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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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Rusty Hackleford

Micro-Goomba








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

Last post: 6483 days
Last view: 6483 days
Posted on 05-19-06 06:56 PM Link
don't sweat trying to make the editor perfect before the release you can always make an update or let someone else improve on it, vl-tone

I am curious about how courses vary depending on what star you select when entering the level they wouldn't be stored as seperate levels or they wouldn't have made say for example
star 4 able to obtain when entering in star 1 on some levels so how do you edit that? could I put the sub in Jolly Roger Bay or in front of the castle assuming theres enough space...?
Magic_Vampire_Joe

Reason Why SMW Hacking Sucks #2


 





Since: 04-15-06
From: Delfino Island

Last post: 6548 days
Last view: 6548 days
Posted on 05-20-06 09:45 AM Link
So VL Tone, have you decided whether or not you are going to intergrate the SM64 Text Editor and/or your Expanding thing into the Level editor?

It would be good to intergrate them, cos then there wouldn't be the problem of fumbling around with a load of open windows and it would be simplistic!

Really eager to download!


(edited by Magic_Vampire_Joe on 05-20-06 08:46 AM)
jensthecomposer

Paratroopa


 





Since: 05-18-06
From: Norway

Last post: 6283 days
Last view: 6279 days
Posted on 05-20-06 05:14 PM Link
Hi, I got a question. I want to edit the textures on SM64 and got myself ''n64gfx''. It asks me to put in an image adress in the room in hex code. Somebody knows some codes I can
put in??
Or maybe you would recommend another application to edit the graphics??
Magic_Vampire_Joe

Reason Why SMW Hacking Sucks #2


 





Since: 04-15-06
From: Delfino Island

Last post: 6548 days
Last view: 6548 days
Posted on 05-20-06 06:55 PM Link
Well, I may as well say this before anybody else does.

THIS IS THE WRONG THREAD TO BE ASKING THAT SORT OF QUESTION!!!!

But to answer your question:

Perhaps search on google, and also search this board COMPLETELY for some help. Read every post that says '64' in it.

If you still cannot find anything. Make your OWN thread and don't bring different topics into a thread that doesn't have anything to do with the thread that you are about to post in.
Look first, ask questions later.

I don't really have anything to answer the actual question though, maybe somebody will be kind enough to help you. Just bear in mind that people don't like you taking over their threads with different topics.

I would say that N64GFX is a good tool, so I would stick with it personally.


(edited by Magic_Vampire_Joe on 05-20-06 05:56 PM)
VL-Tone

Paratroopa








Since: 11-18-05

Last post: 6469 days
Last view: 6469 days
Posted on 05-20-06 11:31 PM Link
Originally posted by proffessor_gad
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.




This is the collision data for Level 1, note that the isle is part of it, it's not a height map, it's 3d polygons.

I'm not sure what you are trying to do in your games, but I'll assume that it's collision detection on the ground. I think you haven't taken the right approach to deal with that. Do you use a height-map? If you are, then you shouldn't, if you want to have overlapping areas.

From what you described, you calculate the height using the triangle data directly? Whatever you do, you have to check only for the triangle that's under the character you want to place on the ground. You'll have to Z-order triangles and intersecting triangles would break things. You'd be better off using commands included in your development environment 3d engine.

Originally posted by Spikehead777
I wonder though, will there be a way to import terrains into the program, or will that have to wait until a later release?


Much later release, it's not that simple.

Originally posted by BGNG
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.


While both the ROM extender and the text editor appear to be bloaty, it's not as bad as you think.

The problem is that a Director application contains the run-time engine (player) which takes like 5 megs. The current rewrite project .dir file, is currently at 2.1 megs, but the Shockwave compressed version that would be added to the player is actually 356k... So an .exe version would weight about 5.36 megs. There is still stuff to be added, but unless I add huge bitmaps, the whole thing shouldn't get over 6 or 7 megs. I use vector stuff and small bitmaps for the interface so it won't be a problem.

Originally posted by Rusty Hackleford
don't sweat trying to make the editor perfect before the release you can always make an update or let someone else improve on it, vl-tone

I am curious about how courses vary depending on what star you select when entering the level they wouldn't be stored as seperate levels or they wouldn't have made say for example
star 4 able to obtain when entering in star 1 on some levels so how do you edit that? could I put the sub in Jolly Roger Bay or in front of the castle assuming theres enough space...?


