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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 |
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Originally posted by rstewart215804 Can you give us a IPS of this?? (or other patch formats) |
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jensthecomposer Paratroopa Since: 05-18-06 From: Norway Last post: 6283 days Last view: 6279 days |
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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 |
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Originally posted by rstewart215804 If these goombas are added as proper objects, then it'll make it possible to have 30 more objects to edit in toadstool!! |
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jensthecomposer Paratroopa Since: 05-18-06 From: Norway Last post: 6283 days Last view: 6279 days |
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Originally posted by tahu363 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!! |
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jensthecomposer Paratroopa Since: 05-18-06 From: Norway Last post: 6283 days Last view: 6279 days |
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Originally posted by WatcherOriginally posted by tahu363 Exactly!! Do he have to spell it for you? |
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jensthecomposer Paratroopa Since: 05-18-06 From: Norway Last post: 6283 days Last view: 6279 days |
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Doesn't Edit Polygons 64, lol
Uhmm....sorry for the spam |
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jensthecomposer Paratroopa Since: 05-18-06 From: Norway Last post: 6283 days Last view: 6279 days |
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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) |
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jensthecomposer Paratroopa Since: 05-18-06 From: Norway Last post: 6283 days Last view: 6279 days |
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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) |
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jensthecomposer Paratroopa Since: 05-18-06 From: Norway Last post: 6283 days Last view: 6279 days |
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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) |
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jensthecomposer Paratroopa Since: 05-18-06 From: Norway Last post: 6283 days Last view: 6279 days |
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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) |
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jensthecomposer Paratroopa Since: 05-18-06 From: Norway Last post: 6283 days Last view: 6279 days |
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Originally posted by donrayiv To do this you have to mess with the textures, which is way more complicated. |
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jensthecomposer Paratroopa Since: 05-18-06 From: Norway Last post: 6283 days Last view: 6279 days |
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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) |
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jensthecomposer Paratroopa Since: 05-18-06 From: Norway Last post: 6283 days Last view: 6279 days |
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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 |
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jensthecomposer Paratroopa Since: 05-18-06 From: Norway Last post: 6283 days Last view: 6279 days |
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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!! |
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jensthecomposer Paratroopa Since: 05-18-06 From: Norway Last post: 6283 days Last view: 6279 days |
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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 |
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Originally posted by Raccoon Sam I'm not doing it for research...I'm doing it for fun. And it is fun!! |
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jensthecomposer Paratroopa Since: 05-18-06 From: Norway Last post: 6283 days Last view: 6279 days |
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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!! |
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jensthecomposer Paratroopa Since: 05-18-06 From: Norway Last post: 6283 days Last view: 6279 days |
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Originally posted by proffessor_gad 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. |
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jensthecomposer Paratroopa Since: 05-18-06 From: Norway Last post: 6283 days Last view: 6279 days |
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Originally posted by Cyhunt 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!! |
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jensthecomposer Paratroopa Since: 05-18-06 From: Norway Last post: 6283 days Last view: 6279 days |
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Originally posted by donrayiv 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 |