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Main - ROM Hacking Related Releases - Super Mario 64 Level Importer New thread | New reply

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messiaen
Posted on 04-12-10 12:57 AM Link | Quote | ID: 129776


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Posted by "Hamtaro126
This MusicXML format is only usable for music ''Written In Scratch for MusicXML'' right now, because MIDI Converters to export this sucks unless you buy a decent converter, But I can't buy until next month!

*Sigh* Even then, lots of modifications needed to be made to MusicXML music files for use in hacks,

A perfect MML to MusicXML is better than that, but does not exists right now!


There is no such thing as music "written in scrach for musicXML", the format was created for exchange between music notation programs. Being aimed towards music notation, it brings a few problems, but with a few adaptations it can be used for many purposes.

MML just sucks, unless you alter it so extensively to the point it won't barely resemble the basic MML format.

MuseScore (open-source) can perfectly convert any MIDI file to MusicXML. Finale and Sibelius can handle it too, but not sure if the free versions can handle it.

One of the very nice things about MusicXML is that you can easily read chords or other simultaneous stuff which would requer tons of work in MIDI (which, in this case, is handled by the music notation program).

Hamtaro126
Posted on 04-12-10 08:01 AM (rev. 2 of 04-12-10 08:08 AM) Link | Quote | ID: 129782


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Posted by messiaen
There is no such thing as music "written in scrach for musicXML", the format was created for exchange between music notation programs. Being aimed towards music notation, it brings a few problems, but with a few adaptations it can be used for many purposes.


Did not think before I talk, so Yes and I Apologize,

Posted by messiaen
MML just sucks, unless you alter it so extensively to the point it won't barely resemble the basic MML format.


I even had trouble with MML, So that is good. *Throws away MML*

Posted by messiaen
MuseScore (open-source) can perfectly convert any MIDI file to MusicXML. Finale and Sibelius can handle it too, but not sure if the free versions can handle it.


I tried Finale, It's Better, but Super-expensive! $600-$200 for a great MIDI to MusicXML tool? Makes the economy even worse, The Pro edition has a aproxximate price of IDA PRO Disassembler,

And I tried that Musescore for Jasp's SMB3 MusicXML utility, And all because of Musescore, It doesn't convert my Midis properly, Free sometimes does not mean good, and because of that, I have to wait next month.

Posted by messiaen
One of the very nice things about MusicXML is that you can easily read chords or other simultaneous stuff which would requer tons of work in MIDI (which, in this case, is handled by the music notation program).


Yes, But with the format having a tendency to give me headaches, It is daunting for any newcomers to read unless there is a scheme for it to view and edit notes without any errors.

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messiaen
Posted on 04-12-10 03:59 PM Link | Quote | ID: 129786


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Finale is expensive because it's the leading software when it comes to Music Notation, it can be used for pretty much any kind of notation, from traditional music to 20th century to Schenkerian graphs. MuseScore should be enough for most your needs if all you want is the MIDI to XML converter.

A small sample (still many things to fix):


Nikolaj
Posted on 04-13-10 08:13 AM Link | Quote | ID: 129820


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Wow, that sure looks nice!
Is it gonna be easier to use then MML2M64?

how ta hack
Posted on 06-16-10 03:36 PM (rev. 2 of 06-16-10 06:06 PM) Link | Quote | ID: 132037


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i downloaded the latest version of the level importer but i dont where or what
the object file is!T_T

oh also what the crap is a trajectory file!?!?!?

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messiaen
Posted on 06-17-10 08:23 PM Link | Quote | ID: 132078


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Wait a few weeks for the next release, it will come with a detailed help file. Until then, you can focus on learning how to use a 3D modeller such as Blender of Google Sketch Up.

how ta hack
Posted on 06-21-10 09:37 PM (rev. 2 of 06-21-10 09:43 PM) Link | Quote | ID: 132262


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thanks
but i dunno how to get the file to be an OBJ.?

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messiaen
Posted on 01-08-11 03:20 PM (rev. 2 of 01-08-11 03:23 PM) Link | Quote | ID: 139049


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New version released: Mario 64 Level Importer v13

Interface:



Features:

- Replace any of the original levels with Wavefront .obj files
- Select Object Banks available in the level
- Choose “weather” effects (lava, snow, etc)
- Set global terrain type (slide, sand, snow)
- Use custom background image
- Set fog effects
- Map textures to specific collision types
- Set multiple Water/Toxic Haze/Mist boxes (still a big buggy)
- Alpha support
- Change hardcoded star positions
- Change hardcoded trajectories
- Change act selector settings
- User-friendly interface
- Numerous other tweaks

And a trailer of an upcoming hack (not by me) done solely with this program + Toad's Tool 64:



Super Mario 74 Demo 2 [download]

Lakitubro101
Posted on 01-17-11 12:36 AM Link | Quote | ID: 139186

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Hey there! I'm having some trouble on importing my level to the Super Mario 64 ROM. and I've been following the instructions in this video:
http://www.youtube.com/watch?v=h2FMxSU5Et0

I made my level, exported it as an .obj, extended and added the ppf file to it. Now when I import the .obj file it says it's done and imported, but nothing shows up? I can't figure out what went wrong, I can't file the level in ToadTool or when playing the ROM I impoted it into. Has anyone had this problem before?

Nikolaj
Posted on 01-21-11 11:49 AM Link | Quote | ID: 139244


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Posted by Lakitubro101
...I made my level, exported it as an .obj, extended and added the ppf file to it...

Are you saying that you applied the PPF patch to the .obj file?