There are three main types of objects that can be placed in levels. The main type, the x24 objects contains a binary parameter value. The last 6 bits of this value represents each one of the 6 possible star entry. If a bit is set to 1, then this object will appear when this star entry is used. It's called in the editor, the "Act" parameter. It will be editable by clicking 6 little stars icons. You could, for example, make a coin appear in act 1 and 3, or in all of them.

The act parameter is not used by the two other types of objects. Fortunately, the x24 command can use objects of all kinds, with more parameters than when using the two other formats.

Originally posted by Magic_Vampire_Joe
So VL Tone, have you decided whether or not you are going to intergrate the SM64 Text Editor and/or your Expanding thing into the Level editor?

It would be good to intergrate them, cos then there wouldn't be the problem of fumbling around with a load of open windows and it would be simplistic!

Really eager to download!


They'll be integrated, as it wouldn't be a good idea to duplicate the 5 megs player for each utility.

Originally posted by jensthecomposer
Hi, I got a question. I want to edit the textures on SM64 and got myself ''n64gfx''. It asks me to put in an image adress in the room in hex code. Somebody knows some codes I can
put in??
Or maybe you would recommend another application to edit the graphics??


A complete list of the location of all textures in the extended ROM still doesn't exists, I had built one in the "old" version, but I'm about to reach the point where I can output one for the new extended ROM.

As for an editor, the only one I know is TileMolester (but I haven't look for others). This way you could find the textures "visually". Start at address 800000 (hex).






Wow I don't think I ever replied to that many people in the same post.

Here is some screenshots of the new interface bar.

First is the one for x24 objects (3d sprites) which uses three rows:



Here is the bar for the x26 commands (warps).


This is for the x22 command, which associates an id number to the address of the geometry layout data (polygons). Note the 195 value is the one then used by the example x24 command.


The ABCDE... are place-holders to what will be more descriptive names. The upward arrows with horizontal lines will bring up a pop-up menu with possible values and descriptions to be used by that particular parameter.

I'll add special parameters using the same kind of menu, but that can set multiple parameters at the same time, from a list of presets. For example, there will be an added param that can set the sprite type and behavior values at the same time, giving you a choice of all combinations used in the game (and for which the data bank is loaded).

The order in which the parameters appear will be changed before the release for some parameters. The binary representation of the act param is not really useful, the little stars are better, so it will be hidden.

There will be ways to switch to a simpler interface, and hide stuff that only experts should edit anyway. So don't worry if you don't understand all of the current interface bars. There will be more other more intuitive ways of controlling the X Y and Z values, like described before. And don't worry experts, the simple interface won't cripple the expert mode.


(edited by VL-Tone on 05-20-06 10:36 PM)
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: 6279 days
Last view: 6279 days
Posted on 05-21-06 04:57 PM Link
That's awesome. I might end up using a similar system in something. Just a shame the creators of Director never heard of dynamic linking.
VL-Tone

Paratroopa








Since: 11-18-05

Last post: 6469 days
Last view: 6469 days
Posted on 05-22-06 12:23 AM Link
Originally posted by HyperMackerel
That's awesome. I might end up using a similar system in something. Just a shame the creators of Director never heard of dynamic linking.


Director's "Xtra" plug-ins are Dynamically Linked Libraries written in C++ or assembly.

Projects can also dynamically link to "external casts" which are external Director libraries that can contain media and Lingo script code. Director can also use Windows .DLLs via a built-in Xtra.

I could create a player "stub" as they call it. It's the run-time engine as an .exe file, that contains a simple script that opens a Director project file and run it, replacing the stub movie. I guess that the advantage you're looking for is that updates would be much smaller if the runtime engine doesn't have to be re-downloaded each time... This is the way I could do it, thanks for giving me the idea

The first download will be 6 megs, but subsequent updates are gonna be around 500-1000k.

The only downside is that some people may download only the update and complain it doesn't run. But it will be very useful in the public beta testing period.



Edit:

As for the parameter system, it's designed to be modular enough so that it could be used to edit other games with some relatively minor modifications. I could eventually use it as a basis to easily build a Zelda OOT editor, especially since it uses the same polygon format. But please, let me finish and improve the Mario 64 editor first, and forget about the Zelda OOT editor for now.

*VL-Tone puts sunglasses, uses a MiB gadget and FLASH! You don't remember anything about it




(edited by VL-Tone on 05-21-06 11:37 PM)
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: 6279 days
Last view: 6279 days
Posted on 05-22-06 12:56 AM Link
Originally posted by VL-Tone
Originally posted by HyperMackerel
That's awesome. I might end up using a similar system in something. Just a shame the creators of Director never heard of dynamic linking.


