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| Acmlm's Board - I3 Archive - - Posts by proffessor_gad |
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proffessor_gad Red Koopa Since: 01-27-06 From: Mars Last post: 5938 days Last view: 5938 days |
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| Ask luke calo for them ( I don't think I have the proper permission to distribute his codes). His email is Tahu363@aol.com . | |||
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proffessor_gad Red Koopa Since: 01-27-06 From: Mars Last post: 5938 days Last view: 5938 days |
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| Well I just asked him about distributing his luigi gameshark code, he said yes, as long as I gave him credit. So, I think he wouldn't be against it if I posted the one for mega mario.
I guess I will release my codes as well. Here they are. my codes- slip one:8133B1CC C200 (Run then press Z) slip two:8133B1CC 4200 (Run then press Z) dangerous slip tricks:8133B1CC 48CC (Run then press Z) Note- changing the values followed by 8133B1CC will make mario's slipping action different every time. Once I was able to make him slip infinately in every direction, sadly enough I accidently deleted it. super long jump: D033B1BD 0020 8133B1BD 0005 D033B1BD 0020 8133B1FE 01FE A13255D7 0001 (this one goes well with mega mario cheat) walk under water: A1253DAC 0000 A1253DAE 0000 A1253DB0 0000 A1253DB2 0000 D033AFA1 0020 8133B1BC 4220 D033B1BD 0020 8133B17C 0300 D033B1BD 0020 8133B17E 0880 8133B21E 08FF (Activate before starting game. Only works once when mario is outside, after game just starts) wall-breaker: D033AFA1 0020 8133B1BC 4220 D033B1BD 0020 8133B17C 0300 D033B1BD 0020 8133B17E 0880 D033AFA1 0020 8133B1BC 4220 D033B1BD 0020 8133B17C 0300 D033B1BD 0020 8133B17E 0880 D033AFA1 0020 8133B1BC FFAA D033B1BD 0020 8133B17C 0300 D033B1BD 0020 8133B17E 0880 D033AFA1 0020 8033B224 0020 (Press and hold L to activate, works only at a specific range of z) luke calo's codes- mega mario:810F0890 3F80 Note- Changing the value F that comes after 3, changes the size of mario. Try D for example. luigi: 8107EC38 007F 8107EC40 00FF Feel free to distribute my codes, as long as you give me credit. Ask luke calo if you can distribute his. Have fun! -Proffessor_gad |
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proffessor_gad Red Koopa Since: 01-27-06 From: Mars Last post: 5938 days Last view: 5938 days |
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| Well I posted the remaining of Luke's codes on my site. My site- http://progad.bravehost.com/
-Proffessor_gad |
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proffessor_gad Red Koopa Since: 01-27-06 From: Mars Last post: 5938 days Last view: 5938 days |
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| Welcome to the rom hacking community luke! Enjoy your stay!
(P.S. Does anyone know a good free webhost, with LOTS of bandwidth?) |
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proffessor_gad Red Koopa Since: 01-27-06 From: Mars Last post: 5938 days Last view: 5938 days |
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| I wouldn't mind.... But my site seems to be having bandwidth errors because so many people are visiting! | |||
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proffessor_gad Red Koopa Since: 01-27-06 From: Mars Last post: 5938 days Last view: 5938 days |
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| "Baka
Hey Gad Pm me the codes and I will rehost them, I think I am going to make my site a Mario 64 gameshark code site . And yeah I think this thread has gone offtopic but meh =p" I don't know how to PM on this site..... But you are welcome to give me your email. (: |
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proffessor_gad Red Koopa Since: 01-27-06 From: Mars Last post: 5938 days Last view: 5938 days |
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| //mk64edit.cpp (todo: proper name)
#include "main.h" /* Entry point - we use main() instead of WinMain() with SDL */ int main(int argc, char* argv[]) { atexit(Unload); DebugOut(DO_MAJOR | DO_NO_ERROR, "Hello world\n"); return 0; } /* Called at program exit */ void Unload() { printf("Unload()\n"); } LOL! Short program you got there. Hello world! Gah, I like python better. Don't have to go through all of that trouble. |
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proffessor_gad Red Koopa Since: 01-27-06 From: Mars Last post: 5938 days Last view: 5938 days |
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| I think what you are thinking about is called a "platform". Platforms are objects and can be moved. Mario can walk on platforms, and platforms sometimes move. Platforms can have a behavior that makes them spin around (don't know if collission data would be altered though). Bowser levels have lots of platforms as well as rainbow ride and whomps fortress.
