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11-13-18 11:32:23 PM

Jul - SM64 Hacking (Archive) - Doogie's Super Mario 64 Editor New poll - New thread - New reply
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Doogie1012
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Posted on 12-25-08 10:33:45 AM Link | Quote
Well after much procrastination, bug finding, and hopefully enough polish so no one runs into any errors. I present to you, Doogie's Super Mario 64 Editor.

This program can do two tasks, copy an entire level over another level (if there is enough space) and it will adjust the start,end and entry point addresses accordingly.

You can also change where the start,end address is so that you can make it copy over empty data at the end of the file.

The second feature is the command editor. This will read how the level script command is structured from easy to configure txt files, it will be able to scan a level and find the addresses of where the command is located, but thats not all. You can click on the addresses found and edit the object based on how the command file was structured.

The UI I admit, is fairly bland, but after reading the README.txt included, you should be able to navigate around it fairly well.

Merry X-Mas.

DOWNLOAD:
Download Super Mario 64 Editor 0.10.zip

SCREENSHOT:
Me-me
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Posted on 12-25-08 06:39:30 PM Link | Quote
I didn't know it was possible to create such programs with gamemaker.
I find this very useful, good work there
Doogie1012
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Posted on 12-25-08 08:38:09 PM Link | Quote
For some reason Game Maker seems to get a bad reputation due to the first impression of the IDE. It actually has a code block which allows you to type code, the syntax is a lot like C++ except it has nice and easy to use functions for manipulating sprites, strings, and almost anything.

It can also call upon external DLL's, I have done this so I can read different data types as Game Maker only supports reading a program byte by byte.

I also want to add that some commands will be false, to easily overcome this just check to make sure the lengthbyte is correct.
messiaen
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Posted on 12-29-08 06:13:48 AM Link | Quote
I haven't tested it much, but the level copier seems interesting. The only problem I see is that textures will still be shared between levels, unless you make a copy of the texture segment, but then Toad's Tool 64 won't be able to edit the new texture segment (at least in the current version).

Perhaps you could use the list at the Background thread to implement a background swapper, that could be useful.
Doogie1012
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Posted on 12-29-08 06:58:24 AM (last edited by Doogie1012 at 12-29-08 09:06 PM) Link | Quote
I'm not entirely sure what you mean with textures being shared between levels. I would have thought that in the level script the textures are loaded. (As this program does copy the entire level script from one to another)

I'll investigate background swapping, implementing this feature shouldn't take to long.

EDIT: My program already has the ability to background swap, though it isn't useful for noobies I guess... Using the Command Editor you can scan the map, look at the "Norm. Data" tab (level command 0x17 [load uncompressed data]) and find the command where "RAM Seg." is equal to 0A/10. You can manually edit the addresses yourself with ease.



In the screenshot above, I have edited Bom-Omb Battlefields 0A RAM segment to load the Bowser Course 1 background.
wwwarea
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Posted on 12-29-08 03:35:24 PM Link | Quote
He means like texture's like if you retexture the grass in the level that been replaced then the grass in the other level that you use to copy will be replace with the same texture you replace with.


Doogie1012
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Posted on 12-29-08 08:23:59 PM (last edited by Doogie1012 at 12-29-08 09:34 PM) Link | Quote
Originally posted by wwwarea
He means like texture's like if you retexture the grass in the level that been replaced then the grass in the other level that you use to copy will be replace with the same texture you replace with.





Ahh, so the levels would end up linking to the same texture segment... hmmm, maybe I could implement it so when you copy the levels it keeps the original texture segment and copies the other level's texture segment over the current one. (hoping that all textures are the same size)

At the moment I'm mainly just cleaning up my code, condensing my code into easy to use functions and etc so It's easier to edit.

The next thing I'll be working on is making the Level Command Scanner be more accurate by starting from the entry-point and being able to use the jump/return commands.
wwwarea
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Posted on 12-30-08 01:49:53 AM (last edited by wwwarea at 12-30-08 01:54 AM) Link | Quote
That sounds nice.
Doogie1012
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Posted on 01-01-09 10:20:55 AM (last edited by Doogie1012 at 01-03-09 08:36 AM) Link | Quote
Its now official and been incorporated.

The next version of Doogie's Super Mario 64 Editor will be able to recalculate the Checksum area with the simple press of R on your keyboard. (this will probably end up being a button on the GUI)

I've spent 3 days incorporating the chksum64 V1.2 sourcecode into the 39dll, so my editing program won't run any extra programs, and recalculating is literally instant.

Also I was thinking about adding a feature were you could shortcut 5 or so programs and it would automatically open the file your editing with that program if you pressed the shortcut button.

I'm just adding a few neat things here and there till someone finally answers my question about Ram Segment 0x15 and the Jump(0x16) command.

UPDATE: I've added an extra tab allowing you to edit some CRC data which will recalculate automatically after editing that value, like most of the program this uses a flexible system that you can edit, much like the command one. The values you can edit that currently will come with the next version are SKIP INTRO, SKIP LAKITU, MARIO STARTING LIVES.

I may even add support for allowing checkbox on/off switches. But for now, they will just have to null the data for Skip Intro and Skip Lakitu.
gamekrazzy
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Posted on 03-24-09 10:44:08 PM Link | Quote
Wow, this sounds cool. But as for the event which you skip Lakito. Maybe you could make it so that the event occurs in a different area, is that possible, For example, Instead of wanting Lakito to appear at bridge you want it to appear Right when you enter Castle, but then you would have problems with the scen where Bowser Talks, Maybe you could give the option to get rid of that too. In fact, Why don't you give the option to skip any scene we want skipped.
Note: I would not know how to do any of this, so I would not be able to help you much here. I am just stating my opinion.
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Posted on 03-30-09 10:50:41 PM (last edited by Metal_Man88 at 04-02-12 11:51 PM) Link | Quote
I didn't know I can do that in Game Maker
Good Job Doogie1012

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Jul - SM64 Hacking (Archive) - Doogie's Super Mario 64 Editor New poll - New thread - New reply




Rusted Logic

Acmlmboard - commit 220d144 [2018-11-04]
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