Points of Required Attention™
Smaghetti, a new Super Mario Advance 4 editor, is currently in development! Check out the thread HERE!

Please chime in on a proposed restructuring of the ROM hacking sections.
Views: 88,313,492
Main | FAQ | Uploader | IRC chat | Radio | Memberlist | Active users | Latest posts | Calendar | Stats | Online users | Search 03-28-24 04:21 PM
Guest: Register | Login

0 users currently in ROM Hacking | 2 guests | 2 bots

Main - ROM Hacking - Super Mario 64 Hacking Thread New thread | Thread closed

Pages: 1 2 3 4

mortalkenshi2
Posted on 04-26-07 12:09 AM Link | Quote | ID: 30111


Goomba
Level: 13

Posts: 14/22
EXP: 8154
Next: 2113

Since: 02-22-07

Last post: 5370 days
Last view: 1784 days
Its a hack my bro made. He changed the castle hills into a black and green thingie. and then i used vl's hack for info on how to make any kind of cap that i want in any place so I got the cap and then in the end he will look like the yoshi from smw. what i am doing though is in hex not GS!

Ribo Zurai
Posted on 04-29-07 08:48 PM Link | Quote | ID: 31310


Micro-Goomba
Level: 10

Posts: 2/13
EXP: 3694
Next: 720

Since: 03-25-07
From: São Paulo, Brazil

Last post: 6044 days
Last view: 6044 days
Hello. How I do to add a new object to the stage, without removing another one?


PS: VL-TONE IS ALIVE!!!


Check Out>> http://www.youtube.com/watch?v=7uCLaxTlD3w
His latest video, sooo coool!

Cellar Dweller
Posted on 05-06-07 05:31 AM Link | Quote | ID: 33227


Snifit
Level: 39

Posts: 24/287
EXP: 384304
Next: 20467

Since: 02-19-07
From: Arkansas

Last post: 4023 days
Last view: 3190 days
I just thought y'all'd like to know that there is a demo hack posted on VL-Tone's blog.

Craig341
Posted on 05-09-07 11:50 PM Link | Quote | ID: 34210


Red Koopa
Level: 27

Posts: 12/127
EXP: 112553
Next: 3606

Since: 04-23-07

Last post: 6061 days
Last view: 6039 days
Posted by Cellar Dweller
I just thought y'all'd like to know that there is a demo hack posted on VL-Tone's blog.


Oh my god; Blarrgg?

HyperHacker
Posted on 05-10-07 03:31 AM Link | Quote | ID: 34281

...
Level: 73

Posts: 709/1220
EXP: 3359028
Next: 126840

Since: 03-25-07
From: no

Last post: 6062 days
Last view: 6046 days
Wow. Isn't that the first beta found in SM64 since the debug codes so long ago?

GuyPerfect
Posted on 05-10-07 03:42 AM Link | Quote | ID: 34286


Paratroopa
Level: 30

Posts: 30/155
EXP: 152249
Next: 13620

Since: 03-14-07

Last post: 6016 days
Last view: 5965 days
Nope. After the MIO0 files were first dumped, a Yoshi Egg animation was discovered. I believe this was after the debug menu GameShark code was around.

HyperHacker
Posted on 05-10-07 03:43 AM Link | Quote | ID: 34288

...
Level: 73

Posts: 713/1220
EXP: 3359028
Next: 126840

Since: 03-25-07
From: no

Last post: 6062 days
Last view: 6046 days
Oh right, there were some unused animations. Those are boring though.

AT_460
Posted on 05-11-07 12:58 AM Link | Quote | ID: 34437


Paragoomba
Level: 20

Posts: 1/65
EXP: 41152
Next: 1287

Since: 05-11-07
From: PA

Last post: 6153 days
Last view: 6135 days
Posted by HyperHacker
Oh right, there were some unused animations. Those are boring though.


You probably could but a Blarrg in a level but it has to be set to an existing behavior ID. Like make it act like a Goomba.

Craig341
Posted on 05-11-07 03:49 AM Link | Quote | ID: 34520


Red Koopa
Level: 27

Posts: 13/127
EXP: 112553
Next: 3606

Since: 04-23-07

Last post: 6061 days
Last view: 6039 days
I downloaded the program needed to patch the patch file and the rom expander, but when I try to expand it, it says I need "us version 1.0 with ABCD byte ordering".

