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05-10-24 07:33 PM
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Acmlm's Board - I3 Archive - ROM Hacking - General Super Mario 64 hacking / TT64 Progress thread New poll | | Thread closed
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User Post
Guy Perfect









Since: 11-18-05

Last post: 6292 days
Last view: 6291 days
Posted on 05-09-06 01:07 AM Link
If you're concerned with maximum pixel dimensions, you might try making various parts of the editor exist in their own windows. Again, I'm not trying to make your editor more like mine, but I've encountered the same issues and the F-Zero X editor is my explination of how to deal with them.

This is a picture I uploaded to a post in a different thread, so the thumbnail is the Acmlm-generated one. Click it for a larger version. This is a view of what the F-Zero X editor looks like with various windows floating about. Each of them can be closed, and the 3D preview can be resized:






EDIT:
Skreename, Acmlm's board falsely reports an extra page when all of the posts for one page have been filled. For example, if your account is configured to show 10 posts per page, then the board will improperly show an extra, blank page when the most recent page has all 10 posts.


(edited by BGNG on 05-09-06 12:09 AM)
Skreename

Giant Red Paratroopa


 





Since: 11-18-05

Last post: 6297 days
Last view: 6290 days
Posted on 05-09-06 01:16 AM Link
Actually, that only seems to be happening on this post... and the number of replies seems a tad off, too. It was showing the extra page at 440 replies, which would mean that there would be 23 pages for me, with one post on the last page. There were 23 pages, but no post on that last page. Sorry for dragging it off topic, but... it seems a bit odd.
Cellar Dweller +

Red Koopa









Since: 11-18-05
From: Arkansas

Last post: 6300 days
Last view: 6291 days
Posted on 05-09-06 06:15 PM Link
I don't know if this has been discovered yet, but 6 of the parameter bytes(right before the GBI pointer) of the 0x13 geometry layout command are actually 3 16-bit signed integers forming a displacement.

There is a way to drag objects around directly from the 3d viewport. It involves lots of fun with linear algebra, such as computing inverse matrices, intersecting lines and planes, etc.

I haven't done much SM64 stuff lately, because of work/school and N64(or almost any system) emulation being a pain on Linux on AMD64. There are way too many 32-bit-isms and assumed type sizes in most emulators.
Guy Perfect









Since: 11-18-05

Last post: 6292 days
Last view: 6291 days
Posted on 05-09-06 06:42 PM Link
I've always wondered... Can't you use a #define to override the default declaration for a given type? Like... "#define int short" or something like that? One could use such a thing for easy conversion of assumed type sizes.
evilryu
Newcomer


 





Since: 04-23-06

Last post: 6575 days
Last view: 6575 days
Posted on 05-10-06 10:47 AM Link
can u edit all levels in sm64
and whedn u gonna release it again
Chainlink1061

Paratroopa








Since: 02-01-06
From: Salinas, California

Last post: 6294 days
Last view: 6296 days
Posted on 05-10-06 11:13 PM Link
JUNE TWENTY-FIRST, TWO-THOUSAND SIX. Get it through your heards.
BooUrns

Buster Beetle








Since: 05-07-06
From: The CS

Last post: 6292 days
Last view: 6292 days
Posted on 05-11-06 12:09 AM Link
Hi. I joined because of this thread, and I just want to say great job VL-Tone, Cellar Dweller +, and everyone else who is working on SM64 hacking. I have always regarded SM64 as the greatest game ever, so I am looking forward to the editor. Will there be a web page dedicated to the editor as the release date gets closer?


This is also my testing post to test things. That's why I edit it a lot.


