luigiman1928
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| Posted on 05-22-09 09:46:05 PM |
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Cool! DOes it also work as a Solid object when u touch it from the side?
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gamekrazzy
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| Posted on 05-22-09 10:10:34 PM |
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from the looks of it I would say yes... Umm that is really cool though. I wonder how much other beta stuff is in this game. Heck what if we find stuff that was later programmed into the newer games.
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RomanianGirl

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| Posted on 05-23-09 12:15:38 AM |
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Originally posted by messiaen Much better :
[VIDEO]
Now it works like a trampoline.
Looks great! But Mario seems a bit... stiff at the end? Is this fixable? |
BigBrain
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| Posted on 05-23-09 08:50:45 AM |
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Wow, if used correctly in level design, things like this could proove really useful for the upcomming SM64 hacks.
I'm really looking forward to some levels where you have to do some trickier jumps, like the red coin challenge in rainbow road.
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messiaen
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| Posted on 05-23-09 10:46:34 AM |
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Originally posted by RomanianGirl
Originally posted by messiaen Much better :
[VIDEO]
Now it works like a trampoline.
Looks great! But Mario seems a bit... stiff at the end? Is this fixable?
I have to adjust the physics a bit, for some reason he falls very quickly. Someone also gave me a good suggestion I overlooked: making the trompoline collapse a bit before giving you the impulse. As for a bumping sound, is there anything like this used by any other object? |
VideoGuy
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| Posted on 05-23-09 11:11:37 AM |
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This trampoline has great potential! I'm not sure the collapsing is necessary, if you want it to work like in Mario Sunshine (Awnings in Delfino Plaza).
It's not in the game as a bouncing sound, but maybe you could use the sound effect when Mario breaks open a box for this. It could fit, although I might be completely wrong. |
Vinnyboiler
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| Posted on 05-23-09 11:35:51 AM |
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| Why dont you use the Heave-Ho sound since hes most likly the evolved form of the spring. |
Gecko
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| Posted on 05-23-09 12:35:58 PM |
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The Heave-Ho throws Mario up and you lose control over him.
What about integrating the 120-star 3rd jump? |
VideoGuy
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| Posted on 05-23-09 01:17:27 PM |
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| Good point. I forgot the Heave-Ho things actually made a sound when the launched Mario. |
Bob-omb8194
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| Posted on 05-23-09 04:46:20 PM |
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| | Ths is one big discovery for sure. It makes me wonder what other polygon data could be left in the game. I think you should look a little more into this, in case anything else is there.
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VL-Tone
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| Posted on 05-24-09 09:51:54 PM |
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| Time: Now - Date: Today - Weather: What can be seen outside. - Mood: How it feels. Answer to the universe: 42 | I just realized while making the patch for the "blanked ROM" that I was using the "old" Mac version of the ROM... Since there was a little hand-tweaking to make this ROM, I'll have to start back again with the new/Windows version of the ROM.
Also, I'm thinking of writing little 4 bytes markers at the beginning of all the banks (compressed or not) found in the ROM. That way, if you find something interesting, you'll be able to easily find the start address of the bank this data is found in, so you can create/find bank-relative pointer values.
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messiaen
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| Posted on 05-25-09 02:42:56 PM |
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Originally posted by VL-Tone I just realized while making the patch for the "blanked ROM" that I was using the "old" Mac version of the ROM... Since there was a little hand-tweaking to make this ROM, I'll have to start back again with the new/Windows version of the ROM.
Also, I'm thinking of writing little 4 bytes markers at the beginning of all the banks (compressed or not) found in the ROM. That way, if you find something interesting, you'll be able to easily find the start address of the bank this data is found in, so you can create/find bank-relative pointer values.
Since only the padding is changed you can just produce a patch using the "new" extended ROM as a basis. The patch will be very big, but compression will take care of it.
The 4 byte markers are a good idea, especially if they also indicate what "ID" this bank is usually loaded as. |
Vinnyboiler
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| Posted on 05-25-09 09:17:43 PM (last edited by vinnyboiler at 05-27-09 06:11 AM) |
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Sorry if this sounds like a stupid question but have you checked the beta object in other levels since their might be some stuff in the levels scripts that may suggest something.
Allso have you checked the the Japan rom as their might be more infomation about this beta object in the code that may have been removed for the American rom (e.g. the beta boo key sprite and the Jolly Roger Bay painting). |
RomanianGirl