Director's "Xtra" plug-ins are Dynamically Linked Libraries written in C++ or assembly.

Well OK, that's true, but I meant doing it like every other pseudo-language does and making the runtime a .DLL that the generated programs link to. In other words:


I could create a player "stub" as they call it. It's the run-time engine as an .exe file, that contains a simple script that opens a Director project file and run it, replacing the stub movie. I guess that the advantage you're looking for is that updates would be much smaller if the runtime engine doesn't have to be re-downloaded each time... This is the way I could do it, thanks for giving me the idea

This. No sense having a 5MB runtime in each program when it could be a single file that each program loads.
VL-Tone

Paratroopa








Since: 11-18-05

Last post: 6469 days
Last view: 6469 days
Posted on 05-23-06 04:39 PM Link
Some little update on my progress:

I rewrote the geometry layout decoding routine. There are 478 3d sprite types found in the game.

Cellar Dweller, thanks about the tip for the x13 command. I really don't know why I didn't see it before but the x13 command does include a x,y,z displacement factor. This is good news since it means that many 3d sprites will now display correctly. In other words, I now know how the characters body parts are positioned. I don't know about the rotation aspect though, it must be controlled by the animation routines.

I'm gonna work on making the geometry layout commands editable, so you'll be able to move and switch body parts.

I'm now at rewriting the GBI (Graphic Binary Interface) command loading routine so that polygons can be displayed. Once I get that right, the rest will be mainly a matter of finishing the interface and gluing all this together.


(edited by VL-Tone on 05-23-06 03:44 PM)
jensthecomposer

Paratroopa


 





Since: 05-18-06
From: Norway

Last post: 6283 days
Last view: 6279 days
Posted on 05-24-06 12:36 PM Link
Hmmmm....this is gonna ruin my final examen, the release date is the day before my examen :p
Magic_Vampire_Joe

Reason Why SMW Hacking Sucks #2


 





Since: 04-15-06
From: Delfino Island

Last post: 6548 days
Last view: 6548 days
Posted on 05-24-06 01:16 PM Link
Originally posted by VL-Tone
Some little update on my progress:

I'm gonna work on making the geometry layout commands editable, so you'll be able to move and switch body parts.




What, switch body parts? meaning what exactly? stick a bob-bomb instead of koopa the quick's head?

Link to an artist's Impression of a kob-koom!
http://s65.photobucket.com/albums/h233/Magic_Vampire_joe/?action=view¤t=AA.jpg

Couldn't get it to direct link to the picture.
To see it, scroll down the 'My Album' page till you find it!

Image kinda copyrighted Magic Vampire Joe, but who gives one about it.

FREE TO DISTRIBUTE


(edited by Magic_Vampire_Joe on 05-24-06 12:28 PM)
(edited by Magic_Vampire_Joe on 05-24-06 12:29 PM)
(edited by Magic_Vampire_Joe on 05-24-06 12:31 PM)
Guy Perfect









Since: 11-18-05

Last post: 6281 days
Last view: 6279 days
Posted on 05-24-06 02:26 PM Link
We have to "log in" to see your album.

Here's a direct link to the image:
http://s65.photobucket.com/albums/h233/Magic_Vampire_joe/AA.jpg
Rusty Hackleford

Micro-Goomba








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

Last post: 6483 days
Last view: 6483 days
Posted on 05-24-06 10:50 PM Link
smart-a** coments
-It's such a high-def masterpiece
-It's Bob-omb not Bob bomb

question sorta related to the act stuff
-would it be possible to make an object in another area apear/disapear when a certain star is obtained say for example could I make the/a sub apear in front of the castle when star one in dire-dire docks is obtained or a ship like the one in Jolly Roger Bay apear in stars 2-6 of Dire Dire Docks after star 6 in Jolly Roger Bay is obtained

about the # of stars
-can I just add stars like make a level have 7 or 8
-would this affect the front yard cannon
-can I control how many stars open the front yard cannon

levels\areas
-can I make entirely new levels, as in courses not stars or do I just have to edit the existing ones

other
-i've decided to divide my posts into sections to make them easier to read


(edited by Rusty Hackleford on 05-24-06 11:19 PM)
(edited by Rusty Hackleford on 05-27-06 01:31 AM)
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: 6279 days
Last view: 6279 days
Posted on 05-25-06 01:12 AM Link
The game has one "unused" bit in each level's star records, but I've heard it doesn't actually seem to be unused, and changes every now and then. If it really is unused then you could add one more star. However you'd need to do some major ASM hacking to add it to the menu and expand the star names table.
Deleted User
Banned


 





Since: 05-08-06

Last post: None
Last view: 6279 days
Posted on 05-26-06 01:33 PM Link
A question to VL, will the editor have an extensive help file on the beggining version, or will we have to wait for an update?

