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09-25-17 07:51:36 AM

Jul - Game Research/Hacking/Modding - Origami 64 - Paper Mario Hacking Discussion New poll - New thread - New reply
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Celux

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Posted on 04-22-14 03:30:04 AM Link | Quote
So, I just released the first version of Origami 64, a Paper Mario Editor.

The application is presently only equipped with a text editor and monster formation editor, but I am working on expanding its capabilities.

Any bug reports or exploration of unknown parameters are welcome - there was a limit to how much I could accurately label without moving beyond the first chapter. This thread may also be home to any other Paper Mario-hacking related discussions, if you wish.

Download v0.1: https://www.mediafire.com/?ncvx1ihn1zd7i68

skawo
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Posted on 04-22-14 08:06:47 AM Link | Quote
Well, I've played with it, and I've figured out the Unknown Values.

Unknown Value 1: Where the "Run Away" bar starts when attempting to Run Away
Unknown Value 2: Probability of Up and Away working.
Unknown Value 3: Location of these (using Final Boss's value for this screen): https://dl.dropboxusercontent.com/u/4558852/thing.png


No bugs found, I did find a typo, though:

Spoiler:

Experience points dropped by the monster - this is altered depending on what level the palyer is.


And I made this for fun: https://www.youtube.com/watch?v=a22TD7ocr_E

Celux

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Posted on 04-22-14 09:22:17 AM (last edited by Celux at 04-22-14 09:35:36 AM) Link | Quote
Originally posted by skawo
Well, I've played with it, and I've figured out the Unknown Values.

Unknown Value 1: Where the "Run Away" bar starts when attempting to Run Away
Unknown Value 2: Probability of Up and Away working.
Unknown Value 3: Location of these (using Final Boss's value for this screen): https://dl.dropboxusercontent.com/u/4558852/thing.png


No bugs found, I did find a typo, though:

Spoiler:

Experience points dropped by the monster - this is altered depending on what level the palyer is.


And I made this for fun: https://www.youtube.com/watch?v=a22TD7ocr_E




Thanks, these seem like pretty obscure details, It's little wonder I had trouble figuring out their purposes. I've updated these labels and also fixed the typo. If you are up for more debugging, perhaps you could shed some light on the purpose of text function 2B (labelled as [goombario] at the beginning of each Goombario speech, because they're the only places where it appears).

You may have noticed that swapping move sets will cause the game to crash when you damage the enemy. If I recall correctly, this can be fixed by modifying the animation data stored after Unknown Value 3. Each animation includes a one-word animation id, followed by four 8-bit parameters. You can also set the palette for different animations here (third parameter byte).

Edit:
I should also mention where I am at regarding overworld objects. Here are my notes, all derived from the first section of Pleasant Path:
Spoiler:

803152B0 - monster encounter memory object, first on pleasant path
80315870 - first paragoomba
+0x44, Area/Formation ID
+0x198, position X/Y/Z

80245C7C(first koopa) - monster object table (80245CAC is Jr. Troopa)
+0x04, Monster data pointer (sprite, position) (80244D30)(80244F20 +0x04, movement type ie flying +0x08 X/Y/Z +0x1A0, sprite frames)
+0x08, battle ID (area/formation)

8024255C(regular area variation)(80242718 second area) - in table of area variations (8024251C is Kent C. Koopa blocking path)
80240000 - start of bank containing these tables


Now, this is where I am a little stumped. I am having trouble finding a 'master table' to use as reference reading all overworld-object related data. I found that the table at 0x6B450 uses a memory starting position which matches up with my notes (80240000), but the other pointers in this table of 421 entries seem insignificant.
skawo
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Posted on 04-22-14 10:15:07 AM (last edited by skawo at 04-22-14 10:23:30 AM) Link | Quote
The goombario tag seems to do nothing whatsoever. I tested a bunch of places where Goombario's tattles behave a bit differently (text box size being tiny etc) and they all behave the same with and without the tag :\

I could speculate here on what it could have been used for, but that'd be pretty much useless.

One thing I did notice is that it's not in all the lines spoken by Goombario; only the tattles.
GuyPerfect
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Posted on 04-22-14 10:55:40 AM Link | Quote
I just want to toss in my support and well-wishes for those involved with this project. It's always a cool thing to see games being picked apart, and it's especially awesome when the picker-aparters are good at what they do, like you guys are. This is exactly the kind of thing the ROM Hacking board thrives on, and I've got your back every step of the way.
Mattrizzle
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Posted on 04-22-14 10:07:58 PM (last edited by Mattrizzle at 04-24-14 05:31:00 AM) Link | Quote
Great job, Skelux! 2014 looks like it is shaping up to be a revolutionary year when it comes to ROM hacking!

