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Please chime in on a proposed restructuring of the ROM hacking sections.
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Concertmate200
Posted on 02-23-07 07:57 AM, in Super Mario 64 Hacking Thread Link | Quote | ID: 5511

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I don't know how rstewart215804 concluded that the behavior scripts were loaded with the 0x16 command, but what I know is that the behavior pointers in 0x24 commands are all pointin to bank 13, and the data in this bank is loaded with the 17 command found just after this particular 0x16 command:

[17] [0C] [00 13] [00 21 9E 00] [00 21 F4 C0]

This is the command that loads data in bank 13.

If you add a behavior pointer to 219E00 and look at this address in the ROM you'll find the data for this particular behavior.

For example, Mario's behavior pointer is 2EC0 so if you add it to 219E00 you get 21CCC0.

At 21CCC0 in the ROM, there's this data:

00 00 00 00 10 05 00 00 11 01 01 00 11 03 00 01

23 00 00 00 00 25 00 A0 08 00 00 00 0C 00 00 00
80 2C B1 C0 0C 00 00 00 80 29 CA 58 0C 00 00 00
80 2C B2 64 09 00 00 00


I chopped it where it supposedly end, since the next behavior pointer points to 2EF8, which is 56 (dec) bytes further. Also, most behavior data chunks seem to end with 09000000.

So, looking at that, it's obvious that these 56 bytes cannot describe all of Mario's behavior. Some early hacks I did on this data made Mario running at super speeds. I think it had something to do with swapping the 80xxxxx pointers found there but I couldn't say for sure, I don't remember.

This data must refer to more detailed behavior scripts. Maybe this is the 0x27BD data rstewart215804 is talking about? But how? The 80xxxxx RAM pointers don't seem to fall into this data. From what I concluded, they refer to variable tables for thing like speed of the object, but I may be wrong about that. I know that swapping those with the ones found in Yoshi's behavior data only made Mario go faster (I guess I remember now...).

So, that's what I know about behavior data. I'll let you guys try to find more about it.

Here's a list of all 280 behavior pointers used in the game so you can take a look and try to figure it out (it's possible that there's more). Just add 219E00 to find the ROM location.

000000, 000054, 000118, 000144, 000174, 000194, 0001CC, 0001F4, 000494, 0004A8, 000528, 0005B4, 0005D8, 000600, 000624, 000638, 00066C, 0006A4, 0006E0, 000708, 000720, 00075C, 000780, 0007A0, 0008EC, 00090C, 00091C, 000AFC, 000B0C, 000B58, 000B8C, 000BC8, 000C28, 000C44, 000C84, 000CFC, 000D30, 000DD8, 000F08, 000F48, 000F9C, 000FC8, 001030, 001064, 0010D8, 001108, 001168, 001298, 0012B4, 0012F4, 001408, 001468, 001478, 0014AC, 0014BC, 0014E0, 001518, 0015C0, 001650, 0016B8, 00179C, 001850, 001920, 001958, 001B54, 001B70, 001BF4, 001C04, 001C34, 001C58, 001C7C, 001C8C, 001D0C, 001D14, 001D40, 001D78, 001DA4, 001DA8, 001E30, 001E6C, 001E94, 001EC4, 001EF8, 001F90, 001FBC, 002018, 002068, 002088, 0020E8, 00213C, 00214C, 00215C, 002194, 0021C0, 0021E4, 002250, 0022B8, 0022D8, 002308, 002338, 0023A4, 0023D0, 0023EC, 00241C, 00244C, 00246C, 002480, 002568, 0025E0, 0025F8, 002620, 002650, 002684, 0026D4, 002710, 002768, 002790, 0027D0, 0027E4, 002804, 00286C, 0028CC, 0028FC, 00292C, 002968, 002998, 0029B0, 002A20, 002A48, 002A5C, 002AA4, 002BA0, 002BB8, 002BCC, 002E3C, 002E58, 002EC0, 002EF8, 002F60, 002F64, 002F68, 002F6C, 002F70, 002F74, 002F78, 002F7C, 002F80, 002F84, 002F88, 002F8C, 002F90, 002F94, 0030D4, 0031DC, 003228, 003274, 0032A8, 0032C8, 0032E0, 003324, 003354, 0033BC, 0033EC, 00362C, 003660, 003694, 003700, 003738, 0037EC, 0038D0, 003910, 003940, 003970, 003A08, 003A30, 003A80, 003AA4, 003AC8, 003AE0, 003B00, 003B30, 003B60, 003BB4, 003C30, 003C44, 003C58, 003C7C, 003C90, 003CA4, 003CB8, 003CE4, 003D0C, 003DA0, 003E3C, 003E8C, 003EE4, 003EFC, 003F40, 003F78, 003FA4, 004044, 00407C, 0040B4, 0040EC, 004124, 0041A4, 0041BC, 004218, 004270, 004284, 0042B4, 0042E4, 004314, 004370, 0043A0, 0043E0, 00442C, 00444C, 004470, 004494, 0044FC, 004538, 004580, 0045D0, 004698, 0046DC, 00472C, 004770, 00481C, 004868, 004898, 004954, 004988, 004A00, 004A58, 004AB0, 004B1C, 004B44, 004B8C, 004BF0, 004C24, 004C5C, 004C94, 004CCC, 004CF8, 004D28, 004D64, 004D90, 004DBC, 004E4C, 004E78, 004EA0, 004ECC, 004EF8, 004F10, 004F40, 004F90, 004FD4, 005024, 00506C, 0050B4, 0050D4, 005120, 00518C, 0051E0, 00525C, 0052B4, 005310, 005354, 005380, 0053C4, 0053DC, 0053F4, 005468, 0054B8, 0054EC, 005528, 005598, 0055DC, 0056A4

