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Someguy

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Posted on 07-06-05 03:54 AM Link | Quote
Here's a quick idea about Quick. *killed for pun*
Try "racing" the shellless Koopa the Quick on star 2, or setting the star the flag appears on to star 1, otherwise Koopa the Quick crashes from my experimenting on the originally found object types, so if you are testing on star 1 and don't have a flag it might crash when it otherwise wouldn't. I may be wrong and you may be testing with a flag, but I just want to help.
stag019

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Posted on 07-06-05 04:01 AM Link | Quote
Originally posted by Someguy
Here's a quick idea about Quick. *killed for pun*
Try "racing" the shellless Koopa the Quick on star 2, or setting the star the flag appears on to star 1, otherwise Koopa the Quick crashes from my experimenting on the originally found object types, so if you are testing on star 1 and don't have a flag it might crash when it otherwise wouldn't. I may be wrong and you may be testing with a flag, but I just want to help.
I tried it on Star 2, didn't work. Tried changing the flag to always appear, didn't work. Thanks for the advice though, as I only tested it on Star 1 and without a flag.


(edited by stag019 on 07-07-05 09:16 PM)
(edited by stag019 on 07-23-05 11:57 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 07-06-05 07:44 AM Link | Quote
Originally posted by stag019
Originally posted by Chickenlump
Ok, I'm pretty sure there are only 2 lists of objects. If Bit 1 is set of byte 405722, you get the list I posted above. If Bit 0 is set, this loads one of the objects I haven't documented yet.
So what does that mean? Is my list useless? Or would 19 be the same as 0? Either way here is my list (I'll edit the file post as I get more):
http://host.picturewizard.com/2005-6/339987/list.txt

It means there's 0x200 possible objects. 2 lists. Not 256.
stag019

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Posted on 07-06-05 07:52 AM Link | Quote
Originally posted by HyperHacker
Originally posted by stag019
Originally posted by Chickenlump
Ok, I'm pretty sure there are only 2 lists of objects. If Bit 1 is set of byte 405722, you get the list I posted above. If Bit 0 is set, this loads one of the objects I haven't documented yet.
So what does that mean? Is my list useless? Or would 19 be the same as 0? Either way here is my list (I'll edit the file post as I get more):
http://host.picturewizard.com/2005-6/339987/list.txt

It means there's 0x200 possible objects. 2 lists. Not 256.
But what about 2-FF at offset 405722?


(edited by stag019 on 07-05-05 10:52 PM)
(edited by stag019 on 07-23-05 11:59 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 07-06-05 11:36 AM Link | Quote
Originally posted by Chickenlump
Ok, I'm pretty sure there are only 2 lists of objects. If Bit 1 is set of byte 405722, you get the list I posted above. If Bit 0 is set, this loads one of the objects I haven't documented yet.

2-FF will be the same as 0 and 1.

[edit] What about the level geometry? Did you have to manually fix the compressed files? If you know how to fix the compressor I'd love to hear it. I'd take a look again but that'd mean having to re-install Windows and my development tools and try to get this damn thing to work properly to do so. This motherboard has seen the end of its programming days.


(edited by HyperHacker on 07-06-05 02:40 AM)
stag019

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Posted on 07-06-05 12:08 PM Link | Quote
Originally posted by HyperHacker
Originally posted by Chickenlump
Ok, I'm pretty sure there are only 2 lists of objects. If Bit 1 is set of byte 405722, you get the list I posted above. If Bit 0 is set, this loads one of the objects I haven't documented yet.

2-FF will be the same as 0 and 1.

[edit] What about the level geometry? Did you have to manually fix the compressed files? If you know how to fix the compressor I'd love to hear it. I'd take a look again but that'd mean having to re-install Windows and my development tools and try to get this damn thing to work properly to do so. This motherboard has seen the end of its programming days.

Alright, then I'll continue my list tomorrow.
Edt: Working on list, go back a page.


(edited by stag019 on 07-06-05 03:13 PM)
(edited by stag019 on 07-07-05 03:25 AM)
(edited by stag019 on 07-23-05 11:58 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 07-08-05 08:56 AM Link | Quote
Alright, so that list is like objects 1xx, the high bit being bit 1 of address 405722. If I can get an emulator to run I'll probably start on objects 0xx tomorrow or the day after, how many of those are known?

Also, check this out:
- they have shadows. In the air, they don't. The shadows must be auto-generated for objects up to a certain height from the ground.


(edited by HyperHacker on 07-07-05 11:57 PM)
stag019

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Posted on 07-08-05 09:14 AM Link | Quote
What about my list. I guess 'l'll give up, so you can start at 86.
http://host.picturewizard.com/2005-6/339987/list.txt
There's my list.
Chickenlump

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Posted on 07-08-05 09:58 AM Link | Quote
The bobombs under the teeter bridge (like 5 of them) are one object with their own xyz coords, the coords are all back to back. The solidity for the level is also just before these objects, I've created countless invisible walls and lowered the level of the ground by a few feet (so just my head was above ground).

