(Link to AcmlmWiki) Offline: thank ||bass
Register | Login
Views: 13,040,846
Main | Memberlist | Active users | Calendar | Chat | Online users
Ranks | FAQ | ACS | Stats | Color Chart | Search | Photo album
05-14-24 10:44 PM
0 users currently in ROM Hacking.
Acmlm's Board - I3 Archive - ROM Hacking - General Super Mario 64 hacking / TT64 Progress thread New poll | | Thread closed
Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71Add to favorites | Next newer thread | Next older thread
User Post
1125
Newcomer


 





Since: 03-17-06
From: FL

Last post: 6633 days
Last view: 6633 days
Posted on 03-17-06 04:48 PM Link
I searched google.
just tell me

(no, im not a no0b)
The Ultimate Koopa

Red Paragoomba
Account banned at user's request.








Since: 12-24-05
From: England

Last post: 6524 days
Last view: 6524 days
Posted on 03-17-06 04:57 PM Link
If I'm not mistaken, 'MIO0' is not some time of program, it's a code, so asking 'Where can I get MIO0?', is basically like saying 'Where can I get hex'.

I think what you should say is more like 'Where can I find a 'program/utility/editor/viewer' that can view/edit the 'MIO0' thing'.
Raccoon Sam

Boomerang Brother
Custom Title








Since: 11-20-05
From: Correct

Last post: 6295 days
Last view: 6294 days
Posted on 03-17-06 04:59 PM Link
Or just "What's MIO0? I'm interested in it"
Darkdata

980








Since: 02-25-06
From: Newfoundland

Last post: 6295 days
Last view: 6294 days
Posted on 03-17-06 05:43 PM Link
Read the F***ing thread.....

Thank you and have a nice day..

Btw your editor looks great VL-Tone
Deleted User
Banned


 





Since: 05-08-06

Last post: None
Last view: 6295 days
Posted on 03-17-06 06:06 PM Link
I'm going to say probably the basic...est of things about the sprites in the picture, so be sure to yell at me when I'm finished. (I just like this so much that I want to talk about it regardless if anyone else addressed this.)

The reason why the default sprites of the mushroom and other things are squishied is that the sprites "wrap" around 3D models to keep a definite and official shape.

The textures of Metal Mario all stop their thing and change to that one Metal Texture Square Sprite. Of course.

There is a hidden Yoshi egg sprite in there. Not much intelligence on this fact. I just think it's so awesomely cool.

There are various unused eye sprites. There are also unused shifty Mario Eyes. (left right up etc. excluding the sprites of the following eyes in the start screen. Them's different. Trust me.)

VL-Tone is the greatest bipedal creature to ever use the internet. This is common knowledge.


Thank you for seeing my random facts that I wanted to bring up. Keep up this great project!
proffessor_gad

Red Koopa








Since: 01-27-06
From: Mars

Last post: 6325 days
Last view: 6325 days
Posted on 03-17-06 06:12 PM Link
MIO0 is a compression system that nintendo used to make the nintendo 64 system be able to read the n64 cartridges (maybe also so that the games would be unhackable ). It is not some type of .exe or program. All it is, is a jumble of confusing code that has been successfully decompressed.

If you want to view mio0 code just get a hex editor and a nintendo 64 rom ending in .z64 . Hope this helps you in your quest to find "mio0".


(edited by proffessor_gad on 03-18-06 06:49 PM)
(edited by proffessor_gad on 03-18-06 06:50 PM)
VL-Tone

Paratroopa








Since: 11-18-05

Last post: 6485 days
Last view: 6485 days
Posted on 03-17-06 07:05 PM Link
professor_gad this is not exactly right, but it's ok I'm not angry...It's normal that you may have gotten confused about this.

Yes MIO0 is a compression algorithm, but it has been cracked a long time ago by Nagra and because he didn't want to release the source code, BGNG figured it out by himself and released documentation and source code (so BGNG is the real hero here ).

What I did figure out is the format of the polygon data inside the MIO0 files (Cellar Dweller and others did help me). The format of things inside the uncompressed data: polygons, textures etc. is not related at all with MIO0, the same data could have been uncompressed without any trace of MIO0 compression.

There are already programs that can completely decode MIO0 files, there are a few of them actually, decompressing MIO0 is not a problem in itself. Recompressing is another thing, even BGNG didn't manage to build a compressor that can produce files that are as small as the original. Couple that with the fact that if you change the data inside to something less compressible you get a bigger file when re-compressed, and that mean the MIO0 files have to be moved out of their original location, to an extended part of the ROM, where there is more flexibility for space.

I'm about to release a program that moves and re-point all MIO0 files automatically but there is still one or two hurdles I have to get around.

-----------

ShyGuy:

The reason why the default sprites of the mushroom and other things are squishied is that the sprites "wrap" around 3D models to keep a definite and official shape.

