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11-02-05 12:59 PM
1 user currently in Rom Hacking: hukka | 2 guests
Acmlm's Board - I2 Archive - Rom Hacking - Is there any hacks/utilities for any N64 games?? | |
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windwaker

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WHY ALL THE MAYONNAISE HATE
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Posted on 04-27-04 10:44 PM Link | Quote
I have to disagree with all of you, I played an Ocarina of Time hack called Ocarina of Time attack of the monkies. Just a text hack, but an N64 hack none the less.
Sokarhacd

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Posted on 04-27-04 10:49 PM Link | Quote
got a link to the hack?
windwaker

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Posted on 04-27-04 10:51 PM Link | Quote
I'll find a link to the hack website when I get home. I read about it on a ROM site though, but I thnk that the hack website is safe.
.
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Posted on 04-28-04 12:34 PM Link | Quote
Originally posted by HyperHacker
IMO the real problem isn't advanced data formats, it's 3D. Programming 3D editors is HARD. They take up a lot of RAM and CPU power, so they wouldn't work on crappy video cards *cough*likemine*cough*...


I think you overestimate the hardware requirements for a 3D editor. SM64, for example, has a low polygon count compared to current 3D games. Much of the editing of N64 games will probably be in wireframe mode. An editor doesn't need a high frame rate. I believe that the performance requirements for a N64 game editor will be so modest that hardware acceleration will not be needed. Furthermore, software rendering may be better because of the improvement in portability that it could provide.

The difficulty of creating a 3D editor is mitigated by all the 3D editor UI paradigms that are available to choose from. I think the the best UI to copy ideas from is the TrueSpace UI.

Getting a good debugger into a N64 emulator or searching for Ultralib entry points are probably the best things to be doing at this point.

I just had an idea. Patch an emulator to log all function call and return instructions. The log could then be used to create a call graph.
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 04-28-04 08:41 PM Link | Quote
I suppose that's true (I can barely run SM64 at full speed in wireframe or hardware 3D mode, nearly perfect but slow in RGB Emulation mode), but it's still rather difficult to code. Plus, it'd suck to have only wireframe mode, I'd want to be able to texture it all to preview the level.
BTW, I have a lot of info on the raw (IE not compressed, in-RAM version) object data of Mario 64, as well as some code and such, I'll post it when I get home.
hcs
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Posted on 04-29-04 10:22 AM Link | Quote
Originally posted by windwaker101
Just a text hack, but an N64 hack none the less.


http://hcs.freeshell.org/images/gfather.jpg
http://hcs.freeshell.org/images/gfather2.jpg
Omega45889

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Posted on 05-03-04 12:45 PM Link | Quote
hcs. those pics are hilarious.

Anyways, I would love to see an editor for Mario 64. I think it could actually be done. I wonder how hard it owuld be to get our hands on the source code for it? NM, Nintendo isnt just gonna hand them out at conventions. What do you guys think about creating one? I would kill for Mario 64 hacks. I dont think that it would be too difficult to hack once an editor has been made. I think its one of the more simple 64 games as well. Its only like 6 megs.

NM, i dont know what im talking about.
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