| VL-Tone Member Super Mario 64 forum moderator Level: 53 Posts: 417/621 EXP: 1135562 For next: 21557 Since: 07-27-07 From: Montreal, Canada Since last post: 4.7 years Last activity: 1.2 years |
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| Jul - SM64 Hacking (Archive) - Toad's Tool 0.6.0 (On hiatus for an indefinite amount of time) | - - ![]() |
| Pages: 1 2 3 4 5 6 7 8 9 10 11 ... 19 20 21 22 23 24 25 26 27 28 | Next newer thread | Next older thread |
| Polygon model importer, how soon do you want it? | |||
| Please vote or be transformed into Walluigi! | |||
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11.4%, 14 votes | ||
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22.8%, 28 votes | ||
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56.9%, 70 votes | ||
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4.1%, 5 votes | ||
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4.9%, 6 votes | ||
| Multi-voting is disabled. 123 users have voted. | |||
| VL-Tone Member Super Mario 64 forum moderator Level: 53 Posts: 417/621 EXP: 1135562 For next: 21557 Since: 07-27-07 From: Montreal, Canada Since last post: 4.7 years Last activity: 1.2 years |
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| FieryIce Luigi Level: 119 ![]() Posts: 92/4161 EXP: 18741388 For next: 187903 Since: 12-18-08 From: Chicago Since last post: 179 days Last activity: 5 days |
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Don't worry if you have to delay it, I'm sure most people can wait a few extra days. Well, at least I can wait... I'd be busy with school anyways. ![]() |
| gamekrazzy Member Level: 32 ![]() Posts: 44/199 EXP: 194436 For next: 12006 Since: 03-06-09 Since last post: 10.4 years Last activity: 8.6 years |
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| XD! school always gets in the way... ____________________ ![]() |
| RDX Level: 32 Posts: 37/198 EXP: 193370 For next: 13072 Since: 02-14-09 Since last post: 10.8 years Last activity: 10.5 years |
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| Yeah I'm off for Spring Break next week, so it doesn't matter anyways. Plus it's not like we're all a bunch of impatient little babies. We can wait. ____________________ ![]() |
| Nikodude User Level: 9 ![]() Posts: 7/10 EXP: 2191 For next: 971 Since: 03-01-09 From: Denmark Since last post: 13.0 years Last activity: 12.4 years |
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| I have got a good idea what about somehow makeing SM64 use the expansion pack? ____________________ Go get some pie! |
| Lyskar 12210 ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() -The Chaos within trumps the Chaos without- Level: 192 ![]() Posts: 2340/12211 EXP: 99240626 For next: 632945 Since: 07-03-07 From: 52-2-88-7 Since last post: 7.4 years Last activity: 7.3 years |
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| Stevoisiak Member Level: 38 Posts: 232/283 EXP: 345494 For next: 24953 Since: 11-22-07 From: New York, Long Island Since last post: 12.3 years Last activity: 5.6 years |
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Originally posted by VL-Tone Just link to 2 versions on the site. An unstable beta, and the stable one. Many people do that. |
| Vinnyboiler Catgirl Level: 66 ![]() Posts: 39/1044 EXP: 2439906 For next: 21945 Since: 12-27-07 From: London, England Since last post: 7 days Last activity: 3 days |
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| Does the floor and model have the same texture or can we apply another texture for the floor. |
| VL-Tone Member Super Mario 64 forum moderator Level: 53 Posts: 418/621 EXP: 1135562 For next: 21557 Since: 07-27-07 From: Montreal, Canada Since last post: 4.7 years Last activity: 1.2 years |
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| Me-me 340 ![]() ![]() ![]() ![]() ![]() ![]() Level: 41 ![]() Posts: 66/341 EXP: 461703 For next: 18442 Since: 08-05-07 Since last post: 9.7 years Last activity: 8.1 years |
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| When Mario fall from a level the death sequence (when the screen fade out) begin before Mario hit the floor. So, even with the death floor, how do you know where the death sequence begin? Also, great work so far! ____________________ Wow! SM64 is totally turned upside-down! |
| Tina Beep boop Level: 79 Posts: 991/1549 EXP: 4467956 For next: 111511 Since: 08-10-07 Since last post: 3.4 years Last activity: 3.4 years |
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| luigiman1928 Member Level: 17 ![]() Posts: 11/46 EXP: 21632 For next: 3111 Since: 02-23-09 From: Gscentral Since last post: 12.0 years Last activity: 11.3 years |
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| Tommarow is april! ____________________ Gscentral forever!! |
| messiaen Catgirl Level: 68 Posts: 528/1085 EXP: 2594175 For next: 134625 Since: 11-20-07 Since last post: 8.1 years Last activity: 7.2 years |
