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11-24-17 03:07:04 AM

Jul - SM64 Hacking - Super Mario 64: The Missing Stars RELEASED! (Download link on first post) New poll - New thread - New reply
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messiaen
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Posted on 10-09-08 03:49:02 PM Link | Quote
The 'base patch' (as I call it) is available a few messages ago. Don't forget to replace the description files (the .txt included in the zip file), these should go in the main TT64 folder.

I'm not sure if Koopa the Quick will be able to recognize the objects collision, but that you can test yourself. Koopa the Quick will crash your level for now, but I'll release pretty soon a modified version of the "Koopa trajectory modifier" which is compatible with this patch.
Stevoisiak
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Posted on 10-09-08 05:48:31 PM (last edited by Stevoisiak at 10-09-08 05:48 PM) Link | Quote
Originally posted by messiaen
The 'base patch' (as I call it) is available a few messages ago. Don't forget to replace the description files (the .txt included in the zip file), these should go in the main TT64 folder.

I'm not sure if Koopa the Quick will be able to recognize the objects collision, but that you can test yourself. Koopa the Quick will crash your level for now, but I'll release pretty soon a modified version of the "Koopa trajectory modifier" which is compatible with this patch.

Yes, I have the zip file, but in the file are TWO ppf patches.
Linkin800
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Posted on 10-10-08 01:04:59 AM Link | Quote
One is for making flat world not have a floor so you can fall off the stage and die, and the other is for that the flat world has a floor to it. (*base_patch v1 empty* is for not having a floor and *base_patch v1 flat* is for it to have a floor)

Oh yea and before you patch the rom be sure to checkmark skip checksum in preferences in TT64. (only if you have the newest ver of TT64, just delete the level geometry file if its a older ver)
messiaen
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Posted on 10-10-08 01:24:16 PM (last edited by messiaen at 10-10-08 03:01 PM) Link | Quote
I set a folder with files related to this hack.

Aside from the patch, there is also a file called lullaby.mp3 which is an original tune I composed for the "city" area. The mp3 is just a midi converted to wav, not the actual tune in the game.

Also, there's a tool called "Terrain Resizer" (terrain_resizer.zip), which can be used on the 'flat' patch to change the terrain limits. Here's is how it works: first you have to place the last 4 objects (302, 303, 304 and 305) to represent the level bondaries, by setting them to these positions:


302: X = 8192 Y = 0 Z = 8192
303: X = -8192 Y = 0 Z = -8192
304: X = -8192 Y = 0 Z = 8192
305: X = 8192 Y = 0 Z = -8192



If you did this right, this is what you should get (Top View). The model actually doesn't matter:



Now just move these objects (be careful because the order of the objects is very important) and make your custom terrain (with these 4 vertexes).

After you are done, just run "terrain_resizer your_file.z64" in a MS-DOS console.

Edit: I uploaded to same folder a "Background Swapper" (bg_swap.zip) tool. Simple to use as this:


Background Swapper
Usage: bg_swap <input_file> <background>
Backgrounds: none, haunted, cc_mountain, ss_land, bob_omb, wet_dry, jl_bay, rainbow, bowser1, lavaland, bowser3

Kenshi
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Posted on 10-10-08 08:21:50 PM Link | Quote
These files, are only available for use on windows right? I haven't seen any romhacking related items made by any other than Vl-Tone...
messiaen
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Posted on 10-10-08 10:31:56 PM Link | Quote
These tools are for Win32, but if you have a Mac "C" compiler I can provide you the sources. I guess it would compile without any problem, it uses only standard functions. And before anyone asks: these tools only work with the base patch, they won't work on the regular Flatworld.

Here is a update on that "house" area. I used a lot the "Small Platform" + "Static and not solid" behavior combo to get some extra textures, and I think the result is quite good:



I'm curious to see what other people have been doing with this patch. Remember, this project will only work if there are enough people to contribute with level design.
Celux

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Posted on 10-10-08 11:47:55 PM (last edited by Celux at 12-09-14 05:31:29 AM) Link | Quote
Hey, sorry I haven't posted for a while. The reason being that first my toads tool stopped working, then shortly later, so did my internet. Ive fixed it now though, and I need to re-download tt64.

As soon as I get tt64 again, i'll be working on my newest level, "The Mystic Tower". It will be a lot easier and better now that you have made some new tools to use.
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Posted on 10-11-08 02:06:09 AM Link | Quote
Originally posted by messiaen
I'm curious to see what other people have been doing with this patch. Remember, this project will only work if there are enough people to contribute with level design.

Just to let you know, I have done three rooms and a bit of a room on the unnamed cave level.
vingamer234
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Posted on 10-11-08 02:12:21 AM (last edited by vingamer234 at 10-11-08 02:13 AM) Link | Quote
I'm trying to open the patched .z64 file but I get an error:

"While processing the graphics data an exception occurred, you may need to restart the emulator."

I restarted it, the same error occurred.
Kenshi
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Posted on 10-11-08 02:12:41 AM Link | Quote
Hey, vl-tone what happened to Import all from folder? Its not in the newversion/grayed out and in the other version its not selectable either.
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Posted on 10-11-08 03:16:40 AM Link | Quote
Originally posted by vingamer234
I'm trying to open the patched .z64 file but I get an error:

"While processing the graphics data an exception occurred, you may need to restart the emulator."

I restarted it, the same error occurred.

