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04-29-24 10:20 AM
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Acmlm's Board - I3 Archive - ROM Hacking - Mario Kart 64 Level Hacking. Seriously! New poll | |
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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: 6280 days
Last view: 6280 days
Posted on 06-21-06 07:51 PM Link | Quote
Originally posted by Darkdata
How come you can render some levels and other ones give you trouble?

What is planed for the editor? Editing everything but music?

I'm not sure what you mean about trouble. They all render fine except that DK's Jungle Parkway has some garbage polygons (curiously, right around the area where you can "fall into a black hole"). The Yoshi Valley render I showed there doesn't have all the objects drawn, that was just a mistake on my part. None of them have textures yet, but Block Fort looks almost the same without them, and the Rainbow Road render is in wireframe mode (just the polygon outlines).

Originally posted by spel werdz rite
You guys know no limit, do you?
P.S. you stole my "There's no 3" joke you meanie!
Mine was no. 7 though, but still.

That's actually used a lot.
DJ Bouche

Koopa


 





Since: 11-22-05
From: Bligh Park, NSW, Australia

Last post: 6442 days
Last view: 6442 days
Posted on 06-21-06 08:31 PM Link | Quote
Originally posted by Stifu
We could send you a beta of our hack if that could motivate you, as we think it's a very promising one.


Ah, that'd be cool, I've been hearing every now and then about your hack. I might also need your help with some SMK data, although I can track down the source code, my notes may not be around anymore, if they do I'll have to try to make some sense of them. And another random question, ever find the data for coins and question blocks? I think I may have, but I could be confusing with my MKSC findings...

And HyperMackerel, would it be possible for me to get a basic model of Rainbow Road from you? Need it for a project of some sort .
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: 6280 days
Last view: 6280 days
Posted on 06-21-06 09:25 PM Link | Quote
What format?

[edit] As for SDL, I'd like to keep using it, but that may be difficult.


(edited by HyperMackerel on 06-21-06 10:26 PM)
jensthecomposer

Paratroopa


 





Since: 05-18-06
From: Norway

Last post: 6283 days
Last view: 6279 days
Posted on 06-22-06 04:02 AM Link | Quote
Originally posted by DJ Bouche
And HyperMackerel, would it be possible for me to get a basic model of Rainbow Road from you? Need it for a project of some sort .


Haven't you got NEMU?? You can export models there!!
The Ultimate Koopa

Red Paragoomba
Account banned at user's request.








Since: 12-24-05
From: England

Last post: 6508 days
Last view: 6508 days
Posted on 06-22-06 04:53 AM Link | Quote
@HyperMackerel: I downloaded the MK64 hack from your website, and a US ROM like the text file said. I open the program which auto-patches the rom, and load the rom in it. But, when I click 'Apply Patch' or whatever it says, I just get a 'Runtime' error.
Can anyone tell me what I'm doing wrong?
Oh, and I even put the rom into the 'macet' program.
jensthecomposer

Paratroopa


 





Since: 05-18-06
From: Norway

Last post: 6283 days
Last view: 6279 days
Posted on 06-22-06 06:28 AM Link | Quote
You can use Mario Kart 64 (U) [!].z64 , but when you open it you have to choose "all files" (or write *.* and press open) because it doesn't show z64-files.

Don't load the rom into "macet" before the rom is patched, do that after you've pacthed it. And make sure you change the name of the file to something less than 8 characters
-ex. mk64.z64

EDIT: Quote from mackerels site: "To run the program, you'll need the "VB6 runtimes" and "comdlg32.ocx". (If you're using WinXP, you should already have them.)"

You can download these from Mackerels homepage!!

Now the hack should be working!!


(edited by jensthecomposer on 06-22-06 05:30 AM)
Kushan*

Goomba


 





Since: 06-21-06
From: England

Last post: 6479 days
Last view: 6479 days
Posted on 06-22-06 07:49 AM Link | Quote
This is great work! I wonder if there are unused tracks in the MK64 memory as well. Can you provide a link for us to try out when its ready that it.
The Ultimate Koopa

Red Paragoomba
Account banned at user's request.








