Register | Login | |||||
Main
| Memberlist
| Active users
| Calendar
| Chat
| Online users Ranks | FAQ | ACS | Stats | Color Chart | Search | Photo album |
| |
0 users currently in ROM Hacking. |
Acmlm's Board - I3 Archive - ROM Hacking - General Super Mario 64 hacking / TT64 Progress thread | New poll | | Thread closed |
Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 | Add to favorites | Next newer thread | Next older thread |
User | Post | ||
Smallhacker Super Koopa I AM A Group Of Officially Frustrated Younglings, G.O.O.F.Y. MEMBER |
| ||
...you're trying to make a level editor and can't even figure out how a hex editor works?
Do I have to continue? |
|||
Raccoon Sam Boomerang Brother Custom Title Since: 11-20-05 From: Correct Last post: 6432 days Last view: 6432 days |
| ||
Heck, I know Hex better than my mother.
And this dude doesn't even know The whole thing! |
|||
Darkdata 980 Since: 02-25-06 From: Newfoundland Last post: 6432 days Last view: 6432 days |
| ||
Ignoreing A persons posts all 8 of them so far..
What else can we expect in the editor that was not said in this thread VL-Tone? Besides the basic I can move A to X from B. (edited by Darkdata on 04-25-06 02:28 PM) |
|||
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 |
| ||
I know in Zelda, the water is just a specific type of polygon; if you get outside of the level boundaries, you can see it extending out under the ground and such. Mario 64 already has to calculate which polygon Mario is standing on, so it knows if he's on the ground, in quicksand etc. I think for water, it's just "if Mario passes through from top, go into swimming mode, if he passes through from bottom, go into normal mode" or some such.
Also, if you raise the water level in Wet-Dry World, go into the second part (with the houses), lower the level there, then use Gameshark cheats to go back into the tunnel, you can walk into the side of the main area's water there, and it seems to work just fine. |
|||
Skreename Giant Red Paratroopa Since: 11-18-05 Last post: 6438 days Last view: 6432 days |
| ||
You can actually do that in the DS version with Luigi without cheats... I think it still does the freaky water on/water off thing, even. | |||
Guy Perfect Since: 11-18-05 Last post: 6434 days Last view: 6432 days |
| ||
Just tried it. You can get back into the tunnel after vanishing when you grab the Power Flower. The water level in the first part of the stage is still where it was, though: all the way at the bottom. My camera kept focusing on the reflection in the screen as opposed to the DS's picture. Regardless...
As you can see, I'm standing there looking up at the water. |
|||
C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 6432 days Last view: 6432 days |
| ||
I did better than you guy, I manage to go up to this area with Mario(easier with the power baloon) and by using wall jump, I got back to the water suface and Mario started swimming, I then get back to the tunnel and... in the middile I stopped swimming and I falled on the ground it seem that water behavior is handled differently in the DS version (edited by Bio on 04-25-06 11:30 PM) (edited by Bio on 04-25-06 11:31 PM) |
|||
Guy Perfect Since: 11-18-05 Last post: 6434 days Last view: 6432 days |
| ||
Yup, I just tried that too. You forgot to mention that you have to do a triple jump at an angle to get high enough on the side to do a few wall jumps to get up to the water. But once there, it was just like normal. Again, swimming through the tunnel ended up making the water disappear and Mario dropped to the ground and started running again. | |||
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 |
| ||
Hm, when I tried, Mario bounced off with the P-balloon. I didn't try with Luigi. I couldn't get a lot of glitches to work though; are there 2 versions of the game? | |||
Marioman64 Red Paragoomba Since: 12-22-05 From: Maryland Last post: 6556 days Last view: 6556 days |
| ||
You guys do know that you can get in the dry tunnel on the N64 also.