The base patch works fine for me (if that's the patch your talking about.) Did you patch a clean extended rom? Are you using a mac? What patching program are you using? I used PPF-O-Matic to patch both patches to two clean extended roms, and they work fine.

If you are using a mac, then you would probably have problems because the patch is most likely made for a rom extended with the Windows version of the rom extender.
Celux

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Posted on 10-11-08 05:28:11 AM (last edited by Celux at 12-09-14 05:32:53 AM) Link | Quote
Hmmmmm.... I would like to apply the new platform battlefeild patch you made (The base your're using for the team hack) to my old "star legend 64" mod, but it overwrites my Secret Woods level. Is there a way around this problem?
messiaen
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Posted on 10-11-08 09:47:42 AM (last edited by messiaen at 10-11-08 09:59 AM) Link | Quote
vingamer234: The "While processing the graphics data an exception occurred, you may need to restart the emulator" is some error on the emulator side (I guess you are using Project64). It's sort of rare, but if you load the ROM again or just wait a few seconds it will work fine, this error doesn't crash the emulator.

Blaster: Cool, can't wait to see what you have done! Post some screenshots if you want. Also, if you have suggestions to improve the base patch (ie, more copies of some block or some behavior stuff) you can send them in a personal message.

Celux: Yes, I'm working on porting your level to the base patch, and I will send it to you (in a personal message) so we can discuss possible tweaks for the level. For this team hack, I want everybody to work only with the Bob-omb Battlefield in different ROMs (that is, 1 level/room per ROM), then afterwards I will join everything up in a master ROM.

I will make a patch for the MAC extended ROM, I forgot about that .

By the way, did the Background Swapper/Terrain Resizer worked ok?
GhostMaster3000
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Posted on 10-11-08 10:08:15 AM Link | Quote
I can't get the base patch to work, tt64 is saying "Invalid ROM" and all that crap. I Patched it to a clean extended ROM with PPF-O_matic3.
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Posted on 10-11-08 10:14:59 AM Link | Quote
Originally posted by GhostMaster3000
I can't get the base patch to work, tt64 is saying "Invalid ROM" and all that crap. I Patched it to a clean extended ROM with PPF-O_matic3.

You need to have the skip checksum checkbox checked in the TT64 preferences. To go into the preferences, you need to open a rom which hasn't been patched with the base patch.
GhostMaster3000
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Posted on 10-11-08 10:42:48 AM Link | Quote
Thank You, I got it to work!!! Now I can work on my hack.
messiaen
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Posted on 10-11-08 01:33:44 PM (last edited by messiaen at 10-11-08 05:27 PM) Link | Quote
This is an initial plan of the hack. The brown connectors are the Super Mario RPG-like "paths" such as the one I showed in a screenshot a few posts ago:



1. Starting point, inside a house
2. Main "city", with minigames and lost of NPCs
3. House
4. House
5. First "outside city" area. Not yet a "level", but may hold some hidden star. Many enemies and scary trees!
6. Path to "volcano" or something like that.
7. Path to "cave" or underground area.
8. Lava level
9. "Secret Woods"
10. Cave Level

This is just to show a possible basic layout. You'll have to wander a while before getting to levels, and some may not be acessible in the beggining. I'll try to get a working ROM with the first 4 areas connected so we can get a feel how it will work.

Don't worry about this layout for now, just try to build interesting levels.

Edit: Celux, I uploaded your Secret Woods level converted to the base patch to this folder (01_secret_woods.ppf). Patch it to a CLEAN extended ROM.

I have set all behaviors to the new "universal solid" behavior. You'll have to reassign the "Squishable Platforms" to the mushrooms and set the Huge Platforms and static mushrooms to behavior 0x56E4 (Solidity for big objects), otherwise the collision will be glitchy. The level name is still Bob-omb Battlefield, because I will only change this on the final ROM. Remember now you can assign a lot more behaviors to objects. You can use this list as a reference, but there might be other behaviors that work.
Stevoisiak
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Posted on 10-11-08 05:52:48 PM Link | Quote
Well, TT doesn't seem to be liking me that much. I may be able to get used to it, but not only does it lag even when I have all the objects as blank objects, (To do the level from Scratch) I put Mario spawn over a mushroom platform, yet I fall and die anyway, and the object list is inconvinient. For now, don't expect anything from me.
Twilight
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Posted on 10-11-08 05:57:27 PM Link | Quote
I would like to work on a level. Perhaps a swamp.
messiaen
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Posted on 10-11-08 06:51:42 PM (last edited by messiaen at 10-12-08 01:42 PM) Link | Quote
"Huge platforms" and the "Mushroom platform" require the 0x56E4 (Solidity for bigger objects) behavior.

If you are facing speed issues, try using Toad's Tool 0.5.98b (the previous version). I'm actually combining both and using direct hex editing for faster editing. Version 0.5.99b has a very useful Shift key behavior: click on first and last object and the whole level is selected. It's very useful for moving stuff around.

Have you updated the description files? You need to overwrite the .txt files on your TT64 folder with the files provided on the base patch zip file.

Twilight: Then start working on it , the patch and instructions are found in previous messages. Make a interesting level and I may fit it into the hack.

Edit: Good news! I finished my loader command, now I can load levels on extended memory !!! Details on the ASM hacking thread.
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Jul - SM64 Hacking - Super Mario 64: The Missing Stars RELEASED! (Download link on first post) New poll - New thread - New reply




Rusted Logic

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