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06-01-24 07:05 PM
Acmlm's Board - I3 Archive - - Posts by Guy Perfect
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Guy Perfect









Since: 11-18-05

Last post: 6314 days
Last view: 6313 days
Posted on 12-23-05 02:34 PM, in F-Zero X -- Editor Project Link
Oh, so I can spite two people that way? This keeps getting better. Thanks for the idea, HyperHacker! I owe you one!

By the way, I'm right on the heels of that pointer stuff. It's bizarre, but I think I can make a workaround.



12/23/2005 14:10 CST
Track resource pointer tables found


(edited by BGNG on 12-23-05 03:47 PM)
Guy Perfect









Since: 11-18-05

Last post: 6314 days
Last view: 6313 days
Posted on 12-23-05 02:34 PM, in General Super Mario 64 hacking / TT64 Progress thread Link
Originally posted by Raccoon Sam
Originally posted by VL-Tone
Ok I guess I have to answer this one... If this is an disguised attempt to get me posting about my editor well you won

Racoon Sam you may be interested in the following:

I'm currently working on a level editor for Mario 64 that will take care of the hex and MIO0 stuff for you, this editor will enable you to fly through all levels and you'll be able to move and rotate all objects, switch them to other objects, you'll also be able to view and replace textures. The editor will probably feature an expert mode which allow more things to be changed. The geometry of the levels will be editable eventually, but probably not for the first public release.

The release will be PC and Mac compatible, because yes I do work on a Mac. I'm using Macromedia Director which can produce programs for both platforms. I may eventually move to Java, if I find a good 3d API.

(side note: I'll buy an intel based Mac probably soon (the rumor is January '06), so I'll be able to run all Windows ROM hacking utilities at almost full speed, inside OS X using Virtual PC or DarWINE, or by dual-booting with XP.)

Currently, my development version can recreate all levels almost intact, though I would say 2 or 3 levels are missing some big parts. The objects in levels are displayed as wireframe boxes and most of the time the polygonal version is also present, and will move/rotate at the same time as the box. Many objects inside levels still don't show as polygons, and that's why the boxes can be useful.

There are two types of objects that can be edited, and each have a different set of polygonal objects available. To change the type of an object you can access a menu that scrolls from the right that only the objects that can be used in this particular level, since not all objects are available in all levels.

At the top left you have a list of object types that each have their own custom item editor, some of them will only appear in the expert mode.

At the bottom left is a list of the objects of a particular type found in that level. You can click on objects in the list at left to select and edit each of them. As for polygonal objects, you can either type a new position or rotation angle, or use the arrow buttons and rotation controls. The public release will include keyboard control for position and rotation.

I also added a feature where when you click on an object in the list, and the camera will be relocated near the selected object, pointing at it so you can see it. I'll add a button and/or key to turn this on or off. I will also add the option of having the camera following the selected object while you move it. Also planned is a bookmarking system for camera positions.

This is a photo of a prototype, Don't pay attention to the Rotate Cam and Select Object buttons, as they are badly scaled (actually, it's more of a mask problem). And the whole interface is far from final anyway.



So I guess what you and many want to know is when will I release it to the public?

I can't promise anything, but I guess that the first public beta will be released in the first or second month of 2006. Also, by then my site will have moved and will have a complete redesign.


Now this! THIS Is what someone can be proud of! Since there's a such a small amount of editors on Mac OS X, this will be a Blast! Truly magnificent, that's all I can say. The screenshot makes me drool.. Finally, the Nintendo 64 hacking has started to come along nicely! Also, one more question.. Are you planning on making your own super-awesome hack which is made completely with everything overwritten, before releasing the editor itself? It would be nice, thinking that people would see what the editor can do.. Like Super Demo World: The legend Continues. The Ultimate SMW hack made by the author of the emulator itself..


Raccoon Sam, don't quote entire posts like this. It's freakishly annoying.
Guy Perfect









Since: 11-18-05

Last post: 6314 days
Last view: 6313 days
Posted on 12-23-05 02:42 PM, in N64 Pointer Referencing Link
That in mind, I have an easy solution. I know where the data is in ROM, so I know what the relative offsets will be from one pointer to another. One string is 16 bytes, the next is 12 bytes, etc. Just write a program to find generic 80xxxxx0 pointer data followed by similar pointers with the designated values for difference and I shouldn't have any problems.

