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04-29-24 08:34 AM
Acmlm's Board - I3 Archive - - Posts by jensthecomposer
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jensthecomposer

Paratroopa


 





Since: 05-18-06
From: Norway

Last post: 6283 days
Last view: 6279 days
Posted on 07-30-06 08:33 AM, in General Super Mario 64 hacking / TT64 Progress thread Link
Originally posted by rstewart215804
Behaviors are a blast. With one behavior code and some parameter modifying I was able to load 30 Goombas!!!



On any object (preferably invisible) change the behavior code to 1300 4770 and the parameters to 0000 00## , ## being the number of Goombas times 4. For more fun you can add 1 or 2 to that number to get large or small Goombas.

Think that's interesting look at the next picture.



Star Chomp. Just add behavior code 1300 478C and parameters 0066 0000 to an object. Whatever object you attach the behavior to becomes the head. I used a star.

In the sprite behavior table at 0xEc7E0 you can find a lot of behaviors. Don't edit the table (inside the checksum). Just add them to 0x24 objects already found in the level. But be careful when changing behavior data. Some behaviors load other objects. If the loaded object is outside the data loaded for that level it will freeze the game when you get close.

(All numbers are in HEX.)


Can you give us a IPS of this?? (or other patch formats)
jensthecomposer

Paratroopa


 





Since: 05-18-06
From: Norway

Last post: 6283 days
Last view: 6279 days
Posted on 07-30-06 11:11 AM, in SNES Graphics Hardware Demo Link
Well, I've found the first mistake. It's not "Hardware," it is "Software"!!
jensthecomposer

Paratroopa


 





Since: 05-18-06
From: Norway

Last post: 6283 days
Last view: 6279 days
Posted on 07-30-06 02:42 PM, in General Super Mario 64 hacking / TT64 Progress thread Link
Originally posted by rstewart215804
Behaviors are a blast. With one behavior code and some parameter modifying I was able to load 30 Goombas!!!





If these goombas are added as proper objects, then it'll make it possible to have 30 more objects to edit in toadstool!!
jensthecomposer

Paratroopa


 





Since: 05-18-06
From: Norway

Last post: 6283 days
Last view: 6279 days
Posted on 07-30-06 03:57 PM, in General Super Mario 64 hacking / TT64 Progress thread Link
Originally posted by tahu363
VL_tone, please, give us an update. I really cannot wait for the editor to come out, but i have basically given up hope of ever being able to use it. I believe the release date you had set was june 21st. it is now july 30th. the release has been delayed for over a month. you keep saying you are fixing little bugs in the program, but do you really think that anyone in this forum, or anyone else for that matter is as technelogically advanced as you are? you are the creator of the ONLY program that can edit mario 64 levels. everyone here asks you questions and eagerly awaits the worlds best rom hacker to release the ONLY editor for mario 64. when you posted your video of your mod of the game you also released the ips patch for the rom, i downloaded it and everything worked fine! you said that it would be released in summer 2006 as a public BETA. BETA means the rough draft of something, which would mean it is bound to have bugs in it. you posted that video a long time ago and all the things you added to the game acted normally(yoshis, pipes, hat boxes, goombas). what i dont understand is why, if all that works fine, you will not release it. if you are afraid of critism, you will get it either way, whether it is really refined or not, but you personally will know that it is fake critism and you are only getting it because people are jealous that they cannot do anything close to what you have done. you have done so many things to make all of us await the editor, edit mario to look like luigi(you refuse to release the patch) and the modification to the game. i have fiddled with gameshark codes to try to edit different things, but to no avail. you are like vending machine of candy and we are all little hungry kids with no money. we have no money to get the candy, and our only hope is to find a candy bar that is slipping from the metal coils. we patiently wait for the candy to finally slip out so we can eat it, and every time we check on it it seems like it hasnt moved at all. you promised us a wonderful editor, and whatever bugs it has in it, i am sure it will be nothing short of wonderful. i am sorry if it sounded like i was complaining but i have to tell you i have nothing to look foward to in my life except for this editor. please, please give us a DEFINATE release date. if you cannot please post a couple of ips patches that might possibly keep us occupied until you can release the long awaited editor. perhaps only a patch that loads yoshi into every level and incorperates the gif on photobucket where you can play as yoshi with no glitchy feet. that would keep me occupied until the editors release if you could do this i would be forever in you debt. thank you VL_tone, and god bless.


You where maybe a bit harsh, but I must agree that I do not care about bugs. I just won't that editor, it's a beta after all!!
jensthecomposer

Paratroopa


 





Since: 05-18-06
From: Norway

Last post: 6283 days
Last view: 6279 days
Posted on 07-30-06 05:38 PM, in Super Mario 64 GameShark Link
Originally posted by Watcher
Originally posted by tahu363
can someone please post a code to make marios overalls white, and i dont mean pure white, i mean natural white like with shadows and stuff?

You want to make Mario completly white but still having his shadow and stuff?


