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04-29-24 02:17 PM
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Acmlm's Board - I3 Archive - ROM Hacking - Help with hacking M64 New poll | |
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Cyhunt

Micro-Goomba








Since: 06-25-06

Last post: 6386 days
Last view: 6286 days
Posted on 08-02-06 04:03 AM Link | Quote
DO NOT POST UNLESS YOU HAVE A BACKGROUND WITH HEX!

I'm a newbie at hacking, but am a quick learner, I'd like do do like move a bob-omb by using the hacking docs but.... Really, I can't find the hex code of where it is and I don't know what the (numbers)x233 mean


(edited by Cyhunt on 08-02-06 12:38 PM)
(edited by Cyhunt on 08-03-06 03:01 AM)
(edited by Cyhunt on 08-03-06 03:37 PM)
Tanks

Spiny








Since: 06-19-06
From: Eagle Land

Last post: 6279 days
Last view: 6279 days
Posted on 08-02-06 09:43 AM Link | Quote
There is a thread for this... But anyway what hex editor are you using. That actually can make all the difference. And also don't place posts calling yourself a newb. I didn't when i first came and i blended right in. PS. Edit it out of the first post, it will make you look better.
jensthecomposer

Paratroopa


 





Since: 05-18-06
From: Norway

Last post: 6283 days
Last view: 6279 days
Posted on 08-02-06 12:22 PM Link | Quote
I'm trying to do the same thing. I'm using a hex editor called "Gold Finger". Let me know if you figure out anything

EDIT: I remember once I managed to remove the flying cap button from the wing cap level. I tried to change it to something else but there's not many objects loaded on that level so I never found a value wich fitted.


(edited by jensthecomposer on 08-02-06 11:37 AM)
Cyhunt

Micro-Goomba








Since: 06-25-06

Last post: 6386 days
Last view: 6286 days
Posted on 08-02-06 01:39 PM Link | Quote
I'm using WindHex. I'm using windows XP if you need to know.
jensthecomposer

Paratroopa


 





Since: 05-18-06
From: Norway

Last post: 6283 days
Last view: 6279 days
Posted on 08-02-06 04:56 PM Link | Quote
As I suppose you know, the command for placing objects always starts with 24 18. To learn how to use the values after 24 18, you have to find a command for a object you know where to find in the game. The flying cap switch at the wing cap level is easy to find. Just search for the wing cap level start offset (004C2700) and the first you'll see is 24 18 which at this place is the wing cap switch. Now try experimenting on the values after the 24 18.
I did this earlier to day, and by mixing on the last values in the command which sets the behavior code, I manage to make the switch very big!! The game crashed if I came near it though.

EDIT: Tried to corrupt some 24 18 commands on Bob-omb Battlefield, and it proved out that only things like the gate behind chain chomp, the bridge and other stuff like that disappeared. So..it seems like the enemys are placed with another command.


(edited by jensthecomposer on 08-02-06 04:17 PM)
Cyhunt

Micro-Goomba








Since: 06-25-06

Last post: 6386 days
Last view: 6286 days
Posted on 08-02-06 05:48 PM Link | Quote
Originally posted by jensthecomposer
As I suppose you know, the command for placing objects always starts with 24 18. To learn how to use the values after 24 18, you have to find a command for a object you know where to find in the game. The flying cap switch at the wing cap level is easy to find. Just search for the wing cap level start offset (004C2700) and the first you'll see is 24 18 which at this place is the wing cap switch. Now try experimenting on the values after the 24 18.
I did this earlier to day, and by mixing on the last values in the command which sets the behavior code, I manage to make the switch very big!! The game crashed if I came near it though.

EDIT: Tried to corrupt some 24 18 commands on Bob-omb Battlefield, and it proved out that only things like the gate behind chain chomp, the bridge and other stuff like that disappeared. So..it seems like the enemys are placed with another command.


I never knew that! Thanks. Like I said I was a complete newbie, and I can hack a bit... I made it say Super Lugi 64 once! XD
jensthecomposer

Paratroopa


 





Since: 05-18-06
From: Norway

Last post: 6283 days
Last view: 6279 days
Posted on 08-02-06 07:09 PM Link | Quote
Okay, I've found out how to move the objects. Let me explain:

[24 18] [??] [??] [?? ??] [?? ??] [?? ??]

(24 18 - This is the start of "place object command)
(?? - Chooses mission(s) that the object will appear in)
(?? - Chooses mesh/texture, not so sure yet.)
(?? ?? - X position) CHANGE TO MOVE OBJECT
(?? ?? - Y position, wich is the height) CHANGE TO MOVE OBJECT
(?? ?? - Z position) CHANGE TO MOVE OBJECT

To find the object you want to move, first go to the level start offset (found early in the info document).

Then look for 24 18, which all are "place objects commands".

Edit a object, and play the game and you'll see which object that have changed.

