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05-03-22 06:52:56 AM
Jul - SM64 Hacking (Archive) - Mario 64 Level Importer New poll - New thread - New reply
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messiaen
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Posted on 03-15-10 09:58:08 PM Link | Quote
Originally posted by wwwarea
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.


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
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Posted on 03-15-10 11:15:37 PM Link | Quote
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.
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Posted on 03-16-10 04:28:44 AM (last edited by BTTF Forever at 03-16-10 08:56 AM) Link | Quote
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?

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messiaen
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Posted on 03-16-10 01:00:31 PM Link | Quote
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.
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Posted on 03-16-10 07:30:56 PM Link | Quote
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...

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Lyskar
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Posted on 03-17-10 04:13:12 AM Link | Quote
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Metal_Man88's Post
Continue harassing Messiaen, BTTF. By all means, perhaps you might succeed at getting banned yet.

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Posted on 03-17-10 04:27:45 AM Link | Quote
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.

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Lyskar
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Posted on 03-17-10 06:49:21 AM Link | Quote
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You have to understand, programmers are much less in number than annoying people who bug programmers for features. What you think is not harassing is very much so, as Messiaen has limited time and resources, and is doing this for free. I've seen far too many programmers vanish and never do anything free again because of people like you who don't understand that they aren't magic wish-fulfilling machines.

In your magical world of Back to the Future and Avatar, wishes may come true just by asking for them, but this is the real world. While Messaien is very polite and doesn't usually get annoyed by feature requests, I'd much rather err on the side of caution by having you keep the feature requests to a minimum until he's finished what's already on his plate.

It takes work and a lot of it to make this. Rather than asking for new features every time he just finishes making a new set of features work, why don't you learn how to use what you have and show Messiaen that he isn't just toiling so you'll turn around and ask for "New feature + 1" the minute he's done? It's the least you can do for all the free hacking programming work that's being done in here on such short notice.

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Posted on 03-17-10 09:12:18 AM Link | Quote
I understand, i guess i wasn't thinking about him, i was thinking about myself and what i wanted. i realize that now.

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messiaen
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Posted on 03-17-10 11:46:37 AM (last edited by messiaen at 03-17-10 02:38 PM) Link | Quote
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.
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Posted on 03-17-10 07:28:42 PM Link | Quote
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

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messiaen
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Posted on 03-17-10 07:39:04 PM Link | Quote
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).
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Posted on 03-17-10 07:50:19 PM Link | Quote
Originally posted by messiaen

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.




A little glitch on the alpha shown on the pic.
I tested this on Jabo's Direct3D8 1.7.0.56 plugin.

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messiaen
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Posted on 03-18-10 12:50:33 AM Link | Quote
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.
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Posted on 03-18-10 07:38:05 AM Link | Quote
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?

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Boing
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Posted on 03-18-10 09:07:12 PM Link | Quote
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.
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Posted on 03-19-10 02:07:48 AM (last edited by messiaen at 03-18-10 11:57 PM) Link | Quote
Originally posted by Boing
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.


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.
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Posted on 03-19-10 04:14:59 AM Link | Quote
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.

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messiaen
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Posted on 03-19-10 03:11:25 PM Link | Quote
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):


lui             $at,0x44fa

mtc1 $at,$f12
lui $at,%hi(data_80337900)
lui a2,0xc58c
ori a2,a2,0xa000
lwc1 $f14,%lo(data_80337900)($at) # ROM = 0xF2900
jal func_802A5588 # this function calls the CreateStar(x,y,z) one.
lui a3,0x4348
lui t7,%hi(current_object)
lw t7,%lo(current_object)(t7)



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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Posted on 03-19-10 09:33:35 PM Link | Quote
thats really cool!, so in the next release (or this release) we can change king bob-omb star position!, but im a little confused...

correct me if im wrong, but there are sort of 2 star positions?, 1st time it gets spawned from the boss, then it flies to the 2nd position, i was wondering if it is possible to change both?

and i'd be happy to get the later bosses, the only later ones i can remember are:

Big Boo
The hands in the pyramids

And i was wondering about keys and the massive star...

Bowser 1
Bowser 2
Bowser 3

are they changable too?, and there are also some non bosses that spawn stars, like toad on the second floor, he gives you a star...

ill get to work on that

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Rusted Logic

Acmlmboard - commit 47be4dc [2021-08-23]
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