I guess the game draws the shadows as long as the object is visible (most coins only show up when you are near them, so the ones in the sky aren't drawn unless you are right up on them, so no shadows while you are on the ground).

Kitten Yiffer

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Posted on 07-08-05 05:31 PM Link | Quote
Originally posted by HyperHacker
Also, check this out:
IMAGE - they have shadows. In the air, they don't. The shadows must be auto-generated for objects up to a certain height from the ground.
But of course, didn't you notice how Mario's shadow get's smaller as higher he is? At a certain height, there dosen't appear a shadow at all.
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 07-09-05 03:05 AM Link | Quote
OK, I got the emulator working so I guess I'll start on the list. What byte order are you all using? For me (using ABCD), 405725 is changing the sign's location. The object type seems to be at 405724, and the high bit is one byte before it at 405723.

That being said I'm starting at 186, ending at who knows.

[edit] Alright, I did up to AF. There really doesn't seem to be anythiing useful there. I'm just gonna post the whole list:

H Rotation/Object ID (1 byte) - low bit is high bit of object ID. High 7 appear to be horizontal rotation.
Object ID (1 byte) - low 8 bits.
X coord (2 bytes)
Y coord (2 bytes)
Z coord (2 bytes)

Coords E8DA, 0080, 15C8 puts it right in front of Mario at the start.