Concertmate200
Posted on 02-23-07 09:13 AM, in How did you get your username? Link | Quote | ID: 5585

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I once paid $200 for a concert ticket.

And that's how I got my nickname. Don't let Google tell you otherwise.

Concertmate200
Posted on 02-23-07 09:42 AM, in Super Mario Bros. Pop Art Link | Quote | ID: 5629

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Super Mario Bros. made out of Campbell's soup cans.

Andy Warhol would be proud


Concertmate200
Posted on 02-23-07 10:26 AM, in Not-so-famous, underrated games... Link | Quote | ID: 5664

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Posted by BounderTower

... Deadly Towers (Seanbaby sucks at challenging games.)
...



Somehow it's the first game I thought of when I saw the title of this thread.

Not that the game is that great, but it's far from being the worst NES game like that crazy dude said.

Despite its flaws, I feel it's one of the "memorable" NES games, maybe because of its pseudo 3d perspective effect. There's a speed-run video somewhere on Youtube, the game certainly doesn't look that bad from start to finish. url: Deadly Towers Speed-Run on YouTube

-------

A not-so-famous arcade game I found not so long ago is Tube Panic. For some reason it took a while until it was emulated with Mame.

It's a simple shooter released in 1984 by Nichibutsu. It features Mode-7-like scaling with some horizontal horizon scrolling in the first level, but every second level has this very interesting round tunnel scaling effect. Your ship stays at the bottom of the screen, while the whole tunnel and enemies rotates when you move the controls left and right. The game alternates between those two views as you progress.




I found the game to be surprisingly addicting, relatively easy, but nice old-school explosion visuals and sound effects make it satisfying to blast everything in your path. Enemy design is also interesting, like those toy-like robots that cling on the tube's walls.

There's some variation in colors and patterns used for the scaling horizon and tube as you go further in the game, but I felt like patterns used could have been more interesting. Maybe I could try to hack them?

Concertmate200
Posted on 02-24-07 02:08 AM, in Super Mario Bros. Pop Art Link | Quote | ID: 6061

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Yours is better

I did this because of a digg story entitled "Super Mario made out of cans". It was a giant sculpture of mario in 3d made out of various cans. I thought it didn't look much like Mario (it wasn't like pixel art), but the cans made me think about Andy Warhol's work. So this is the result, not exactly up to my quality standards, a quick hack, but when I saw the "Modern Art" forum I thought about posting it here.

Concertmate200
Posted on 02-24-07 02:11 AM, in Super Mario 64 Hacking Thread Link | Quote | ID: 6063

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I forgot something in my other post. About the part where rstewart215804 talks about changing the level geometry to Mario's head. It seems it has nothing to do with the 0x16 command. What he did is nothing that couldn't have been done before using info that was published.

The 0x1F command found in level scripts is the one loading the level geometry layout data.

For example at 405D7C: 1F 08 01 00 0E 00 04 88

0E is the standard bank where the level script data itself is stored, the 1F commands points to the end of the level script. The geometry layout data for the level is found there and it contains 0x15 and 0x13 commands that points to actual polygon data in MIO0 banks. If you change the 0x15 command used for the main level terrain so that it points to something else, like Mario's head polygon data, you can achieve what rstewart215804 did.

Concertmate200
Posted on 02-25-07 06:43 AM, in Super Mario Bros. Pop Art Link | Quote | ID: 7212

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BounderTower: Don't worry, I'm not really a Warhol fan myself, though I don't hate him like you seem to

Imajin: that was my initial goal, but since cans are almost twice as high as they are wide, it would've distorted the original pixel-art, unless I added a lot of black space to put space between the cans horizontally.

Now, I didn't expect that many comments on this, it's just a simple thing I did in a few minutes.




Concertmate200
Posted on 03-22-07 08:49 PM, in Super Mario 64 Hacking Thread (rev. 2 of 03-22-07 08:50 PM) Link | Quote | ID: 18075

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It seems that VL just updated his blog ( at last! )

http://web.mac.com/qubedstudios/iWeb/Site/Blog/2C17F706-B271-4B73-86D1-385B83999E89.html

Amongst other things, he's asking if dropping support for 800x600 screens would cause problems for some.

Concertmate200
Posted on 05-15-07 12:28 PM, in Super Mario 64 Hacking Thread (rev. 2 of 05-15-07 12:28 PM) Link | Quote | ID: 35536

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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


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