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11-02-05 12:59 PM
Acmlm's Board - I2 Archive - - Posts by VL-Tone
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VL-Tone

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Posted on 07-04-05 08:35 AM, in Super Luigi 64 Link
I want a perfect release the first time and ASAP Nahhh seriously who would not want it to have perfect text at the first release?

It all depends on how hard you expect it to be and how much longer it could take, if you think it will take a year I'll rather try an unfinished version in a week.

I hope people don't draw parallels from this poll to my little bumpy release of the Mario 64 layout editor since this Luigi hack is mainly about replacing valid data with other valid data in a ROM to be run in an emulator, as opposed to programming a custom hacking application from scratch. I couldn't promise a bug-free release. Still, Super Luigi 64 is an imposing project and it's no small feat stag19

1. Find Luigi sounds. (sound like the Luigi in Mario Kart 64, he's had many voices)
Not to discourage you, but I think you will have a hard time assembling a matching set of Luigi sounds for Mario 64 from other games (well excepting the DS version). I'll have to try to lower Mario's voice pitch by a small amount maybe it could be better than nothing. I'm not sure though if it will sound like he's supposed to sound. Maybe we could ask someone to record new samples for Luigi. You could turn this into a contest for best Luigi impressions "Win to be the voice of Luigi in Super Luigi 64!"

2. Encourage me.
Even if you didn't change the sounds (and even not the text, at all), I think that hundreds of thousands of people in the world that have been dreaming for a long time about finding Luigi in SM64. Is that encouraging enough?

3. Promise you wont release your own Super Luigi 64, or any screenshots.
I promise, don't worry about that.

4. Help the people http://board.acmlm.org/thread.php?id=12971&page=10 there.
I don't have time now, and I'm off for a week starting tomorrow (like I didn't say it 50 times )

5. Go http://board.acmlm.org/thread.php?id=12979 there and tell me if that was helpful.
I don't have much time for that either... next week
VL-Tone

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Posted on 07-11-05 05:41 PM, in Mario 64 - Amazing Stuff Link
Hi there!

Back from vacation, with a couple of mosquitoes and flies bites

Can I say wow too? Great list and findings you got in a week, congratulation!

I'll have to digest all that new stuff since I just got back this morning.

One thing I could point out now is that the shadows for the trees are part of the level geometry data, I had those disabled in my editor since they caused some clipping problems, the problem happens when two polygons are "co-plannar" meaning that hmm... that they share the same plane Fortunately these kind of applied semi-transparent polygons always seem to be part of the same polygon groups so by moving them a little so that they are not co-plannar can help with the clipping problems.

Anyway I guess those cosmetic problems are not that important for now. I'll try to add the new objects to the Level 1 editor today, hopefully you'll get a new version by tomorrow.

By the way that AquaTeen reference is really funny, it was not intentional

Welcome back Bouch
VL-Tone

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Posted on 07-12-05 01:33 AM, in Mario 64 - Amazing Stuff Link
Hey thanks stag019

Yeah I had a great time, allot of stress went out the window

Don't worry about missing your deadline for SL64. We all know that Real Life


(edited by VL-Tone on 07-11-05 04:41 PM)
(edited by VL-Tone on 07-11-05 04:44 PM)
VL-Tone

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Posted on 07-12-05 03:54 AM, in Mario 64 - Amazing Stuff Link
Originally posted by HyperHacker
Those are still just the 1824 objects. Trees might be another list. I would think they only need an X/Z location and object ID, they can place themself on the Y location so as to always be on the ground. Goombas do that.


Trees also have an Y coord, I remember moving a tree along the 3 axis, trees don't seem to be compressed anymore than the other objects. Also, I was under the impression that you were hacking the part where the tree data is. Actually, there is no trace of any "18 24" near the byte you used to make the list at 405725. I guess that the list you built can also be applied to the 1824 objects. It means I could implement the list in my editor for the 1824 objects and that would make it much more useful.

Chickenlump, my guess is that the only compression mean used in SM64 is MIO0, everything outside the MIO0 files is uncompressed. Maybe the sound samples are the exception and are compressed using another method.
VL-Tone

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Posted on 07-12-05 01:20 PM, in Mario 64 - Amazing Stuff Link
Ok I'll answer that one before going to bed



The sign(s) object(s) don't appear in my editor, as they are not 1824 objects. In the example above what is selected is Koopa Quick, being type 68. The sign is type 34. If you look at 68 or 168 in the list you made it doesn't correspond to Koopa Quick. So you really did document a separate object list for something other than 1824 objects as those start at 405A60, the data you edited was around 405725. Unfortunately, the objects you documented don't have such an obvious start byte such as "18","0C", "04" which is the length byte for those.