Also, it's not long til the supposed release date of the editor. Other than your photo album, I haven't seen anything to do with the editor(on your website). Only a suggestion, but why not put a bit of info on your site about the editor and it's capabilities to keep our mouths watering?

Good luck with the last leg of the first version of the editor.

Laters...

P.S.: I am SOOOO getting this editor!


(edited by Cyclone777 on 05-27-06 05:06 AM)
Rusty Hackleford

Micro-Goomba








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

Last post: 6483 days
Last view: 6483 days
Posted on 05-27-06 02:28 AM Link
I hope ill be able to play my hacks on the wii
jensthecomposer

Paratroopa


 





Since: 05-18-06
From: Norway

Last post: 6283 days
Last view: 6279 days
Posted on 05-27-06 09:30 AM Link
Will I be able to edit or add water polygons??
VL-Tone

Paratroopa








Since: 11-18-05

Last post: 6469 days
Last view: 6469 days
Posted on 05-27-06 09:36 PM Link
Originally posted by Magic_Vampire_Joe
What, switch body parts? meaning what exactly? stick a bob-bomb instead of koopa the quick's head?


Wow let's join the sarcasm and say it's a great picture

The only problem in your example is that Bob-ombs have multiple body parts too, and you won't be able to replace one body part with multiple ones.

I didn't mention it but this feature probably won't be part of the first release, but I had to take the feature into account while rewriting the core of the editor.


Originally posted by Rusty Hackleford

question sorta related to the act stuff
-would it be possible to make an object in another area apear/disapear when a certain star is obtained say for example could I make the/a sub apear in front of the castle when star one in dire-dire docks is obtained or a ship like the one in Jolly Roger Bay apear in stars 2-6 of Dire Dire Docks after star 6 in Jolly Roger Bay is obtained

about the # of stars
-can I just add stars like make a level have 7 or 8
-would this affect the front yard cannon
-can I control how many stars open the front yard cannon

levels\areas
-can I make entirely new levels, as in courses not stars or do I just have to edit the existing ones

other
-i've decided to divide my posts into sections to make them easier to read


-I don't know the answer to that first question...

about the # of stars
-I know you can make a star object behave like the sixth star instead having to collect all coins. But I don't remember what happens when number 7 or 8 is assigned to a star.
-The cannon is activated when you have 120 stars (or more) period, the stars can come from anywhere.
-I don't know where to find this one, it's not in the cannon object params. Same goes for Yoshi, and MIPS which appear when you get a certain number of stars.

levels\areas
no. I guess I should include that in my signature, since people keep asking. I hope people will focus on what the editor can do, not what it can't. This may be possible in version 2.0 though.

other
It's always a good idea to separate ideas into paragraphs I remember that when I started posting on forums, I wrote monolithic blobs of text, and people complained. Since then I've been trying to make small paragraphs, even though I have a tendency to write long post (I broke some record on acmlm...).

Originally posted by Cyclone777
A question to VL, will the editor have an extensive help file on the beggining version, or will we have to wait for an update?

Also, it's not long til the supposed release date of the editor. Other than your photo album, I haven't seen anything to do with the editor(on your website). Only a suggestion, but why not put a bit of info on your site about the editor and it's capabilities to keep our mouths watering?



I'll provide a help file that should be easy to understand, but remember this will be a beta. After the initial beta release I will concentrate on fixing bugs and adding value descriptions. I will not be able to provide support outside of bug fixing in the first weeks after the release, but I'll try to make the help file helpful even to less knowledgeable people.

My website was not really updated since last Christmas for some reason. The main reason being that I lost my lycos free web account because I was leeching my the Shockwave files off their servers, embeding them in html pages stored into my 5 megs isp web account. I couldn't find another free host that would accept off-site loading of Shockwave files.

