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messiaen
Posted on 09-16-08 12:45 AM, in Lazy Shell - Super Mario RPG Editor Link | Quote | ID: 90562


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Why not create a SMRPG sub-forum when Lazy Shell is released?

messiaen
Posted on 09-18-08 01:53 AM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 90657


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Hmm, I can try that later . You are right about the camera, it probably won't handle very well the sudden change in Mario's Y position. However, replacing the current camera coordenates with Mario's x,y,z position will probably do the trick. That might be a good opportunity to experiment with some camera functions.

messiaen
Posted on 09-18-08 03:15 AM, in Red Falcon, Contra editor (Formerly "Contra hacks...") Link | Quote | ID: 90663


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Trax released an one-level demo.

But since you bumped this, is there any update on the editor and/or hack?

messiaen
Posted on 09-20-08 05:41 AM, in lol, failure Link | Quote | ID: 90825


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There's no age for Calculus.

messiaen
Posted on 09-20-08 02:56 PM, in Lazy Shell - Super Mario RPG Editor Link | Quote | ID: 90848


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I'm still a bit curious about the "map" (level) editor. Last time Omega posted about it he said it took him about an hour to create a simple map, but that the "paste" function wasn't working.

With it being corrected, how much can it boost productivity? By the way, I'm wondering how that copy and paste feature woks in an isometric setting.

It seems that a good hack of this game will probably require some team effort.

messiaen
Posted on 09-26-08 04:31 AM, in Mario 64 Sequenced Music Parser v0.03 + Specification (rev. 3 of 09-26-08 04:37 AM) Link | Quote | ID: 91117


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Hi, this is the result of some work I've been doing with the sequenced music format of Mario 64.

This utility reads the raw data of a Mario 64 sequence file and outputs a formatted log. I'm releasing it hoping that somebody may also be interested in discovering more about the format.

Here is one excerpt showing its output:


---------------------------------------------
MUSIC TRACK 1, SUB-TRACK 0 AT OFFSET 0x2ac
---------------------------------------------

0x2ac: Cmd 0x33 | Type: 0 | Note C5 | Timestamp: Other (0x16) | Velocity: 0x68 | Duration: 0xa3
0x2b0: Cmd 0x30 | Type: 0 | Note A4 | Timestamp: Other (0x19) | Velocity: 0x64 | Duration: 0xae
0x2b4: Cmd 0x73 | Type: 1 | Note C5 | Timestamp: Other (0x16) | Velocity: 0x66
0x2b7: Cmd 0x29 | Type: 0 | Note D4 | Timestamp: Other (0xf) | Velocity: 0x5e | Duration: 0x55
0x2bb: Cmd 0x33 | Type: 0 | Note C5 | Timestamp: Other (0x1b) | Velocity: 0x6a | Duration: 0xaa
0x2bf: Cmd 0x2b | Type: 0 | Note E4 | Timestamp: Other (0x1e) | Velocity: 0x64 | Duration: 0x11
0x2c3: Cmd 0x2c | Type: 0 | Note F4 | Timestamp: Eight-note (0x18) | Velocity: 0x64 | Duration: 0x80
0x2c7: Cmd 0x2d | Type: 0 | Note F#4 | Timestamp: Other (0x19) | Velocity: 0x63 | Duration: 0x99
0x2cb: Cmd 0x2e | Type: 0 | Note G4 | Timestamp: Other (0x31) | Velocity: 0x6d | Duration: 0xcb
0x2cf: Cmd 0x2e | Type: 0 | Note G4 | Timestamp: Other (0x13) | Velocity: 0x75 | Duration: 0x5e
0x2d3: Cmd 0xa2 | Type: 2 | Note G3 | Timestamp: (same as previous one) | Velocity: 0x60 | Duration: 0xa2
0x2d6: Cmd 0x6e | Type: 1 | Note G4 | Timestamp: Other (0x8) | Velocity: 0x75
-- END OF MUSIC TRACK AT 0x2d9 ---


The quality really depends on the track, but it can already decode about 4 or 5 sequences 100% right (ie, a MIDI export would be possible). There is an old source available in the same download folder as the program. If you are going to read it, warning, it's my 3rd program ever .

Download link for latest version (0.03) and sequence files.

I have also uploaded an specification with pretty much everything I know about the format.


messiaen
Posted on 09-28-08 02:18 AM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 91195


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Hey Kawa, you stole my line . I was going to post it a few hours ago but I restrained myself.

