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12-15-17 01:03:43 AM

Jul - SM64 Hacking - SM64 Boundary Patch (Download) New poll - New thread - New reply
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Celux

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Posted on 05-18-12 01:43:23 AM (last edited by Celux at 11-05-12 05:02:17 AM) Link | Quote
After several months of mental suffering, here is the complete SM64 Boundary Patch.
This patch will extend the maximum size of your levels from around 16,000 x 16,000 to 60,000 x 60,000 (Over triple the size).
The patch could extend the level size even further, only that SM64 cannot draw 3D beyond this point.

Instructions for patching are included in the readme, among other details.

Download (1.2): http://www.mediafire.com/?qjv60qehd01x0nm

If you are experiencing issues with lag and music, apply this patch also: http://www.mediafire.com/?zdd56agnfgamv42



Note: The exact maximum size is from -32767 to 32767. This limitation is caused by the polygon coordinates being read as 2-byte signed integers, meaning 0x7FFF or 0x8000 (32767 and -32767 respectively) are where the 3D drawing will wrap around and behave strangely.
MarioGame2222
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Posted on 05-18-12 02:23:49 AM Link | Quote
Thanks, Skelux!
I hoped that you would release it soon,
Because Course 13-15 of my Hack really need that patch xD
Casis777
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Posted on 05-18-12 03:19:05 PM Link | Quote
Damn, that level is big... Thanks for the patch!
Eggs6131
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Posted on 05-19-12 12:00:47 PM Link | Quote
Well done on finishing this, will certainly be a big help. I'm having a bit of a problem with it, though. The water only stretches to the previous boundaries. I can actually fall out of the waterbox (and walk back into it).

How can I fix this?
Celux

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Posted on 05-19-12 08:49:28 PM Link | Quote
Originally posted by Eggs6131
Well done on finishing this, will certainly be a big help. I'm having a bit of a problem with it, though. The water only stretches to the previous boundaries. I can actually fall out of the waterbox (and walk back into it).

How can I fix this?


Try setting it's position a little below the maximum, maybe 29,000.
Gazpacho146
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Posted on 05-24-12 11:19:12 AM Link | Quote
Celux, thank you SO much! You have no idea how much I needed this!
m64importer
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Posted on 09-12-12 07:34:43 PM Link | Quote
what happen to boundaries if you make mario smaller?? if u reduce its size to 50% and they mantains, the relative size of the level would be x2!

if you have this in mind when do one, you could use this trick to create virtually endless levels!! only the textures would look blurrier. but can replace with a pack.
DarkSpacer
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Posted on 09-12-12 08:29:43 PM Link | Quote
Yeah, but only if you mess with the camera's FOV and scale all the enemies and objects, as well as all their collisions and relative speeds for their movements.

Then technically yes, you could do that.

That would be pretty cool if someone managed to do that...
Tamkis
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Posted on 09-13-12 09:36:18 PM (last edited by Metal_Man88 at 09-13-12 11:03:20 PM) Link | Quote
Am I the only one to notice...

(Image link removed to prevent future viewers from loading it and then being hit by whatever evil has replaced the original image due to Imageshack sucking)

... the 7 new, "Unused Levels" you can use for level models in Celux's ObjImporter mod? TMK, the previous ObjImporter v16 by Messiaen did not have these levels.

Is this feature functional, and has anyone tinkered with it? And what exactly does it replace?
-----

(Why do my imageshack links keep turning into "imageshit" and 404'ing?)
Lyskar
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Posted on 09-13-12 11:02:43 PM Link | Quote
Because Imageshack is garbage that reuses image numbers. What is good today becomes garbage tomorrow. Get a better image host.
Celux

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Posted on 09-24-12 09:16:44 PM Link | Quote
I've updated the patch to 1.1, it can be downloaded here: http://www.mediafire.com/?3m26yv2mw3e4dwa

Changes:
-Fixed Vanish Cap walls
-Fixed Whomp collision
-Slightly lowered Mario's shadow
Tamkis
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Posted on 09-24-12 11:25:34 PM Link | Quote


I've updated the patch to 1.1, it can be downloaded here: http://www.mediafire.com/?3m26yv2mw3e4dwa

Changes:
-Fixed Vanish Cap walls
-Fixed Whomp collision
-Slightly lowered Mario's shadow




Nice to see some bug fixes for this patch.
(I wasn't even aware of those ones.)

Celux, in the v1.0 patch, there were two other bugs that I noticed. I do not know if you addressed these in the revised (v1.1) patch, but here goes:

#1. The game crashes when Mario is near complex level geometry.
The following depicted error never occurred until after I applied the patch. It happens occasionally.





In PJ64:
"Unhandled R4300i OpCode at: 8005C0B0
tne r0,r0
Stoping Emulation !"

I am guessing that the OpCode's param are overwritten somehow. "TNE" is an exception trap that occurs when two values do not equal. A reg will always equal itself, especially r0, so the exception is always skipped. This error occurs mostly around that and other complex geometry shapes.

#2. The game occasionally freezes (not crashes) for apparently no reason.


I will see if the v1.1 patch remedies the problems.
Celux

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Posted on 09-25-12 09:28:28 PM Link | Quote
Originally posted by Tamkis


I've updated the patch to 1.1, it can be downloaded here: http://www.mediafire.com/?3m26yv2mw3e4dwa

Changes:
-Fixed Vanish Cap walls
-Fixed Whomp collision
-Slightly lowered Mario's shadow




Nice to see some bug fixes for this patch.
(I wasn't even aware of those ones.)

Celux, in the v1.0 patch, there were two other bugs that I noticed. I do not know if you addressed these in the revised (v1.1) patch, but here goes:

#1. The game crashes when Mario is near complex level geometry.
The following depicted error never occurred until after I applied the patch. It happens occasionally.

---

---

In PJ64:
"Unhandled R4300i OpCode at: 8005C0B0
tne r0,r0
Stoping Emulation !"

I am guessing that the OpCode's param are overwritten somehow. "TNE" is an exception trap that occurs when two values do not equal. A reg will always equal itself, especially r0, so the exception is always skipped. This error occurs mostly around that and other complex geometry shapes.

#2. The game occasionally freezes (not crashes) for apparently no reason.


I will see if the v1.1 patch remedies the problems.



Did you also have the lag/music patch applied when you saw that error? It could be caused by the patch, or even by not having the patch.

If that has no effect, It might even be because of the modified collision code. Making the models on that stand non-solid could fix it.
Celux

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Posted on 11-05-12 05:03:27 AM Link | Quote
Updated to version 1.2, here are the changes:
-Fixed object animations outside boundary (such as stars from ! boxes, and ground-pound particles)
-Minor fix for wall collision outside bounary
-Patch also removes the level intro messages
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Jul - SM64 Hacking - SM64 Boundary Patch (Download) New poll - New thread - New reply




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