Register - Login
Views: 87369425
Main - Memberlist - Active users - Calendar - Wiki - IRC Chat - Online users
Ranks - Rules/FAQ - JCS - Stats - Latest Posts - Color Chart - Smilies
11-20-17 08:30:33 AM

Jul - SM64 Hacking - Help/Questions about Toad's Tool 64 and SM64 hacking New poll - New thread - New reply
Pages: 1 2 3 4 5 6 7 8 9 10 ... 69 70 71 72 73 74 75 76 77 78Next older thread
shyguyhex

Level: 14


Posts: 22/45
EXP: 11361
For next: 1710

Since: 01-03-14


Since last post: 2.0 years
Last activity: 1.0 years

Posted on 07-20-14 05:38:54 PM Link | Quote

812CB26C 0C10, I was thinking that this code just write 0C at 812CB26C and 10 at 812CB26D.


That wouldn't work :p, GS codes write to RAM addresses, not ROM addresses. RAM and ROM are two very different things so you would need a GS code interpreter. It would basically read the GS codes from a designated bank in the ROM and then write the values into RAM.
Luca91
Random nobody
Level: 5


Posts: 5/5
EXP: 390
For next: 139

Since: 07-20-14


Since last post: 3.0 years
Last activity: 3.0 years

Posted on 07-20-14 05:40:59 PM Link | Quote
Originally posted by shyguyhex

812CB26C 0C10, I was thinking that this code just write 0C at 812CB26C and 10 at 812CB26D.


That wouldn't work :p, GS codes write to RAM addresses, not ROM addresses. RAM and ROM are two very different things so you would need a GS code interpreter. It would basically read the GS codes from a designated bank in the ROM and then write the values into RAM.


Oh you are right! Silly me, I totally ignored the fact that GS works by patching RAM address and not ROM address!

Thanks for pointing this out!!
shyguyhex

Level: 14


Posts: 27/45
EXP: 11361
For next: 1710

Since: 01-03-14


Since last post: 2.0 years
Last activity: 1.0 years

Posted on 08-09-14 01:06:49 PM Link | Quote
Hello, got an asm related question.



I'm pretty sure this is the MIO0 decompression function. I noticed that it doesn't use a stack frame, it uses the registers abnormally, and it's surrounded by a few nops. Which makes me wonder, did Nintendo write this in straight asm for efficiency reasons?
Joe
Common spammer
🗿
Level: 104


Posts: 3150/3289
EXP: 11571335
For next: 290791

Since: 08-02-07
From: Pororoca

Since last post: 7 days
Last activity: 16 hours

Posted on 08-09-14 02:06:18 PM Link | Quote
The lack of stack frame, abnormal register usage, complete non-use of delay slots, and general sanity suggest hand-written assembly rather than GCC's (atrocious) code generation.

It makes sense that they would want to optimize that function. The game needs to decompress a lot of data very fast, so small improvements in the decompression routine translate to large improvements in loading time.

I'm not sure about the extra NOPs, but I think they're padding from when it was linked in from a separate object file.
WaryLouka
Random nobody
Level: 2


Posts: 1/1
EXP: 34
For next: 12

Since: 08-10-14


Since last post: 3.0 years
Last activity: 3.0 years

Posted on 08-10-14 10:39:14 AM Link | Quote
Very simple question: Can I export Super Mario 64 Levels?
I searched online and there's no answer. There's also no search bar on the forum, or I'm blind.
The level importer currently doesn't have any export to .OBJ function.
shyguyhex

Level: 14


Posts: 28/45
EXP: 11361
For next: 1710

Since: 01-03-14


Since last post: 2.0 years
Last activity: 1.0 years

Posted on 09-05-14 11:38:51 PM Link | Quote
Questions regarding EEPROM

Tarek (Cajetan) and I are trying to mess around with EEPROM stuff. With Nemu's debugger, I had no trouble extending the file offset limit and disabling checksum protection.

rom+0x3436C = 0x10000003 // bypass eeprom checksum comparisons
rom+0xE3B04 = 0x29E10100 // extend the *u8 eeprom offset limit to 16kbits

With Nemu64, these changes work like a charm; I can make the game save whatever I want to EEPROM+0x7F0 for example.

