Register - Login
Views: 99797306
Main - Memberlist - Active users - Calendar - Wiki - IRC Chat - Online users
Ranks - Rules/FAQ - Stats - Latest Posts - Color Chart - Smilies
05-03-22 05:52:14 AM
Jul - SM64 Hacking (Archive) - Changing Weather Effects New poll - New thread - New reply
Next newer thread | Next older thread
messiaen
Catgirl
Level: 68


Posts: 723/1085
EXP: 2596323
For next: 132477

Since: 11-20-07


Since last post: 8.1 years
Last activity: 7.2 years

Posted on 02-05-10 03:17:34 PM (last edited by Metal_Man88 at 02-05-10 04:58 PM) Link | Quote
Here's some documentation about weather effects which hopefully can be added into the next Toad's Tool version (at least on imported levels).

I posted something similar into the "Checksum area" thread many months ago, but when looking at the beta flower stuff I figured out the missing parts to make it work in any level.

First, you need to load this segment into memory:
17 0C 00 0B 00 DA 27 85 00 DA 95 1D

This is where all texture/display list data for the weather effects is located. Note that segment 0x0B is only used for this purpose: this is the only ROM "bank" which uses this segment number. In the future, one could modify the textures, save it as a new bank and use it as "additional" effects by loading the alternate file instead of the original one.

Now, you need to find the function 0x802761D0 called from the level terrain Geo Layout through command 0x18:

18 00 00 [xx] 80 27 61 D0

The fourth byte is the argument passed to this function. Here are the valid values:

00 = no effect
01 = Snow. Used in Cool Cool Mountain (area 1) and Snowman's Land (area 1)
02 = used in Jolly Roger Bay (area 2) and Secret Aquarium
03 = Blizzard (unused?)
04-0A = ??
0B = Beta Flowers in the ground (unused)
0C = Lava effect. Used in Lethal Lava Land (area 1), Bowser's Fire Sea and Bowser Second Battle
0D = used in Dire Dire Docks (area 1)
0E = used in Jolly Roger Bay and Dire Dire Docks (area 2).

Well, the most interesting find surely is the beta flower, showed in the beta stuff thread. There's also a blizzard setting (argument 0x03) which isn't used in any level, though it may be triggered by something else, so I can't say for sure it's unused.

The lava will work only on terrains which use Collision Type 1 (Lava). I'm not sure what do arguments 02, 0D and 0E, but they are probably related to water.
Gecko
Member
Level: 25


Posts: 61/113
EXP: 83089
For next: 6531

Since: 03-27-09


Since last post: 9.1 years
Last activity: 7.7 years

Posted on 02-05-10 04:43:41 PM Link | Quote
Is the blizzard effect maybe the same used in front of the snowman, who's trying to blow you away from its platform?
Nice findings by the way.
Lyskar
12210
-The Chaos within trumps the Chaos without-
Level: 192


Posts: 4224/12211
EXP: 99320673
For next: 552898

Since: 07-03-07

From: 52-2-88-7

Since last post: 7.4 years
Last activity: 7.3 years

Posted on 02-05-10 07:59:10 PM Link | Quote

Time/Date

02-05-10 01:59:10 PM

Posts

4224

Days Here

948

Level

95
Metal_Man88
Local Moderator
Cleaned up the post; for some reason, you said 'wheater' instead of 'weather.'

Nice information though, Messiaen.

____________________
Original Layout © Tobias Kelmandia
Me-me
340
Level: 41


Posts: 81/341
EXP: 462078
For next: 18067

Since: 08-05-07


Since last post: 9.7 years
Last activity: 8.1 years

Posted on 02-06-10 06:46:24 AM (last edited by Me-me at 02-06-10 04:13 AM) Link | Quote
Arguments 02, 0D and 0E, are probably how the water looks and moves. You've noticed that in dire dire docks the water is more blue than in jolly roger bay, right? And the water moves slowly inside area 2 of dire dire docks.

Nice find

____________________
Wow! SM64 is totally turned upside-down!
Mr. Game
Keep practicing, kid.
Level: 14


Posts: 11/30
EXP: 10998
For next: 2073

Since: 01-25-10


Since last post: 12.2 years
Last activity: 11.4 years

Posted on 02-06-10 10:49:09 AM Link | Quote
can you make some gameshark codes for changing the weather, messiaen??
minimaster58
Member
Level: 21


Posts: 26/75
EXP: 43471
For next: 6472

Since: 01-26-10


Since last post: 11.9 years
Last activity: 12.0 years

Posted on 02-06-10 02:24:15 PM Link | Quote
This is interesting, do you think one day we could add more than one effect to one level?
moma919
"No ROM links" isn't that hard to understand.
Level: 11


Posts: 17/19
EXP: 5544
For next: 441

Since: 01-23-10

From: Norway

Since last post: 12.2 years
Last activity: 11.5 years

Posted on 02-11-10 08:12:05 PM Link | Quote
If this is possible.... Then i just can't wait to next release!!!!!! -:-D
VL-Tone
Member
Super Mario 64 forum moderator
Level: 53


Posts: 564/621
EXP: 1136482
For next: 20637

Since: 07-27-07

From: Montreal, Canada

Since last post: 4.7 years
Last activity: 6 days

Posted on 02-14-10 04:24:09 AM Link | Quote
Time: One second ago - Date: Tomorrow - Weather: Sunshine - Mood: Moody Answer to the universe: Yes
I haven't been looking too much at the forum lately, and somehow overlooked this thread.

Very interesting find messiaen! There are still a lot of a little commands in the level and geo scripts that I never even tried to find what they were for, so there is still a lot of room for new things to be found simply by experimenting with script commands.

I've just integrated the weather effect parameter in the TT64 0.6b level importer. It would be harder to integrate it seamlessly into the main level editing interface (so you can edit weather effects for original levels) as the commands that are edited are only those from the level script.

It was planned originally that TT64 would be able to edit geo layout commands using the same interface (so you could edit things like colors, scale and other model properties). I still plan to allow this eventually, though it may be in a different module that also act as an individual model viewer.

____________________
Next newer thread | Next older thread
Jul - SM64 Hacking (Archive) - Changing Weather Effects New poll - New thread - New reply


Rusted Logic

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

29 database queries.
Query execution time: 0.074811 seconds
Script execution time: 0.019588 seconds
Total render time: 0.094399 seconds