messiaen
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| Posted on 02-05-10 03:17:34 PM (last edited by Metal_Man88 at 02-05-10 04:58 PM) |
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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
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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.  |
Me-me
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| Posted on 02-06-10 06:46:24 AM (last edited by Me-me at 02-06-10 04:13 AM) |
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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 
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Mr. Game
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| can you make some gameshark codes for changing the weather, messiaen?? |
minimaster58
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| This is interesting, do you think one day we could add more than one effect to one level? |
moma919
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| If this is possible.... Then i just can't wait to next release!!!!!! -:-D |
VL-Tone
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| 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.
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