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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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Smallhacker

Super Koopa
I AM A Group Of Officially Frustrated Younglings, G.O.O.F.Y. MEMBER








Since: 11-17-05
From: Söderhamn, Sweden

Last post: 6296 days
Last view: 6294 days
Skype
Posted on 04-25-06 02:10 PM Link
...you're trying to make a level editor and can't even figure out how a hex editor works?

Do I have to continue?
Raccoon Sam

Boomerang Brother
Custom Title








Since: 11-20-05
From: Correct

Last post: 6294 days
Last view: 6294 days
Posted on 04-25-06 02:53 PM Link
Heck, I know Hex better than my mother.
And this dude doesn't even know The whole thing!
Darkdata

980








Since: 02-25-06
From: Newfoundland

Last post: 6294 days
Last view: 6294 days
Posted on 04-25-06 03:27 PM Link
Ignoreing A persons posts all 8 of them so far..

What else can we expect in the editor that was not said in this thread VL-Tone?

Besides the basic I can move A to X from B.


(edited by Darkdata on 04-25-06 02:28 PM)
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 04-25-06 11:04 PM Link
I know in Zelda, the water is just a specific type of polygon; if you get outside of the level boundaries, you can see it extending out under the ground and such. Mario 64 already has to calculate which polygon Mario is standing on, so it knows if he's on the ground, in quicksand etc. I think for water, it's just "if Mario passes through from top, go into swimming mode, if he passes through from bottom, go into normal mode" or some such.

Also, if you raise the water level in Wet-Dry World, go into the second part (with the houses), lower the level there, then use Gameshark cheats to go back into the tunnel, you can walk into the side of the main area's water there, and it seems to work just fine.
Skreename

Giant Red Paratroopa


 





Since: 11-18-05

Last post: 6301 days
Last view: 6294 days
Posted on 04-26-06 12:02 AM Link
You can actually do that in the DS version with Luigi without cheats... I think it still does the freaky water on/water off thing, even.
Guy Perfect









Since: 11-18-05

Last post: 6296 days
Last view: 6295 days
Posted on 04-26-06 12:26 AM Link
Just tried it. You can get back into the tunnel after vanishing when you grab the Power Flower. The water level in the first part of the stage is still where it was, though: all the way at the bottom. My camera kept focusing on the reflection in the screen as opposed to the DS's picture. Regardless...



As you can see, I'm standing there looking up at the water.
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 6295 days
Last view: 6294 days
Posted on 04-26-06 12:30 AM Link
I did better than you guy, I manage to go up to this area with Mario(easier with the power baloon) and by using wall jump, I got back to the water suface and Mario started swimming, I then get back to the tunnel and... in the middile I stopped swimming and I falled on the ground it seem that water behavior is handled differently in the DS version


(edited by Bio on 04-25-06 11:30 PM)
(edited by Bio on 04-25-06 11:31 PM)
Guy Perfect









Since: 11-18-05

Last post: 6296 days
Last view: 6295 days
Posted on 04-26-06 12:55 AM Link
Yup, I just tried that too. You forgot to mention that you have to do a triple jump at an angle to get high enough on the side to do a few wall jumps to get up to the water. But once there, it was just like normal. Again, swimming through the tunnel ended up making the water disappear and Mario dropped to the ground and started running again.
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 04-26-06 02:57 AM Link
Hm, when I tried, Mario bounced off with the P-balloon. I didn't try with Luigi. I couldn't get a lot of glitches to work though; are there 2 versions of the game?
Marioman64

Red Paragoomba








Since: 12-22-05
From: Maryland

Last post: 6419 days
Last view: 6419 days
Posted on 04-26-06 05:29 AM Link
You guys do know that you can get in the dry tunnel on the N64 also.
Check out systemcrash.tk
Click Glitches, Super Mario 64, then choose new or old school (there are so many
glitches for this game that it's broken up into two sections.
My favorite things to do are 1-go inside the aquarium and 2-bring Chuck-Ya in the
tunnel and turn him into a cannon. So cool

