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05-14-24 07:46 AM
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Acmlm's Board - I3 Archive - ROM Hacking - General Super Mario 64 hacking / TT64 Progress thread New poll | | Thread closed
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User Post
Kyoufu Kawa
Intends to keep Rom Hacking in one piece until the end








Since: 11-18-05
From: Catgirl Central Station

Last post: 6294 days
Last view: 6294 days
Posted on 03-05-06 09:30 AM Link
BMD files? LZ77 compressed bitmaps that Tile Molester can show. At least if I remember correctly.
MathOnNapkins

1100

In SPC700 HELL


 





Since: 11-18-05

Last post: 6294 days
Last view: 6294 days
Posted on 03-05-06 09:35 AM Link
professor_gad: who cares about an emulator for DS when you can have a Passme and run a hacked version off of an SD/CF card? Emulators are convenient, but the lack of one won't prevent people from testing their own software.
proffessor_gad

Red Koopa








Since: 01-27-06
From: Mars

Last post: 6325 days
Last view: 6325 days
Posted on 03-05-06 06:40 PM Link
Yes but I prefer emulators, because they are free.
Deleted User
Banned


 





Since: 05-08-06

Last post: None
Last view: 6295 days
Posted on 03-06-06 12:05 PM Link
Originally posted by proffessor_gad
Yes but I prefer emulators, because they are free.

THAT.......is true,Gad.........Roms are free too....
proffessor_gad

Red Koopa








Since: 01-27-06
From: Mars

Last post: 6325 days
Last view: 6325 days
Posted on 03-06-06 03:12 PM Link
EDIT- Nevermind....


(edited by proffessor_gad on 03-06-06 09:37 PM)
Guy Perfect









Since: 11-18-05

Last post: 6296 days
Last view: 6294 days
Posted on 03-06-06 03:40 PM Link
This is bordering illegal. It disgusts me to see people who think they get the good way out by partaking in piracy for games still on the market just so they don't have to spend money. This is a serious ethical concern, and the discussion in the most recent posts are suggesting that people take place in illegal activities for their own personal gain.

You guys continue to degrade your morals in a different thread. This is not the place for it. "Super Mario 64 or Bust," as it were.
proffessor_gad

Red Koopa








Since: 01-27-06
From: Mars

Last post: 6325 days
Last view: 6325 days
Posted on 03-06-06 10:21 PM Link
I don't like going to much of topic, but you forced me.

Just a few words and we will stop this nonsence. Okay?

First of all I do have a ds with super mario 64 ds, and I do have a nintendo 64 system with super mario 64, so concerning that I am clean.

Second is the fact that ANY form of hacking roms is illegal and downloading roms is illegal. You can make a backup copy of a rom yourself as long as you do not give it to others. Considering this, we might as well say that we all are found guilty of crime.

Don't tell me that I am some type of black hat cracker, until you look at what you have been doing yourself. Now please, enough of this!


(edited by proffessor_gad on 03-06-06 09:36 PM)
D 2007
D


 





Since: 02-19-06

Last post: 6341 days
Last view: 6341 days
Posted on 03-06-06 11:02 PM Link
Originally posted by proffessor_gad
I don't like going to much of topic, but you forced me.

Just a few words and we will stop this nonsence. Okay?

First of all I do have a ds with super mario 64 ds, and I do have a nintendo 64 system with super mario 64, so concerning that I am clean.

Second is the fact that ANY form of hacking roms is illegal and downloading roms is illegal. You can make a backup copy of a rom yourself as long as you do not give it to others. Considering this, we might as well say that we all are found guilty of crime.

Don't tell me that I am some type of black hat cracker, until you look at what you have been doing yourself. Now please, enough of this!

I hate continuing this, but... downloading ROMs of games still on the market is just a cheap, stupid excuse... I personally consider getting old games (yes, even the really crappy ones) as a helpful act of preservation, since those games are no longer being produced and it's very possible that original copies will cease to exist one day.


That, and he does have a point -- Emulators are free, PassMe and other actual hardware cost money. Each has their ups and downs (Emulators aren't accurate, PassMe's are almost gaurenteed to work always)...
Guy Perfect









Since: 11-18-05

Last post: 6296 days
Last view: 6294 days
Posted on 03-06-06 11:55 PM Link
In any case, this is a thread about Super Mario 64.

VL-Tone has expressed his wishes in the past (in the forum archives) that he doesn't wish for his project to be used as a complement to Super Mario 64 DS hacking, so please make another thread if anyone wants to discuss Super Mario 64 DS. It's a different game for a different system, so despite its similarities, it doesn't belong here.
VL-Tone

Paratroopa








Since: 11-18-05

Last post: 6485 days
Last view: 6485 days
Posted on 03-07-06 06:59 PM Link
I leave the forum a few days and what happens?

Like BGNG said, I don't think that working on Super Mario 64 DS is a good idea, for many reasons. If anyone wants to, they can... in another thread. The game is different anyway, they may have use some polygon data and textures from the original, but the engine is completely different. So we won't learn much from diging into the DS version.



