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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
jensthecomposer

Paratroopa


 





Since: 05-18-06
From: Norway

Last post: 6283 days
Last view: 6278 days
Posted on 06-12-06 05:14 PM Link
That was just one layer of color!!! And you used a red shadow on the blue suit to get that purple color. But it looks pretty cool!!
Darkdata

980








Since: 02-25-06
From: Newfoundland

Last post: 6279 days
Last view: 6278 days
Posted on 06-12-06 05:55 PM Link
Hey do you guys mind if I use your gameshark codes on my site or at least put them there. My site is a dead webspace and I got nothing to put up =/

I changed the mario code a little.. well accually I took two other codes and fused them =p

More yellowish wario and a stab at bettter color overalls..
8107EC40 FFFF
8107EC38 5050
8107EC20 AA05
8107EC20 9900
8107EC28 3000
8107EC2A 9930

Credits to the orignal code masters etc etc..



(edited by Darkdata on 06-12-06 05:04 PM)
proffessor_gad

Red Koopa








Since: 01-27-06
From: Mars

Last post: 6309 days
Last view: 6309 days
Posted on 06-12-06 06:35 PM Link
I wouldn't mind.... But my site seems to be having bandwidth errors because so many people are visiting!
Darkdata

980








Since: 02-25-06
From: Newfoundland

Last post: 6279 days
Last view: 6278 days
Posted on 06-12-06 07:11 PM Link
Baka
Hey Gad Pm me the codes and I will rehost them, I think I am going to make my site a Mario 64 gameshark code site .

And yeah I think this thread has gone offtopic but meh =p
Shiryu

Gungun








Since: 02-24-06

Last post: 6280 days
Last view: 6278 days
Posted on 06-12-06 07:11 PM Link

When Playing with the bottom value, I discovered that by playing with the number after the C you change what part of Mario gets colored different... so the higher or lower you go will determine whether you edit Mario's overalls, shirt, gloves, shoes, face, or hair color

that was what i was searching... not fair... T_T XD


Hey do you guys mind if I use your gameshark codes on my site or at least put them there
I don't mind, you can do whatever you want to my codes but give me credit ok?

EDIT:
Too bad it doesn't throw fireballs XD
code:
8107EC20 5000
8107EC22 0000
8107EC28 FF00
8107EC2A 0000
8107EC40 FFFF
8107EC38 5050
8107EC42 FF00
8107EC3A 5000

Mario In Black
8107EC20 0000
8107EC22 0000
8107EC28 0000
8107EC2A 0000
8107EC40 0000
8107EC38 0000
8107EC42 0000
8107EC3A 0000
8107EC70 0000
8107EC72 0000
8107EC68 0000
8107EC6A 0000

EDIT2
How to change Mario's clothes o.O v2.0

Shirt
8107EC40 RRGG
8107EC42 BB00
8107EC38 rrgg
8107EC3A bb00
Overalls
8107EC20 rrgg
8107EC22 bb00
8107EC28 RRGG
8107EC2A BB00
Gloves
8107EC50 rrgg
8107EC52 bb00
8107EC58 RRGG
8107EC5A BB00
Shoes
8107EC70 RRGG
8107EC72 BB00
8107EC68 rrgg
8107EC6A bb00
Tomorrow I'll post the rest and my NES Mario code.


(edited by Shiryu on 06-12-06 06:30 PM)
(edited by Shiryu on 06-12-06 07:09 PM)
(edited by Shiryu on 06-12-06 07:19 PM)
(edited by Shiryu on 06-12-06 07:19 PM)
proffessor_gad

Red Koopa








Since: 01-27-06
From: Mars

Last post: 6309 days
Last view: 6309 days
Posted on 06-12-06 08:33 PM Link
"Baka
Hey Gad Pm me the codes and I will rehost them, I think I am going to make my site a Mario 64 gameshark code site .

And yeah I think this thread has gone offtopic but meh =p"

I don't know how to PM on this site..... But you are welcome to give me your email. (:
Darkdata

980








Since: 02-25-06
From: Newfoundland

Last post: 6279 days
Last view: 6278 days
Posted on 06-12-06 08:43 PM Link
link.toot@gmail.com (my spam email eat that spam bots)
Yeah I am puting the site together now. I am trying to think of a good text intro for the start page. heh =p

Anyone seen VL tone around lately?
donrayiv

Shyguy








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

Last post: 6360 days
Last view: 6313 days
Posted on 06-12-06 09:40 PM Link
Are there any codes for changing other colors, like Yoshi's or Bowser's? Are there other size codes? Anyway, these clothing codes are neat! with a few modifications, you can "play as anyone" you want. For example, I am working on a Waluigi code and I almost got him.

Back on topic: I think VL-Tone is just busy with the editor, that's why we haven't seen him in a while. I can't wait for this editor! I am curious, though, is the sprite/model moving/adding easy or difficult?

This may be really stupid of me, but... on that movie showing the level editor's capabilities, how does Mario do a somersault without diving and jumping? It's at the beginning of the video. Also, was a patch released for the Luigi hack that VL-Tone made for the movie "Luigi is really real 2005"?


