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11-02-05 12:59 PM
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Acmlm's Board - I2 Archive - Rom Hacking - Mario 64 - Amazing Stuff | |
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Smallhacker

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Posted on 06-21-05 06:44 PM Link | Quote
No. I don't belive this at all. This "VL-Tone", as he calls himself, can't be a hacker. He's actually a SM64 programmer in disguise who's just posting beta pictures of the levels and posting random number information!
Sokarhacd

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Posted on 06-21-05 07:35 PM Link | Quote
Holy...........this just keeps getting more amazing...actually, I dont think amazing is the word anymore.
VL-Tone

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Posted on 06-21-05 07:56 PM Link | Quote
Ok you got me I admit, I surrender all my bases. my real name is Toshio Iwawaki. I've been lurking on these boards for years, looking for ways to give back to the fans.

Now... seriously Smallhacker... the above is not true, my real name is Marc.

I don't even know a single n64 CPU command, I never read any documentation about it's inner workings, aside from a doc about the MIO0 specification. I have though some good knowledge of the NES and some SNES, but many people here know much more about the latter than me.

The only thing I found is how the vertex and triangle list are stored, this is the basis of almost all polygonal 3d formats.

Do you want me to tell you how I got to find all this Mario 64 stuff? Nothing very complicated was involved, an Hex editor and custom programs made in Macromedia Director Shockwave studio.

If you really want to know the details of it, just ask, I can provide my source code if anyone cares, but it's in Lingo, Director's scripting language. It should be easy to understand though.


(edited by VL-Tone on 06-21-05 10:57 AM)
Cellar Dweller

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Posted on 06-21-05 08:24 PM Link | Quote
The format of these commands may vary from game to game based on the low level program loaded into the RSP(Reality Signal Processor, which performs the transform and lighting operations).

Vertex cache load format:

04 B0 [00 C0] [07 00 BD 50]
0 : load vertex command
1 : number of vertices minus one in the high nibble and where in the vertex cache to load in the low nibble (eg 0xb+1= 0xc=12 vertices loaded into index 0)
2 - 3 : number of bytes of vertex data to load( 16(dec) for each vertex) (redundant?)
4 - 7 : memory address to load from

It seems that the RSP has an internal memory buffer for vertex operations and this command loads vertex data into it.


Vertex format:

(08 EB,FE 5A,08 18) [00 00] (00 06,07 20) <00 7F 00> FF
0 - 5 : location (x,y,z)
6 - 7 : nothing
8 - B : texture coord (s,t) fixed point format
C - E : color or normal vector for shading -- looks like a normal vector pointing in the positive y direction in this example
F : alpha

Triangle format:

BF 00 00 00 00 [28 32 3C]

0 : triangle command
1 - 3 : mean nothing and are likely ignored
4 : vertex to get normal or color from for flat shading, if flat shading is used; seems to always be 0.
5 - 7 : vertex number times 10(dec) (as stated)


There is more to decode from the docs and headers, but I need sleep....


(edited by Cellar Dweller on 06-21-05 11:26 AM)
Kyoufu Kawa
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Posted on 06-21-05 09:28 PM Link | Quote
This is all very very nice, and I can hardly wait for a level editor.

But one thing bothers me... not a (serious) word on the DS data I posted?
BGNG

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Posted on 06-21-05 09:54 PM Link | Quote
Because they're working with the N64 version. That seems to be the only thing that matters. I myself posted a significantly-better picture over in this thread, but no one bothered to respond to it who wouldn't have anyways. I guess it all boils down to "Super Mario 64;
dan

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Posted on 06-21-05 10:01 PM Link | Quote
I think the reason that the DS stuff is getting less attention is because none of the currently existing DS emulators actually run SM64DS.
Kyoufu Kawa
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Posted on 06-21-05 10:08 PM Link | Quote
I was just being curious



And they did manage to get title screens, more or less... ask Colleen.
HyperLamer
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people

Sesshomaru
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Posted on 06-21-05 11:42 PM Link | Quote
Any idea how the game decides which level data to load from the file? If level 4's contains both the outdoor area and the slide... You oughta be posting the addresses that go with each pic too.

