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06-03-24 06:16 PM
Acmlm's Board - I3 Archive - - Posts by VL-Tone
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VL-Tone

Paratroopa








Since: 11-18-05

Last post: 6505 days
Last view: 6505 days
Posted on 05-16-06 04:50 PM, in General Super Mario 64 hacking / TT64 Progress thread Link
Originally posted by proffessor_gad
One thing I did note while playing the game- Terrain data almost never overlaps. That is probably why they had so many objects... Cool cool mountain, and teresa obake are exeptions. I think that teresa obake was probably seperated into several parts, just like tall tall mountain's slide and wet-dry world. Was the floating isle in bobomb battlefield an object, or part of the terrain?


I'm not sure what you mean by the terrain data not overlapping.

The floating isle in Bob-omb's battlefield is part of the main terrain data, it cannot be moved. I suspect that this level is the original test level. The original goal was to race with MIPS and get to the top of the mountain. (Miyamoto described this in an interview)

The floating islands found in Whomp's Fortress, and the tower itself are objects that can be moved, and like I said before, the Bowser courses are almost completely built out of moveable objects. The Castle main tower is a special object that can also be moved, the "fall into the castle" glitch happens where the castle terrain meets with the moveable tower.

I'm gonna have more time to work on the editor today and tommorow, I think I'll be able to meet the deadline even if there's many little things to do. At most, it will be delayed to June 23rd, which I found is actually the 10th anniversary of the Japanese release





Rusty Hackleford: Sorry my post was a little short, I was tired that night.

It will be possible to put warps to anywhere in the game. Using Bowser in other levels is something that may be possible in a subsequent version.





Spikehead777: I forgot to reply to you... sorry I was tired

When you say the "mushroom level, 4-2 from Super Mario Bros" I guess you mean the 6-7-8 warp? Or maybe level 4-3 is what you meant, with the yellow and red mushroom platforms?
That may be possible, in Tall Tall mountain.
VL-Tone

Paratroopa








Since: 11-18-05

Last post: 6505 days
Last view: 6505 days
Posted on 05-20-06 11:31 PM, in General Super Mario 64 hacking / TT64 Progress thread Link
Originally posted by proffessor_gad
Well the floating isle in bobomb battlefield is a good example of where terrain data overlaps. There is land underneath the isle that was mapped out digitally. I find this interesting because I myself have not yet been able to achieve this in my games.




This is the collision data for Level 1, note that the isle is part of it, it's not a height map, it's 3d polygons.

I'm not sure what you are trying to do in your games, but I'll assume that it's collision detection on the ground. I think you haven't taken the right approach to deal with that. Do you use a height-map? If you are, then you shouldn't, if you want to have overlapping areas.

From what you described, you calculate the height using the triangle data directly? Whatever you do, you have to check only for the triangle that's under the character you want to place on the ground. You'll have to Z-order triangles and intersecting triangles would break things. You'd be better off using commands included in your development environment 3d engine.

Originally posted by Spikehead777
I wonder though, will there be a way to import terrains into the program, or will that have to wait until a later release?


Much later release, it's not that simple.

Originally posted by BGNG
I've noticed that Director bloats things to orders of magnitude of the nth degree, but I still expect the finished file to be less than 10MB.


While both the ROM extender and the text editor appear to be bloaty, it's not as bad as you think.

The problem is that a Director application contains the run-time engine (player) which takes like 5 megs. The current rewrite project .dir file, is currently at 2.1 megs, but the Shockwave compressed version that would be added to the player is actually 356k... So an .exe version would weight about 5.36 megs. There is still stuff to be added, but unless I add huge bitmaps, the whole thing shouldn't get over 6 or 7 megs. I use vector stuff and small bitmaps for the interface so it won't be a problem.

Originally posted by Rusty Hackleford
don't sweat trying to make the editor perfect before the release you can always make an update or let someone else improve on it, vl-tone

I am curious about how courses vary depending on what star you select when entering the level they wouldn't be stored as seperate levels or they wouldn't have made say for example
star 4 able to obtain when entering in star 1 on some levels so how do you edit that? could I put the sub in Jolly Roger Bay or in front of the castle assuming theres enough space...?


There are three main types of objects that can be placed in levels. The main type, the x24 objects contains a binary parameter value. The last 6 bits of this value represents each one of the 6 possible star entry. If a bit is set to 1, then this object will appear when this star entry is used. It's called in the editor, the "Act" parameter. It will be editable by clicking 6 little stars icons. You could, for example, make a coin appear in act 1 and 3, or in all of them.

