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Acmlm's Board - I3 Archive - ROM Hacking - Super Mario 64 Hacking discussion thread - READ THE FIRST POST BEFORE POSTING! New poll | |
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GlitchGuy2

Red Goomba








Since: 09-20-06
From: Somewhere funny

Last post: 6306 days
Last view: 6298 days
Posted on 12-27-06 02:14 AM Link | Quote
What the heck is Mupen 64?
LOL! I see you like the darker side of life, nice job, Mortal!
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: 6277 days
Last view: 6277 days
Posted on 12-27-06 05:17 AM Link | Quote
That document has some formatting problems.
Originally posted by mortalkenshi2
EDIT:I hope the sm64 hacking discussion thread moves back to the "HOT" Section instead of the "NEW" section.

wtf
Raccoon Sam

Boomerang Brother
Custom Title








Since: 11-20-05
From: Correct

Last post: 6276 days
Last view: 6276 days
Posted on 12-27-06 04:35 PM Link | Quote
Originally posted by Cellar Dweller +
....

X11? Holy greatness.
Tanks

Spiny








Since: 06-19-06
From: Eagle Land

Last post: 6276 days
Last view: 6276 days
Posted on 12-27-06 05:57 PM Link | Quote
Originally posted by mortalkenshi2
.Alice, Forget my last comment. Please delete your post quoting mine. thanks



Mphhh.... Alice...

Oh and cellar dweller I'm intrested... slightly... I guess... just give us the early release please.
Tanks

Spiny








Since: 06-19-06
From: Eagle Land

Last post: 6276 days
Last view: 6276 days
Posted on 12-27-06 11:06 PM Link | Quote
Originally posted by mortalkenshi2
Has anyone been able to figure out how Vl-tone turned mario into yoshi? We can then edit his polygon data. In the mario commands in the castle grounds, I change one byte and it turns it into the cartridge glitch but mario becomes unmovable. ?


Check in the old thread. It should have a GS code for it. I would give it to you but I don't have access to my desktop right now.
IOS

Goomba


 





Since: 10-09-06
From: Canada

Last post: 6298 days
Last view: 6282 days
Posted on 01-05-07 07:41 PM Link | Quote
Celler Dweller, your link doesn't work, as it says that "hotlinking is not permitted".
mortalkenshi2

Paratroopa








Since: 12-10-06

Last post: 6278 days
Last view: 6277 days
Posted on 01-05-07 10:26 PM Link | Quote
Mr.nooby to the forum, you must get a hex editor, Vl-tones rom extender and a super mario 64 rom aquired by yourself. Just to start you off, I will give you some links to demonstrate what Vl-tone himself has done. Here is the link to the video that he made demonstrating what his editor could do. He has also released an IPS for it and make sure that you read all of the posts by Vl-tone. It will do you a big favor, and for all you other noobs out there, make sure you do the same and you will become just like other hackers.The new text wrangler link and the rom extender have just been put up by Vl-tone himself on his new site so check it out!
Also, I have done a graphic hack in just the outside of the castle and started the inside but if anyone would take a look thanks.
If you would like a copy of this edit PM me for it thanks!!

here are some screenies!!!

Photobucket - Video and Image Hosting

Came out pretty good!!

Photobucket - Video and Image Hosting

The colors couldn't be better!!!

Photobucket - Video and Image Hosting

Well, how is the castle yard?

Photobucket - Video and Image Hosting

Hmmmmm...... Gangsta Peach? Isn't there something wrong with that gun!?

Photobucket - Video and Image Hosting

Well, the interior could have gone better right?
----------------------------------------------------------------------------------------------------------------

well, its nice to see that the thread is starting to come back. I will release an ips to the rom so you guys can see it too. I have found many things in the rom. Most people only explain how to change the behavior codes to make objects look like other objects. They still look the same. So I develop a list of the object banks in certain levels. Its not complete but it will give it the graphic change. I haven't provided any of the behavior codes yet (I haven't gotten around to it yet) but that will come soon but I'm sure it wont be needed since you will easily find it by searching for the 0x24 command.
Offtopic:I hope everyone stops talking about the dissapearance of VL-Tone and that we can all start on one editor together. We can at least learn some 3d stuff while he isn't here.
I hope I can provide as much knowledge to you guys as VL-Tone and I can beat his record of the biggest non-spam post. Enough of that. Here is the document.

