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11-04-24 10:52 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
Spazzup™

Goomba


 





Since: 01-30-06
From: Canada

Last post: 6780 days
Last view: 6780 days
Posted on 02-01-06 08:41 PM Link
Heh, it's great

That Warp Zone idea would work really well IMO.. it should probably be on a new map though
Chainlink1061

Paratroopa








Since: 02-01-06
From: Salinas, California

Last post: 6472 days
Last view: 6474 days
Posted on 02-01-06 10:48 PM Link
I got it to work, YAY!!!!!! (YOU ARE A GENIUS!)

Anyways, can you really edit the whole level? Not just enemies/objects, but I'm talking about ground arangement, and stuff like that.

EDIT: If you go underneath the big Goomba with a metal cap, he'll bounce back and fourth forever XD


(edited by Chainlink1061 on 02-01-06 09:58 PM)
(edited by Chainlink1061 on 02-01-06 10:00 PM)
VL-Tone

Paratroopa








Since: 11-18-05

Last post: 6659 days
Last view: 6659 days
Posted on 02-01-06 11:57 PM Link
Originally posted by proffessor_gad
Ha ha ha! It worked! How about an ips with edited bobomb battlefield?


I'd rather work on making the editor useable for beta testers than spending my time on doing level edits and releasing patches.

So no more level edits until I release the beta.

Chainlink1061: For now, the editor doesn't edit the polygon geometry, and it wont until version 2.

(edit: Hmmm, I hope that didn't sound too harsh, I forgot to reply to the rest of your post, but here it is: Thank you for the compliment but I'm not a genius! Interesting bug you got with the Goomba, I guess they are never normally found in levels that contain a vanish cap box to prevent this bug from happening?)

But even if geometry editing won't be available at first, the following levels still could have major structure edits since they are built out of multiple platform objects that could be moved without editing the geometry.






Note: these are new screenshots, before that, these levels didn't display all platforms, but thanks to Cellar Dweller's help I implemented most of the remaining object types.

As for texture coloring, here is the Castle, with the green hills at last!

The window on the tower doesn't appear, this is a bug I should try to fix (in my first images, I positioned the tower manually, but now it's positioned from level data). Trees are implemented at last, but they suffer from a texture repeat problem, and a z-ordering problem in some particular context.

Here are the shadows that now appear on the castle and under the bridge.



(edited by VL-Tone on 02-01-06 10:58 PM)
(edited by VL-Tone on 02-02-06 12:49 AM)
(edited by VL-Tone on 02-02-06 12:49 AM)
(edited by VL-Tone on 02-02-06 12:50 AM)
Raccoon Sam

Boomerang Brother
Custom Title








Since: 11-20-05
From: Correct

Last post: 6469 days
Last view: 6469 days
Posted on 02-02-06 01:06 AM Link
Hey. That's 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: 6469 days
Last view: 6469 days
Posted on 02-02-06 04:57 AM Link
Oooooooh. So are those shadows just objects or part of the textures, or some whole new thing you had to implement?
spydark
Newcomer


 





Since: 01-26-06

Last post: 6837 days
Last view: 6837 days
Posted on 02-02-06 04:41 PM Link
this is so amazing...though I would like to see this thing in action inside of a level...cant wait to mess around with this thing...just hope I could use it
Chainlink1061

Paratroopa








Since: 02-01-06
From: Salinas, California

Last post: 6472 days
Last view: 6474 days
Posted on 02-02-06 09:46 PM Link
To VL-Tone: Can you add objects and enemies directly, or do you have to change existing ones?
proffessor_gad

Red Koopa








Since: 01-27-06
From: Mars

Last post: 6499 days
Last view: 6499 days
Posted on 02-03-06 07:46 PM Link
I left a question about gameshark in movie codec, but I have a comment that I would like to post here. Wet-dry world is so stange!!!!! The underground part of the world and the top part of the game are completely different level parts, and they have different water levels also! Here is what I did. I went to the underground part of the level, and I drained the water there. Next, using gameshark moonwalk I leviated back to the tunell which had brought me to the underground city. Then while toward the exit, I suddently started swiming. I swim back to where I was, and then I start walking. Strange!
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: 6469 days
Last view: 6469 days
Posted on 02-03-06 09:47 PM Link
Yeah, I've done that. The level is split into two areas, since it'd be wasteful to have it all in memory when half isn't being used. When you're in the tunnel, once you reach a certain point in which you can't see either area, one is removed from memory and the other is loaded. Nintendo does this all the time. The water thing is simply because there are two separate water areas; during normal gameplay, the 'town' one would be at the highest level if you were in the tunnel, lining it up with the other one, so you don't notice. When the town water level is low, you can walk right into the other water area.

Basically it's like water that retains its shape. A strange concept indeed. I think such things have actually been created...
VL-Tone

Paratroopa








Since: 11-18-05

Last post: 6659 days
Last view: 6659 days
Posted on 02-07-06 12:30 AM Link
Originally posted by Chainlink1061
To VL-Tone: Can you add objects and enemies directly, or do you have to change existing ones?


