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1 user currently in Rom Hacking: |
Acmlm's Board - I2 Archive - Rom Hacking - Mario 64 - Amazing Stuff | | | |
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DJ Bouche Level: 11 Posts: 27/35 EXP: 5060 For next: 925 Since: 03-15-04 From: Bligh Park, NSW, Australia Since last post: 108 days Last activity: 14 days |
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Like. Holy fucking dog shit. xD I leave for like a year and I come back to see this. This inspires me enough to do MIDI converters for SM64 music (and MK64 and various other games in the process, since they all use the same engine/format). Though I've still got quite a bit of the format to decrypt, so I'll let you know as I get time and work through it. Excellent work everyone! |
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Kyoufu Kawa I'm not bad. I'm just drawn that way. Level: 70 Posts: 1807/2481 EXP: 3008456 For next: 7355 Since: 03-19-04 From: Catgirl Central Since last post: 14 hours Last activity: 13 hours |
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...ITS YOU!! |
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DJ Bouche Level: 11 Posts: 28/35 EXP: 5060 For next: 925 Since: 03-15-04 From: Bligh Park, NSW, Australia Since last post: 108 days Last activity: 14 days |
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Originally posted by Kawa-oneechan How are you gentlemen? *shot for the extremely lame and unfunny out-dated overused quote* But yah. Love how the music section is completely uncompressed whatsoever (minus the actual ADPCM audio samples)..may need you guys for help on repointing it and such (I haveno idea what pointer types there are or how they work in N64)... I'll let you know when that happens. |
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KawaiiImoto-e Hammer Brother Level: 49 Posts: 900/1068 EXP: 852917 For next: 30966 Since: 03-15-04 From: In my own little complicated dreamworld Since last post: 16 days Last activity: 4 days |
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Originally posted by Kawa-oneechan Quote for emphasis. *falls from chair* EDIT: Spellcheck. (edited by KawaiiImoto-e on 07-10-05 10:41 AM) (edited by KawaiiImoto-e on 07-10-05 10:41 AM) (edited by KawaiiImoto-e on 07-10-05 11:25 AM) |
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KATW King Yoshi "If you stare at something long enough, it can be funny." Level: 86 Posts: 3060/3959 EXP: 6087979 For next: 54128 Since: 03-15-04 Since last post: 7 hours Last activity: 5 hours |
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DJ IS BACK!!!! The scary thing is, your name randomly popped into my head a few days ago, and I had no idea what it pertained to... and yet here you are... Wow... I think you mean emphasis KawaiiImoto... |
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Kyoufu Kawa I'm not bad. I'm just drawn that way. Level: 70 Posts: 1811/2481 EXP: 3008456 For next: 7355 Since: 03-19-04 From: Catgirl Central Since last post: 14 hours Last activity: 13 hours |
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Embasis, emphasis... it's close enough to consider homophonous. This is the Internet. He who cares too much for proper spelling is a dick. Note: not completely my own views, and misspelling n00bs are exempt from this rule. |
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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: 5651/8210 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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What th... *throws away free sample mints* |
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Keikonium Banned Level: NAN Posts: 1646/-2459 EXP: NAN For next: 0 Since: 04-02-04 Since last post: 63 days Last activity: 9 hours |
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Wow Bouche is back! We would love to know how you did the custom music in SMW. If you wouldn't mind showing us all, that would be great. And if you do something for SM64 that would be awesome too! @HH: I have used the GS to try and get a switch code to work. I can't seem to even get anything close to a switch press code. I tried, but no use. Sorry. So hopefully you can figure something out. |
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KATW King Yoshi "If you stare at something long enough, it can be funny." Level: 86 Posts: 3067/3959 EXP: 6087979 For next: 54128 Since: 03-15-04 Since last post: 7 hours Last activity: 5 hours |
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Originally posted by Kawa-oneechanIts a reflex, alright? Im born with a curse Just a thought, have you guys run into any unused objects, or something like that? |
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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: 5658/8210 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 that chain chomp thing that turns when you touch it is pretty odd. I know it's not supposed to really look like a chomp, but what object does that? | |||
VL-Tone Red Cheep-cheep Level: 23 Posts: 102/200 EXP: 64158 For next: 3565 Since: 06-06-04 From: In the Moon! Since last post: 5 days Last activity: 2 hours |
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Hi there! Back from vacation, with a couple of mosquitoes and flies bites Can I say wow too? Great list and findings you got in a week, congratulation! I'll have to digest all that new stuff since I just got back this morning. One thing I could point out now is that the shadows for the trees are part of the level geometry data, I had those disabled in my editor since they caused some clipping problems, the problem happens when two polygons are "co-plannar" meaning that hmm... that they share the same plane Fortunately these kind of applied semi-transparent polygons always seem to be part of the same polygon groups so by moving them a little so that they are not co-plannar can help with the clipping problems. Anyway I guess those cosmetic problems are not that important for now. I'll try to add the new objects to the Level 1 editor today, hopefully you'll get a new version by tomorrow. By the way that AquaTeen reference is really funny, it was not intentional Welcome back Bouch |