Since: 12-24-05
From: England

Last post: 6508 days
Last view: 6508 days
Posted on 06-22-06 09:26 AM Link | Quote
Thanks.

Just checking, this is correct:
Open up 'mariokart64.exe'
Click on Load ROM
Select 'Mario Kart 64 (U) [!].z64
Click Apply patch.
Drag the ROM into 'macet.exe'

I think that's all there was to do.
But, when I open it up with Project64 v1.6, an error saying 'Attempt to open file failed'.


(edited by The Ultimate koopa on 06-22-06 08:31 AM)
jensthecomposer

Paratroopa


 





Since: 05-18-06
From: Norway

Last post: 6283 days
Last view: 6279 days
Posted on 06-22-06 10:44 AM Link | Quote
Did you shorten the filename before draging it into macet?? Change it to Mk64 or anything shorter than 8 characters. If you don't do this, the macet won't open the file!!
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: 6280 days
Last view: 6280 days
Posted on 06-22-06 11:34 PM Link | Quote
Originally posted by Kushan*
This is great work! I wonder if there are unused tracks in the MK64 memory as well. Can you provide a link for us to try out when its ready that it.

I don't know of any, but there could be. And of course I'll post a link when it's done. Just don't expect that to be any time soon... making a good editor takes months, I know very little about 3D, and there's a few other projects I've been meaning to work on. I've been hacking this game for a week straight; I might have to take a break for a few days.

Originally posted by The Ultimate koopa
when I open it up with Project64 v1.6, an error saying 'Attempt to open file failed'.

That usually means something else is using it. Check the task manager and make sure neither the patching program nor macet is running.

BTW, good news, I got SDL working with both monitors enabled.
Chainlink1061

Paratroopa








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

Last post: 6283 days
Last view: 6285 days
Posted on 06-23-06 12:24 AM Link | Quote
I'm impressed with your editor, HyperMackerel. Please keep up the good work.


(edited by Chainlink1061 on 06-22-06 11:24 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: 6280 days
Last view: 6280 days
Posted on 06-23-06 02:25 AM Link | Quote
Heh, funny you should say that. Here's the source of the actual editor so far:

//mk64edit.cpp (todo: proper name)
#include "main.h"

/*
Entry point - we use main() instead of WinMain() with SDL
*/
int main(int argc, char* argv[])
{
atexit(Unload);
DebugOut(DO_MAJOR | DO_NO_ERROR, "Hello world\n");
return 0;
}


/*
Called at program exit
*/
void Unload()
{
printf("Unload()\n");
}


All I've been doing is testing SDL. I just now got it to work with two monitors and not redirect console output (which required recompiling SDL, which required installing Cygwin, etc etc... ).
The Ultimate Koopa

Red Paragoomba
Account banned at user's request.








Since: 12-24-05
From: England

Last post: 6508 days
Last view: 6508 days
Posted on 06-23-06 09:50 AM Link | Quote
(I've got it to work by the way).
Anyway, is there a "working" GameShark code to change the top speed? One that you can simply change the values? I just wanted to see what it'd be like going at about 160 or 300. Or, if there was a code and I put the values to FFFF (or 65536), er... well, I'm guessing, if that was possible, I could complete 3 laps of Rainbow Road in about 0.01 or less seconds.
(There was a '110 km/h' and '300cc' GS on GSCentral.org, but absolutely NO codes on that website seem to work on project64 (the emulator I use).
Darkdata

980








Since: 02-25-06
From: Newfoundland

Last post: 6279 days
Last view: 6279 days
Posted on 06-23-06 09:59 AM Link | Quote
Alot of gameshark codes on those sites do not work ;
Look at the mario 64 codes on the gamegenie and the codebreaker sites.
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: 6280 days
Last view: 6280 days
Posted on 06-23-06 04:25 PM Link | Quote
Most if not all emulators have problems with Gameshark codes that modify the game program. Try resetting the game after activating the code, or in Nemu, press Ctrl+K. If all else fails use the Interpreter core; it's slow, but it'll work. (Unless the code actually doesn't work, or you have the wrong version. )

BTW for speed mods, you usually want to stick to values around 4n80. It's a floating-point value (specifically, the upper half of one), so it's not a direct conversion - 0x3F800000 is 1, 0x3C23D70A is 0.01, etc.
The Ultimate Koopa

Red Paragoomba
Account banned at user's request.








