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12-15-17 11:54:49 AM

Jul - SM64 Hacking - Help/Questions about Toad's Tool 64 and SM64 hacking New poll - New thread - New reply
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VL-Tone
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Posted on 07-20-08 09:52:40 PM Link | Quote
Originally posted by messiaen
You can't edit these stars because they are objects spawned from the bosses, not regular objects generated by the level scripts (the ones TT64 can edit). But I think we may not be very far from discovering how to change this!

Also, I have some questions:

1 - What is the exact size of the MIO0 "wrapper" used in some banks (ie, texture banks) ? I ask this because sometimes I can't find the exact offset a Load Texture command (0xFD command) is pointing to. The MIO0 header is probably ignored, so that is not the start of a "wrapped" bank.

2 - How can I know which areas of the ROM are checksum protected?


1- If you look at the MIO0 format definition, you'd find that the last 4 bytes of the 16 bytes MIO0 header (so bytes 13-16 of the bank) contain the "Uncompressed Data Offset", which will point to the uncompressed data you're looking for. Just add this offset to the base address of the bank.

2- The checksum protected area is from 0x1000 to 0x100000. Incidentally, there's a table in there that assigns a group of properties/characteristics of each level, including boss star positions. I don't know where the actual characteristics are, but I suspect that they're also in the checksum area.

I posted a new thread about the stuff I found in the checksum protected area, which describes in more details this table and other things. Stuff inside the checksum protected area
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Posted on 08-03-08 01:24:15 PM Link | Quote
How do I add more polygons to Flatworld Battlefield?
VL-Tone
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Posted on 08-04-08 02:39:43 AM (last edited by VL-Tone at 08-04-08 02:40 AM) Link | Quote
Originally posted by Blaster
How do I add more polygons to Flatworld Battlefield?


I suggest reading this thread: http://jul.rustedlogic.net/thread.php?id=1880, as I've already explained it there. You should also read the documents linked in that thread. You should try to learn from this by yourself and experiment, just like messiaen did.
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Posted on 08-04-08 05:00:57 AM (last edited by Blaster at 08-04-08 09:01 AM) Link | Quote
Originally posted by VL-Tone
Originally posted by Blaster
How do I add more polygons to Flatworld Battlefield?


I suggest reading this thread: http://jul.rustedlogic.net/thread.php?id=1880, as I've already explained it there. You should also read the documents linked in that thread. You should try to learn from this by yourself and experiment, just like messiaen did.

I am stuck on this. The "Polygon commands & Triangles" commands is straight after the "Level Vertices" commands in the rom, meaning I have no more room for level vertices, and if I move the "Polygon Commands and Triangles commands" to the right in the rom to make more space for more "Level Vertices commands" the game crashes when I enter Bob-Omb Battlefield.
Edit: Okay, I don't understand a lot of the FlatWorld data. Here is what I don't understand:

>>>Warp connection commands (0x26)

2E 08 00 00 07 00 00 D8 <------ Points to collision data in bank 0x07

What part of this code is the pointer?

***Polygon Commands & Triangles
***0x1203040 / 0x0040

BF 00 00 00 00 00 0A 14 <------ Triangle command: last 3 bytes point to three vertices (base vertices address + vertex number * 10)

00 0A 14 is pointing to somewhere near the start of the rom, not anywhere near the actual Flatworld vertices.

04 30 00 00 07 00 00 00 <------ Loads vertices at 0x0000 in current bank (0x07)

It loads the last four zeros into the current bank? What do those zeros do anyway?


Sorry if I am asking extremely n00bish questions. Anyway, if someone can't explain to me those commands I am just going to give up, because I need to rewrite pointers in order to get the modifications to work.
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Posted on 08-04-08 04:10:06 PM (last edited by messiaen at 08-04-08 04:12 PM) Link | Quote
To understand better these commands you need to take a closer look at the main Mario Hacking doc. Inside it, you'll find what each byte (or group of bytes) does for a specific command.

I don't recommend spending too much time on the polygon commands, especially now that VL-Tone is working on a .obj importer, but understanding the level scripts will be very useful for more advanced stuff.

Before going into pointers, you have to understand how segmented data is loaded into RAM.

For instance, 17 0C 00 [07] [01 20 30 00] [01 20 31 08] loads ROM data from 0x1203000 to 0x1203108 into "bank" 07, which is just an arbitrary number to reference the data in the RAM.

As for pointers, usualy they are the last 4 bytes of a command:


[2E] [08] [00 00] [07] [00 00 D8]
(command) | |--> Offset
--> Bank (or segment)


Since we already seen that for Flatworld Bank 0x07 starts at 0x1203000, this command points to 0x12030D8.

