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05-14-24 10:37 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 01-30-06 07:25 PM Link
Me to! Maybe I could also be a level designer for the demonstation...
NEONswift

Bee








Since: 11-18-05

Last post: 6296 days
Last view: 6294 days
Posted on 01-30-06 08:17 PM Link
Possibly the most humourous thread i have ever read. There was alan trying to claim it as his brothers and then you VL-Tone came along and totally wiped the floor with him. Bit wiered out by the whole metal cap flying. Any bugs affected by both caps being active at once? What happens when you metal cap fly under water for example?


(edited by NEONswift on 01-30-06 07:18 PM)
Mattrizzle

Red Goomba








Since: 11-17-05
From: Louisville, KY, USA

Last post: 6593 days
Last view: 6593 days
Posted on 01-30-06 08:46 PM Link
Originally posted by NEONswift
Any bugs affected by both caps being active at once? What happens when you metal cap fly under water for example?


The metal+wing cap combination can't fly underwater, because Metal Mario can't triple jump down there.
VL-Tone

Paratroopa








Since: 11-18-05

Last post: 6485 days
Last view: 6485 days
Posted on 01-31-06 01:13 AM Link
proffessor_gad: yeah I knew about this, the Mario model was extracted using an emulator that can export the current 3d scene to a file. Note that the textures pict you posted differs from how the textures are stored in the ROM. The skin color and cap color (red) under the M logo are not included in the original texture.

spydark and others asking to be beta testers, the program is currently in alpha state and couldn't be used by a beta tester. It will take a few weeks until I provide a beta version to test. I'll keep your names in mind when I'll begin the testing

Hosma293: yeah I thought about making an exporter, it wouldn't be that hard, I did one for my StarFox level editor, though it didn't include textures. Like I just mentionned, there is an emulator that I forget the name of, which can export 3d models from n64 games.

Spazzup™: Aside from me and Cellar, other people deserving a kudos are: BGNG for reverse-engineering the compression format (MIO0) since without that this wouldn't be possible. HyperHacker, Stag019, ChickenLump and others also made great contributions. If I forget anyone, sorry

Without bragging about it, I did find 80%+ of what was found in SM64, others could have done it too, but I had a head-start, having worked on a StarFox level editor pretty much on my own and SM64 has a similar format for polygons and levels.

Cellar Dweller: Thank you very much, that was very helpful, I managed to implement texture/polygon coloring and now many levels are more faithful to the original. The hills surrounding the Castle are now green at last, and there are now shadows, for example, under the bridge.

I'll try to post screenshots later.
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 01-31-06 04:10 AM Link
Regarding the caps, I've often played around with a Gameshark code to have all 3 on at once, and it doesn't appear to cause any problems at all.

And hey, that video made a cool demo nonetheless.
proffessor_gad

Red Koopa








Since: 01-27-06
From: Mars

Last post: 6325 days
Last view: 6325 days
Posted on 01-31-06 05:47 PM Link
Where can I find this emulator?
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 01-31-06 07:06 PM Link
I believe it's Nemu, but you might need a plugin to do that.
Spazzup™

Goomba


 





Since: 01-30-06
From: Canada

Last post: 6606 days
Last view: 6606 days
Posted on 01-31-06 11:17 PM Link
spydark and others asking to be beta testers, the program is currently in alpha state and couldn't be used by a beta tester. It will take a few weeks until I provide a beta version to test. I'll keep your names in mind when I'll begin the testing

Hey, I want a beta too. I might just switch to SM64 hacking if it develops enough xD (Not just the tools, obviously. Relying on programs other than a Hex-Editor to hack just ensues laziness.. o.o)

Spazzup™: Aside from me and Cellar, other people deserving a kudos are: BGNG for reverse-engineering the compression format (MIO0) since without that this wouldn't be possible. HyperHacker, Stag019, ChickenLump and others also made great contributions. If I forget anyone, sorry

Them as well, lol. I'm just amazed at how much progress you guys have made. What most people don't realize about hacking is that if we all work together we will learn how to hack the game with a higher level of understanding more quickly. At the moment I'm a complete n00b to SM64 hacking of course but I can learn, right? ;D
VL-Tone

Paratroopa








Since: 11-18-05

Last post: 6485 days
Last view: 6485 days
Posted on 01-31-06 11:52 PM Link
Yeah I knew this was possible with the GS

By the way I forgot to post this:

http://pages.infinit.net/voxel/SuperMario64mod2006b.ips

It's an IPS patch of the edited Castle Ground level featured in the video!