Celler Dwellar, I am just 12 so all the big words you used kinda confused me. Can you expand the post so I can fit it into my understanding? thanks
----------------------------------------------------------------------------------------------------------------
Has anyone been able to figure out how Vl-tone turned mario into yoshi? (It wasn't game shark because gameshark is not available for mac and he works on a mac like me) We can then edit his polygon data. In the mario commands in the castle grounds, I change one byte and it turns it into the cartridge glitch but mario becomes unmovable. ?
----------------------------------------------------------------------------------------------------------------
I read that already but I think VL-tone wrote somewhere(Check his profile and click show posts) that he turned mario into yoshi and he showed a graphic. He never described how though. [Vl-tone is alive, he has got his new website up today] Here is the document on the 0x24 commands. Has anyone been able to tell me what they think about that glitch with mario when I only change one byte?

EDIT:I couldnt upload file, format problems I will once again try to fix but cant until someone else post.

EDITomethings wrong with my view of this post so I dont know whats wrong with it.

EDIT:I can't post again until someone else posts so I will just post it as an edit!

Here is the 0x24 document.(I am posting what it says)

Bob Omb battlefield!!! (I will soon post the behaviors along with it.

In the sequence [24,18,1F,XX] change XX to the number below for the following result.

36-Chain chomp gate
37-Walking bridge
38-Switch gate
39-Pirahna plant
75-Yellow coin
77-Blue coin
79-Blue Star
80-Cannon
81-Big Face Block
82-Transparent red box
83-Yellow Star
84-Transparent [ ! ] box mark
85- Circular shadow(?)
90-Small fire
--------------------------------------------------------
Bowser course 1!!!
--------------------------------------------------------
12-Warp pipe to bowser
36-Rotating squares
37-Blue rectangular bridge
38-Big yellow block
39-Ninja star
3F-Blue 6 squared block
75-yellow coin
77-Blue coin
79-Blue Star
80-Cannon
81-Big Face Block
82-Transparent red box
83-Yellow Star
84-Transparent [ ! ] box mark
85- Circular shadow(?)
90-Small fire
CF-Stairs switch
3B-Stairs
8C-blue coin switch
------------------------------------------------------
Castle Grounds!!!
------------------------------------------------------
54-Group of birds
36-Underwater gate
37-Castle Flag
-------------------------------------------
These are all my findings, If you guys can find anymore let me know so I can save them in a text document! I will also attach it just incase the files format fixes.

EDIT: Anyone that views this thread please reply to what you think and let me know if you want a copy of the rom hack I made.

EDIT: I will post some graphics for each very soon.

EDIT: I will only post the graphics if someone requests it if they don't know what I'm talking about so just PM me for a specific graphic for a specific thing. Like I said, Behaviors are also coming too!

Question, what does the extension 7z mean and for??

EDIT: I have to post the link, hadnt had the time. Sorry!


(edited by mortalkenshi2 on 01-05-07 04:31 PM)
(edited by mortalkenshi2 on 01-05-07 11:12 PM)
TS_Death_Angel

Micro-Goomba








Since: 02-17-06

Last post: 6307 days
Last view: 6283 days
Posted on 01-06-07 12:21 PM Link | Quote
Hefty. 7z stands for 7zip -> http://www.7-zip.org/
mortalkenshi2

Paratroopa








Since: 12-10-06

Last post: 6278 days
Last view: 6277 days
Posted on 01-07-07 04:24 AM Link | Quote
I have been recording some behaviors and here my so far findings: Behavior codes!!!! Change the last 8 pairs to get the following result. This is where you insert it. [24 18 1F 21 05 B0 03 00 01 BE 00 00 01 46 00 00 XX XX XX XX XX XX XX XX]

Change all the [XX] to the following for its behavior!

(Bomb ombs battlefield)

Behavior code Behavior

00 74 00 00 13 00 09 (1C or 0C) Yellow coin
( not sure of 1c or 0c difference)

00 D7 00 00 13 00 3E AC Red coin (0)?

----------------------------------------------------------------------------------------------------------------
Signs/Bomb ombs
----------------------------------------------------------------------------------------------------------------
00 7C 00 00 13 00 32 E0 Elevator Sign!

00 C3 00 00 13 00 32 28 Bomb omb cannon!

00 BB 00 00 13 00 33 BC flying mario?!?

00 00 00 00 13 00 11 68 Jumping fire

Remember that this will only make it act like a sign, If you want it to look like a sign, you can look at my previous posts with my findings and just guess and check the way I did to find the way to get a sign.


