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05-14-24 09:08 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
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: 6295 days
Last view: 6295 days
Posted on 06-23-06 02:23 AM Link
The problem isn't the size of the patch, it's the size of the ROM. If any changes are made past the first 16MB of the ROM (past offset 0x01000000), IPS won't be able to record them.

Anyway I'm glad you're dedicated, but trust me, sleeping for 8 hours and then coding for 1 is probably a better idea than coding for 9 hours without sleep. Coding - sleep = bad.
VL-Tone

Paratroopa








Since: 11-18-05

Last post: 6485 days
Last view: 6485 days
Posted on 06-23-06 03:35 AM Link
I was joking about not sleeping Note that my real job is from 4 to 10pm and I don't work until Sunday afternoon. I'm used to go to bed very late and get up in the afternoon, so I'm working on the editor this night for example and get to bed later as usual.




I didn't know that about the ips format I thought ips had a limitation on patch size, not offset.

Oh well anyway, I'd rather not have people use this first beta release to publish hacks. I'm sure many will try anyway... but what can I do...

I'll still release it in time, so people will have a good idea of better things to come. I don't care much if this release doesn't become mainstream, it wasn't intended to. Maybe I shouldn't call it version 1.0b so that people don't expect it to be a finished editor.

By the way I won't announce precise release dates anymore unless the release is ready, as I don't want to go trough the same thing again. After the 25th I'll release updates to address issues and add functionality. I'll fix the main bugs quickly, don't worry about that.


(edited by VL-Tone on 06-23-06 02:36 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: 6295 days
Last view: 6295 days
Posted on 06-23-06 03:41 AM Link
Like I mentioned before, ideally, the editor should be able to compress everything back down into one 8-16MB ROM once you're ready to release the hack. That would pretty much solve the IPS problem. A better patch format would be nice, though, especially since IPS provides no way to ensure you have the correct byte order.
Dan

Purple Leever


 





Since: 11-18-05

Last post: 6303 days
Last view: 6294 days
Posted on 06-23-06 04:05 AM Link
Originally posted by HyperMackerel
Like I mentioned before, ideally, the editor should be able to compress everything back down into one 8-16MB ROM once you're ready to release the hack. That would pretty much solve the IPS problem. A better patch format would be nice, though, especially since IPS provides no way to ensure you have the correct byte order.


NINJA.
Hosma293
Newcomer


 





Since: 01-30-06
From: NSW, Australia

Last post: 6489 days
Last view: 6489 days
Posted on 06-23-06 05:56 AM Link
Originally posted by HyperMackerel
Like I mentioned before, ideally, the editor should be able to compress everything back down into one 8-16MB ROM once you're ready to release the hack. That would pretty much solve the IPS problem. A better patch format would be nice, though, especially since IPS provides no way to ensure you have the correct byte order.

What about PPF? I tend to use that more than IPS anyways.

Btw, this is just awsome. Thank you VL, for this incredible dream program!!
I wish I could work like you do!


(edited by Hosma293 on 06-23-06 04:58 AM)
Kushan*

Goomba


 





Since: 06-21-06
From: England

Last post: 6495 days
Last view: 6495 days
Posted on 06-23-06 07:37 AM Link
I have to agree. Bein able to see the levels in this way gives you the kinda understanding of how the game works. How they planned the levels out and such. You have basically recreated thier own programs and thats pretty hard to do. So congrats
James Mcguire

Red Goomba








Since: 06-03-06
From: England

Last post: 6466 days
Last view: 6466 days
Posted on 06-23-06 08:49 AM Link
CELEBRATION!!!!!
N64's 10th Anniversary!!!!!!!!

Keep going VL, and remember to sleep! It's not good to miss sleep (Although I don't sleep normally - I'm just a hypocrite though!)! Good Luck!
1337_Ac3

Shyguy


 





Since: 04-22-06
From: sweden

Last post: 6303 days
Last view: 6296 days
Posted on 06-23-06 09:34 AM Link
hmmm.. Will there be a kinda objects library so you can just drag n drop from there into levels?? And what about the ground/platforms ?? Will you be able to edit them in some way?? And graphics? Will you add a app in it so you can change polygons and textures?? And i'm still bothered over the publishing.. Wtf about that ninja?? Who of you ppl who linked to it knows how it works??
Chickenlump

Paratroopa








Since: 11-18-05
From: Columbia City Indiana

Last post: 6350 days
Last view: 6332 days
Posted on 06-23-06 10:07 AM Link
Originally posted by 1337_Ac3
And i'm still bothered over the publishing.. Wtf about that ninja?? Who of you ppl who linked to it knows how it works??


Those that have linked to it probably expected you to click the link to read up about it, and how it works.


Ninja 2.0 talk (click the links and read through the entire threads ):
http://www.romhacking.net/forum/index.php/topic,1288.0.html
http://www.romhacking.net/forum/index.php/topic,1197.0.html



Originally posted by 1337_Ac3
And what about the ground/platforms ?? Will you be able to edit them in some way?? And graphics? Will you add a app in it so you can change polygons and textures??


