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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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stag019

Snifit
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Posted on 07-03-05 06:46 AM Link | Quote
0.12b didn't ask me for a rom...? (the other one worked fine) And I couldn't click on objects either.

Edit: Oh and BTW The Cool Cool Mountain online fly-through demo uses the wrong background, it should be the mountain background.


(edited by stag019 on 07-02-05 09:50 PM)
(edited by stag019 on 07-02-05 09:54 PM)
(edited by stag019 on 07-02-05 10:05 PM)
(edited by stag019 on 07-02-05 11:02 PM)
(edited by stag019 on 07-04-05 03:42 PM)
VL-Tone

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Posted on 07-03-05 07:01 AM Link | Quote
stag019 Yeah I know, stupid me I forgot to enable that back (I disable ROM opening while I'm debugging it).

I uploaded a fixed version. Another thing I fixed is that the editor will now release files after reading/writing to them so you can open it in an emulator without quitting (some emus didn't like it when the file was not released).

Edit: I keep forgetting things... maybe I'm a little nervous about all this...

stag019 I know about the backgrounds, but adding others would balloon the Shockwave file which is now 750k.

Edit: Ok the new fixed version is now online and it's still named 0.12b. The zip file size is 3,331,731 bytes. I'll try to proof-check things more in the next release.


(edited by VL-Tone on 07-02-05 10:03 PM)
(edited by VL-Tone on 07-02-05 10:14 PM)
(edited by VL-Tone on 07-02-05 10:15 PM)
(edited by VL-Tone on 07-02-05 10:40 PM)
Chickenlump

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Posted on 07-03-05 07:33 AM Link | Quote
Originally posted by VL-Tone
I uploaded the fixed version (should be up in a few minutes). Another thing I fixed is that the editor will now release files after reading/writing to them so you can open it in an emulator without quitting (some emus didn't like it when the file was not released).


Thanks, it works great!

It's amazing how much fun just messing with these objects alone can be...
My first level has about 5 Bomb Bosses right now...heh heh

I wonder how the star knows how to go to the top of the mountain when you defeat the boss (I have one of him at the start of the level and the star shoots to the mountain top..).

VL-Tone

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Posted on 07-03-05 07:39 AM Link | Quote
Ahhh that's better... I can relax now

Great to see it works well for you at last Could you post a screenshot of a hack like the one with 5 bosses?

Remember that there is still some un-decoded objects in the data that point to other things (like trees), so maybe it's a "0C" or "08" object that contains the star position.
Chickenlump

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Posted on 07-03-05 07:42 AM Link | Quote
The clicking still doesn't work (to select objects, I meant the releasing of the file, sorry *kicks self*)

I'll see if I can get them closer together to put them in the same scene.

VL-Tone

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Posted on 07-03-05 07:47 AM Link | Quote
Just as I was starting to relax!

But do you mean clicking on objects to select them doesn't work, or releasing the files? Or both?

Just so that others understand: the editor is still useable even with those shortcomings.
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 07-03-05 07:54 AM Link | Quote
Doesn't work for me either. Also there are several objects below the Chain Chomp area and it'd be nice if the ROM didn't have to end in .v64.

Also I noticed all the level geometry is built in. (Doesn't respond very well to clicking Cancel.)
VL-Tone

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Posted on 07-03-05 08:00 AM Link | Quote
Ok then I'll stop relaxing all together

What doesn't work for you HyperHacker? Excepted for one or 2 things it works for Chickenlump.

I'll change the file filter mask to *.* so that it'll open and write any file you edit. So chose wisely

Yeah the geometry is built-in, as my MIO0 de-compressor would be too slow. Normally when you click cancel it should quit, what happens for you?

Yet another edit: Lucky me, there is an intermittent bug in Macromedia Director relating to the quit command: http://www.killingmoon.com/director/bugs/quit_projector/ I can imagine all the "told you so" pertaining to my choice of development tool, but hey this is what I know for now. Anyway don't assume anything from the bugs in this release, it's usually less problem-prone. I'll add something along the lines of what is in the StarFox editor so that when you cancel you don't have to quit, and have the option of reopening a file.




(edited by VL-Tone on 07-02-05 11:01 PM)
(edited by VL-Tone on 07-02-05 11:12 PM)
(edited by VL-Tone on 07-02-05 11:13 PM)
Chickenlump

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Posted on 07-03-05 08:34 AM Link | Quote
Originally posted by VL-Tone
Just as I was starting to relax!

But do you mean clicking on objects to select them doesn't work, or releasing the files? Or both?

Just so that others understand: the editor is still useable even with those shortcomings.


The releasing files works fine, it was the clicking to select objects that didn't work, sorry for the confusion. Like you said though, this tool is completely useable and stable other than that.

I'ma gonna check out those OC and 08 objects tonight and lay the smack down on them.
I'd invite you over to my 4th of July Chicken Wing bonanza if you lived...closer...
Nothing relaxes like a good 28 pound plate of chickenwings.
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 07-03-05 09:01 AM Link | Quote
The levels have tons of coins as well as things such as plenty of Goombas, can the current list of objects really be all of that? Perhaps they are in large groups... Incase nobody noticed, the last two bytes of the $1824 objects is the byte that determens how it acts, so you can copy them from other enemies to make duplicates. One or two of the bytes somewhere changes other things, like turning Koopa the Quick into a normal Koopa or a shellless one... Perhaps these objects are like special objects and the others don't have several metric tons of extra stuff...
Chickenlump

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Posted on 07-03-05 09:42 AM Link | Quote
There is most likely another area in the ROM that has the coins and regular enemies defined within it. The regular Koopa is probably in this batch of objects though, I turned one of the Red Bob-ombs into it (the red bobomb tried to escape, but I jumped on it and it turned into a shelless koopa and it's shell) but It's a bit different than other enemies I assume, it pushed me back when I bumped into it, but it took no life from me.
VL-Tone

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Posted on 07-03-05 11:47 AM Link | Quote
Super Mario 64 Level 1 layout editor take 2! Action!


