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11-02-05 12:59 PM
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Acmlm's Board - I2 Archive - Rom Hacking - How to clone a player (like Mario). | |
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eNathan

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Posted on 08-10-05 06:55 AM Link | Quote
Hey Acmlmers

What I want to do is learn how to clone a player using code. If posible, can an explanation be givin for Super Mario 64 (if not any game will do)? From what I have heard, you have to find a so called "Blank slot" in the momory and copy mario's bytes from the original to the new. This is how multi-player mods (such as MTA and sa-mp) are designed. I have never actaully done this before so thats why im asking here I have no idea where to start except for using ReadProcessMemory and WriteProcessMemory

I program in Delphi (Turbo Pascal) by the way, but I can probally understand VB and C++ a little (yer I left VB and C++ for Delphi).

Thanks alot for any help!


(edited by eNathan on 08-09-05 09:58 PM)
(edited by eNathan on 08-09-05 09:59 PM)
(edited by eNathan on 08-09-05 11:58 PM)
stag019

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Posted on 08-10-05 12:15 PM Link | Quote
Well, first, I think this would be less universal. This would be mostly system specific, partly game specific.

Second, I doubt anyone will know how to do this for Super Mario 64, and won't be able to for a while. My guess would be,
1. Have two files containing the character info. (in this case, MIO0 file 114750)
2. Make an environment similar to the game select screen.
3. Allow the user to select two or more options.
4. If user selects object one, pointer loads the original MIO0 file. If user select object 2, pointer load the modified MIO0 file.
How to go about doing this, I have absolutely no idea.

Perhaps you should start with a simpler game, try Super Mario Bros. Ask for help making three players, all controlled by controller one. There are some pretty good ASM hackers out there for the NES!

And btw, VB and C++ will NOT help you, and if you look in the trashed threads, you might see why.
eNathan

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Posted on 08-11-05 08:41 AM Link | Quote
hmn, if what you say is true than im rather dissapointed, but im not ready to give up. This is how I though of it.

There are many charecters in mario 64, Mario, Gomba's, Koopa, bomb-ombs. and many more. Isnt it alteast posible to change a gomba into a mario? Nothing fancy, just make it look like mario, by changing its data. And from there, you can write code to manipulate it.

I get these idea's from PC games, such as Grand Theft Auto. Please correct me if cloning players is totally different from PC games and Roms

It seems like not alot of people have replied to this, but for anybody who can help me out plz reply thx alot, this is the first step in making paper mario multiplayer which is probally a year or two away
stag019

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Posted on 08-11-05 09:06 AM Link | Quote
Im 99% sure it's as hard as I say, or harder.

I bet I could get VL-Tone to change a Goomba into Mario. All he would have to do would be change the polygons from Goomba's to Mario's. Not many people know N64 code, you have to understand that. We're just now getting into major SM64 rom hacking.

It's not as easy as on a PC game, or at least I don't think it would be. I wouldn't know I never use PC games.

I think the major reason I'm the only one replying, is because not a lot of people think it will be as easy as you say. In fact, a lot of people think it would be way to hard to attempt.
VL-Tone

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Posted on 08-11-05 09:10 AM Link | Quote
Hi enathan,

For now, we don't know how to change a goomba into a Mario, but it's a great idea. We are not up to the point we can do that. It may be possible in the future, but I don't think we are even near doing that. Changing a goomba to use the Mario shape is one thing, but we would also have to make it behave like a running Mario.

Since it's really about Mario 64, you should have posted this in the Mario 64 sticky post at the top. Normally I would have been one of the people replying there, but like I said, I have been busy lately.

Anyway, just be patient
eNathan

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Posted on 08-11-05 09:28 AM Link | Quote
Ok, well I will accept that. Its just that I am used to PC hacking, I didnt know it would be that hard to do it. Maybe one day we will get it, however

Thanks anyway tho Stag & V-Tone, in the mean time maybe ill try hacking some old time SNES games w00t lol

Edit::
Cloning mario on SNES and NES would be just as hard or no?