As for the triangle commands, the last tree bytes (for instance, 00 0A 14) are pointers to the vertex cache loaded before with the 0x04 command:

04 30 00 00 07 00 00 00 <------ Loads 4 vertices from 0x0000 of Bank 07 (that is, 0x1203000) into the vertex cache. Yes, this is very confusing at first!

BF |
---|------------
00 | First vertex
0A | Second vertex
14 | Third vertex
1E | Fourth vertex

You can download and experiment with the Platform Battlefield v0.2 patch, because the data is more organized - that is, less optimized - than the normal Flatworld and also there's free space so you can experiment adding things. A good way to see if you understood pointers is to move things around.
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Posted on 08-09-08 11:30:10 PM Link | Quote
Hey im sort of new for this website and im sort of new for editing super mario 64 with toads tool 64,

Im just wondering, How do I edit the Collision map. I could of swear it has to do with the bank ID and bank set and somthing like that at the bottom of the screen but the tool wont let me type the code in there.


Also I need help with adding ground data like I want to add this hill to the flat world but I dont know how to do that... I dont even know how to edit the hills and stuff.

Any help?


Sorry I allreddy posted this but I diddnt post this in the right area. Some other persone told me to post it here I think.
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Posted on 08-10-08 02:36:40 AM (last edited by Blaster at 08-10-08 02:48 AM) Link | Quote
Originally posted by wwwarea
Hey im sort of new for this website and im sort of new for editing super mario 64 with toads tool 64,

Im just wondering, How do I edit the Collision map. I could of swear it has to do with the bank ID and bank set and somthing like that at the bottom of the screen but the tool wont let me type the code in there.


Also I need help with adding ground data like I want to add this hill to the flat world but I dont know how to do that... I dont even know how to edit the hills and stuff.

Any help?


Sorry I allreddy posted this but I diddnt post this in the right area. Some other persone told me to post it here I think.

You can't edit the main Course collision map in Toad's Tool 64 (I'm sure you could in a hex editor though), but you can edit the Geometry Layout Pointer for the objects, however when I made a change I got a Script Error so I am not really sure about editing objects collision maps.

To add a hill to Flatworld you have to do it in a hex editor, I would suggest Hex Workshop. Here are some topics with information on where the data is stored in the rom and what the data does:
http://jul.rustedlogic.net/thread.php?id=1880&page=0
http://jul.rustedlogic.net/thread.php?id=596

I know it's very complicated and confusing, so you may be better of waiting until VL-Tone releases the next version of Toad's Tool 64 with a model importer (which allows you to replace the course geometry with your own custom model in .obj format made in a 3d program) or you could use Platform Battlefield which allows you to place down geometry pieces (which are custom models) in Toad's Tool 64 as well as other custom objects:
http://jul.rustedlogic.net/thread.php?id=2341&page=0
wwwarea
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Posted on 08-10-08 05:07:02 PM Link | Quote
Oh ok thanks for the help, But im not good at hex editing but oh well. I can try some time...
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Posted on 08-17-08 03:32:32 PM Link | Quote
Hello, I'm new here, and I'm german, so don't wonder, if I'm writing bad english....
If my question was already asked, I'm sorry, but i wasn't able to find it anywhere, so I ask:
How can I edit the pictures in the header (the head near the lives, the coins...)
and how can I edit the startscreen (where Mario64 stands)?

Thank you for the answers.

P.S. I'm new to ToadsTool, so try to tell it in normal words XD

P.P.S.: Looks nice in this forum!
wwwarea
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Posted on 08-18-08 07:01:12 PM Link | Quote
Im cind of new still to toads tool 64 but I dont think toads tool 64 can re texture the mario head by the lifes or cones. But there is a plugin for project 64 1.6. "Rice Video plugin 6.1.4" You can dump textures in it and replace textures. Sorry, Its hard to tell you how to use it but you can look up a video on youtube.

And re edit the 3D head in the title? Hmm im not sure, Im still new. Sorry. =/
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Posted on 08-18-08 07:56:22 PM (last edited by messiaen at 08-18-08 07:58 PM) Link | Quote
To change some of the textures TT64 doesn't edit, most people use Tile Molester. This thread might help you, as well as this list.

Be sure to select the aproppriate "codec" to view the textures within Tile Molester.

The "Super Mario 64" at the title screen isn't a texture, so it can't be modified by this method.
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Posted on 08-19-08 06:15:02 AM Link | Quote
Thx for your help, but Tilemolester doesn't work on my F**ing Windows X{
I've tryed, what the help says, but infact, I'm a bloody n00b, and I can't get it running
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Posted on 08-19-08 06:53:18 AM Link | Quote
Originally posted by Draco2x333
Thx for your help, but Tilemolester doesn't work on my F**ing Windows X{
I've tryed, what the help says, but infact, I'm a bloody n00b, and I can't get it running

Have you installed the Java Runtime Enviroment?
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Posted on 08-20-08 06:15:31 AM Link | Quote
Originally posted by Blaster
Originally posted by Draco2x333
Thx for your help, but Tilemolester doesn't work on my F**ing Windows X{
I've tryed, what the help says, but infact, I'm a bloody n00b, and I can't get it running

Have you installed the Java Runtime Enviroment?


