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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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VL-Tone Paratroopa Since: 11-18-05 Last post: 6485 days Last view: 6485 days |
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Raccoon Sam: These old .avi files would play on Quicktime in OS 7-9 with a plug-in called "intel indeo video". But this plug-in wasn't rebuilt for OS X.
Fortunately you can use a program called VLC to play the video, it can play just about everything QT cannot play (including DIVX and others). For WMV files, you may be interested in the free Flip4Mac WMV QT plug-in, which enables you to play WMV videos in Quicktime. To download the Mario64.avi instead of having it opened by the QT plug-in, option-click the video link or do a right-click and select "Download file" (edited by VL-Tone on 02-15-06 02:00 AM) (edited by VL-Tone on 02-15-06 02:01 AM) (edited by VL-Tone on 02-15-06 02:11 AM) |
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Guy Perfect Since: 11-18-05 Last post: 6297 days Last view: 6295 days |
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I've OGGified the video to make it smaller and a little more cross-platform. If you can't play OGG, whoever you are, then you need a better computer. (-:
EDIT: Well, it looks like the world-renouned mastermind behind Acmlm's Board's uploading script (that'd be Xkeeper, for those of you who like sending angry PMs) seems to be unable to realize that 1KB is too small for even text files, so the capacity for uploads is a wee bit insufficient for my 794KB OGG video. Anyone have a meg of uploading space that they can stash this up on such that I don't have to subscribe to any sites? (edited by BGNG on 02-15-06 10:15 AM) |
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Raccoon Sam Boomerang Brother Custom Title Since: 11-20-05 From: Correct Last post: 6295 days Last view: 6294 days |
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Originally posted by BGNG This baby can upload up to 1 GB. (edited by Raccoon Sam on 02-15-06 11:46 AM) |
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Guy Perfect Since: 11-18-05 Last post: 6297 days Last view: 6295 days |
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Works for me. Here ya go:
http://www.badongo.com/file.php?file=Super+Mario+64+beta+video__2006-02-15_mario64.ogg |
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spydark Newcomer Since: 01-26-06 Last post: 6663 days Last view: 6663 days |
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hi,sorry i havent posted much in this topic,it looks like it is really coming along spledid,well i got in a fight this week and got a chunk of my cheek bit out,cant see much but i read the posts by VL-Tone and i cant wait for this... | |||
Raccoon Sam Boomerang Brother Custom Title Since: 11-20-05 From: Correct Last post: 6295 days Last view: 6294 days |
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Originally posted by BGNG Diesn't work for me :/ It doesn't load. |
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creaothceann Red Goomba Since: 11-22-05 Last post: 6490 days Last view: 6490 days |
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Works for me; just click the link and then the link on that site. No rightclick+save.
Alternatively there's rapidshare.de, yousendit.com, ... |
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Guy Perfect Since: 11-18-05 Last post: 6297 days Last view: 6295 days |
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Rapidshare has that little "you can only download so much an hour unless you pay us" and You Send It has a 25 download maximum. I wanted to avoid such issues. | |||
max Blipper i'm a pixie !!! Since: 11-17-05 Last post: 6556 days Last view: 6294 days |
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mario64.ogg
mario64.avi mirrored. |
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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 |
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Originally posted by BGNG Fixed. (Their version of an hour is... well I dunno but it's much more than 60 minutes. Plus other restrictions, slow download speeds, loads of ads, etc.) |
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VL-Tone Paratroopa Since: 11-18-05 Last post: 6485 days Last view: 6485 days |
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Well thanks for taking care of the video mirroring, transcoding and everything
By the way BGNG, ogg video does play using VLC on my machine. (But I still needs a new computer for other reasons) So what do you guys think about the video? I remember seeing part of it on TV in 1995-96, I wish I had a full resolution version... Anyone got any idea on how we could find this? Maybe contact some old video-game magazine that were there at the time? Or the guy that runs that game-zero site? I'm sure someone somewhere has this on VHS... (edited by VL-Tone on 02-15-06 11:30 PM) |
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Guy Perfect Since: 11-18-05 Last post: 6297 days Last view: 6295 days |
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I know a guy who's official Nintendo press. I might be able to get the video from him. | |||
VL-Tone Paratroopa Since: 11-18-05 Last post: 6485 days Last view: 6485 days |
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Originally posted by BGNG Cool Edit: I deleted the rest of the post, since it ended up being useless, and this is getting off-topic. So ehm... I guess I'll post some filler like new screenshots... later (edited by VL-Tone on 02-17-06 03:09 AM) |
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TS_Death_Angel Micro-Goomba Since: 02-17-06 Last post: 6325 days Last view: 6302 days |
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While we're on the discussion of Mario 64 beta...
