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09-23-18 05:45:24 PM

Jul - SM64 Hacking (Archive) - Beta Stuff Thread: Beta Trampoline and other stuff New poll - New thread - Thread closed
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Vinnyboiler
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Posted on 08-14-09 04:36:54 PM Link
For those too lasy too research themself:
It was rumoured that in the last beta version in the game the keys would be used in Big Boos Haunt for the first act. This was because of a beta screen shot of mario and the Big Boo hiding the beta key inside of him. The beta doors and the true behavior if their is any has not been found yet (The keys may have been removed for the sake of finding it hard to program the doors). The beta keys along with their on-screen indication is still in the final version of game as found by Dudaw and yoshiman.
Now on to the question:
The beta boo key behavior yoshiman made up is a child of the original behavior all it dose is show how the key on-screen indication goes up when a key is collected. only six keys are shown on-screen although unlimited keys can be collected. If the true behavior dose exists then it is yet to be found.
Bob-omb8194
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Posted on 08-15-09 11:09:58 AM Link
I was experimenting with unused behaviors in VL-Tone's Behavior Document, and one looks like it could be for the beta koopa shell. Here it is:

ROM Addr: 0021D220 Hex Behav: 13003420
>>>>>>>>>>Unused Behavior?
21D220/003420 00 04 00 00
21D224/003424 11 01 04 01
21D228/003428 10 2A 00 02
21D22C/00342C 1E 00 00 00
21D230/003430 23 00 00 00 00 28 00 32
21D238/003438 0C 00 00 00 80 2E A6 A8
21D240/003440 08 00 00 00
21D244/003444 10 05 00 00
21D248/003448 0C 00 00 00 80 2E A7 E0
21D250/003450 09 00 00 00

I didn't do a lot of experimenting with it, but I found out a few things.

You can pick it up and you can throw it, but it won't break if it hits a wall. It can cause Bob-ombs to explode, but when it does only the graphics are left. Also, after picking it up, you can't walk where it was sitting (This happens each time you pick it up). And if you go right up to a wall and throw it, it sticks to the wall.

The behavior is used everywhere but inside the castle. I'll try to get a picture of it.
Devin175
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Posted on 08-15-09 11:50:07 AM Link
Nice post Bob-omb8194. Now I know how to get the beta koopa shell, thanks.
Bob-omb8194
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Posted on 08-15-09 12:09:08 PM Link
It's possible that the behavior isn't related to the shell, but it seems to be close. Here are the pictures (Edited 0x22 Commands for this):


The two shells with the behavior I used.


The green shell is stuck to the wall (Glitch), and Mario is holding the red shell.

Although I didn't get a picture of it, it works underwater, and grabbing it doesn't do anything different. I may do a video on the shells, but it will be a little bit before I can.
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Posted on 08-15-09 04:14:28 PM Link
Do I change the offset in a hex editor, and I tried to change the offset but I don't know how change it? I am using hex workshop.
Bob-omb8194
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Posted on 08-15-09 09:32:32 PM Link
Originally posted by Dopeboy175
Do I change the offset in a hex editor, and I tried to change the offset but I don't know how change it? I am using hex workshop.


There is another way to do this, using TT64. First, once the ROM has been loaded, go to Geometry Layout Pointers, shown here:



Once there, look for a Geo Layout combo that really isn't used much (Like the shadowless metal ball and shadowless blue coin. Just don't try to put them in the castle) that is found in levels with goombas. Once you figures out which ones you will edit, replace the following:

For Red Shell:
Bank ID=15, Geo Layout Pointer=2780

For Green Shell:
Bank ID=15, Geo Layout Pointer=2824

Once you do that, switch to hex and change a object's behavior to hex behavior 3420 and then give it the graphics of the Geo layout combo you changed to green/red shell. If you did it correctly, you should have the shell(s). A bit confusing, but it works.
Devin175
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Posted on 08-16-09 10:40:51 AM Link
So... Can I use this same method to swap the sky texture's, well with the 0x17 copy data to ram bank?
VL-Tone
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Posted on 08-25-09 01:21:06 AM Link
This is a nice find Bob-omb8194, though I'm not sure it was intended for the beta shells. Still, it could be a very useful/interesting behavior to play with.

Originally posted by Dopeboy175
So... Can I use this same method to swap the sky texture's, well with the 0x17 copy data to ram bank?


You could, but you'll have to hold the alt/option key when clicking on the offsets to be able to change them.
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Posted on 01-25-10 06:05:55 PM Link
2 Beta textures, 3 if you count the Lakitu duplicate.