The act parameter is not used by the two other types of objects. Fortunately, the x24 command can use objects of all kinds, with more parameters than when using the two other formats.

Originally posted by Magic_Vampire_Joe
So VL Tone, have you decided whether or not you are going to intergrate the SM64 Text Editor and/or your Expanding thing into the Level editor?

It would be good to intergrate them, cos then there wouldn't be the problem of fumbling around with a load of open windows and it would be simplistic!

Really eager to download!


They'll be integrated, as it wouldn't be a good idea to duplicate the 5 megs player for each utility.

Originally posted by jensthecomposer
Hi, I got a question. I want to edit the textures on SM64 and got myself ''n64gfx''. It asks me to put in an image adress in the room in hex code. Somebody knows some codes I can
put in??
Or maybe you would recommend another application to edit the graphics??


A complete list of the location of all textures in the extended ROM still doesn't exists, I had built one in the "old" version, but I'm about to reach the point where I can output one for the new extended ROM.

As for an editor, the only one I know is TileMolester (but I haven't look for others). This way you could find the textures "visually". Start at address 800000 (hex).






Wow I don't think I ever replied to that many people in the same post.

Here is some screenshots of the new interface bar.

First is the one for x24 objects (3d sprites) which uses three rows:



Here is the bar for the x26 commands (warps).


This is for the x22 command, which associates an id number to the address of the geometry layout data (polygons). Note the 195 value is the one then used by the example x24 command.


The ABCDE... are place-holders to what will be more descriptive names. The upward arrows with horizontal lines will bring up a pop-up menu with possible values and descriptions to be used by that particular parameter.

I'll add special parameters using the same kind of menu, but that can set multiple parameters at the same time, from a list of presets. For example, there will be an added param that can set the sprite type and behavior values at the same time, giving you a choice of all combinations used in the game (and for which the data bank is loaded).

The order in which the parameters appear will be changed before the release for some parameters. The binary representation of the act param is not really useful, the little stars are better, so it will be hidden.

There will be ways to switch to a simpler interface, and hide stuff that only experts should edit anyway. So don't worry if you don't understand all of the current interface bars. There will be more other more intuitive ways of controlling the X Y and Z values, like described before. And don't worry experts, the simple interface won't cripple the expert mode.


(edited by VL-Tone on 05-20-06 10:36 PM)
VL-Tone

Paratroopa








Since: 11-18-05

Last post: 6505 days
Last view: 6505 days
Posted on 05-22-06 12:23 AM, in General Super Mario 64 hacking / TT64 Progress thread Link
Originally posted by HyperMackerel
That's awesome. I might end up using a similar system in something. Just a shame the creators of Director never heard of dynamic linking.


Director's "Xtra" plug-ins are Dynamically Linked Libraries written in C++ or assembly.

Projects can also dynamically link to "external casts" which are external Director libraries that can contain media and Lingo script code. Director can also use Windows .DLLs via a built-in Xtra.

I could create a player "stub" as they call it. It's the run-time engine as an .exe file, that contains a simple script that opens a Director project file and run it, replacing the stub movie. I guess that the advantage you're looking for is that updates would be much smaller if the runtime engine doesn't have to be re-downloaded each time... This is the way I could do it, thanks for giving me the idea

The first download will be 6 megs, but subsequent updates are gonna be around 500-1000k.

The only downside is that some people may download only the update and complain it doesn't run. But it will be very useful in the public beta testing period.



Edit:

As for the parameter system, it's designed to be modular enough so that it could be used to edit other games with some relatively minor modifications. I could eventually use it as a basis to easily build a Zelda OOT editor, especially since it uses the same polygon format. But please, let me finish and improve the Mario 64 editor first, and forget about the Zelda OOT editor for now.

*VL-Tone puts sunglasses, uses a MiB gadget and FLASH! You don't remember anything about it




(edited by VL-Tone on 05-21-06 11:37 PM)
VL-Tone

Paratroopa








Since: 11-18-05

Last post: 6505 days
Last view: 6505 days
Posted on 05-23-06 04:39 PM, in General Super Mario 64 hacking / TT64 Progress thread Link
Some little update on my progress:

I rewrote the geometry layout decoding routine. There are 478 3d sprite types found in the game.

Cellar Dweller, thanks about the tip for the x13 command. I really don't know why I didn't see it before but the x13 command does include a x,y,z displacement factor. This is good news since it means that many 3d sprites will now display correctly. In other words, I now know how the characters body parts are positioned. I don't know about the rotation aspect though, it must be controlled by the animation routines.

