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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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Darkdata 980 Since: 02-25-06 From: Newfoundland Last post: 6432 days Last view: 6432 days |
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Back On topic...
Originally posted by HyperMackerel I agree and besides there is more stuff than textures you can add to the expanded space. (I think) |
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Kingpin Since: 11-21-05 From: Amarillo, TX Last post: 6438 days Last view: 6432 days |
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Originally posted by evilryu Your friend has experience? What the hell does that mean? He doesnt have experience hacking Mario 64, so whatever experience he has is probably quite useless. PS:What makes you think you deserve the editor before everyone else? |
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evilryu Newcomer Since: 04-23-06 Last post: 6716 days Last view: 6716 days |
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its not that i want it before i just wanna help to release it faster | |||
FreeDOS + Giant Red Koopa Legion: freedos = fritos Since: 11-17-05 From: Seattle Last post: 6432 days Last view: 6432 days |
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In better terms: You want a sneak-peak copy so you can leak it to your favorite torrent site. ~_~ | |||
Marioman64 Red Paragoomba Since: 12-22-05 From: Maryland Last post: 6556 days Last view: 6556 days |
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okay, this thread is going to end up spammy if people keep replying to
evilryu about how no one gets any sneak peeks until VL-T decides to release his editor(when he finishes it). Things like this give more people a chance to post like I am now, so lets get back on topic. Textures... if an advanced hacker wants to add a texture he/she can, but what about people that can't hack that good? Are you(VL-T) going to put an "Add Texture" thing in your editor? It would help the clueless. |
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VL-Tone Paratroopa Since: 11-18-05 Last post: 6623 days Last view: 6623 days |
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evilryu: The answer is NO. Please stop asking for it, not even beta testers have a copy of my level editor, as it's currently being rewritten and is non-functionnal. If I could share it I would, I'm not keeping it for myself for the sake of it. It would be pointless to release the original project, it would create confusion, especially if it gets on p2p networks.
Here are some clarifications for everyone that just joined, and others too: I reverse-engineered most of the level and polygon format with the help of some people here. I built a program that helped me in this task, and that program evolved into a level editor as I discovered new things. You can find screenshots of this unfinished editor in the thread. I never released it, since it was buggy/unfinished and much too slow at decoding levels and textures. Because this program evolved at the same time of my knowledge of the format, many parts of the code were patched to accommodate new findings, and the overall structure of it is not very modular. Since I got to the point where I knew enough about the format, I decided to rewrite it from scratch, but doing a lot more planning that I couldn't have done on the original version, since I didn't find much about the format at first. Some updates about what the heck is happening with that elusive Super Mario 64 level editor: I'm currently rewriting the basic code that will read and parse level script commands into a standard internal format in arrays variable. This part is essentially finished, and the program can load and decode level script from all segments that contains them in a fraction of a second. This array list contains sub lists for each segment, and each segment list contains all level script commands as read sequentially from start to finish. Each level script command item is itself a "property list" that contains parsed parameter values from each command I made a routine that outputs this list as some human readable text, you can take a look at all level scripts segments parsed and decoded in the zipped text file I attached. Note that these don't take account of the jump commands and all, it just list the commands sequentially as they are found in the ROM. I'll keep this sequential list as a basis for the editor. A routine (that I'm working on now) will read the content of the array list, then produce a new list that takes jumps into account. This new list will contain reference pointers to the sequential level script list and will be ordered just like the game decodes it. That way I can work on the original sequence of commands (to insert commands for example) while having another ordered list representing how the level is decoded by the game. From this point, it's "just" a matter of building a user interface to edit the content of these lists. I also have to rewrite the polygon decoding routine, and work on a new system for selecting 3D objects. I'm doing a lot of planning these days, and that's why it doesn't seem to evolve rapidly (that and some "I do have a life" reasons). But once I'll have made all the basic design decisions, re-building the new interface should be relatively quick. |
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Guy Perfect Since: 11-18-05 Last post: 6434 days Last view: 6432 days |
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I can inform you with my experience on the F-Zero X editor that making a GUI is a snap once you have the underlying program setup complete and everything works with itself internally. While you will have to create a system where various user controls can interact with each other, the task itself is relatively simple and takes very little time. | |||
VL-Tone Paratroopa Since: 11-18-05 Last post: 6623 days Last view: 6623 days |
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Originally posted by Marioman64 Yes, eventually, though maybe not in version 1.0b. I'm aiming at making my editor usable even by the clueless, though it will feature an expert mode. Originally posted by BGNG Yeah most of it will be a snap but still, with Super Mario 64, there is a little more to it. For example I have to build a sub-menu system to be used with some parameters (3d sprite type, behavior type and behavior params). These have to take into account what are the possible values depending on which segment is loaded in this particular level, and provide only usable values. I have to build a structure to accommodate the "description label" of each of these possible values and tools to edit/add labels. As I've said before, the first release will miss some labels, and I'll ask beta testers to add them through a built-in interface and sending me back a little .txt file. There are many safeguards I have to implement since most of these values are not just X, Y and Z, and some commands depend on the occurrence of a previous command (like warps). The interface for warps requires me to find all behaviors that use warp objects, and maps it's parameters to a list defined by previous commands. And these are just examples. Each of these issues are not that hard to deal with, but there is a lot of them, and I'm trying to build a uniform, modular interface structure to encompass all of it. Anyway, overall, it won't be that hard to pull off a very fun and usable SM 64 level editor before the summer... So today, out of nowhere, I'm announcing the official release date for Toad's Tool 64 v1.0 beta : June 21st 2006.