Sorry guys, I was busy these last few days.

Chainlink1061, to answer your question, the first release won't enable you to add new objects. This is the kind of thing I'll work to add in version 1.5 or 2.0.

I decided to rewrite some part of my editor from scratch, as it was a little patchy and got too much overhead. I'll adopt a more OOP based approach.

Also, I decided to get rid of HEX values in the main interface. I'll do an inventory of all the polygon objects found in the game, and assign them numbers (in decimal). Same thing for behaviors, and MIO0 banks found in the game. That will make the editor much more easy to use.

At the same time I'll keep some power user features so that you can find what hex pointer the decimal numbers refers to, and possibly these values them when it could be useful.

I already partly implemented a feature where beta testers will be able to contribute by adding description to objects and behaviors, when they are not already defined. Then, by sending me back a .txt file, I'll be able to integrate those back into the editor.

You'll be able to add descriptions for each polygon asset, behavior pointer, labels for the 2 parameter bytes used by specific behaviors, and descriptions of possible values for those 2 parameters (either as 2 separate bytes or a single 16-bit value).

I'll try to add descriptions before releasing the beta, but for any missing ones, people will be able to contribute if they want
proffessor_gad

Red Koopa








Since: 01-27-06
From: Mars

Last post: 6499 days
Last view: 6499 days
Posted on 02-07-06 01:11 AM Link
Will editing levels cause us to loose the ability to use game shark codes? Because just a little while ago I hacked around with mario 64, and changed the PRESS START sign into a PRESS STOP sign, and then I was unable to use the emulator's built-in game shark. Note- When I did this, I was only able to use 1964; in other words I could not use pj64 or nemu emulator.

And will you add you're name to the Credits list?
Raccoon Sam

Boomerang Brother
Custom Title








Since: 11-20-05
From: Correct

Last post: 6469 days
Last view: 6469 days
Posted on 02-07-06 01:22 AM Link
My little brother's interested in this stuff very much. Thanks VL-Tone. He's loving Romhacking now!

He also suggested a name: "GISMeT" (Graphics/Interface Super Mario editing tool).
Heh, that little bugger.
spydark
Newcomer


 





Since: 01-26-06

Last post: 6837 days
Last view: 6837 days
Posted on 02-07-06 01:33 PM Link
how about G.I.S.M.O

Graphics/Interface Super Mario optimizer
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: 6469 days
Last view: 6469 days
Posted on 02-07-06 06:40 PM Link
Super
Mario
Alteration &
Reconfiguration
Tool

gad: They should work fine. The emulator might use ROM checksums to identify the game, though, so you'd have to add the codes again.
NEONswift

Bee








Since: 11-18-05

Last post: 6470 days
Last view: 6469 days
Posted on 02-07-06 06:56 PM Link
Trying to make names that work well as Acronyms always comes off really forced..How about something simple like one word to describe it as a mario editor.

for example: TOADSTOOL
proffessor_gad

Red Koopa








Since: 01-27-06
From: Mars

Last post: 6499 days
Last view: 6499 days
Posted on 02-07-06 09:17 PM Link
It is to bad that http://pages.infinit.net/voxel/Mario64edit01b_Readme.htm doesn't work anymore.
D3stiny_Sm4sher

Ninji








Since: 02-04-06
From: Searching for t3h g4t3...

Last post: 6514 days
Last view: 6514 days
Posted on 02-08-06 12:23 AM Link
Dude, fan-made Mario 64 games?
I drool at the thought.
max

Blipper

i'm a pixie !!!


 





Since: 11-17-05

Last post: 6730 days
Last view: 6469 days
Posted on 02-08-06 01:33 PM Link
Originally posted by NEONswift
Trying to make names that work well as Acronyms always comes off really forced..How about something simple like one word to describe it as a mario editor.

for example: TOADSTOOL

toadstool sounds great. possibly emphasise the tool if you make a logo or something like toadstool
dcahrakos

490


 





Since: 11-17-05

Last post: 6686 days
Last view: 6686 days
Posted on 02-08-06 03:30 PM Link
yeah I have to agree, toadstool sounds perfect for the name. and like max said, if you make a logo, emphasis on tool would be a good idea.
Smallhacker

Super Koopa
I AM A Group Of Officially Frustrated Younglings, G.O.O.F.Y. MEMBER








Since: 11-17-05
From: Söderhamn, Sweden

Last post: 6471 days
Last view: 6469 days
Skype
Posted on 02-08-06 03:58 PM Link
Some other name suggestion (caused by borendom)

P owerful
I nteractive
P olygon
E ditor

S uper
M ario
O bject
O organizing
T ool
H eaven

I nteractive
T hree-dee
S uper
A dvanced
M ario
E ditor
(I liked that one)

Lunar Magic 64 *shot*
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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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