I'm gonna work on making the geometry layout commands editable, so you'll be able to move and switch body parts.

I'm now at rewriting the GBI (Graphic Binary Interface) command loading routine so that polygons can be displayed. Once I get that right, the rest will be mainly a matter of finishing the interface and gluing all this together.


(edited by VL-Tone on 05-23-06 03:44 PM)
VL-Tone

Paratroopa








Since: 11-18-05

Last post: 6505 days
Last view: 6505 days
Posted on 05-23-06 09:03 PM, in Zelda 64 Map Editor Thread Link
Wow, I didn't know about this OOT debug version, and I didn't know about this page either:
http://hypernova.amarok-shadow.com/MyStuff/oot_debug/

There's too much cool stuff in this page, this debug mode looks very extensive and full of interesting stuff.

Too bad I'm busy with the Super Mario 64 level editor as I would spend hours playing with it
VL-Tone

Paratroopa








Since: 11-18-05

Last post: 6505 days
Last view: 6505 days
Posted on 05-27-06 09:36 PM, in General Super Mario 64 hacking / TT64 Progress thread Link
Originally posted by Magic_Vampire_Joe
What, switch body parts? meaning what exactly? stick a bob-bomb instead of koopa the quick's head?


Wow let's join the sarcasm and say it's a great picture

The only problem in your example is that Bob-ombs have multiple body parts too, and you won't be able to replace one body part with multiple ones.

I didn't mention it but this feature probably won't be part of the first release, but I had to take the feature into account while rewriting the core of the editor.


Originally posted by Rusty Hackleford

question sorta related to the act stuff
-would it be possible to make an object in another area apear/disapear when a certain star is obtained say for example could I make the/a sub apear in front of the castle when star one in dire-dire docks is obtained or a ship like the one in Jolly Roger Bay apear in stars 2-6 of Dire Dire Docks after star 6 in Jolly Roger Bay is obtained

about the # of stars
-can I just add stars like make a level have 7 or 8
-would this affect the front yard cannon
-can I control how many stars open the front yard cannon

levels\areas
-can I make entirely new levels, as in courses not stars or do I just have to edit the existing ones

other
-i've decided to divide my posts into sections to make them easier to read


-I don't know the answer to that first question...

about the # of stars
-I know you can make a star object behave like the sixth star instead having to collect all coins. But I don't remember what happens when number 7 or 8 is assigned to a star.
-The cannon is activated when you have 120 stars (or more) period, the stars can come from anywhere.
-I don't know where to find this one, it's not in the cannon object params. Same goes for Yoshi, and MIPS which appear when you get a certain number of stars.

levels\areas
no. I guess I should include that in my signature, since people keep asking. I hope people will focus on what the editor can do, not what it can't. This may be possible in version 2.0 though.

other
It's always a good idea to separate ideas into paragraphs I remember that when I started posting on forums, I wrote monolithic blobs of text, and people complained. Since then I've been trying to make small paragraphs, even though I have a tendency to write long post (I broke some record on acmlm...).

Originally posted by Cyclone777
A question to VL, will the editor have an extensive help file on the beggining version, or will we have to wait for an update?

Also, it's not long til the supposed release date of the editor. Other than your photo album, I haven't seen anything to do with the editor(on your website). Only a suggestion, but why not put a bit of info on your site about the editor and it's capabilities to keep our mouths watering?



I'll provide a help file that should be easy to understand, but remember this will be a beta. After the initial beta release I will concentrate on fixing bugs and adding value descriptions. I will not be able to provide support outside of bug fixing in the first weeks after the release, but I'll try to make the help file helpful even to less knowledgeable people.

My website was not really updated since last Christmas for some reason. The main reason being that I lost my lycos free web account because I was leeching my the Shockwave files off their servers, embeding them in html pages stored into my 5 megs isp web account. I couldn't find another free host that would accept off-site loading of Shockwave files.

Recently, some kind donator gave me access to a fast dedicated linux server with multiple gigs of space and unlimited bandwith. I just got actual access today. Anyone ever dealt with Webmin before? I'm trying to remotely configure and start Apache, and it doesn't look simple at all. (well I don't want to get off-topic here...)

So when I manage to get this running, I'll put out a new website. Maybe not the complete redesign I planned, but a new look, with a page for the Super Mario 64 level editor.

Originally posted by Rusty Hackleford
I hope ill be able to play my hacks on the wii


As much as I like the Wii, I hope this won't happen.

I don't want to get Nintendo on my back for encouraging piracy on the Wii...

