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11-02-05 12:59 PM
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stag019

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Posted on 07-26-05 01:07 AM Link | Quote
What I meant was, how do you view hex editor for the RAM. I already know how to change it, because I've been working with it for a while, I use Nemu64.
800F0850.
Why don't you work around that address? See if you can find how to change Mario's sizes. Like, for example, if I wanted to make Mario thinner and taller without changing his polygon structure.
Sukasa

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Posted on 07-26-05 01:29 AM Link | Quote
My GS can pause gameplay, and edit the RAM in the N64 in such a way that it's like all of the editing took place instantaneously. I just use the GS, and it gives me access to all of the RAM in the N64. And i'll play with that addy you posted, as well.

EDIT: Nope, that address did nothing for me on the N64. I'm trying the other addresses around it as well, though. The GS can access anywhere from 00000000 - FFFFFFFF, from what the "Jump To Address" dialog box says.


(edited by Sukasa on 07-25-05 04:39 PM)
BrooklynMario

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Posted on 07-26-05 01:59 AM Link | Quote
Can someone release a demo of some of the stuff they have edited so far so we can get a glimpse of whats in store?


(edited by BrooklynMario on 07-25-05 05:01 PM)
Sukasa

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Posted on 07-26-05 02:18 AM Link | Quote
BM, try looking through these pages, there have been a couple of IPS's released. Anyways, I looked through the RAM, couldn't make any changes to mario, but I did find a section of code that I managed to corrupt several times before I found it.

The part of it I have mapped out so far is from (in RAM) 800F0877 to 800F08AC. The code probably extends beyond that, but that's how far I went.

The code segment was:

63 00 1C 00 01 80 0F 08 78
80 0F 08 78 80 0F 08 60 80
0F 08 94 00 00 00 00 3E 80
00 00 01 2A 00 01 80 0F 85
28 80 0F 08 B0 80 0F 08 78
00 00 00 00.

Changing the zeros after 94 either crashed the game, where the music played on but nothing else happened, or if the last zero after 94 was changed to F0, the game crashed and the music kept repeating the last half-second of music and sound played, which in my case was a bird chirping, making a "chichichichichichi..." noise. Before the code, there was random stuff that had no effect on gameplay for the offsets I tried, picked at random. Anyone got any Ideas for what this code could mean?

EDIT: Two more RAM locations, one of them about mario's Y offset!

8033B220 is a big-endian offset for how high off of the floor mario is. The higher the number, the higher in the air mario is (Although his collision data is unaffected, Mario moves around normally, and when he picks something up, it magically flies to his hands.)

8033B224 is a squish timer, set a value to it to have mario quished for that number of frames. Try it!

8033B2248, when given a number other than 00, will make the current area reload. I can't find the byte that tells the game which area to load yet...

8033B224A, when set to anything above 01, will make a second mario appear, in place, mimicking what mario does but not moving. Fun to try and fight with this guy.

I'll add more as I find them.


(edited by Sukasa on 07-25-05 06:00 PM)
(edited by Sukasa on 07-25-05 06:25 PM)
Cymoro
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Posted on 07-26-05 03:14 AM Link | Quote
Originally posted by BrooklynMario
Can someone release a demo of some of the stuff they have edited so far so we can get a glimpse of whats in store?


I've already mentioned several things that could happen. Explosions over Bob-Omb Battlefield, more Bob-omb buddies, and I think that there could even be a cool thing for Big Boo's Mansion (a maze where, if you go the wrong way, you can't go back, and you must fall into a pit that brings you to a basement). There's tons of possibilities that could happen.
VL-Tone

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Posted on 07-26-05 06:47 AM Link | Quote
Originally posted by stag019
What about my get inside the mirror savestate? Thats proved the paintings were fake. And that when your on the Mirror's side, Mirrio's on the other (and the mirors is full transparent). I wonder if you could have two mario's anywhere, even without a mirror. And I wonder how it would react to objects, like enemy's and coins.
And BTW, VL-Tone, have you found the F in the castle hallways? I no it's a hallways piece, but what exactly is it?



Oh well I decoded the castle interiors for nothing then

I think the virtual Mario(s) would'nt be affected by scenery... So that would make it hard to do a Mario 128 thing on terrain that is not mirrored. I would guess that the barrier and glare effect is one object, and the one that makes a virtual mario is another.

As for the F, I suspect it's two of these platforms:



There is just one in the geometry data, unpositionned, meaning it's near position 0,0,0 and its probably repositioned by level layout data. There is also just one of the two pillars appearing at position 0,0,0 (not shown here) and one half of a star door . This means the game can clone multiple instances of these in a level. This still doesn't explain what are they doing there.