000-01E - Not Visible
01F - Yellow coin
020 - Yellow coin
021 - Blue coin that runs away from you at light speed (XD)
022 - Blue coin that runs away from you ()
023 - Red coin - makes a growing sound when collected
024 - Yellow coin
025 - Coin Formation #1
026 - Coin Formation #2
027 - Coin Formation #3
028 - Coin Formation #4
029 - Coin Formation #5
02A - Coin Formation #6
02B - Coin Formation #7
02C - Coin Formation #8
02D - Not Visible - Red Coin # 0 (?)
02E-032 - Yellow coin
033 - Star - kind of moves around, can't collect it
034 - Sign
035 - Not Visible
036 - Friendly Red Bob-omb
037 - Single purple butterfly
038 - Not Visible - spawns jumping fire trails
039-03C - Not Visible
03D - Giant Goomba
03E - Baby Goomba
03F - Not Visible - causes some slowdown when in area
040 - Group of 5 Goombas
041 - Not Visible
042 - Purple thing with arms, throws you around
043 - Not Visible
044 - Not Visible
045 - Sparky - chases you
046 - Sparky - stays put
047 - Not Visible
048 - Crashes Game
049 - Rolling Black Ball
04A - Ghost?
04B - Spinning Health Heart
04C - Super Fast 1-UP Mushroom With Sparkles
04D - 1-UP Mushroom that just sits there without sparkles
04E - Sparkle 1-up mushroom that jumps up first, then takes off slowly
04F-052 - Not Visible
053 - Yellow Coin
054 - Blue Coin Push Button
055 - Not Visible
056-059 - Game Freezing Glitched Bob-omb
05A - Yellow jumping box - no solidity
05B - Yellow ! box with nothing in it
05C - Green ! box
05D - Blue ! box
05E - Yellow ! box with a Turtle shell in it
05F - Yellow ! box with 1 yellow coin in it
060 - Yellow ! box with 3 yellow coins in it
061 - Yellow ! box with 10 yellow coins in it
062 - Yellow ! box with 1-UP mushroom in it
063 - Yellow ! box with the level's First Act Star in it
064 - Breakable yellow box - nothing in it
065 - Breakable yellow box - 3 coins in it
066 - Grey unbreakable box with red bolted edges
067 - Small yellow throw block - 3 coins in it
068 - Square Purple ! ground push button
069 - Not Visible
06A - Not Visible
06B - Not Visible
06C - Large breakable yellow box - nothing in it
06D - Turtle shell (used underwater, you can't ride it on land, and dissapears when you throw it)
06E - Yellow ! box with a 1-UP in it
06F - Yellow coin
070 - Not Visible - Shoots out round bubbles or metalic spheres
071 - Not Visible - makes a sound and throws you into the air
072 - Yellow coin
073 - Not Visible - freezes game
074 - Small black sphere that shoots out flames
075 - Flying ShyGuy that shoots out flames
076 - Yellow jumping box - jumps 3 times when you grab it explodes into coins
077 - Not Visible
078 - A group of 3 butterflies
079 - Yellow coin
07A - Yellow coin
07B - Yellow coin
07C - Glitched Bob-omb boss, pushes you around and grunts
07D - Not Visible - pushes you around and grunts
07E - Yellow coin
07F - Not Visible
080 - Not Visible - generates red jumping fire trails
081 - Not Visible - shoots red fire straight into the air
082-088 - Yellow coin
089 - Brown log - can be pounded down/ran around for coins
08A - Water bomb dropping spot
08B - Flying water bomb that you can pop (drops coins and a bob-omb boss? O_o)
08C - Koopa the Quick
08D - Koopa the Quick's flagpole
08E - Black bob-omb that stands still (you can still grab and throw it)
08F - Cannon
090 - Red bob-omb friendly
091 - Cannon
092 - Black bob-omb that stands still (you can still grab and throw it)
093-099 - Yellow coin
09A - Spinning water bomb - no damage or interaction with it
09B - Yellow coin
09C - Not Visible - moves, has huge ground shadow, and takes alot of life when touched
09D - Not Visible
09E-0A7 - Yellow coin
0A8 - Not Visible
0A9 - Tornado - tosses you into the air, spinning
0AA - Huge Waterbomb, you can punch out it's invisible underside and kill it for a blue coin
0AB - Huge Waterbomb, you can punch out it's 3 invisible underside objects and kill it for a blue coin
0AC - Freezes level
0AD-0B5 - Yellow coin
0B6 - Not Visible - harms mario/freezes game when attacked
0B7 - Not Visible - harms mario/freezes game when attacked
0B8 - Water bomb - no solidity or interaction with it
0B9 - Flying Shyguy - shoots fire
0BA - Yellow coin
0BB - Not Visible - quiets music when near and makes a creaking sound
0BC-0C3 - Yellow coin
0C4 - Water Bomb - moves in a circle, kill it for coins (might be spider from ghost house)
0C5 - Not Visible - can hurt you, you can't touch it
0C6 - Not Visible - can hurt you, you can't touch it
0C7 - Yellow coin
0C8 - Not Visible - made a small penguin sound
0C9 - Not Visible - mother penguin who has lost her baby
0CA - Not Visible - mother penguin who has lost her baby
0CB - Not Visible - makes a 'whoop' sound
0CC-0DB - Yellow coin
0DC - Glitched Bobomb King - really the haunted chair
0DD - Glitched Bobomb King - really the haunted chair
0DE - Glitched Bobomb King - really the haunted chair
0DF - Water bomb with coin inside - really ghost
0E0 - Water bomb with coin inside - really ghost
0E1 - Not Visible
0E2 - Not Visible
0E3 - Not Visible - has a shadow and dissipates when you touch it
0E4-108 - Yellow coin
109 - Not Visible
10A - Not Visible
10B - Weird Chain Chomp looking object that rotates only once when you touch it
10C - Not Visible
10D - Not Visible
10E - Not Visible
10F - Game Freezes as soon as you select an act
110 - Game Freezes as soon as you select an act
111 - Not Visible, Does 1/4 damage
112 - Not Visible, plays underwater treasure chest opening when touched
113-119 - Yellow Coin
11A - Ukkiki star giver
11B - Ukkiki hat stealer
11C - Pirhana Plant, normal size
11D - Yellow Coin
11E - Whomp Boss
11F - Chain Chomp complete with Chain and Post
120 - Yellow Coin
121 - Koopa
122 - Shelless Race Koopa the Quick (PJ64 ends when you talk to him)
123 - Post
124 - Invisible Fire Spitting Pirhana Plant
125 - Big Pirhana Plant
126 - Tiny Koopa doesn't give shell
127-137 - Yellow Coin
138 - Money Bag
139-13F - Yellow Coin
140 - Not Sure (makes monkey like sound then flies away. jumping on it's head gives you one coin.) (Bat?)
141 - Not Sure (makes monkey like sound then runs away. jumping on it's head gives you one coin.)
142 - HUGE Unsure. At first it looked like a whomp then like a chain chomp. Being near it hurts you.
143 - 2D Ball makes goomba hopping sounds, regenerates from sky, gives three coins.
144 - 2D Ball makes goomba hopping sounds, doesn't regenerate, gives three coins.
145-14D - Yellow Coin
14E - Yellow Coin disguised as a bubble
14F-157 - Yellow Coin
158 - Freezes Game
159 - Freezes Game Bridge that turns like blocks in TTC
15A - Unsure (tick tock clock?)
15B - Game Freezing Big Pirhana Plant
15C-161 - Freezes Game
162 - Not Visible
163 - Not Visible
164 - Freezes Game Wierd Music PJ64 Ends
165 - Not Visible
166 - Not Visible
167 - Same as 5B
168 - Freezes Game
169-171 - Yellow Coin
172 - Yellow ! Box with 2nd Star
173 - Yellow ! Box with 3rd Star
174 - Yellow ! Box with 4th Star
175 - Yellow ! Box with 5th Star
176 - Yellow ! Box with 6th Star
177-17C - Yellow Coin
17D - Back and Forth Moving Fence (Freeze when coming to close)
17E - Back and Forth Moving Bridge (Freeze when coming to close)
17F - Fence (Freeze when coming to close)
180 - Big Pirhana ??? (Freeze when coming to close)
181 - Game Freezes as soon as you select an act
182 - Yellow Coin
183 - Yellow coin
184 - Game Freeze
185 - Game Freeze
186 - Not visible, freezes when you go near it
187 - Not visible, freezes when you go near it
188-18C - Yellow coin
18D - Freeze after act select
18E - PJ64 crashes after act select
18F - Freeze after act select
190 - Freeze after act select
191 - Freeze after act select
192 - Freeze after act select (different crash; music stops)
193-198 - Freeze after act select
199 - PJ64 crashes after act select
19A - Not visible
19B - Freeze after act select
19C - Freeze after act select
19D - Freeze after act select
19E - Not visible
19F - Freeze after act select
1A0 - PJ64 crashes after act select
1A1 - Freeze after act select
1A2 - Not visible
1A3 - Not visible
1A4 - Freeze after act select
1A5 - Freeze after act select
1A6 - Freeze after act select
1A7-1AA - PJ64 crashes after act select
1AB - Freeze after act select
1AC - Freeze after act select
1AD - Not visible
1AE - Not visible
1AF - Freeze after act select

