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04-23-23 09:53 PM
Acmlm's Board - I3 Archive - - Posts by spoondiddly
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spoondiddly
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Since: 06-20-06

Last post: 6017 days
Last view: 6017 days
Posted on 06-20-06 06:39 PM, in F-Zero X Level Uploader Link
This is a terribly written console program that will allow you to upload courses to a north american F-Zero X game on your N64.
Basic stuff you'll need:
zip file with the software, here:
http://www.geocities.com/nefariousdogooder/downloads/TrackUploader.zip
8mb expansion pak
Interact Gameshark version 3.x (with parallel port on back)
Comms transfer cable (it's just a standard 25-pin printer extention cable)
F-Zero X cartridge and an N64

It replaces ordinary courses with whatever you feed it, be it the 64DD cups or some weird thing you cook up in hex editor. The best part is it works perfectly fine on Win XP. Oh, and source is provided.


Here's some screenshots of some uploaded stages:



Hopefully there aren't too many problems with it. If you do try to get in touch with me please be patient; I only have the chance to get on the computer once to twice a week.


note: This is a WIP, though it has tested fine so far. PAL and Japanese versions are not supported at this time. (I just can't test them!) Only NTSC carts with checksum value B30ED978 3003C9F9 are supported. Check the readme in the zip file for other such nonsense. If you have an action replay that is either PAL or JAP encoded and wouldn't mind checking something for me, please email.
Also, if you have a win98 computer and would like to help get correct region detection working, please email as well.
spoondiddly
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Since: 06-20-06

Last post: 6017 days
Last view: 6017 days
Posted on 06-20-06 08:21 PM, in N64 ROM Byte Orders Link
N64 roms are ordinarily raw (unswapped).

32bit byteswapping, however, is used by the V64 since you send it a rom via PC. Anything else is just stupid and whoever dumped it needs serious cranial surgery.

The simplest check would be grabbing the first letter of the cart name since it falls along an address boundry. If it is at byte 0, it's swapped. If it is at byte 3, it isn't. Incidentally, there are only 5 valid values for it:
N - N64 cartridge only
D - 64DD disk only
C - Cartridge halp of a combo drive game
E - Expansion disk for Combo game
or 00, which would only be used by trainers such as interact's gameshark
spoondiddly
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Since: 06-20-06

Last post: 6017 days
Last view: 6017 days
Posted on 06-29-06 02:13 PM, in Possible to Replace Models in N64 Roms? Link
It really isn't that hard. Mapping commands are exactly the same between every N64 game I've seen. Here's just a bunch of crap I've done over time:

Elvis's head from PD. This is the long-distance model, since I'm too lazy to port over the higher-poly one.
http://www.geocities.com/nefariousdogooder/images/ElvisLow-Poly.zip

All-Bonds in multi. It essentially just remaps existing models and fiddles with the UV

http://www.geocities.com/nefariousdogooder/images/4-bonds.zip

I don't have an image for this one, but it replaces a room in Perfect Dark's Complex with one from Bunker2
http://www.geocities.com/nefariousdogooder/downloads/Bunker2room.zip

Can't find the facility vent hack. It redid the vents from GE and popped a hole in the ceiling. It probably doesn't look so impressive anyway.


(edited by spoondiddly on 06-29-06 01:16 PM)
spoondiddly
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Since: 06-20-06

Last post: 6017 days
Last view: 6017 days
Posted on 06-29-06 02:33 PM, in ABSTRACT - Community Project Considerations Link
An open communtity project would be spectacular. It solves the one huge issue of N64 editor development - not knowing a bloody thing about programming 3D stuff. The GE editor SubDrag and I (zoinkity is my usual handle) has been hindered greatly by not having any directx or opengl experience. Thankfully most aspects of stage setups can be straight text or checkboxes, but to actually model anything...

So, what I propose instead of a mario64 editor is a more generic N64 model editor. So far, all the N64 games I've seen use the exact same mapping code but simply change the point table layout and other such nonsense. Guess it would be a little like dezaemon3D or that 64DD game...
spoondiddly
Newcomer


 





Since: 06-20-06

Last post: 6017 days
Last view: 6017 days
Posted on 11-01-06 12:23 PM, in GoldenEye setup editor! Link
Uhm, we did.
http://www.rarewitchproject.com/downloads.php?id=314

Granted the help isn't entirely complete yet, but the basic operation of the editor is covered as well as the usage for the different intro types, most objects, and the most important actions.

Further updates to the help file and editor will be made sporadically.

-Zoinkity
Acmlm's Board - I3 Archive - - Posts by spoondiddly


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