How to I change the ROM file to, uh, that?

OoBurns
Posted on 05-11-07 04:38 AM Link | Quote | ID: 34534


Boo
Level: 68

Posts: 478/1036
EXP: 2635514
Next: 93286

Since: 02-19-07
From: It is a mystery.

Last post: 5693 days
Last view: 5693 days
Not sure. I had the same problem, so I just found a different ROM.

It had the extension .z64 if that makes any difference.

____________________

Craig341
Posted on 05-11-07 04:48 AM Link | Quote | ID: 34538


Red Koopa
Level: 27

Posts: 14/127
EXP: 112553
Next: 3606

Since: 04-23-07

Last post: 6061 days
Last view: 6039 days
Posted by BooUrns
Not sure. I had the same problem, so I just found a different ROM.

It had the extension .z64 if that makes any difference.


That explains it; mine's .N64.

Ah, forget it.

Cellar Dweller
Posted on 05-11-07 06:02 AM Link | Quote | ID: 34558


Snifit
Level: 39

Posts: 27/287
EXP: 384304
Next: 20467

Since: 02-19-07
From: Arkansas

Last post: 4023 days
Last view: 3190 days
Here is a byte swapper I wrote. To use it, put the EXE file in the same directory your ROM (or somewhere in your $PATH). Start a command prompt and cd to the ROM directory. Then type the following:
n64swapper2 <infile >outfile
where infile is the ROM in the wrong byte order and outfile is the name to give to the fixed ROM.

The following two URLs might not last long:

http://desktop64.homeip.net:8086/n64swapper2.exe (binary)
http://desktop64.homeip.net:8086/n64swapper2.c (source)

GuyPerfect
Posted on 05-11-07 06:29 AM (rev. 2 of 05-11-07 06:31 AM) Link | Quote | ID: 34563


Paratroopa
Level: 30

Posts: 31/155
EXP: 152249
Next: 13620

Since: 03-14-07

Last post: 6016 days
Last view: 5965 days
getc and putc are kinda extranneous for individual bytes of an entire file, aren't they? I recommend loading data into a char array buffer and swapping from there; outputting the file in larger chunks to minimize transfers between the storage device.

Cellar Dweller
Posted on 05-11-07 07:31 AM Link | Quote | ID: 34583


Snifit
Level: 39

Posts: 28/287
EXP: 384304
Next: 20467

Since: 02-19-07
From: Arkansas

Last post: 4023 days
Last view: 3190 days
The program was coded quickly for a task that was at hand some time ago. If it was being polished up for a more formal release, I might have used a buffer and also added support for supplying filenames in the argument list.

Reading one character at a time isn't really that bad. One reason is that the program is expected to be used only once in a while. Also, the C standard libary supplies some buffering of its own.

Raccoon Sam
Posted on 05-11-07 09:26 PM Link | Quote | ID: 34658


Cobrat
Level: 56

Posts: 179/672
EXP: 1376864
Next: 21312

Since: 02-19-07
From: Hi

Last post: 3439 days
Last view: 2670 days
Toad's Geometry starts from 0x00A3D3DB.
Now to find out where it ends and how it's handled.

____________________


mortalkenshi2
Posted on 05-14-07 11:52 PM Link | Quote | ID: 35337


Goomba
Level: 13

Posts: 15/22
EXP: 8154
Next: 2113

Since: 02-22-07

Last post: 5370 days
Last view: 1784 days
Hey, posting a new thing here since i had nothing else to do. This is what it looks like. The more you know the more you can add on. Don't add general stuff add what it does in the level.