And how did you change the sign into 3 pink bob ombs? Is it near 405722? And what value did you change? Remember the object image type list you did while I was on vacation?

I just realized yesterday that 405724 is part of the level 1 compressed MIO0 file... That's why I couldn't figure it out! So coins, trees and some other objects are part of the compressed file.The sign value (34) at 405724 in the ROM is found at 1129B in the MIO0 file.

I currently investigating the format inside the file, it seems much more ordered I wonder why there are objects inside and outside the MIO0 file...

Sukasa: great finds with the GS codes! These will be very useful keep them coming , too bad I cannot use GS codes (don't ask). What makes mario being squished though is not simply on the fly geometry modifications. There are different version of the Mario geometry inside its MIO0 file, about 5 predefined squished versions of Mario of different height...

Cymoro: to make the bob-omb appear in every act, you changed the act number to FF right?

And yeah there are tons of things that could be done, even only with the "24" objects found outside the MIO0 file. I'm currently implementing the newer object list (types and behaviors combos) in my editor, that will make it much more powerful, maybe I could add an IPS patch save option. But we should document the objects before starting to hack around levels.

zidapi: I forgot to reply to you sorry!

Originally posted by zidapi
@VL-Tone
In regards to the levels in the pointer list that you documented. They are the exact same levels in the exact same order that they appear in the debug level select menu which can be activated with the gameshark code 8032C64C 0001 eg the 2 slides don't appear in level select either.

As far as lost or test levels go, there are 7 blank spaces in the level select but choosing them just resets the game. If you can find the start values for the 2 slide levels you may very well be able to find the start values for hidden levels, but as faf as i can think the 2 slides are the only areas that don't appear in the pointer list/level select.

In all honesty, it is more likely that any further debug modes/features/levels would be in the 2 japanese versions of the game than the US rom.

Keep up the good work, you are doing amazing things with this game!


That's very usefull to know! It means that this is the master level list. Is there an IPS patch to activate the debug menu? It would be very interesting to dig up the Japanese version and list the MIO0 files, I would also think that there is much more beta stuff in there (things that were removed to make place for the extra voice in the US version)

Ok now here is a revised version of the MIO0 file description list (US version):

00108A40 -- Big Font and interface graphics
00114750 -- Mario! (textures and geo)
0012A7E0 -- Beta Yoshi Egg! and some geometry
00132C60 -- Big Bully (textures and geo)
00134D20 -- Balls of different sizes
0013B910 -- Sea Creatures (textures and geo)
00145E90 -- Vulture bird (textures and geo)
001521D0 -- Monkey (textures and geo)
00160670 -- Eyes & Snowball (textures and geo)
00165A50 -- Red and yellow [?] Texture
00166C60 -- Haunted Piano (textures and geo)
0016D870 -- Peach Toadstool (textures and geo)
00180BB0 -- Enemy (textures and geo)
00188440 -- Bowser! (textures and geometry)
001B9CC0 -- Treasure Chest (textures and geo)
001C4230 -- Koopa data (textures and geo)
001D8310 -- Toad (textures and geo)
001E51F0 -- Chilly chief (textures and geometry)
001E7EE0 -- Mr eye (textures and geo)
001F2200 -- Goomba (textures and geo)
00201410 -- Doors, trees, coins & PowMeter, some geo
0026A3A0 -- Wood Texture and TM? for title screen?
0026F420 -- Data Only
002708C0 -- Super Mario BG
002A65B0 -- Menu & Power Meter & some geometry
002AC6B0 -- Clouds Water BG
002B8F10 -- Mountains BG
002C73D0 -- Clouds BG
002D0040 -- Some BG
002D64F0 -- Undersea BG
002E7880 -- Cloud Floor BG
002F14E0 -- Sand BG
002FB1B0 -- Night BG
00301CD0 -- Bowser Green BG
0030CEC0 -- Bowser 3 BG
0031E1D0 -- Lava (textures only)
00326E40 -- Haunted House textures (only)
0032D070 -- Bobomb Battlefield Textures only
00334B30 -- Jolly Roger Bay (textures only)
0033D710 -- Cool textures from Rainbow Road?
00341140 -- Snow & Ice (textures only)
00347A50 -- Hazy Maze Cave Textures (only)
0034E760 -- Tick Tock Clock Textures
00351960 -- Unused Textures? HalfMoon?
00357350 -- Whomp's Fortress textures (only)
0035ED10 -- Castle Ground Textures
00365980 -- Inside Castle textures (only)
0036F530 -- Beta Flower and other textures
00371C40 -- Boo's Haunted House (textures and level geo)
00383950 -- Snow Level?
00396340 -- Inside Castle, Paintings and level geo
003D0DC0 -- Hazy Maze Cave (textures and level geo)
003E76B0 -- Shifting Sand Land (textures and level geo)
003FC2B0 -- Bomomb Battlefield (textures and level geo)
00405FB0 -- Snowman's Land (textures and level geo)
0040ED70 -- Wet Dry World (textures and level geo)
0041A760 -- DireDireDocks (textures and level geo)
004246D0 -- Some Rock textures and level geo
0042CF20 -- Tick Tock Clock (textures and level geo)
00437870 -- Flying Carpet corner and some geo?
0044ABC0 -- Castle Grounds (textures and level geo)
00454E00 -- Bowser Dark World (textures and level geo)
0045C600 -- Vanish Cap (textures and level geo)
004614D0 -- Bowser in Fire Sea (textures and level geo)
0046B090 -- Data Only
0046C3A0 -- Mini Bowser hieroglyph, Goomba and shell statues
004784A0 -- Lethal Lava Land (textures and level geo)
0048D930 -- Dire Dire Docks? (textures and level geo)
00496090 -- Whomp's Fortress (textures and level geo)
0049E710 -- Cake End Picture
004AC570 -- Only data
004AF930 -- Checkerboard texture and geo
004B80D0 -- Metal Cap cave? (textures and level geo)
004BEC30 -- WingCap Towers (textures and level geo)
004C2920 -- Mountain textures (only)
004C4320 -- Rainbow Road (textures and geo)
004CDBD0 -- Lethal Lava Textures (only)
004CEC00 -- Marble texture and geo, Bowser platform?
004D1910 -- Tall Tall Mountain (textures and level geo)