But I believe Nemu64 makes all EEPROM files 0x800 bytes by default . In PJ64 when you try to start the rom with 16kbit eeprom selected, you're met with a black screen of death.

So we were wondering...
  • Is there an important eeprom size setting/protection somewhere in rom?
  • Would it be possible to replace/extend an eeprom chip on a real cartridge?
  • Why is project64 kill when using the 16kbit setting?
Bazinga_9000
Random nobody
Level: 2


Posts: 1/1
EXP: 34
For next: 12

Since: 09-07-14


Since last post: 3.0 years
Last activity: 3.0 years

Posted on 09-07-14 04:37:45 PM Link | Quote
Im getting an error extending my Super Mario 64 ROM.
I keep getting "error calling command line utils"
any fixes?
shyguyhex

Level: 14


Posts: 40/45
EXP: 11361
For next: 1710

Since: 01-03-14


Since last post: 2.0 years
Last activity: 1.0 years

Posted on 10-24-14 07:52:25 PM Link | Quote
Originally posted by WaryLouka
Very simple question: Can I export Super Mario 64 Levels?
I searched online and there's no answer. There's also no search bar on the forum, or I'm blind.
The level importer currently doesn't have any export to .OBJ function.


You can, using Nemu64's video plugin. It can export levels to VRML files.



@bazinga

It sounds to me like some of the other files are missing from the extender.
skyluigi

Level: 7


Posts: 11/11
EXP: 1409
For next: 39

Since: 10-19-13


Since last post: 3.0 years
Last activity: 2.0 years

Posted on 11-19-14 04:48:43 PM Link | Quote
When I enter a level that I've imported a model to, it shows a white screen. I'm using the latest version of the importer and Project64. What am I doing wrong?
Red
Random nobody
Level: 3


Posts: 2/2
EXP: 91
For next: 37

Since: 01-19-15


Since last post: 2.0 years
Last activity: 2.0 years

Posted on 01-19-15 11:08:59 PM Link | Quote
I've downloaded tons of SM64 Roms to use in the rom extender but whenever I try to use them it says error calling command line utils. What does this mean and what do I do?
Electrosquid392
Newcomer
Level: 4


Posts: 2/4
EXP: 255
For next: 24

Since: 02-01-15
From: Stalker....

Since last post: 2.0 years
Last activity: 2.0 years

Posted on 02-01-15 06:02:26 PM Link | Quote
Hey guys, I'm having a problem with my hack.. So, I have this error "In a permanent loop that cannot be exit" when i re-imported a level, after i saw it, i reverted the level (It sucked anyway ), But i still had this error. How can i fix this?
Kaze
Member
Level: 17


Posts: 48/63
EXP: 21517
For next: 3226

Since: 10-25-12


Since last post: 1.0 years
Last activity: 1.0 years

Posted on 02-01-15 06:25:13 PM Link | Quote
Originally posted by Electrosquid392
Hey guys, I'm having a problem with my hack.. So, I have this error "In a permanent loop that cannot be exit" when i re-imported a level, after i saw it, i reverted the level (It sucked anyway ), But i still had this error. How can i fix this?

that error will pop up whenever the checksum is changed. there should be a "checksum.exe" in the importer folder. drag your rom above it.
Electrosquid392
Newcomer
Level: 4


Posts: 3/4
EXP: 255
For next: 24

Since: 02-01-15
From: Stalker....

Since last post: 2.0 years
Last activity: 2.0 years

Posted on 02-01-15 07:06:47 PM Link | Quote
Originally posted by Kaze
Originally posted by Electrosquid392
Hey guys, I'm having a problem with my hack.. So, I have this error "In a permanent loop that cannot be exit" when i re-imported a level, after i saw it, i reverted the level (It sucked anyway ), But i still had this error. How can i fix this?

that error will pop up whenever the checksum is changed. there should be a "checksum.exe" in the importer folder. drag your rom above it.