Super Mario 64 will be sold on the Wii, and with DRM... If my editor is seen an incentive to hack the Wii to play pirated ROMs, that could be a bad thing. I don't think it'll be the case, I just want to distance my project from anything related to hacking the Wii and the DS, until 10 years from now when they become retro

Originally posted by jensthecomposer
Will I be able to edit or add water polygons??


You can find the answer earlier in this thread, and the short answer is no. Not in version 1.0b. I'll try to find this when the first version is complete.


(edited by VL-Tone on 05-27-06 08:37 PM)
(edited by VL-Tone on 05-27-06 09:32 PM)
VL-Tone

Paratroopa








Since: 11-18-05

Last post: 6505 days
Last view: 6505 days
Posted on 05-30-06 01:09 AM, in General Super Mario 64 hacking / TT64 Progress thread Link
DavePhaneuf: I'm sure you could think of many other things to ask, and many others would have many other similar thing to ask, but this is the kind of question I cannot answer now. You have great ideas, but I haven't experimented enough with a working editor to know if these are possible. (maybe I could answer a few, but I don't have the time to start answering questions like that)

Just to make sure everyone understands.

Version 1.0b of the editor will let you:

-Move, rotate the hundreds of 3d sprites found in levels.
-Change which polygon object each 3d sprite uses.
-Change which behavior each 3d sprites has.
-Modify the behavior parameters.
-Change the music played in each level.
-Edit most of the text found in the game.
-Swap textures.
-Edit how warps exits and entry points connect.
-Add or modify item descriptions.

You, me and others will have to figure out the details, once the editor is out, like which objects and behaviors triggers what event. Findings will be incorporated in updates. The modular aspect of my design will make it easy to update.

Other features like swapping body parts and editing polygon meshes, or changing which objects/banks are loaded in levels won't be in version 1.0b, but I'm planning those features in the current build.
VL-Tone

Paratroopa








Since: 11-18-05

Last post: 6505 days
Last view: 6505 days
Posted on 05-30-06 05:09 AM, in General Super Mario 64 hacking / TT64 Progress thread Link
There is a command to scale sprites, to be used in the geometry layout data. It's command 0x1D.

The Tiny-Huge Island geometry layout uses this command for example. Other levels don't include it but it could be eventually added. The only thing though is that the collision map is not scaled with it, so Tiny-Huge Island uses two different collision maps. Maybe one day I'll add a way to scale the whole level, including objects.

The 0x1D command is also used in the geometry layout for 3d sprites like enemies, characters and boxes etc. Some objects don't include the 0x1D command so they can't be scaled unless some command is inserted. But that won't be in version 1.0b.
VL-Tone

Paratroopa








Since: 11-18-05

Last post: 6505 days
Last view: 6505 days
Posted on 06-13-06 04:56 AM, in General Super Mario 64 hacking / TT64 Progress thread Link
Ok too much things to reply to... sorry if I don't reply to everyone, thanks to the people that answered questions for me

The sommer-sault in the video is a side sommer-sault, just run in a direction, suddenly go the opposite way and jump.

Mario's colors are found at 0x823B64 in an extended ROM. They are in RGB(A) format with 1 byte per color. Half of those colors are for the light shading and the other half for dark shading.

I wanted to put an editor for these colors, and those of other characters, but this is one of the feature I decided to cut back from 1.0b due to the lack of time.

Here is the current state of the editor... with only 8 days to go.



This is not the final interface... many things in the blue list won't be there in v1.0b, and many things will be simplified. There will be more options for the camera, and widgets to move objects around (the one based on BGNG's widgets). And overall, it will look better than this

I struggled to rewrite the polygon commands (GBI) decoder, but it works now, better than in the older version. I stumbled across a problem... Decoding all 1100+ polygon objects in the game when you open the ROM takes a long time... around 30 seconds on my machine. I don't have much time left to optimize it.

The work around is that the editor will read/decode the polygon commands only the first time that the editor opens a ROM. After decoding it will save a 6 megs file containing the decoded data, and will load this file instead of re-decoding each time you open a ROM. Subsequent openings of ROMs will only take a few seconds (4-8 seconds). And that even if you quit and restart the program.

The polygon data won't be editable in 1.0b anyway so that shouldn't be much a problem to use external polygon data that doesn't change. At worse, if you want to regenerate a new polygon data file, just delete it and it will be re-decoded from the next ROM you open.

My efforts are now in getting this thing out of the door by June 21st and pre-released a few days before.