Those backgrounds are awesome as well. Why don't they look that good in-game?
Originally posted by Cellar Dweller
HH: The texture is 32x32. I just filled most of it with zeros, which showed up as transparent areas. BTW, I did not erase the very top and bottom of the texture, so parts of the old fence texture are still visible.

But your replacement is much wider than 32 pixels, and up really high in the sky.

BGNG, maybe this will help:

0x0000 0000 to 0x03EF FFFF RDRAM Memory
0x03F0 0000 to 0x03FF FFFF RDRAM Registers
0x0400 0000 to 0x040F FFFF SP Registers
0x0410 0000 to 0x041F FFFF DP Command Registers
0x0420 0000 to 0x042F FFFF DP Span Registers
0x0430 0000 to 0x043F FFFF MIPS Interface (MI) Registers
0x0440 0000 to 0x044F FFFF Video Interface (VI) Registers
0x0450 0000 to 0x045F FFFF Audio Interface (AI) Registers
0x0460 0000 to 0x046F FFFF Peripheral Interface (PI) Registers
0x0470 0000 to 0x047F FFFF RDRAM Interface (RI) Registers
0x0480 0000 to 0x048F FFFF Serial Interface (SI) Registers
0x0490 0000 to 0x04FF FFFF Unused
0x0500 0000 to 0x05FF FFFF Cartridge Domain 2 Address 1
0x0600 0000 to 0x07FF FFFF Cartridge Domain 1 Address 1
0x0800 0000 to 0x0FFF FFFF Cartridge Domain 2 Address 2
0x1000 0000 to 0x1FBF FFFF Cartridge Domain 1 Address 2
0x1FC0 0000 to 0x1FC0 07BF PIF Boot ROM
0x1FC0 07C0 to 0x1FC0 07FF PIF RAM
0x1FC0 0800 to 0x1FCF FFFF Reserved
0x1FD0 0000 to 0x7FFF FFFF Cartridge Domain 1 Address 3
0x8000 0000 to 0xFFFF FFFF External SysAD Device


Think I got it from Dextrose.
BGNG

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Posted on 06-21-05 11:59 PM Link | Quote
Assuming every address from 0x1FD0 0000 to 0x7FFF FFFF is a byte in ROM, then that's over 1.5GB of data. I may be misunderstanding what's going on in there.
HyperLamer
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people

Sesshomaru
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Posted on 06-22-05 12:58 AM Link | Quote
I'm pretty sure those are just addresses that are wired to the cart's address lines. Whether they access ROM, SRAM, or whatever is up to the cart. Just a guess though.

Any progress on objects (trees, Goombas, etc)? I know a lot about their format in memory (see here), so if I had any idea how the MIO0 files were laid out I could try to look for related data.


(edited by HyperHacker on 06-21-05 04:08 PM)
VL-Tone

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Posted on 06-22-05 08:50 AM Link | Quote
HyperHacker, the enemies etc. objects use the same polygonal format (not surprisingly).

They are in detached pieces though and they are not already positioned in space relative to each other. There must be some other data connecting the pieces and defining rotation joints etc.

Here is the inside of the castle building itself room by room so you can see the castle's anatomy



The data for the Castle's insides is in MIO0 file $396340.

Thanks to Cellar Dweller's additional data I will implement textures soon. One thing that would help, I would like to find what determines which texture bank is used with which polygon group.

BGNG I feel your pain SNES StarFox hacking didn't generate nearly that much interest as F-Zero X hacking. There are allot of people in the world interested in F-Zero X track editing, don't be discouraged! You're doing great work!

As for hacking SM64 DS, my personal ethics don't allow me to hack recent systems/games.

(Edit: just editing for the fun of it)


(edited by VL-Tone on 06-21-05 11:55 PM)
(edited by VL-Tone on 10-27-05 12:11 AM)
NEONswift

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Posted on 06-22-05 04:26 PM Link | Quote
Originally posted by VL-Tone
As for hacking SM64 DS, my personal ethics don't allow me to hack recent systems/games.
Dude you are one moral and talented person. keep it up.
BGNG

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Posted on 06-22-05 06:57 PM Link | Quote
I'm interested in developing for the DS, which is why I'd like it to be hacked. I have no intentions of pirating, though.

