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05-14-24 05:16 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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User Post
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 07-29-06 04:22 PM Link
Originally posted by Shiryu
I'm searching for ram values actually... I've found how the colors work, which might be useful for VL when he puts the poligon editor ^^

It might, but chances are they're stored differently in ROM. I found the format for the objects in RAM a while back but it's nothing like their format in ROM.


i'm trying to make a Mario's status modifier, so I can see how mario starts in the levels. (I would post screenshots... but the only thing I've done so far is frezze mario and the game XD)

Look at the L to Levitate code, and the debug code. To put it simply, the levitation code already includes a status modifier to make Mario jump. The debug code shows half of the value in-game.
Goomba Fondue

Goomba








Since: 01-09-06
From: Lubbock Texas

Last post: 6479 days
Last view: 6479 days
Posted on 07-29-06 06:47 PM Link
Okay... My apologies for sounding an airhead, but... Why whould it derive data in a differant format in the RAM then in the ROM for the same values? i mean... Not to sound as if i change the subject again, or seem Trolllie or anything... But perhapse even others who read this thread who are more or less as clueless as i, can also understand the situation better. Even perhapse what Tone's goin' through! (^,^)

But at any rate... It explains why i keep freezing the thing too, enough to get lazy to it... (\_/) Gotta hand it to you in particular Vl-tone to be able to stick to this so incredibly well, not just this stuff, but the pgrogram structure as well... (~,^) Good luck!
KeiiChi Kun

Leever
Learn some manners.
Password changed to gibberish and IP banned.


 





Since: 01-01-06
From: Sushi Bar

Last post: 6307 days
Last view: 6307 days
Posted on 07-29-06 07:17 PM Link
Hahaha! The views for this thread is locked on 65535! That's funny, I thought most modern software didn't have problems like that.
Shiryu

Gungun








Since: 02-24-06

Last post: 6296 days
Last view: 6294 days
Posted on 07-29-06 07:55 PM Link

Look at the L to Levitate code, and the debug code. To put it simply, the levitation code already includes a status modifier to make Mario jump. The debug code shows half of the value in-game.

I'm doing that, but with the shell code (I made it so it's activated with L) I'll look the diferences between these.
rstewart215804

Micro-Goomba








Since: 06-25-06

Last post: 6336 days
Last view: 6336 days
Posted on 07-29-06 08:35 PM Link
Behaviors are a blast. With one behavior code and some parameter modifying I was able to load 30 Goombas!!!



On any object (preferably invisible) change the behavior code to 1300 4770 and the parameters to 0000 00## , ## being the number of Goombas times 4. For more fun you can add 1 or 2 to that number to get large or small Goombas.

Think that's interesting look at the next picture.



Star Chomp. Just add behavior code 1300 478C and parameters 0066 0000 to an object. Whatever object you attach the behavior to becomes the head. I used a star.

In the sprite behavior table at 0xEc7E0 you can find a lot of behaviors. Don't edit the table (inside the checksum). Just add them to 0x24 objects already found in the level. But be careful when changing behavior data. Some behaviors load other objects. If the loaded object is outside the data loaded for that level it will freeze the game when you get close.

(All numbers are in HEX.)


(edited by rstewart215804 on 07-29-06 07:36 PM)
Marioman64

Red Paragoomba








Since: 12-22-05
From: Maryland

Last post: 6418 days
Last view: 6418 days
Posted on 07-29-06 08:59 PM Link
does the star chomp actually hurt you?

and in other news, in 45 min. I am leaving again for three weeks on a double vacation So0Oo0O...

(that's a lot of goombas )
proffessor_gad

Red Koopa








Since: 01-27-06
From: Mars

Last post: 6324 days
Last view: 6324 days
Posted on 07-29-06 10:26 PM Link
Of course it will hurt you. It still behaves like a chainchomp, just with a modified model. Btw, nice goomba parade.... But when you stomp on one of them, does it affect the others. Or are they all different objects?
tahu363

Red Paragoomba


 





Since: 05-31-06

Last post: 6420 days
Last view: 6420 days
Posted on 07-29-06 10:37 PM Link
man.. not to sound mad or impatient but i just hope that the editor is released befor school starts!
SuperLuigi64