Here is version 0.2b! It now features an Open ROM button The program will still ask you first to load a ROM and if you hit cancel you will simply be taken to a screen where only the Open ROM button is available. Once you've loaded the level, you can use the button again if you want to open another ROM for editing. Quitting using the menu works normally and always worked, it was the "quit on cancel" routine that caused problems, it's now removed.

Also to note is that X, Y and Z coordinates are now shown in decimal signed integer format (from -32768 to 32767) you can edit the decimal values directly.
Sukasa

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Posted on 07-03-05 11:51 AM Link | Quote
Very nice, but why is the one sphere a lighter blue than the others?
VL-Tone

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Posted on 07-03-05 12:07 PM Link | Quote
Hey sorry Darkflight for the "WTF" reply, somehow your layout confused me and I read your signature as the post

The lighter blue sphere is the currently selected object, and the data you see at the bottom is for this object, which is the first in order from the data. It's the metal bars wall for the caged star.

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 07-03-05 01:46 PM Link | Quote
Originally posted by VL-Tone
What doesn't work for you HyperHacker? Excepted for one or 2 things it works for Chickenlump.

Clicking objects doesn't select them. If I click Cancel, it renders the level (sans objects), and asks for a file again, cancelling that crashes it. This is the old version though.

Regarding the missing objects like Goombas and coins, it's certainly possible that they're variations of other objects. Many old Mario games used a similar format, where the object format would be like ID, X/Y coord (all one byte), screen #, X/Y size (all 1 byte). Object 00 would indicate a 'special' object whose size doesn't change, the object ID replaces the size in this case. So the game may be using something similar. (Perhaps other object types besides $1824 modify the next object?)

I have a bit of a theory on the object format too... Notice that the 'important' data (location, type) is right at the beginning of the object information. I figure they're all laid out the same way (eg, the 3rd byte is always type, 4th is always act #, etc), and if a certain byte isn't included in the data it's set to some default value. (Like, suppose the object was 8 bytes, then the Z location and everything after it would always be set to some specific value.) It would explain the length byte, and make a bit more sense than having a 'layout table' for each length.

What does the 24 do, anyway? Anything? (Sorry I haven't been working much on this, I've been busy with other projects.) Have you tried rendering some of the other types of objects and just filling in the 'missing' bytes with 00 or something?
Chickenlump

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Posted on 07-04-05 01:07 AM Link | Quote
Victory is mine!
Ok, well, maybe not, but I did manage to edit yellow coins, red coins and trees.

Change offset 405722 and change it to 01 and you get a coin in the place in the picture.


Change offset 405726 to 01 and the coin goes up a bit more.


Change offset 40568F to 08 to raise the red coin on the Chain Chomp's log higher into the air.


And now for trees! Change offset 4055C7 to 06.





(edited by Chickenlump on 07-03-05 04:11 PM)
(edited by Chickenlump on 07-03-05 04:26 PM)
(edited by Chickenlump on 07-03-05 06:46 PM)
(edited by Chickenlump on 07-03-05 06:50 PM)
VL-Tone

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Posted on 07-04-05 01:55 AM Link | Quote
HyperHacker, yes the cancel bug has been fixed since version 0.2b. As for the clicking on objects directly to select them, it doesn't work on some systems but there are like 3 other ways of selecting objects.

In case you guys didn't noted I switched from blue spheres to cubes to represent objects. This is in the newly released version 0.22b. I realized it was a simple way to show the axis directions, since the cube faces are colored with the same colors as the x y z coordinates numbers. Unselected objects are represented as wireframe cubes while the current selection as a filled cube.

I also added two features, one is that if you hold alt while selecting an object by any mean, the camera will point at the selection. Another feature (that may not work again for you, but it works on my comp and my friend's XP comp) is that you can now right-click on objects in the scene to select them, even in the Rotate Camera mode. I also unlocked back the hex field for "24" so you can experiment changing it to something else.

By the way, great theory about enemies bunches it's possible that enemies in a group share bytes. Just one thing though, very important bytes are at the end of the 18 objects, the last two or three bytes defining the behavior of the object. I guess enemies would share a common behavior...

Anyway I don't have that much time to check all that until vacations tomorrow

SePH

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Caliss de libéraux

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Posted on 07-04-05 02:06 AM Link | Quote
OMG Chickenlump, those small edits as simple as they seem sure are a big step in itself!
I can't wait for further more screens like this!
VL-Tone

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Posted on 07-04-05 04:35 AM Link | Quote
Yes those are great finds ChickenLump! If you manage to find the format before tomorrow, I may add support for it in my program before I go on my week long vacation
Chickenlump

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Posted on 07-04-05 04:37 AM Link | Quote
Originally posted by VL-Tone
Yes those are great finds ChickenLump! If you manage to find the format before tomorrow, I may add support for it in my program before I go on my week long vacation

Cool beans

I'll see what I can do, hopefully I'll have something by tonight, early tommorow.
A little before this data seemed to create a bunch of invisible solid spots in the level that Mario could not pass through, so I should be able to find where it starts.


(edited by Chickenlump on 07-03-05 08:33 PM)
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