What I would do, if I didn't have enough objects outside of the castle, is patch the rom with vl-tone's goombas outside of castle ips, change the position / behavior / polygon of the yoshi's and goombas. And then patch the same rom again to make more objects.... Or would that mess things up? Off topic, I finally made terrain that isn't height map related. It's buggy, but it works. Thank you vl-tone for the idea. ![]() |
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proffessor_gad Red Koopa Since: 01-27-06 From: Mars Last post: 5938 days Last view: 5938 days |
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| Yeah, he said that I should calcutate triangles only nearest to my player, when I implyingly asked how Nintendo acheived the overlapped terrain effect in super mario 64. I took his words to the next step, and only calculated the z of triangles that the player collided with 2dimentionally, and then made that the z value of the player if he was low enough to the specific triangle(well I didn't do the low enough part yet, but I will in my real game).
Enough off topic posts though. The point is - Vl-tone helped me. And his advice worked. (edited by proffessor_gad on 06-27-06 01:12 AM) |
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proffessor_gad Red Koopa Since: 01-27-06 From: Mars Last post: 5938 days Last view: 5938 days |
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| I agree in some ways. Open source would allow us to modify the engine so that it would work faster and better. But the problem with this is.... Well lets make a list instead.
1. Credits. If everybody starts working on the program, then the credits list would be way to big. Also, people could get mad at others for borrowing their work. 2. Stealing. It is impossible to escape this if the project is open source. People would take the project, change it a little, and then call it theirs though it actually belonged to someone else. 3. Questions. There is no doubt that if the source comes out that people will start asking what code does what. Some may even ask how to do things that are very simple to accomplish(well, for the average hacker that is ).
In short, if the source is released, people will want to edit the engine but will find it to hard. So some of these dissapointed people will come to the board and ask lots of silly questions. I think that open source would not be a bad idea, as long as the source was given only to people who have programing experience (not me of course , I'm to new to hacking), and who we believe are safe/kind hearted people who would never steal other people's work. Thanks for bringing this subject up. I wanted to ask it myself, but you beat me.(edited by proffessor_gad on 06-27-06 09:03 PM) |
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proffessor_gad Red Koopa Since: 01-27-06 From: Mars Last post: 5938 days Last view: 5938 days |
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Originally posted by ~Sly~ That won't really be neccessary. Super mario 64 (as well as a variety of other nintendo 64 games) had a built in feature so that objects that are not seen, are not drawn. They also changed the high mesh mario polygon, into low mesh mario polygon when the camera was far away from mario. I think that they did this with koopa to, but I'm not sure. Objects that were supposed to be seen, but were to far away were not visible as well. Terrain however, is always projected. These techniques for gaining speed (or saving physical memory) are still used by many 3d game programers today! (such as me.... ) |
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proffessor_gad Red Koopa Since: 01-27-06 From: Mars Last post: 5938 days Last view: 5938 days |
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Originally posted by shaz You can view it's textures through tile molester, but the contents of the rom can only be seen with a hex editor. Once you enter the hex-code world, things get pretty confusing.... Actually, really confusing. P.S. Started hacking super mario 64, instead of super mario 64 ds? (edited by proffessor_gad on 07-01-06 07:21 PM) |
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proffessor_gad Red Koopa Since: 01-27-06 From: Mars Last post: 5938 days Last view: 5938 days |
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I've been messing around with some game shark and I found out that water is stored in chunks rather than one whole pancake. The water conection data can be messed around with, by using gameshark. However, I haven't been able to find out how to modify theese chunks of water . Whomp's fortress and the castle's basement have extra water data that sets the bottom of the water level. I once was able to swim in the lower parts of the basement.
