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11-02-05 12:59 PM
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Sukasa

Boomboom
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Posted on 07-28-05 11:36 PM Link | Quote
Originally posted by stag019
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.


Whoops. I meant 8033B228 and 8033B22A. I was thinking of a different address at the same time. sorry.
VL-Tone

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Posted on 07-29-05 01:00 AM Link | Quote
Originally posted by stag019
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?


That wtf is the gate used to enclose the star and block the tunnel entry. It's part of the level geometry, but in the game it's cloned and positioned at two places in the level using two $24 objects. The tilting platform is also one of the polygon mesh in the level geometry that is positionned by a $24 object. Maybe I should have removed the gate (for now) from my editor.

As for the act value being wrong... I know it's loaded correctly, and that the binary conversion workst. I already noticed the imperfections, but forgot to mention them, I don't have any idea now why it happens, since the stars are right most of the time.

I started to do the anim for the beta flower, but now I have to go work, so probably later tonight you'll see it!
stag019

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Posted on 07-29-05 01:10 AM Link | Quote
I still can't get either to work. When I changed 8033B228 to anything, It just started counting down, untill it went back to zero. Changing 8033B220 to FFFF made me sink in the ground like I was on sand.
Sukasa

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Posted on 07-29-05 01:16 AM Link | Quote
OK, first off, the address you just said for the second Mario was wrong- it's 8033B22A, not 8033B220. Secondly, It should start off as $01. For 8033B228, I tested the code in the first section in the castle, the foyer. 8033B220, did it happen instantaneously, or slowly? If mario slowly sank, then it isn't doing the same thing that my ROM did. I'll go back and check the value, but after checking my note sheet, I posted the right address, since I went back to it afterwards and it still was correct. What did offset 8033B221 show? after you begin a file it should be $BD.
stag019

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Posted on 07-29-05 01:34 AM Link | Quote
I didn't say that the second one is 8033B220, I just said that I hapened to try that and thats what happened. And yeah, I was just automatically pushed slightly under the ground, I moved like normal. The value is BD. Here's a picture of the values in the foyer.
http://home.ripway.com/2005-6/330042/jpg.JPG
Sukasa

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Posted on 07-29-05 01:47 AM Link | Quote
That's what the offset is supposed to do, it modifies the vertical location of mario compared to his collision data, mainly for fun, but I figured if someone traced that, then maybe other important code could be found. 8033B220 is doing what it did for me, so what other problems are there?
stag019

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Posted on 07-29-05 01:56 AM Link | Quote
I can't make two Mario's appear, and I can't reload the level. Look at jpg.JPG, does it have all the values it should?
Sukasa

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Posted on 07-29-05 02:07 AM Link | Quote
No, they don't match. Where are you testing the offsets? Make sure you're in the starting area, outside of the castle.
stag019

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Posted on 07-29-05 02:15 AM Link | Quote
Well, I tried it outside and I still got the same thing. That's odd.
Sukasa

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Posted on 07-29-05 03:56 AM Link | Quote
Well, I have something unfortunate. It didn't work for me when I got back. Probably the only reson it worked the first time was because I had played around the RAM a lot, so I likely managed to change something else which meant that changing that particular RAM byte activated the second mario. Unfortunate, but true.
stag019

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Posted on 07-29-05 04:09 AM Link | Quote
Originally posted by Imajin
Woah... though I'm confused by alot of the 3d explanation (Why I stick to 2d, I guess ) this is incredibly cool.
And with the Lethal Lava Land textures, I assume that it's also possible to do the opposite, that is, edit Lethal Lava Land to have the Grass Texture set?
Well, I aimed at actually trying to answer this. I tried searching the rom for 0031E1D0 and got Four results. The first one didn't do anything, the second one (48D040) changed the LLL textures. However, I tryed to change it to 0032D070, and instead of getting the grass texture, I got the inside castle textures, like when you change 405CD7 into something odd. Can someone get this right?
VL-Tone

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Posted on 07-29-05 08:11 AM Link | Quote
Originally posted by stag019
Originally posted by Imajin
Woah... though I'm confused by alot of the 3d explanation (Why I stick to 2d, I guess ) this is incredibly cool.
And with the Lethal Lava Land textures, I assume that it's also possible to do the opposite, that is, edit Lethal Lava Land to have the Grass Texture set?
Well, I aimed at actually trying to answer this. I tried searching the rom for 0031E1D0 and got Four results. The first one didn't do anything, the second one (48D040) changed the LLL textures. However, I tryed to change it to 0032D070, and instead of getting the grass texture, I got the inside castle textures, like when you change 405CD7 into something odd. Can someone get this right?