The list is still not as detailed as it should be and there may be some little mistakes here and there.


(edited by VL-Tone on 07-25-05 09:52 PM)
stag019

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Posted on 07-26-05 06:54 AM Link | Quote
I didnt change it into three BBB's I changed it into one so there we three in the level. I should have made that more clear. And BTW, I changed it to 36. And, I thought it might be those also, but looking at the picture again, it couldn't be the star door.
VL-Tone

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Posted on 07-26-05 07:03 AM Link | Quote
Originally posted by stag019
I didnt change it into three BBB's I changed it into one so there we three in the level. I should have made that more clear. And BTW, I changed it to 36. And, I thought it might be those also, but looking at the picture again, it couldn't be the star door.



Ehmm... it's not the star door... It's the red platform under it. Put two of these side to side, and with some messed up face culling you get an F if seen from a particular angle. You can see that the red platform has the same proportions.

Sukasa

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Posted on 07-26-05 08:33 AM Link | Quote
OK, the height offset is signed, and by making the high byte F0, and the low byte 00, I was able to make mario walk under the floor, but theother two offsets were nowhere to be found. I found several other offsets, but I've lost them. Anyways, by using other values, you can make mario float in midair, the neat thing about them being that mario also floats up a bit, then down a bit in a repeating pattern.

Anything specific you want me to find out, or try? Since code runs from RAM, I can probably try to find some empty space and insert my own code, or yours and test it. BTW, are opcodes for the N64 one or two bytes long?
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Posted on 07-26-05 09:24 AM Link | Quote
VL-Tone: Actually, I changed it to 3E to make it appear in act 1-6, and edged him over about 3 on the Z axis, thus aking 3 Bob-omb Buddies.. (Which is 111111). Because there is no selectable 7 or 8, I didn't see the need.

Also, I'm making good progress on the descriptions of the objects and did notice that some objects were missing from Bob-Omb Battlefield's section, like how King Bob-Omb was completely missing. I'll be doing a bit more searcing for him, though.

Also, a fun thing to do is put Whomp in Bob-Omb Battlefield. Launching myself into him from the cannon was unbelieveably fun. And, since his star goes to a certain point on the map (which wasn't set for Bob-Omb Battlefield), I had to use a cannon to get to it.


(edited by Cymoro on 07-26-05 12:25 AM)
stag019

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Posted on 07-26-05 09:39 AM Link | Quote
Originally posted by Cymoro
VL-Tone: Actually, I changed it to 3E to make it appear in act 1-6, and edged him over about 3 on the Z axis, thus aking 3 Bob-omb Buddies.. (Which is 111111). Because there is no selectable 7 or 8, I didn't see the need.