Now if you want to document the "18" objects, you can either use my editor or simply change a byte like the 68 at 405C62 using your favorite hex editor or tool and describe the results for each of the other 255 possibilities . I should have done it myself but I didn't have the time and I always spend too much time trying to describe things when I do this kind of list. Maybe we could split the task


(edited by VL-Tone on 07-12-05 04:22 AM)
(edited by VL-Tone on 07-12-05 04:23 AM)
VL-Tone

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Posted on 07-12-05 02:03 PM, in Mario 64 - Amazing Stuff Link
About the cubes being halfway into the ground, here is the short explanation:

Polygonal objects like enemies etc. have the Y zero point inside their geometry relative to the feet or bottom of the object. That way they are easy to align to the ground without having to use some sophisticated collision routine with the ground. For example the Goomba geometry must have the bottom of their feet at Y zero and only use positive values for Y values inside their own polygon data, that way in the game they appear to walk on the ground by keeping their global Y position equal to the height of the ground. My editor assumes that Y values inside the object geometry can be negative too, and that could be very possible, for objects that need to be rotated around their centers.

So that's why the cubes in my editor can appear halfway through the ground, because their center Y position is equal to the ground height. I hope it makes sense as I'm a little tired :/
VL-Tone

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Posted on 07-13-05 12:34 AM, in Mario 64 - Amazing Stuff Link
Exactly HyperHacker, same goes for size and shape, and it would simply be more appropriate and fun anyway to have the actual objects instead of cubes But there is still a lot of data to be found before it's possible. Until then, I feel my editor can still be useful to learn more details about the level data format.

In any case, even with the actual polygonal objects in the editor, getting objects aligned with ground could get a little hard to do manually, so I thought about adding a "drop to ground" feature in my editor that will find the ground height under an object and drop it there.

I forgot to mention that yes the object starting at 405D9C is Mario's start position. It has object type 00 (invisible) and behavior type 13 74 2F.

At 405DA0, change 62 E6 E8 03 40 19 to D8 0E D8 0E F4 01 and Mario will start level 1 on the platform in the sky.
VL-Tone

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Posted on 07-13-05 07:47 AM, in Mario 64 - Amazing Stuff Link
It's simply a pink bob-omb telling you something. Another bob-omb is near that, beside the cannon. The former is at 4059BC and the latter at 405B84.

Aside from the XYZ coords, the only difference between the two is the 17th byte. So that confirms that the 17th byte is about which message the bob-omb gives. If you want to experiment with this byte, the one for the first bob-omb is at 405BAC (01) and for the second one at 405B95 (02).

Edit: I didn't have much time to experiment with my own editor before my vacation, now that I did, here is what I've found:

This shouldn't come as a surprise, bytes 11 to 16 of the 1824 objects are rotation angle values for all the three axis. Each axis is a 16-bit signed integer angle in degrees. Note that many objects like animated enemies have their rotation values overridden by behaviors controlling them. Bytes 17-21 seems to be parameters fed into the behavior routine, so they have a different use depending on which behavior is used

I also confirmed that the "Act" value which is the fourth byte, is to be interpreted as binary, one bit for each course in a level (8 courses max).

I'll update my editor to support rotation values and provide a way to edit a binary version of the act byte.

I started to document the types for 1824 objects and found that objects with the wrong behavior can act a little weird For example if you change the C3 (pink bob-omb) to BF (shell less koopa) at 4059BE you'll see that the koopa will float over the ground, face down, and rotating toward Mario like the bob-omb, but will have weird "spasms" in one arm like it just got electrocuted or something. It may be necessary to document all possible behaviors to make a correct list.

Also I found that there are two pink bob-ombs at the same coordinates (right of Mario at start). One appears only in one act, and the second appear in the remaining 5 acts, giving a different message.


(edited by VL-Tone on 07-12-05 10:47 PM)
(edited by VL-Tone on 07-13-05 03:51 PM)
VL-Tone

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Posted on 07-13-05 07:58 AM, in Has anyone ever considered producing something capable of editing Metroid Prime 2 Link
I already cracked the polygon data (they use 512-bits signed integers for XYZ coordinates) for most of the levels 3 months ago. Actually the whole game is just polygon data, as the textures are also simulated by small polygons. The music is also stored as polygons.

