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04-29-24 06:14 PM
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Acmlm's Board - I3 Archive - ROM Hacking - Super Mario 64 Hacking discussion thread - READ THE FIRST POST BEFORE POSTING! New poll | |
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Tanks

Spiny








Since: 06-19-06
From: Eagle Land

Last post: 6279 days
Last view: 6279 days
Posted on 10-16-06 10:40 PM Link | Quote
I think we should change the name of the thread to make it more obvious that EDITOR IS NOT OUT! that way we can stop make all these stupid threads and focus the questions here.
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: 6280 days
Last view: 6280 days
Posted on 10-17-06 04:17 PM Link | Quote
I agree with renaming the thread to something like "Mario 64 hacking - THE EDITOR IS NOT RELEASED YET" and perhaps banning a few of the 'tards who've asked where it is or when it's coming out. *looks a few post up*
FreeDOS +

Giant Red Koopa
Legion: freedos = fritos








Since: 11-17-05
From: Seattle

Last post: 6279 days
Last view: 6279 days
Posted on 10-17-06 06:24 PM Link | Quote
I'll edit the title, sure, but I'll need some will power to prevent GRAAAAH from being included in the title.
Tanks

Spiny








Since: 06-19-06
From: Eagle Land

Last post: 6279 days
Last view: 6279 days
Posted on 10-17-06 06:37 PM Link | Quote
Originally posted by FreeDOS +
I'll edit the title, sure, but I'll need some will power to prevent GRAAAAH from being included in the title.


Why tell them read the first post when you can directly tell them not to post to ask when the editor comes out? It would seem to work better than telling them to read what the first post says.
Shiryu

Gungun








Since: 02-24-06

Last post: 6281 days
Last view: 6279 days
Posted on 10-17-06 07:13 PM Link | Quote
There should be a rule in the FAQ that says: "Asking when is coming out the SM64 level editor, Toad'sTool 64, will result in a permanent ban" or something like that... And it could appear in big flashing letters the first time you open this thread XD


(edited by Shiryu on 10-17-06 06:13 PM)
Tanks

Spiny








Since: 06-19-06
From: Eagle Land

Last post: 6279 days
Last view: 6279 days
Posted on 10-17-06 07:17 PM Link | Quote
Originally posted by Shiryu
There should be a rule in the FAQ that says: "Asking when is coming out the SM64 level editor, Toad'sTool 64, will result in a permanent ban" or something like that... And it could appear in big flashing letters the first time you open this thread XD


The reason we are doing this is because nobody seem sto read the faq and I do support the idea of a programmable pop-up to say do not ask for the rom and the editor is not out yet.
Cellar Dweller +

Red Koopa









Since: 11-18-05
From: Arkansas

Last post: 6289 days
Last view: 6280 days
Posted on 10-18-06 05:16 PM Link | Quote
I just thought I'd post this in case it will be useful to anyone. Most of it is RAM addresses of functons. Some of them are documented in the N64 developer manuals.

Attachments

generalnotes.txt (9642b) - views: 150
stardust4ever

Bronto Burt








Since: 10-27-06
From: Northern LA

Last post: 6350 days
Last view: 6306 days
Posted on 11-01-06 07:58 PM Link | Quote
Greetings good people; this is my first post, but I have been following this thread for a long time.

I believe that one of the main stumbling blocks in creating new hacks of Mario 64 (with the looming absence of a real level editor) is not having the proper object definitions available or knowing what they are/mean.

I have created a tutorial that involves a simple how-to on converting one object to another - in this case, one of the castle Toads into a Boo. All in all, it only requires changing two or three bytes per instance in the entire ROM file:

http://www.7th-stardust.net/geek/ROMhacking/BooHack.html

The [x24] comand, basically defines an/any object, as can be noted by VL-Tone's Mario64 hacking document. Byte #4 defines what the object actually is, which is what I am focused on. These values tend to change between one area and another, meaning that it may or may not be possible to copy an object from one area and put it into another level (ex. hovering Bowser's Sub in front of the castle, or replacing the Bob-omb King with Bowser), or at least not without reassigning a whole bunch of unknown or undocumented parameters elsewhere in the ROM.

I started with "Inside the Castle" because it is a simpler area than "Bob-omb World"

#DD defines one of the Castle Toads
#65 defines a Boo. Currently, there is only one, this is the one that flies away towards the courtyard.

#36 is the two stone pillars
#d0, d1, 90, 91 are elements of the red/blue fires in the basement
#66 is the Likatu, as seen behind Mario only in the mirror room.
#64 is the infamous bunny,
however replacing the Toad with either the bunny or Likatu will appear maimed and disfigured. Replacing the bunny with Toad seemingly will make it invisible.

Let's see, #25, D5, and a couple of others are doors.
I forgot the function of 37, 38, and 39

There are also a very large number of #00 objects, not only in the castle, but everywhere. I am not positive, but I believe that these include all of the objects that Mario cannot interact with, level props, etc. At this point I do not know how the game recognizes what these objects are, but I believe they may be defined within the "extra parameters" as defined by VL-Tone's Mario64 hacking document.