(edited by donrayiv on 06-13-06 12:44 AM)
Rusty Hackleford

Micro-Goomba








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

Last post: 6483 days
Last view: 6483 days
Posted on 06-13-06 03:17 AM Link
this is pretty off topic (although so have the last couple of pages) but I've heard about the starfox in zelda thing before somewhere, but never looked into it, is that real
VL-Tone

Paratroopa








Since: 11-18-05

Last post: 6469 days
Last view: 6469 days
Posted on 06-13-06 04:56 AM Link
Ok too much things to reply to... sorry if I don't reply to everyone, thanks to the people that answered questions for me

The sommer-sault in the video is a side sommer-sault, just run in a direction, suddenly go the opposite way and jump.

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.

I wanted to put an editor for these colors, and those of other characters, but this is one of the feature I decided to cut back from 1.0b due to the lack of time.

Here is the current state of the editor... with only 8 days to go.



This is not the final interface... many things in the blue list won't be there in v1.0b, and many things will be simplified. There will be more options for the camera, and widgets to move objects around (the one based on BGNG's widgets). And overall, it will look better than this

I struggled to rewrite the polygon commands (GBI) decoder, but it works now, better than in the older version. I stumbled across a problem... Decoding all 1100+ polygon objects in the game when you open the ROM takes a long time... around 30 seconds on my machine. I don't have much time left to optimize it.

The work around is that the editor will read/decode the polygon commands only the first time that the editor opens a ROM. After decoding it will save a 6 megs file containing the decoded data, and will load this file instead of re-decoding each time you open a ROM. Subsequent openings of ROMs will only take a few seconds (4-8 seconds). And that even if you quit and restart the program.

The polygon data won't be editable in 1.0b anyway so that shouldn't be much a problem to use external polygon data that doesn't change. At worse, if you want to regenerate a new polygon data file, just delete it and it will be re-decoded from the next ROM you open.

My efforts are now in getting this thing out of the door by June 21st and pre-released a few days before.

So here's a (now reduced) feature list of ToadsTool 64 v1.0b

*Moving, Rotating objects found in all 30 levels. (the x24 objects, the one pointed by the 0x39 command, and the ones after the solidity data)
*Change the object type (change a goomba into a coin for example) using a list of those available in this level.
*Change the object behaviors using a list of those available.
*Change which music track play in a given level. (You cannot edit the music)
*Edit the warp connection commands.(0x26)
*Various camera options like "follow the selection".
*Top Bottom Left Right Front Back camera controls.
*Wireframe mode
*Selection boxes around objects will have the width,height and depth of the polygon object (with a minimum size)

Unfortunately the text editor may or may not be completely integrated in time for the June 21st release... Same for the ROM Extender. But I'll try to at least reduce the redundancy by having only one runtime engine for the three tools.

Here's features that were supposed to make it into 1.0b and that won't... Most of them are close to be implemented though. Many of them were to be found in the "Expert mode" which won't make it in v1.0b. The first version will be somewhat equivalent to the planned beginner mode, but with some hex data.

So the following features are not in 1.0b but will likely be found in version 1.1 which shouldn't be that far away after 1.0b.

*Changing which banks (segments) are loaded in each level
*Editing which objects from those banks are used and what are their ID number
*Exporting/Importing textures
*Browsing all 478+ 3d sprites individually
*Edit colors found in a given 3d sprite
*Chose which texture is used in a given 3d sprites
*Edit the various positions of sub polygon objects in some 3d sprites
*Handling of warp behaviors
*Better handling of behaviors parameters, more complete list of descriptions
*Other various level script commands made editable for the expert mode

Something important to note so that you don't get your expectations too high, some objects won't display correctly in v1.0b the levels themselves and platforms will be okay, but characters with rotating joints or those that use 2d sprites will have problems. The selection boxes and menus will help you in that case.

But please concentrate on what v1.0b will do, not what it won't do.

And for now, I should do that too...

These posts take me too much time for now, I won't post much until the pre-release around June 18th.


(edited by VL-Tone on 06-13-06 11:31 PM)
Raccoon Sam

Boomerang Brother
Custom Title








Since: 11-20-05
From: Correct

Last post: 6279 days
Last view: 6278 days
Posted on 06-13-06 07:39 AM Link
Question, why does the "terrain type" have a question mark after it?
And on a side note, when does the Beta testing era start
Not to sound pushy..
donrayiv

Shyguy








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

Last post: 6360 days
Last view: 6313 days
Posted on 06-13-06 11:19 AM Link
The editor looks good, and easier than I expected . Will the commands for pipes be available for 1.0? Or are they warps?