Check out systemcrash.tk Click Glitches, Super Mario 64, then choose new or old school (there are so many glitches for this game that it's broken up into two sections. My favorite things to do are 1-go inside the aquarium and 2-bring Chuck-Ya in the tunnel and turn him into a cannon. So cool And whenever I make a link and preview it, then click on the link it doesn't work. If this link doesn't work just type it in the address bar yourself |
|||
Raccoon Sam Boomerang Brother Custom Title Since: 11-20-05 From: Correct Last post: 6432 days Last view: 6432 days |
| ||
Originally posted by Marioman64 Hmm? I haven't heard about this. Do continue. |
|||
Chickenlump Paratroopa Since: 11-18-05 From: Columbia City Indiana Last post: 6487 days Last view: 6469 days |
| ||
Originally posted by Marioman64 You need to start out your links with http:// Otherwise, your link will be broken. Wow, now that I quote you, I see you just put systemcrash.tk in URL tags, even without the www. So, you need, http:// followed by www. and then finish it with systemcrash.tk No spaces in between them http://www.systemcrash.tk In url tags. Not all sites need the www., but all sites need the http:// (for this board to make it a proper link). http://www.systemcrash.tk |
|||
Marioman64 Red Paragoomba Since: 12-22-05 From: Maryland Last post: 6556 days Last view: 6556 days |
| ||
Here are some more links with LOADS of glitches:
http://www.glitch.shorturl.com http://kontek.net/davidwonn/main.html and of course: http://www.systemcrash.tk Quote: Racoon Sam____ Do Continue___________ Continuing: I know LOADS of glitches for LOADS of (Mario) Games SMB: Minus World Double Jump World Music after jumping on the pole SMW: Move with moving rope while standing(don't ask) Mess up overworld pallette Go through floors(I might make a hack focusing on that...) Double Items Invisible Yoshi Item while riding Yoshi SMSunShine: Through floor other stuff I can't remember SSBM: Kirby with permanent Pan Blackhole Glitch(I've mastered how to do this with only me working 4 controllers) Samus long arm Freeze people in midair get stuck in a block other stuff AND FINALLY: Super Mario 64 (AND I WILL MAKE HACKS THAT REQUIRE GLITCHING!!!!!!!!! MOOOHAHAHAHAHAHAHAHAHAHAHAHA!!!!!!!!!!!!....) Freeze Game Shoot hyper speed upstairs and through walls attached to elevators get in Aquarium(backwards long-jump into crevice between two windows on the left side) backwards longjumping(hold Z-forever-then push a to jump and hold opposite direction that Mario is facing. If standing on steep ground that you can stand on without slipping AKA: stairs; go backwards towards the stairs and rapidly push AAAAAAAAAAAAAAA.......) Inf. butt slide Turning Chuck-Ya into anything I please(almost) other seriously fun stuff ______ Why do I say all of this irrelevent stuff? INSPIRATION! Hacks that utilize these glitches! What can true proggramers/hackers use these for? I HAVE NO CLUE............... None the less, ummmmmmmm Related: What would happen if the Chain Chomp was placed on the castle grounds? Would he roam free? Would he explode into mushy pixels? Yeah...talking about glitches makes me go hyper, so I'm going to settle down now. This below thing I am about to tell you is the only thing I just posted that uses a game shark.Thank You. If you put on moon jump and super fast mario, and go to the mirror room, keep jumping and diving(A-B) and try and get through the mirror. If you get through, turn around to see your reflection...awsome NOW I settle down(ouch....headache) |
|||
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 |
| ||
Is systemcrash.tk supposed to be just two empty frames, some popup ad code that doesn't work, and a redirect to the real page at http://www.angelfire.com/pro/glitches/index.htm?
Either way, this has very little to do with the topic. |
|||
Raccoon Sam Boomerang Brother Custom Title Since: 11-20-05 From: Correct Last post: 6432 days Last view: 6432 days |
| ||
Indeed, and when I said, "Do Continue", I obviously meant the "Inside the aquarium". | |||
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 |
| ||
The off-topicness started before that. | |||
Marioman64 Red Paragoomba Since: 12-22-05 From: Maryland Last post: 6556 days Last view: 6556 days |
| ||
Quote: HyperMackerel____________________________________________
Also, if you raise the water level in Wet-Dry World, go into the second part (with the houses), lower the level there, then use Gameshark cheats to go back into the tunnel, you can walk into the side of the main area's water there, and it seems to work just fine.___________________________________________________ This is where it started^^^^^^^ So anyway, back to the question that was tucked in with my...speech. If one put Chainchomp outside the castle(front yard), would he move around freely? It would be cool to have a Chainchomp attack Mario while he's sleeping.....L.M.N.O.P! Another question: What would happen if I took away the boundary to a level? Would I be able to move freely as far as I want to?(Does anyone know how to get rid of the border of a level?) One More: If I play as Peach, is it possible to save Mario(have him float down and say in his voice "Peach! The power of the stars is restored to the Castle. Thank you.*Mario then grabs Peach and her while spinning and saying "Here you GO!"* It's-a-cake!" It makes me laugh. _-___-__ HyperMackerel posted 10:17 PM 4-26-06 then Racoon Sam posted 12:54 AM 4-27-06 then HyperMackerel posted 01:15 AM 4-27-06 Something's wrong there... ----------------------- Before I go...does anyone know how to make a computer voice for the speech thing in the Control Panel in windows(AKA:Microsoft Sam) and if so, do they know how to make a Mario one?Not to put in the game, but just to Laugh extremely hard hearing Mario say funny things... CHAO! (is that pronounced "Chow" or "Kye-o"...I hope it's chow) |
|||
VL-Tone Paratroopa Since: 11-18-05 Last post: 6623 days Last view: 6623 days |
| ||
Marioman64, you got tough questions I'm really sorry, I don't have the answer for any of your questions, though some may be answered eventually.
