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09-23-17 01:51:31 PM

Jul - SM64 Hacking - Mario 64 Level Importer New poll - New thread - New reply
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Dudaw
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Posted on 02-07-12 08:23:45 PM Link | Quote
It's great to see the level importer improving even more now.

The behavior script editor:
I think color-coded commands would be a nice touch, as well as some sort of library with descriptions of all the functions.
Anywho, these new features you've implemented seem pretty handy.
Eggs6131
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Posted on 02-08-12 10:55:28 AM Link | Quote
Dudaw, is your hack still on? Because I haven't seen any updates for two years
messiaen
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Posted on 02-08-12 12:45:00 PM Link | Quote
Dudaw: The formatting has improved a lot since the last screenshot, it's much easier to read now, but I'm not too fond of colors. Since I'm testing RichText, perhaps bold/italic may help a bit.

I'm thinking of writing a graphical behavior builder, including the most common controls. I see you made some lists about those non-solid collision types, that will be handy. Do you happen to have a description of 0x0C function calls that can be reusable in most behaviors? I have done something like this in the past, but more detailed descriptions would be nice.
Dudaw
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Posted on 02-08-12 05:14:59 PM (last edited by Dudaw at 02-08-12 05:19 PM) Link | Quote
Originally posted by messiaen

I'm thinking of writing a graphical behavior builder, including the most common controls.



That sounds good.

Originally posted by messiaen

Do you happen to have a description of 0x0C function calls that can be reusable in most behaviors? I have done something like this in the past, but more detailed descriptions would be nice.


I've seen a lot of functions that can be re-used for many solid and non-solid behaviors. I'm sure you're familiar with this from the Missing Stars.
I'll look into this tonight (or some time) and put together a complete description list. It's the least I could do right now.

Originally posted by Eggs6131

Dudaw, is your hack still on? Because I haven't seen any updates for two years


Spoiler:
Wacky Worlds is out of the question right now, unfortunately.
messiaen
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Posted on 02-11-12 02:15:35 PM Link | Quote
Probably getting a bit complicated..



Still, with a decent behavior generator most users can simply avoid using this.
Cajetan
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Posted on 02-12-12 07:34:45 AM Link | Quote
Originally posted by messiaen
Probably getting a bit complicated..

-snip-

Still, with a decent behavior generator most users can simply avoid using this.


Great. I can't wait for this.

Are you actually back on SM64 Hacking now? Because you posted an older reply where you said, that you lost interess on SM64 Hacking.
BigBrain
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Posted on 02-12-12 09:22:21 AM Link | Quote
Originally posted by messiaen
Probably getting a bit complicated..

(image)

Still, with a decent behavior generator most users can simply avoid using this.


This looks just freaking awesome. I never got around doing some real behavior/asm hacking (apart from my qt level script parser, in case anyone even remembers that one ), but this should make that stuff a LOT easier.
messiaen
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Posted on 02-12-12 01:49:38 PM Link | Quote
Cajetan: I have some free time now before my vacations are over, but this will probably be my last update to the importer this year. It's a quite massive update though!

BigBrain: That's nice, I hope more people experiment with this.

VL-Tone: If by any chance you are still willing to do some work on TT64, these small fixes should really come in handy (you may disable the incomplete OBJ importer/BG Swapping/Text Editor features):

- Ignoring command 0x10 (just read the lenght byte and skip accordingly), which I planned to use as an extended memory loader but that isn't used anymore.
- Get rid of the 2000 GBI commands limitation when drawing levels (most custom levels are only partially shown).
- Jumps in custom level scripts don't work properly, at least when they aren't on bank 0x0E. My importer uses bank 0x19 for scripts, because I need 0x0E for polygon commands (the RSP only supports the first 0x10 banks, but other content may be used in the 0x10-0x20 segments). If I remember correctly, even jumps on the "flatworld" template didn't work. Also, the Script Dump can't load the scripts.

If you ever feel like doing this, try opening the Star Road ROM in your current build of TT64. Once those are implemented it should load fine.

----

If things work smoothly, I may add some extra behavior commands for common functions people use in hacks. One of them would be removing a object if Mario has less or more than "X" stars.
DarkSpacer
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Posted on 02-12-12 07:15:00 PM Link | Quote
I'm wondering...it probably won't get put in in this update, but could you put in camera behaviors too? Like new camera angles or camera cutscenes? That could be useful for a more involved hack (even more involved then Star Road).
messiaen
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Posted on 02-12-12 08:27:30 PM (last edited by messiaen at 02-13-12 09:49 PM) Link | Quote
We don't know how that works. [Edit: but I remember posting something about Lakitu's data in the checkum area thread, so that first cutscene may be actually editable to some degree].

A pic of the geometry layout editor. Most of what is editable is drawing distance, to save CPU power, and shadow properties (the Layout Generator button will handle it). Not sure if there's anything else of interest on geometry layout scripts (for non-animated objects).

Ragin
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Posted on 02-15-12 07:34:40 AM Link | Quote
"If things work smoothly, I may add some extra behavior commands for common functions people use in hacks. One of them would be removing a object if Mario has less or more than "X" stars."

Would X be limited by 127 like the star doors? One additional bit would be nice for larger hacks, but I have know idea wether you can control that.


I am sure that the next version of your importer will be absolutely amazing, definitly looking forwad to its release. =)
MarioGame2222
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Posted on 02-15-12 01:23:58 PM Link | Quote
Originally posted by Dudaw
Originally posted by messiaen

I'm thinking of writing a graphical behavior builder, including the most common controls.



That sounds good.