Snifit








Since: 07-22-06
From: TN
My PC Specs

Last post: 6388 days
Last view: 6388 days
Posted on 07-29-06 11:47 PM Link
Okay, now I can change stuff. Somehow, my download of the rom extender was missing something, so I stole something from the Mac version, and it works. Thanks for helping Goomba Fondue.
Darkdata

980








Since: 02-25-06
From: Newfoundland

Last post: 6294 days
Last view: 6294 days
Posted on 07-30-06 12:53 AM Link
Originally posted by SuperLuigi64
Okay, now I can change stuff. Somehow, my download of the rom extender was missing something, so I stole something from the Mac version, and it works. Thanks for helping Goomba Fondue.


Does not compute...

Darkos has encounterd a problem in 0x454323 of LogicandUnderstanding.exe Press any key to restart the computer_




In other words that made no sense.




Another note is I can wait for the editor to come out :p I mean what is so hard about waiting. =]
SuperLuigi64

Snifit








Since: 07-22-06
From: TN
My PC Specs

Last post: 6388 days
Last view: 6388 days
Posted on 07-30-06 12:56 AM Link
Originally posted by Darkdata
Originally posted by SuperLuigi64
Okay, now I can change stuff. Somehow, my download of the rom extender was missing something, so I stole something from the Mac version, and it works. Thanks for helping Goomba Fondue.


Does not compute...

Darkos has encounterd a problem in 0x454323 of LogicandUnderstanding.exe Press any key to restart the computer



He helped me figure out why the crap I could not do anything in tile molester.





(edited by SuperLuigi64 on 07-29-06 11:57 PM)
Raccoon Sam

Boomerang Brother
Custom Title








Since: 11-20-05
From: Correct

Last post: 6294 days
Last view: 6294 days
Posted on 07-30-06 01:09 AM Link
And the Mac version was your only choice?
SuperLuigi64

Snifit








Since: 07-22-06
From: TN
My PC Specs

Last post: 6388 days
Last view: 6388 days
Posted on 07-30-06 02:16 AM Link
No. I run windows, but something from the Mac version made it work, so I'm happy.
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 07-30-06 03:14 AM Link
Originally posted by Goomba Fondue
Okay... My apologies for sounding an airhead, but... Why whould it derive data in a differant format in the RAM then in the ROM for the same values?

Because the data in RAM has extra information like how many coins the object is holding, whether it still exists, whether it's currently visible, what it's doing, etc; information that's initially the same for all objects when the level is loaded (eg all Goombas will be holding one coin) and thus doesn't need to be specified for each object in ROM. Also, the game expands some things for faster processing, such as converting the coordinates from 16-bit integers to 32-bit floats.
Goomba Fondue

Goomba








Since: 01-09-06
From: Lubbock Texas

Last post: 6479 days
Last view: 6479 days
Posted on 07-30-06 04:49 AM Link
Originally posted by HyperMackerel

Because the data in RAM has extra information like how many coins the object is holding, whether it still exists, whether it's currently visible, what it's doing, etc; information that's initially the same for all objects when the level is loaded (eg all Goombas will be holding one coin) and thus doesn't need to be specified for each object in ROM. Also, the game expands some things for faster processing, such as converting the coordinates from 16-bit integers to 32-bit floats.



Oh okay... That makes sense... i see... All that information can only be in the RAM, because it's dirived in differant areas of the ROM, and applied to a certain object differently then other instances of the same given object... otherwise, if that info originated from the ROM's original object, all the object instances whould be the same... Though i could have mis-understood... i mean... There's also the fact that some Data compressed for smaller storage in ROM, whould have to be decompressed for RAM usage, and whould call for another format, right? Well at any rate, i'm an air-headed artist who can make CG meshes or draw and sculpt, So i joined up this entire domain just to learn this stuff anyhow... Anything helps... thanks... And this probably should have been in another thread anyhow <: ) But i do thank you : D Should help other newbs reading this thread too...

EDIT: Oh... yeah... You're welcome SuperLuigi64... (^,^) Others help me, so... ... ...