A lot of objects, such as Goombas, ignore the Y coordinate and always start directly on the ground. Also, some of the 'not visible' objects might just show up at certain times, like blue coins activated by a switch.


(edited by HyperHacker on 07-08-05 07:09 PM)
(edited by HyperHacker on 07-08-05 07:35 PM)
stag019

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Posted on 07-09-05 08:00 AM Link | Quote
Thanks for using my list. And about the blue switch thing, I think so too. Also I think some of them may be boxes that appear when you hit the Square Purple ! ground push button. (which I now call the P-Switch)


(edited by stag019 on 07-23-05 12:05 PM)
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 07-09-05 08:50 AM Link | Quote
Well, does anyone know any Gameshark codes to activate these switches?
Keikonium
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Posted on 07-10-05 01:10 AM Link | Quote
You could create your own GS code if you have a GS Pro for the actual system. Just set a trace. Then hit the switch and use the Unknown Value option. I would do it if my GS wasn't corrupt. I stacked all 4 of my GS's on top of one another with a game in it hopeing to transfer all the codes into one, and it just corrupted all 4 of them.

Anyway, the work you all have been doing is amazing. I'm surprised this thread hasn't been stickied yet.

And VL-Tone, with your program, can you warp the XYZ coords? Like a drag and pull kinda thing? Sort of like mario's face in the intro of this game how you can distort the triangles? Just wondering
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 07-10-05 01:13 AM Link | Quote
I have one, but as you might expect it's a huge pain trying to start it up. I've tried to make those codes before, too, and haven't had any luck, that's why I was hoping someone already knew.

I guess we'll have to resort to putting a switch right below Mario at the beginning of the level.


(edited by HyperHacker on 07-09-05 04:14 PM)
Keikonium
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Posted on 07-10-05 01:52 AM Link | Quote
My friend has a GS (he doesn't know if its pro), and I asked if I could use it for a little bit. He agreed. I will be going over there tonight to get it, and I will see what I can come up with. What exactly do you need? Just the pointer that says weither a purple switch is pressed or not? So like if the code was off; no pressed switch. And if the code was on; a pressed switch?

I will wait until you post (or PM) me with info if you want. I am not going over there until about 6:00 anyway. Hes having dinner.
Someguy

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Posted on 07-10-05 02:56 AM Link | Quote
Why not just edit another object into the switch right next to the list object? That would be much faster then working on a Gameshark code wouldn't it? Then again, the GS code might be fun to play with anyway.
HyperLamer
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people

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Posted on 07-10-05 05:08 AM Link | Quote
Yeah, that's what I said (put a switch where Mario starts), but a Gameshark code would be easier to use. Some switches have to be pounded, and they expire.

So yeah, just look for codes that make the various switches always on.
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Posted on 07-10-05 08:38 AM Link | Quote
Wait...

If you put a switch...

... where Mario starts, then...

...won't he step on it when...

...the stage starts?



What if you didn't want...

...him to do that?

(I put my layout in my normal post JUST for HyperHacker, since he LOVES my scroll bar)



(edited by BGNG on 07-09-05 11:39 PM)
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 07-10-05 11:21 AM Link | Quote
Wise guy.

I don't see why it would be such a huge problem to have Mario fall on it. If it is, you can wait for it to expire or maybe just move it ahead a little.
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