Originally posted by messiaen

Do you happen to have a description of 0x0C function calls that can be reusable in most behaviors? I have done something like this in the past, but more detailed descriptions would be nice.


I've seen a lot of functions that can be re-used for many solid and non-solid behaviors. I'm sure you're familiar with this from the Missing Stars.
I'll look into this tonight (or some time) and put together a complete description list. It's the least I could do right now.

Originally posted by Eggs6131

Dudaw, is your hack still on? Because I haven't seen any updates for two years


Spoiler:
Wacky Worlds is out of the question right now, unfortunately.



Well... If you don't want to work on it or something like that, Can I may Complete it for you? =3
If you say No, I can Understand that.
messiaen
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Posted on 02-23-12 01:08:38 PM (last edited by messiaen at 02-23-12 01:10 PM) Link | Quote
I did some work on the importer today, there are still plenty of things to do but its progressing well.

After you import an object, you'll have to generate an Geometry Layout for it (otherwise, the object will appear as a "tree" in the game, which I'm using as a placeholder object for the unused custom objects slots).

When it comes to creating a behavior, you have two options.

1 - The behavior generator, which can customize scaling, solidity, collision, interaction and functions for simpler objects.
2 - Importing a "raw" behavior file and using the built-in hex editor/parser to adjust it. I'm including as seperate file behaviors for doors, NPCs, enemies (I could use some help on this). There will be a few "helpers" on the behavior interface, mostly information on data such as animation pointers, etc.

You can also use both, first generating a behavior and then fune tuning it with the behavior editor. The behavior generator won't be very extensive, especially when it comes to selecting preset functions, but eventually when people test more with it I can include further options.

So, the basic workflow to import a custom object:

1 - Import custom object in the selected bank/slot
2 - Generate Geometry Layout for it from the custom objects menu
3 - Generate/edit/import Behavior for it from the custom objects menu
4 - When importing your level, select the appropriate custom object bank. Once the level is imported/reimported, TT64 should be able to detect the custom objects. Unused objects will appear as "tress".
Rydia
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Posted on 02-24-12 12:58:29 AM Link | Quote
So, I'm going to start messing around with TT64 again after a few years of not doing so, since I tried out TT64 around 2009...so I only have one question.

With this Object importer..do you have to create the landscape from scratch, on something different, or do you just use buttons and stuff to shape it out?

Cause when I was testing it out back in 2009, I was just using flat battle field, and that didn't really work out too well..it's only be good for the lava land...
messiaen
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Posted on 02-24-12 12:11:44 PM (last edited by messiaen at 02-24-12 12:30 PM) Link | Quote
Read the help, watch tutorials, read this thread, etc, this has already been explained many times.

Someone in YouTube posted a very simple fix to the textures problem in the 3D preview, actually the problem is way simpler than I thought! Just make sure your obj/mtl file doesn't contain spaces. Since Irrlicht is cross-platofmr, I guess this is probably some Windows-only problem, I'll see what I can do to fix it.
Mariohacker14
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Posted on 02-24-12 12:29:48 PM Link | Quote
Originally posted by messiaen
Read the help, watch tutorials, read this thread, etc, this has already been explained many times.

Someone in YouTube pointed a very simple fix to the textures problem in the 3D preview, actually the problem is way simpler than I thought! Just make sure your obj/mtl file doesn't contain spaces. Since Irrlicht is cross-platofmr, I guess this is probably some Windows-only problem, I'll see what I can do to fix it.


I did not think that my comment would help much xD
Thanks Frauber for return to Sm64 hacking.
I was concerned :3
Rydia
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Posted on 02-24-12 01:37:01 PM Link | Quote
Originally posted by messiaen
Read the help, watch tutorials, read this thread, etc, this has already been explained many times.

Someone in YouTube posted a very simple fix to the textures problem in the 3D preview, actually the problem is way simpler than I thought! Just make sure your obj/mtl file doesn't contain spaces. Since Irrlicht is cross-platofmr, I guess this is probably some Windows-only problem, I'll see what I can do to fix it.


I shall do that. and I have all weekend to mess around with it so thats 3 days...

If I get good enough, I will probably make a good complete hack, but no promises on overhauled or anything, cause when I was good with it in 2009 the only one thing I had a problem with was adding a new star to the game/level.
messiaen
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Posted on 02-25-12 04:42:41 PM Link | Quote
Screenshots of the behavior generator interface (Dudaw, are you working on those function lists? I really need help on this. Celux, do you have anything to contribute regarding useful functions for that list?):



and


Celux

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Posted on 02-25-12 06:41:51 PM Link | Quote
Originally posted by messiaen
Screenshots of the behavior generator interface (Dudaw, are you working on those function lists? I really need help on this. Celux, do you have anything to contribute regarding useful functions for that list?):

*snip*

and

*snip*



Sorry, I didn't document any of the specific functions, just the completed custom behaviors. But, most of the looping functions are self-explanatory based on what other commands are in the behavior and how you remember experiencing them in-game.
cpuHacka101
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Posted on 02-25-12 08:45:33 PM (last edited by cpuHacka101 at 02-25-12 08:45 PM) Link | Quote
Originally posted by messiaen
Screenshots of the behavior generator interface (Dudaw, are you working on those function lists? I really need help on this. Celux, do you have anything to contribute regarding useful functions for that list?):
*Picture*
and
*Picture*


Messiean, you could add "Moving up and down" as well as repeating the 0x0C a few times to control how far and how fast it moves. Repeating the 0x0C may also work with rotation. It will take some testing, I suppose. I'll see what other useful 0x0C commands I could find
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Jul - SM64 Hacking - Mario 64 Level Importer New poll - New thread - New reply




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