Wow, thanks a bunch!
CGMario
Random nobody
Level: 2


Posts: 1/1
EXP: 31
For next: 15

Since: 02-04-15


Since last post: 2.0 years
Last activity: 2.0 years

Posted on 02-04-15 06:09:23 PM Link | Quote
Hello! Quick question, I am familiar with TT64, but was wondering how to change the skybox outside the main castle. (I have found the Skybox icon in the lower left corner, but it doesn't change the skybox when I use it...) Can someone tell me how to change the skybox to an image on my computer? Thank you!


-CGMario
Electrosquid392
Newcomer
Level: 4


Posts: 4/4
EXP: 255
For next: 24

Since: 02-01-15
From: Stalker....

Since last post: 2.0 years
Last activity: 2.0 years

Posted on 02-04-15 07:03:34 PM Link | Quote
I have another question; After fixing the "Permanent loop" thing, making another (unsuccessful) level, and importing it, I tested the level and when i selected an act, Mario "lies down" and dies! Fix?
Kaze
Member
Level: 17


Posts: 52/63
EXP: 21517
For next: 3226

Since: 10-25-12


Since last post: 1.0 years
Last activity: 1.0 years

Posted on 02-04-15 08:23:40 PM Link | Quote
Originally posted by Electrosquid392
I have another question; After fixing the "Permanent loop" thing, making another (unsuccessful) level, and importing it, I tested the level and when i selected an act, Mario "lies down" and dies! Fix?

place the start warp within bounds. (or, if you are importing over the level mario will be in after file select, change the position in the level importer at "initial positions")
Hiccup
Member
Disgustingly Naive Smartass
Level: 53


Posts: 464/733
EXP: 1106159
For next: 50960

Since: 05-19-09


Since last post: 6 days
Last activity: 1 hour

Posted on 04-14-15 02:19:03 PM (last edited by Hiccup at 04-14-15 02:19:23 PM) Link | Quote
Question about sound extracting:

How can you extract all the samples (and sound effects, if they are seperate things) in the game? Including any IDs (e.g. name, offset) they may have?
Peebs
Random nobody
Level: 2


Posts: 1/1
EXP: 28
For next: 18

Since: 09-25-15


Since last post: 2.0 years
Last activity: 2.0 years

Posted on 09-25-15 05:00:51 PM Link | Quote
I have a question: If I add red coins to the Castle Grounds (for collecting a star), would it crash? This is probably a stupid question, but I just want to make sure.
FireMario74
Random nobody
Level: 2


Posts: 1/1
EXP: 26
For next: 20

Since: 12-11-15


Since last post: 1.0 years
Last activity: 1.0 years

Posted on 12-11-15 06:11:18 PM Link | Quote
Hi I've coded a yoshi custom powerup in my hack. I have an issue with it though. I don't know what to do to make it look like mario is riding yoshi. I wish I knew but I simply have little asm knowledge. Is anyone willing to help? I've heard you guys have SM64 asm knowledge here. Thanks!
ZCoolness
Random nobody
Level: 2


Posts: 1/1
EXP: 13
For next: 33

Since: 05-17-17


Since last post: 186 days
Last activity: 186 days

Posted on 05-17-17 09:47:21 PM Link | Quote
Hey tt64 will not do ANYTHING when i try to open it, no error message, it just does nothing. I am on windows 10 thanks
Pages: 1 2 3 4 5 6 7 8 9 10 ... 69 70 71 72 73 74 75 76 77 78Next older thread
Jul - SM64 Hacking - Help/Questions about Toad's Tool 64 and SM64 hacking New poll - New thread - New reply




Rusted Logic

Acmlmboard - commit 2f1bc75 [2017-08-27]
©2000-2017 Acmlm, Xkeeper, Inuyasha, et al.

32 database queries, 8 query cache hits.
Query execution time: 3.310948 seconds
Script execution time: 0.042191 seconds
Total render time: 3.353139 seconds