Tracer. Pfft. This idea is much easier. Though if worse comes to worse, I WILL look in nEmu's memory viewer for relative offsets.



EDIT:
Looks like the data I found was the value in RAM. I thought for sure 80xxxxxx was ROM, but it turns out that it's not. Text and horizon image pointer tables have been identified. Staff Ghost pointer table will probably have to use the method I proposed.


(edited by BGNG on 12-23-05 03:08 PM)
Guy Perfect









Since: 11-18-05

Last post: 6314 days
Last view: 6313 days
Posted on 12-23-05 05:39 PM, in F-Zero X -- Editor Project Link
Enough with the VB4. The topic of this thread is "F-Zero X Level Editor."
Guy Perfect









Since: 11-18-05

Last post: 6314 days
Last view: 6313 days
Posted on 12-23-05 06:33 PM, in General Project Screenshot Thread Link
Well, this IS The place for screenshots. Have at it!
Guy Perfect









Since: 11-18-05

Last post: 6314 days
Last view: 6313 days
Posted on 12-25-05 01:25 PM, in F-Zero X -- Editor Project Link
Actually, no, since you wouldn't shut up about the VB4 gag once prompted.

Anyhow, I'm done working on a secret project that someone asked me to help out with, so I can get back to work on the specifics of the editor.
Guy Perfect









Since: 11-18-05

Last post: 6314 days
Last view: 6313 days
Posted on 12-25-05 01:36 PM, in N64 Pointer Referencing Link
Here's what the nEmu debugger shows as the memory map:

$0000 0000: RDRAM Memory
$03F0 0000: RDRAM Registers
$0400 0000: (Various registers; I'm not gonna post them all)
$0500 0000: Cartridge Domain 2 Address 1
$0600 0000: Cartridge Domain 1 Address 1
$0800 0000: Cartridge Domain 2 Address 2
$0100 0000: Cartridge Domain 1 Address 2 (This is where ROM usually starts)
$1FC0 0000: PIF Boot ROM
$1FC0 07C0: PIF RAM
$1FD0 0000: Cartridge Domain 1 Address 3



(edited by BGNG on 12-25-05 12:40 PM)
Guy Perfect









Since: 11-18-05

Last post: 6314 days
Last view: 6313 days
Posted on 12-25-05 05:08 PM, in Sappy (New Version) in Win98(SE) Help Link
It's because of the fancypants graphics you used for the menus:

Guy Perfect









Since: 11-18-05

Last post: 6314 days
Last view: 6313 days
Posted on 12-25-05 05:16 PM, in Sappy (New Version) in Win98(SE) Help Link
If the program does anything at all that requires WinXP/2K, then that'd be a good place to start debugging for problems on Win98.
Guy Perfect









Since: 11-18-05

Last post: 6314 days
Last view: 6313 days
Posted on 12-25-05 05:58 PM, in Sappy (New Version) in Win98(SE) Help Link
What else in the program might cause a "XP Styles not supported" error? Win98 doesn't know about XP to begin with to my knowledge. That sounds like a custom error description. By chance is that text lingering in the source code somewhere?

Not that I would ever accuse someone of using code they didn't even look at, but such things certainly do happen.
Guy Perfect









Since: 11-18-05

Last post: 6314 days
Last view: 6313 days
Posted on 12-29-05 12:16 AM, in I need a Tile Editor/Creator. Link
Planning in advance? You must not be human. Humans aren't capable of such good habits.

Well, while I commend you for your procedural tendencies, I'm not aware that there are any room-savy tile laying programs out there. Something might have to be custom-built.

You might want to ask around to different programmers of the forum and see if any of them can do something to get you what you need. (I myself am not willing, for I've got an N64 level editor on the way. Those aren't very common)
Guy Perfect









Since: 11-18-05

Last post: 6314 days
Last view: 6313 days
Posted on 12-30-05 06:23 PM, in ACMLM Collection Link
There are hacks for various systems made by people of this board, ranging from NES to GBA to SNES and even N64. I don't think you'll be able to get all that on a GBA ROM.
Guy Perfect









Since: 11-18-05

Last post: 6314 days
Last view: 6313 days
Posted on 01-01-06 01:14 AM, in F-Zero X -- Editor Project Link
Pardon the lack of updates, but I'm involved in a library archiving of several gigabytes of F-Zero videos at the moment. Production on the editor will resume shortly.



So cool an update.