The cactus thing is used in my Treasure Trove Cove Video as one of the replacement textures when the MLT can't find the textures. Possibly to be used as catctus for Shifting Sand Land.
Lakitu Smiley faces? Most likely unused for the same reasons as the metal wing cap.
Mr. Game
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Posted on 01-26-10 08:10:46 AM Link
I found too some bata textures using Tile Molester:
Blargg eyes (?): at 009ACD00
and a pink flower animation: at 00DA1690
messiaen
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Posted on 01-26-10 12:34:04 PM Link
Are you sure that cactus is unused? I gathered pointers from the ROM, so not only the texture but there's also a model available for it.

Also, just checked the beta flower and found the animation code in the ROM. It's basically a dynamic display list, with textures being rotated, exactly like the lava effect in Lethal Lava Land. I will try to activate it into one of the levels it was originally used and see if I can make a gameshark code.

There's also a third unused object (texture after the lava bubble), which however seems to be incomplete.
minimaster58
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Posted on 01-26-10 02:19:23 PM Link
Maybe they thought of putting it in instead of the back flip before they put all the controls in?
Breegullbeak
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Posted on 01-26-10 03:06:40 PM Link
Originally posted by messiaen
Are you sure that cactus is unused? I gathered pointers from the ROM, so not only the texture but there's also a model available for it.

Also, just checked the beta flower and found the animation code in the ROM. It's basically a dynamic display list, with textures being rotated, exactly like the lava effect in Lethal Lava Land. I will try to activate it into one of the levels it was originally used and see if I can make a gameshark code.

There's also a third unused object (texture after the lava bubble), which however seems to be incomplete.


I'd only located the texture. I'm pretty sure it would work likey a Pokey in use, but I had only found the texture. The Lakitu cloud face would probably rotate around the cloud like Bomb-omb eyes.

The lava bubble I do recall seeing in Lethal Lava land or Bowser and the Fire sea.
messiaen
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Posted on 01-30-10 02:53:29 PM Link
Here is the beta flower in action :).

<object width="425" height="344"><embed src="http://www.youtube.com/v/AiRPsWju5Co&hl=pt_BR&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object>
Breegullbeak
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Posted on 01-30-10 03:09:00 PM Link
You never cease to amaze.
Joe
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Posted on 01-31-10 03:01:50 AM Link
Originally posted by Mr. Game
I found too some bata textures using Tile Molester:
Blargg eyes (?): (image removed) at 009ACD00
That is messed up thanks to a bug in Tile Molester. The actual graphics in the ROM start at 0x9ABCFC and look like this:

eyes
Conte de Contis
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Posted on 01-31-10 05:39:59 AM Link
It is a nice finding and trying it would be cool.
But if this was scrapped there is a reason: in my opinion seeing flowers everywhere - even where they should not stay, kinda the dirt because they would look bad - is pretty annoying and it would have distracted the player. Also they don't appear in a long visual field, which seeing them disappearing when you get far enough and viceversa looks bad. For the lava is a different story: the lava bubbles act like the same, but they appear and disappear when they pop and appear when they blow, so, it is a good effect and the player doesn't care too much to the lava boiling and he doesn't notice the lava bubbles appearing and disappearing depending from the distance. Slmost same matter for the snow. This is a visual matter.

Acutally this is just a my interpretation, an opinion (and i don't get why i got a thumb-down, since when saying our own opinion is rudeness?).

Is this an incomplete (but working) code?
ClaudioSouza94
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Posted on 01-31-10 12:23:31 PM Link
Originally posted by messiaen
Here is the beta flower in action .

<object width="425" height="344"><embed src="http://www.youtube.com/v/AiRPsWju5Co&hl=pt_BR&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object>



Well i just wonder what you can't do...
Mr. Game
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Posted on 01-31-10 12:54:17 PM Link
Originally posted by messiaen
Here is the beta flower in action .

<object width="425" height="344"><embed src="http://www.youtube.com/v/AiRPsWju5Co&hl=pt_BR&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object>

What's the model id and the behavior for it?
VideoGuy
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Posted on 01-31-10 01:31:06 PM Link
So it spawns the flowers at random locations based on Mario's position? Or did you put them there manually?
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Jul - SM64 Hacking (Archive) - Beta Stuff Thread: Beta Trampoline and other stuff New poll - New thread - Thread closed




Rusted Logic

Acmlmboard - commit 5d36857 [2018-03-03]
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