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05-14-24 03:14 PM
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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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proffessor_gad

Red Koopa








Since: 01-27-06
From: Mars

Last post: 6325 days
Last view: 6325 days
Posted on 04-01-06 12:56 AM Link
I don't have it! I came a wee bit late... Vl-tone had already removed it when I figured out about this place.
proffessor_gad

Red Koopa








Since: 01-27-06
From: Mars

Last post: 6325 days
Last view: 6325 days
Posted on 04-02-06 01:50 AM Link
Ok, I give up.


Where are the other mario textures!?!?
Deleted User
Banned


 





Since: 05-08-06

Last post: None
Last view: 6295 days
Posted on 04-02-06 01:53 AM Link
Well, for starters, the red isn't a texture, but a color.
A lot of other parts of Mario are colors too.
The other Mario textures are around there too.
Why not wait for me to release my Super Luigi 64 though, instead of trying to make one yourself.


(edited by stag910 + on 04-01-06 11:53 PM)
(edited by stag910 + on 04-01-06 11:55 PM)
Raccoon Sam

Boomerang Brother
Custom Title








Since: 11-20-05
From: Correct

Last post: 6295 days
Last view: 6294 days
Posted on 04-02-06 05:50 AM Link
There seems to be a some kind of a protection system on the credits. I tried to edit "LESLIE SWAN" To "RACCOON SAM" but in my surprise, the ROM didn't boot.
Then I tried "LESLIE SSAN", and it still didn't work. So even a minor tweak in the credits will mess up the ROM...
Deleted User
Banned


 





Since: 05-08-06

Last post: None
Last view: 6295 days
Posted on 04-02-06 03:11 PM Link
Originally posted by Raccoon Sam
There seems to be a some kind of a protection system on the credits. I tried to edit "LESLIE SWAN" To "RACCOON SAM" but in my surprise, the ROM didn't boot.
Then I tried "LESLIE SSAN", and it still didn't work. So even a minor tweak in the credits will mess up the ROM...
You need to fix the checksum.
I got this one from HyperHacker's Super W00ting Mario Kart 64. All you have to do is drag and drop the edited rom onto the file.

Attachments

Checksum repairer.zip (22b) - views: 77
proffessor_gad

Red Koopa








Since: 01-27-06
From: Mars

Last post: 6325 days
Last view: 6325 days
Posted on 04-02-06 03:51 PM Link
@ Raccoon Sam

Well, if you had Windows, and 1964 you wouldn't need to change the checksum, but the gameshark codes wouldn't work because they rely on checksum as well... So yeah, repairing the checksum would solve the problem.

@ stag910 +

Well, I know where to find all of mario's textures(eyes, hair, mustache, part of the hat), but can you lead me to where I could find mario's color coding(using extended rom)?

I can't wait till you release your hack, but I would like to do it myself also. Hope you understand.
VL-Tone

Paratroopa








Since: 11-18-05

Last post: 6485 days
Last view: 6485 days
Posted on 04-03-06 12:34 AM Link
I thought about adding a "re-calculate checksum only" option in my program, I guess I can see one reason to add it now

I'm pretty far ahead in the text editing program (for the compressed data that uses the small font).

Here is the symbols (aside from 0-9, A-Z and a-z) of the text table, with some updates.

3E='
3F=.
50=[Up]
51=[Down]
52=[Left]
53=[Right]
54=[A]
55=[ B]
56=[C]
57=[Z]
58=[R]
6F=,
D0=>
D1=[the]
D2=[you]
9E=
9F=-
E1=(
E2=)(
E3=)
E4=<->
E5=&
E6=:
F2=!
F4=?
F5=“
F6=”
F7=~
F9=$
FA=[star]
FB=[x]
FC=[•]
FD=[emptystar]
FF=[End]


I almost completed the main text editing engine. You edit text in a normal text field, and the bitmap version using the original is updated at about the same time. Symbols that have no keyboard equivalent are created by typing things like "[star]" or $ for a coin. You'll also be able to create raw hex values if you want, for example by typing {E0} to get the number of stars missing for a particular door.