The 0031E1D0 that should be changed is at 48D040 which is inside the LLL level layout data, inside a 12 bytes command (0C) of type 1A. If you look at my SM64 ROM hacking doc http://pages.infinit.net/voxel/Mario64HackingDoc.txt You'll see that 48D040 is between 48C9B0 and 48D930, the level layout for LLL. So instead of doing a ROM wide search when you want to find textures addresses you should refer to this list, and look only into the range for that particular level.

But anyway it couldn't work because the Bob-omb's Battlefield textures are a little smaller than the LLL textures, so this particular swap only works the other way...


stag019

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Posted on 07-29-05 08:20 AM Link | Quote
So, which one could we replace it with? And could we make Whomp's Fortress a lava level too? It uses the same textures, right?
VL-Tone

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Posted on 07-29-05 08:43 AM Link | Quote
Originally posted by stag019
So, which one could we replace it with? And could we make Whomp's Fortress a lava level too? It uses the same textures, right?


Whomp's Fortress textures (at 00357350) and LLL textures decompressed MIO0 files are exactly the same size, so you could swap those instead. Note that the level geometry for these levels also include some textures so that not all textures will be swapped.

So change 0031E1D0 to 00357350 at 48D040 and you should get most WF's textures in LLL.

As for your question "It uses the same textures, right?" what exactly were you talking about?
stag019

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Posted on 07-29-05 08:49 AM Link | Quote
I wondered if Whomp's Fortress used the same textures as Bob-omb Battlefield.


(edited by stag019 on 07-28-05 11:50 PM)
VL-Tone

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Posted on 07-29-05 09:07 AM Link | Quote
Originally posted by stag019
I wondered if Whomp's Fortress used the same textures as Bob-omb Battlefield.

No they don't

In the linked image, at left is Whomp's forteress textures, and right are the Bob-omb Battlefield textures
http://membres.lycos.fr/nes3d/WhompBB_Textures.jpg

These textures seem shared by other levels too (as there are no cactus in level 1)




(edited by VL-Tone on 07-29-05 01:07 AM)
(edited by VL-Tone on 07-29-05 02:08 AM)
stag019

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Posted on 07-29-05 10:07 AM Link | Quote
Odd, I tried changing 0031E1D0 to 00357350 at 48D040 and I got the same thing as with the BoB textures. (which is the inside the castle textures).
Sukasa

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Posted on 07-29-05 10:32 AM Link | Quote
I haven't been able to find any random offsets right now, does anyone have somethign they'd like me to find?
VL-Tone

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Posted on 07-29-05 11:05 AM Link | Quote
Originally posted by stag019
Odd, I tried changing 0031E1D0 to 00357350 at 48D040 and I got the same thing as with the BoB textures. (which is the inside the castle textures).


Hmmm ok. That's weird indeed The answer might lie in the 4 bytes pointer just after the 0031E1D0 which is 326E40, which is at the end of the compressed MIO0 file in the ROM

I think I now understand the 1A command (same class as command as 24).
Whomp's Forteress at 49DFD4

Len Bank Start End
1A 0C 0009 00357350 0035ED10


Lethal Lava Land at 48D03C

Len Bank Start End
1A 0C 0009 0031E1D0 00326E40

The 0009 is without any doubt the RAM bank into which the big texture data is loaded for these two level. Inside the geometry file for both levels, bank 0009 is referred by the FD command, which loads textures into the RSP for polygon use.
stag019

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Posted on 07-29-05 11:22 AM Link | Quote
So, uhhh, what exactly does this all mean? How can we fix it?
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