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05-04-22 06:02:44 PM
Jul - SM64 Hacking (Archive) - Post your SM64 mods, patches and screenshots here! (NO ROM LINKS!) New poll - New thread - New reply
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messiaen
Catgirl
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Posted on 07-30-10 01:48:56 PM Link | Quote
Hmm, interesting, I never noticed the textures got horizontally flipped. Probably there's a bug in my function which converts the textures to the RGBA5551 format used in the N64. I'll do more tests and try to fix that for the next version.

The trick about using 64x64 or 128x128 textures in SketchUp is that the texture will be strechted 2 or 4 times, because the original mapping was done for a texture larger than the one that will actually be used (32x32).
RDX

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Posted on 07-30-10 08:57:54 PM Link | Quote
Originally posted by messiaen
Hmm, interesting, I never noticed the textures got horizontally flipped. Probably there's a bug in my function which converts the textures to the RGBA5551 format used in the N64. I'll do more tests and try to fix that for the next version.

I think it's just with Sketchup though. It's not just the textures, it's the entire level. When I used Blender everything looked fine.

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BigBrain
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Posted on 07-31-10 08:23:44 PM Link | Quote


Spent some time on this again this weekend, getting somewhere
It meanwhile successfully parses everything the beginning of what VL-Tone called the "main entry point script for the menu interface" up to the actual level scripts (given that one applies two specific hacks which kind of emulate some ASM code by modifying a single value).
I'm not sure whether the scripts of the actual levels (Castle Grounds, Bob-Omb's Battlefield, etc) are interpreted correctly though.. I don't know how long they're supposed to be and I'm getting stuck in an endless loop, which might be just due to the hacks I mentioned above though.

Anyway, once I get this into a useful state I hope to update the hacking docs with more complete and noob-friendly information. Took me quite a while to understand all this stuff

Description of what you're actually seeing on the screenshot...:
The table is a list of all level script commands (without parameters). Commands which do a "script jump" are marked red (255,0,0), commands which call ASM code are marked in a darker red (191,0,0). If the user selects one of the cells you get a more detailed view on the right side (in the future you'll be able to modify the parameters here, right now it only shows them). On the bottom you get a nice overview of which segment contained which ROM data when the selected command was processed.
(that "move the mouse over a cell to get detailed information" message is outdated meanwhile )
messiaen
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Posted on 08-02-10 03:22:53 AM (last edited by messiaen at 08-02-10 12:27 AM) Link | Quote
You should check TT64's internal script dumper, which can be acessed through the Preferences menu, this might give you a hint regarding how the scripts flow when it comes to jumps.

Also, I think that instead of a hexeditor-like grid you should insert newline breaks after each commands, as well as indentation so it's easier to visualize and to debug (again, TT64 can be used as a reference for that).

After you get everything working, if you want a little challenge you can try a insert command function (yeah, you'll either have to repoint stuff or get rid of jumps and rewriting stuff in a more linear flow).
BigBrain
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Posted on 08-02-10 05:15:25 PM Link | Quote
Wow, thanks for the pointer. I actually never really used TT64 and didn't know the script viewer had that many cool little details
I agree with the reformatting stuff, esp. since it doesn't make the level scripts look so short

However, I couldn't get any specific information out of those scripts, since they are shown in a linear fashion (i.e. same order as in the ROM), whereas my viewer shows the actual flow of the program :/

Anyway, I'm looking forward to your answers to my questions

Right now I'm working on a little disassembler, so that I finally get an idea what the functions called by those 0x11 and 0x12 level script commands are doing... I guess it's just the plain menu logic, but I'm curious about this stuff anyway especially if somewhere it sets this reference value for 0x0c, i.e. maybe it's possible to mark the function calls which mess around with that value, so that I don't get stuck as often in endless loops...
ottokas
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Posted on 08-04-10 01:56:12 PM Link | Quote
So i'm done with NSMBW, and back in SM64 hacking. Here's some recent experimenting.
<object width="480" height="385"><embed src="http://www.youtube.com/v/tO-fLXF39-g&hl=en_US&fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="385"></embed></object>
how ta hack
Random nobody
You've been warned. Learn how ta post, among other things.
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Posted on 08-04-10 07:54:18 PM (last edited by how ta hack at 08-04-10 04:58 PM) Link | Quote
CHEESE BUGAS.
Originally posted by VL-Tone
This thread is meant to be a continuation of the Post Your Mods, Patches and Youtube Videos Here! thread that was started on my blog.

The difference is that you can't attach files and screenshots here, so you'll have to host the files yourself. You can embed images using the IMG tag. Please don't embed screenshots bigger than 640x480.

As usual, don't post links to ROMs, use PPF patches instead. You can also post links to Youtube videos if you want, just don't try to embed them.

If you are posting a link to a mod/PPF patch, you should embed a screenshot in your post so that we can see what it's about before downloading.

While you can post screenshots and patches of small interesting mods, don't add a new post each time there's a little minute change in your mod, wait until there's enough changes for it to be worthwhile.

Change in policy: Even if you're working on a major modding project, you'll have to ask for permission to make an individual thread about it.


i got one it's not complete though its not much at all right now i'll be back to show you guy's ok?[youtube user mariobot100]

____________________
(dunno)how ta hack
Lyskar
12210
-The Chaos within trumps the Chaos without-
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Posted on 08-04-10 08:22:05 PM Link | Quote
Stats
Time/Date
08-04-10 02:22:05 PM
Posts
6212
Days Here
1128
Level
115
Metal_Man88's Post
how ta hack: stop needlessly quoting the beginning post of every topic you post in, then post garbage, or you will be banned.

