| messiaen Catgirl Level: 68 Posts: 479/1085 EXP: 2594005 For next: 134795 Since: 11-20-07 Since last post: 8.1 years Last activity: 7.2 years |
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| Hi, Haven't been working much on this lately but I decided to share it as there's lot of potential in it. Basically, this is a header file (mario64.h) with function prototypes and mapped structs which provide easy access to the RAM objects. These are be used on a GCC compiler targetting the MIPS architecture. You can find a very nice tutorial (by ZZT32) on setting up a "N64" Toolchain on Windows. There is one complete example hack that can be used as a Gameshark code included (the "Mario 64 Explosive Objects" code), plus some other smaller hacks and even a recompilable "disassembly" of the Moving-Up-and-Down behavior. If you want to look at (much better than mine) examples of hacking N64 games using a mipgs-gcc compiler, I recommend also looking at GZRT (ROM tool for Zelda64 games) Googlecode page. Eventually, when more functions are mapped and when we have some list of animation pointers compiled, creating replacement behaviors for existing animated objects (ie, Yoshi) will be possible. Download Mario64 header file and code examples. Note: this is geared to people with already some basic knowledge of C and MIPS. ____________________ Mario 64 notes @ http://sites.google.com/site/messiaen64/ |







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