24 18 1F 36 05 B0 03 00 01 BE 00 00 01 46 00 00 00 00 00 00 13 00 48 68
Chain Chomps Gate

24 18 1F 37 F7 01 02 CD 04 00 00 00 00 2D 00 00 00 03 00 00 13 00 4B 1C
Teeter Bridge

24 18 1F 00 F7 FE 00 20 F4 03 00 00 00 19 00 00 00 00 00 00 13 00 25 E0
Unknown

24 18 1F CF F7 15 00 00 F1 9E 00 00 00 1B 00 00 00 00 00 00 13 00 14 78
Gate Switch [Switch]

24 18 1F CA 06 4C 01 2C 12 03 00 00 00 00 00 00 00 28 00 00 13 00 1B 70
Rotating Platforms

07 04 00 00
Unknown

24 18 03 00 05 FF 0F 00 EA 47 00 00 00 00 00 00 00 00 00 00 13 00 3A A4
Black Rolling Balls

24 18 3C 00 05 FF 0F 00 EA 47 00 00 00 00 00 00 00 00 00 00 13 00 3A 80
Black Rolling Balls

24 18 03 00 02 0C 0B 09 EA E8 00 00 00 00 00 00 00 02 00 00 13 00 3A A4
Black Rolling Balls

24 18 3C 00 02 0C 0B 09 EA E8 00 00 00 00 00 00 00 02 00 00 13 00 3A 80
Black Rolling Balls

24 18 1F B4 FC 1F 03 76 F2 13 00 00 00 00 00 00 00 00 00 00 13 00 3A 08
Unknown

24 18 1F B4 FC EF 03 76 EF 33 00 00 00 00 00 00 00 00 00 00 13 00 3A 08
Unknown

24 18 3E B4 FF A3 03 76 F2 AA 00 00 00 00 00 00 00 00 00 00 13 00 3A 08
Unknown

24 18 01 C3 E9 A5 00 8C 17 81 00 00 00 00 00 00 00 02 00 00 13 00 31 DC
Pink Bob-Omb

24 18 01 C3 E7 96 00 00 1A 18 00 00 00 00 00 00 00 01 00 00 13 00 31 DC
Pink Bob-Omb

24 18 3E C3 E9 A5 00 8C 17 81 00 00 00 00 00 00 00 00 00 00 13 00 32 28
Pink Bob-Omb Cannon

24 18 3E C3 E7 96 00 00 1A 18 00 00 00 00 00 00 00 03 00 00 13 00 31 DC
Pink Bob-Omb

24 18 01 80 E9 C2 00 80 15 E0 00 00 00 87 00 00 00 01 00 00 13 00 4F 10
Unusable Cannon

24 18 3E C9 E9 C2 00 80 15 E0 00 00 00 B4 00 00 00 00 00 00 13 00 32 74
Bob-Omb Cannon Blocker

24 18 02 00 0C E8 10 92 EE 05 00 00 00 00 00 00 00 00 00 00 13 00 45 D0
Koopa The quick Flag

24 18 3C 68 0D 48 03 02 19 64 00 00 00 00 00 00 00 01 00 00 13 00 45 80
Koopa The Quick

07 04 00 00
Unknown

24 18 01 56 06 64 10 92 EA 41 00 00 FF 6D 00 00 00 00 00 00 13 00 01 F4
King Bob-Omb Boss

24 18 02 68 F0 5C 00 00 14 65 00 00 00 00 00 00 01 02 00 00 13 00 45 80
Koopa The Quick

24 18 3F 00 E8 90 03 E8 09 60 00 00 00 00 00 00 03 00 00 00 13 00 3E 8C
Destination for Star in Act 4

24 18 3F 00 E6 38 03 E8 04 E2 00 00 00 00 00 00 04 04 00 00 13 00 3E FC
Destination for star in Act 5