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Originally posted by VL-Tone Probably the major issue for you is that there's data in the checksum area that needs to be overwritten. Since you seem to use a specific CRC to ensure a valid ROM is loaded, you'll probably need to switch to an alternative method, perhaps a simple 'watermark' (a few identifer bytes somewhere) so that TT64 knows its a valid ROM which has been extended AND patched for extended memory (and in the future other useful additions/modifications). Also, the little patch to get rid of the CRC works well, however since it causes PJ64 (by far the most used emulator) to popup two error messages, it would be cleaner to just correct the CRC, either integrating a checksum fixer in TT64 or a launcher for an external application (as you do in the ROM Extender). The extended memory support I have been using for the "Missing Stars" is very simple. First, there is a loader function which runs just after the boot and copies the new level script command from ROM to extended memory. The level command function table in the ROM has been changed so that the 0x10 level command (unused) now points to this new function loaded in extended memory. This level command copies an uncompressed ROM segment to extended memory and then updates the segment pointer table so that whenever segmented data is acessed it will point to the correct RAM location. Since it doesn't use a memory allocation function (I couldn't get this to work), you have to manually specify the beggining address in RAM it will be copied too. I don't think it would be hard to implement this in TT64. Here's an example. Let's define that our additional banks will be loaded from 0x80500000 onwards. Note that you can still use the 1.4mb shared pool with the regular 0x17 command, so this would give 4.5mb of available memory for banks, plus another 1meg (0x80400000 - 0x80500000) for custom ASM/data/variables. So, to load banks 0x07 and 0x08 you use this: [10 10 00 07] [80 50 00 00] [01 00 00 00] [01 00 22 30] [10 10 00 08] [80 50 22 30] [01 20 00 00] [01 20 22 30] Note that the manual memory allocation is quite easy. Since that part of RAM will never be accessed by the game, you can just sum the previous loaded bank lenght to get the address for the next bank. So, you would just have keep track of the 0x10 commands and update the RAM addresses if the ROM segment grows larger. The only thing I haven't tested is loading the texture bank with this command. One of the reasons you couldn't change the 0x1A commands into 0x17 commands is that the 0x1A command will decompress data to a specific location in RAM, so this needs to be tested more and perhaps an additional hack of the 0x1A command will be needed so that the texture bank always get into extended memory. |
Marioforever45![]() Level: 10 Posts: 10/13 EXP: 3290 For next: 1124 Since: 10-24-08 Since last post: 13.1 years Last activity: 11.0 years |
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Originally posted by mario 64 fan The 3d importer will be in Toad Tool 64 0.6,It will be out on April 1,2009
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| gamekrazzy Member Level: 32 ![]() Posts: 48/199 EXP: 194436 For next: 12006 Since: 03-06-09 Since last post: 10.4 years Last activity: 8.6 years |
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Originally posted by Marioforever45 actually I doubt that, VL-tone already said that it might come out later My guess would be Friday April 3, 2009, and anyways I want a version that works don't you. ____________________
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| RDX Level: 32 Posts: 38/198 EXP: 193370 For next: 13072 Since: 02-14-09 Since last post: 10.8 years Last activity: 10.5 years |
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| No, he finalized that it isn't coming out April 1st maybe two or so posts ago. It's fine, it's not like we're paying him or anything. ____________________ ![]() |
| VL-Tone Member Super Mario 64 forum moderator Level: 53 Posts: 420/621 EXP: 1135562 For next: 21557 Since: 07-27-07 From: Montreal, Canada Since last post: 4.7 years Last activity: 1.2 years |
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| VL-Tone Member Super Mario 64 forum moderator Level: 53 Posts: 421/621 EXP: 1135562 For next: 21557 Since: 07-27-07 From: Montreal, Canada Since last post: 4.7 years Last activity: 1.2 years |
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| messiaen Catgirl Level: 68 Posts: 531/1085 EXP: 2594175 For next: 134625 Since: 11-20-07 Since last post: 8.1 years Last activity: 7.2 years |
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Originally posted by VL-Tone Ah, that should work .Originally posted by VL-Tone Right, I'm doing a summary of the things that needs to be modified as well as some detailed documentation. I think it would be interesting to integrate this as early as possible in the importer so we can test how it works before comitting it to a later, more stable version. To make things easier in the future, I think the first meg of extended memory should be an exact mirror of a ROM segment. Here's how I am thinking of using it: 0x80401000 - 0x804A0000 -> Reserved space for data (used in the future for data such as collision tables, trajectories, water data, new variables and other stuff which will be acessed from any level since it's not restricted to a certain segment ID). 0x804A0000 - 0x80500000 -> Custom code (new script functions and eventually new objects code). The remaing space, 0x80500000 - 0x80800000 would be used for level banks. Note that I left 0x1000 bytes for compatibility with Gameshark codes which use extended memory. All of this would be copied from somewhere like 0x1201000 - 0x1300000 in the ROM (we should decide on this because it will be hardcoded in the loader function). Any space after this would be used by TT64 to store the new levels. I can send you a list of the needed patches today or tomorrow, all that I need to know is where I should reserve the space in the ROM for this first meg of extended memory so it doesn't conflicts with the way the importer currently works. |
| VL-Tone Member Super Mario 64 forum moderator Level: 53 Posts: 422/621 EXP: 1135562 For next: 21557 Since: 07-27-07 From: Montreal, Canada Since last post: 4.7 years Last activity: 1.2 years |
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| Jul - SM64 Hacking (Archive) - Toad's Tool 0.6.0 (On hiatus for an indefinite amount of time) | - - ![]() |
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