Anyway, Stifu, nice to see this project still going on and that it loads graphics from the ROM .

messiaen
Posted on 09-28-08 07:37 PM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 91270


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Another nostalgia SM64 music hack .


messiaen
Posted on 09-28-08 10:04 PM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 91282


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SM64 has been 'ripped' before, and there aren't unused sequences . However, recently some extra debugs have been found.

As for a SMB remake, I would be more interested in a Super Mario 64 RPG hack, but that's a project for the (hopefully not so distant) future .

messiaen
Posted on 09-29-08 02:54 AM, in Super Mario 64 star locations Link | Quote | ID: 91316


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Yes, frauber it's just an alternate nick.

Koopa-the-Quick star coordinates are stored at ROM offsets 0xED868 (Bob-omb Battlefield) and 0xED878 (Tiny-Huge Island) as 16-bit unsigned X,Y,Z coordinates. If you change them, you'll have to use a program to correct the checksum of you ROM, otherwise the boot code will lock it up.

Unfortunately, this is an exception. Most stars spawned from bosses are hardcoded in the ASM as 32-bit float values, so you'll need to understand some basic MIPS ASM and use a float converter. 0x802F2B88 is a general CreateStar(x,y,z) function, so placing a breakpoint at that address before beating a boss and finding the code that calls this function is the easiest way to find coordinates.

I was writing a simple program to change bosses star coordinates, but I haven't worked on it for a while.

messiaen
Posted on 09-29-08 04:36 AM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ (rev. 2 of 09-29-08 04:37 AM) Link | Quote | ID: 91323


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R.C. Pro-Am ?

messiaen
Posted on 10-05-08 03:44 PM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 91747


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If I remember correctly, I had this game in one 42-in-1 pirate cartridge. It seems a lot faster, especially shots and respawns. Can't remember if in the original shots in opposite directions cancelled each other, which is good at that faster rate. Didn't the original one had vertical scrolling and bigger levels?

messiaen
Posted on 10-05-08 04:00 PM, in What kind of music do you like? Link | Quote | ID: 91749


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Mainly classical (especially 19th and 20th century), some jazz and ocasionally rock/metal, leaning towards progressive/experimental stuff (such as RIO).

messiaen
Posted on 10-09-08 01:10 AM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ (rev. 2 of 10-09-08 01:11 AM) Link | Quote | ID: 91972


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I'm starting a Mario 64 hack (from scratch) with some RPG elements:



Edit: Forget about these crappy textures, I haven't worked on them yet.

messiaen
Posted on 10-11-08 04:32 AM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 92099


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messiaen
Posted on 10-11-08 05:22 AM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 92102


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RT-55J: You're right, objects positions still have to be improved a lot, this is one of the main difficulties of the 3D editing because its hard to know if the scaling is correct. I will try hard to avoid extreme jumping, there's a lot of ways to work around this.

messiaen
Posted on 10-12-08 04:31 PM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 92146


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The idea is actually from Super Mario RPG, I haven't played Paper Mario (but I might take a look to rip some textures and get some ideas). This will be an experimental team hack, with about 4 or 5 complete levels and some areas to wander around with talking NPCs.

I got the game to use extended memory for levels/custom ASM, so there's a lot of possibilities.

messiaen
Posted on 10-12-08 08:13 PM, in Super Mario 64 notes Link | Quote | ID: 92149


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I have set a site with my notes on Mario 64 hacking. I'm a begginer in both C and MIPS so except some errors but there's lot of useful stuff there.

One thing I'm working is extending script functionality, here are two very useful new commands:

0x10 Level Command: Loads a block of ROM data into extended memory and updates segment table - this one is an hybrid 0x16/0x17 command, and the main purpose is to load segmented data into extended memory, to overcome memory limitations.

Flexible Collision Behavior command (0x12) - this behavior script command detects the model ID used by an object and assigns the right collision pointer from a pointer list in the ROM.

messiaen
Posted on 10-12-08 09:11 PM, in Nostalgic Thread; Your Hardest Videogame? Link | Quote | ID: 92151


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Battletoads last three levels. That was hardcore, even using a Game-Genie.

Atari's Megamania (quite addictive) also made me break a few controllers (in later levels).

messiaen
Posted on 10-14-08 11:41 PM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ (rev. 2 of 10-14-08 11:51 PM) Link | Quote | ID: 92229


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Video

Edit: That Luigi was done by VL-Tone, not by me.
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Main - Posts by messiaen

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