24 18 3F 7A 06 0E 04 B0 01 2C 00 00 00 00 00 00 05 00 00 00 13 00 3E 3C
Unknown

07 04 00 00
Unknown

1B 04 00 00
Unknown

17 0C 00 07 00 EF 0E 37 00 F0 25 F9
Unknown

1A 0C 00 09 00 CD 34 BD 00 CE 03 D1
Unknown

17 0C 00 0A 00 B3 57 15 00 B5 58 55
Unknown

17 0C 00 05 00 88 C3 BC 00 89 D4 5C
Unknown

17 0C 00 0C 00 13 B5 D0 00 13 B9 10
Unknown

17 0C 00 06 00 A0 99 34 00 A2 EA BC
Unknown

17 0C 00 0D 00 1D 7C 90 00 1D 83 10
Unknown

17 0C 00 08 00 A8 18 1C 00 AA A4 0C
Unknown

17 0C 00 0F 00 20 08 D0 00 20 14 10 1D 04 00 00
Unknown

25 0C 00 01 00 00 00 01 13 00 2E C0
Loads Mario Object

06 08 00 00
Unknown

15 00 06 60 06 08 00 00
Unknown

15 00 07 6C 06 08 00 00
Unknown

15 00 09 58 22 08 00 17
Unknown

16 00 0F E8
Unknown

22 08 00 36 0E 00 04 40
Unknown

22 08 00 37 0E 00 04 58
Unknown

22 08 00 38 0E 00 04 70
Unknown

1F 08 01 00 0E 00 04 88
Unknown

06 08 00 00 0E 00 00 00
Unknown

06 08 00 00 0E 00 00 7C
Unknown

06 08 00 00 0E 00 01 E8
Unknown

24 18 1F 00 E6 62 17 70 19 40 00 00 00 87 00 00 00 0A 00 00 13 00 2F 78
Unknown

24 18 1F 00 02 47 0A 7B EA F5 00 00 FF 66 00 00 00 0B 00 00 13 00 07 5C
Unknown

24 18 1F 00 06 90 0E FB EA 6D 00 00 FF 67 00 00 00 0C 00 00 13 00 07 5C
Unknown

24 18 1F 00 E6 2C 04 00 F2 E9 00 00 00 6B 00 00 00 0D 00 00 13 00 07 5C
Unknown

24 18 1F 00 07 BC 03 00 19 DA 00 00 FF 69 00 00 00 0E 00 00 13 00 07 5C
Unknown

26 08 0A 09 01 0A 00 00
Warp

26 08 0B 09 01 0C 00 00
Warp

26 08 0C 09 01 0B 00 00
Warp

26 08 0D 09 01 0E 00 00
Warp

26 08 0E 09 01 0D 00 00
Warp

26 08 F0 06 01 32 00 00
Warp

26 08 F1 06 01 64 00 00
Warp

2E 08 00 00 07 00 E9 58
Level Collision Data

39 08 00 00 07 01 10 4C
Insert MI0O object

30 04 00 00
Unknown

36 08 00 00 00 03 00 00
Music Command

31 04 00 00
Terrain Type

20 04 00 00
Unknown

1E 04 00 00
Unknown

2B 0C 01 00 00 87 E6 62 00 00 19 40
Unknown

11 08 00 00 80 24 BC D8
Unknown

12 08 00 01 80 24 BC D8
Unknown

1C 04 00 00
Unknown

04 04 00 01
Unknown

02 04 00 00
Unknown

00 00 00 00 20 00 03 E8
Unknown

04 00 00 00
Unknown

15 04 00 00 07 00 E4 58

05 00 00 00
Unknown

01 00 00 00
Unknown

20 00 04 B0
Unknown

04 00 00 00
Unknown

15 01 00 00 07 00 E7 68
Unknown

05 00 00 00
Unknown

01 00 00 00
Unknown

20 00 03 20
Unknown

04 00 00 00
Unknown

15 04 00 00 07 00 E8 A0
Unknown

05 00 00 00
Unknown

01 00 00 00
Unknown

08 00 00 0A 00 A0 00 78 00 A0 00 78
Unknown

04 00 00 00
Unknown

0C 00 00 00
Unknown

04 00 00 00
Unknown

09 00 00 64
Unknown

04 00 00 00
Unknown

19 00 00 00 80 27 63 D4
Unknown

05 00 00 00
Unknown

05 00 00 00
Unknown

0C 01 00 00
Unknown

04 00 00 00
Unknown

0A 01 00 2D 00 64 75 30 80 29 AA 3C
Unknown

04 00 00 00
Unknown

0F 00 00 01 00 00 07 D0 17 70
Unknown

0C 00 00 00
Unknown

EE 00 80 28 7D 30
Unknown

04 00 00 00
Unknown

15 01 00 00 07 00 43 90
Unknown

15 01 00 00 07 00 9D 80
Unknown

15 06 00 00 07 00 A4 70
Unknown

15 04 00 00 07 00 A9 20
Unknown

15 01 00 00 07 00 DD 18
Unknown

15 01 00 00 07 00 E3 38
Unknown

17 00 00 00
Unknown

18 00 00 00 80 27 61 D0
Unknown

05 00 00 00
Unknown

05 00 00 00
Unknown

05 00 00 00
Unknown

0C 00 00 00
Unknown

04 00 00 00
Unknown

18 00 00 00 80 2C D1 E8
Unknown

05 00 00 00
Unknown

05 00 00 00
Unknown

01 00 00 00 00 00 00 00
Unknown

Concertmate200
Posted on 05-15-07 12:28 PM (rev. 2 of 05-15-07 12:28 PM) Link | Quote | ID: 35536