So here's a (now reduced) feature list of ToadsTool 64 v1.0b

*Moving, Rotating objects found in all 30 levels. (the x24 objects, the one pointed by the 0x39 command, and the ones after the solidity data)
*Change the object type (change a goomba into a coin for example) using a list of those available in this level.
*Change the object behaviors using a list of those available.
*Change which music track play in a given level. (You cannot edit the music)
*Edit the warp connection commands.(0x26)
*Various camera options like "follow the selection".
*Top Bottom Left Right Front Back camera controls.
*Wireframe mode
*Selection boxes around objects will have the width,height and depth of the polygon object (with a minimum size)

Unfortunately the text editor may or may not be completely integrated in time for the June 21st release... Same for the ROM Extender. But I'll try to at least reduce the redundancy by having only one runtime engine for the three tools.

Here's features that were supposed to make it into 1.0b and that won't... Most of them are close to be implemented though. Many of them were to be found in the "Expert mode" which won't make it in v1.0b. The first version will be somewhat equivalent to the planned beginner mode, but with some hex data.

So the following features are not in 1.0b but will likely be found in version 1.1 which shouldn't be that far away after 1.0b.

*Changing which banks (segments) are loaded in each level
*Editing which objects from those banks are used and what are their ID number
*Exporting/Importing textures
*Browsing all 478+ 3d sprites individually
*Edit colors found in a given 3d sprite
*Chose which texture is used in a given 3d sprites
*Edit the various positions of sub polygon objects in some 3d sprites
*Handling of warp behaviors
*Better handling of behaviors parameters, more complete list of descriptions
*Other various level script commands made editable for the expert mode

Something important to note so that you don't get your expectations too high, some objects won't display correctly in v1.0b the levels themselves and platforms will be okay, but characters with rotating joints or those that use 2d sprites will have problems. The selection boxes and menus will help you in that case.

But please concentrate on what v1.0b will do, not what it won't do.

And for now, I should do that too...

These posts take me too much time for now, I won't post much until the pre-release around June 18th.


(edited by VL-Tone on 06-13-06 11:31 PM)
VL-Tone

Paratroopa








Since: 11-18-05

Last post: 6505 days
Last view: 6505 days
Posted on 06-14-06 12:28 AM, in General Super Mario 64 hacking / TT64 Progress thread Link
Thanks Hyper for reminding me about the size issue... I'll try to take that into account and reduce the window a little. I fixed the blurb about the music track in my post so that people don't think they can edit the music. The joystick option won't be in version 1.0b, and in the mean time the keyboard feature could be a good alternative (Just map the keys to your joystick).

Prof_Gad Racoon Sam wrote:

"And on a side note, when does the Beta testing era start ?"

Maybe I should repeat yet again that THE SUPER MARIO 64 LEVEL EDITOR RELEASED JUNE 21ST WILL BE BETA. (Hmmm sorry for shouting... actually this is all my fault, I was supposed to release it a week before the 21st for beta testing matters)

Then it should be obvious enough that the "Beta testing era" officially starts on this date (June 21st).

I'll probably do a limited pre-release around the 18th or 19th, to check if it at least run on other machines. The June 21st version will be Beta as I always said since I announced this date.




Another thing, great GameShark codes you have there, but may I suggest you start a thread about it? Actually I'm not even sure you could in this particular board since it's not ROM hacking...

If you can point to the equivalent ROM location of the bytes modified by the GS code, then this could be more on topic, but not to sound harsh but this is not the GameShark Creators Club board here...

Anyhow, I'm not a mod and I hope not to make anyone feel bad about it...You can continue posting GS codes, but I won't pay attention to them unless you provide a ROM pointer.


(edited by VL-Tone on 06-15-06 12:04 AM)
VL-Tone

Paratroopa








Since: 11-18-05

Last post: 6505 days
Last view: 6505 days
Posted on 06-19-06 03:43 AM, in General Super Mario 64 hacking / TT64 Progress thread Link
Ok... I'll try to keep it simple:

First, as of now, the pre-release will be the 21st, not the 18th...

Second, what would be your reaction if there was a small delay of a few days (maximum 4)?

I promise I will keep you updated every single day starting today until the actual release.




Update:

It's hard to admit, but these are still missing in the rewrite as of today:

-3d selection boxes
-Specialized 3d controls to move objects and camera (keyboard and interface widgets)
-Descriptions for items, most of them are now shown as "Unknown".
-Save feature for item description list. (You can save them in memory, but not as a file yet)
-Speed.

Most of this is not hard to implement. The 3d control stuff is much more simple than you would think, it's about moving x,y and z coordinates. The decoding part and interface structure building was much more complicated. Descriptions will take some time to add, but it's the fun part...

