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| Jul - SM64 Hacking - Mario 64 Level Importer | - - ![]() |
| Pages: 1 2 3 4 5 6 7 8 9 10 ... 13 14 15 16 17 18 19 20 21 ... 46 47 48 49 50 51 52 53 54 55 | Next newer thread | Next older thread |
| wwwarea Member Level: 19 Posts: 69/74 EXP: 30261 For next: 5516 Since: 08-09-08 Since last post: 809 days Last activity: 682 days |
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Wow, a sky background importer? Now thats just awesome. ![]() BTW, another bug I got to report would be that objects that has alpha in it isn't working. Like the 2D coins now are coins with the black around it, only when the fog is on. |
| messiaen Catgirl Level: 61 Posts: 803/1085 EXP: 1795232 For next: 81364 Since: 11-20-07 Since last post: 197 days Last activity: 183 days |
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Originally posted by wwwarea Just to make it clear, does it happens only when fog is on or also when there's textures with alpha but fog is off? Can you send me a screenshot? |
| wwwarea Member Level: 19 Posts: 70/74 EXP: 30261 For next: 5516 Since: 08-09-08 Since last post: 809 days Last activity: 682 days |
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| Only when fog is on. It doesn't effect the alpha textures on the map though, well I know that with version 9. But I think it will work with version 10 also. http://i250.photobucket.com/albums/gg244/wwwarea/SuperMario64Ssnap0017.jpg Hmm, strange, its not happening with the heart. |
| BTTF Forever Member Level: 17 ![]() Posts: 41/70 EXP: 24236 For next: 507 Since: 02-08-10 From: Australia Since last post: 1359 days Last activity: 1359 days |
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| that was happening to me also, but it's fixed with version 10 since i don't use fog. EDIT: BTW, this importer is going so well, probably better then you ever imagined it would go, it's come from a command line script, to a fully fledged GUI tool! I was just wondering, if all goes well with this tool, maybe when this is finished you could make the mmltom64 custom music importer, just as good as this? It could have a GUI and everything as well, just choose the .mml file, choose your ROM, choose which music to overwrite, and a couple more settings.......and there you have it! That would be so cool to have a better version of that tool! It would support a lot more stuff... what do you think? -------------------- See You In The Future.........Or On Pandora! Long Live Back To The Future And Avatar! |
| messiaen Catgirl Level: 61 Posts: 804/1085 EXP: 1795232 For next: 81364 Since: 11-20-07 Since last post: 197 days Last activity: 183 days |
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| I'm not working on any music importer soon, however I may integrate the sequence inserter into the importer interface by adding a new music field in which you can load your .m64 file and choose a "instrument bank" for that file. |
| BTTF Forever Member Level: 17 ![]() Posts: 42/70 EXP: 24236 For next: 507 Since: 02-08-10 From: Australia Since last post: 1359 days Last activity: 1359 days |
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| yeah, i just thought maybe in the future if you could make it better, because for the past week, i have been trying to use your tool and it doesn't work. i converted the midi file to .mml and then to .m64, and i followed the tutorial, but when i imported it to replace all music, none of the music worked. and i really want to import my own custom music, and the program doesn't even give you a log file. i'm not asking if you could do it soon, i'm asking that maybe when this is done, you might make some small changes to the program to make it better, in the future (for example maybe a year from now, no rush, LOL) just think about it please... -------------------- See You In The Future.........Or On Pandora! Long Live Back To The Future And Avatar! |
| Lyskar 12190 ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() -The Chaos within trumps the Chaos without- Level: 174 ![]() Posts: 5016/12195 EXP: 69502711 For next: 1395156 Since: 07-03-07 From: 52-2-88-7 Since last post: 2 hours Last activity: 28 min. |
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| BTTF Forever Member Level: 17 ![]() Posts: 43/70 EXP: 24236 For next: 507 Since: 02-08-10 From: Australia Since last post: 1359 days Last activity: 1359 days |
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| I am not harassing alright, i was just making suggestions, and thats just how i talk (or type), i tried to make it sound as non-harassing as possible, but obviously it's not working, and if i am being annoying Messiaen, i apologize sincerely. From now on I'll try to keep the "harassing" to a minimum. -------------------- See You In The Future.........Or On Pandora! Long Live Back To The Future And Avatar! |