And whenever I make a link and preview it, then click on the link it doesn't work.
If this link doesn't work just type it in the address bar yourself
Raccoon Sam

Boomerang Brother
Custom Title








Since: 11-20-05
From: Correct

Last post: 6294 days
Last view: 6294 days
Posted on 04-26-06 09:25 AM Link
Originally posted by Marioman64
go inside the aquarium and


Hmm?
I haven't heard about this. Do continue.
Chickenlump

Paratroopa








Since: 11-18-05
From: Columbia City Indiana

Last post: 6350 days
Last view: 6331 days
Posted on 04-26-06 02:20 PM Link
Originally posted by Marioman64
You guys do know that you can get in the dry tunnel on the N64 also.
Check out systemcrash.tk
Click Glitches, Super Mario 64, then choose new or old school (there are so many
glitches for this game that it's broken up into two sections.
My favorite things to do are 1-go inside the aquarium and 2-bring Chuck-Ya in the
tunnel and turn him into a cannon. So cool

And whenever I make a link and preview it, then click on the link it doesn't work.
If this link doesn't work just type it in the address bar yourself


You need to start out your links with http://

Otherwise, your link will be broken.

Wow, now that I quote you, I see you just put systemcrash.tk in URL tags, even without the www.

So, you need, http:// followed by www. and then finish it with systemcrash.tk

No spaces in between them

http://www.systemcrash.tk

In url tags. Not all sites need the www., but all sites need the http:// (for this board to make it a proper link).

http://www.systemcrash.tk
Marioman64

Red Paragoomba








Since: 12-22-05
From: Maryland

Last post: 6419 days
Last view: 6419 days
Posted on 04-26-06 05:18 PM Link
Here are some more links with LOADS of glitches:
http://www.glitch.shorturl.com
http://kontek.net/davidwonn/main.html
and of course:
http://www.systemcrash.tk

Quote: Racoon Sam____
Do Continue___________

Continuing:
I know LOADS of glitches for LOADS of (Mario) Games
SMB:
Minus World
Double Jump
World Music after jumping on the pole
SMW:
Move with moving rope while standing(don't ask)
Mess up overworld pallette
Go through floors(I might make a hack focusing on that...)
Double Items
Invisible Yoshi
Item while riding Yoshi
SMSunShine:
Through floor
other stuff I can't remember
SSBM:
Kirby with permanent Pan
Blackhole Glitch(I've mastered how to do this with only me working 4 controllers)
Samus long arm
Freeze people in midair
get stuck in a block
other stuff

AND FINALLY:
Super Mario 64 (AND I WILL MAKE HACKS THAT REQUIRE GLITCHING!!!!!!!!!
MOOOHAHAHAHAHAHAHAHAHAHAHAHA!!!!!!!!!!!!....)

Freeze Game
Shoot hyper speed upstairs and through walls attached to elevators
get in Aquarium(backwards long-jump into crevice between two windows on the
left side)
backwards longjumping(hold Z-forever-then push a to jump and hold opposite
direction that Mario is facing. If standing on steep ground that you can stand
on without slipping AKA: stairs; go backwards towards the stairs and rapidly
push AAAAAAAAAAAAAAA.......)
Inf. butt slide
Turning Chuck-Ya into anything I please(almost)
other seriously fun stuff

______

Why do I say all of this irrelevent stuff? INSPIRATION! Hacks that utilize these
glitches! What can true proggramers/hackers use these for?

I HAVE NO CLUE...............
None the less, ummmmmmmm

Related:
What would happen if the Chain Chomp was placed on the castle grounds?
Would he roam free? Would he explode into mushy pixels?

Yeah...talking about glitches makes me go hyper, so I'm going to settle down
now.

This below thing I am about to tell you is the only thing I just posted that
uses a game shark.Thank You.

If you put on moon jump and super fast mario, and go to the mirror room,
keep jumping and diving(A-B) and try and get through the mirror.