Mega-Mario
Posted on 01-21-11 11:19 PM Link | Quote | ID: 139254

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How would you extend a .obj file? I think he was talking about his ROM...

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messiaen
Posted on 01-22-11 02:36 PM (rev. 2 of 01-22-11 02:38 PM) Link | Quote | ID: 139265


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Most likely your .obj file exceeded the maximum number of faces (6500 in the last version) or you simply didn't use the right scaling to your level. Try a simpler .obj file.

I'll recheck the error trapping code, I'm puzzled to why it said your level was sucessfully imported. Anyway, there's a new version (v14) with some major improvements:

- Set Lakitu Camera Presets for each custom level
- Disable some hardcoded camera settings (ROM settings menu)
- Custom music management tools: insertion, extraction, changing instrument sets
- New star positions (Bully Bosses, Boo Bosses, Eyerock, Penguin, Klepto, Wiggler, Mr. I, Treasure Chests, Piranha Plants, Peach Slide)
- New trajectories (Moving carpets, Checkboard Platforms, Metal Balls)
- Set peach slide timer limit
- Fixed problem with Fog colors
- Fixed restore option

how ta hack
Posted on 02-14-11 02:54 PM Link | Quote | ID: 139580


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Posted by messiaen
Most likely your .obj file exceeded the maximum number of faces (6500 in the last version) or you simply didn't use the right scaling to your level. Try a simpler .obj file.

I'll recheck the error trapping code, I'm puzzled to why it said your level was sucessfully imported. Anyway, there's a new version (v14) with some major improvements:

- Set Lakitu Camera Presets for each custom level
- Disable some hardcoded camera settings (ROM settings menu)
- Custom music management tools: insertion, extraction, changing instrument sets
- New star positions (Bully Bosses, Boo Bosses, Eyerock, Penguin, Klepto, Wiggler, Mr. I, Treasure Chests, Piranha Plants, Peach Slide)
- New trajectories (Moving carpets, Checkboard Platforms, Metal Balls)
- Set peach slide timer limit
- Fixed problem with Fog colors
- Fixed restore option


And now what do you know!? v15 already! It deffanatlly(sorry I'm not the greatest speller) works great I'm making a new hack with it keep up the good work!

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messiaen
Posted on 02-14-11 08:59 PM Link | Quote | ID: 139581


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Yes, v15 has been released:

Changes:
- Major collision improvement: 6500 collision triangles are now supported, getting rid of the "invisible walls" glitch
on levels with more than 2300 faces.
- Experimental music hack to get rid of sequence size limitations (sequences 3x bigger than the previous limit can
now be imported)
- Camera hack to get rid of hard-coded Lakitu positions/turns can now be enabled/disabled on a level-basis
- Change the Warp settings when you use the "Exit level" function in the pause menu
- Every imported level will also contain these shared bank objects: Bubly Tree, Snowy Tree, Spiky Tree,
Metal Door, Hazy Maze Door, Castle Door (1, 2 and 3 stars) and Castle Door with Lock.
- Fixed problems when setting Bob-omb star position
- Corrected camera presets (the selection wasn't saved in the ROM correctly)
- Fixed broken trajectory function in v14
- Corrected false "nothing is selected" warning when setting Peach's Slide timer
- Improved documentation!

And for the next version :


Mega-Mario
Posted on 02-15-11 01:21 AM (rev. 2 of 02-15-11 01:21 AM) Link | Quote | ID: 139586

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So is this becoming the new Toad's Tool? j/k it'd be nice though.

Either way, looks nice. Aside from that the camera movement seems somewhat wonky...

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messiaen
Posted on 02-15-11 04:19 AM Link | Quote | ID: 139593


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Not really, this only reads a .obj file, it's not working with N64 Display Lists.

Too bad I've just discovered that loading content at runtime with XNA is a pain in the ass (requires the entire XNA Game Studio SDK for the end user, not just the redistributables!!) , so perhaps I'll have to use something else.

Mega-Mario
Posted on 02-15-11 11:43 AM Link | Quote | ID: 139596

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Posted by messiaen
Too bad I've just discovered that loading content at runtime with XNA is a pain in the ass (requires the entire XNA Game Studio SDK for the end user, not just the redistributables!!) , so perhaps I'll have to use something else.

Oh wow. That'd suck.

If you're using XNA for 3D display, may I recommend (C#) OpenTK? That's what I use for SM64DSe's 3D display, and it works fine Or you could also use a Direct3D wrapper if you don't like OpenGL.

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Kawa
Posted on 02-15-11 06:57 PM Link | Quote | ID: 139598


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Objection.

You don't need the entire SDK to load content at runtime. It can be done just fine without. The only problem is that loading 3D stuff is somewhat more difficult (but not impossible!) than, say, 2D images.

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messiaen
Posted on 02-16-11 04:57 AM Link | Quote | ID: 139603


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I've read dozens of threads on the subject and all of them state the same thing, including the Microsoft sample to dinamically process content at run-time. But to clarify, the point which wasn't clear in my post is that I'm using a content processor (another Microsoft sample) to read the .OBJ file.

If I were to parse it myself and use some drawing primitives then there would be no problem, but I'm not familiar enough with the XNA framework (or OpenGL/D3D) to do that.

I guess my best shot is to find some OpenGL example of loading .obj files and seeing if I can adapt it to C# using OpenTK.

jacek2144
Posted on 03-27-11 10:05 PM Link | Quote | ID: 140530


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Cool.Ive Waited For It Years.Thanks For Create it.
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Main - ROM Hacking Related Releases - Super Mario 64 Level Importer New thread | New reply

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