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Acmlm's Board - I3 Archive - ROM Hacking - Possible to Replace Models in N64 Roms? New poll | |
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ShadowSonic

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Since: 11-20-05
From: Minnesota

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Posted on 06-28-06 05:02 PM Link | Quote
Is it possible to do that? Like take the Mario model from SSB64 and put it in SM64? Something as in taking the coding using a hex editor and replacing it with another coding of a different model? Or is that too complicated, can't be done, different coding, etc...mumbo jumbo.
KeiiChi Kun

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Since: 01-01-06
From: Sushi Bar

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Posted on 06-28-06 05:08 PM Link | Quote
Of course it's POSSIBLE .... But it depends whether anyone has found the locations for the Mario model mesh. All you need to do then is find the same mesh in SSB64 and hope it comes in a similar format, otherwise you have to spend a WHOLE lotta time changing hundreds of values.
ShadowSonic

Red Goomba


 





Since: 11-20-05
From: Minnesota

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Posted on 06-28-06 07:56 PM Link | Quote
True but what if the code for the model is larger then the other one? Would you need to expand the Rom for it to fit?
Celice

Gordo








Since: 11-17-05
From: Oroville, CA

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Posted on 06-28-06 08:02 PM Link | Quote
I'd think that if the model was too big to fit it'd be a given it wouldn't fit >.>
Sukasa

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

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Posted on 06-28-06 08:18 PM Link | Quote
Not really, because like Shadowsonic said, you can sometimes expand the ROM and place the model in there, and just update the required pointers. Presto, model imported!
Celice

Gordo








Since: 11-17-05
From: Oroville, CA

Last post: 6292 days
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Posted on 06-28-06 09:48 PM Link | Quote
Shoudl I have tacked on "so yeah, expanding would be one of your options?"
dizzyforpigs

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Since: 04-24-06

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Posted on 06-29-06 01:07 AM Link | Quote
I wonder if anybody could take the Luigi model (SSB64) and import it into Super Mario 64...
ShadowSonic

Red Goomba


 





Since: 11-20-05
From: Minnesota

Last post: 6287 days
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Posted on 06-29-06 01:19 AM Link | Quote
Originally posted by dizzyforpigs
I wonder if anybody could take the Luigi model (SSB64) and import it into Super Mario 64...


That's what I was thinking as well. I was also think, what if Link from OoT was in SM64?
dizzyforpigs

Goomba


 





Since: 04-24-06

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Posted on 06-29-06 01:44 AM Link | Quote

PLEASE
spoondiddly
Newcomer


 





Since: 06-20-06

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Posted on 06-29-06 02:13 PM Link | Quote
It really isn't that hard. Mapping commands are exactly the same between every N64 game I've seen. Here's just a bunch of crap I've done over time:

Elvis's head from PD. This is the long-distance model, since I'm too lazy to port over the higher-poly one.
http://www.geocities.com/nefariousdogooder/images/ElvisLow-Poly.zip

All-Bonds in multi. It essentially just remaps existing models and fiddles with the UV

http://www.geocities.com/nefariousdogooder/images/4-bonds.zip

I don't have an image for this one, but it replaces a room in Perfect Dark's Complex with one from Bunker2
http://www.geocities.com/nefariousdogooder/downloads/Bunker2room.zip

Can't find the facility vent hack. It redid the vents from GE and popped a hole in the ceiling. It probably doesn't look so impressive anyway.


(edited by spoondiddly on 06-29-06 01:16 PM)
richyawyingtmv

Bouncy


 





Since: 11-18-05
From: England

Last post: 6289 days
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Posted on 06-29-06 03:50 PM Link | Quote
Originally posted by spoondiddly

I don't have an image for this one, but it replaces a room in Perfect Dark's Complex with one from Bunker2
http://www.geocities.com/nefariousdogooder/downloads/Bunker2room.zip


How did you do this, exactly? It's pretty impressive.

And also - from what you said about how mapping commands are the same in every N64 game, does that mean that you could get a model for...say, a level from SM64 or Zelda and with a bit of work, put it into Goldeneye for example?

Or would the collision detection settings and everything be different?
Celice

Gordo








Since: 11-17-05
From: Oroville, CA

Last post: 6292 days
Last view: 6288 days
Posted on 06-29-06 05:21 PM Link | Quote
Don't trust me on this, but it'd be no different from putting a level from Dragon Warrior into FF1. The building blocks follow the same simple instructions, it'd just take time to "remap" the data per... thinger ._.

Textures don't have much to do with models... they're always nice to mess with though
ShadowSonic

Red Goomba


 





Since: 11-20-05
From: Minnesota

Last post: 6287 days
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Posted on 06-29-06 05:23 PM Link | Quote
You mention swapping around with Perfect Dark and Goldeneye Roms. But isn't the reason you could swap with each other's code is because they were built using the same engine?
richyawyingtmv

Bouncy


 





Since: 11-18-05
From: England

Last post: 6289 days
Last view: 6287 days
Posted on 06-29-06 05:38 PM Link | Quote
Originally posted by Celice
Don't trust me on this, but it'd be no different from putting a level from Dragon Warrior into FF1. The building blocks follow the same simple instructions, it'd just take time to "remap" the data per... thinger ._.

Textures don't have much to do with models... they're always nice to mess with though


I already knew that .

But surely, if you take away all the complications and extra crap, a 3d model is a 3d model. Just like an area in Goldeneye is a 3D model, and an area in Zelda is a 3D model.

Correct me if I'm wrong though.


(edited by richyawyingtmv on 06-29-06 04:39 PM)
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