Yahooooo, It works!
thx...
by the way, i didn't find it on the english homepage, so I searched on the german - and found it!
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Posted on 08-21-08 10:14:44 AM Link | Quote
What's going on, I have tried out tt64 and like what you can do with the program and like the creativity of this forum. The idea of maybe adding and object importer bring even more possibilities and creativity. I had a few questions of whether or not the following would be possible.
1. Can Yoshi replace Koopa the Quick, and have Koopa the quick's behavior?
2. Can I have the MIPS mini game outside the castle, where you catch MIPS and get a star or key so you can get in to the castle doors.
3. VL Tone I saw your Luigi 08 mod, I wanted to know what that would intel, I imagine it would be hard to make another lead character like Mario because of all the animation frames that would take. That could take months by itself, maybe I could try my hand at smaller characters.

Here are screens of me playing with the program and may decide to do a full mod, just wanted to know if most limitations were code based or not possible.

First Boss


Closed Gate (have to find a way through)


King Bom-bomb fight with Chain Chomps


First Level Pic


Which Star?
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Posted on 08-22-08 11:17:00 AM Link | Quote
1. You can try this on levels which have Yoshi loaded, such as the Castle Grounds. Place a Yoshi and change it's Behavior value to match that of Koopa The Quick (you have to be in 'expert mode' to do this). On the "Type" parameter, don't choose 01 or 02 as this will crash the game. This way you can get a running Yoshi, but the animations will look glitched.

2. You can have MIPS outside the castle (only because it's loaded in that level), but changing the way it acts would require complex ASM modifications. You could still try changing its behavior to get different effects, but remember that many behaviors will crash the game, so keep track of what you're doing and try one behavior at a time.

3. Unfortunately, editing polygons of animated characters/levels is a very complex process and there is no indication that it will be ever implemented in TT64. Just recently VL-Tone has started working on a polygon importer, but it will probably be limited to import a new level terrain in a Flatworld-like level and (big maybe) non-animated solid objects.
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Posted on 08-22-08 10:12:12 PM (last edited by VL-Tone at 08-22-08 10:14 PM) Link | Quote
Originally posted by messiaen

2. You can have MIPS outside the castle (only because it's loaded in that level), but changing the way it acts would require complex ASM modifications. You could still try changing its behavior to get different effects, but remember that many behaviors will crash the game, so keep track of what you're doing and try one behavior at a time.



The most annoying thing with MIPS is that he only appears with its native behavior when you have a specific number of stars, kinda like Yoshi. There must be a value in the ASM code that we can change to make him and Yoshi always appear. (Yoshi has another problem, he disappears when he's lower than the castle roof)

If you put MIPS outside the Castle (with the right amount of stars) it will just stay there, idling. This is because (presumably) the path data for MIPS can't be found in this level (we're lucky that it doesn't actually crash). Now, with what we recently found, we could probably find MIPS's path data pointer and change it so we can create a new path for him outside the castle. It wouldn't require ASM editing per say, but it would still require a lot of hex editing.
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Posted on 08-24-08 03:47:46 PM Link | Quote
Some interesting Gameshark codes by Viper:

812F8EC6 ???? Number Of Stars For Yoshi To Appear On The Castle Roof (Default 0078 [dec = 120])
812F84CA ???? Number Of Stars To Make "Mips" The Rabbit Appear - 1st Time (Default 000F [dec = 15])
812F8522 ???? Number Of Stars To Make "Mips" The Rabbit Appear - 2nd Time (Default 0032 [dec = 50])

On the ROM, these value are at 0xB3EC6, 0xB34CA and 0xB3522, all of them inside the checksum area.
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Posted on 08-24-08 05:48:22 PM (last edited by VL-Tone at 08-24-08 05:48 PM) Link | Quote
Nice messiaen! Now the only thing left about Yoshi is finding the Y value that makes him disappear when he's below the castle roof.
messiaen
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Posted on 08-24-08 07:34:38 PM Link | Quote
These are the last X, Y, Z Yoshi values before he disappears:

X = C583C300
Y = 44FE4000
Z = C5BC9A88

Uh, could you convert them into 16-bit ? I feel lame asking this, but would you mind releasing your 32-bit float to 16-bit signed integer converter?
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Jul - SM64 Hacking - Help/Questions about Toad's Tool 64 and SM64 hacking New poll - New thread - New reply




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