I also included a mechanism that prevent you from adding text when all the original space is used. So to add text somewhere, you have to delete some at another place.

The program will take care of re-pointing text elements, so that should give you plenty of flexibility, provided that you delete text first to make free space.

I may release a quick online demo so that you can experiment with the basic text editing features.
proffessor_gad

Red Koopa








Since: 01-27-06
From: Mars

Last post: 6325 days
Last view: 6325 days
Posted on 04-03-06 12:52 AM Link
Nice. Soon everyone will be able to hack super mario 64!!!!! Mwa ha ha!!!!!!
Deleted User
Banned


 





Since: 05-08-06

Last post: None
Last view: 6295 days
Posted on 04-03-06 01:05 AM Link
Yeah, I forgot to mention that my table wasn't complete.
Originally posted by proffessor_gad
Nice. Soon everyone will be able to hack super mario 64!!!!! Mwa ha ha!!!!!!
I doubt that. Some people can't hack Super Mario World, no matter how easy it is to hack.
proffessor_gad

Red Koopa








Since: 01-27-06
From: Mars

Last post: 6325 days
Last view: 6325 days
Posted on 04-03-06 01:17 PM Link
Not all, but most...
Guy Perfect









Since: 11-18-05

Last post: 6296 days
Last view: 6295 days
Posted on 04-03-06 05:54 PM Link
VL-Tone, I have an idea that may work better for text editing. The only problem is that I don't know if Director will allow you to do it.

What I've done with the F-Zero X editor is created an interface in which a graphics-enabled control is placed on the window and my own coding causes it to behave like a normal Text Box. The only difference is that instead of displaying characters from a system font file, it displays them from a 256×256-pixel font image.

In order to input characters that are not available on the keyboard, a box of "Special Characters" is provided. Simply clicking on one of those will put that character into the custom text box that last had focus. Some characters cannot go into the wrong fields, though. The Greek letters can only go in the Name box, so clicking those from a Description box won't do anything.

VL-Tone

Paratroopa








Since: 11-18-05

Last post: 6485 days
Last view: 6485 days
Posted on 04-04-06 12:21 AM Link
The "Special Characters" box was something I already planned, and actually implemented yesterday. Here is a screenshot for the online demo prototype version. The stand-alone version will have a couple more features, like hex editing of dialog parameters, and a save button...

Chainlink1061

Paratroopa








Since: 02-01-06
From: Salinas, California

Last post: 6298 days
Last view: 6300 days
Posted on 04-04-06 03:07 AM Link
VL-Tone, you're a genius!
VL-Tone

Paratroopa








Since: 11-18-05

Last post: 6485 days
Last view: 6485 days
Posted on 04-04-06 05:53 AM Link
Genius? nahhh...

Here you go, an online prototype beta of the "Super Mario 64 Text Wrangler 1.0b" in Shockwave:

http://pages.infinit.net/voxel/M64TextEdit.htm

Have fun!

Oh, and try to figure out by yourselves, I'm too tired to explain it


(edited by VL-Tone on 04-04-06 04:54 AM)
HyperHacker

Star Mario
Finally being paid to code in VB! If only I still enjoyed that. <_<
Wii #7182 6487 4198 1828


 





Since: 11-18-05
From: Canada, w00t!
My computer's specs, if anyone gives a damn.
STOP TRUNCATING THIS >8^(

Last post: 6295 days
Last view: 6295 days
Posted on 04-04-06 06:25 PM Link
That's pretty cool, but it seems a bit redundant having some of those special characters. I think it's safe to say that the "[End]" character can just be inserted automatically at the end of the text, and why not just "the" instead of "[the]"?
Guy Perfect









Since: 11-18-05

Last post: 6296 days
Last view: 6295 days
Posted on 04-04-06 07:04 PM Link
I figure it's more for the sake of customizability. When dealing with ROM editors, it's always a good idea to provide every option possible, even if it's nonsensical.