Also, I'm making good progress on the descriptions of the objects and did notice that some objects were missing from Bob-Omb Battlefield's section, like how King Bob-Omb was completely missing. I'll be doing a bit more searcing for him, though.

Also, a fun thing to do is put Whomp in Bob-Omb Battlefield. Launching myself into him from the cannon was unbelieveably fun. And, since his star goes to a certain point on the map (which wasn't set for Bob-Omb Battlefield), I had to use a cannon to get to it.

Ya I posted Screenshots of that earlier.
Somewhere in http://photobucket.com/albums/a306/kooparace/ there.
http://photobucket.com/albums/a306/kooparace/?action=view¤t=b8816cb0.jpg that one, and some others.


(edited by stag019 on 07-26-05 12:41 AM)
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Posted on 07-26-05 10:32 PM Link | Quote
Most of these GS codes are on gscentral.com. Also the level list is exactly as seen with the level select code, but it's a 16-bit signed value; -1, -2 and -3 do something as well.

Regarding some objects being inside the file, it could be for compression or speed reasons, or maybe they just changed the code around a lot. It's quite sloppy code.

Originally posted by Sukasa
BTW, are opcodes for the N64 one or two bytes long?
4.
stag019

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Posted on 07-27-05 04:14 AM Link | Quote
Originally posted by VL-Tone
Originally posted by stag019
zidapi: I forgot to reply to you sorry!

Originally posted by zidapi
@VL-Tone
In regards to the levels in the pointer list that you documented. They are the exact same levels in the exact same order that they appear in the debug level select menu which can be activated with the gameshark code 8032C64C 0001 eg the 2 slides don't appear in level select either.

As far as lost or test levels go, there are 7 blank spaces in the level select but choosing them just resets the game. If you can find the start values for the 2 slide levels you may very well be able to find the start values for hidden levels, but as faf as i can think the 2 slides are the only areas that don't appear in the pointer list/level select.

In all honesty, it is more likely that any further debug modes/features/levels would be in the 2 japanese versions of the game than the US rom.

Keep up the good work, you are doing amazing things with this game!


That's very usefull to know! It means that this is the master level list. Is there an IPS patch to activate the debug menu? It would be very interesting to dig up the Japanese version and list the MIO0 files, I would also think that there is much more beta stuff in there (things that were removed to make place for the extra voice in the US version)


Well, I looked through a Japanese rom and the US rom with HH's Graphic viewer, and although there were diferences in the address, I didn't find any other diferences. Perhaps I'm not using the right Japanese rom. I'll edit this post when I look through the level select stuff.

Edit: D033AFA1 0020
A032DDF9 00??
Select a Level. Jump Into a Painting. Press A at the Stars Collected Screen. As Stats are fading hold L, and you'll jump to the level you've selected.

Perhaps we can find the two slides/any beta levels with this code. 32 freezes the game, and that's all I went up to. How about someone else do this for me?


(edited by stag019 on 07-26-05 07:14 PM)
zidapi
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Posted on 07-27-05 08:24 PM Link | Quote
OK sorry i took so long to post.

I also had a look through the 2 Japanese ROMs, In the US level select there are a few letters which appear 'scrambled' but in the Japanese one they show up fine. Other than this odd although probably useless difference there are no others, all the levels that appear in Japanese menu are exactly the same (including the level names) as those in the US menu. So the hopes of lost levels in the japanese version are lost, from the level select anyway.

luckily i went to school with the guy who originally hacked the code and i've been speaking to him, and we think it is still possible, as he remembers hacking a code way back to let you allways start in the slide in tall tall mountain when you jump into the painting. These values should be able to be applied to any painting i'd assume. so there is still hope.

as for an IPS patch he had a quick look and couldn't find where to enable it in the rom itself, but i'm looking into it more anyway.

EDIT: He said he also thought he found the textures for a yoshi egg but it turned out to be the 1up mushroom, so can you check them before i get all excited
or better yet could you post pics of the 2 beta textures for us?

stag019: I'll have a go at those level select values later on


(edited by zidapi on 07-27-05 11:29 AM)
Sukasa

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Posted on 07-27-05 10:08 PM Link | Quote
Found another RAM address. 8033B26B controls the overlay settings, specifically Mario's lives, Power Stars, the Lakitu camera icon, and the TIME counter. When outside of a level, it should read 3D, while in a level without a TIME counter it will read 3F, which means the bits are read differently whether mario is in or out of a level.

If the byte is above 40, then the TIME counter is shown, otherwise it isn't. The other 3 overlay icons are mapped to certain bits in the lower nibble (D), and changing that can cause them to appear or disappear at will. No Idea what the coin counter overlay is set to, it might be hardcoded.