This first release will be a collaborative effort in a way because you'll be able to add missing descriptions and take the description list and send it back to me so I can merge it with the main list. Some objects are obvious to describe, but invisible objects with a behavior require more investigation.

Speed will have to be improved especially for the first time you run the program.

In any case, I'm sure many of you will still appreciate what you can do with Toadstool 64 v1.0b when it's released... soon.


(edited by VL-Tone on 06-19-06 02:44 AM)
VL-Tone

Paratroopa








Since: 11-18-05

Last post: 6505 days
Last view: 6505 days
Posted on 06-21-06 12:38 AM, in General Super Mario 64 hacking / TT64 Progress thread Link
Welcome tahu363 and others that joined this thread.

I don't have time to adress your questions, but many of the things you are asking won't be answered until I actually use my editor instead of just building it. So please wait until the release before asking: "will the editor be able to do this or that?"

Tahu363, thanks for trying to help with the thread you made, but I'll make a new thread when I release the editor, and that's where people will be able to ask questions. If there are too many "n00bs" then we'll try to find a solution by then.


About the new release date...

June 23rd will mark the 10th anniversary of the n64 release (and Mario 64) in japan. Though I think it would be a great date, I don't want to delay my editor twice, so I was thinking more about the 25th, since my days off from work are the 23rd and 24th. Since I talked about the 23rd date with BGNG before, he thought that I wanted to delay until then... So now there's some confusion about the date...

I'll have a page for the editor when it's released.




Ok now here's the daily update (in my time-zone, it's still the day after I announced daily updates, so I kept my promise )



I implemented the selection boxes and started to implement other 3d controls.

I stumbled across some little problem. The coins, aside from not being rendered correctly, produces too many polygons. Every frame of animation appear on top of each other, and all different coin size animations are included. With a lot of coins on the screen, the editor tends to slow down (maybe because it has to try to layer too many transparent polygons on the same plane?).

As I said before, some objects won't display correctly, it was part of the original plan for v1.0b. I don't understand exactly how to deal with animated polygons, and decided it wasn't a priority. I'll have to find a solution for coins.

Now I'm working on integrating the special objects found after the collision data. In the screenshot, blue boxes are for x24 objects and green for the x40 objects (from the x39 pointer).

Well I have to eat too so I'm gonna take a snack and then continue. Maybe you'll see another update by the end of the night.
VL-Tone

Paratroopa








Since: 11-18-05

Last post: 6505 days
Last view: 6505 days
Posted on 06-23-06 01:15 AM, in General Super Mario 64 hacking / TT64 Progress thread Link
Here comes my daily update...

I didn't post an update yesterday since the board was down at the time, and I decided to go to bed, and today I was working. I have my next two days off and this is when I'll finish the release version, I won't sleep if it takes that




Here's a screenshot of Rainbow Ride, with all three main types of objects. I changed the colors for the selection boxes. Red is for x24 objects, blue for x40 macro objects and green for the x43 "special objects".

I'm currently rewriting 3d controls to move objects and the camera. Aside from that, descriptions for items is the main thing missing.

As for IPS patches, they should be small, because you have to make them using an extended ROM as a basis, and people that want to apply the patches will have to extend the ROM before applying the patch. Only the differences between an extended ROM and a modified one will be contained in the IPS.
VL-Tone

Paratroopa








Since: 11-18-05

Last post: 6505 days
Last view: 6505 days
Posted on 06-23-06 03:35 AM, in General Super Mario 64 hacking / TT64 Progress thread Link
I was joking about not sleeping Note that my real job is from 4 to 10pm and I don't work until Sunday afternoon. I'm used to go to bed very late and get up in the afternoon, so I'm working on the editor this night for example and get to bed later as usual.




I didn't know that about the ips format I thought ips had a limitation on patch size, not offset.

Oh well anyway, I'd rather not have people use this first beta release to publish hacks. I'm sure many will try anyway... but what can I do...

I'll still release it in time, so people will have a good idea of better things to come. I don't care much if this release doesn't become mainstream, it wasn't intended to. Maybe I shouldn't call it version 1.0b so that people don't expect it to be a finished editor.

By the way I won't announce precise release dates anymore unless the release is ready, as I don't want to go trough the same thing again. After the 25th I'll release updates to address issues and add functionality. I'll fix the main bugs quickly, don't worry about that.