Since: 12-24-05
From: England

Last post: 6508 days
Last view: 6508 days
Posted on 06-23-06 05:28 PM Link | Quote
I should warn you that I know as much about creating/hacking codes (or whatever you call it) as a blind fly knows where he's going... i.e. nothing, so I haven't got a clue about 'floating-point values' or '0x3F800000'
BTW, I meant absolutely no codes for this particular game (i.e. Mario Kart 64). All the SM64 codes work for example.
One of the codes for MK64 that I'd really like to see working is 'Top View & Smokin', whatever that means.
Darkdata

980








Since: 02-25-06
From: Newfoundland

Last post: 6279 days
Last view: 6279 days
Posted on 06-23-06 07:39 PM Link | Quote
Top View & Smokin Sounds fake to me....
Like disco Mario
"Lego world"
etc..
The Ultimate Koopa

Red Paragoomba
Account banned at user's request.








Since: 12-24-05
From: England

Last post: 6508 days
Last view: 6508 days
Posted on 06-24-06 06:35 AM Link | Quote
Those 'Disco World', 'Lego Mario' that you mentioned, Darkdata have never worked... in fact most of the "Surroundings Codes" don't work, but codes like 'Have all 8 Red Coins', or 'Jump Height Modifiers', or even 'Star Size Modifier (the ones you collect)' do work. (I used to have a lot of er.... fun with that code. Well, you know the default value is, I think 3E80 (which is 16,000). And, first I changed the value to 3F00 and the stars were only slightly bigger (about twice the size), then I tried 4000... the 'Behind the Chain Chomp's Gate' star covers most, if not, all of the cage. I tried 4100, 4200 and then 4300. To give you an idea of how.... HUGE "4300" is, well, you know those 'Red-Coin star shadows' the ones that are "flat" and spin slowly, and when you collect all 8 red coins, that is where the star will appear? Well, notice how I put 'flat' in double quotation marks... that's because it is not flat at all, infact, at normal size, its about as thick as a coin, but at "4300"... well, you know on Tick Tock Clock that the shadow is at the very bottom of the stage? Well, if you go right up to the top where the thwomp is, you can see the shadow star from up there. I've attached a screenshot to show you exactly how big the shadow star is. (Now if that's just the thickness, I'm sure you're probably wondering how big the actual star is... Well, the actual star is so large that, in Bob-omb Battlefield, the shadow star stretches from where the four posts are, right past the summit, past the boundaries, and stretches about 3 times the entire width of the entire stage)).

Attachments

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: 6280 days
Last view: 6280 days
Posted on 06-24-06 02:21 PM Link | Quote
That's great, but this isn't SM64. I don't know why the codes don't work on your MK64 ROM, probably you're using the wrong version.
proffessor_gad

Red Koopa








Since: 01-27-06
From: Mars

Last post: 6310 days
Last view: 6310 days
Posted on 06-24-06 10:43 PM Link | Quote
//mk64edit.cpp (todo: proper name)
#include "main.h"

/*
Entry point - we use main() instead of WinMain() with SDL
*/
int main(int argc, char* argv[])
{
atexit(Unload);
DebugOut(DO_MAJOR | DO_NO_ERROR, "Hello world\n");
return 0;
}


/*
Called at program exit
*/
void Unload()
{
printf("Unload()\n");
}


LOL! Short program you got there. Hello world!

Gah, I like python better. Don't have to go through all of that trouble.
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Acmlm's Board - I3 Archive - ROM Hacking - Mario Kart 64 Level Hacking. Seriously! |


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