For example: In the F-Zero X editor, I'm allowing Traps to be placed on segments of Cylinder track. The Traps will appear inside the Cylinder, never to be seen, but the option is there anyway.

All for the sake of the possibility that someone, somewhere, wants to have that level of control.



Though I do agree: Why not have [End] and [the] be automatically calculated from generic input?
VL-Tone

Paratroopa








Since: 11-18-05

Last post: 6485 days
Last view: 6485 days
Posted on 04-04-06 08:42 PM Link
The [End] is automatically inserted when it's missing, just try to delete it...

I guess what you'd like is that it'd be invisible? This was planned at first, but some bug made it reappear at some point, and I decided to keep it that way.

As for [the] and [you], here is my reasoning. I wanted some uniform mechanism to deal with special characters. To compress the [the]'s found in the text, I'd have to scan for every occurrence of "t", then look if the next character is "h", then look for the "e". With the brackets the programs only have to do that if it finds a "[".

I'd have to add a special routine just for those two, since I cannot do the same for the others, for example the [A] has to be different than a plain A.

The text is re-compressed, then de-compressed each time there's a change in the text field. I do that to be able to calculate the size "live", and to remove unwanted characters. This routine is already slow enough for my tastes, scanning for "the" and "you" wouldn't improve things.

Another reason why I use brackets around "the" and "you" is to provide feedback to the user, so that they know that these take only one byte instead of three.

Sure, "the" and "you" should always be compressed, but if there was no brackets, you'd have to manually scan the text with your eyes to know where compression saves you space.

That was the reasoning behind this... I'm not totally against removing the brackets for these, maybe it could be added as an option. I'll look into it.
Chainlink1061

Paratroopa








Since: 02-01-06
From: Salinas, California

Last post: 6298 days
Last view: 6300 days
Posted on 04-05-06 01:37 AM Link
Since you can virtually change objects/enemies into other things, how do the different types function in other levels? For example, if you were to change a Baby Penguin into a Pokey, (meaning a Pokey would then be in Cool, Cool Mountain), would the Pokey be glitchy?

I don't know if I can explain that better, but you probably know what I'm talking about.
proffessor_gad

Red Koopa








Since: 01-27-06
From: Mars

Last post: 6325 days
Last view: 6325 days
Posted on 04-05-06 02:01 AM Link
Well, the pokey's textures would be messed up.

But I don't think that vl-tone will implement the ability to place objects into different levels if the object has a different theme (example of themes- Cool cool mountain, Dire dire docks, Tick tock clock, ect.).
VL-Tone

Paratroopa








Since: 11-18-05

Last post: 6485 days
Last view: 6485 days
Posted on 04-07-06 12:07 AM Link
Originally posted by Chainlink1061
Since you can virtually change objects/enemies into other things, how do the different types function in other levels? For example, if you were to change a Baby Penguin into a Pokey, (meaning a Pokey would then be in Cool, Cool Mountain), would the Pokey be glitchy?

I don't know if I can explain that better, but you probably know what I'm talking about.


Doing that would crash the game when you start this level, unless the Pokey is part of a MIO0 file that is also loaded by Cool Cool Mountain. This type of crash won't be possible in version 1.0b anyway, since you'll be only able to chose enemies and objects that don't crash the game.

Version 1.5 will enable you to change which MIO0 files are loaded in each level. The feature by itself is easy to implement, but other things need to be changed when a different MIO0 file is loaded, and you have to make sure that the current objects don't try to load an object in a MIO0 file that is not loaded anymore. So I'll have to build some interface that takes care of this, for example by highlighting those "orphan" objects, and refusing to save until you correct the problem. I'll also have to make sure that the MIO0 files you chose to load don't fill up RAM. All those safe-guards are not that easy to implement, and that's why it'll be in version 1.5.

Regarding the text editor, I'll try to release a program by the end of the week-end.
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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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