Register | Login | |||||
Main
| Memberlist
| Active users
| ACS
| Commons
| Calendar
| Online users Ranks | FAQ | Color Chart | Photo album | IRC Chat |
| |
1 user currently in Rom Hacking: |
Acmlm's Board - I2 Archive - Rom Hacking - Mario 64 - Amazing Stuff | | | |
Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 | Add to favorites | "RSS" Feed | Next newer thread | Next older thread |
User | Post | ||
stag019 Snifit Level: 23 Posts: 73/299 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 |
| ||
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 Boomboom Error 349857348734534: The system experienced an error. Level: 57 Posts: 1403/1981 EXP: 1446921 For next: 39007 Since: 02-06-05 From: *Shrug* Since last post: 6 days Last activity: 1 day |
| ||
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 Koopa Level: 17 Posts: 107/110 EXP: 23769 For next: 974 Since: 09-04-04 From: Brooklyn, NY Since last post: 19 hours Last activity: 45 days |
| ||
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 Boomboom Error 349857348734534: The system experienced an error. Level: 57 Posts: 1404/1981 EXP: 1446921 For next: 39007 Since: 02-06-05 From: *Shrug* Since last post: 6 days Last activity: 1 day |
| ||
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 PATRICK DUFFY WILL LASER YOUR SOUL Level: 67 Posts: 1914/2216 EXP: 2549743 For next: 43129 Since: 03-15-04 From: Cymoro Gaming Since last post: 6 hours Last activity: 4 hours |
| ||
Originally posted by BrooklynMario 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 Red Cheep-cheep Level: 23 Posts: 133/200 EXP: 64158 For next: 3565 Since: 06-06-04 From: In the Moon! Since last post: 5 days Last activity: 2 hours |
| ||
Originally posted by stag019 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 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):
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 Snifit Level: 23 Posts: 75/299 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 |
| ||
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 Red Cheep-cheep Level: 23 Posts: 134/200 EXP: 64158 For next: 3565 Since: 06-06-04 From: In the Moon! Since last post: 5 days Last activity: 2 hours |
| ||
Originally posted by stag019 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 Boomboom Error 349857348734534: The system experienced an error. Level: 57 Posts: 1408/1981 EXP: 1446921 For next: 39007 Since: 02-06-05 From: *Shrug* Since last post: 6 days Last activity: 1 day |
| ||
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? |
|||
Cymoro PATRICK DUFFY WILL LASER YOUR SOUL Level: 67 Posts: 1915/2216 EXP: 2549743 For next: 43129 Since: 03-15-04 From: Cymoro Gaming Since last post: 6 hours Last activity: 4 hours |
| ||
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 Snifit Level: 23 Posts: 76/299 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 |
| ||
Originally posted by Cymoro 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) |
|||
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: 6076/8210 EXP: 18171887 For next: 211027 Since: 03-15-04 From: Canada, w00t! LOL FAD Since last post: 2 hours Last activity: 2 hours |
| ||
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 Sukasa4. |
|||
stag019 Snifit Level: 23 Posts: 78/299 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 |
| ||
Originally posted by VL-ToneOriginally posted by stag019 |
|||
zidapi Newcomer Level: 3 Posts: 2/4 EXP: 85 For next: 43 Since: 07-10-05 Since last post: 92 days Last activity: 34 days |
| ||
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 Boomboom Error 349857348734534: The system experienced an error. Level: 57 Posts: 1414/1981 EXP: 1446921 For next: 39007 Since: 02-06-05 From: *Shrug* Since last post: 6 days Last activity: 1 day |
| ||
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 Snifit Level: 23 Posts: 80/299 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 |
| ||
Originally posted by zidapi 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 Boomboom Error 349857348734534: The system experienced an error. Level: 57 Posts: 1421/1981 EXP: 1446921 For next: 39007 Since: 02-06-05 From: *Shrug* Since last post: 6 days Last activity: 1 day |
| ||
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 Snifit Level: 23 Posts: 89/299 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 |
| ||
Originally posted by SukasaThese both have 9 digits, however, they should only have 8. |
|||
VL-Tone Red Cheep-cheep Level: 23 Posts: 135/200 EXP: 64158 For next: 3565 Since: 06-06-04 From: In the Moon! Since last post: 5 days Last activity: 2 hours |
| ||
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 Snifit Level: 23 Posts: 93/299 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 |
| ||
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? |
Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 | Add to favorites | "RSS" Feed | Next newer thread | Next older thread |
Acmlm's Board - I2 Archive - Rom Hacking - Mario 64 - Amazing Stuff | | | |