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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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BGNG

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Posted on 06-21-05 03:42 AM Link | Quote
Yup. VL-Tone just posted it up there. All you'll need is a programming language and a MIO0 decoder.
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 03:49 AM Link | Quote
And knowledge of 3D programming to actually do anything with it.
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Posted on 06-21-05 03:50 AM Link | Quote
This is an incredible breakthru... Is it possible to do the same for Ocarina of Time? If it can be done, then... *faints at the thought of the possibilities*
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Posted on 06-21-05 04:02 AM Link | Quote
Well, OOT is actually based on SM64 code from what I heard. So it's possible that the 3D models works similar.
Setzer

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Posted on 06-21-05 05:23 AM Link | Quote
Originally posted by BGNG
No. There is no "there is no three"

oh yes, there is a "there is no three". but it's before your time :'(
btw, rock on with the hacking shit.
VL-Tone

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Posted on 06-21-05 05:31 AM Link | Quote

Here is a little something to keep you interested

More later...


(edited by VL-Tone on 10-26-05 11:56 PM)
Yoronosuku

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Posted on 06-21-05 06:06 AM Link | Quote
::jawdrop:: ho-ly-cow! This is amazing! The only thing I have ever done was taken out the sounds of SM64 (the instruments and then envelope data which was a 'file' of its own)..but this takes the cake! You people are true ROM-hackers, totaly super job
BGNG

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Posted on 06-21-05 07:11 AM Link | Quote
Do Lethal Lava Land next.

Oh, and the bridge on the bottom/center is green in that picture. Is that just the "general walking surface" color? If so, then why are other areas brown?
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 08:05 AM Link | Quote
He said he was coloring them himself.
OoT uses a different compression method, I know a decompressor exists but I'm not sure about a compressor. We should probably focus mainly on this game until we know a bit more about it though.
VL-Tone

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Posted on 06-21-05 08:18 AM Link | Quote
Do you know in what MIO0 file are the lethal laval land textures?
In the infamous list of MIO0 files in M64 there is:
2D0040: GFX! (Lava?) (16/32)

One should really redo this list because it's really not very descriptive ("OMG! more GFX!")

As for the colors, they are not from the ROM, they are assigned by myself to each polygon mesh contained in a scene.

In the Castle outdoor level, there are 8 different meshes. In Level 1 (uphere) I think there is 7 meshes, but there could be 1 or 2 more that I missed.

By the way, here are the offsets for the 7 meshes in Bob Omb's Battle field (Level 1):

Vertex List= 3CA8 8AF0 A318 A800 CFC0 E1F0 E6C8
Triangle List= 2818 4490 9E98 A4E0 AA10 DE48 E528


I suspect now that the color data is part of the vertex list data (bytes 13,14 and 15 of each entries) but I'm not sure yet. So that would make one color per vertex, to be used for Gouraud shading.
stag019

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Posted on 06-21-05 08:23 AM Link | Quote
Originally posted by VL-Tone
One should really redo this list because it's really not very descriptive ("OMG! more GFX!")

I told HH about that once.

He said
"...The descriptions are about as detailed as they can get when it comes to looking through that many files and seeing nothing but graphics you don't really recognize."

I actually would like to do that but I can't get HH's compressor to work.


(edited by stag019 on 06-21-05 12:13 AM)
(edited by stag019 on 06-21-05 12:17 AM)
timdevril50755

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Posted on 06-21-05 08:57 AM Link | Quote
OMGWTFBBQ!!!111
This is sooo freaking awesome. Give this a couple months, and we'll have a graphics editor, maybe even a level editor for Mario 64!
BGNG

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Posted on 06-21-05 09:07 AM Link | Quote
I'd like to keep working on my current project for now, so I won't be able to go scrounging around looking for what might be any given data in Super Mario 64. However, if you guys get stumped on something, gimme a call and I'll see what I can do.
NetSplit

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Posted on 06-21-05 09:13 AM Link | Quote
Yes, this is pretty cool, indeed; I can't wait to be playing Super Mario 64 and F-Zero X hacks on my N64. Gotta love backup units. Anyway, amazing job, guys. I'm quite impressed.
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 09:15 AM Link | Quote
I might try to write a better list, if I can get the viewer's colour code working right. I couldn't really make out a lot of the graphics because they were the wrong colour. Might be better to fiddle with those pointers in the level headers though. If we know where the level 1 textures are we can look for their pointer in the header, which should tell us a good bit about its format.

A graphic editor is practically possible now though. Uncompress the files, edit in Tile Molestor, recompress and re-insert. Problem is repointing them and getting the compression to work right (as of yet there's still some hex work required on the actual compressed data, stupid padding ).

Speaking of which has anyone tried to load anything from beyond the 8MB or 16MB regions? It seems to use 32-bit addressing but I'm not sure the N64 can actually address anything beyond 16MB without some bankswapping.
BGNG

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Posted on 06-21-05 09:42 AM Link | Quote
Is ROM domain 3 in the 16MB range?
VL-Tone

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Posted on 06-21-05 10:50 AM Link | Quote
Ok here is what I found in MIO0 file 2D0040:

It is the Lethal Laval Land background, but there is nothing else in that MIO0 file

Here are some other backgrounds I had already decoded.



Ok it's nothing that couldn't be done before so I'll get back at finding more polygon structures

I'm really excited too about the possibility of exploring all the level structures and maybe find hidden/unused levels Actually I'm trying to overcome the joy of it because I know I could do it non stop for days. Fortunately I don't work 'till Wednesday night I'll try to post new screenshots of other levels and objects soon.

Edit: here are some new screenshots from Cool Cool Mountain in MIO0 file 383950



Here is the Penguin Slide! It's in the same MIO0 file.




I guess a Slide editor would be feasible before a full editor...


(edited by VL-Tone on 06-21-05 03:51 AM)
(edited by VL-Tone on 10-27-05 12:05 AM)
richyawyingtmv

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Posted on 06-21-05 04:41 PM Link | Quote
Unbelievably amazing

Let me get this straight though....

Mario, like the levels, is made of polygons, with a texture over the top.

So...im guessing it would be possible to edit the Mario character itself....and possibly replace him with...for example, Link? (with some work and edits of course)

Would this be possible? Or am I just insane?
Cellar Dweller

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Posted on 06-21-05 05:40 PM Link | Quote
After reading what VL-Tone posted about the geometry data, I did some reading of some documents and header files relating to the N64. The format of the data is the standard format of a N64 drawing command list as generated by Ultralib and used by the RSP and RDP.

0x03 - loads various stuff into the RSP. The 0x86 and 0x88 bytes indicate lighting data.
0x04 - loads vertex data into the RSP
0xBF - draw a triangle
0xFD and 0xF3 are texture related

I would post links to the files that I refered to, but they fall into the same catagory as warez and ROMs.

I can post more information about the format of the data soon.

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.
VL-Tone

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Posted on 06-21-05 06:11 PM Link | Quote
Originally posted by richyawyingtmv
Unbelievably amazing

Let me get this straight though....

Mario, like the levels, is made of polygons, with a texture over the top.

So...im guessing it would be possible to edit the Mario character itself....and possibly replace him with...for example, Link? (with some work and edits of course)

Would this be possible? Or am I just insane?

No richyawyingtmv no you are not insane



Cellar Dweller that's really great to know I hope to read more about it from you
This is really cool because it means that Zelda:OOT probably uses the same format, and many other games too (like Mario Kart).


Another slide!


Inside a room in the Haunted House.

Here is the haunted house being built module by module.


(edited by VL-Tone on 06-21-05 09:12 AM)
(edited by VL-Tone on 10-27-05 12:09 AM)
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