(edited by BooUrns on 01-09-07 06:25 PM)
(edited by BooUrns on 01-11-07 10:38 PM)
(edited by BooUrns on 01-11-07 10:38 PM)
(edited by BooUrns on 01-15-07 03:10 AM)
proffessor_gad

Red Koopa








Since: 01-27-06
From: Mars

Last post: 6321 days
Last view: 6321 days
Posted on 05-11-06 02:01 AM Link
There was one for the crummy beta version... But hey, don't take it from me. It's for vl-tone to decide.
VL-Tone

Paratroopa








Since: 11-18-05

Last post: 6481 days
Last view: 6481 days
Posted on 05-11-06 09:22 PM Link
BGNG, there are two main reasons why I won't use external windows for version 1.0b. First I don't have much experience in dealing with external windows in Director. Actually, external windows are other Director movies (projects) that can be controlled by the main movie. Director can only edit one project at a time so it can be a pain to switch back and forth between projects.

Anyway the second reason is that I like the idea of using a single window interface. External windows are not bad by themselves, but they don't necessarily save screen space. I find that I usually spend to much time just trying to find a layout where they don't overlap while having no wasted space.

I won't cram everything in the window at the same time, some less often used interface elements will slide into view when needed.

The only thing is that that single window won't be resizable, at least not in version 1.0b




Cellar Dweller,

I didn't notice that about the 0x13 command yet, I'll look into it since I'm about to rewrite the "geometry layout" data reader that contains those 0x13 commands.

Director has a few commands that could help me do the "drag objects around from the 3d viewpoint" part. I described how I could do it a few posts earlier, and the math behind it is probably not so far from how Super Mario Galaxy uses the star cursor to point at things.




BooUrns: Thank you for the kind comment Yes there will be a page about it, but remember it will be released as a beta, not as a mainstream app.
Rusty Hackleford

Micro-Goomba








Since: 05-08-06
From: ret ard iao

Last post: 6495 days
Last view: 6495 days
Posted on 05-12-06 07:33 PM Link
I've already started planning the changes I'm going to make. More bowser levels, being able to enter the sub, and rearranging the castle. Would it be possible to add a link to a bowser level from inside the pyramid...or even better copy the stand tall on the four pilliars star, turn it into a fire level, replace eyeroks with bowser, the chamber with just a drop into the arena, and the star with a key?
Spikehead777

Red Goomba


 





Since: 04-24-06
From: Belen, try and find me.

Last post: 6549 days
Last view: 6549 days
Posted on 05-12-06 08:27 PM Link
Hey, this looks like it would be a very good editor. I've almost never wanted to make my own Super Mario 64 levels, but now, I think I may download within a week it comes out. June 21, right? Anyways, I will say that this editor has a potential for success. I have an awesome idea for a level. Remember the mushroom level, 4-2 from Super Mario Bros?
proffessor_gad

Red Koopa








Since: 01-27-06
From: Mars

Last post: 6321 days
Last view: 6321 days
Posted on 05-13-06 11:22 PM Link
It is not as easy as it seems... Especially when it comes to terrain mapping.
Rusty Hackleford

Micro-Goomba








Since: 05-08-06
From: ret ard iao

Last post: 6495 days
Last view: 6495 days
Posted on 05-14-06 10:44 PM Link
why aren't my posts showing up...
this is like my tenth one for this page
VL-Tone

Paratroopa








Since: 11-18-05

Last post: 6481 days
Last view: 6481 days
Posted on 05-15-06 12:21 AM Link
Originally posted by Rusty Hackleford
why aren't my posts showing up...
this is like my tenth one for this page


Hmmm this one post did show

Some of the things you plan to do may not be possible, at least not in the first version. Moving Bowser to other levels for example, or entering the sub.
proffessor_gad

Red Koopa








Since: 01-27-06
From: Mars

Last post: 6321 days
Last view: 6321 days
Posted on 05-15-06 03:12 PM Link
One thing I did note while playing the game- Terrain data almost never overlaps. That is probably why they had so many objects... Cool cool mountain, and teresa obake are exeptions. I think that teresa obake was probably seperated into several parts, just like tall tall mountain's slide and wet-dry world. Was the floating isle in bobomb battlefield an object, or part of the terrain?
VL-Tone

Paratroopa








Since: 11-18-05

Last post: 6481 days
Last view: 6481 days
Posted on 05-16-06 04:50 PM Link
Originally posted by proffessor_gad
One thing I did note while playing the game- Terrain data almost never overlaps. That is probably why they had so many objects... Cool cool mountain, and teresa obake are exeptions. I think that teresa obake was probably seperated into several parts, just like tall tall mountain's slide and wet-dry world. Was the floating isle in bobomb battlefield an object, or part of the terrain?