The archiving is done (over 11 GB total) and I've begun work on the polygon generator. This is just the super-very-very-first step, but here it is. It takes a texture and maps it to the whole track. Not very impressive, but this display is more for debugging purposes and the screenshot is for showing you I'm still alive.

Guy Perfect









Since: 11-18-05

Last post: 6314 days
Last view: 6313 days
Posted on 01-01-06 07:23 PM, in New FZX Hack. F-Zero DXP Link
See? F-Zero X hacking is a good thing! Those courses are very much welcome after playing those other 24 over and over again for years.

Dave's program here is only the tiniest of previews of what everyone will be able to do when an editor is completed. Keep racing and keep waiting!

Oh, and support is good, too. If you like this hack, put your voice behind the editor, too.

This thread, if you get lost. (Sorry for the plugging, Dave, but this kinda is the place for it)


(edited by BGNG on 01-01-06 06:29 PM)
Guy Perfect









Since: 11-18-05

Last post: 6314 days
Last view: 6313 days
Posted on 01-02-06 01:46 AM, in New FZX Hack. F-Zero DXP Link
Sure have! Dark City 2 Blue Falcon on general Jumper settings:

This Run:
Lap 1: 0'24"826
Lap 2: 0'23"168
Lap 3: 0'23"088
Total: 1'11"082
Max Speed: 2073 km/h

Personal Records:
Best Lap: 0'23"088
Best Time: 1'11"082
Best Max Speed: 2200 km/h

You know all about this one, Dave. Not new to you.


(edited by BGNG on 01-26-06 04:37 PM)
(edited by BGNG on 01-26-06 04:38 PM)
Guy Perfect









Since: 11-18-05

Last post: 6314 days
Last view: 6313 days
Posted on 01-02-06 01:00 PM, in Mario RPG hacking question/request Link
"Armed boss" refers to keepers of the Star Pieces. Mack, Yaridovich, Axem Rangers, Bowyer, etc. "Somewhat Stronger Monster" refers to the miniboss characters and some rare enemies, such as Belome, Valentina, Hammer Bros., Czar Dragon, Smilax, King Kalamari, etc.
Guy Perfect









Since: 11-18-05

Last post: 6314 days
Last view: 6313 days
Posted on 01-02-06 02:01 PM, in I'm new at hacking Link
Use a binary search by process of elimination. Take the entire second half of the ROM and set all the bytes to 0. Load it up in an emulator and see if you affected the desired data. Continue setting certain areas of the original ROM (use the original each time) until you home in on only the region of bytes that changes what you're looking for.

Every time you do it, you eliminate the possibility of one half of the remaining ROM being the location of the data. You'll eventually home in on just the bytes that matter. Then you'll know where they are.
Guy Perfect









Since: 11-18-05

Last post: 6314 days
Last view: 6313 days
Posted on 01-02-06 02:27 PM, in I'm new at hacking Link
Why thank you. That's what I came up with when I was hacking F-Zero X.
Guy Perfect









Since: 11-18-05

Last post: 6314 days
Last view: 6313 days
Posted on 01-02-06 10:20 PM, in whats a reasonable language for hacking Link
Variants of BASIC (such as Visual Basic) support bitwise operators such as And, XOr, Not, etc., but as you say, do not supply bit shifting operators. Instead, the same thing can be done by dividing or multiplying by an exponent of two. Observe:

In C, assuming X is an 8-bit, unsigned integer:
X = Y << Z;

Is the same as the VB:
X = (Y * 2 ^ Z) And &HFF

Sure, it's some bizzare workaround, but if you're going for ease of programming, this would probably be your best solution.

VB compiles code at run-time when previewing, or you can compile the entire thing before debugging. When compiled, the code will be wherabouts of one extensive operation taking less than 1 millisecond.


(edited by BGNG on 01-02-06 09:22 PM)
Guy Perfect









Since: 11-18-05

Last post: 6314 days
Last view: 6313 days
Posted on 01-03-06 12:46 AM, in whats a reasonable language for hacking Link
If you understand your value to be negative, then shift in a 1 instead of a 0.

Assuming X and Y are 8-bit, negative integers and Z < 9:
X = (Y And &HFFFF&) / 2 ^ Z And &HFF

But seriously... What application would there be for bit shifting on negative numbers?


(edited by BGNG on 01-02-06 11:51 PM)
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Acmlm's Board - I3 Archive - - Posts by Guy Perfect


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