Newcomer
Level: 8

Posts: 9/9
EXP: 2133
Next: 54

Since: 02-22-07

Last post: 6162 days
Last view: 6124 days
VL just updated his blog http://web.mac.com/qubedstudios/iWeb/Site/Blog/9B2D8FAE-91CB-4D71-A6B0-230821E0945F.html

Ok I know this is not the "VL-Tone blog updates" thread, but he just released some very interesting new SM64 hacking documents.


http://homepage.mac.com/qubedstudios/SM64Behaviors.txt Contains just about all possible behavior pointers and their "decompiled" script, including some not used in the game.

This one lists all 3d models and their Geometry Layout pointers, by level.
http://homepage.mac.com/qubedstudios/SM64GeoLayoutPtrsByLevels.txt

This one is a list of all 3d models and their Geometry Layout pointers, sorted by ROM banks.
http://homepage.mac.com/qubedstudios/SM64GeoLayoutPtrs.txt

And this one adds Polygon data pointer lists to each Geometry Layout pointer.
http://homepage.mac.com/qubedstudios/SM64GeoLayoutPtrsAndPolys.txt

You may also need this doc, which lists all ROM banks with their TT64-specific ID number.
http://homepage.mac.com/qubedstudios/TT64ROMBanks.txt


Cellar Dweller
Posted on 05-19-07 01:05 AM Link | Quote | ID: 36262


Snifit
Level: 39

Posts: 29/287
EXP: 384304
Next: 20467

Since: 02-19-07
From: Arkansas

Last post: 4023 days
Last view: 3190 days
I discovered/verified a few things about the behavior scripts. First, the commands between the 0x08 and 0x09 commands get execuited repeatedly during gameplay. The 0x08 command puts the current script position on a stack and the 0x09 command jumps back to the command after the 0x08 command without popping the stack. (Actually, the 0x09 command pops the address off the stack, but then pushes it right back on.) The 0x09 command also halts the interpeter until later, probably the next frame.

The 0x0c command just calls a function.

Address in the ranges of 0x802461dc - 0x80328960 and 0x8037893c - 0x80384678 are functions. There are almost certainly some more functions outside these ranges as these are the bounds of the two main blocks of them recorded in my notes.

I canged the function pointer in the last 0x0c command in the "Collectable coin" behavior script to a stub function. The result was some coins not spinning and not being collectable. The stub function I used was 0x8028b704 which is actually the address of the return instruction of the preceding function in memory.

Kario
Posted on 05-23-07 01:13 AM Link | Quote | ID: 37572


Red Goomba
Level: 16

Posts: 11/40
EXP: 19930
Next: 326

Since: 04-01-07

Last post: 5207 days
Last view: 2985 days
Not to get anyones hopes up, but the latest update on his blog today, says there could be a release within the next few weeks.

GuyPerfect
Posted on 05-23-07 10:04 PM Link | Quote | ID: 37774


Paratroopa
Level: 30

Posts: 44/155
EXP: 152249
Next: 13620

Since: 03-14-07

Last post: 6016 days
Last view: 5965 days
I motion that this thread be closed and clicking on its link redirects to VL-Tone's blog.
Pages: 1 2 3 4


Main - ROM Hacking - Super Mario 64 Hacking Thread New thread | Thread closed

Acmlmboard 2.1+4δ (2023-01-15)
© 2005-2023 Acmlm, blackhole89, Xkeeper et al.

Page rendered in 0.029 seconds. (348KB of memory used)
MySQL - queries: 117, rows: 157/157, time: 0.019 seconds.