(edited by VL-Tone on 06-23-06 02:36 AM)
VL-Tone

Paratroopa








Since: 11-18-05

Last post: 6505 days
Last view: 6505 days
Posted on 06-24-06 07:21 AM, in General Super Mario 64 hacking / TT64 Progress thread Link
hmm.. I said that I won't give precise release dates anymore... Anyway...

Here's my daily update before I go to bed...I have to finish this before I get to bed tomorrow.



Still a "little" work to do, but I'm confident that I'll "finish" it by tomorrow. And by finishing I mean to be ready for the public release sunday.

In this image, perspective is turned off, you can toggle it using the two little buttons with cubes on them. Another thing to note is that all three object types selection boxes are shown, when actually using the editor, only the boxes for the command type you currently edit is visible.

I put two 3d controls widgets inspired by a BGNG idea. These have yet to be labeled but the one on the left moves/rotate objects while the one on the right moves/rotates the camera.

I successfully implemented the mechanism to click directly on 3d objects to select them, and you can actually drag them around the 3d viewport. It only works when the camera is at the top Front/Back/Top/Bottom/Left/Right.

Here's the official logo:



Yeah lots of colors and all, but this is Super Mario 64 we're talking about! It uses the font found in the game.

I'll try though to get rid of the green/blue/red color scheme for the parameter bar, which was just a placeholder scheme until I assign colors to specific commands and parameters.

Ok that's it for now, see ya!


(edited by VL-Tone on 06-24-06 06:35 AM)
VL-Tone

Paratroopa








Since: 11-18-05

Last post: 6505 days
Last view: 6505 days
Posted on 06-25-06 10:41 PM, in General Super Mario 64 hacking / TT64 Progress thread Link


So... I was sick all night (Murphy's Law?) and had to work at my job earlier than I was supposed to.

Anyway, I don't know how I could conclude that I could have released it by today...Maybe I was blinded by the pressure to meet the deadline. The truth is that I simply cannot release the editor in its current state.

In other words: Not Today (again)

So I guess your question is "When?"

I said I won't announce any other precise release dates until it's ready to be released. Don't worry, it won't be canceled or pushed by a month. It is really close to be finished, much more than the original version was. I mainly have to fix bugs, add some very little features, add descriptions and the mechanism to save and load them. I also have to design a way to bundle the Text editor and ROM editor without duplicating the run-time engine. Documentation have to be written, and the web page has (yet) to be created.

Let's say about a week should be the maximum, but I don't guarantee it (I'm pretty sure it will be under a week, but I don't want you guys to get all hyped again)

It was going to be a rushed release, now it won't be. I'll try to debug it as much as I can so you won't act as guinea pigs.

I'll try to make a web page for the editor tonight or tomorrow (or whatever day, don't count on it until you see it). I may also release a little movie soon of the editor in action, so you have something more tangible than screenshots to chew on.

To summarize, there will be a delay of about a week, but it shouldn't be more than two. Ideally it should be out by next saturday, but don't base your life on this, it could be later too.

In the mean time you could either, discuss what you want to do with the editor, or how about going outside, take a walk in a park and relax?
VL-Tone

Paratroopa








Since: 11-18-05

Last post: 6505 days
Last view: 6505 days
Posted on 06-26-06 03:19 AM, in General Super Mario 64 hacking / TT64 Progress thread Link
Originally posted by HyperMackerel
Originally posted by VL-Tone
the mechanism to save and load [descriptions]

Screw that. Just put them in an INI file that people can edit.


Why an INI file? It'll be saved in an external .txt file. Yes you'll be able to edit the file manually. What did you expect? That I wanted to use some crazy proprietary format?

The point is to have this easy to share file that people can send me so I can update the main release.

Inside the file, on even lines, you'll find the description text, and on odd lines, values that uniquely identify the descriptions.


(edited by VL-Tone on 06-26-06 02:30 AM)
VL-Tone

Paratroopa








Since: 11-18-05

Last post: 6505 days
Last view: 6505 days
Posted on 06-28-06 06:44 AM, in General Super Mario 64 hacking / TT64 Progress thread Link
Ok I had written a long post about something else, then I realized that I didn't really read BGNG post correctly, or maybe my mind blocked it off because of the implications Maybe I'll repost the other post I had, but I have to address that first:

In short, I recommend that the community does choose to undertake a Super Mario 64 editor to be open-source in a contributory manner. I volunteer myself to participate in such a project. All that VL-Tone would be needed to do is provide information on what bytes in ROM do what.

I cannot be against that. But...

The first public version of the editor is close to be finished. I feel that at this point I'd rather spend time on improving the editor than to spend time explaining it's inner workings.