(edited by Goomba Fondue on 07-30-06 03:52 AM)
jensthecomposer

Paratroopa


 





Since: 05-18-06
From: Norway

Last post: 6298 days
Last view: 6294 days
Posted on 07-30-06 08:33 AM Link
Originally posted by rstewart215804
Behaviors are a blast. With one behavior code and some parameter modifying I was able to load 30 Goombas!!!



On any object (preferably invisible) change the behavior code to 1300 4770 and the parameters to 0000 00## , ## being the number of Goombas times 4. For more fun you can add 1 or 2 to that number to get large or small Goombas.

Think that's interesting look at the next picture.



Star Chomp. Just add behavior code 1300 478C and parameters 0066 0000 to an object. Whatever object you attach the behavior to becomes the head. I used a star.

In the sprite behavior table at 0xEc7E0 you can find a lot of behaviors. Don't edit the table (inside the checksum). Just add them to 0x24 objects already found in the level. But be careful when changing behavior data. Some behaviors load other objects. If the loaded object is outside the data loaded for that level it will freeze the game when you get close.

(All numbers are in HEX.)


Can you give us a IPS of this?? (or other patch formats)
Tanks

Spiny








Since: 06-19-06
From: Eagle Land

Last post: 6294 days
Last view: 6294 days
Posted on 07-30-06 09:27 AM Link
Originally posted by rstewart215804
Behaviors are a blast. With one behavior code and some parameter modifying I was able to load 30 Goombas!!!



On any object (preferably invisible) change the behavior code to 1300 4770 and the parameters to 0000 00## , ## being the number of Goombas times 4. For more fun you can add 1 or 2 to that number to get large or small Goombas.

Think that's interesting look at the next picture.



Star Chomp. Just add behavior code 1300 478C and parameters 0066 0000 to an object. Whatever object you attach the behavior to becomes the head. I used a star.

In the sprite behavior table at 0xEc7E0 you can find a lot of behaviors. Don't edit the table (inside the checksum). Just add them to 0x24 objects already found in the level. But be careful when changing behavior data. Some behaviors load other objects. If the loaded object is outside the data loaded for that level it will freeze the game when you get close.

(All numbers are in HEX.)


Jeez that is awesome. I still can't figure out how to do that. Whenever i do it it screws up the game... BAD... but any way, (this is supposing that you added a chomp, so bassically two chomps in the level) do the chain chomps, when freed, leave at the same time and head to the gate holding the star or would just that chomp that you freed do it.
tahu363

Red Paragoomba


 





Since: 05-31-06

Last post: 6420 days
Last view: 6420 days
Posted on 07-30-06 12:20 PM Link
Look, i know this is really off topic, and probobly annoying, but i have been trying for a long time to get marios overalls white with a gameshark code, but all i can get is cartoon white and bright yellow, can sombody please post a code that will give mario natural white overalls please? it would be much appreciated!

thanks!
paratroopa
Newcomer








Since: 07-30-06

Last post: 6483 days
Last view: 6483 days
Posted on 07-30-06 01:12 PM Link
Originally posted by rstewart215804
Behaviors are a blast. With one behavior code and some parameter modifying I was able to load 30 Goombas!!!






When you look at this picture, you can see the rising platform thats supposed to be on the wall behind the goombas, is actually in the middle of them
Deleted User
Banned


 





Since: 05-08-06

Last post: None
Last view: 6295 days
Posted on 07-30-06 01:18 PM Link
Originally posted by rstewart215804
Behaviors are a blast. With one behavior code and some parameter modifying I was able to load 30 Goombas!!!



On any object (preferably invisible) change the behavior code to 1300 4770 and the parameters to 0000 00## , ## being the number of Goombas times 4. For more fun you can add 1 or 2 to that number to get large or small Goombas.

Think that's interesting look at the next picture.



Star Chomp. Just add behavior code 1300 478C and parameters 0066 0000 to an object. Whatever object you attach the behavior to becomes the head. I used a star.

In the sprite behavior table at 0xEc7E0 you can find a lot of behaviors. Don't edit the table (inside the checksum). Just add them to 0x24 objects already found in the level. But be careful when changing behavior data. Some behaviors load other objects. If the loaded object is outside the data loaded for that level it will freeze the game when you get close.

(All numbers are in HEX.)

If you step on one Goomba, will it kill them all? And can you post an IPS patch for this?
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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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