Instead of releasing a level editor, my plan is to convert Metroid Prime 2 to an isometric view, using voxels. I choose isometric because it's very popular, as people wont stop telling me how it was a great choice for Metroid Cubed.
VL-Tone

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Posted on 07-13-05 08:30 AM, in Has anyone ever considered producing something capable of editing Metroid Prime 2 Link
Yeah sorry I couldn't resist

BGNG: Yes polygon based programming is the way of the future, for example, Samus running speed is adjusted according to 4 triangles that change size depending on the analog stick position.

(Edit: To prevent really ruining sarcasm in this thread, I removed the link I posted earlier.)



(edited by VL-Tone on 07-12-05 11:32 PM)
(edited by VL-Tone on 07-12-05 11:36 PM)
(edited by VL-Tone on 07-13-05 12:11 AM)
VL-Tone

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Posted on 07-13-05 09:42 AM, in Has anyone ever considered producing something capable of editing Metroid Prime 2 Link
Originally posted by DahrkDaiz
Has anyone found the TSA data used to make the triangles? Oh and how do I edit the palettes in this? I tried using a hex editor but didn't see any colors, just a bunch of nubmers and letters.


DahrkDaiz:
The TSA data is stored inside the GC BIOS and all GC games use the same table. As for the palettes, they are stored as 65,536 variations on the original NES palette.

RT-55J:
I tried your hack and I only managed to get Conan O'Brian appear, then somekind of weird bear appeared and started to scratch himself, then the game crashed (literally). I don't remember seeing bears in MP2, could this be a hidden enemy?
VL-Tone

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Posted on 07-14-05 07:28 AM, in Mario 64 - Amazing Stuff Link
ShadowSonic, could you please post the url of where you found this? Because It's kinda hard to understand out of context.

Anyway you wanted to know if it is possible to change Mario's polygons and make him taller well the answer is yes, but we wouldn't be able to do it now as there are a few key things missing to reconstruct and edit Mario's whole body (I don't know where is the data that position all the body parts). But there is nothing major preventing it from what I saw, aside from having to keep the compressed MIO0 file the same size or smaller as the original.
VL-Tone

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Posted on 07-14-05 10:14 AM, in Mario 64 - Amazing Stuff Link
It would be fairly easy to "squish" or stretch any of Mario's body parts. I'm guessing that making Mario's head taller would make it look more like Luigi, if that's what you want.

The problem is that the head, arms, legs, hands are all stored in different polygon objects and that some other data connects them at specific points that can act as rotation joints. If this other data is not changed, just scaling each part would result in a very weird Mario

Edit: I was finally able to render Mario's head with colors and textures!



(edited by VL-Tone on 07-14-05 01:14 AM)
(edited by VL-Tone on 07-14-05 01:16 AM)
(edited by VL-Tone on 07-14-05 05:27 AM)
(edited by VL-Tone on 07-14-05 06:07 AM)
VL-Tone

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Posted on 07-14-05 05:56 PM, in Mario 64 - Amazing Stuff Link
Interesting thread...
I still don't understand what the guy meant, and I'm not sure if he's serious or not.

Now on a related topic: is that what you are after?



This is Mario's head with a conic deformation with the top being wider, and the head is also taller.
VL-Tone

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Posted on 07-15-05 01:02 AM, in Mario 64 - Amazing Stuff Link
Nahhh, changing the M to an L is too easy for my tastes. Now changing Mario's morphology to Luigi's, that's what I call "not that easy", though it's not incredibly hard either. I must admit that changing the color of the hat was too easy, but it was the minimum requirement for my brain to see it as more than a "Stretched Mario's head".

Actually there is a little comedic element to my Luigi animation, as if Mario was being transformed into Luigi, and when he realize it by looking at his costume and hat his eyes becomes Xs.

I was planning on doing my own compressor, but it's been some time since I programmed my own MIO0 de-compressor and I kinda forgot the details about the compression. I'll try to find ways to make one that is more efficient and share the results with you.

But yeah in the mean time it could be possible to extend the ROM and change the pointers to the Mario MIO0 file, giving us much more freedom for editing.

Mario's MIO0 file is at $114750, so we could look for instances of $11005047 in the ROM.

