') in a ROM? Compressed data header. (FYI, I've almost figured it out, if someone else is willing to help with the exact format. Tracing ASM would be good, I spent hours going through Mario 64's code and found nothing decompression-related. ) AFAIK this format is used in Mario 64, Mario Kart 64 and Banjo-Kazooie, probably others. (I think I saw some in Zelda OoT too. )
Kefka
Posts: 1074/3392
Originally posted by Omega45889
OK... I understood most of that. I wonder if anyone will ever create a utility like Hyrule magic, or Lunar Magic for their 64 counterparts.


Keep dreaming kid... It might take a while for that to be made even after the project for it began...

Ya never know though!
Omega45889
Posts: 84/335
OK... I understood most of that. I wonder if anyone will ever create a utility like Hyrule magic, or Lunar Magic for their 64 counterparts.
Cellar Dweller
Posts: 48/269
The fact that most N64 games are written in C is good for because it will be easier for automated analysis tools, such as decompilers, to find useful information.

Most N64 games use a standard Nintendo supplied library, Ultralib, that can be scanned for in games. Copies of Ultralib, along with header files, may be floating around the net. Descriptions, but not complete documentation, of Ultralib functions can be fount at http://n64.icequake.net/doc/n64intro/kantan/.

The hardest things for ROM hackers to get used to will probably be floating point numbers, binary space partition (BSP) trees, linear algebra, and other things relating to geometry.
Icy Guy
Posts: 10/36
Originally posted by NEONswift
Not sure if it works with the ROM but it works with the official cart and action replay.


This version does.

The only N64 ROM hacks I've seen so far are these ASM hacks.
Omega45889
Posts: 83/335
Yes, I think the inside man is an excelent idea! Now, how to go about doing that.... im not exactly sure.
Kefka
Posts: 1052/3392
Well, methinks there have been some people doing at least a LITTLE hacking... otherwise we wouldn't have the plethora of GameShark codes we have for the N64.
Gavin
Posts: 42/799
Originally posted by DahrkDaiz
I don't think rom hacking won't be as it is with NES/SNES with the N64, PSX and beyond ever. Why? Because you're dealing with games that are built with compilers, thus, a lot of the asm you see is bloat code, thus, figuring out what does what will be a lot harder to do. However, with the plethora of data found with Gamesharks and other cheat devices, rom hacking N64 games I think could very well be possible, but seeing full blown hacks I don't ever see happening.


i say we just wait for some developers to get old and disillusioned, then get an inside man to coerce him into released all game developement tools... oh, and also to give us gold. gold and candy.

trust me, it'll happen
DahrkDaiz
Posts: 104/885
I don't think rom hacking won't be as it is with NES/SNES with the N64, PSX and beyond ever. Why? Because you're dealing with games that are built with compilers, thus, a lot of the asm you see is bloat code, thus, figuring out what does what will be a lot harder to do. However, with the plethora of data found with Gamesharks and other cheat devices, rom hacking N64 games I think could very well be possible, but seeing full blown hacks I don't ever see happening.
NEONswift
Posts: 30/117
Theres also that face editing function that is for Goldeneye. It allows you to place your own face on guards in the best fps ever.

Not sure if it works with the ROM but it works with the official cart and action replay.
Omega45889
Posts: 80/335
im not saying that I specifically would want to tackle OOT, but just that a hack would be awesome.
Surlent
Posts: 233/1077
Not too long ago the N64 sound data format USF was finished ...
It's no hacking tool, but nice work too
Currently there are only three game soundtracks done, but I'm waiting for the music Zelda OoT and extreme-G

Get the Winamp plugin and the soundtracks here:
http://www.dextrose.com/index.php?s=3

The proper thread in the ZSNES.com forums is located here:
http://board.zsnes.com/phpBB2/viewtopic.php?t=13589
lukeprog
Posts: 36/62
lol, and you thought editing ALttP was hard... why would you want to tackle OoT?
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Acmlm's Board - I2 Archive - Rom Hacking - Is there any hacks/utilities for any N64 games??


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