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11-02-05 12:59 PM
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Acmlm's Board - I2 Archive - Rom Hacking - F-Zero X | |
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BGNG

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Posted on 06-03-05 07:53 AM Link | Quote
I'd hate to spill the beans so prematurely, but there certainly is an F-Zero X level editor in existence: fully-functional. The graphics and file format are being worked on at the moment, so no public release is available.

Two videos of courses I've made are here:
http://www.mrfixitonline.com/readTopic.asp?PostingId=1693691

Development screenshots--early and new--are posted here:
http://www.mrfixitonline.com/readTopic.asp?PostingId=1694368
__________

Those are at the MFO F-Zero X forum, where our good buddy Heian-794 also resides. I asked if he would copy down the DD-1 and DD-2 Cups from the Expansion Kit, and he responded with "BGNG, I'd be happy to copy down any data you like..."

That was his last post. Since then, he has vanished from the face of the earth.

Heian-794, are you still willing to provide that data for me?
Ok Impala!

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Posted on 06-03-05 12:40 PM Link | Quote
Ok!

I've always been wondering why the official track editor of Nintendo (that was released on 64DD) can't be used somehow in an emulator?
Heian-794

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Posted on 06-03-05 03:50 PM Link | Quote
BGNG, I would be more than happy to provide that data to you -- I haven't had much time to fool around with the course editor, and to tell the truth I'm still getting a handle on where the menus are, what the coordinates mean, and how the pieces are put together! This is a high-learning-curve editor even if you can read Japanese.

Tell you what, I've got some time on the weekend, so I'll get the coordinatels fo rhte courses you wanted. I tried making my own course a while ago but it's quite mediocre compared to what could be done.

Those development screenshots of yours look great!
iamhiro1112

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Posted on 06-03-05 10:12 PM Link | Quote
Well, I herad about this At gscentral but this seems like a natural place to post it. I think this is gonna be one of the few N64 rom editors out there.
BGNG

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Posted on 06-03-05 10:30 PM Link | Quote
Ok Impala!:

The bulk of the code for the Course Edit feature is actually in the F-Zero X ROM itself, but it's dormant and won't run on its own. It needs to be accessed in complement to the code from the Expansion Kit disk in order to work.

To my knowledge, there is currently no emulator for the N64DD hardware, nor are there any ROMs of 64DD software.

So basically: The official level editor, for now, cannot be used in an emulator.
__________

Heian-794:

Take your time; don't feel pressured. I just hunted you down 'cause you disappeared. I appreciate the help you're willing to give to this project.
__________

iamhiro1112:

I know there's one for GoldenEye, but... Are there any others?
Someguy

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It seems as though the girl you've fallen for is also a pyromaniac.
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Posted on 06-03-05 10:45 PM Link | Quote
From what I heard there was one for the Goldeneye textures, there's afew programs made for Zelda 64 textures I think, and there's some text hacks of N64 games, some that may of had an editor for inserting/extracting the text, though editing text can be so easy for some games even I can do it. This probably would be the first level editor for an N64 game however, correct me if I'm wrong.
BGNG

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Posted on 06-03-05 10:59 PM Link | Quote
I'll have to look into it. I think I heard there was a level editor for GoldenEye, but I'm not certain.
HyperLamer
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people

Sesshomaru
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Posted on 06-04-05 02:17 AM Link | Quote
Feckin' awesome. Way to show 'em what VB can do. How are you re-compressing the tracks though; I assume you had to repoint them? I need to figure out how to repoint N64 stuff.
BGNG

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Posted on 06-04-05 04:03 AM Link | Quote
The track data in the ROM isn't compressed, so all I have to do is change the values of the needed bytes and the rest is history. No data pointers need to be changed.

I'd post all the information I have about ROM data, but for the moment, that info is kinda cryptic. I'm not trying to stash it for myself: I just need to prepare it before I tell others how to hack the game.
__________

EDIT:
And I'm actually considering to port the code over to C++ because Visual Basic is ridiculously slow. Sorry to burst your bubble.


(edited by BGNG on 06-03-05 11:04 AM)
HyperLamer
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people

Sesshomaru
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Posted on 06-04-05 05:05 AM Link | Quote
Oh, I read that wrong, it's the textures that are compressed. I assume you never had any need to re-compress those?

And I agree that VB is ridiculously slow, I myself stopped using it a while ago. But still, you made a 3D N64 game editor in it. (That was mainly a joke anyway.)
BGNG

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Posted on 06-07-05 11:49 PM Link | Quote
Heian-794

Just a quick checkup... Did you have a chance to get the Big Foot and Mute City 2 data from the Expansion Kit?
DavePhaneuf

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Posted on 06-08-05 03:07 AM Link | Quote
Just wondering, but does that mean the other 10 are all done? O.o


(edited by DavePhaneuf on 06-07-05 10:09 AM)
BGNG

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Posted on 06-08-05 03:41 AM Link | Quote
Mute City 2 isn't a course from the DD-1 or DD-2 Cups. I asked for those two courses because one is, and I have the in-ROM data for the other. By taking the two datas, I can determine the discrepencies between the Expansion Kit and what I've found by hacking the game. That way, I'll be able to recompose all the courses from the Expansion Kit with ease.