Exactly!! Do he have to spell it for you?
jensthecomposer

Paratroopa


 





Since: 05-18-06
From: Norway

Last post: 6283 days
Last view: 6279 days
Posted on 07-31-06 09:42 AM, in General Super Mario 64 hacking / TT64 Progress thread Link
Doesn't Edit Polygons 64, lol

Uhmm....sorry for the spam
jensthecomposer

Paratroopa


 





Since: 05-18-06
From: Norway

Last post: 6283 days
Last view: 6279 days
Posted on 08-02-06 12:22 PM, in Help with hacking M64 Link
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)
jensthecomposer

Paratroopa


 





Since: 05-18-06
From: Norway

Last post: 6283 days
Last view: 6279 days
Posted on 08-02-06 04:56 PM, in Help with hacking M64 Link
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)
jensthecomposer

Paratroopa


 





Since: 05-18-06
From: Norway

Last post: 6283 days
Last view: 6279 days
Posted on 08-02-06 07:09 PM, in Help with hacking M64 Link
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)
jensthecomposer

Paratroopa


 





Since: 05-18-06
From: Norway

Last post: 6283 days
Last view: 6279 days
Posted on 08-03-06 06:23 AM, in Help with hacking M64 Link
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)
jensthecomposer

Paratroopa


 





Since: 05-18-06
From: Norway

Last post: 6283 days
Last view: 6279 days
Posted on 08-03-06 04:24 PM, in Help with hacking M64 Link
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.
jensthecomposer

Paratroopa


 





Since: 05-18-06
From: Norway

Last post: 6283 days
Last view: 6279 days
Posted on 08-03-06 05:05 PM, in Help with hacking M64 Link
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)
jensthecomposer

Paratroopa


 





Since: 05-18-06
From: Norway

Last post: 6283 days
Last view: 6279 days
Posted on 08-05-06 06:14 AM, in General Super Mario 64 hacking / TT64 Progress thread Link
Hi, I've been doing some object hacking on mario too. Here is two explanations, one for moving objects and one for changing objects. They where posted in another thread to, but I think they should be here to so...here they are:

Moving objects:
''''''''''''''''''''''''''''''''''''''''''''
[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

Changing 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. (You may have to move it, or the game may crash)



Try out this little hack to0: http://www.fileden.com/files/2006/7/28/145427/Mario%20and%20the%20Marbles.ips
jensthecomposer

Paratroopa


 





Since: 05-18-06
From: Norway

Last post: 6283 days
Last view: 6279 days
Posted on 08-06-06 07:59 AM, in Help with hacking M64 Link
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!!
jensthecomposer

Paratroopa


 





Since: 05-18-06
From: Norway

Last post: 6283 days
Last view: 6279 days
Posted on 08-06-06 10:18 AM, in Help with hacking M64 Link
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.
jensthecomposer

Paratroopa


 





Since: 05-18-06
From: Norway

Last post: 6283 days
Last view: 6279 days
Posted on 08-06-06 04:11 PM, in Help with hacking M64 Link
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!!
jensthecomposer

Paratroopa


 





Since: 05-18-06
From: Norway

Last post: 6283 days
Last view: 6279 days
Posted on 08-06-06 05:08 PM, in General Super Mario 64 hacking / TT64 Progress thread Link
I must thank "stewart" for the information about the behavior codes. I already knew that the behavior codes could do many different things, but this was more than exepted. By the way, have you tried changing marios behavior code?? I changed mario into a cannon ball once....he just 'rolled' away when I entered the level

So, with my information+ stewarts information, there's a whole lot of funny things to do. Why don't we try make some funny hacks and posting the IPS patches here while we're waiting for the editor??

Here's another hack I made:
>http://www.fileden.com/files/2006/7/28/145427/2nd%20Bowser%20Extended%20Platform.ips

Apply it and go fight the 2nd bowser!!
jensthecomposer

Paratroopa


 





Since: 05-18-06
From: Norway

Last post: 6283 days
Last view: 6279 days
Posted on 08-06-06 08:00 PM, in General Super Mario 64 hacking / TT64 Progress thread Link
Originally posted by proffessor_gad
@ luke calo

You have to use the extended rom.


Actually...the "24 18 commands" are not inside the mio0 files. We don't know much about editing the content of the mio0 files so I edit the not extended rom. It is easier to deal with!!
My patches are for the normal rom too. I hope to see some funny hacks soon.
jensthecomposer

Paratroopa


 





Since: 05-18-06
From: Norway

Last post: 6283 days
Last view: 6279 days
Posted on 08-07-06 06:26 AM, in Help with hacking M64 Link
Originally posted by Cyhunt
hmm nice idea! But... I lost ya....oh crap I'm spamming. How do you apply ips patches on 1964? And where is Mario's body data in BOB? I want him to be a cannonball! Or we watch a cpu koopa.


Use "Lunar IPS" to patch your rom before you play it.

I don't think mario's body data is in any of the levels but the behavior code of mario is there and can be changed. The results would rarely be any useful. I changed the behavior code of mario into a cannon balls behavior code once and he just rolled away from the camera!!
jensthecomposer

Paratroopa


 





Since: 05-18-06
From: Norway

Last post: 6283 days
Last view: 6279 days
Posted on 08-07-06 05:12 PM, in Help with hacking M64 Link
Originally posted by donrayiv
Super Luigi 64 posted in the other thread that he changed red coins into Chain Chomps. Can you tell us how to change the ID and Behavior code into a Chain Chomp?


Yeah I can explain that:

1.Go to offset ec800
2.There you'll see the red coins behavior code: 13 00 3E AC 00 D7 00 00
3.Change it into the chain chomps behavior code: 13 00 47 8C 00 66 00 00
4. Now just play the game, but don't use pj64. It just crash in pj64, I don't know why...

You could also try the goombas behavior code. It should work too.
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Acmlm's Board - I3 Archive - - Posts by jensthecomposer


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