If you get through, turn around to see your reflection...awsome

NOW I settle down(ouch....headache)
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 04-26-06 11:17 PM Link
Is systemcrash.tk supposed to be just two empty frames, some popup ad code that doesn't work, and a redirect to the real page at http://www.angelfire.com/pro/glitches/index.htm?

Either way, this has very little to do with the topic.
Raccoon Sam

Boomerang Brother
Custom Title








Since: 11-20-05
From: Correct

Last post: 6294 days
Last view: 6294 days
Posted on 04-27-06 01:54 AM Link
Indeed, and when I said, "Do Continue", I obviously meant the "Inside the aquarium".
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 04-27-06 02:15 AM Link
The off-topicness started before that.
Marioman64

Red Paragoomba








Since: 12-22-05
From: Maryland

Last post: 6419 days
Last view: 6419 days
Posted on 04-28-06 06:36 AM Link
Quote: HyperMackerel____________________________________________
Also, if you raise the water level in Wet-Dry World, go into the second part (with the houses), lower the level there, then use Gameshark cheats to go back into the tunnel, you can walk into the side of the main area's water there, and it seems to work just fine.___________________________________________________

This is where it started^^^^^^^

So anyway, back to the question that was tucked in with my...speech.

If one put Chainchomp outside the castle(front yard), would he move around
freely? It would be cool to have a Chainchomp attack Mario while he's
sleeping.....L.M.N.O.P!

Another question: What would happen if I took away the boundary to a level?
Would I be able to move freely as far as I want to?(Does anyone know how
to get rid of the border of a level?)

One More: If I play as Peach, is it possible to save Mario(have him float down
and say in his voice "Peach! The power of the stars is restored to the Castle.
Thank you.*Mario then grabs Peach and rapes her to the ground hugs
her while spinning and saying "Here you GO!"* It's-a-cake!"
It makes me laugh.

_-___-__
HyperMackerel posted 10:17 PM 4-26-06
then Racoon Sam posted 12:54 AM 4-27-06
then HyperMackerel posted 01:15 AM 4-27-06

Something's wrong there...
-----------------------

Before I go...does anyone know how to make a computer voice for the speech
thing in the Control Panel in windows(AKA:Microsoft Sam) and if so, do
they know how to make a Mario one?Not to put in the game, but just to
Laugh extremely hard hearing Mario say funny things...

CHAO!
(is that pronounced "Chow" or "Kye-o"...I hope it's chow)
VL-Tone

Paratroopa








Since: 11-18-05

Last post: 6485 days
Last view: 6485 days
Posted on 04-29-06 03:10 AM Link
Marioman64, you got tough questions I'm really sorry, I don't have the answer for any of your questions, though some may be answered eventually.




Update progress...

The rewritten editor now loads level scripts in order taking jump command into account. It also builds a list with all commands, classified by command number. That list of list is used by the interface described below.

Here is a preliminary prototype interface.



Clicking on the top "menu" selects the level (and area). Then you can select which type of command you want to be listed in the orange menu. Selecting a command will list all occurrences of a particular command in that particular area, or commands that are shared by all areas inside a level.

Each line in the list contains an item number, and all parameters found, converted to the appropriate format. The "inlevel" means that this particular command is found in the level script itself. Other values can be "shared" or "xternal". The former means that this command is found outside the level script, inside a chunk of commands that are shared by two or more levels. While "xternal" means much the same thing, but this time it means this chunk is only used by this level.

Most of these shared and external scripts are found inside the script segment at 2ABCA0 in the ROM.

This segment and two others (2A6120 and 269EA0) are not level scripts, their commands are shared amongst all or some levels. 2ABCA0, at its start, contains commands that are first executed each time you load a level.

So the shared scripts are referred using the 0x06 command (jump to address) from inside each level scripts. The 0x07 commands inside the shared script then jumps back into the level script. There are 19 of these sub-segments that are referred by the level scripts. The scripts usually contain 0x22, 0x26 and 0x24 commands. 0x24 commands (3D sprites) are never shared but sometimes external.