____________________
Life is a mystery, unlike death.
Eisnaught - SSQ² - Mobius Roleplay - SSS
Zelda Immortal
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Posted on 08-04-10 11:37:14 PM Link | Quote
Originally posted by ottokas
So i'm done with NSMBW, and back in SM64 hacking. Here's some recent experimenting.
<object width="480" height="385"><embed src="http://www.youtube.com/v/tO-fLXF39-g&hl=en_US&fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="385"></embed></object>


Hey that's NeoStarmanFort... wait how did you get Galaxy music with it's instruments?

(Is it running in the background?)
Zero One
5170
And as we fall the spirit carries on,
That a hero'll come and save us all,
As we call the ones we left below,
We all dream of the day we rise above
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From: Delta Quadrant

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Posted on 08-05-10 04:36:23 AM Link | Quote
Originally posted by Zelda Immortal
Hey that's NeoStarmanFort... wait how did you get Galaxy music with it's instruments?

(Is it running in the background?)


It's running in the background

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"The last Metroid is in captivity."
And yet, the galaxy is STILL fucked.
shiftybill
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Posted on 08-08-10 12:27:07 PM (last edited by shiftybill at 08-08-10 09:30 AM) Link | Quote
Hi Guys,

Ive had a bit of free time lately and was feeling a bit nostalgic and by luck i found out about toads tool as well as blender here is my first level, it still needs a lot of prettying up, it also needs items and enemies but the basic layout is there. any tips for additional scenery would be appreciated.





ChanceMcMichael
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Posted on 08-11-10 02:06:49 AM Link | Quote
Hey guys. Just thought I'd showcase what I learned today.



This is a quick map I made in less than 15 minutes probably, and of course it's nothing special, just a temple and some land around it, but the cool thing is that I finally learned how to mess with the terrain. (An example is the hills and mountains having curved surfaces.)

Three cheers for learning something new?
Me-me
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Posted on 08-11-10 10:20:33 AM Link | Quote
Impressive. What editor did you use?
My guess is... sketchup?

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ChanceMcMichael
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Posted on 08-11-10 05:47:33 PM Link | Quote
Originally posted by Me-me
Impressive. What editor did you use?
My guess is... sketchup?


Yes, just sketchup. Apparently there's a terrain editor in the sandbox toolset, though it makes texturing a little difficult.
Zelda Immortal
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Posted on 08-18-10 02:20:56 PM Link | Quote
My Hack is Starting...

Story is that: Princess Toadstool went missing three days ago.
Peach sends a S.O.S. Detailing who kidnapped her. The Ghastly King has a wife who needs a vessal.
Once Mario reaches The Ghastly Castle. It is too late and Peach is possessed. To cure her Mario must collect the Lost Souls (People who where defeated by The Ghastly King's minions).

Final Boss IS NOT BOWSER! It's Peach.





Uploaded with ImageShack.us
Flames540
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Posted on 08-20-10 04:35:15 PM Link | Quote
Hello everyone! i've made a mod i'd like to publish...
it's called Gagdet garden, a garden full of fun!
Pictures:


Note: the warps have been changed so you will directly go to the castle courtyard, don't take
the right door or you will get stuck





Mario getting owned by a Chuck-ya =P

http://www.mediafire.com/?rq8ktzojjdsfl2t PPF patch download

this is my first mod of Super Mario 64 and i'd to thank VL-Tone for creating TT64

Flames540
Crashman64

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Posted on 08-22-10 04:52:54 PM (last edited by Crashman64 at 08-23-10 01:14 PM) Link | Quote
Here it comes, my first-time modded SM64 hack, Mario's Journey!
Download the .rar file, .ppf patch inside: http://www.mediafire.com/?93v0ovhe3v0cnpj (includes a screenshot folder and a readme file)

This wasn't made with messiaen's Level Importer and Blender 3D, just the Castle and its courses.
Only the Castle Grounds, the Lobby, the Courtyard and the four first levels were modded within minor textures.

Walkthrough Guide in the hacking area of the SM64 forums: http://www.sm64.org/forum

Sorry for not posting screenshots right in the post.

PS: Also easter eggs in the 1st stage, find by yourself.
ChanceMcMichael
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Posted on 08-23-10 11:40:35 PM Link | Quote
Hey guys. Whatcha' think of mah' boat?



In other news, I joined a hacking team recently. Look forward to something from us... eh... not sure when, but look forward anyway!
Crashman64

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Posted on 08-24-10 05:26:03 AM Link | Quote
Great. Fantastic. Best design ever. It's a new Jolly Roger Bay boat you have maked?
Vinnyboiler
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Posted on 08-29-10 09:36:00 PM Link | Quote
<object width="480" height="385"><embed src="http://www.youtube.com/v/-iV885Mgfso?fs=1&hl=en_GB" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="385"></embed></object>
I thought I might show off my newest level here, I have been working on my hack for quite awhile now and have been updating quite regularly on another fourm website (The link is in my signiture). Quick note my hack is now called Alternate Reality Mario 64 untill I can find a better name for it

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Follow my SM64 hack here Alternate Reality Mario 64
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Jul - SM64 Hacking (Archive) - Post your SM64 mods, patches and screenshots here! (NO ROM LINKS!) New poll - New thread - New reply


Rusted Logic

Acmlmboard - commit 47be4dc [2021-08-23]
©2000-2022 Acmlm, Xkeeper, Kaito Sinclaire, et al.

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