(edited by mortalkenshi2 on 01-06-07 10:25 PM)
GlitchGuy2

Red Goomba








Since: 09-20-06
From: Somewhere funny

Last post: 6306 days
Last view: 6298 days
Posted on 01-07-07 11:03 AM Link | Quote
uhg... I hate getting impataint, all this waiting for TT64 is driving me crazy... I wish I could wake up one day and see the download...
Butterflies...
rstewart215804

Micro-Goomba








Since: 06-25-06

Last post: 6318 days
Last view: 6318 days
Posted on 01-08-07 12:54 AM Link | Quote
While looking through the geometry layout objects at 0x2008D0 in the Rom, I discovered 2 beta objects that are not used in the game. The first is a beta green turtle shell. It is found at 2013D8. It is not the same as the in game green turtle shell which is found at 0x201380.

The second Beta Object is a red turtle shell. It is found at 0x2013AC.



I guess the designers created the objects but never finished them.




Mario Was very surprised when the Bob-omb King took out a cannon.

I have figured out most of the geometry layout commands and included a list of them next time. With the commands you can resize any character, and extra parts, and if you are good at hand coding the commands actually create new objects.




I have also found a way of easily adding a lot objects to a level with out shifting the data all around. After a little effort you can easily make new objects. You have to use an extended Rom because there is space between texture groups. You will use this space to add 0x24 command objects in.

First. In the level you want to add objects, find what a 0x17 command that loads texture data and save its address somewhere where you can easily access it.

Second. Find a 0x26 command and save that address as well.

Third. Go to the address at that is at the end of the 0x17 command. Go a few bytes forward and save that address.

Forth. Copy the 0x26 command that you saved the address of earlier, to the address after the textures that you just saved.

Fifth. Go to the original 0x26 and change it into a 0x6 command that jumps to the address after the textures.

The only thing left to do is add what ever 0x24 commands you want to the end of the new 0x26 command, after you add the new objects add a 0x7 command to jump back. Then change the end 0x17 command to whatever the address of the end of the 0x7 command is.

Confused? Well here is a diagram of what I did. I used the 1st bowser platform as my test.






One final interesting piece of information I found in the rom is at 0x265980 to 0x269c97, there is a long list of original commands used to program the actual game in text format. Here are a few of them.

dMakeObj()

dSetNodeGroup("%s")
proc_dynlist()
dSetRelPos()
dGetAttFlags()
dSetWorldPos()


Also at 000F4D30 I found this.

RSP SW Version: 2.0D, 04

-01-96.SGI U64 GFX SW TEAM: S Anderson, S Carr,
H Cheng, K Luster, R Moore, N Pooley, A Srinivasan


Finally at 2685f0 I found out that SM64 contains references to it originally being able to use a Mouse and Keyboard for input as well as a Joystick.

I hope these commands might useful to learn more of actually how the game is programmed.
Tanks

Spiny








Since: 06-19-06
From: Eagle Land

Last post: 6276 days
Last view: 6276 days
Posted on 01-08-07 10:03 PM Link | Quote
rsewart, you are quite possibly the only person keeping Sm64 hacking alive in Vl's absence. Keep it up. We might be able to make yoshi a playable character soon if you keep this up. And the mouse and keyboard thing sounds weird. post the references please.

[owwwwww... That was to much to post through wii internet]
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: 6277 days
Last view: 6277 days
Posted on 01-09-07 03:53 AM Link | Quote
Kickass. Do the beta shells act any different?

I've seen some of the debug text before. I think the development systems would have used a keyboard and mouse. This game has a fair bit of interesting text in it, but most is probably useless. There is one bit that looks like either a debug menu or an exception screen, which would be neat to poke at.

(Tip: search for "%08X".)
TheWandererLee
Newcomer


 





Since: 01-06-07
From: Chicago

Last post: 6314 days
Last view: 6307 days
Skype
Posted on 01-09-07 10:55 PM Link | Quote
Hey I'm new here so flame away if this question is noobish...
I may have overlooked it but I was wondering where the geometry data for the level is stored. Please fill me in on this info or give me a link where I can find out how this game's level is designed a little more.
I wanna say that I'm starting working on a SM64 editor, but most people who've said that got discouraged real fast when u told them how hard it was. However, if there is anyone that has alot of knowledge about the SM64 file format, (as it seems the head honcho VL-Tone is currently... who knows?), then please contact me, I could really use your help.

EDIT: Nevermind, I figured it out. If I make any progress I'll be sure to let you guys know.