Update progress... The rewritten editor now loads level scripts in order taking jump command into account. It also builds a list with all commands, classified by command number. That list of list is used by the interface described below. Here is a preliminary prototype interface. Clicking on the top "menu" selects the level (and area). Then you can select which type of command you want to be listed in the orange menu. Selecting a command will list all occurrences of a particular command in that particular area, or commands that are shared by all areas inside a level. Each line in the list contains an item number, and all parameters found, converted to the appropriate format. The "inlevel" means that this particular command is found in the level script itself. Other values can be "shared" or "xternal". The former means that this command is found outside the level script, inside a chunk of commands that are shared by two or more levels. While "xternal" means much the same thing, but this time it means this chunk is only used by this level. Most of these shared and external scripts are found inside the script segment at 2ABCA0 in the ROM. This segment and two others (2A6120 and 269EA0) are not level scripts, their commands are shared amongst all or some levels. 2ABCA0, at its start, contains commands that are first executed each time you load a level. So the shared scripts are referred using the 0x06 command (jump to address) from inside each level scripts. The 0x07 commands inside the shared script then jumps back into the level script. There are 19 of these sub-segments that are referred by the level scripts. The scripts usually contain 0x22, 0x26 and 0x24 commands. 0x24 commands (3D sprites) are never shared but sometimes external. I wanted to make the 0x22 commands editable, but editing shared commands could lead to unexpected results. The 0x22 command determines which number is associated with a particular polygon sprite. This number can be used by all 0x24 commands to refer to this polygon sprite. If you change one that is shared by 10 levels, you'll have to keep track of all the possible changes. Maybe I'll only make the "inlevel" or "xternal" commands editable. But there is a solution around this problem. Since we have much more space in the ROM, maybe the level scripts could be recompiled to remove the need for jump commands, by duplicating and inserting the corresponding external or shared data where those jump commands are. The process would add something like 100k of data and would enable more control over which objects are useable in which level. For now, I'm building a program that's able to edit every type of commands. But editing the 1B command would be pointless since it's always 1B 04 00 00. I'll make a beginner mode where only the main and simplest commands are displayed in the blue menu. Then an expert mode will show more commands, including those that can easily crash the game if you don't know how it works. Maybe an intermediary level could be a good idea too. At the bottom of the screenshot, you see a non functional editor interface for the selected command. This is what I'm currently working on, a routine that automatically generates this kind of parameter editing bar, for any kind of command. It will create a second or third row if it needs too. A pop up menu will be available for most of these commands, containing valid values, and each item in the menu will have an optional text description. So for example, the "destlevel" popup menu would contain a list of all usable level ID numbers, with their names. In the released version the text description for the current parameter value will be displayed on the right of the value on the editing bar. The descriptions will be editable, or you'll be able to add new ones if they are missing. It looks simple from that point, but like I tried to explain, there are many subtleties that don't make the rest as straightforward as you might think. Hopefully, I have a lot of it already planned out. After/while working on the editing bar generator code, I'm planning to build a list of pointers for all possible polygon sprites found in the game, and each of their mesh parts pointers. The descriptions labels will be attached to items in this mega list. The 0x22 and 0x24 commands will have to refer to this mega polygon pointer list to find the text label associated with this geometry layout pointer or type byte. There is no 3d in this new editor yet... But as soon as I build this comprehensive database of geometry layout and polygon pointers, I'll start rewriting the polygon loading command. I'll build some basic model viewer that enables you to browse through all objects found in the game, optionally selecting only sub-parts. Then, when I get a "good enough" model viewer, I'll start to write and build a vertex editing interface. At each vertex, a sphere will appear, you'll be able to select multiple vertices and move them around, rotate or scale them. I will try to build this part in a modular way so that the same routines will be used to deal with multiple 3D sprite selections in levels. The editing bar will also deal with multiple selection, so that values that are the same across all selected objects are displayed. This will for example enable you to assign sprite types or coordinates to multiple objects at the same time. If a param value is different in at least one object, the value will be displayed as "--", but if you change the -- to some other value, this value will apply to all selected objects. I designed some very cool camera controls in the other unfinished version, and I intend to re-implement them in the new version. It's an optional mode where the camera follows the selected object at a 45 deg top down view, you can rotate the camera around the selected object, zoom in and out. The camera moves with the object if you displace it. I guess with multiple objects I'll have to find use center point (I don't know how to do that... by averaging 3d vectors?). OMG! I just realized the length of this post! Ouch, maybe I'll beat a new record Poor you that had to read all of it (edited by VL-Tone on 04-29-06 02:11 AM) (edited by VL-Tone on 04-29-06 02:20 AM) |
|||
Raccoon Sam Boomerang Brother Custom Title Since: 11-20-05 From: Correct Last post: 6432 days Last view: 6432 days |
| ||
Originally posted by VL-Tone Haha. Definitely not! The previous post gave me a massive amount of info! Thanks, and this is wonderful! |
|||
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 |
| ||
Man, this sounds awesome.
Hm, know what'd be cool? Using a joypad to do the editing. I imagine many of us have a spare USB joypad with 2 analog sticks. That'd be perfect for moving, rotating, scaling etc the objects and camera. |
Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 | Add to favorites | Next newer thread | Next older thread |
Acmlm's Board - I3 Archive - ROM Hacking - General Super Mario 64 hacking / TT64 Progress thread | | Thread closed |