My editor is a tool that in itself will help others to build an open-source version, and will help me understand more about the formats in SM64 so I can provide better and more complete information to the community.

It's a chicken-and-egg situation, and I don't think it should be broken now by having me describe in details many things that would be much more easy to understand with the editor released.

You guys have to be a little more patient. There's already enough info in my doc and the threads to start.

But do I formally accept this deal?

I cannot say no, but I cannot say yes now, because this is still too vague.

The fear I have is about the high pressure to release all the editor's info in details in a timely manner, and having to re-explain everything to countless people that don't understand it.

I will be happy to see an open-source editor happening, but as the sole source for some of this particular info, I may get overwhelmed by the number of questions and requests. I'm not a kid having his summer days off from school. I have to make a living, working 7 hours a day, 5 days a week.

Overall, I like this idea, but I'd like to see something about protecting the actual humans involved in those open source software licenses."Authors and contributors should not be harassed into releasing info"

And, can we add "You shall not use this software to hurt humans."?

Seriously


(edited by VL-Tone on 06-28-06 05:44 AM)
VL-Tone

Paratroopa








Since: 11-18-05

Last post: 6505 days
Last view: 6505 days
Posted on 06-30-06 01:25 AM, in General Super Mario 64 hacking / TT64 Progress thread Link
Originally posted by Marioman64
I think I'm going to miss the big release day.

I'm going to Deleware from tomorrow until Sunday (night?).

Ah well. BEFORE ASKING A QUESTION, READ THE ENTIRE THREAD.



And why didn't you read it yourself? I didn't say it would be released any particular day. I gave a rough estimate of one week, but I also said it could be a little longer and to not base your life around any date.

I needed a break from all the pressure, but now I'm back at finishing the editor. I have my now usual 2 days off (friday and saturday) so I will probably bring it close enough to a release, but it's possible that some things like documentation won't be ready for sunday.




Welcome to everyone posting for the first time here, thanks for the kind comments. I don't have the time required to answer all of your questions now about what can be done or not with the editor. Please refer to the rest of the thread.




About the open-source thing. The only problem I had is that BGNG was proposing that I provide all the info needed to build an open-source editor just before I release my own editor.

Providing all this info and explain all the details of it would take time I should use on finishing my editor. And I'll be in much better position to give information when the editor is finished and that I did have time to experiment with it.

I didn't find it insulting as is, but it gave me the impression that many simply didn't care if my own editor never saw the light of the day. (Because it doesn't run on linux and is built using a bloated "proprietary" platform?). The reaction from many here shows that many do care about my editor. Like I told before, the release of my editor will help people build an open-source version.




About the logo: Well it's not a final logo. I wanted to include Toad in a splash screen, not in the title logo.

What I envisioned on the splash-screen is Toad operating a big crane, lifting an object in some level from M64.

I would like the splash screen to be 3d rendered, not pixel-art. As much as I like pixel-art, this is Mario 64 we're talking about...

I would be happy if someone that is really good in 3d design could build a 3d crane with Toad sitting at its commands. It wouldn't have to include the level BG and object being lifted, I would do the layering myself.

I wouldn't want amateurish designs, Toad must look like the real deal. So if someone thinks he has the talent to do it, just tell me here or via private message. I'm very picky about things like that, so I might reject any design I don't like. If you are not a 3d pro, don't even try, and if you do, don't feel bad if I don't use your design.


(edited by VL-Tone on 06-30-06 12:26 AM)
VL-Tone

Paratroopa








Since: 11-18-05

Last post: 6505 days
Last view: 6505 days
Posted on 07-03-06 12:22 AM, in General Super Mario 64 hacking / TT64 Progress thread Link
Dang I leave for 2 days and you add 4 pages to the thread!

But it's only questions I've already answerered, or Game Genie Codes (which as I said before, I won't acknowledge) so I won't reply to these.

mustardseed: Thank you very much for the picture, it's nice, but it's not what I'm looking for, it's not the kind of crane I had in mind.

Hmm I shouldn't have asked people for it... I hate rejecting someone's idea

Here's pretty much what I want, but with Toad sitting in the crane:



I did this part myself and someone pm'd me, he has a nice 3d model of Toad from SMS (which is a much easier game to reverse engineer than SM64)

We're working on integrating his model into the crane.




As for the editor itself, it's going forward, but not as much as I expected during my two days off. My mother was in town, so I had to see her (which I don't mind). I did fix a few bugs in the camera system, and now I'm working on the menu interface and description system. I'm hesitant to give any estimates on when I will release it, but it is "not so far from being ready".
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