Like this Super Mario 64... we're not using it to pirate. In fact, I would wager that almost everyone in this thread owns it legally anyways, which means owning backup copies is completely legal, despite what Nintendo would have you believe. Editing the ROM is just using what we've bought to be our own property: fair and square.
Sukasa

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Posted on 06-22-05 10:12 PM Link | Quote
I'm pretty sure that's right. Anyways, great stuff guys. I don't actually know much, but if anyone can give me a few pointers to stuff (I'll also look in google), I'd be glad to try and help here.
NEONswift

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Posted on 06-22-05 11:16 PM Link | Quote
Originally posted by BGNG
I'm interested in developing for the DS, which is why I'd like it to be hacked. I have no intentions of pirating, though.

Like this Super Mario 64... we're not using it to pirate. In fact, I would wager that almost everyone in this thread owns it legally anyways, which means owning backup copies is completely legal, despite what Nintendo would have you believe. Editing the ROM is just using what we've bought to be our own property: fair and square.
So very true...I'm caressing my copy of Mario 64 as I type.

Odd how for a console that was declared severly beat by the playstation almost everyone i know owns a 64 and a copy of Mazza.
interdpth

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Posted on 06-22-05 11:22 PM Link | Quote
I have uh a special Kit in which code provide great help for this if you want it. Give me a ring in an hour on AIM at interdpth, great job guys.
HyperLamer
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people

Sesshomaru
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Posted on 06-23-05 02:56 AM Link | Quote
Well I know if my computer could run F-Zero X well I'd be all over a track editor.
Originally posted by VL-Tone
HyperHacker, the enemies etc. objects use the same polygonal format (not surprisingly).

They are in detached pieces though and they are not already positioned in space relative to each other. There must be some other data connecting the pieces and defining rotation joints etc.

Er, yeah, I'm talking about how the game places them in the levels.
VL-Tone

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Posted on 06-23-05 08:30 AM Link | Quote
About hacking the DS, it's just my personnal view on this, and it's not a view I want to impose to others. If you want to hack SM64 DS go ahead, I don't mind at all, but I won't be part of the effort (Not directly at least)

Also I mainly hack games for nostalgia, and I never played SM64 DS.

Ok so here is some very preliminary test of texturing Level 1.



My 3d engine uses U,V texture coordinates and the M64 data is S,T coordinates, I'm still trying to learn the exact difference between the two. I did a little cheap trick to convert S,T coords to U,V coords by repeating and scaling the textures. But there are a few problems here and there like textures that don't appear on some triangles or bad scaling. Also textures were applied to the whole main mesh groups much like I did with colors, meaning that I choosed myself which textures to apply to each main group. There must be some data inside those meshes telling which texture to use for each polygon sub-groups, and I'll be looking for it.

So why I didn't do that before? Because textures coordinates were important to do this. When you work in a "real" 3d design program those are calculated as you create new models, so you can apply textures on them in a snap, but to reproduce the texture mapping on an arbitrary mesh like the levels in SM64 while keeping the original look required the texture coordinates data in the ROM.

Ok that was a little technical but to summarize, no full texture support yet, but another step in the right direction.


(Edit: Oops, I forgot to reply to HyperHacker)

Sorry I misunderstood you HyperHacker. For now I don't have any clue on where this data is You are probably much closer to find the answer than me on that. I suspect it's in the same MIO0 file as the level data.


(edited by VL-Tone on 06-22-05 11:31 PM)
(edited by VL-Tone on 06-23-05 12:01 AM)
(edited by VL-Tone on 10-27-05 12:13 AM)
Kitten Yiffer

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Posted on 06-23-05 07:21 PM Link | Quote
Originally posted by VL-Tone
BGNG I feel your pain SNES StarFox hacking didn't generate nearly that much interest as F-Zero X hacking. There are allot of people in the world interested in F-Zero X track editing, don't be discouraged! You're doing great work!
*raises hand*

I loved the Starfox editor, infact I just forgot to post in that thread.... I was little busy back then thought with schoolstuff. ;

And oh, nice seeing the level in high-res. I'm used to see them in the blurry way here.

Heh, and that texturing is right colourwise, apart from that the two flowerbeds are grey in that picture. But then it's preliminary obviously so you aren't finished.


(edited by Kitten Yiffer on 06-23-05 10:22 AM)
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