Ground and platforms will not be editable yet. You seem to have skipped over the many many times it has been said in this thread, editing that sort of thing may come after later revisions of the program.
Texture editing can be done in a tile editor that supports N64 images... Tile Molester comes to mind. No need to reinvent the wheel, really, he may add the ability to edit them later if he chooses, but why wait when you can edit them now?

http://folk.ntnu.no/kenth/tm/

VL-Tone has already stated what you will be able to do with the first version, and you should only concentrate on what it can do, instead of what it can't do. Which is still quite a bit.
jensthecomposer

Paratroopa


 





Since: 05-18-06
From: Norway

Last post: 6299 days
Last view: 6294 days
Posted on 06-23-06 11:18 AM Link
I think you will be possible to move ground platforms, but poly-edit is yet to come. If you want to play around with the texture, learn to make texture packs for Rice Daedulus!!

And 1337_Ac3, read at least the last pages of the thread before asking these questions!!


(edited by jensthecomposer on 06-23-06 10:24 AM)
Chickenlump

Paratroopa








Since: 11-18-05
From: Columbia City Indiana

Last post: 6350 days
Last view: 6332 days
Posted on 06-23-06 12:32 PM Link
Originally posted by jensthecomposer
I think you will be possible to move ground platforms, but poly-edit is yet to come. If you want to play around with the texture, learn to make texture packs for Rice Daedulus!!


That's not really hacking though, just swapping out textures from picture files. That would require the users who want to play your hack to download that specific plugin, and probably limit what emulator they can play it on. It is kind of neat though.
dizzyforpigs

Goomba


 





Since: 04-24-06

Last post: 6436 days
Last view: 6436 days
Posted on 06-23-06 01:09 PM Link
So, uh, Vl-Tone.... Is the SM64 level editor released yet?
jensthecomposer

Paratroopa


 





Since: 05-18-06
From: Norway

Last post: 6299 days
Last view: 6294 days
Posted on 06-23-06 01:17 PM Link
Originally posted by Chickenlump
Originally posted by jensthecomposer
I think you will be possible to move ground platforms, but poly-edit is yet to come. If you want to play around with the texture, learn to make texture packs for Rice Daedulus!!


That's not really hacking though, just swapping out textures from picture files. That would require the users who want to play your hack to download that specific plugin, and probably limit what emulator they can play it on. It is kind of neat though.


I know it's not hacking, but it's a very good and easy way to retexture the game. And editing in tile molester often crash the game.

And Dizzyforpigs, no the editor has not been released yet but it will probably be released sunday the 25th!!
Doritokiller

Mole


 





Since: 06-15-06
From: California

Last post: 6438 days
Last view: 6300 days
Posted on 06-23-06 01:47 PM Link
Originally posted by dizzyforpigs
So, uh, Vl-Tone.... Is the SM64 level editor released yet?

Look at VL's newest daily update. He says that he'll tell precise release after the 25th... Or something along those lines.
VL-Tone

Paratroopa








Since: 11-18-05

Last post: 6485 days
Last view: 6485 days
Posted on 06-24-06 07:21 AM Link
hmm.. I said that I won't give precise release dates anymore... Anyway...

Here's my daily update before I go to bed...I have to finish this before I get to bed tomorrow.



Still a "little" work to do, but I'm confident that I'll "finish" it by tomorrow. And by finishing I mean to be ready for the public release sunday.

In this image, perspective is turned off, you can toggle it using the two little buttons with cubes on them. Another thing to note is that all three object types selection boxes are shown, when actually using the editor, only the boxes for the command type you currently edit is visible.

I put two 3d controls widgets inspired by a BGNG idea. These have yet to be labeled but the one on the left moves/rotate objects while the one on the right moves/rotates the camera.

I successfully implemented the mechanism to click directly on 3d objects to select them, and you can actually drag them around the 3d viewport. It only works when the camera is at the top Front/Back/Top/Bottom/Left/Right.

Here's the official logo:



Yeah lots of colors and all, but this is Super Mario 64 we're talking about! It uses the font found in the game.

I'll try though to get rid of the green/blue/red color scheme for the parameter bar, which was just a placeholder scheme until I assign colors to specific commands and parameters.

Ok that's it for now, see ya!


(edited by VL-Tone on 06-24-06 06:35 AM)
jensthecomposer

Paratroopa


 





Since: 05-18-06
From: Norway

Last post: 6299 days
Last view: 6294 days
Posted on 06-24-06 08:12 AM Link
Looking good
Marioman64

Red Paragoomba








Since: 12-22-05
From: Maryland

Last post: 6419 days
Last view: 6419 days
Posted on 06-24-06 10:32 AM Link
But I like the color scheme on the bottom... it makes it... SOMETHING.

Without colorfulness on the bottom, the logo would make no sense.
Darkdata

980








Since: 02-25-06
From: Newfoundland

Last post: 6295 days
Last view: 6294 days
Posted on 06-24-06 11:08 AM Link
Yes it would that is what the font looks like in mario 64.
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: 6295 days
Last view: 6295 days
Posted on 06-24-06 02:18 PM Link
I like the colours too, it looks nicer and makes it really easy to tell where each box ends.
Dan

Purple Leever


 





Since: 11-18-05

Last post: 6303 days
Last view: 6294 days
Posted on 06-24-06 02:54 PM Link
From what I understand from VL-tone's post It's still gonna be coloured, but just have a different colour scheme.
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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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