I'm not sure what you mean by the terrain data not overlapping.

The floating isle in Bob-omb's battlefield is part of the main terrain data, it cannot be moved. I suspect that this level is the original test level. The original goal was to race with MIPS and get to the top of the mountain. (Miyamoto described this in an interview)

The floating islands found in Whomp's Fortress, and the tower itself are objects that can be moved, and like I said before, the Bowser courses are almost completely built out of moveable objects. The Castle main tower is a special object that can also be moved, the "fall into the castle" glitch happens where the castle terrain meets with the moveable tower.

I'm gonna have more time to work on the editor today and tommorow, I think I'll be able to meet the deadline even if there's many little things to do. At most, it will be delayed to June 23rd, which I found is actually the 10th anniversary of the Japanese release





Rusty Hackleford: Sorry my post was a little short, I was tired that night.

It will be possible to put warps to anywhere in the game. Using Bowser in other levels is something that may be possible in a subsequent version.





Spikehead777: I forgot to reply to you... sorry I was tired

When you say the "mushroom level, 4-2 from Super Mario Bros" I guess you mean the 6-7-8 warp? Or maybe level 4-3 is what you meant, with the yellow and red mushroom platforms?
That may be possible, in Tall Tall mountain.
proffessor_gad

Red Koopa








Since: 01-27-06
From: Mars

Last post: 6321 days
Last view: 6321 days
Posted on 05-16-06 09:22 PM Link
Well the floating isle in bobomb battlefield is a good example of where terrain data overlaps. There is land underneath the isle that was mapped out digitally. I find this interesting because I myself have not yet been able to achieve this in my games.
Spikehead777

Red Goomba


 





Since: 04-24-06
From: Belen, try and find me.

Last post: 6549 days
Last view: 6549 days
Posted on 05-17-06 11:10 PM Link
Originally posted by VL-Tone
Spikehead777: I forgot to reply to you... sorry I was tired

When you say the "mushroom level, 4-2 from Super Mario Bros" I guess you mean the 6-7-8 warp? Or maybe level 4-3 is what you meant, with the yellow and red mushroom platforms?
That may be possible, in Tall Tall mountain.


Hey, it's alright. No harm done.

Anyways, I just recently played some Super Mario Bros., and it is level 4-3, although level 4-2 has that warp area, and you can see some of the mushroom platforms from level 4-3.

I wonder though, will there be a way to import terrains into the program, or will that have to wait until a later release?
Magic_Vampire_Joe

Reason Why SMW Hacking Sucks #2


 





Since: 04-15-06
From: Delfino Island

Last post: 6560 days
Last view: 6560 days
Posted on 05-19-06 11:05 AM Link
VL_Tone: When you release, about how big do you think that the file will be? I have a pretty slow PC, so is it going to be in the 10-15mb range, or more to the 50mb size?

It doesn't really matter, but if it is too big I'll have to wait till we get the better connection in september

Really REALLY anticipating this editor. In fact, I want it so much I would actually miss the Download Rock Festival for it if I had to!!

--------------------------------------

Download FEST UK!!!! June 9th, 10th and 11th!!!!!


(edited by Magic_Vampire_Joe on 05-19-06 10:06 AM)
Guy Perfect









Since: 11-18-05

Last post: 6292 days
Last view: 6291 days
Posted on 05-19-06 03:04 PM Link
I've noticed that Director bloats things to orders of magnitude of the nth degree, but I still expect the finished file to be less than 10MB.
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Acmlm's Board - I3 Archive - ROM Hacking - General Super Mario 64 hacking / TT64 Progress thread | Thread closed


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