Btw, the collission/terrain data below the castle grounds is spooky... I was down there some time ago. (edited by proffessor_gad on 07-10-06 06:14 PM) (edited by proffessor_gad on 07-10-06 06:28 PM) |
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proffessor_gad Red Koopa Since: 01-27-06 From: Mars Last post: 5938 days Last view: 5938 days |
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You won't be able to do all of those things since this is going to be the first version. But you will be able to do some pretty neat things.![]() (edited by proffessor_gad on 07-10-06 11:38 PM) |
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proffessor_gad Red Koopa Since: 01-27-06 From: Mars Last post: 5938 days Last view: 5938 days |
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| I did something similar, but I leviated up at a place slightly away from the island into a light-hole, and I died. In the source code of the game they probably had an object called "death pit" or something, and when the player hits this object he dies. I'll see if there are any death-pit objects once the editor comes out. If not, then my best bet is -
If mario.z>whatever and mario.z Die() //mwa ha ha! } edit- why is it skewing my codes? "and mario.z" is supposed to be - "and mario.z (edited by proffessor_gad on 07-13-06 05:51 PM) (edited by proffessor_gad on 07-13-06 05:59 PM) |
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proffessor_gad Red Koopa Since: 01-27-06 From: Mars Last post: 5938 days Last view: 5938 days |
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| Well whenever I think of 2d games, y for me is up and down. But once you enter the 3d world, z is the depth and/or height of everything. It doesn't really matter what you call the height variable. I just find it more understandable using the var z. Most physics and triginometry books use z to, so it's just a matter of what you find more convenient.
Edit- They also could have not executed the "is he in the death range?" commands while mario is standing on, or near the elevator. (edited by proffessor_gad on 07-13-06 05:56 PM) |
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proffessor_gad Red Koopa Since: 01-27-06 From: Mars Last post: 5938 days Last view: 5938 days |
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| But is this blob of death a circle.... or a square... Gah! It doesn't matter. Just as long as mario dies properly. | |||
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proffessor_gad Red Koopa Since: 01-27-06 From: Mars Last post: 5938 days Last view: 5938 days |
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| @ Juga Juga
None of us got to hack sm64 the easy way. We had to wait many months waiting for the light to come in.... But since I am a good-hearted fellow, I'll try to get you on the path to sm64 graphics editing. After you extend an unhacked "super mario 64 (U) [!]" image(commonly reffered to as file), with the rom extender (or decompress with the slow mio0 decompressor) open up the game in tile mollestor. Now click on View- block size- custom Set both of the variables (collumns, rows) to 4. Now click on the + or division sign in the corner. Scroll down untill you start to see textures or sprites. Hack them! Note- Some of the textures will not be visible untill you click the + or division button again. |
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proffessor_gad Red Koopa Since: 01-27-06 From: Mars Last post: 5938 days Last view: 5938 days |
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| "Uh, Gad..
The Plus and Division buttons aren't meant for scrolling. Either you use DOWN or UP, or PAGE DOWN or PAGE UP. " Yeah I know that. They are for flipping the bytes around, making some pictures visible that were messed up before. I use the scroll bar to scroll, and the other buttons as well. I told him to make the picture 4 x 4 so that he would be able to see most of the stuff correctly. Some things will still be skewed or over-repeated, that's when you mess around with the block size variables to fit the individual texture you are working on. I simply gave him a step by step guide on how to be able to hack the greater majoraty of the pictures. Enough of this though. It's not really on-topic you know... And I don't like being called a troll. ![]() |
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proffessor_gad Red Koopa Since: 01-27-06 From: Mars Last post: 5938 days Last view: 5938 days |
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| I'm no pro, but I know that regular problems in my games(not programs) can be fixed in one day, and at a max 4 days. But it ussually depends on how much free time I have.
Give vl-tone a break. You don't know what it is like to release a finished product. You just keep on thinking, that it isn't good enough for public... And you keep on adding on, and on, and fixing small things.... Until one day, BOOM! , and you release it. It will come, when it comes. |
| Pages: 1 2 3 4 5 6 7 |
| Acmlm's Board - I3 Archive - - Posts by proffessor_gad |