Ok so BGNG about the code snippet you posted, it looks like the first thing I tried. It worked but it was too slow, that's why I was trying other methods.



Hyper:

Actually, the "Xtras" plug-ins for Director are .DLLs on Windows. They have to be built following some specifications though. Maybe I could try to look how easy it could be to build an Xtra. The thing is, I would have to build versions for both platforms.

But anyway, I just got a brand new (overpriced) Mac mini! It may not be the fastest thing on the market, but it's definitely much much faster than my old iMac which was incredibly ancient and slow.

I'll have to make some tests to see how fast my projects run on it. I'm still in the process of transferring stuff and reinstalling programs, and I will install Director MX tonight. From the speed I get from the Shockwave Peach Castle thing, it's really encouraging. Though the Shockwave thing doesn't do File I/O, the slowness I experienced in my editor was probably mainly due to the simple fact that my other computer was simply too slow.

With a "decent" computer at last, I'll have much more motivations to work on the editor.


(edited by VL-Tone-neko on 03-07-06 05:59 PM)
Marioman64

Red Paragoomba








Since: 12-22-05
From: Maryland

Last post: 6418 days
Last view: 6418 days
Posted on 03-07-06 09:06 PM Link
I haven't been on in a while...why are all of the threads new?
Anyway I wanted to ask VL-Tone a few questions:

1-Can you predict when the editor will be finished? I thought I heard someone
say 2006,Feb. or March. And it's March right now.

2-Will the editor be able to place water where one wants to place it?
For example, the person could move around "cubes of water"

3-If the editor is still a long time away, can you at least release
a very small princess slide editor?[wait...I don't think I'm alowed to ask for
editors...]

and...This will be the coolest editor to ever exist ever.
Can you also post another picture(of an edited level maybe)? They're cool.
Raccoon Sam

Boomerang Brother
Custom Title








Since: 11-20-05
From: Correct

Last post: 6294 days
Last view: 6294 days
Posted on 03-08-06 09:57 AM Link
Well, the expected release date is still unclear, but I doubt he will release a Slide Editor.
Also, I don't think that this will be quite a blast as Lunar Magic. I mean, there won't be any "Legoman-Syndromes" with Super Mario 64, because the editor won't be a toy.
So I don't think that anyone's gonna make a hack in 5 minutes and post it here only to hear constant flaming.


Also, Mac Mini?
Wonderful! It's awesome.


(edited by Raccoon Sam on 03-08-06 08:59 AM)
Deleted User
Banned


 





Since: 05-08-06

Last post: None
Last view: 6295 days
Posted on 03-08-06 04:11 PM Link
I hope he doesn't mind me quoting...
Originally posted by VL-Tone
...Let's say that before May it should be out in beta form.

It all depends on how much time I devote to it. Like I said in the thread, if I worked on it 4 hours a day it would take me a month or so. Currently, its more like 1-2 hours on average, so I should work more on it, hopefully my new computer should encourage me to do it.
VL-Tone

Paratroopa








Since: 11-18-05

Last post: 6485 days
Last view: 6485 days
Posted on 03-09-06 11:10 PM Link
1-Can you predict when the editor will be finished? I thought I heard someone
say 2006,Feb. or March. And it's March right now.


Let's say the public beta will be released before the Revolution.

2-Will the editor be able to place water where one wants to place it?
For example, the person could move around "cubes of water"


Maybe this will be part of the editor, but as for now, I don't know what defines water areas.

3-If the editor is still a long time away, can you at least release
a very small princess slide editor?[wait...I don't think I'm alowed to ask for
editors...]


No, and what you should understand is that my editor won't be able to modify the actual geometry of things (at least not until version 2.0), so in the Princess slide, the only things you would be able to move and change are coins and other objects found on the slide.

I'll post other pictures eventually don't worry




Good news my first tests reveal that my editor is much much faster on my new comp. Levels load in 3-15 seconds depending on the size, but that's with the old method which has a lot of redundancy, decoding the same objects multiple times. (It use to take more than a minute to decode some levels + all objects)

Also, I made a routine that pre-loads all textures when you open a ROM. The bad news are that it takes up to 25 seconds to load 850 textures found in the game. I'm working on improving that before continuing the rewrite.

I may release a texture editor as a first testbed, to get an idea how the process of extending the ROM and loading texture works on other systems.

On the current working editor I've implemented key controls to move and rotate objects, and new camera controls to make it orbit around the selected object, zoom in and out.


(edited by VL-Tone on 03-09-06 10:10 PM)
proffessor_gad

Red Koopa








Since: 01-27-06
From: Mars

Last post: 6325 days
Last view: 6325 days
Posted on 03-09-06 11:36 PM Link
Nice. Can't wait till it is done.

