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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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VL-Tone

Red Cheep-cheep
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From: In the Moon!

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Posted on 06-28-05 03:41 AM Link | Quote
First, if you see the background sky very pixelated with no blurring whatsoever, it means that Shockwave switched to the software renderer instead of OpenGL or DirectX. The software renderer has much more clipping problems and is much slower, and textures are not smoothed. You may try to right-click on the demo and try to switch back to OpenGL or DirectX, whatever works for you.

I fixed the 2 windows on the tower, it was not a texture mapping problem, but rather had with the fact that the tower is manually aligned by me and was too much close to the front. The other polygon meshes are all already aligned by themselves, but the tower had to be moved (I guess it doesn't fit in the coordinate system). This tower alignment problem is also responsible for the "fall through the castle roof" glitch in the game. The glitch happens where the tower meet the roof on the front.


BGNG I like your critical views in general and I learned a few things here and there from you, but like I said this kind of detail is not important for me now, I have other priorities. And beside that I don't even understand what you mean by : "You put the sphere around the scene and not the camera? For shame"

Kario great pic It looks like a miniature garden!

[offtopic]
http://www.slackworks.com/~cog/writing/thesis/ Interesting but long thesis about the recurring references to japanese miniature gardens in Nintendo game design.[/offtopic]

The Super Mario 64 online fly-through demo is at: http://pages.infinit.net/voxel/Castle64.html
BGNG

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Posted on 06-28-05 03:50 AM Link | Quote
If you move the center of the "sky ball" to match the coordinates of the camera, disable depth testing, draw the sphere, re-enable depth testing then draw the scene, the sky will always be relative to the camera's orientation and the scene will always be in front of it.
VL-Tone

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Posted on 06-28-05 06:26 AM Link | Quote
While this is a great idea, as far as I know I cannot disable depth testing under Shockwave. Anyway aside from OpenGL experts like you I didn't have any complaints about the sky not behaving exactly like in the game. The core of the demo is the castle scene polygons. I didn't even verify if the sky has the right texture...

Now I had this idea: making a program that would reproduce Super Mario Bros. levels in Mario 64 I guess some behaviors would be missing like coins/powerups in blocks but it still would be a lot of fun. Most blocks could be represented as boxes with textures. The Metroid Cubed way of transforming NES tiles into 3d objects is much better than that, but it also uses 1000x the number of polygons. A single block in Metroid Cubed can contain as many polygons as the SM64 castle itself, and that's why for now they are pre-rendered.

Ok next on my list, getting Level 1 with full textures (which should be easy now that I had the basics fixed). After that I'll try to find other level data (or pointers to meshes inside MIO0 files).

The Super Mario 64 Castle online fly-through demo is at: http://pages.infinit.net/voxel/Castle64.html
BGNG

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Posted on 06-28-05 06:51 AM Link | Quote
Consider making "The Super Mario 64 Castle online fly-through demo is at: http://pages.infinit.net/voxel/Castle64.html" part of your signature.
VL-Tone

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Posted on 06-28-05 08:07 AM Link | Quote
Done.


(edited by VL-Tone on 06-27-05 11:09 PM)
Kario

In Possession of a Stolen Shovel

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Posted on 06-28-05 08:09 AM Link | Quote
Wait. You just said you added it into your sig and its not there. WTF?
VL-Tone

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Posted on 06-28-05 08:10 AM Link | Quote
It's there... now
BGNG

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Posted on 06-28-05 08:40 AM Link | Quote
Well, VL-Tone, I'm glad to see you aren't ENTIRELY inept.
VL-Tone

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Posted on 06-28-05 09:43 AM Link | Quote
Thanks for these kind words BGNG, always very supportive




BGNG

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Posted on 06-28-05 09:44 AM Link | Quote
You betcha!
VL-Tone

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Posted on 06-28-05 09:58 AM Link | Quote
It was a classic case of "yeah putting this in my signature will be easy, ten seconds max...". But I forgot to click on the "Edit Layout" button to save changes. Yeah ineptitude happens (to me) due to a variety of factors, like weather and holidays
BGNG

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Posted on 06-28-05 10:01 AM Link | Quote
And a happy Tuesday to you too.
VL-Tone

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Posted on 06-28-05 10:11 AM Link | Quote
You too, Tuesdays are usually better than Mondays I read somewhere
BGNG

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Posted on 06-28-05 10:19 AM Link | Quote
Well, you said all these holidays are cause for ineptitude, so... Happy Tuesday!

