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Acmlm's Board - I2 Archive - Rom Hacking - Mario 64 - Amazing Stuff | | | |
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Someguy Buzzy Beetle It seems as though the girl you've fallen for is also a pyromaniac. Level: 32 Posts: 334/397 EXP: 193329 For next: 13113 Since: 03-15-04 From: I'm proud to be an American... I think... Since last post: 1 day Last activity: 5 hours |
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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. |
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stag019 Snifit Level: 23 Posts: 43/299 EXP: 62259 For next: 5464 Since: 06-10-05 From: C:\Documents and Settings\stag019\Desktop Since last post: 9 days Last activity: 7 hours |
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Originally posted by SomeguyI 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) |
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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 Posts: 5532/8210 EXP: 18171887 For next: 211027 Since: 03-15-04 From: Canada, w00t! LOL FAD Since last post: 2 hours Last activity: 2 hours |
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Originally posted by stag019Originally posted by ChickenlumpSo 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): It means there's 0x200 possible objects. 2 lists. Not 256. |
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stag019 Snifit Level: 23 Posts: 53/299 EXP: 62259 For next: 5464 Since: 06-10-05 From: C:\Documents and Settings\stag019\Desktop Since last post: 9 days Last activity: 7 hours |
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Originally posted by HyperHackerBut what about 2-FF at offset 405722?Originally posted by stag019Originally posted by ChickenlumpSo 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): (edited by stag019 on 07-05-05 10:52 PM) (edited by stag019 on 07-23-05 11:59 AM) |
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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 Posts: 5540/8210 EXP: 18171887 For next: 211027 Since: 03-15-04 From: Canada, w00t! LOL FAD Since last post: 2 hours Last activity: 2 hours |
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Originally posted by Chickenlump 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) |
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stag019 Snifit Level: 23 Posts: 59/299 EXP: 62259 For next: 5464 Since: 06-10-05 From: C:\Documents and Settings\stag019\Desktop Since last post: 9 days Last activity: 7 hours |
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Originally posted by HyperHackerOriginally posted by Chickenlump 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) |
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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 Posts: 5579/8210 EXP: 18171887 For next: 211027 Since: 03-15-04 From: Canada, w00t! LOL FAD Since last post: 2 hours Last activity: 2 hours |
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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) |
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stag019 Snifit Level: 23 Posts: 60/299 EXP: 62259 For next: 5464 Since: 06-10-05 From: C:\Documents and Settings\stag019\Desktop Since last post: 9 days Last activity: 7 hours |
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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. |
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Chickenlump Level: 41 Posts: 636/722 EXP: 474192 For next: 5953 Since: 03-15-04 From: Columbia City Indiana Since last post: 3 hours Last activity: 4 min. |
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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). |
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Kitten Yiffer Purple wand Furry moderator Vivent l'exp����¯�¿�½������©rience de signalisation d'amusement, ou bien ! Level: 135 Posts: 10435/11162 EXP: 28824106 For next: 510899 Since: 03-15-04 From: Sweden Since last post: 3 hours Last activity: 4 min. |
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Originally posted by HyperHackerBut 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. |
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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 Posts: 5584/8210 EXP: 18171887 For next: 211027 Since: 03-15-04 From: Canada, w00t! LOL FAD Since last post: 2 hours Last activity: 2 hours |
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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) |
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stag019 Snifit Level: 23 Posts: 61/299 EXP: 62259 For next: 5464 Since: 06-10-05 From: C:\Documents and Settings\stag019\Desktop Since last post: 9 days Last activity: 7 hours |
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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) |
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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 Posts: 5604/8210 EXP: 18171887 For next: 211027 Since: 03-15-04 From: Canada, w00t! LOL FAD Since last post: 2 hours Last activity: 2 hours |
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Well, does anyone know any Gameshark codes to activate these switches? | |||
Keikonium Banned Level: NAN Posts: 1623/-2459 EXP: NAN For next: 0 Since: 04-02-04 Since last post: 63 days Last activity: 9 hours |
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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 |
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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 Posts: 5618/8210 EXP: 18171887 For next: 211027 Since: 03-15-04 From: Canada, w00t! LOL FAD Since last post: 2 hours Last activity: 2 hours |
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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) |
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Keikonium Banned Level: NAN Posts: 1632/-2459 EXP: NAN For next: 0 Since: 04-02-04 Since last post: 63 days Last activity: 9 hours |
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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. |
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Someguy Buzzy Beetle It seems as though the girl you've fallen for is also a pyromaniac. Level: 32 Posts: 340/397 EXP: 193329 For next: 13113 Since: 03-15-04 From: I'm proud to be an American... I think... Since last post: 1 day Last activity: 5 hours |
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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 Sesshomaru Tamaranian Level: 118 Posts: 5625/8210 EXP: 18171887 For next: 211027 Since: 03-15-04 From: Canada, w00t! LOL FAD Since last post: 2 hours Last activity: 2 hours |
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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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BGNG Snifit Level: 22 Posts: 130/276 EXP: 56579 For next: 1771 Since: 06-03-05 Since last post: 8 days Last activity: 3 hours |
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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) |
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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 Posts: 5634/8210 EXP: 18171887 For next: 211027 Since: 03-15-04 From: Canada, w00t! LOL FAD Since last post: 2 hours Last activity: 2 hours |
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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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