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04-29-24 05:21 PM
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Acmlm's Board - I3 Archive - ROM Hacking - Super Mario 64 Hacking discussion thread - READ THE FIRST POST BEFORE POSTING!
  
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mortalkenshi2
Posts: 144/159
Originally posted by HyperHacker
If you get that star in, say, Whomp's Fortress, which does it count as? The byte before or after the one that decides what's in the box might decide which star it is. Or there could be 6 different bytes that produce stars, did you try others?




Sorry, I haven't tried out the mystic box in other places but I will soon and I will try messing with the other bytes around it. If you get the star in the castle grounds the game freezes so I guess it automatically has to be in a course but if you get it in a course without asigning a star id to it then it freezes.
HyperHacker
Posts: 5008/5072
If you get that star in, say, Whomp's Fortress, which does it count as? The byte before or after the one that decides what's in the box might decide which star it is. Or there could be 6 different bytes that produce stars, did you try others?
mortalkenshi2
Posts: 139/159
oh, alright thanks. I didn't remember that. so, did you try the metal cap in another level thing?
BooUrns
Posts: 425/450
Even in the original, you still lose health from falling even if you are wearing the metal cap. That's the way the game was designed.
mortalkenshi2
Posts: 135/159
What are you talking about? Make your posts more specific.
----------------------------------------------------------------------------------------
In other news,
Wonderful news everyone, well not really but to me it was what I had been trying to do since forever and it fianlly worked!!! Have you ever been wondering how Vl-Tone did that flying and emtal cap in the castle grounds? I can now include both regular and metal caps in ALL levels. Well, I haven't been able to test the ALL levels theory but I know it works in bob omb battlefield, and the castle grounds as well as the bowser levels. So try it yoruself! Here is how.

In the correct 0x24 command it looks something like:

24 18 1F [89] 00 00 00 00 00 00 00 00 00 00 00 00 00 [01] 00 00 13 00 22 50.

The parts in [ ] are the parts that are most important. First, the 89 is the character ID for the box that contains the caps. That needs to be 89 for the cap look, the next thing, 13 00 22 50 is the behavior code that is always for the box. Thne hte parameters are 00 [01] 00 00 where as 01 controls what the box contains. I have made a list to figure out what each one controls:

00 - Wing Cap
01 - Metal Cap
02 - Invisible Cap
03 - 1 Coin box
04 - 5 Coins box
05 - 10 coins box
06 - A star

I don't really know much about the star but there must be some way to control what the star gives you like from which level. I don't know how though. Here are some screenshots:


Photobucket - Video and Image Hosting

This is them both in the level, the metal cap is occupying the space of the warp so now that particular warp is disabled.


Photobucket - Video and Image Hosting

This is mario with both caps on, pretty good don't you think? Just as cool as in Vl-Tone's Mod. I think that he got the position for the metal cap and wing cap in his so precise was because he used his editor to place the object not to import it.

There is just one glitch that is here. You still lose health with metal cap on when you fall from a high place. I don't know if this happened in Vl's mod so (somebody check for me) if it does happen I can fix it through careful looking through the rom.
Ribo Zurai
Posts: 10/15
I´m having a problem... On the Acmlm Archive, I found lots and lots of offsets to change of objects. But why they´re not working to me?
mortalkenshi2
Posts: 129/159
Yes, all of his info is on his page, so please, start hacking!!!
BooUrns
Posts: 401/450
The Text Wrangler as well as the ROM Extender can be found on VL-Tone's Web Page.
xpCynic
Posts: 193/208
This will probably sound really stupid, but for some reason I don't seem to have VL-Tone's text wrangler on my computer at all! Can someone attach a copy that I can use?
mortalkenshi2
Posts: 128/159
Well another post from me, this time providing all the documents I have collected from mario 64 hacking. A few of the documents are made by me that have incorrect names. Those would be the ones named behaviors 1,2,3,4 etc. The one that says behaviors is by rstewart and the other ones are watermarked. Anyways, the one named 0x24 objects contains everything and more from the documents called behaviors but have numbers. Those contain character IDs. Hope this comes in handy.
mortalkenshi2
Posts: 125/159
alright, I dont know if you guys read at least the entire last page but basically we were going to sort of stop talking about that and keep going with sm64 hacking. I have provided a lot of information above in my previous post. Nobody has said anything about it, maybe I am not the next Vl-tone but at least I am providing information so don't put in useless posts. Also, the Vl-tone's missing would have been appropriate with the other thread because of the name "TT64 process" but this is mario 64 hacking not editor process.... What do you guys think about my last post? (once again asking)
Also, how do you load objects from different banks? Did Vl-tone ever tell how he did it??? I want to import objects from other levels to a certain one in my new hack.
Ribo Zurai
Posts: 4/15
I think he is making a hard work. Or he have ended and making suspense...
xpCynic
Posts: 186/208
He's right...checking comments on his "ToadsTool64 teaser video," it looks like he logged in a month ago. Maybe he's building suspense...? Seems like an awful long time to build suspense, but who knows...

