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11-02-05 12:59 PM
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Acmlm's Board - I2 Archive - Rom Hacking - Mario 64 - Amazing Stuff | |
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Smallhacker

Green Birdo

SMW Hacking Moderator
Level: 68

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Since: 03-15-04
From: Söderhamn, Sweden

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Posted on 06-19-05 05:06 PM Link | Quote
Ho... Ly... Crap... What's next? A complete 3D rendering of the infinite stairs BEFORE you get enough stars?
Kyoufu Kawa
I'm not bad. I'm just drawn that way.
Level: 70

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Since: 03-19-04
From: Catgirl Central

Since last post: 14 hours
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Posted on 06-19-05 05:10 PM Link | Quote
DS version shows that the instant you reach a specific step, you're pushed back. They should NOT have included a bottom-screen map for that area
Cellar Dweller

Flurry
!!!
Level: 27

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Since: 03-15-04
From: Arkansas

Since last post: 16 days
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Posted on 06-19-05 07:02 PM Link | Quote
Are you ready for another breakthrough?

BEHOLD!


I looks like my hunch about alignment is correct. I patched CaH4e3's compressor to pad the bit map to a multiple of four bytes.


Add the following between lines 144 and 145 of mio0enc.c:

/* Cellar Dewller: pad the bit map to a multiple of four bytes */
while (out_bit_pos%4) {
out_buf[out_bit_pos++] = 0;
}



Kyoufu Kawa
I'm not bad. I'm just drawn that way.
Level: 70

Posts: 1660/2481
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Since: 03-19-04
From: Catgirl Central

Since last post: 14 hours
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Posted on 06-19-05 07:23 PM Link | Quote
Noise, but I'd prefer seeing a -working- texture replacement

Would you mind googling for NDSTool (by DarkFader), using that to extract the filesystem from Mario 64DS and seeing if the DS levels are even remotely similar?
Cellar Dweller

Flurry
!!!
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Since: 03-15-04
From: Arkansas

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Posted on 06-19-05 07:30 PM Link | Quote
OK

Just what I was working on while you posted:


I don't have a DS or any DS ROMs. Sorry.


(edited by Cellar Dweller on 06-19-05 10:31 AM)
Kyoufu Kawa
I'm not bad. I'm just drawn that way.
Level: 70

Posts: 1661/2481
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Since: 03-19-04
From: Catgirl Central

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Posted on 06-19-05 07:36 PM Link | Quote
WOOHOO!

Now turn Mario into Wario Nah just kidding.

Surely a non-corrupt Mario DS rom would be quickly found?
Kitten Yiffer

Purple wand
Furry moderator
Vivent l'exp����¯�¿�½������©rience de signalisation d'amusement, ou bien !
Level: 135

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Since: 03-15-04
From: Sweden

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Posted on 06-19-05 08:02 PM Link | Quote
Heh, that really shows how important textures are. Without them the castle looks like it was rendered on a Super Nintendo with SFX2. Then... SM64 is hardly the most advanced N64 game graphics wise.

Good job, now a SM64 level editor maybe isn't as far off as people thought.
Ran-chan

Moldorm
eek, when are they going to stop growing...
Level: 143

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Since: 03-15-04
From: Nerima District, Tokyo - Japan

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Posted on 06-19-05 08:13 PM Link | Quote
Originally posted by Kawa-oneechan
WOOHOO!

Now turn Mario into Wario Nah just kidding.



I got a better idea. If someone has enough knowledge about programming this kind of games we could make "Acmlm's Board 64." A complete hack of the characters and the sounds.

But who
Kyoufu Kawa
I'm not bad. I'm just drawn that way.
Level: 70

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Since: 03-19-04
From: Catgirl Central

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Posted on 06-19-05 08:32 PM Link | Quote
Originally posted by Fettster

But who
The Kins

Kodondo
Level: 38

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Since: 03-15-04
From: Melbourne, VIC, Australia

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Posted on 06-19-05 08:57 PM Link | Quote
If only I could model and animate, a "Ninji Saga Sixty-3" could potentually happen.
BGNG

Snifit
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Since: 06-03-05

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Posted on 06-19-05 10:20 PM Link | Quote
I'm glad to see that CaH4e3's utility is useful. He posted that at EmuTalk in regards to my documenting the MIO0 specification, but I never had a chance to test it.