Right, though these are special n64 objects that always stay oriented toward the camera. This is a problem in my editor, since there is not built-in function to do that, I would have to keep track of all these special models and make them rotate toward the camera at every frame.

The textures of Metal Mario all stop their thing and change to that one Metal Texture Square Sprite. Of course.

I'm not sure what you mean by that, the Metal texture is actually round in shape. It works using a special mode that scrolls the texture on the model depending on the camera angle (I can do that in Shockwave).

There is a hidden Yoshi egg sprite in there. Not much intelligence on this fact. I just think it's so awesomely cool.



Yeah it's a cool item, I wonder what was its original use. With the editor you'll be able to put Yoshi eggs in some levels (like Whomp's fortress)

There are various unused eye sprites. There are also unused shifty Mario Eyes. (left right up etc. excluding the sprites of the following eyes in the start screen. Them's different. Trust me.)



Like this? I didn't even realize the shifty Mario eyes are not used in the game. Maybe in the end scene with Toad and Peach? Yeah Mario's face in the title screem is different, way different, it has a different polygon and texture format (for the flying stars) than the rest of the game. The eyes are actually entirely made of polygons, and the eyes can move smoothly.
Interesting to note: Giles Goddard programmed the Mario's face title screen. Mr. Goddard was from Argonaut, and was one of the two main programmers of StarFox (the other is Dylan Cuthbert).

VL-Tone is the greatest bipedal creature to ever use the internet. This is common knowledge.

No. Not really I'm not bi, nor a pedal. Oh you mean having two legs? I have more than two!


(edited by VL-Tone on 03-17-06 06:45 PM)
Hosma293
Newcomer


 





Since: 01-30-06
From: NSW, Australia

Last post: 6489 days
Last view: 6489 days
Posted on 03-18-06 06:52 AM Link
Since you can't release the Luigi Hack, will we be able to make similar versions of it in Version 2.0 (Yes I said 2.0 not 1.0 ) of your editor?

Lol, don't mind me, I was just looking forward to getting my hands on it somehow..

Edit: Also, (When you get this project done of cause) what are the chances of you making a Zelda OoT or MM level editor?


(edited by Hosma293 on 03-18-06 05:54 AM)
Raccoon Sam

Boomerang Brother
Custom Title








Since: 11-20-05
From: Correct

Last post: 6295 days
Last view: 6294 days
Posted on 03-18-06 04:24 PM Link
So uhh, Got anything new on the Sound format or information about editing sound?
proffessor_gad

Red Koopa








Since: 01-27-06
From: Mars

Last post: 6325 days
Last view: 6325 days
Posted on 03-18-06 07:47 PM Link
Well, at least I was close. Fine, I'll go remove the sentence that says that mio0 has not been decompressed fully.

But if it has been decompressed, why aren't there any programs that play the decompressed data? (just interested)


(edited by proffessor_gad on 03-18-06 06:52 PM)
VL-Tone

Paratroopa








Since: 11-18-05

Last post: 6485 days
Last view: 6485 days
Posted on 03-20-06 12:52 AM Link
Originally posted by Hosma293
Since you can't release the Luigi Hack, will we be able to make similar versions of it in Version 2.0 (Yes I said 2.0 not 1.0 ) of your editor?

Lol, don't mind me, I was just looking forward to getting my hands on it somehow..

Edit: Also, (When you get this project done of cause) what are the chances of you making a Zelda OoT or MM level editor?


Yes it will be possible to make a similar Luigi hack with version 2.0. I may put a polygon color editor in version 1.5, so only the head geometry modification would be needed to do the same hack, but you'll be able to modify the body parts to.

Version 2.0 may be released in a year, so you'll have to learn to appreciate version 1.0 for what it does, not thinking about what it doesn't do.




Raccoon Sam, I don't know anything about the sound except changing which music plays in what level (which will be editable in v1.0) What I would really like to find is the compressed MIDI files, and also a way to decompress them since they are stored in a Nintendo-specific format.




proffessor_gad: What do you mean by "play the decompressed data"? Fire up an emulator with M64, and you'll be able to play decompressed data

Seriously, there are some programs that can open/edit textures found in MIO0's, though they don't take care of re-compressing the data, and you have to manually find and align textures.

There are many types of data inside MIO0 files aside from textures, they also contains polygon geometry data, animation data, collision data and some objects defined in levels, like the positions for trees, coins and others. Some object positions/type/behavior parameters are stored outside the MIO0 data.

Until recently, (August 2005) their formats were unknown. So if you want to know why there aren't any programs that edit data inside MIO0 files, the reasons are about the same as the reasons why my editor is not released yet.


(edited by VL-Tone on 03-20-06 06:14 AM)
Celice

Gordo








Since: 11-17-05
From: Oroville, CA

Last post: 6299 days
Last view: 6295 days
Posted on 03-20-06 01:48 AM Link
You kids and your new fangled sixetyfurs I still think this is moving a little fast; But it seems to be in a good way
creaothceann

Red Goomba








Since: 11-22-05

Last post: 6490 days
Last view: 6490 days
Posted on 03-20-06 10:56 AM Link
Originally posted by VL-Tone
There is a hidden Yoshi egg sprite in there. Not much intelligence on this fact. I just think it's so awesomely cool.