From what I've just checked, there is only one place where you can find $11005047, it's at address
$2ABCA4. Try to see if you can relocate/copy the MIO0 file to another place in the ROM and then change this pointer and see if it works. If it doesn't crash the game, to be sure, you can either try to see if other pointer values crash it, or use a modified MIO0 file to see if changing the pointer actually worked.

Anyway, I have to go to work soon (and dang I'm tired...)
VL-Tone

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Posted on 07-16-05 12:56 AM, in Senator Hillary Clinton (D-NY) Goes After Modified GTA Link
Looks like she's going after companies and stores that sell violent and sexually explicit games to children, not after those who published the instruction to hack GTA. The hack instructions are not illegal by themselves, even if a child get it's hand on those, he must have the game to access the extra sexual content.

That is what she is after, preventing children to access this violent game, even unmodified. If it had been an easter egg instead of a hack, she would have said about the same thing.
VL-Tone

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Posted on 07-16-05 10:12 AM, in Mario 64 - Amazing Stuff Link
I had an idea, which may or not be good, but tell me what you think about it.

What if we patch the MIO0 decompressor routine inside the Mario 64 ROM so that we could include a special "redirect" command in the MIO0 file header.

That way, simply by inserting a command and an address in a MIO0 header we could make the decompressor jump to another address in the ROM and decompress that data instead of the original. If that special command is not present in the header, the data would be simply decompressed as usual.

That way we wouldn't have to track all occurrences of pointers to MIO0 files in the ROM, and we would be able to replace MIO0 files by others that have a bigger size without causing any problems. (Provided that we can extend the ROM or find empty space)

Does it make sense?
VL-Tone

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Posted on 07-17-05 03:06 AM, in Mario 64 - Amazing Stuff Link
HyperHacker you are probably right, but I was under the impression that some pointers might be very hard to find. There are a lot of them to be found, and if some happens to be a byte sequence that is used for something else repeatedly through the ROM , we could have a hard time determining which ones are pointers. There may be more than 200+ pointers to be located and confirmed and they don't seem to have a central location.

My solution would only take a few bytes of ASM code.

Anyway... I'll learn n64 ASM and I'll do it myself

The Kins yeah that could be possible, but I'm not sure it would be easy. If you look earlier in this thread you'll see that I found the pointers for Mario's heads inside its MIO0 file. I could change these pointers to the ones for Goombas but I would have to change the pointer to the Mario MIO0 file to the Goomba file and that would likely crash the game since other Mario parts couldn't be loaded. Also it could only work inside levels that have Goombas in it. A better solution might be to swap the polygon data inside the Mario file, but it could cause many problems that would prevent it to work since it would move around other data.

Edit: I updated my online level viewer so that it includes the Haunted House level, complete with textures!


More screenshots in the "General Project Screenshot Thread"


(edited by VL-Tone on 07-17-05 02:26 AM)
VL-Tone

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Posted on 07-17-05 11:22 AM, in General Project Screenshot Thread Link
First let me say that many of you are very talented, I've seen very impressing screenshots here!

On a related note, I updated my online viewer for Mario 64 Levels so that it now includes the Haunted house level, fully textured!

Here are some screenshots:





VL-Tone

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Posted on 07-18-05 08:37 AM, in Mario 64 - Amazing Stuff Link
Ok then!

Forget about all this hacking of the MIO0 decompressor

I will concentrate on things I already know about, like the polygon format and 1824 objects.

By the way the Haunted House geometry is in the 371C40 MIO0 file.

Here is a quick list I did of all the occurrences of a 1824 Mario start position object (behavior 13 74 2F), in the ROM.

382DE0
395F04
3E6E6C
3FBD10
405D9C --Bob Omb's Battlefield start position object
40EA24
41A3E0
424310
42CA38
42CB10
4375C8
44A6C0
48D218
495D90
49E180
4EB6D4

The addresses point to the beginning of each Mario start position 1824 objects. There are 16 of them and since there must be one for each main level? I'm not sure about that yet.

Here is a list of behaviors I found at two places in the ROM (I don't remember where though but you can search for it)

13 FC 0A 00 13 3C 3E 00 13 20 07 00 13 80 07 00
13 A0 07 00 13 5C 07 00 13 60 2F 00 13 64 2F 00
13 68 2F 00 13 6C 2F 00 13 70 2F 00 13 74 2F 00
13 78 2F 00 13 94 2F 00 13 7C 2F 00 13 80 2F 00
13 88 2F 00 13 84 2F 00 13 8C 2F 00 13 90 2F


(little additional note, it's all cool now between me and stag019)
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