(edited by eNathan on 08-11-05 12:30 AM)
(edited by eNathan on 08-11-05 01:21 PM)
stag019

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Posted on 08-11-05 10:47 AM Link | Quote
Probably not as hard. Someone is making a NES hack of Super Mario Bros. 3, where the two characters you can select have 100% different worlds, abilities, etc. So creating another chartacer in NES/SNES games would not be as hard. Especially for someone who knows NES/SNES ASM.
Edit: Wow. It took a long time before I read the post above mine in enough detail.
MY NAME IS STAG, NOT STAGE


(edited by stag019 on 08-11-05 10:15 AM)
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Posted on 08-11-05 01:21 PM Link | Quote
Actually, yes, in most cases it would be pretty hard. Don't compare what DahrkDaiz has done with SMB3 to what eNathan wants to do, they're totally different things. The majority of game engines are simply not designed for two simultaneous players, and you'd most likely have to modify huge amounts of game code to make it work.

Just a few parts of the code that would need to be rewritten:

- Scrolling (which player to follow?)
- Background interaction (the game would have to do collision checks for two players, quite possibly slowing the game down)
- Sprite interaction (same as above)
- Death handling (what happens if only one player dies?)
eNathan

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Posted on 08-11-05 10:21 PM Link | Quote
lol sry stag, I accidently threw in an "e" at the end

"just a few parts of the code that would need to be rewritten:

- Scrolling (which player to follow?)
- Background interaction (the game would have to do collision checks for two players, quite possibly slowing the game down)
- Sprite interaction (same as above)
- Death handling (what happens if only one player dies?)"

Which player to follow? I dont follow. What if you didnt care about scrolling, collision detection, or death handling? What if the player was just "there", standing on the screen doing nothing. Still extreamly hard? Probally
Smallhacker

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Posted on 08-11-05 10:31 PM Link | Quote
That would only require making a block with the player's graphics.
eNathan

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Posted on 08-11-05 11:14 PM Link | Quote
Yes, and thats exatly what I want to do. Nothing fancy, just as long as I have the pointer to this new 'mario' so I can animate it with code. Are you imposing that it could be done? Or that atleast its not an imposible task?


(edited by eNathan on 08-11-05 02:18 PM)
stag019

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Posted on 08-12-05 10:25 AM Link | Quote
Originally posted by eNathan
Yes, and thats exatly what I want to do. Nothing fancy, just as long as I have the pointer to this new 'mario' so I can animate it with code. Are you imposing that it could be done? Or that atleast its not an imposible task?
Of course, making a squishable Mario wouldn't be too hard (the Goomba is a little smaller than Mario, how about a Chuckya, a throwable Mario! The think is, I still think that would be too hard to animate with code. I've been working on something, I'll show soon, but until then I really don't think there is much that can be done. Sorry.
eNathan

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Posted on 08-12-05 10:34 AM Link | Quote
Well, my initial thought was to make it multi-player, so the animating though code would not be so hard (I will just grab the animated vars from the real mario). So let not worry about the animating right now --

From what has been said towed the end of this thread, it is posible to make a null mario that probally does nothing, by "making a block with the player's graphics."

Sorry for my persistence in this thread, but how would that be done


(edited by eNathan on 08-12-05 01:37 AM)
stag019

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Posted on 08-12-05 10:48 AM Link | Quote
Well, first off, since MIO0 hasn't been cracked enough yet, It would be a savestate/RAM address hack. Second, the Mario wouldn't be null, he would do everything that the enemy does, just look like Mario. Also remember, that some texture might look odd, because on some enemies there aren't enough textures textures, or the textures are in the wrong spot. That might be fixable though, I'm not sure. And third, you couldn't just copy a buncha code, you would have to change a bit to make it to make it operable from the second controller.

Keep waiting. I've been working on something, I'll show soon, but until then I really don't think there is much that can be done. Sorry.
eNathan

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Posted on 08-12-05 09:55 PM Link | Quote
Ok fair enough, ill wait for whatever this thing is that your making lol. Thanks anyway

By the way I meant multi-player over the NET hehe
stag019

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Posted on 08-13-05 12:20 PM Link | Quote
Originally posted by eNathan
Ok fair enough, ill wait for whatever this thing is that your making lol. Thanks anyway

By the way I meant multi-player over the NET hehe
I think someone made a N64 over the NET thing, like zbattle. So if you wanted to play something like MK64, you could already. Making SM64 multiplayer on the system would make it able to play on the NET. So just keep waiting, I'm working on it.
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