| Lyskar 12190 ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() -The Chaos within trumps the Chaos without- Level: 174 ![]() Posts: 5018/12195 EXP: 69502711 For next: 1395156 Since: 07-03-07 From: 52-2-88-7 Since last post: 2 hours Last activity: 28 min. |
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| BTTF Forever Member Level: 17 ![]() Posts: 44/70 EXP: 24236 For next: 507 Since: 02-08-10 From: Australia Since last post: 1359 days Last activity: 1359 days |
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| I understand, i guess i wasn't thinking about him, i was thinking about myself and what i wanted. i realize that now. -------------------- See You In The Future.........Or On Pandora! Long Live Back To The Future And Avatar! |
| messiaen Catgirl Level: 61 Posts: 805/1085 EXP: 1795232 For next: 81364 Since: 11-20-07 Since last post: 197 days Last activity: 183 days |
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| Metal_Man is right about excessive feature requests, though on the other hand some of them have been useful. If you really want to help this tool, you can try testing extensively what it already does: replacing every level, founding out possible problems, trying to do stupid things (such as loading invalid files) and seeing if the program/ROM crashes, trying out every collision type listed on my page, etc. But speaking about new features, here's what v11 has so far (all of them will be need to be tested also, in theory they should work but I won't waste my time testing them too much before release): - Set trajectories - Set star position - Set [!] item box contents - Sky - Cleaner fog settings (should work now on TT64) Trajectory/star position is still limited to KTQ, since what I want first is to get the right functionality and make sure it works well. If you (or anyone else) want to be of major help regarding star positions, download the Nemu64 emulator and send me savestates of every single boss star in the game. Basically, you would have to pause and save the game right before beating a boss, or any other kind of situation that spawns a star in a fixed X, Y, Z position, and use the Save State (Shift+F5) function. With that, I could work on star positions much faster. Also, a list of objects that use trajectory lists on a per-level basis would be helpful. Edit: Here's a screenshot showing some redesign I did on the GUI. The buttons at the button were taking too much space, so now they are clickable menu items. ![]() All reported fog/alpha issues have been fixed in v11, including TT64 problems. |
| BTTF Forever Member Level: 17 ![]() Posts: 45/70 EXP: 24236 For next: 507 Since: 02-08-10 From: Australia Since last post: 1359 days Last activity: 1359 days |
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| this is great! great work! i would be happy to send you savestates from Nemu64 (since i already have it). but i don't quite understand where to save it, i'll use Bob-Omb Boss for an example: out of this list, where should i save: 1. just after i throw him the 3rd time 2. while the text is coming up saying he lost 3. just as he explodes 4. while the star is moving from his body to the middle of the mountain 5. while the star is on the mountain waiting for you to pick it up. i am guessing you mean the 3rd one, since that's when the star spawns, but i still want to make sure so tell me where to save it, and I'll try to get every single boss done for you. thanks -------------------- See You In The Future.........Or On Pandora! Long Live Back To The Future And Avatar! |
| messiaen Catgirl Level: 61 Posts: 806/1085 EXP: 1795232 For next: 81364 Since: 11-20-07 Since last post: 197 days Last activity: 183 days |
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| That's right, just before the star is spawned. On doubt, just save it a bit earlier but make sure the boss is already defeated. Remember that some stars with fixed positions aren't bosses, such as the one that is created when you complete Peach's slide in less than 20 seconds (not sure what is the exaclty number, but something like this). |
| maczkopeti User Level: 8 ![]() Posts: 9/11 EXP: 1497 For next: 690 Since: 03-07-10 From: Hungary Since last post: 1643 days Last activity: 1351 days |
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Originally posted by messiaen ![]() A little glitch on the alpha shown on the pic. I tested this on Jabo's Direct3D8 1.7.0.56 plugin. -------------------- My YouTube Stuff |
| messiaen Catgirl Level: 61 Posts: 807/1085 EXP: 1795232 For next: 81364 Since: 11-20-07 Since last post: 197 days Last activity: 183 days |