Also, I have my Waluigi code.
8107EC40 800F
8107EC38 BB00
8107EC38 800F
8107EC3A BB00
8107EC20 0000
8107EC22 0000
8107EC28 0000
8107EC2A 0000

Yeah, this is starting to get old.
Shiryu

Gungun








Since: 02-24-06

Last post: 6280 days
Last view: 6278 days
Posted on 06-13-06 12:58 PM Link
The editor looks awesome! I can't wait for the realease ^^
can we add objects to the rooms (for example put 200 yoshis in the bob omb battlefield) or we can only move the objects around and change them?

and by the way, here is the "NES Mario":
8107EC50 FFAA
8107EC52 0000
8107EC58 0000
8107EC5A 0000
8107ECA0 0000
8107ECA2 0000
8107EC98 9950
8107EC9A 0000
8107EC20 0000
8107EC22 FF00
8107EC28 0000
8107EC2A FF00
8107EC40 FF00
8107EC38 FF00
8107EC3A 0000
8107EC70 0000
8107EC72 0000
8107EC68 9950
8107EC6A 0000
8107EC80 FFAA
8107EC82 0000
8107EC88 0000
8107EC8A 0000


(edited by Shiryu on 06-13-06 02:41 PM)
jensthecomposer

Paratroopa


 





Since: 05-18-06
From: Norway

Last post: 6283 days
Last view: 6278 days
Posted on 06-13-06 02:54 PM Link
Haha, that "NES mario" was awesome!!!
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 06-13-06 04:06 PM Link
Nice. I can't remember if I said this already, but an 800x600 interface is just a pinch too big. Consider that with the taskbar, people using 800x600 don't actually have an 800x600 workspace, and it's just annoying when a single window takes up your entire workspace and can't be made any smaller. Even something like 750x550 would probably be fine.

Also, did you do any work on using a joystick to move the camera? It's a lot easier than using a mouse in 3D.

BTW you'd better include a music editor, lest you get a load of people asking how to change the music.
VL-Tone

Paratroopa








Since: 11-18-05

Last post: 6469 days
Last view: 6469 days
Posted on 06-14-06 12:28 AM Link
Thanks Hyper for reminding me about the size issue... I'll try to take that into account and reduce the window a little. I fixed the blurb about the music track in my post so that people don't think they can edit the music. The joystick option won't be in version 1.0b, and in the mean time the keyboard feature could be a good alternative (Just map the keys to your joystick).

Prof_Gad Racoon Sam wrote:

"And on a side note, when does the Beta testing era start ?"

Maybe I should repeat yet again that THE SUPER MARIO 64 LEVEL EDITOR RELEASED JUNE 21ST WILL BE BETA. (Hmmm sorry for shouting... actually this is all my fault, I was supposed to release it a week before the 21st for beta testing matters)

Then it should be obvious enough that the "Beta testing era" officially starts on this date (June 21st).

I'll probably do a limited pre-release around the 18th or 19th, to check if it at least run on other machines. The June 21st version will be Beta as I always said since I announced this date.




Another thing, great GameShark codes you have there, but may I suggest you start a thread about it? Actually I'm not even sure you could in this particular board since it's not ROM hacking...

If you can point to the equivalent ROM location of the bytes modified by the GS code, then this could be more on topic, but not to sound harsh but this is not the GameShark Creators Club board here...

Anyhow, I'm not a mod and I hope not to make anyone feel bad about it...You can continue posting GS codes, but I won't pay attention to them unless you provide a ROM pointer.


(edited by VL-Tone on 06-15-06 12:04 AM)
Raccoon Sam

Boomerang Brother
Custom Title








Since: 11-20-05
From: Correct

Last post: 6279 days
Last view: 6278 days
Posted on 06-14-06 09:50 AM Link
Originally posted by VL-Tone
Prof_Gad wrote:

"And on a side note, when does the Beta testing era start ?"




Prof_Gad? I believe it was me who asked that..
jensthecomposer

Paratroopa


 





Since: 05-18-06
From: Norway

Last post: 6283 days
Last view: 6278 days
Posted on 06-14-06 11:19 AM Link
He probably thought it was Prof. Gad because he's usually the one who asks questions like that!!
AlexAR

Ninji


 





Since: 02-27-06
From: TX

Last post: 6281 days
Last view: 6279 days
Posted on 06-14-06 05:15 PM Link
Wow. Just wow. I cant believe there will be a Mario64 editor available. Everything looks utterly incredible and you just know every single person who even remotely gives a crap about romhacking, WILL BE downloading your editor VL-Tone..heck even those who accidentally wander into this site will probably download this editor.

I have a million questions, like most people I'm sure. I'm just gonna wait for the editor, but I did want to ask one thing though. And I apologize if its been answered already. VL-Tone, you mentioned, "Edit the warp connection commands.(0x26)".

What does that mean? Are you talking about the "warp" between levels? Like the 'warp' between the Castle hub level and Bob-omb Battlefield...or the 'warp' between Shifting sand land and the Pyramid? Would I be able to make the little igloo in Snow Man's Land lead to a Bowser level? Fantastic work VL-Tone.
donrayiv

Shyguy








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

Last post: 6360 days
Last view: 6313 days
Posted on 06-14-06 05:55 PM Link
I have a question. By using this editor, is there a way to get the Test levels is the game? I have always wanted to know how to play those test levels...
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