(Link to AcmlmWiki) Offline: thank ||bass
Register | Login
Views: 13,040,846
Main | Memberlist | Active users | Calendar | Chat | Online users
Ranks | FAQ | ACS | Stats | Color Chart | Search | Photo album
04-29-24 10:17 AM
0 users currently in ROM Hacking.
Acmlm's Board - I3 Archive - ROM Hacking - Mario Kart 64 Level Hacking. Seriously! New poll | |
Pages: 1 2 3 4 5 6 7Add to favorites | Next newer thread | Next older thread
User Post
Sukasa

Birdo
Not quite as active as before.
Xkeeper supporter
Xk > ||bass
I IP Banned myself! Twice!








Since: 11-17-05
From: Somewhere over there

Last post: 6280 days
Last view: 6279 days
Posted on 07-19-06 01:10 AM Link | Quote
By emulating it, it sorta meant not showing the alpha-channel parts at first, then simply taing the opacity percentage for the translucent polygon, and adding it's RBG values * it's translucency to 100 - Percentage * the visible pixel's transparency, and then posting that to the scren. Probably wouldn't work too well, though.

and it'd be slow.
Cellar Dweller +

Red Koopa









Since: 11-18-05
From: Arkansas

Last post: 6289 days
Last view: 6279 days
Posted on 07-19-06 02:03 AM Link | Quote
It is still crashing right after selecting a level for me too. Attached is a Dr. Watson report and the error log.

If you have your linker options set to create a map file, you may be able to look up the location of the crash. Also, if you set your compiler and linker to include debugging information in the executable, tools such as Dr. Watson may be able to identify which function the crash happened in.

Attachments

DrWatson - mk64edit_1.1.txt (12360b) - views: 51
mk64edit_debug.txt (1690b) - views: 54
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 07-19-06 02:12 AM Link | Quote
Alright, it's a long shot but try this version. Also I don't know how to generate a map file, but I plan to add an exception handler in the program that should be able to give more information.

Attachments

mk64edit11b.7z (70659b) - views: 141
asdf

Link's Awakening
‭‮‭‮ಠ_ಠ








Since: 11-18-05

Last post: 6281 days
Last view: 6279 days
Posted on 07-19-06 02:14 AM Link | Quote
Originally posted by HyperMackerel
Are you sure you posted the entire log file? It doesn't say anything at all after you enter the level number? What OS are you using?


Yes, but now it has changed since then to include the registry key stuff and a bit more. It says nothing at all after I enter the level number, and I am using Windows XP. That new version worked, though.



(edited by asdf on 07-19-06 01:14 AM)
(edited by asdf on 07-19-06 01:16 AM)
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 07-19-06 07:59 PM Link | Quote
OK, good. The new version's working for everyone then?
Stupid bug in PromptLevelNum(), I was scanf()ing into a local short, when scanf()'s parameters need to be integers, thus overwriting 2 other bytes on the stack. Dunno why it didn't crash on my system though.
Hosma293
Newcomer


 





Since: 01-30-06
From: NSW, Australia

Last post: 6474 days
Last view: 6474 days
Posted on 07-24-06 06:04 PM Link | Quote
Well this has certainly progressed! Great work HyperMac'!
From what I've found, you can export the 3d data into an XML file. What can be done with it? Is there a plugin for 3dsmax to import it?
Also, where's the readme, I can't find it. ^^'
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 07-24-06 07:56 PM Link | Quote
It's that file named "READ ME.txt". Exporting the objects is only really for debug purposes, there's no program yet that can import it.

Also, memory allocation bugs really really suck.
Hosma293
Newcomer


 





Since: 01-30-06
From: NSW, Australia

Last post: 6474 days
Last view: 6474 days
Posted on 07-25-06 08:21 AM Link | Quote
Well there is only one file in the archive...


You sure you added it? Its not in the old archive either..

Oh well

Anyways, if the export feature in this viewer cannot be used to export the tracks, how did you get the rainbow road model for the guy in the first/second page? I was hoping to convert the tracks to another game format. I can't release them, this I know but It'd be cool to play on Toad's Turnpike with RC Cars. XD
paulguy

Paragoomba


 





Since: 06-29-06

Last post: 6293 days
Last view: 6280 days
Posted on 07-25-06 10:52 AM Link | Quote
just change the car graphics in mk64 to rc cars. If i remember correctly, the karts are just sprites.
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 07-25-06 05:19 PM Link | Quote
Originally posted by Hosma293
Well there is only one file in the archive...


You sure you added it? Its not in the old archive either..

Oh well

Well that's bizarre... The archive here is supposed to have it (it has everything else; the attatchment was just a quick bugfix version), but apparently it got deleted somehow (and Windows decided to hide it in the Recycle Bin ).

Anyway I'm not sure what you mean about a Rainbow Road model. Someone asked about getting one, but I didn't have one for him.

Attachments

READ ME.txt (2876b) - views: 51
Hosma293
Newcomer


 





Since: 01-30-06
From: NSW, Australia

Last post: 6474 days
Last view: 6474 days
Posted on 07-25-06 07:36 PM Link | Quote
Thx for the readme lol

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 .

Originally posted by HyperMackerel
What format?

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


Thats what you said
Basically I just wanna put it in another game. If you can't get it, I don't mind, just thought it'd be cool.