It requires a ROM with the ABCD byte order. If you can find the string "yoshi" anywhere in your the ROM using an hex editor, that means you have the right byte order.

The warp pipe on the ground leads to the warp pipe on the top of the castle, and vice-versa. But these pipes could instantly warp to any position in any level! Try that on a PSX

A cool simple hack could be to put warp pipes all over the castle level field, each warping to a specific level and area. Ideally, a message would appear, saying "Welcome to the warp zone!"

(Edit: I changed the link to version b, since the first version I posted was for an extended ROM)


(edited by VL-Tone on 02-01-06 03:25 PM)
(edited by VL-Tone on 02-01-06 03:30 PM)
Guy Perfect









Since: 11-18-05

Last post: 6297 days
Last view: 6295 days
Posted on 02-01-06 12:30 AM Link
Three versions of the ROM, VL-Tone. You're using the North American, aren't you?

To anyone else, that means you'll be wanting a "Super Mario 64 (U) [!].z64" for the patch.
proffessor_gad

Red Koopa








Since: 01-27-06
From: Mars

Last post: 6325 days
Last view: 6325 days
Posted on 02-01-06 01:14 AM Link
I'm confused... How do I get the Ips patch into my rom?
Spazzup™

Goomba


 





Since: 01-30-06
From: Canada

Last post: 6606 days
Last view: 6606 days
Posted on 02-01-06 01:28 AM Link
I patched it but once I start a new game it freezes up <.<

I guess I'll have to find another ROM o.x
proffessor_gad

Red Koopa








Since: 01-27-06
From: Mars

Last post: 6325 days
Last view: 6325 days
Posted on 02-01-06 01:42 AM Link
Well, can someone help me?
Spazzup™

Goomba


 





Since: 01-30-06
From: Canada

Last post: 6606 days
Last view: 6606 days
Posted on 02-01-06 01:47 AM Link
Use Lunar IPS ^-^

I've tried the European ROM as well... it works but doesn't show any changes o.o

I'm at a loss.
VL-Tone

Paratroopa








Since: 11-18-05

Last post: 6485 days
Last view: 6485 days
Posted on 02-01-06 01:57 AM Link
Ok sorry about that, I should have thought about these details...

Yes you do need the US version. If you cannot find the .Z64 version of the ROM, use this tool: http://dextrose.com/files/n64/build_tools/bswap.zip to change byte ordering to ABCD on the US version.

proffessor_gad: You need an IPS patcher program to apply the patch to the ROM, like the one mentioned by Spazzup.

You can find the excellent Lunar IPS, and other IPS patcher programs at http://www.zophar.net/utilities/patchutil.html


(edited by VL-Tone on 02-01-06 12:59 AM)
Spazzup™

Goomba


 





Since: 01-30-06
From: Canada

Last post: 6606 days
Last view: 6606 days
Posted on 02-01-06 02:07 AM Link
Mine is already ABCD! x.X

Again the game freezes once I select the "New Game" option. Could you re-post the patch?

I hate to be a bother D:

EDIT: I'm out for the night. I'll check back tomorrow I guess


(edited by Spazzup™ on 02-01-06 01:29 AM)
Chainlink1061

Paratroopa








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

Last post: 6298 days
Last view: 6300 days
Posted on 02-01-06 03:11 AM Link
Keep up the good work, VL-Tone! (I saw the posts at moviecodec; Alan Rare is a joke!
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 02-01-06 04:02 PM Link
Freezes for me too. here's a full save file, BTW.
VL-Tone

Paratroopa








Since: 11-18-05

Last post: 6485 days
Last view: 6485 days
Posted on 02-01-06 04:28 PM Link
Drats... I gave you the patch for the extended ROM... (with repointed MIO0 files)

This version should work (I just tested it and it works).

New version that works on an 8 megs US Mario 64 ROM with ABCD byte order:
http://pages.infinit.net/voxel/SuperMario64mod2006b.ips


(edited by VL-Tone on 02-01-06 03:32 PM)
proffessor_gad

Red Koopa








Since: 01-27-06
From: Mars

Last post: 6325 days
Last view: 6325 days
Posted on 02-01-06 08:39 PM Link
Ha ha ha! It worked! How about an ips with edited bobomb battlefield?
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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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