An example:

Go to the start offset of Bob-omb Battlefield (00405A60) and you'll see:
24 18 1F 36 05 B0 03 00 01 BE
This is the gate behind chain chomp.

Change it to 24 18 1F 36 05 B0 01 00 01 BE and see what happens.


The next 24 18 you see in Bob-omb battlefield is the "waking" bridge. I've moved it a bit higher, and made a IPS which I have attached here:EDIT:OOPS,FILE ATTACH FAILED

EDIT2: http://www.fileden.com/files/2006/7/28/145427/Bridge%20Riser.ips
Right click and "save as"!!


(edited by jensthecomposer on 08-02-06 06:14 PM)
(edited by jensthecomposer on 08-03-06 07:28 AM)
donrayiv

Shyguy








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

Last post: 6361 days
Last view: 6313 days
Posted on 08-02-06 09:15 PM Link | Quote
That piece of info is really useful, jensthecomposer. I think this thread should stay open, since the other is becoming a spam fest with newbies saying that they'll "make a levele wit smb 1 to make a supersupermaryo broz. 1 3D with lotz and wotz of hi rez polygone teztures!!!!1111ONE11!!!!"

Seriously. That was a help to me, jens. This thread should be renamed "SM64 Hex Editing." With the first thing on the first post saying: "DO NOT POST UNLESS YOU HAVE A BACKGROUND WITH HEX!" That should prevent spam.
Cyhunt

Micro-Goomba








Since: 06-25-06

Last post: 6386 days
Last view: 6286 days
Posted on 08-03-06 03:52 AM Link | Quote
Thanks for the info, Jens! I'm gonna make... hmmm a...coin festavl? XDD you have to follow the coins! Oh well, This is Great. Oh yeah, donrayiv, nice idea! I should edit my post and say that!
jensthecomposer

Paratroopa


 





Since: 05-18-06
From: Norway

Last post: 6283 days
Last view: 6279 days
Posted on 08-03-06 06:23 AM Link | Quote
Hi people, want to change objects??

To do that you have to change object ID and object behavior code.

24 18 ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ??

The first bold value is the object ID and the second bold values are the behavior code.

Let me show you an example:

This is the gate behind chain chomp:
24 18 1F 36 05 B0 03 00 01BE 00 00 01 46 00 00 00 00 00 13 00 48 68

Change it to:
24 18 1F B4 05 B0 03 00 01BE 00 00 01 46 00 00 00 00 00 13 00 3A 08

Now you've changed the gate into a cannonball.


Try out this patch: http://www.fileden.com/files/2006/7/28/145427/Mario%20and%20the%20Marbles.ips


EDIT: New finding. 24 18 [?? - Chooses which mission the object will appear in]


(edited by jensthecomposer on 08-03-06 05:24 AM)
(edited by jensthecomposer on 08-03-06 07:29 AM)
donrayiv

Shyguy








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

Last post: 6361 days
Last view: 6313 days
Posted on 08-03-06 03:30 PM Link | Quote
This is a qoute from a post by me in the other SM64 thread. It was never answered.

"I am curious, by editing a certain number on the level's hex data, could we change the background? I.E. put the Background for BBH to the Castle Grounds? Also, I think that the hex data for water levels, I think it has the same physics, just that it applies to any level with any traces if water in them. Same applies for snow and sand levels, as they have water in them to."

Just a question and something I discovered. Also, levels that have a level type of 00 in a hex editor are levels with some sort of floating terrain. Like Bob-Omb Battlefield has that floating isle, Tiny-Huge Isle has that floating isle near the Piranha Plants, and the wiggler battle arena has that tiny floating piece where you land before you fight. I still have to find others.
jensthecomposer

Paratroopa


 





Since: 05-18-06
From: Norway

Last post: 6283 days
Last view: 6279 days
Posted on 08-03-06 04:24 PM Link | Quote
Originally posted by donrayiv
This is a qoute from a post by me in the other SM64 thread. It was never answered.

I am curious, by editing a certain number on the level's hex data, could we change the background? I.E. put the Background for BBH to the Castle Grounds?



To do this you have to mess with the textures, which is way more complicated.
Cyhunt

Micro-Goomba








Since: 06-25-06

Last post: 6386 days
Last view: 6286 days
Posted on 08-03-06 04:41 PM Link | Quote
Slightly off-topic: I had a dream where this topic was edited by staff to make it spammy.

On-topic: I have yet to discover what I can edit... I have used Jen's cannonball hex edit (I edited it, not the ips patch) I'm gonna try to see if I can change the gate to a coin.
Heres a kid-friendy list on what you can change and stuffs

At offset 405A60.
24 18 1F 36 05 B0 03 00 01 BE 00 00 01 46 00 00 00 00 00 13 00 48 68
Chain Chomp Gate

[24 18] [??] [??] [?? ??] [?? ??] [?? ??]