Here are some data locations for alternate forms/spawned monsters that do not initially appear in any formations:

Formation Set Monster Name/Description ROM Offset RAM Offset
------------- ------------------------ ---------- ----------
03: Toad Town Dojo Goombario (Lee transformation) 0x46AF04 0x8021EA74
Kooper (Lee transformation) 0x46CB50 0x802206C0
Bombette (Lee transformation) 0x46E848 0x802223B8
Parakarry (Lee transformation) 0x46F964 0x802234D4
Bow (Lee transformation) 0x4709EC 0x8022455C
Watt (Lee transformation) 0x471F58 0x80225AC8
Sushie (Lee transformation) 0x472F34 0x80226AA4
Lakilester (Lee transformation) 0x4749F4 0x80228564

04: Star Way Magikoopa (8 HP; on ground) 0x484730 0x8021D680

09: Mt. Rugged Whacka (copy of 0x8021FD78?) 0x4D8C18 0x80220A28
Whacka (copy of 0x8021FD78?) 0x4D9934 0x80221744

15: Lavalava Island Mini-Boss W Magikoopa (on broomstick) 0x586A38 0x8021A0F8

16: Mt. Lavalava R Magikoopa (on ground) 0x595350 0x80221060
W Magikoopa (on ground) 0x598010 0x80223D20

17: Mt. Lavalava Boss Lava Bud 0x5AB954 0x80225274

I will update this list as I find more.

Also, it would probably be a good idea to pick this guy's brain.
FieryIce

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Posted on 04-23-14 06:21:13 AM Link | Quote
You're always making brilliant stuff, Celux! Keep up the good work!

I am sad to say I never finished Paper Mario 64 despite really liking it ... I got to very near the end and I really want to play it again but I don't want to resort to an emulator for that so I'll probably wait until I get a Wii U to finish it.
luigi1er­@hotmail.com
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Posted on 04-23-14 07:04:35 AM Link | Quote
Hi Skelux, I'm really happy you lead the project right now. I was beginning to share informations since there was nobody on this game, but I contast I'm not alone anymore and I'm glad you will bring people to get interesting on it.

I would like to ask you a question (and maybe someone else could answer me), I was going to give you adresses of items and costs in shops but I use Paper Mario (USA).n64 and your tool use Paper Mario (U) [!].z64 I guess and we have not the same stored data even if they are both USA version (my ROM isn't correctly loaded in your tool).

Do I have selected a wrong ROM version or is there something I don't know about ROM convention?
Celux

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Posted on 04-23-14 10:42:36 AM Link | Quote
Originally posted by luigi1er­@hotmail.com
Hi Skelux, I'm really happy you lead the project right now. I was beginning to share informations since there was nobody on this game, but I contast I'm not alone anymore and I'm glad you will bring people to get interesting on it.

I would like to ask you a question (and maybe someone else could answer me), I was going to give you adresses of items and costs in shops but I use Paper Mario (USA).n64 and your tool use Paper Mario (U) [!].z64 I guess and we have not the same stored data even if they are both USA version (my ROM isn't correctly loaded in your tool).

Do I have selected a wrong ROM version or is there something I don't know about ROM convention?


Try renaming it to .z64. Also I think .n64 files might be byteswapped, so download the byteswapper application from my site to fix the rom.
luigi1er­@hotmail.com
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Posted on 04-23-14 05:19:36 PM (last edited by luigi1er­@hotmail.com at 04-23-14 10:36:39 PM) Link | Quote
I tested the game to make sure I can use my previous savestats since emulator could support the bytes swapping. So... my savestats work and my data are just aside by 1 byte.

Thanks for the tips, I could still provide data from items and costs now. I noticed to change items doesn't change the item description below, that data it's surely near from the others so it souldn't be a problem.
luigi1er­@hotmail.com
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Posted on 04-25-14 06:24:08 PM Link | Quote
Hi, as promised I provide some usefull data of the game.

For each shop we have 6 slots of items. For each slot there are 3 informations of 2 bytes : the item, the cost and the description (changing item doesn't change its description). There are 2 bytes between each information. So it's done that :

Example :
Fright Jar at 0x7F8F7E : (+4)
0x0 = [0098]
0x4 = [0005]
0x8 = [002A]

The slots followed themselves, you just need the first adress and make always +12 to get the next slot.
It's the same thing with the Badge Shop where you can find 16 slots.


Place ROM offset

Toad Town Entrace = 0x7F8F7E
Toad Town (Toy Box) = 0x84683E
Dry Dry Outpost = 0x9666FE
Koopa Village = 0x9D4f4E
Star Haven = 0xA26C5E
Bowser's Castle = 0xA92B0E
Yoshi's Village = 0xB3958E
Boo's Mansion = 0xBC57CE
Shiver City = 0xD10DFE

Badge Shop = 0x80880A


The only problem about the badge shop it's data cost are useless, because they just don't seem to affect the badges. When I swapped Speedy Spin (50) for Mega Jump, it gave me 200 and Mega Jump isn't supposed to have a price. So... we will need to do more tests on it.

To know what data correspond, click on this link :
http://shrines.rpgclassics.com/n64/papermario/hacking.shtml

It also miss a Spiked Goomba and a Paragoomba in the monster list, but they appear once so it doesn't really matter. When you're with Goompa and you return to Goomba's Village, Spiked Goomba and Paragoomba are different from usual and they're not there after.

