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04-29-24 02:49 PM
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Acmlm's Board - I3 Archive - ROM Hacking - Mario Kart 64 Level Hacking. Seriously! New poll | |
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User Post
FreeDOS +

Giant Red Koopa
Legion: freedos = fritos








Since: 11-17-05
From: Seattle

Last post: 6279 days
Last view: 6279 days
Posted on 08-24-06 04:29 AM Link | Quote
1. The file extension.

2. You need a GameShark, a parallel cable, and a US Mario Kart 64 cartridge.
A`B-89

Red Goomba


 





Since: 08-15-06

Last post: 6324 days
Last view: 6281 days
Posted on 08-24-06 06:27 AM Link | Quote
But I don't have a parallel cable.

How big is "Mario Kart 64 (U) [!].rom" ?
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 08-24-06 03:28 PM Link | Quote
12,582,912 bytes. Also, there are tools you can use to change the byte order.
A`B-89

Red Goomba


 





Since: 08-15-06

Last post: 6324 days
Last view: 6281 days
Posted on 08-25-06 08:03 AM Link | Quote
To change V64 to Roms you need a Programm: "fliprom.exe" or "Tool64_v1.11.exe"!
"Tool64_v1.11" is better.
(I surfed in internet and found a page that have useful downloads)

and the Level Viewer of HyperHacker works!

your Level Viewer is good!



Q: How long did you work at your MK Level Viewer?

[/img]

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 08-25-06 05:02 PM Link | Quote
Eh, a few weeks I suppose.
Kles

0


 





Since: 11-18-05

Last post: 6410 days
Last view: 6410 days
Posted on 08-26-06 08:38 PM Link | Quote
Does MK64 work a bit like F-Zero X in the tracks? For example: Would it be possible to make a track editor like they have in F-Zero X or would making new tracks require recoding of the levels?
Tanks

Spiny








Since: 06-19-06
From: Eagle Land

Last post: 6279 days
Last view: 6279 days
Posted on 08-26-06 10:43 PM Link | Quote
Originally posted by Kles
Does MK64 work a bit like F-Zero X in the tracks? For example: Would it be possible to make a track editor like they have in F-Zero X or would making new tracks require recoding of the levels?


It is possible to make a track editor for MK64 it would just be complicated. The reason making a track editor for F-Zero X is easier is because nintendo made and expansion that allowed you do do so. All the guy who was making it (cant remeber name, sorry) had to do was replicate what was in the expansion disk and make it run on PC.
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 08-26-06 11:55 PM Link | Quote
F-Zero simply draws a curve between several points. Recreate the curve algorithm and you've pretty much got your editor. Mario Kart's tracks are just a big model, so editing them will mean playing around with polygons. I'm not sure how it defines the course path yet.
Deleted User
Banned


 





Since: 05-08-06

Last post: None
Last view: 6280 days
Posted on 08-31-06 02:53 PM Link | Quote
Originally posted by HyperHacker
F-Zero simply draws a curve between several points. Recreate the curve algorithm and you've pretty much got your editor. Mario Kart's tracks are just a big model, so editing them will mean playing around with polygons. I'm not sure how it defines the course path yet.


Is it possible to take a ride on pure white courses with your editor?
It will be then interresting, but hard.
Tanks

Spiny








Since: 06-19-06
From: Eagle Land

Last post: 6279 days
Last view: 6279 days
Posted on 08-31-06 03:16 PM Link | Quote
Originally posted by Wynaut
Originally posted by HyperHacker
F-Zero simply draws a curve between several points. Recreate the curve algorithm and you've pretty much got your editor. Mario Kart's tracks are just a big model, so editing them will mean playing around with polygons. I'm not sure how it defines the course path yet.


Is it possible to take a ride on pure white courses with your editor?
It will be then interresting, but hard.


I wouldn't think it was hard, a pure white course would just be editing all the graphics so it would all be white.
A`B-89

Red Goomba


 





Since: 08-15-06

Last post: 6324 days
Last view: 6281 days
Posted on 09-03-06 05:31 AM Link | Quote
I have Questions in M.K

"AI bots cheating in M.K"

Q: Why the AI bots don't fall in the endless hole?

Q: Did someone know the (Main) Hex-Adress of the AI track in M.K.?

[img]

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 09-03-06 07:08 AM Link | Quote
The only way to stop the AI from "cheating" is to completely rewrite the AI system, and you'd probably have to rewrite a lot of other things to waste less CPU power to do it. The game simply moves the AI along its path, ignoring collision detection, when they're not visible.
clarkeish
Newcomer


 





Since: 09-13-06

Last post: 6409 days
Last view: 6409 days
Posted on 10-11-06 09:15 PM Link | Quote
Wow HH dude your amazing, only a few weeks???

Oh and keep us updated on how the editor and viewer is goin!
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 10-11-06 09:44 PM Link | Quote
Originally posted by clarkeish
Oh and keep us updated on how the editor and viewer is goin!

Well, duh.
mastahwolf
Newcomer








Since: 10-18-06

Last post: 6403 days
Last view: 6403 days
Posted on 10-18-06 05:45 AM Link | Quote
but there are some spots where AI doesnt cheat , visible or not (e.g rainbow road's loop or Wario Stadium's 3rd curve..) , there should be a trick to make this apply to the whole track
FreeDOS +

Giant Red Koopa
Legion: freedos = fritos








Since: 11-17-05
From: Seattle

Last post: 6279 days
Last view: 6279 days
Posted on 10-18-06 12:44 PM Link | Quote
Damn guys, this editor isn't even vapourware, ease up a little. (*deleted a couple posts so you might not know what I'm talking about*)
Ailure

Mr. Shine
I just want peace...








Since: 11-17-05
From: Sweden

Last post: 6280 days
Last view: 6279 days
Posted on 10-18-06 12:52 PM Link | Quote
Originally posted by HyperHacker
The only way to stop the AI from "cheating" is to completely rewrite the AI system, and you'd probably have to rewrite a lot of other things to waste less CPU power to do it. The game simply moves the AI along its path, ignoring collision detection, when they're not visible.

And frankly, I prefer a stupid and cheating AI over a smarter one that keeps lagging behind becuse of obstacles...
ibz10g

Spiny


 





Since: 08-10-06
From: Altoona, Iowa

Last post: 6324 days
Last view: 6324 days
Skype
Posted on 10-18-06 06:30 PM Link | Quote
Originally posted by A#B-89
I have Questions in M.K

"AI bots cheating in M.K"

Q: Why the AI bots don't fall in the endless hole?

Q: Did someone know the (Main) Hex-Adress of the AI track in M.K.?

[img]


1) The AI don't fall because they're set to follow a specific path that does not tell them to drive down an endless hole. Or at least, that's what I get out of it.

2) Nope. Not me at least.
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 11-27-06 05:18 AM Link | Quote
Well you said you wanted updates... I fixed the texture stretching problem, it was just textures using GL_CLAMP_TO_EDGE. Moo Moo Farm apparently has several instances of a command not used anywhere else, hence its failure to load. Currently deciphering a few commands and fixing a zillion bugs that just kinda appeared out of nowhere.

Wheeeeeee


(edited by HyperHacker on 11-27-06 12:29 PM)
Dirtbag

Koopa








Since: 09-20-06
From: UK

Last post: 6283 days
Last view: 6279 days
Posted on 11-27-06 05:44 AM Link | Quote
Good work HyperHacker, at this rate I'll be working on Baldy Kart 64 before I finsih Super Baldy Kart
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Acmlm's Board - I3 Archive - ROM Hacking - Mario Kart 64 Level Hacking. Seriously! |


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