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04-19-24 06:00 PM
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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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Goldensunboy

Snifit








Since: 12-30-05
From: Georgia

Last post: 6274 days
Last view: 6274 days
Posted on 08-11-06 12:01 PM Link | Quote
Your best bet is reducing the conrast, or lightening the darker parts. I see it's a smeared row of the top row of pixels from on of the textures, Nintendo used some shades of grey originally that varied slightly, and you used tan, brown, and some pinkish color (?) too.
Watermelon

Red Goomba








Since: 07-29-06

Last post: 6291 days
Last view: 6291 days
Posted on 08-11-06 12:08 PM Link | Quote
Originally posted by Yoster
You should be able to fix it with some good quality graphic editing software (I'm assuming you're editing the textures for this).

Hmm, but I think that TileMolester is the only tile editor that supports 16bpp RGBA . If there´s another, please tell me . Also, good work on the castle SuperLuigi64 , it looks great, but soory I don´t know how to fix your problem :-/, I never were on N64 hacking.
jensthecomposer

Paratroopa


 





Since: 05-18-06
From: Norway

Last post: 6274 days
Last view: 6269 days
Posted on 08-11-06 01:16 PM Link | Quote
Tilemolester usually screw up the colors....not much to do about that.
Raccoon Sam

Boomerang Brother
Custom Title








Since: 11-20-05
From: Correct

Last post: 6270 days
Last view: 6269 days
Posted on 08-11-06 02:53 PM Link | Quote
Originally posted by jensthecomposer
Tilemolester usually screw up the colors....not much to do about that.




Not for me..
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: 6270 days
Last view: 6270 days
Posted on 08-11-06 05:08 PM Link | Quote
It lacks the ability to byteswap, so the colours may appear wrong unless you advance a byte. Of course, in doing so, you're no longer at the right offset, so one pixel will be wrong and you risk corrupting a byte.
VL-Tone

Paratroopa








Since: 11-18-05

Last post: 6460 days
Last view: 6460 days
Posted on 08-12-06 01:30 AM Link | Quote
Originally posted by jensthecomposer
Sorry VL, I should instead said that you didn't write it in the info document.


Bahh I should be the one that's sorry not to have put that in the hack info doc.

About Tile Molester, I guess that an endian issue when its ran on a PPC actually "fixes" the byte order problem for me an Raccoon Sam :/

It's a little too late for me to make the editor deal with a byte-swapped ROM. Maybe you could byte-swap it, do the texture changes and de-swap the bytes after. But that would be a pain...

I guess I'll have to include a texture import/export feature in the first release.
jensthecomposer

Paratroopa


 





Since: 05-18-06
From: Norway

Last post: 6274 days
Last view: 6269 days
Posted on 08-12-06 06:36 AM Link | Quote
Originally posted by VL-Tone

I guess I'll have to include a texture import/export feature in the first release.


I would say that it's more important to make the editor ready for release, rather than implenting new features. But it's your editor so do what you feel is best.


(edited by jensthecomposer on 08-12-06 05:38 AM)
Watermelon

Red Goomba








Since: 07-29-06

Last post: 6291 days
Last view: 6291 days
Posted on 08-12-06 02:08 PM Link | Quote
Originally posted by VL-Tone
I guess I'll have to include a texture import/export feature in the first release.

That would be great . It makes it more easier.
Darkdata

980








Since: 02-25-06
From: Newfoundland

Last post: 6269 days
Last view: 6269 days
Posted on 08-12-06 06:42 PM Link | Quote
Originally posted by jensthecomposer
Originally posted by VL-Tone

I guess I'll have to include a texture import/export feature in the first release.


I would say that it's more important to make the editor ready for release, rather than implenting new features. But it's your editor so do what you feel is best.


I agree. Do what you think is best.


(edited by Darkdata on 08-12-06 05:44 PM)
rstewart215804

Micro-Goomba








Since: 06-25-06

Last post: 6311 days
Last view: 6311 days
Posted on 08-12-06 07:13 PM Link | Quote
I made an IPS patch consisting of several of my favorite behaviors. My Hex editor can’t insert data so I hade to remove the Rotating elevators and the warps inside the level. In the patch there is…



• 15 large Goombas on top of the mountain
• 1 Star Chomp
• 1 Flying Bowser Key
• 1 Flame thrower
• 1 Non-moving Cannon

I thought of an idea that might allow anyone to add objects easily. Since levels are loaded in jumps, you could create a jump to the end of the rom load any new objects then jump back to the level. I tried doing this with a 0x17 command then a 0x06 command but every time I tried it froze. If any one has a solution to this please post it.

Soon I will post the next version of my Behavior List. I have found about 250 behaviors at this time. Most freeze the game others I have no idea what they do.

Finally, the 0x17 command that loads bank number A is the one that loads the sky background for the level. By changing the Start and Stop offset you could change to sky in that level.