Spiked Goomba's HP = 0x4498B3
Paragoombas' HP = 0x44ED97
wariowareds
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Posted on 05-31-14 09:06:02 PM Link | Quote
Originally posted by Celux
So, I just released the first version of Origami 64, a Paper Mario Editor.

The application is presently only equipped with a text editor and monster formation editor, but I am working on expanding its capabilities.

Any bug reports or exploration of unknown parameters are welcome - there was a limit to how much I could accurately label without moving beyond the first chapter. This thread may also be home to any other Paper Mario-hacking related discussions, if you wish.

Download v0.1: https://www.mediafire.com/?ncvx1ihn1zd7i68





10F9EC Max HP 10F9ED Current HP 10F9EE Equipped Hammer 10F9EF Equipped Boots 10F9F1 Max FP 10F9F2 Current FP 10F9F6 Level 10F9F7 BP 10F9F8 Number of Star Pieces 10F9FA-10F9FB Number of Coins 10F9FF Number of Star Points 10FA60-10FA9F Key Items 10FAA0-10FB9F Badges 10FBA0-10FBB4 Items 10FBB5-10FBF4 Items in Storage
Hiccup
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Posted on 06-01-14 01:07:56 PM Link | Quote
Did you need to quote the whole first post and a wall of text from a linked page?
SubDrag
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Posted on 06-21-14 01:04:31 PM Link | Quote
Do you know where the sound files are located in the game? At present, cannot find them to try and decode.
luigi1er­@hotmail.com
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Posted on 07-14-14 10:35:49 PM (last edited by luigi1er­@hotmail.com at 07-14-14 10:38:02 PM) Link | Quote
I found many things since the last time I came here. There is a list of them :

  • Swaping exit destinations of areas

  • Swapping music (places, themes, battles)

  • Playing with effects over the ennemy's attack (sleeping, frozen, poisonned)

  • Some data from Star Spirits' ability


With the theory I have a lot of adresses which can be useful for a tool, but it's really big as information to post all. So I wonder if I should make many files of adresses and share the links here or just explain the processes to catch them in many posts?
Celux

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Posted on 12-01-14 09:38:00 AM Link | Quote
Originally posted by luigi1er­@hotmail.com
I found many things since the last time I came here. There is a list of them :

  • Swaping exit destinations of areas

  • Swapping music (places, themes, battles)

  • Playing with effects over the ennemy's attack (sleeping, frozen, poisonned)

  • Some data from Star Spirits' ability


With the theory I have a lot of adresses which can be useful for a tool, but it's really big as information to post all. So I wonder if I should make many files of adresses and share the links here or just explain the processes to catch them in many posts?


Looks like I should have checked this thread again sooner, my bad.

If you are able to explain the process of catching these addresses, that would be very helpful. I prefer to code Origami to dynamically read the addresses rather than from fixed locations.
luigi1er­@hotmail.com
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Posted on 12-05-14 02:41:05 PM Link | Quote
I hope you don't mind if I let the link to my topic here since there are already big explanations about stuffs previously mentioned. There are many things I have said there that can explain how I managed to get adresses.

http://www.romhacking.net/forum/index.php/topic,17948.0.html

However, as I didn't formally explained how we can catch defenses, I can do it there. Since there are enemies stats in Origami 64, I can help to make it bigger quickly.



This picture is a typical case of defense's tracking. The defense's data is black, the red squares are the typical patterns of the defense (not always), the green square is the HP's data, the blue square is also a pattern which can help. Defenses are around -0x200 before HP. There are unfortunately some exceptions, Koopas have 2(3) defenses and they are applied on only Mario, partners or a mix of both. :p

I will also let adresses of Star Spirits since I got them by try and retry, if it can help you I will be happy :
0x79002f = Star Storm (7)
0x793b37 = Smooch (20)
Celux

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Posted on 02-20-15 03:48:32 AM (last edited by Celux at 02-20-15 03:56:07 AM) Link | Quote
Haha seems someone over at romhacking.net beat me to making a level editor, though it's not released yet.

In any event, it looks as though the editor is missing some functionality such as music importation, so development of my tool will proceed as normal.

I've uploaded version 0.1.1 with some very minor improvements and posted it here.
Rew
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Posted on 02-22-15 03:38:07 PM (last edited by Rew at 02-22-15 03:39:44 PM) Link | Quote
Very cool, Celux! I'll have to download that version soon (I currently have version 0.1).

Whenever you get to music, last year I put together this track list of all of Paper Mario's music from the ROM:
See here.

And on a side note, if you ever manage to locate the tunes for Dry Dry Desert (Oasis variant), Toad Town Tunnels (Ice variant), and Bowser's Castle (middle variant(s)), please let me know as those are the only ones I was never able to find!
SubDrag
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Posted on 04-05-15 09:03:35 AM Link | Quote
I was unable to sort out music or sound for Paper Mario - do you have a beat on them?
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Jul - Game Research/Hacking/Modding - Origami 64 - Paper Mario Hacking Discussion New poll - New thread - New reply




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