By the way, I accidently changed some terrain values in the game. Clumby me! But my point is that editing terrain is possible. Changing one value, such as B3 to F4 can make the terrain around the castle's cannon higher!( It makes it like the terrain around the second cannon in bobomb battlefield ) But it does not change the actual polygon, so you walk around in the air. Just thought that it would be helpful if I told you...
creaothceann

Red Goomba








Since: 11-22-05

Last post: 6489 days
Last view: 6489 days
Posted on 03-10-06 10:00 AM Link
Originally posted by VL-Tone
Also, I made a routine that pre-loads all textures when you open a ROM. The bad news are that it takes up to 25 seconds to load 850 textures found in the game. I'm working on improving that before continuing the rewrite.

Can't you save the result to a file, and load that when the program starts? (I'm assuming that the decoding takes the most time.)

If not... well, at least a progress bar would be nice.


(edited by creaothceann on 03-10-06 09:01 AM)
VL-Tone

Paratroopa








Since: 11-18-05

Last post: 6485 days
Last view: 6485 days
Posted on 03-10-06 07:13 PM Link
Originally posted by proffessor_gad
Nice. Can't wait till it is done.

By the way, I accidently changed some terrain values in the game. Clumby me! But my point is that editing terrain is possible. Changing one value, such as B3 to F4 can make the terrain around the castle's cannon higher!( It makes it like the terrain around the second cannon in bobomb battlefield ) But it does not change the actual polygon, so you walk around in the air. Just thought that it would be helpful if I told you...


Thanks for wanting to help, but I never said that editing the terrain was impossible. I already know how it can be done. I don't want to explain yet another time why I won't put polygon editing in version 1.0, just re-read the thread. You can always try, but I don't think you can help much now, I know what I need to know to build the kind of editor I want. I'm still missing the bone/animation data format for characters and objects with moving parts, but I doubt that you can find how it works. I hope it doesn't sound too rude, don't stop trying to find things and have fun hacking Mario 64

Originally posted by creaothceann
Originally posted by VL-Tone
Also, I made a routine that pre-loads all textures when you open a ROM. The bad news are that it takes up to 25 seconds to load 850 textures found in the game. I'm working on improving that before continuing the rewrite.

Can't you save the result to a file, and load that when the program starts? (I'm assuming that the decoding takes the most time.)

If not... well, at least a progress bar would be nice.


I thought about saving the textures to disk beforehand, and this is how I used my editor before, but here is the problem: what if you open a ROM with textures already edited? The textures would have to be loaded anyway.

Maybe I could put a checkbox option that reads "Load custom textures" in the editor. Another thing I could do is write a small table in the ROM that keeps tracks of which textures have been edited so it only loads them. A completely edited ROM would still take as much time though.

I'll work on releasing a bare-bones texture editor and a ROM expander/repointer so that you guys can test it on your systems. It wouldn't surprise me that it's faster on most of your PC's since Director has faster disk access on Windows.

So until then, here is a "sprite sheet" of all the 850 textures. I think it covers every texture in the game, except the fonts and interface icons.



The full resolution version is too big for Photobucket (it's a 900k PNG), and I don't know where to host it, I don't feel like putting it on my own web server. Wasn't there a thing called "commons" or something like that on this board? I can't find it anymore... was it removed? Can anyone here host this file?


(edited by VL-Tone on 03-10-06 06:18 PM)
Deleted User
Banned


 





Since: 05-08-06

Last post: None
Last view: 6295 days
Posted on 03-10-06 07:29 PM Link
Originally posted by VL-Tone
The full resolution version is too big for Photobucket (it's a 900k PNG), and I don't know where to host it, I don't feel like putting it on my own web server. Wasn't there a thing called "commons" or something like that on this board? I can't find it anymore... was it removed? Can anyone here host this file?
It was removed when the board exploded. Most people agree it wasn't that great anyways.
Xkeeper made a "Quik-Attach" Freature, but the limit size is 125 kB.
I'm sure someone will help.
\me takes a quick look through*
That's cool. Nothing stands out though. Probably because I've looked at most of this before (not the 100% right color, but meh).
VL-Tone

Paratroopa








Since: 11-18-05

Last post: 6485 days
Last view: 6485 days
Posted on 03-10-06 07:51 PM Link
This is nothing that wasn't possible before, decoding the textures from Mario 64 has been possible since a long time. I'm sure people working on the High-Res pack have seen these before. But if you only used a bitmap viewer and peeking in the MIO0 files, you would have to spend time finding those textures, aligning their bytes and the pixel width (16, 32 or 64), since many are found in between polygon data at various offsets and with different sizes. Some are grayscale and some are RGBA.

I built a list of all texture offsets, their size and bitmap mode, by decoding all the objects found in the game, and adding these properties to a list, each time a texture command is encountered. This list is already calculated and stored, and it was used to load all of the textures sequentially.
proffessor_gad

Red Koopa








Since: 01-27-06
From: Mars

Last post: 6325 days
Last view: 6325 days
Posted on 03-10-06 10:19 PM Link
Hey, I was wondering if you could give us the rom hack with the fake luigi in it. I would appreciate it.
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Acmlm's Board - I3 Archive - ROM Hacking - General Super Mario 64 hacking / TT64 Progress thread | Thread closed


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