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05-14-24 08:02 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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SuperMario64
Newcomer


 





Since: 07-02-06

Last post: 6525 days
Last view: 6525 days
Posted on 07-02-06 10:31 PM Link
Originally posted by Doritokiller
Originally posted by SuperMario64
would someone tell me what emulator I should download and where to find the Super Mario 64 ROM please and thank you!

Emulator: Google Project 64 or 1964
ROM: Google it as well. May be hard to find depending on available sites.


What the fuck...? Half of the page is hacked or screwed up... The colors hurt me eyes... Goddamn idiots.


Thanks I'll do that!
VL-Tone

Paratroopa








Since: 11-18-05

Last post: 6485 days
Last view: 6485 days
Posted on 07-03-06 12:22 AM Link
Dang I leave for 2 days and you add 4 pages to the thread!

But it's only questions I've already answerered, or Game Genie Codes (which as I said before, I won't acknowledge) so I won't reply to these.

mustardseed: Thank you very much for the picture, it's nice, but it's not what I'm looking for, it's not the kind of crane I had in mind.

Hmm I shouldn't have asked people for it... I hate rejecting someone's idea

Here's pretty much what I want, but with Toad sitting in the crane:



I did this part myself and someone pm'd me, he has a nice 3d model of Toad from SMS (which is a much easier game to reverse engineer than SM64)

We're working on integrating his model into the crane.




As for the editor itself, it's going forward, but not as much as I expected during my two days off. My mother was in town, so I had to see her (which I don't mind). I did fix a few bugs in the camera system, and now I'm working on the menu interface and description system. I'm hesitant to give any estimates on when I will release it, but it is "not so far from being ready".
Doritokiller

Mole


 





Since: 06-15-06
From: California

Last post: 6437 days
Last view: 6300 days
Posted on 07-03-06 12:24 AM Link
*Eagerness level rises a little* Nothing that made me crap in my pants, but nothing that is boring, either. Good job on getting so far!
donrayiv

Shyguy








Since: 05-30-06
From: Wataga, IL

Last post: 6376 days
Last view: 6328 days
Posted on 07-03-06 01:30 AM Link
Hmm, SMS reverse enginerring easier than SM64? That sparks my interest...

Anyway, Awesome splash screen VL, can't wait for the Toad to appear! Oh, by the way, a long time ago when I asked about the somersault, I meant the roll Mario does into the Giant Goomba. Again, this is probably a stupid question, but how did you do that?


(edited by donrayiv on 07-03-06 12:49 AM)
FreeDOS +

Giant Red Koopa
Legion: freedos = fritos








Since: 11-17-05
From: Seattle

Last post: 6294 days
Last view: 6294 days
Posted on 07-03-06 03:43 AM Link
Somehow that logo looks a bit excessive... they're usually more simple. :/

Off-topic, it's a bit shocking seeing the N64 game again. I've been playing Super Mario 64 DS for a while, and the original SM64 looks so primitive.
VL-Tone

Paratroopa








Since: 11-18-05

Last post: 6485 days
Last view: 6485 days
Posted on 07-03-06 04:13 AM Link
Well in SMS, everything is neatly organized into files with a filesystem. There are files for vertices locations, files for polygon (triangles) connection data. Others for textures, collision data etc.

In Mario 64, there's no directory for things like that. To find where all the textures are for example, you have to decode all level scripts to get the pointers for geometry data. Then decode all the geometry data to find all polygon pointers and then decode the polygon data to find all unique textures. Same goes for vertices data and many other things.

Also, in Mario 64, the triangle data is part of an ASM-like script that controls the graphic chip directly. The 0x4 command loads a limited number of vertices found somewhere else, then the 0xBF command draws triangles using those vertices. So it's impossible to build, for a particular model, a complete list of all vertices and their locations in the ROM without parsing the graphic commands first.

In SMS, just load the corresponding vertices file, triangles file and texture file(s) and you're good to go.

But I'm not into GameCube hacking, as I find the console to be to much recent for hacking, and there's no really functional GC emulator yet, so no real possibility of an editor. If you really want to know more about it, check out the threads on emutalk.net.



Ok you're lucky I'll answer another question for you since I wanted to reply to this one before and apparently didn't...

To do this move in Mario 64: Run, press A to Jump, press B to dive, then while diving press B again (or A) making Mario spin so he doesn't land on his belly. I do this all the time to go faster.


(edited by VL-Tone on 07-03-06 03:14 AM)
FreeDOS +

Giant Red Koopa
Legion: freedos = fritos








Since: 11-17-05
From: Seattle

Last post: 6294 days
Last view: 6294 days
Posted on 07-03-06 06:55 AM Link
Super Mario 64 DS, along with most (if not all) official Nintendo DS games (eg, not a homebrew game/app), also has its data nicely organized into some filesystem. Hacking of SM64DS probably has been more complete than the original SM64 for this reason.

The filesystem trend is probably just to help developers worry less about how to store data, and worry more about the actual data.
Tanks

Spiny








Since: 06-19-06
From: Eagle Land

Last post: 6294 days
Last view: 6294 days
Posted on 07-03-06 09:28 AM Link
The filesystem trend is probably just to help developers worry less about how to store data, and worry more about the actual data.


Yeah, and they just made it much easier to hack HA! HA! HA!