Although I have not yet attempted modifying the behavioral parameters, the object definition simply defines the geometry, but the behavior parameters define what it actually does and how it behaves, meaning that if I change Toad into a Boo, it will still act like a Toad!

This is completely different from let's say, SMB1 sprites, whereas #01 might be a Goomba, #02 a Koopa, and so on (btw, those are not the real values; and I am not in the mood to look those up either) - The Object and the behavior are totally separate!!!

Come on, people, this is the meat of what ROM hacking is all about. If somebody wants to change the Thwomp on "Whomp's Fortress" into a chain chomp, but they do not/ cannot figure out the correct behaviors/ object definitions, then they are completely stuck.

I encourage EVERYBODY who has created IPS patches, or just hacks of SM64 in general, to explain the individual parameters uses to define/ change the objects. Only then will progress really start to move foreword. Just posting screenshots/ videos of triple flying chain-chomps in Whomp's Fortress, or 15 giant goombas and a twirling "Key" in Bob-omb Land, or a warp pipe to who-knows-where on top of the castle where yoshi sits, is nice and cool to play/ look at, but until people start to explain exactly how they achieved these feats, other potential hackers will not learn much of anything, except by trial and error.

That right there is probably one of the major reasons why VL-Tone has not yet finished his level-editor, bcause there are still many undiscovered naks and kinks in the game, such as the hidden "beta" yoshi egg.
U1traMan

Red Goomba








Since: 10-11-06

Last post: 6283 days
Last view: 6279 days
Posted on 11-01-06 08:22 PM Link | Quote
Very Nice!

I Tryed It And It Works ^^

Great Job
jensthecomposer

Paratroopa


 





Since: 05-18-06
From: Norway

Last post: 6284 days
Last view: 6279 days
Posted on 11-03-06 03:31 AM Link | Quote
Originally posted by stardust4ever
Greetings good people; this is my first post, but I have been following this thread for a lo[........]undiscovered naks and kinks in the game, such as the hidden "beta" yoshi egg.

Read the first post. I've already posted tutorials explaining this and much more!!


(edited by jensthecomposer on 11-03-06 02:34 AM)
Lysol Pionex

Mini Octorok








Since: 07-12-06

Last post: 6288 days
Last view: 6282 days
Posted on 11-03-06 04:52 PM Link | Quote
Yes I like that tutorial. Here's an interesting spin on editing Toad. Ever taken what he says literally?

Hex values 24 18 1F DD F970 0050 0580 0000 0063 0000

Attachments

stardust4ever

Bronto Burt








Since: 10-27-06
From: Northern LA

Last post: 6350 days
Last view: 6306 days
Posted on 11-04-06 05:53 AM Link | Quote
Originally posted by Lysol Pionex
Yes I like that tutorial. Here's an interesting spin on editing Toad. Ever taken what he says literally?

Hex values 24 18 1F DD F970 0050 0580 0000 0063 0000


Yes, good show! He really is trapped inside the castle walls. The main reason why I did that tutorial was so that people would have an example to follow - showing how hacking things get done

By the way, I was thinking about doing a text-based hack of Super Mario 64, as a kind of scavenger hunt. Each clue will be a type of riddle, either on some obscure sign post, something a particular enemy says/ does, or prompted by an event that occurs sometime during the game. Meant to be something fun for seasoned players who have been through the game many times, each clue is a riddle that provides a hint about where to find the next one, but to be fair, the clues will be numbered and have to be solved in order. In other words, if you are looking for clue #7 and somehow stumble accross clue #23, you still have to go and find 8-23 first. It is like a scavenger hunt, only instead of searching for actual "things", you will be searching for the next clue. I don't know how many clues I will add, but there will probably be at least 30 for the first release.

When the level editor is finally released, I could hack some kind of "Easter Egg" into the game to reward the player for finding the final clue. Maybe you will have to jump down a pit into a secret warp, or do something else that would otherwise be retarded...

(No, it won't be "get gulped by the giant fish" as something like that would be too obvious!)


(edited by stardust4ever on 11-04-06 05:22 AM)
GlitchGuy2

Red Goomba








Since: 09-20-06
From: Somewhere funny

Last post: 6309 days
Last view: 6301 days
Posted on 11-11-06 04:59 PM Link | Quote
Wow, complicated.
Check this! Does anyone remember that sample video on YouTube? If you do, you'd notice that you 'fly' around the castle while editing. I once came across something on Google (where I find everything) that carries the flying element, it's at
http://digg.com/gaming_news/Online_3D_Viewer_for_Mario_64_Peach_s_Castle.
It's not an editor, sadly, just something fun someone made.