So to answer the question: No, there are currently no DD-1 or DD-2 courses available for this project yet.
DavePhaneuf

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Posted on 06-08-05 04:25 AM Link | Quote
Ah, when you mentioned MC2, I thought you made a typo and meat MC4.

By the way, There is a Track Document of Mute City 1 on MFO in the Vids section. Just click "list all" and it'll show it on that list somewhere.

I compared that document to your values in the Alpha Version of the editor, and it pretty much came out the same, Though your values were 1 Decimal place to the right.

Like what X=180 in the Expansion Kit would = 1800 in your editor. All the values in your editor were like that, except for banking, that was just like the expansion kit.

I re-made a few tracks from a Japanise site with these values, and after I deciphered what everything meant, I was able to make them perfectly. Though I wasn't able to make any with no walls because of the glitch in the editor of that.

If you would like the files with the track Data, take a look at this site:

http://www.geocities.co.jp/Playtown-King/1024/fzx/index.html

It's got loads a track charts there, if you need any help Deciphering them, let me know. ^^


(edited by DavePhaneuf on 06-07-05 11:26 AM)
BGNG

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Posted on 06-08-05 06:15 AM Link | Quote
I can't find the documentation of Mute City... Mind giving me a link?
DavePhaneuf

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Posted on 06-08-05 11:32 AM Link | Quote
Yeah, I can't find it either. I guess it's too far down the list to appear in the more recent files.

No matter. I just E-Mailed it to you.
Heian-794

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Posted on 06-08-05 04:07 PM Link | Quote
OK, here goes: Data for Mute City: Crank Crank.

Y (the vertical axis, for some reason) is always 0, so I'll leave it blank. The track type is the same as previous unless I indicate a change. The background is "Mute City" and only three types of roads are used. The game allows 64 points, and this seemingly-simple track uses 63 of them!

Note that this track always has the same track width around the center; if the width is 48, then the width (or michihaba) is always 24 left and 24 right.

Point   X     Z   Width
---------------------------------
01 -460 -42 48
02 -459 295
03 -460 447
04 -458 811 52
05 -440 902 72
06 -356 940 68
07 -215 944
08 -137 919 72
09 -116 835 68
10 -115 653
11 -114 510
12 -75 443 72
13 4 424 68
14 201 426
15 442 428 70
16 490 387 92
17 513 305
18 509 181
19 549 116
20 628 92
21 735 89
22 838 99
23 894 149 76
24 935 203
25 1096 305
26 1254 288
27 1287 199 52
28 1288 29
29 1287 -132
30 1278 -251
31 1224 -329
32 1125 -358 ("T" road from here; i. e. no walls)
33 852 -361
34 679 -361
35 511 -361
36 349 -361
37 170 -360 (back to regular road)
38 101 -415
39 94 -501
40 81 -569 50
41 19 -608
42 -134 -610 ("T" road from here again)
43 -342 -609
44 -526 -609 48
45 -700 -611
46 -771 -651
47 -797 -743
48 -799 -876
49 -800 -1002 (regular road)

50 -834 -1056
51 -923 -1077
52 -1008 -1053
53 -1028 -966
54 -1029 -859 ("T")
55 -1028 -673
56 -1021 -441 (regular again)
57 -980 -372
58 -895 -358 ("H" road; i.e. with walls)
59 -705 -359
60 -522 -352 (regular)
61 -465 -303
62 -459 -238
63 -459 -128

BGNG

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Posted on 06-09-05 12:10 AM Link | Quote
Crank Crank? I'm not sure that I recognize that... I know that Mute City 2 and Mute City 4 have no "no walls" segments, so what course did you describe?

To clarify: I'm only after the courses in the DD-1 and DD-2 Cups
__________

EDIT:
Yeah, I just checked. Mute City 4 is a half-pipe course. "Crank Crank" seems to be a mystery.


(edited by BGNG on 06-08-05 07:11 AM)
DavePhaneuf

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Posted on 06-09-05 01:37 AM Link | Quote
I checked the Values, and the Contol Point count, and it seems to be the Values for MC3.

I'm guessing Crank Crank may've been the Jpn description, maybe?
Heian-794

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Posted on 06-09-05 02:03 AM Link | Quote
Whoops, I thought you wanted one of the existing courses so you could match it up with stuff in the ROM! I could have sworn you chose this one because of its simplicity.

The Japanese courses all have "sub-names" like the GX, MV, and Climax courses do.

This is the Mute City course that's on a flat plane, with an orange sunset-like background. I'll get DD1 and 2 next.
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