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tfc Newcomer Level: 5 Posts: 9/9 EXP: 344 For next: 185 Since: 05-23-05 Since last post: 113 days Last activity: 160 days |
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welcome back Bouche, did you ever finished that new version of SMK edit? xTFCx |
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stag019 Snifit Level: 23 Posts: 65/299 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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I wanna be the first to say: Welcome back VL-Tone. Hope your vacation was great. Sorry I didn't have a release of SL64 for you when you came back (that was my goal), but, I've been busy. It'll be coming, so keep your eyes open. |
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VL-Tone Red Cheep-cheep Level: 23 Posts: 103/200 EXP: 64158 For next: 3565 Since: 06-06-04 From: In the Moon! Since last post: 5 days Last activity: 2 hours |
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Hey thanks stag019 Yeah I had a great time, allot of stress went out the window Don't worry about missing your deadline for SL64. We all know that Real Life (edited by VL-Tone on 07-11-05 04:41 PM) (edited by VL-Tone on 07-11-05 04:44 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: 5682/8210 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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Those are still just the 1824 objects. Trees might be another list. I would think they only need an X/Z location and object ID, they can place themself on the Y location so as to always be on the ground. Goombas do that. | |||
Chickenlump Level: 41 Posts: 638/722 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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Usually I don't have a clue what I'm talking about, so that may apply to this post too. Perhaps all these objects are compressed along with the other level data, since all of these objects are present during every act of the level (these have no act byte like the others). I have no luck so far using any of the compressors/decompressors, and I'm pretty sure these objects are within what's been labeled as Level 1 Data (all compressed). I pretty much stopped trying when I thought about it and got confused further. |
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VL-Tone Red Cheep-cheep Level: 23 Posts: 104/200 EXP: 64158 For next: 3565 Since: 06-06-04 From: In the Moon! Since last post: 5 days Last activity: 2 hours |
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Originally posted by HyperHacker Trees also have an Y coord, I remember moving a tree along the 3 axis, trees don't seem to be compressed anymore than the other objects. Also, I was under the impression that you were hacking the part where the tree data is. Actually, there is no trace of any "18 24" near the byte you used to make the list at 405725. I guess that the list you built can also be applied to the 1824 objects. It means I could implement the list in my editor for the 1824 objects and that would make it much more useful. Chickenlump, my guess is that the only compression mean used in SM64 is MIO0, everything outside the MIO0 files is uncompressed. Maybe the sound samples are the exception and are compressed using another method. |
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Chickenlump Level: 41 Posts: 640/722 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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Ok, I was thinking that the newer objects were in the same MIO0 file as the level data itself, not compressed seperatley. | |||
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: 5693/8210 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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Ah, I could have sworn that was one of the 1824 objects... What the hex was I editing then? I know it modifies a sign... Also, being on every act doesn't mean anything, data-wise. The sign is on every act but it's still in with things that aren't. |
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VL-Tone Red Cheep-cheep Level: 23 Posts: 105/200 EXP: 64158 For next: 3565 Since: 06-06-04 From: In the Moon! Since last post: 5 days Last activity: 2 hours |
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Ok I'll answer that one before going to bed The sign(s) object(s) don't appear in my editor, as they are not 1824 objects. In the example above what is selected is Koopa Quick, being type 68. The sign is type 34. If you look at 68 or 168 in the list you made it doesn't correspond to Koopa Quick. So you really did document a separate object list for something other than 1824 objects as those start at 405A60, the data you edited was around 405725. Unfortunately, the objects you documented don't have such an obvious start byte such as "18","0C", "04" which is the length byte for those. Now if you want to document the "18" objects, you can either use my editor or simply change a byte like the 68 at 405C62 using your favorite hex editor or tool and describe the results for each of the other 255 possibilities . I should have done it myself but I didn't have the time and I always spend too much time trying to describe things when I do this kind of list. Maybe we could split the task (edited by VL-Tone on 07-12-05 04:22 AM) (edited by VL-Tone on 07-12-05 04:23 AM) |
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