Anyhow... VL-Tone, did you find any data that might be tripping up HyperHacker in his attempts? My best guess is a cheksum, but I cannot verify this.
HyperLamer
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people

Sesshomaru
Tamaranian

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Since: 03-15-04
From: Canada, w00t!
LOL FAD

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Posted on 06-20-05 01:14 AM Link | Quote
He said something about padding to 4 bytes. I don't quite understand what he means by a backreference list though. And yes, someone rename this...


(edited by HyperHacker on 06-19-05 04:15 PM)
Sokarhacd

Ball and Chain Trooper
Resistance is Futile
You Will Be Assimilated
Hab SoSlI' Quch
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Since: 03-15-04

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Posted on 06-20-05 01:21 AM Link | Quote
Originally posted by HyperHacker
And yes, someone rename this...


Yes someone do...if this isnt amazing...then nothing is. Very cool
Knuckles T15X

Keese
Level: 20

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Since: 03-15-04
From: ROM Hackville, SMASHachussetts

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Posted on 06-20-05 03:21 AM Link | Quote
Woah. Can you send me this extracted geometry of the castle, please?
BGNG

Snifit
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Since: 06-03-05

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Posted on 06-20-05 05:40 AM Link | Quote
It's in the ROM, bub. Get on the ball and you'll have it at your disposal.
HyperLamer
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people

Sesshomaru
Tamaranian

Level: 118

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Since: 03-15-04
From: Canada, w00t!
LOL FAD

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Posted on 06-20-05 05:44 AM Link | Quote
Yeah! I got it! Would have been nice if you mentioned you need to pad the bitmap with 0xFF. (The other compressor won't compile, and I like mine better anyway. )

(The scorebars are black because they're always black on my computer, unless I turn on alpha blending which makes the ground disappear int his level. )

Cellar, how'd you do that? It looks like you replaced the fence texture but that's only 32x32, it shouldn't be that wide or way up there.

Also it looks like the 'end-of-data' pointer doesn't have to be 2 bytes past the end, doesn't hurt to do so though. (Just point it right at the end.)

Looks like 454AF0 is the pointer to the outside-castle area, followed immediately by the end of data pointer for it. Pointing the level 1 data to this or vice-versa just crashed it. The pointer also appears at 2AC178, not sure what it's for.

Finally, a bit of useful info, the graphics seem to end at 0x2800 in the uncompressed level 1 data. You should see the byte sequence 66 66 66 00 66 66 66 - exactly the same one that we had messed with in the compressed data itself before. (Which also tells us that this should affect a polygon just past the tilting bridge.)

As for the compressor I'll release a new version (without all that debug crap ) as soon as I can get the damn padding to work right.


(edited by HyperHacker on 06-19-05 08:53 PM)
NEONswift

Rope
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Since: 03-17-04
From: England

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Posted on 06-20-05 05:52 AM Link | Quote
Damn you people youve got me wanting to play Mario 64 again...Dont have enough time!!

Finally someone will release a worthy sequal to mario 64 [sunshine was Bolloxx]...ok maybe in a year or so but the potential is definately there. Kudos to you guys.
KATW

King Yoshi
"If you stare at something long enough, it can be funny."
Level: 86

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Since: 03-15-04

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Posted on 06-20-05 05:58 AM Link | Quote
*chokes* I have seen the future, and it is bright!!!

And full of glitches
BGNG

Snifit
Level: 22

Posts: 52/276
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Since: 06-03-05

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Posted on 06-20-05 06:05 AM Link | Quote
And to think this would probably already have been done if Black Bag had released a MIO0 specification. That just goes to show you something in the emulation community: If you find something, SHARE IT.
HyperLamer
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people

Sesshomaru
Tamaranian

Level: 118

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Since: 03-15-04
From: Canada, w00t!
LOL FAD

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Posted on 06-20-05 07:54 AM Link | Quote
A. Fucking. MEN.

Here's the new compressor and source. It's designed to pad the bitmap to a multiple of 4 bytes. It doesn't quite work right; somehow the first byte of the padding becomes 0 instead of FF. Anyone who wants to fix it, feel free, I'm not screwing with that anymore tonight. Most of the debug output is removed so it isn't uber-slow anymore. Notice that after decompression you get a line like this:
Map Loc: 0x00000E65 Comp. Loc: 0x0000444A Raw Loc: 0x00009C02
That tells you where each field ends. The highest of these offsets should be the last byte of the compressed file, this can be used to determine where it ends. (I just copy everything up to the next instance of 'MIO0' into a file, decompress that and chop off everything past the end. )
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