http://multiftp.free.fr/z64/logo.php?id=n64_betavids Hope this helps! Btw, nice Mario 64 editor |
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proffessor_gad Red Koopa Since: 01-27-06 From: Mars Last post: 6325 days Last view: 6325 days |
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Here is probably where Vl-tone found the pic with the mysterious beta fish- http://www.angelfire.com/pro/glitches/sm64beta.htm | |||
TS_Death_Angel Micro-Goomba Since: 02-17-06 Last post: 6325 days Last view: 6302 days |
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Originally posted by proffessor_gad ...and here's a better version: |
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Xkeeper Took the board down in a blaze of glory, only to reveal how truly moronical ||bass is. Since: 11-17-05 From: Henderson, Nevada Last post: 6295 days Last view: 6295 days |
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Originally posted by Raccoon SamOriginally posted by BGNG It's called "forgetting to take off the test limit" (or, more correctively, "you should've fucking asked") >( |
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VL-Tone Paratroopa Since: 11-18-05 Last post: 6485 days Last view: 6485 days |
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TS_Death_Angel: these are nice videos you found there! Many of these I've never seen before
and they are much better quality than the little Mario.avi I had. To get back on topic, here's is an update of my progress. I started rewriting the core of the command loading process. Here is a code snippet so that you can see how Lingo (Director's scripting) can look like. Warning! Geek Alert! Most of you may not understand a thing to this code, because they are either not programmers, or are confused and unfamiliar with the Lingo synthax.
The Loadcmd function will read bytes from a memory segment and place them in a list template. The actual data of each segments is stored in text chunks inside the variable metaram. This metaram variable is itself a property list, where the property labels for each item is the position in ROM of the segment. The ram=metaram.getprop (bankoffset) sets the variable named ram to the right segment. So bankoffset is an input variable that will hold the start offset of the requested segment. The variable basepos is the offset inside the segment where the command is found. bankoffset+ basepos= the address in ROM of this command (in uncompressed data). The variable strucs contains a property list that is fed as a template. An example of a simple strucs template that could be used, for command 0x22. strucs=[#objectid:[[4,1],#int,0],#banknum:[[5,1],#int,0],#offst:[[6,3],#int3bytes,0]] What the Loadcmd function does is to replace the zeros (third item of each sub list) with actual data read from the segment. The format of each item in the strucs list is something like that: #propname:[position_in_command,length], #paramformat, actualdata] #objectid:[[4,1],#int,0] will read byte 4 of the command and store the result in item 3 of the list (where the 0 is). I've included other possible data formats such as 3 bytes integers, signed integers, words, long integers. You know the kind of thing that is easy to deal with in C++ ;) I guess it gives me more flexibility, as I could add other formats. I won't use this function to load every commands, but only those that will be editable (or eventually editable). For example, here's the strucs input for a 0x24 command: [#actvalue:[[3,1],#bin,0],#objtype:[[4,1],#int,0],#xpos:[[5,2],#sigint,0],#ypos:[[7,2],#sigint ,0],#zpos:[[9,2],#sigint,0],#xrot:[[11,2],#sigint,0],#yrot:[[13,2],#sigint,0],#zrot:[[15,2],# sigint,0],#param1:[[19,1],#int,0],#param2:[[20,1],#int,0],#behav:[[22,3],#int3bytes,0]] The level parser will use the loadcmd function to build the list of 0x24 objects and store it in a variable called obj24data. The output of the loadcmd function is [#bankoffset:bankoffset,#cmdpos:cmdpos,#strucs:strucs]. Which is a property list with labels having the same name as the variables used in loadcmd. That means once the level script is decoded, I can refer to any parameter of any 0x24 objects. For example obj24data[10].strucs.xpos[3] will return position x of 0x24 object number 10. When the data is modified and needs to be converted back to raw bytes for subsequent saving, all the needed information will be available in each obj24data item. obj24data[10].bankoffset will retrieve the segment, and obj24data[10].cmdpos the offset inside the segment for this command. obj24data[10].strucs.xpos[1] will return the position and byte length of the xpos parameter, and obj24data[10].strucs.xpos[2] will return #sigint, meaning that it needs to be converted back as a 16-bit signed integer. Lists built with the loadcmd function will contain enough info to be used by the editor to display, modify and save changes to objects. The complexity will come from build the user-interface, and I'm not talking about button layouts. To be useable by mere mortals, the editor will have to provide menus containing only valid values, and a description of each item. Behaviors will have to be described too, and custom labels for behavior parameter will be possible, as their meaning is often specific to the behavior. But I've already planned all this, it's just a matter of re-implementing it. The polygon decoding routine is also on the list of things I have to rewrite soon, but only when I finish the level decoding rewrite. (Edit: Somehow, the pre tag messed up the layout of the whole page) (edited by VL-Tone on 02-19-06 12:42 AM) (edited by VL-Tone on 02-19-06 12:43 AM) |
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TS_Death_Angel Micro-Goomba Since: 02-17-06 Last post: 6325 days Last view: 6302 days |
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Originally posted by VL-Tone Heh, thanks. Added another one for ya |
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VL-Tone Paratroopa Since: 11-18-05 Last post: 6485 days Last view: 6485 days |
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Originally posted by TS_Death_AngelOriginally posted by VL-Tone |
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Acmlm's Board - I3 Archive - ROM Hacking - General Super Mario 64 hacking / TT64 Progress thread | | Thread closed |