Yeah it's a cool item, I wonder what was its original use. With the editor you'll be able to put Yoshi eggs in some levels (like Whomp's fortress)

Just imagine... Yoshi's Island 64! _¬
proffessor_gad

Red Koopa








Since: 01-27-06
From: Mars

Last post: 6325 days
Last view: 6325 days
Posted on 03-20-06 06:34 PM Link
So I see... What I meant was "Are there any programs that can emulate the decompressed data?" Another question- Is the decompressed data easier to understand/hack than regular compressed data?
Guy Perfect









Since: 11-18-05

Last post: 6297 days
Last view: 6295 days
Posted on 03-20-06 07:28 PM Link
Definitely. Compressed data doesn't mean much to the hacker. Once decompressed, however, the data is in a format that can be used. Thusly: The uncompressed format is easier to understand.
Keitaro

Mole


 





Since: 11-18-05
From: Massachusetts

Last post: 6453 days
Last view: 6453 days
Posted on 03-20-06 07:53 PM Link
Originally posted by Raccoon Sam
So uhh, Got anything new on the Sound format or information about editing sound?

Bouche actualy cracked it, and I've been able to get into the sample format myself. For the actual sound data, you'll need to get a hold of him. So in other words, good luck
proffessor_gad

Red Koopa








Since: 01-27-06
From: Mars

Last post: 6325 days
Last view: 6325 days
Posted on 03-20-06 10:46 PM Link
Before I get started, I would like to ask just one last question-

If I compress the decompressed data, will an emulator still be able to play it?

I see no use in hacking decompressed data if I can't emulate it and see the results of what I just hacked. Get my reasoning?

P.S. I'm going to use M0CK for the decompressing/compressing.
Guy Perfect









Since: 11-18-05

Last post: 6297 days
Last view: 6295 days
Posted on 03-21-06 01:24 AM Link
The emulator will be able to use the edited and recompressed data, but be careful with file sizes. If the edited/recompressed data is larger than the original compressed file, it's likely to cause problems due to overwriting of ROM data.

Also, I have a hunch that M0CK's compressor is inaccurate. A Ukranian hacking crew tried to translate Super Mario 64, but using my compressor (the resulting file was smaller), the game would crash. I never did find out what was wrong with M0CK.
proffessor_gad

Red Koopa








Since: 01-27-06
From: Mars

Last post: 6325 days
Last view: 6325 days
Posted on 03-21-06 01:27 AM Link
Well, there is only one way to find out whether or not it will work....
VL-Tone

Paratroopa








Since: 11-18-05

Last post: 6485 days
Last view: 6485 days
Posted on 03-21-06 02:36 AM Link
My editor will take care of all these problems.

There is no way around it, even a perfect MIO0 re-compressor will produce bigger files than the original, if the edited data is harder to compress. Take a MIO0 file, decompress it, replace its data with completely random bytes, and re-compress it. You can bet that the MIO0 will be bigger. So to make the data editable, it has to be moved out of its original location, since it's surrounded by data that cannot be moved to make more space.

My editor will create a special extended version of the ROM that has all the MIO0 data decompressed inside. Once transformed, the ROM will be 24 megs instead of 8 megs, and runs normally in an emulator.

The 24 megs version is the one that will be edited by the editor, so it won't have to deal with varying re-compressed data sizes since all editable data will be already decompressed.

The only problem I still have is that the MIO0 file containing the text and interface icons and fonts is a special case, Cellar Dweller thought he knew how to repoint it, but it doesn't work.

I'll still go forward with the project, even if it means that these (text and interface icons) won't be editable until someone finds how to repoint that particular MIO0.




Great news, I found a plug-in in Director (Shell Xtra) that can trigger external command-line utilities in both Windows and OS X, and optionally retrieve the stdout in Director. That means I could write external cross-platform C commands that deal with some of the slow loading problems I have with Director, like loading textures.

BGNG was kind enough to build a custom MIO0 decoder for me that I'll be able to integrate in my editor. I was able to easily compile a Mac version with gcc, so it will keep my editor cross-platform.


(edited by VL-Tone on 03-21-06 01:37 AM)
(edited by VL-Tone on 03-21-06 01:40 AM)
Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71Add to favorites | Next newer thread | Next older thread
Acmlm's Board - I3 Archive - ROM Hacking - General Super Mario 64 hacking / TT64 Progress thread | Thread closed


ABII

Acmlmboard 1.92.999, 9/17/2006
©2000-2006 Acmlm, Emuz, Blades, Xkeeper

Page rendered in 0.033 seconds; used 451.27 kB (max 588.59 kB)