Recently, some kind donator gave me access to a fast dedicated linux server with multiple gigs of space and unlimited bandwith. I just got actual access today. Anyone ever dealt with Webmin before? I'm trying to remotely configure and start Apache, and it doesn't look simple at all. (well I don't want to get off-topic here...)

So when I manage to get this running, I'll put out a new website. Maybe not the complete redesign I planned, but a new look, with a page for the Super Mario 64 level editor.

Originally posted by Rusty Hackleford
I hope ill be able to play my hacks on the wii


As much as I like the Wii, I hope this won't happen.

I don't want to get Nintendo on my back for encouraging piracy on the Wii...

Super Mario 64 will be sold on the Wii, and with DRM... If my editor is seen an incentive to hack the Wii to play pirated ROMs, that could be a bad thing. I don't think it'll be the case, I just want to distance my project from anything related to hacking the Wii and the DS, until 10 years from now when they become retro

Originally posted by jensthecomposer
Will I be able to edit or add water polygons??


You can find the answer earlier in this thread, and the short answer is no. Not in version 1.0b. I'll try to find this when the first version is complete.


(edited by VL-Tone on 05-27-06 08:37 PM)
(edited by VL-Tone on 05-27-06 09:32 PM)
DavePhaneuf
Newcomer


 





Since: 01-01-06

Last post: 6520 days
Last view: 6279 days
Posted on 05-28-06 05:16 PM Link
Hi there.

I've been checking this thread quite frequently and I had a small question.

In version 1.0 will we be able to make completly new star missions?

I'll make a few examples:

#1 - Let's say in Bomb-Omb Battlefield you want to make a 5 secret's star. Some examples of where I hide them would be:
-Under one of the Logs
-In a Cannon Hole
-In a Breakable Box (The bigger ones, that you can't carry)
-Up a Tree
-In a ! Box
Then The star could appear like, under the stone arc, where the big purple ! switch is.
Seeing as ,in a way, there's already a 5 secrets star (The 5 rings) will this be possible?

#2 - Will it be possible to completley modify the conditions for a star to appear? Like in Bomb-Bomb Battlefield: make Star 1 a '5 Secret's Star', or Star 2 a "Boss Star", or Star 3 the "Red Coin Star", etc. Or even make misssions for the stars in, for instance, the Bowser stages completely different other than the Red Coins.

#3 - You think that eventually we could implement new kinds of missions? Like:
-Imputing Codes/Passwords
-(Other than the Haunted Books and chests) Pressing other things in a certain order, like switchs, or swicthes with letters on them, which could be a way of imputing a password or code.
-Time Trailing for a certain time, not just in the secret slide
-Collecting other items to make the stars appear.
-Aquiring Keys

I'm sure I could think of other things, that's just a little list. ^^
Shiryu

Gungun








Since: 02-24-06

Last post: 6280 days
Last view: 6278 days
Posted on 05-29-06 04:37 PM Link
I'm back here from a long time (I had no internet for a while T_T) You are doing a very good job VL-tone ^^


#1 - Let's say in Bomb-Omb Battlefield you want to make a 5 secret's star. Some examples of where I hide them would be:
-Under one of the Logs
-In a Cannon Hole
-In a Breakable Box (The bigger ones, that you can't carry)
-Up a Tree
-In a ! Box
Then The star could appear like, under the stone arc, where the big purple ! switch is.
Seeing as ,in a way, there's already a 5 secrets star (The 5 rings) will this be possible?

I think that you could move the invisible objects to other places, so yes.


#2 - Will it be possible to completley modify the conditions for a star to appear? Like in Bomb-Bomb Battlefield: make Star 1 a '5 Secret's Star', or Star 2 a "Boss Star", or Star 3 the "Red Coin Star", etc. Or even make misssions for the stars in, for instance, the Bowser stages completely different other than the Red Coins.

I don't know... but i dont think so... at least not in this version...


#3 - You think that eventually we could implement new kinds of missions? Like:
-Imputing Codes/Passwords
-(Other than the Haunted Books and chests) Pressing other things in a certain order, like switchs, or swicthes with letters on them, which could be a way of imputing a password or code.
-Time Trailing for a certain time, not just in the secret slide
-Collecting other items to make the stars appear.
-Aquiring Keys

I don't see the password thing possible... abot the thing in a certain order, maybe with some ASM would be easy... The collecting items can be done by moving the "secrets" objects on them, so the player gets both. About the keys... maybe using the same thing as before, but instead of making the star appear can make a door to open or something...
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