Hehe, I like the Toad thing...
I also like that scavanger hunt, mabey, when the editor comes out, you can add sighns and make even more riddles (though that seems unlikely)


(edited by GlitchGuy2 on 11-11-06 04:03 PM)
Cellar Dweller +

Red Koopa









Since: 11-18-05
From: Arkansas

Last post: 6289 days
Last view: 6280 days
Posted on 11-11-06 11:49 PM Link | Quote
I'm not sure what video you are talking about, but is was probablly made by the same person as the castle flythrough. (VL-Tone aka Starxxon aka vtwin) Sadly, he seems to have disappeared off the Internet. He hasn't posted here for about three months, or logged in here for about two months.
proffessor_gad

Red Koopa








Since: 01-27-06
From: Mars

Last post: 6310 days
Last view: 6310 days
Posted on 11-16-06 09:11 PM Link | Quote
It really is a shame that our v-twin riding, vl-tone playing, director macromedia flash programming, isometric zaxxon inspired, meteroid/sm64 fan has gone missing.

However, I refuse to believe that he is dead or injured until his website goes down.

But until his return, goodbye. It was nice knowing all of ye h4xx3rs. And bng, sorry for quarelling with you that one time, your not a black hat cracker. And maybe they really do use voxels to draw sprites....

And for the rest of you, peace. If you want to contact me, my email is - Proffessor_gad@hotmail.com, and website- www.progad.bravehost.com

Oh, and one last thing....




I searched through 71 pages to find those, so you had better laugh!

EDIT

Ok, I'm not completely gone. Still waiting for replies.... It's so hard to leave.

Someone by the name of "aaron" has informed me via email that the download link for "super mario 64 text wrangler mac version" has gone down (vl-tone, please don't use rapid share!). And since I don't have the copy myself, may someone that has it (raccoon sam perhaps) please upload it on acmlm, and send the download link to megaman5462@yahoo.com. I would really appreciate it.

Remember to post the download link here as well. Thank you beforehand.

Proffessor_gad


(edited by proffessor_gad on 11-16-06 08:30 PM)
(edited by proffessor_gad on 11-18-06 10:34 PM)
(edited by proffessor_gad on 11-18-06 10:35 PM)
(edited by proffessor_gad on 12-24-06 06:22 PM)
GlitchGuy2

Red Goomba








Since: 09-20-06
From: Somewhere funny

Last post: 6309 days
Last view: 6301 days
Posted on 11-20-06 02:39 PM Link | Quote
Guys... I garrantee he's alive, I found another clip on youtube, 'was submitted by Agoat with Mods by... you guessed it, VL-tone, and it was submitted on Nov. 1, that wasn't very long ago and I assure nothing bad happened to him yet, something tells me this might be a chance to connect to him, though I don't know how I could do this...
Link:
http://www.youtube.com/watch?v=4wWOPiu7plU
It's funny, too, but all that extra stuff looks like VL-Tone's name all over it... well, not, I hope that VL and Agoat have some kind of affiliation...
either that or this is my most embarrasing post ever (please be 1st)
Tanks

Spiny








Since: 06-19-06
From: Eagle Land

Last post: 6279 days
Last view: 6279 days
Posted on 11-20-06 06:39 PM Link | Quote
Originally posted by GlitchGuy2
Guys... I garrantee he's alive, I found another clip on youtube, 'was submitted by Agoat with Mods by... you guessed it, VL-tone, and it was submitted on Nov. 1, that wasn't very long ago and I assure nothing bad happened to him yet, something tells me this might be a chance to connect to him, though I don't know how I could do this...
Link:
http://www.youtube.com/watch?v=4wWOPiu7plU
It's funny, too, but all that extra stuff looks like VL-Tone's name all over it... well, not, I hope that VL and Agoat have some kind of affiliation...
either that or this is my most embarrasing post ever (please be 1st)


They have no affiliation... It's just some guy playing... I don't remember who hacked it, but it was like SM nightmare or something... ans VL is probably not gonna' be back for a while... now stop posting videos.
GlitchGuy2

Red Goomba








Since: 09-20-06
From: Somewhere funny

Last post: 6309 days
Last view: 6301 days
Posted on 11-22-06 01:16 AM Link | Quote
Sorry, when I relized "mod" was the hacked ROM, I tried to delete that, but the "Edit" and "Delete" weren't there.
IOS

Goomba


 





Since: 10-09-06
From: Canada

Last post: 6301 days
Last view: 6285 days
Posted on 11-22-06 05:34 PM Link | Quote
His last activity was in September, he could just be busy with school?
Zepper

Paragoomba








Since: 09-04-06
From: Brazil

Last post: 6280 days
Last view: 6280 days
Posted on 11-22-06 05:55 PM Link | Quote
He might be busy with real life. My respect. Anyway, it's not SO hard to code an 3D editor with the public info already available, and I'm surprised about nobody else was able to code a Direct3D based program to edit that stupid N64 game. Instead, they're always *waiting for*, *waiting for*, *can't wait!* and such...

Of course this editor isn't fake, but it lacks motivation to continue, for some obscure reason... I remember the guy wasn't even using a C language to code it, so don't flame him.


(edited by Zepper on 11-22-06 04:56 PM)
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Acmlm's Board - I3 Archive - ROM Hacking - Super Mario 64 Hacking discussion thread - READ THE FIRST POST BEFORE POSTING! |


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