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Chainlink1061 Paratroopa Since: 02-01-06 From: Salinas, California Last post: 6435 days Last view: 6437 days |
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I'm proud of you, VL-Tone! Your editor will revolutionize N64 hacking! *actually marks calendar*
Also, I love "Toad's Tool 64", it just sounds great! |
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evilryu Newcomer Since: 04-23-06 Last post: 6716 days Last view: 6716 days |
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srry for trying to help so never mind wat i said the and tone u got skillz for the rest thats mad messed up trying to make me look like a bad guy
p.s is any one interested in a game i made i promise it wont dissa point and sorry for geting off topic |
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Raccoon Sam Boomerang Brother Custom Title Since: 11-20-05 From: Correct Last post: 6432 days Last view: 6432 days |
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Wait, official release?
What about the Beta-testing era? |
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Shiryu Gungun Since: 02-24-06 Last post: 6434 days Last view: 6432 days |
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June 21st?? that's too long... XD
Nevermind, take your time ^^ ToadsTool 64 isn't a bad name... but I would have prefered something more original like Teresa Obake or Mario Paint 64... XD |
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Marioman64 Red Paragoomba Since: 12-22-05 From: Maryland Last post: 6556 days Last view: 6556 days |
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You can't call it Mario Paint anything, that's nintendo's game
And I also heard somewhere that there is going to be a Mario Paint for the Revolution...but that's probably just a myth. This is kind of random, but related...I think In future versions, will we be able to put in floating pools? Look below: W=Water {}=Land G=Ground .{}{}WWWWWWWWW{}{} ...{}{}WWWWWWWW{}{} .... {}{}WWWWWW{}{}{} ......... {}{}{}{}WW{}{}{}{} ............. {}{}{}{}{}{}{}{} GGGGGGGGGGGGGGGGG It would make a good obsticle course |
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Shiryu Gungun Since: 02-24-06 Last post: 6434 days Last view: 6432 days |
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I know what Mario paint is, I said it becouse the program can edit the courses, and the courses are paintigs so maro paint 64.
What would be cool is a SMB1 level, the level limits can be changed so there's only space for one square. The textures would be changed to seem like SMB1. and we could use another invisible block to make pipes that you can't enter. But of course there's tooooo much way to that, anyways we can sill dreaming... |
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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: 6432 days Last view: 6432 days |
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That'd be cool, but the camera may pose a problem. Perhaps if you could get it forced in stationary mode at a specific place. | |||
Raccoon Sam Boomerang Brother Custom Title Since: 11-20-05 From: Correct Last post: 6432 days Last view: 6432 days |
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Originally posted by Marioman64 I doubt it. If there's water, it's always a big horizontal flat water carpet. So there can just be one big "Water". Of course, Some levels are exceptions like Wet Dry world. |
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VL-Tone Paratroopa Since: 11-18-05 Last post: 6623 days Last view: 6623 days |
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Raccoon Sam: What I wrote is that the June 21st release will be beta. The testing phase will probably begin about 2 weeks before.
As for the name, Teresa Obake is cool, but it's too obscure. I want a name that convey the use of the program. For Toad's Tool 64, I can imagine a splash screen where Toad is seen operating a crane to move an box in Bob-omb's Battlefield. Actually it would be fun to actually integrate a virtual crane in the editor I also thought about Carpenter 64 or Mario 64 Carpenter Tool, but later found that in english the word is more restrictive than I thought (and then went on a crazy theory about Mario really being a "Charpentier".) I don't know yet how water regions are defined, they are probably among the special objects found after the solidity data, or maybe in the solidity data itself (there are many types of solidity polygons, some of which I didn't really figured out yet). I'm not sure if you can only put one water region in an area, but that may well be that way. I think that somewhere, a "sea level" is defined so these kind of pools would be impossible. I can imagine that it would be very cpu intensive to calculate if Mario is inside or outside a complex 3d region like that, usually this kind of detection is made using boxes, not complex polygons. A SMB 1 level in Mario 64, is that what you meant? I did that a while ago... The "?" boxes and bricks are all "!" boxes with new textures. These boxes have a tendency to explode when hit from the side, and also, they are too big. The level was built using a custom program that takes the actual level data from SMB1 and creates a list of 3d sprite commands, that I then inserted back in that level. It's very hard to play, you have to be very careful not to fall down. Also, at the place I put this level, the Lakitu Cam had limited movement. |
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Chainlink1061 Paratroopa Since: 02-01-06 From: Salinas, California Last post: 6435 days Last view: 6437 days |
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VL-Tone: Will the beta version have the option to change the music bytes found in a particular level? For example, can the Snow Theme be used in Lethal Lava Land? | |||
VL-Tone Paratroopa Since: 11-18-05 Last post: 6623 days Last view: 6623 days |
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Chainlink1061:
Yes. |
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evilryu Newcomer Since: 04-23-06 Last post: 6716 days Last view: 6716 days |
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tone can i ask can u help me try to under stand how to use the hex editor to try to make my own level editor |
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Acmlm's Board - I3 Archive - ROM Hacking - General Super Mario 64 hacking / TT64 Progress thread | | Thread closed |