Keep goin' VL we are being very patient.
shaz
Newcomer


 





Since: 06-25-06

Last post: 6492 days
Last view: 6492 days
Posted on 07-03-06 10:39 AM Link
Originally posted by FreeDOS +
Super Mario 64 DS, along with most (if not all) official Nintendo DS games (eg, not a homebrew game/app), also has its data nicely organized into some filesystem. Hacking of SM64DS probably has been more complete than the original SM64 for this reason.

The filesystem trend is probably just to help developers worry less about how to store data, and worry more about the actual data.


If this editor gets released, then the original Super Mario 64 is hacked more then the DS version. We have not been able to edit any files. I haven't even properly made a Nintendo Archive and Compressed Nintendo Archive extractor. These things are important for modifying game data.
Critical Error

Micro-Goomba








Since: 07-03-06
From: Behind Every Corner

Last post: 6496 days
Last view: 6496 days
Posted on 07-03-06 12:49 PM Link
This may sound graphic, cruel, and of topic but,

1. Moon jump to the top of the castle.
2. Once you're on top moon jump to the sky.
3. Now fall.
4. If done correctly, you'll go through the flag at the top,
and it looks like you stabbed yourself through the flag pole. Try it!
VL Tone I just want to say, you should be very proud of yourself
We're all cheering you on!
Prince Kassad

320
As you wish.








Since: 06-30-06
From: nowhere

Last post: 6295 days
Last view: 6295 days
Posted on 07-03-06 12:55 PM Link
Originally posted by Critical Error
1. Moon jump to the top of the castle.
2. Once you're on top moon jump to the sky.
3. Now fall.
4. If done correctly, you'll go through the flag at the top,
and it looks like you stabbed yourself through the flag pole. Try it!


Not only is this off-topic and old, but it can be done without any cheat codes through one of the two ways:

1. Use the wing cap and the cannon to shoot yourself to the top of the castle.
2. A well-planned triple-jump on the castle roof will get you up there without the cannon, and also with no stars at all.
Critical Error

Micro-Goomba








Since: 07-03-06
From: Behind Every Corner

Last post: 6496 days
Last view: 6496 days
Posted on 07-03-06 01:07 PM Link
Sorry, just thought it would be funny, I am a newbie ya know.
jensthecomposer

Paratroopa


 





Since: 05-18-06
From: Norway

Last post: 6298 days
Last view: 6294 days
Posted on 07-03-06 01:22 PM Link
Originally posted by Critical Error
Sorry, just thought it would be funny, I am a newbie ya know.


Some good advice: Wait until you got something worth saying before posting here!!
Critical Error

Micro-Goomba








Since: 07-03-06
From: Behind Every Corner

Last post: 6496 days
Last view: 6496 days
Posted on 07-03-06 01:42 PM Link
Thanks for the advice jensthecomposer, I'll think twice before posting!
Anyways....... GO VL-TONE!!!!!!!!!!!!!!!!!!!!!
Doritokiller

Mole


 





Since: 06-15-06
From: California

Last post: 6437 days
Last view: 6300 days
Posted on 07-03-06 02:03 PM Link
Originally posted by Critical Error
Thanks for the advice jensthecomposer, I'll think twice before posting!
Anyways....... GO VL-TONE!!!!!!!!!!!!!!!!!!!!!

You sure you didn't forget again? That basically could've been a two-word post... Blah. Whatever.


Just a quick question. How long do you work on TS 64 on average each day, VL?
Marioman64

Red Paragoomba








Since: 12-22-05
From: Maryland

Last post: 6418 days
Last view: 6418 days
Posted on 07-03-06 02:56 PM Link
http://sm64code.17.forumer.com/index.php

There is the place where you can post SM64 GS codes, talk about stuffs, and... yeah LOADS of CODES !
1337_Ac3

Shyguy


 





Since: 04-22-06
From: sweden

Last post: 6303 days
Last view: 6295 days
Posted on 07-03-06 07:18 PM Link
VL-tone just made me horny w/ his "SMS is easier to hack" scent. I'm going to take a deeper look into that game (only ARd it b4 w/o even acctualy give a shit about the HEX i went trough..)
VL-Tone

Paratroopa








Since: 11-18-05

Last post: 6485 days
Last view: 6485 days
Posted on 07-04-06 01:54 AM Link
Originally posted by Doritokiller
Just a quick question. How long do you work on TS 64 on average each day, VL?


It varies. I do have a real job as I said, and have to work there 6-7 hours a day, 5 evenings a week. When I do work at my job, I spend less time on TT64 (ToadsTool 64). It can be from about 3 hours to maybe 5 on those days. Friday and Saturday I may work on it even more, sometimes up to 8 hours. Unfortunately I was busy much of my last days off, so I didn't work on it as much.

When I get back from work, I'm not always in the mood for programming. As much as I like working on the editor, sometimes I need to relax and do other things.

So that's about it...

I'm gonna publish something later that may help you wait, which is a list of offsets of all textures I found in the game, with their size and type. It will then be much easier for people to find and edit textures using TileMolester. It will only work for an extended SM64 ROM.
Doritokiller

Mole


 





Since: 06-15-06
From: California

Last post: 6437 days
Last view: 6300 days
Posted on 07-04-06 01:57 AM Link
...You make it sound like 5-8 hours of programming is nothing. Simply amazing. You'll finally have some time after the project to regain your sanity from working so long.
Deleted User
Banned


 





Since: 05-08-06

Last post: None
Last view: 6295 days
Posted on 07-04-06 02:39 AM Link
VL-Tone don't spend lots of time on TT64. Get rest when you get from work. Then work on the editor if you are still not tired. We are not pressuring you to finish.
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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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