The next 3 bytes after that are used to set the time counter, place a value into them to make the TIME counter show a value. It won't wount up by itself, so I'm guessing that another RAM address has to be set for that to happen.
stag019

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Posted on 07-27-05 11:54 PM Link | Quote
Originally posted by zidapi
OK sorry i took so long to post.

I also had a look through the 2 Japanese ROMs, In the US level select there are a few letters which appear 'scrambled' but in the Japanese one they show up fine. Other than this odd although probably useless difference there are no others, all the levels that appear in Japanese menu are exactly the same (including the level names) as those in the US menu. So the hopes of lost levels in the japanese version are lost, from the level select anyway.

luckily i went to school with the guy who originally hacked the code and i've been speaking to him, and we think it is still possible, as he remembers hacking a code way back to let you allways start in the slide in tall tall mountain when you jump into the painting. These values should be able to be applied to any painting i'd assume. so there is still hope.

as for an IPS patch he had a quick look and couldn't find where to enable it in the rom itself, but i'm looking into it more anyway.

EDIT: He said he also thought he found the textures for a yoshi egg but it turned out to be the 1up mushroom, so can you check them before i get all excited
or better yet could you post pics of the 2 beta textures for us?

stag019: I'll have a go at those level select values later on

Alright good. About the textures, what exactly do you mean and who exactly was that posted to? Anyways, if you want to see it yourself, download this file, UnRAR it, and Open viewer. Click Open ROM select an ABCD byteordered SM64 ROM. Then either find next or select a specific address. If you are unsure if your ROM is ABCD or not, go here and download the file. Please note that color is not 100% perfect as of now. If you would like perfect color, you would have to download the decompressor and view with a dissassembler.
Sukasa

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Posted on 07-28-05 01:46 AM Link | Quote
Hey, If anyone comes up with any code they'd like to test, I could do that for them. I've found some RAM that doesn't get changed/reset every frame, so I could add something in if someone wanted to try anything.
stag019

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Posted on 07-28-05 06:26 AM Link | Quote
Originally posted by Sukasa
8033B2248, when given a number other than 00, will make the current area reload. I can't find the byte that tells the game which area to load yet...

8033B224A, when set to anything above 01, will make a second mario appear, in place, mimicking what mario does but not moving. Fun to try and fight with this guy.

These both have 9 digits, however, they should only have 8.
VL-Tone

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Posted on 07-28-05 07:52 AM Link | Quote
Is this the Yoshi Beta egg you were talking about?



This is extracted from the Mario 64 ROM, it looks better in 32-bits though, since I had to reduce the number of colors to 256 for the animated gif. Here is the 32-bit unanimated version:


Been busy these last two days, but I had time to release a new version of my level layout editor.


It's also in my sig, but the editor is at http://membres.lycos.fr/nes3d/M64EditDownload.htm

This new version features a revised interface, with bytes shown in a normal order, and most importantly, includes a browseable list of "combos" which is the name I decided to use to describe the type/behavior/parameters combinations found in the game. The weird colored triangles with plus signs are buttons that will copy parts or the whole combo to the currently selected object (don't forget to save the object after copying). You can also reverse the arrows direction and copy object values into the combo fields so that you can use it as a clipboard to copy values between objects. Another improvement is that you can now edit the "act" byte by clicking on the stars, enabling or disabling the object for this course.

Obviously, this thing will be much easier to use once we have a list of what all these combos are, and the interface will feature a pop-up menu to chose them. Also, I'm about to add support for other levels.

(edit: ehmm I just realized that the "behavior" text is misaligned in the interface... I don't know how it got through my testing... I don't think I'll re-upload a fixed version just because of that)


(edited by VL-Tone on 07-27-05 11:00 PM)
(edited by VL-Tone on 07-28-05 01:16 AM)
stag019

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Since last post: 9 days
Last activity: 7 hours
Posted on 07-28-05 12:01 PM Link | Quote
Nice new release for the editor, but whats this? http://home.ripway.com/2005-6/333444/wtf.PNG. Also, I think the star thing may be wrong, because I'm sure the warp appears on every star, but it says only 1-4 (value is 1F)

[offtopic] At emutalk, someones made a great SM64 eep editor (savestate) http://www.emutalk.net/attachments/general-n64-emulation-discussion/25726-super-mario-64-eep-editor-part-2-sm64-eep-editor.zip. Maybe this can help in something...[/offtopic]

Also, I like the Yoshi egg, but how about you do that for the Flower?
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