Sadly, I'm gradually losing interest in Mario 64. I hope he shows up again soon. He promised a while back that he won't suddenly lose interest and abandon the editor, and I hope he wasn't lying.
Ribo Zurai
Posts: 3/15
He ins´t dead, I saw on Youtube.com: "Starxxon> Last login: 1 month ago."
It´s proofs something?
mortalkenshi2
Posts: 119/159
Hey guys, as usual my posts are usually about my research data by searching through the mario 64 hacking threads endlessly but this time its different. I found this data without the help of one of these threads. I have been lately editing with warps and wanted to know if any of you know how to edit the ones for the paintings? I have been able to find the door that leads in and outside the castle. I edited the warp and made it so that in the left door going into the castle (its still the same because they have two seperate warps) you go inside but when u go out of the castle (the left door which is now the right door that you came from) it takes you to the metal cap. I have also found out a way to find all of the warps for each level and have started making a list of them. So far, in my free time I have found the one for the inside castle going out and all the other ones are next to it, I found bob omb battlefield and then finally the metal cap one. Everytime I try to edit the bob omb battlefield warp (when you jump into the painting) the game ends up freezing so I wanted others to experiment with this. Also, the quickest way to find the warps to a level is to go to the offset of that level, hold Ctlr and F and that should put find and then type in 26 08. That is always the begining to a warp. I have recently reread the mario 64 hacking doc featured in Vl-Tone's Signature and I saw that the third byte ( 26 08 [XX])(I am using XX to stand for a variable multiple combinations) is the command to warp from and have been recording what the possible bytes could be for each place. Then finally the fourth number in a warp (26 08 XX [YY]) YY, is where you end up after the warp. So, I have also been recording that too and I have only gotten two levels for that so far. So can somebody figure out a way to change the warp from a painting to another successfully? I would really appreciate it thanks.

Here is another thing, while reviewing all the changes of the peaches head patch that Vl-tone released, I saw what he changed and I am playing with the numbers. At one point the game froze but then at another I got headless rainbow mario.... Here is a screenshot:

Photobucket - Video and Image Hosting

weird right?

while playing with that glitch i noticed something, in that picture mario looks low polygonish like different and so does everything else, i can see like both sides of a door if i turn the camera certain ways and stuff and they all look different.... weird....

I have also found something very interesting. I found out which part of the string that controls marios head makes him peach. I have also found out there is one for him without blinking and the next one for when he blinks. That explains why he Vl-Tone had to change a very large code.

mortalkenshi2
Posts: 110/159
Originally posted by Dootuz
I think its fine the way it is it just goes like RR BB GG or something like that. Just put the 2 numbers in and that should be good. Are you using this to do Mario’s colors by any chance?


Yes but I told you where it is. 0x823B64
HyperHacker
Posts: 4877/5072
Originally posted by Cellar Dweller +
I found out what the second byte of the geometry layout commands is for. If the command has a GBI pointer as an argument, the second byte specifies which of the game's preset render modes should be in effect when calling the display list.

During rendering, the game makes a pass over the internal structures that are created from the geometry layout commands. The game collects all display list pointers needed for the current frame into a number of groups. The group that the pointer goes in is determined by the second byte of the geometry layout command. Then, after going through internal geometry layouts for objects that are being drawn, the game goes through the groups. For each group, the game sets the render mode for that group, and then calls the contained display lists.

The reason the display lists are grouped by render mode is so that translucent polygons can be drawn last, possibly among other reasons. If translucent polygons are not drawn last, the rendered scene would not look right.

Nice. I've been trying to figure out how translucency works in Mario Kart 64. What GBI/RSP commands are being used here to do translucency?
Dootuz
Posts: 43/46
I think its fine the way it is it just goes like RR BB GG or something like that. Just put the 2 numbers in and that should be good. Are you using this to do Mario’s colors by any chance?
mortalkenshi2
Posts: 107/159
I have a question about your post about RGB for anyone that can answer this question, how would I use the color chart here at acmlms board to then use that ingame? How would I convert it?
Dootuz
Posts: 37/46
I like you mod mortalkenshi, well Luigi anyways .
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Acmlm's Board - I3 Archive - ROM Hacking - Super Mario 64 Hacking discussion thread - READ THE FIRST POST BEFORE POSTING!


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