I wanted to make the 0x22 commands editable, but editing shared commands could lead to unexpected results. The 0x22 command determines which number is associated with a particular polygon sprite. This number can be used by all 0x24 commands to refer to this polygon sprite. If you change one that is shared by 10 levels, you'll have to keep track of all the possible changes. Maybe I'll only make the "inlevel" or "xternal" commands editable.

But there is a solution around this problem. Since we have much more space in the ROM, maybe the level scripts could be recompiled to remove the need for jump commands, by duplicating and inserting the corresponding external or shared data where those jump commands are. The process would add something like 100k of data and would enable more control over which objects are useable in which level.

For now, I'm building a program that's able to edit every type of commands. But editing the 1B command would be pointless since it's always 1B 04 00 00. I'll make a beginner mode where only the main and simplest commands are displayed in the blue menu. Then an expert mode will show more commands, including those that can easily crash the game if you don't know how it works. Maybe an intermediary level could be a good idea too.

At the bottom of the screenshot, you see a non functional editor interface for the selected command.

This is what I'm currently working on, a routine that automatically generates this kind of parameter editing bar, for any kind of command. It will create a second or third row if it needs too. A pop up menu will be available for most of these commands, containing valid values, and each item in the menu will have an optional text description.

So for example, the "destlevel" popup menu would contain a list of all usable level ID numbers, with their names. In the released version the text description for the current parameter value will be displayed on the right of the value on the editing bar. The descriptions will be editable, or you'll be able to add new ones if they are missing.

It looks simple from that point, but like I tried to explain, there are many subtleties that don't make the rest as straightforward as you might think. Hopefully, I have a lot of it already planned out.

After/while working on the editing bar generator code, I'm planning to build a list of pointers for all possible polygon sprites found in the game, and each of their mesh parts pointers. The descriptions labels will be attached to items in this mega list. The 0x22 and 0x24 commands will have to refer to this mega polygon pointer list to find the text label associated with this geometry layout pointer or type byte.

There is no 3d in this new editor yet... But as soon as I build this comprehensive database of geometry layout and polygon pointers, I'll start rewriting the polygon loading command. I'll build some basic model viewer that enables you to browse through all objects found in the game, optionally selecting only sub-parts.

Then, when I get a "good enough" model viewer, I'll start to write and build a vertex editing interface. At each vertex, a sphere will appear, you'll be able to select multiple vertices and move them around, rotate or scale them. I will try to build this part in a modular way so that the same routines will be used to deal with multiple 3D sprite selections in levels.

The editing bar will also deal with multiple selection, so that values that are the same across all selected objects are displayed. This will for example enable you to assign sprite types or coordinates to multiple objects at the same time. If a param value is different in at least one object, the value will be displayed as "--", but if you change the -- to some other value, this value will apply to all selected objects.

I designed some very cool camera controls in the other unfinished version, and I intend to re-implement them in the new version. It's an optional mode where the camera follows the selected object at a 45 deg top down view, you can rotate the camera around the selected object, zoom in and out. The camera moves with the object if you displace it. I guess with multiple objects I'll have to find use center point (I don't know how to do that... by averaging 3d vectors?).

OMG! I just realized the length of this post! Ouch, maybe I'll beat a new record

Poor you that had to read all of it


(edited by VL-Tone on 04-29-06 02:11 AM)
(edited by VL-Tone on 04-29-06 02:20 AM)
Raccoon Sam

Boomerang Brother
Custom Title








Since: 11-20-05
From: Correct

Last post: 6294 days
Last view: 6294 days
Posted on 04-29-06 06:49 AM Link
Originally posted by VL-Tone
Poor you that had to read all of it


Haha. Definitely not! The previous post gave me a massive amount of info!
Thanks, and this is wonderful!
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 04-29-06 06:56 PM Link
Man, this sounds awesome.

Hm, know what'd be cool? Using a joypad to do the editing. I imagine many of us have a spare USB joypad with 2 analog sticks. That'd be perfect for moving, rotating, scaling etc the objects and camera.
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