Anyhow, Tuesdays are back-on-topic days, so we ought to uphold that tradition.
Anthony.P
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Posted on 06-28-05 10:16 PM Link | Quote
...you guys are amazing.

I LOVE glitches and hacks with a passion, especially ones in Super Mario 64. It makes what's already one of my favorite games ever..well, even better! And this is just proof of it. The screens and stuff I've seen here just wowed me.

Great stuff guys.
Someguy

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Posted on 06-29-05 04:01 AM Link | Quote
Not to act like a mod, but I think I'll say to BGNG and VL-Tone that no matter how awesome you or someone else is, posting "back and forth" like that is usually frowned upon here, especially with low word counts or content, like "You betcha". To avoid going off topic, how long till the inside of the castle or level 1 or anything is viewable in this Shockwave, and does it load the data or just use converted data from the rom?
Violent J

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Posted on 06-29-05 05:39 AM Link | Quote
Yea this is not a fucking chat room guys....

Anyways, are you guys gonna keep dazeling us with pics or are you gonna start telling us more stuff you acomplised. (Holy shit a GIANT fly just landed on my screen)
NEONswift

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Posted on 06-29-05 05:46 AM Link | Quote
I've always followed the principle that if you make the thread or make the thread what it is today (that'll be 8 pages and still going) then you deserve a little leeway.

Neither of you are mods so its not like it matters anyway. Now if Acmlm himself were to appear and say shut the fuck up we might all pay attention.

by the way VL-Tone im still waiting to see some pictures of rainbow ride... lol
BGNG

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Posted on 06-29-05 08:16 AM Link | Quote
Alright, 'nuff of this. Let's just ensure that all posts after this one will continue to be related to this hacking movement and leave out any comments about forum-related stuff.
VL-Tone

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Posted on 06-29-05 08:34 AM Link | Quote
(Edit: BGNG posted the message before this one while I was composing this post so I didn't follow his recommendation... oops!)

First I never do this kind of chat on a board, I'm fully aware that it's not a thing to do (usually).

But I followed the same principle that NEONswift pointed out. Unlike Sonicandtails who just sits there, asking us to do the job for him, me and BGNG (and others like HyperHacker) contributed to this effort and I think we deserved a little one time off-topic chit-chat here. It was only like 3 messages before going to bed and I didn't have any intention of continuing it today. Now if it were not for those two complaints, we would have been over it, but now we are really going off-topic.

Sonicandtails: I don't owe you anything. Everything I accomplished on SM64 I posted it here (only). ROM hacking is not an exact science, and I don't know when I'll find the next major thing. You don't seem to understand the process behind finding those things, maybe if you were part of the effort you wouldn't be so harsh about it. I posted pictures and a demo to show my progress and to get help fixing things, not to dazzle people. Now if you or anyone wants to make a better SM64 polygon mesh decoder, well go for it, I may even help you... (And please don't count on me to release a Mario 64 level editor).

Someguy: the online demo contains decoded mesh data, not ROM data. My own "internal development version" loads meshes directly from a MIO0 file, but the texture banks have to be found and defined for each levels, and the mesh data offsets inside the MIO0 files have to be found manually. So in simpler words, it's not ready to be used to load arbitrary levels by people other than me. I already found the required data for Level 1 (textures and offsets) so it should be a question of a few minutes, but maybe since it would not be something as major as Sonicandtails expects, I won't publish any pictures or demo of it.


(edited by VL-Tone on 06-28-05 11:37 PM)
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