(edited by TheWandererLee on 01-09-07 05:37 PM)
(edited by TheWandererLee on 01-10-07 02:46 PM)
mortalkenshi2

Paratroopa








Since: 12-10-06

Last post: 6278 days
Last view: 6277 days
Posted on 01-17-07 01:17 AM Link | Quote
I am please to let you guys know that I am working on my own level hack and I release an ips for it soon. I will only hack 2 levels, the rest I will hack and release in one pack all at once. It will take a long time but please be patient. Also know that I have found a lot of information on mario 64 hacking. For example, ( I have read over 100 pages) I found a way to turn mario's head into peaches head. Credit to VL-Tone! Here is a screenshot:

Photobucket - Video and Image Hosting

Isn't that a big difference between the regular peach you see at the beginning and the one at the end? ( Not sure about the end since its been too long since I beat it)

Another fine thing I found was how to import yoshi on the castle grounds. He doesn't have a behavior code yet and probably won't since VL-Tone has stop posting entirely. It is just a flying yoshi around the castle area that you start in. I will explain how to do this later so you guys can all see this for yourself. Here is a screenshot:

Photobucket - Video and Image Hosting

His entire body is shaking and is totally out of order. So this screenshot caught him in a weird pose. I will also explain how to do the peach head too. So..... what do you guys think?


(edited by mortalkenshi2 on 01-16-07 07:18 PM)
U1traMan

Red Goomba








Since: 10-11-06

Last post: 6279 days
Last view: 6276 days
Posted on 01-17-07 02:04 AM Link | Quote
Wow! Now our dreams can come true!
SUPER PEACH 64 XD
jensthecomposer

Paratroopa


 





Since: 05-18-06
From: Norway

Last post: 6280 days
Last view: 6276 days
Posted on 01-17-07 03:09 PM Link | Quote
It's really nice to see that SM64 hacking have not died completely. And what you're doing mortalkenshi2, is way awesome!! Keep up the good research you're doing!!

I'm not working with ROM-hacking at the moment, but when I see this...I get tempted to get back to SM64 hacking, since I remember how much fun it was
mortalkenshi2

Paratroopa








Since: 12-10-06

Last post: 6278 days
Last view: 6277 days
Posted on 01-17-07 08:40 PM Link | Quote
Originally posted by jensthecomposer
It's really nice to see that SM64 hacking have not died completely. And what you're doing mortalkenshi2, is way awesome!! Keep up the good research you're doing!!

I'm not working with ROM-hacking at the moment, but when I see this...I get tempted to get back to SM64 hacking, since I remember how much fun it was



well don't thank me, thank VL-tone and his data from the old acmlms board thread. I am very busy at the moment so I cannot explain how to do it right now. If you PM me for it I will try even harder to PM it to one person to post here.
And also, just address me as mortalkenshi thanks.

Well, to get on topic even more then now..... I have just recently been able to edit mario's colors without the use of a gameshark. ( I use a mac so its impossible to have a gameshark with n64)
Here is a screenshot of the mario that rstewart has(I dont know if he has gameshark) except it has an (M) instead of an (N):
Photobucket - Video and Image Hosting
I'm pimpin not plumbin

Anyways, once I am able to tell you guys how to get the peach, yoshi and the mario colors done without a gameshark, can you see if you understand how he did it? I still don't really understand it. The yoshi I get but princess peach head I just copied and pasted.


(edited by mortalkenshi2 on 01-17-07 02:42 PM)
(edited by mortalkenshi2 on 01-17-07 04:29 PM)
(edited by mortalkenshi2 on 01-17-07 04:32 PM)
TS_Death_Angel

Micro-Goomba








Since: 02-17-06

Last post: 6307 days
Last view: 6283 days
Posted on 01-18-07 08:36 PM Link | Quote
Originally posted by rstewart215804
The second Beta Object is a red turtle shell. It is found at 0x2013AC.



Neat- but might it just be corruption? I know from experience that in Zelda 64, actor models read from wrong entry points can look untextured and have different colouring.
mortalkenshi2

Paratroopa








Since: 12-10-06

Last post: 6278 days
Last view: 6277 days
Posted on 01-18-07 11:38 PM Link | Quote
Could be but just assuming it was an original turtle riding shell would be wrong since the original is smaller... but I am giving more info and my hack isn't going to be finished any time soon since I'm still hacking for more data, in any news I don't really know how to mess with R G B but through trial and error I will figure it out. I haven't figured it all out but here is how to do it or errrr.... where to find it:

Mario's colors are found at 0x823B64 in an extended ROM. They are in RGB(A) format with 1 byte per color. Half of those colors are for the light shading and the other half for dark shading.
My add to the post(mortalkenshi2): Then you would change the M to whatever you want in Tilemolester.

This was originally posted by VL-Tone a long time ago but I found this after endless searching through all the pages on mario64 as for peach head I will also post in a little while and yoshi too!

EDIT: I deleted the uneeded parts of his post show you only know what you need to know. If any one knows how to mess with R G B color format properly in hex please let me know. Thanks.


(edited by mortalkenshi2 on 01-18-07 07:23 PM)
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