Attachments

Super Mario 64 (U) [!].ext.ips (133b) - views: 313
proffessor_gad

Red Koopa








Since: 01-27-06
From: Mars

Last post: 6300 days
Last view: 6300 days
Posted on 08-12-06 07:36 PM Link | Quote
Wow! That hack is awesome!

May I include that patch in the sm64 cool hacks folder I will release soon?
Deleted User
Banned


 





Since: 05-08-06

Last post: None
Last view: 6270 days
Posted on 08-12-06 07:42 PM Link | Quote
That hack is cool! Is there any other hacks you are working on right now?
Tanks

Spiny








Since: 06-19-06
From: Eagle Land

Last post: 6269 days
Last view: 6269 days
Posted on 08-12-06 08:56 PM Link | Quote
Originally posted by rstewart215804
Soon I will post the next version of my Behavior List. I have found about 250 behaviors at this time. Most freeze the game others I have no idea what they do.


Will it be an update of the original or a whole new document?
And good job with the hack!
xpCynic

Red Cheep-cheep








Since: 03-29-06

Last post: 6269 days
Last view: 6269 days
Posted on 08-12-06 08:59 PM Link | Quote
I caught the key...it crowed like the condor, fell down and started moving forward really slowly
Good hack, I enjoyed beating up all the giant goombas!
Goldensunboy

Snifit








Since: 12-30-05
From: Georgia

Last post: 6274 days
Last view: 6274 days
Posted on 08-13-06 01:30 AM Link | Quote
Funny, I couldn't catch the key. I got it stuck in a corner then I jumped and kicked at it and everything, but nothing worked.

Anyway, nice mini-hack, it was very enjoyable and worth a couple of laughs to see the awkward things you did to the objects. I liked the star chomp alot, too. My little brother played it, and he was freaked out by the star chomp when it attacked him. But, when I got to the top of the mountain and killed the goombas, that fun was over. Great job on it, though.
Bloyburt

Red Goomba








Since: 11-20-05
From: Qrrbrbirlbel

Last post: 6459 days
Last view: 6459 days
Skype
Posted on 08-13-06 05:26 AM Link | Quote
I've made a small document with the locations of some Bob-omb battlefield objects! Credit to jensthecomposer, because I read his Move and Edit Objects document and decided to find the values of some other objects! Also, my document only lists the object data, so if you want to edit the objects then read jensthecomposers document. BTW, here's what the objects mean if you can't quite understand them:
Chain Chomp's Gate: Self explanatory.
Tilting Bridge: The tilting bridge after Chain Chomp.
Pink Bob-omb cannon mound 2: The pink bob-omb cannon mound that's near the entrance of the mountain.
Gate Switch: The purple switch that opens the gates near the mountain (some of you might know what I mean).
Rotating Platforms: The rotating platforms near the beginning of the level.
Enjoy!

http://www.fileden.com/files/2006/8/13/166026/SM64%20Object%20Locations%20Document.doc


(edited by Bloyburt on 08-13-06 04:47 AM)
jensthecomposer

Paratroopa


 





Since: 05-18-06
From: Norway

Last post: 6274 days
Last view: 6269 days
Posted on 08-13-06 06:21 AM Link | Quote
I started doing a list like that myself too, it got some more objects. Not only from Bob-omb battlefield.
http://www.fileden.com/files/2006/7/28/145427/InfobyJens.txt
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: 6270 days
Last view: 6270 days
Posted on 08-13-06 05:16 PM Link | Quote
Hehe, fun. The star chomp hit a nearby Bob-omb, exploding it, then fell off the mountain.
Deleted User
Banned


 





Since: 05-08-06

Last post: None
Last view: 6270 days
Posted on 08-13-06 07:31 PM Link | Quote
personally I dont get why so many of you are so excited about this? you wont be abel to do anything with it but maybe change colors or something, as you cant edit polygons or really the gameplay. Noboy is probably gonna use it or download these hacks besides 13 yr old nerds trying to impress their nerd friends at school. The track editor for f zero x looked alot more promissing but I guess it was just another one of thsoe empty promises.
donrayiv

Shyguy








Since: 05-30-06
From: Wataga, IL

Last post: 6351 days
Last view: 6303 days
Posted on 08-13-06 07:42 PM Link | Quote
Okay, Deviant, we really hate seeing that kind of comment here. Don't you see how much work VL-Tone has put in to this? About a year. You should give him some credit for reverse enginerring a game that was so hard coded. Besides, it's a beta version, that means it won't have all the features right away. Just wait until we can edit terrain, then this won't be a "nerdy" thing. SOme people actually like to play games and hack them, you don't seem to. Plese don't start flaming us even if you haven't tried it. No one has. I ask you to try the editor out when it comes out, so you can take back what you said. We're all entitled to our won opinion. Besides how do you know it can't edit gameplay, have you seriously read all 71 pages and this entire thread?


(edited by donrayiv on 08-13-06 06:43 PM)
(edited by donrayiv on 08-13-06 06:44 PM)
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Acmlm's Board - I3 Archive - ROM Hacking - Super Mario 64 Hacking discussion thread - READ THE FIRST POST BEFORE POSTING! |


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