(edited by Hosma293 on 07-25-06 06:37 PM)
Sukasa

Birdo
Not quite as active as before.
Xkeeper supporter
Xk > ||bass
I IP Banned myself! Twice!








Since: 11-17-05
From: Somewhere over there

Last post: 6280 days
Last view: 6279 days
Posted on 07-25-06 07:59 PM Link | Quote
"...What format?" does not equal "Here it is".

Boche never specified a format, and so it was never made.
Hosma293
Newcomer


 





Since: 01-30-06
From: NSW, Australia

Last post: 6474 days
Last view: 6474 days
Posted on 07-26-06 03:23 AM Link | Quote
No, fair enough. But usually when someone asks how do you want your food, you say, and they bring it to you.
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 07-27-06 12:42 AM Link | Quote
Alright, I think I found the texture info. Now I just need to figure out how to read the images themselves.
Hosma293
Newcomer


 





Since: 01-30-06
From: NSW, Australia

Last post: 6474 days
Last view: 6474 days
Posted on 07-27-06 03:03 AM Link | Quote
Nice work there HyperMac'! I can't wait to see what becomes of this viewer!

Hey btw, when you're done with this, what are the chances of you moving on to DKR?
jensthecomposer

Paratroopa


 





Since: 05-18-06
From: Norway

Last post: 6283 days
Last view: 6279 days
Posted on 07-29-06 06:39 AM Link | Quote
Originally posted by Hosma293
Nice work there HyperMac'! I can't wait to see what becomes of this viewer!

Hey btw, when you're done with this, what are the chances of you moving on to DKR?


Isn't this gonna turn out to a MK64 editor? In that case HyperHacker won't be done whitin the first years...
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 07-30-06 03:27 AM Link | Quote
DKR might be interesting to poke at but there's a lot of things I want to get done first.

Anyway I found the problem I've been having with textures, but it's a big problem. The game is splitting up large images into multiple textures or something, and I'm not entirely sure how. Most textures are 32x32, but occasionally you come across a 64x32 image. It seems like this gets broken up into two images, but both appear to be 64x32. (Try changing address 0x8996DD to 0x0D, then look at the audience stand in Mario Raceway. By specifying 0x0D you get the bottom half of 0x0C and the top half of 0x0E, because they're 64 pixels wide.)
It being 2:30 AM, I'm having a bit of trouble figuring out exactly how and why a 64x32 image gets broken up as if it were 32x64, and still displayed as 64x32. Hopefully it'll make more sense in the morning.

That and I need to figure out how the game enables alpha blending and testing.
VL-Tone

Paratroopa








Since: 11-18-05

Last post: 6470 days
Last view: 6470 days
Posted on 07-31-06 04:07 AM Link | Quote
First, great work on MK64 HyperMackerel

I'm not sure if this will answer your question but here's how to know the width and height size of a particular texture, from the F3 command. It's not obvious and wasn't totally explained in the two M64 threads and in my doc.

Do the following operations to get the actual pixel width and height of a particular texture.


Read the 6,7 and 8th bytes of a F3 command and make this a 24-bits value. Let's call this value SlantSize.

A= bits 1-12 of SlantSize
B= bits 13-24 of SlantSize

twidth=256/B
tslant=A/32
TextureWidth= twidth*32
TextureHeight= tslant/twidth


I hope it makes sense to you and that you don't already know all this
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 08-01-06 01:36 AM Link | Quote
Thanks, but it works nothing like that in Mario Kart 64. The level header points to a list of textures to load which includes their address, filesize, and some other number whose purpose I don't know yet. All the textures are the same format (RGBA 5551) and all 32 pixels high. The trick is, the programmers assumed they would all be 32 pixels wide too, when in fact many are 64 pixels wide. So the game takes the polygon's texture # and jumps to (# * 2048) in the decompressed texture data (2048 being the size of a 32x32 texture) and reads the image from there. That means after any 64-pixel texture, the next texture is a mishmash of two different images. Emulating this bug proved to be quite difficult since my rendering core (and indeed, OpenGL itself) is programmed much differently than the game's.

I did finally manage to get that working, though, after much bashing my head on the keyboard. *slaps whoever coded this game* Now there's just a few small things left to do:

-Figure out why the track has no texture
-Figure out how the game stretches and smears certain textures, such as those on billboards
-Fix bugs

Here's a screenshot of the progress so far. Notice the camera is rotated.

Attachments

Sukasa

Birdo
Not quite as active as before.
Xkeeper supporter
Xk > ||bass
I IP Banned myself! Twice!








Since: 11-17-05
From: Somewhere over there

Last post: 6280 days
Last view: 6279 days
Posted on 08-01-06 03:01 AM Link | Quote
Holy Fuck. That is concentrated, liquified, and poured into a mold right there.

However... does the number you have no idea about possibly contain bitflags or a config table offset byte or something to control texture streching/etc.?
Pages: 1 2 3 4 5 6 7Add to favorites | Next newer thread | Next older thread
Acmlm's Board - I3 Archive - ROM Hacking - Mario Kart 64 Level Hacking. Seriously! |


ABII

Acmlmboard 1.92.999, 9/17/2006
©2000-2006 Acmlm, Emuz, Blades, Xkeeper

Page rendered in 0.026 seconds; used 444.84 kB (max 580.72 kB)