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| Posted on 05-25-09 11:52:55 PM |
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I don't know if this will help, but when I was doing an interesting dump from the ROM, I found something mentioning spring.
(THIS BEGINS AT HEX ADDRESS $265990 IN ROM):
" dSetSpring()
proc_dynlist(): No current object " |
VL-Tone
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| Posted on 05-26-09 05:48:16 AM |
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| Time: Now - Date: Today - Weather: What can be seen outside. - Mood: How it feels. Answer to the universe: 42 | Originally posted by vinnyboiler Sorry if this sounds like a stupid question but have you checked the beta object in other levels since their might be some stuff in the levels scripts that may suggest something.
Allso have you checked the the Japan rom as their might be more infomation about this beta object in the code that may have been removed for the American rom (e.g. the beta boo key sprite and the dire-dire docks painting).
I didn't check any level in particular, I just looked through all the unknown stuff left after blanking the ROM of all known stuff. It's possible indeed that the Japanese version still has the missing function for the trampoline, but things are not at the same place in there.
Originally posted by RomanianGirl I don't know if this will help, but when I was doing an interesting dump from the ROM, I found something mentioning spring.
(THIS BEGINS AT HEX ADDRESS $265990 IN ROM):
" dSetSpring()
proc_dynlist(): No current object "
From what I concluded a while ago, this text belongs to the Mario face animation intro routines, which is a separate program in itself. But I may be wrong, it may be some unused debug console text for the main game. Messiaen might have more information about it.
I was about to give you the .ppf patch but I just found out that I made another mistake and blanked some important parts. I'll have to start again, but I have to go to bed.
Anyway, here's a little teaser for some other beta stuff I found:
More details soon. Good night
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messiaen
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| Posted on 05-26-09 10:53:03 AM |
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Originally posted by VL-Tone
I didn't check any level in particular, I just looked through all the unknown stuff left after blanking the ROM of all known stuff. It's possible indeed that the Japanese version still has the missing function for the trampoline, but things are not at the same place in there.
I looked at the 1.1 "Shindou" edition a few days ago but the function is also missing there. An easy way to convert addresses between the versions is to compare the 0x0C calls in the behavior scripts. One interesting thing is that the RSP microcode used in the 1.1 version has been updated from 1.0, as well as the sound/music engine.
Originally posted by VL-Tone
Originally posted by RomanianGirl I don't know if this will help, but when I was doing an interesting dump from the ROM, I found something mentioning spring.
(THIS BEGINS AT HEX ADDRESS $265990 IN ROM):
" dSetSpring()
proc_dynlist(): No current object "
From what I concluded a while ago, this text belongs to the Mario face animation intro routines, which is a separate program in itself. But I may be wrong, it may be some unused debug console text for the main game. Messiaen might have more information about it.
There's some debug stuff we haven't found yet, some of it being console text that happens mainly in the title screen and which was probably printed in the workstations used to develop the game. A while ago I did some tests with PJ 1.4 and got some text to print (mostly on fatal errors). Judging by some ASCII strings in the checksum area, there seems to be some sort of music debugger also (just search for strings such as "SEQ", "CHANNEL", "TEMPO"). Those strings are substantially different in the 1.1 version, which suggests that the later version has different/additional debugs stuff. |
RomanianGirl

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| Posted on 05-26-09 04:46:17 PM |
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Originally posted by messiaen
There's some debug stuff we haven't found yet, some of it being console text that happens mainly in the title screen and which was probably printed in the workstations used to develop the game. A while ago I did some tests with PJ 1.4 and got some text to print (mostly on fatal errors). Judging by some ASCII strings in the checksum area, there seems to be some sort of music debugger also (just search for strings such as "SEQ", "CHANNEL", "TEMPO"). Those strings are substantially different in the 1.1 version, which suggests that the later version has different/additional debugs stuff.
If you want the entire dump, I already extracted it and re-formatted the text in that area. Problem is, I took the 'd' out from a lot of things (such as dSetSpring) because I thought it was translated text from different programming. |
luigiman1928
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| Posted on 05-27-09 12:45:08 AM |
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First keys, then Blargg, then a Trampoline, then Shells!? What next?
A Mario Kart!?
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Vinnyboiler
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| Posted on 05-27-09 09:25:58 AM (last edited by vinnyboiler at 05-27-09 08:22 AM) |
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Originally posted by luigiman1928 First keys, then Blargg, then a Trampoline, then Shells!? What next?
A Mario Kart!?
We must not forget the beta Yoshi egg, water mines, that spike from the Youtube video "Super Mario 64: Beta Object ??" and the the beta metal wing cap Mario.
Sorry I can't link, I still using my PSP for everything. |