(24 18 - This is the start of "place object command)
(?? - Chooses mission(s) that the object will appear in)
(?? - Chooses mesh/texture, not so sure yet.)
(?? ?? - X position) CHANGE TO MOVE OBJECT
(?? ?? - Y position, wich is the height) CHANGE TO MOVE OBJECT
(?? ?? - Z position) CHANGE TO MOVE OBJECT



(edited by Cyhunt on 08-03-06 03:43 PM)
(edited by Cyhunt on 08-03-06 03:44 PM)
(edited by Cyhunt on 08-05-06 06:02 PM)
(edited by Cyhunt on 08-05-06 06:04 PM)
(edited by Cyhunt on 08-05-06 06:05 PM)
jensthecomposer

Paratroopa


 





Since: 05-18-06
From: Norway

Last post: 6283 days
Last view: 6279 days
Posted on 08-03-06 05:05 PM Link | Quote
About changing the gate into a cannonball, if it not worked it could be because of the location of the gate. The cannonballs may freeze the game if they are placed on some spesific places. The example with changing the gate into a cannonball was just to explain how to change objects.

EDIT:I don't think it'll be easy to change anything into a coin, or vice versa. I think both coins and regular enemys (like goombas and bob-ombs) are stored in mio0 files and placed with another command. The sm64 hacking document doesn't include any information about the commands inside the mio0 files.


(edited by jensthecomposer on 08-03-06 04:46 PM)
(edited by jensthecomposer on 08-03-06 04:48 PM)
(edited by jensthecomposer on 08-04-06 04:48 AM)
Cyhunt

Micro-Goomba








Since: 06-25-06

Last post: 6386 days
Last view: 6286 days
Posted on 08-05-06 07:07 PM Link | Quote
Originally posted by jensthecomposer
About changing the gate into a cannonball, if it not worked it could be because of the location of the gate. The cannonballs may freeze the game if they are placed on some spesific places. The example with changing the gate into a cannonball was just to explain how to change objects.

EDIT:I don't think it'll be easy to change anything into a coin, or vice versa. I think both coins and regular enemys (like goombas and bob-ombs) are stored in mio0 files and placed with another command. The sm64 hacking document doesn't include any information about the commands inside the mio0 files.



Hmmm... Maybe, but I dead don't know mio0. X_X Anyways, I'm gonna find out where all the items are. And what they are.
jensthecomposer

Paratroopa


 





Since: 05-18-06
From: Norway

Last post: 6283 days
Last view: 6279 days
Posted on 08-06-06 07:59 AM Link | Quote
VL have not shared any info about the commands inside the mio0 files, and there's no way
we are gonna figure out anything without that information. I've started making a list of objects, with object ID and behavior code. Not done so much to it yet, here's what I've done:

Object ID | Behavior Code
'''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''

B4=Cannonball 00 00 00 00 13 00 3A 08
36=Gate 00 00 00 00 13 00 48 68
37=Waking Bridge 00 03 00 00 13 00 4B 1C
03=Stair(from whomps frt.) 00 00 00 00 13 00 2A 48
C3=Pink Bob-omb 00 00 00 00 13 00 32 28
56=King Bob-omb 00 00 00 00 13 00 01 F4
68=Racing koopa 01 02 00 00 13 00 45 80
68=Enemy koopa 00 01 00 00 13 00 45 80
C9=Cannonwicket 00 00 00 00 13 00 32 74
36=Bowsers waking platform 00 00 00 00 13 00 19 20

I'm not planning to finish it, just to finish it....it is mostly just for my own record.
And finally, I've done some experimenting with the 2nd bowser battle area. It all turned out to this hack: >http://www.fileden.com/files/2006/7/28/145427/2nd%20Bowser%20Extended%20Platform.ips

Apply it, and fight the second bowser!!
Raccoon Sam

Boomerang Brother
Custom Title








Since: 11-20-05
From: Correct

Last post: 6280 days
Last view: 6279 days
Posted on 08-06-06 08:50 AM Link | Quote
Why are you starting to gather up information when there's an editor which can do all that stuff anyway?
jensthecomposer

Paratroopa


 





Since: 05-18-06
From: Norway

Last post: 6283 days
Last view: 6279 days
Posted on 08-06-06 10:18 AM Link | Quote
It may take a while before the editor comes out, so in the meantime I do level hacking with a hex editor. It's good training you know.
Raccoon Sam

Boomerang Brother
Custom Title








Since: 11-20-05
From: Correct

Last post: 6280 days
Last view: 6279 days
Posted on 08-06-06 02:25 PM Link | Quote
As you wish.
But In my inchangeable opinion I think this is useless.
jensthecomposer

Paratroopa


 





Since: 05-18-06
From: Norway

Last post: 6283 days
Last view: 6279 days
Posted on 08-06-06 04:11 PM Link | Quote
Originally posted by Raccoon Sam
As you wish.
But In my inchangeable opinion I think this is useless.


I'm not doing it for research...I'm doing it for fun. And it is fun!!
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