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| This seems like a complex z-buffer issue. I'm not good enough at 3D to be able to tell why it happens or how to solve it, but it could be either related to polygon order or maybe some culling issue. Do these textures with alpha have both back or front faces (it, are the visible from both sides)? VL-Tone, can you shed some light on this ? I remember reading some post of yours talking about z-buffer issues in Toad's Tool 64. |
| BTTF Forever Member Level: 17 ![]() Posts: 46/70 EXP: 24236 For next: 507 Since: 02-08-10 From: Australia Since last post: 1359 days Last activity: 1359 days |
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| OK, Messiaen... Here we are, save states of Nemu 64 of 8 different star spawns, i would have gotten more but it would have taken forever. here's what they are: http://www.megaupload.com/?d=SE24X124 1. Bob-Omb Boss Star (Bob-omb battlefield, first star) 2. Whomp Boss Star (Whomp's fortress, first star) 3. Star Spawn After Open Cabin Door (Cool cool mountain, first star) 4. Peaches 20 Second Star (Peaches secret slide, beat 20 second time) 5. Penguin Race Star (Cool cool mountain, third star) 6. Mother Penguin Baby Found Star (Cool cool mountain, second star) 7. Boil The Bully Star (Lethal lava land, first star) 8. Bully The Bully's Star (Lethal lava land, second star) just one question though, how do these save states help you find the X, Y, Z values of the star? -------------------- See You In The Future.........Or On Pandora! Long Live Back To The Future And Avatar! |
| Boing 450 ![]() ![]() ![]() ![]() ![]() Level: 42 Posts: 187/458 EXP: 489808 For next: 31554 Since: 12-16-07 From: Michigan, US Since last post: 1299 days Last activity: 1293 days |
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| My assumption would be that since Save States contain some of the RAM from that state in the game, he could locate the object in memory and get it's coordinates from there. Then he'd be able to use those coordinates and search for them in the ROM. |
| messiaen Catgirl Level: 61 Posts: 808/1085 EXP: 1795232 For next: 81364 Since: 11-20-07 Since last post: 197 days Last activity: 183 days |
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Originally posted by Boing I already used this method in the past, however now I use a better approach: I simply set a breakpoint in the function that spawn stars, then examine where the coordinates are read from. Usually they are floats loaded with immediate instructions (with the exception of Koopa-The-Quick, which reads signed integers from a table). Thanks BTT forever for the save states, however they are a bit late, they should be before the star even stars to appear. |
| BTTF Forever Member Level: 17 ![]() Posts: 47/70 EXP: 24236 For next: 507 Since: 02-08-10 From: Australia Since last post: 1359 days Last activity: 1359 days |
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| ok, are all of them late? i can do them again if you want. also, if you have msn, give it to me so we can talk more about stuff instead of waiting 8 hours between each post. -------------------- See You In The Future.........Or On Pandora! Long Live Back To The Future And Avatar! |
| messiaen Catgirl Level: 61 Posts: 809/1085 EXP: 1795232 For next: 81364 Since: 11-20-07 Since last post: 197 days Last activity: 183 days |
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That's the beauty of forums: people have plenty of time to think about what they're going to post , immediacy is not compatible with hacking. Anyway, I don't use instant messengers except for contact with (non-virtual) close friends and parents.No need to do those saves again, however if you want to do savestates for some of the later levels bosses that would be helpful. I think the safest way is to save the game just BEFORE delivering the final blow in the boss, sorry if I didn't make it very clear the last time. Funny how King Bob-omb coordinates are loaded (most likely result of a compiler setting):
X and Z (registers $F12 and $A2) are loaded with immediate instructions, while the Y position (register $F14) is read from memory (which, in this case, is in the checksum area of the ROM). In the Missing Stars hack, I rewrote this code section so that all floats are loaded with immediate instructions, however for easier handling I think I'll simple read the float-triplet straight from RAM (somewhere in extended memory). |
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| Jul - SM64 Hacking - Mario 64 Level Importer | - - ![]() |
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Acmlmboard - 07/23/2013 b378.03 ©2000-2013 Acmlm, Xkeeper, Inuyasha, et al. |
| Query execution time: | 0.309157 seconds |
| Script execution time: | 0.087326 seconds |
| Total render time: | 0.396483 seconds |