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05-03-22 07:48:57 PM
Jul - SM64 Hacking (Archive) - Mario 64 Level Importer New poll - New thread - New reply
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Super Mario 64000
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Posted on 03-21-10 07:38:44 PM Link | Quote
Thanks! You're so awesome!
Emoluvjd2
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Posted on 03-22-10 02:03:42 AM (last edited by Emoluvjd2 at 03-21-10 11:04 PM) Link | Quote
Originally posted by messiaen
Ideally, they should be 320x256 image files, anything else will be converted to this, without taking in account the original aspect ratio of the image.

Are you sure? When I ripped the textures the background came out as 9 32x32 textures meaning that it should be 96x96, shouldn't it?
For comparison, here are the two image sizes.

96x96


320x256
messiaen
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Posted on 03-22-10 03:15:45 AM Link | Quote
Hmm, I have been using Bob-Omb's Battlefield background as a basis, I have to take a look to see how other backgrounds are layed out.

Also, even if you only got 9 different 32x32 textures, most backgrounds use repeated tiles (if you look closely at the Bob-Omb one you'll notice it)
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Posted on 03-22-10 05:12:01 AM (last edited by VL-Tone at 03-22-10 02:27 AM) Link | Quote
Time: One second ago - Date: Tomorrow - Weather: Sunshine - Mood: Moody Answer to the universe: Yes
I'm not sure where this 320x256 size comes from?

The biggest backgrounds are simply made of 8x8 32x32 pixels tiles, meaning 256x256. Of course the left part must match the right part as it wraps around, just like a texture. No supplementary columns are stored for padding the whole background.

Another thing to note: the relevant image part of each tile is actually 31x31 pixels. The horizontal and vertical 1 pixel lines that are left should be a repetition of the line before, or else you'll see "seam lines" in the sky around each tile. So the imported and exported background in TT64 will be 248x248 (8 lines are lost horizontally and vertically because they are repetitions).

Emoluvjd2: Your 96x96 example is just a small part of a bigger sky background...



There are some cases where tiles are automatically repeated like in the following backgrounds:



The parts with the red X are just repetitions of the previous tile.

But the rest of the backgrounds, including Bob-omb Battlefield are stored as 64 tiles (8x8 - 32x32 pixels) even when they seem to repeat.

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Posted on 03-22-10 08:40:45 AM Link | Quote
the new importer is brilliant!!!!!!!,

if i want to change one of the star positions, all i have to do is get an empty cube (that hasnt been assigned to something yet) in TT64, and move it to the position i want the star to be in, then I note the X, Y, Z co-ordinates at the bottom of the tool, then input that into the importer!

there's a little glitch though, as soon as you move close to the star after you beat the boss, the camera sort of zooms out, like at the top of bob-omb battlefield view camera. i have only tried King Bob Omb, so i dont know but i don't mind, if you put the star high enough up, the glitch does not happen even if you walk under it.

haven't tried out the fog yet but I'm sure it works great!

i just have a question: how does this "!" box modifier work? does it change the contents of the box to anything you want?

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Posted on 03-22-10 01:41:37 PM (last edited by messiaen at 03-22-10 10:53 AM) Link | Quote
Originally posted by VL-Tone
I'm not sure where this 320x256 size comes from?


The only info I could found about backgrounds was this old post by rstewart215804. Since you have actually decoded the backgrounds from the pointer tables, you probably do know much more about it. I'll see what I can do with your piece of information, I guess getting this correct will be harder than I thought...

Originally posted by rstewart215804
The background is loaded into bank 0A with the 0x17 level command. By changing the starting and stopping values you can change the background.

Backgrounds are comprised of one or more 32x32 bitmaps and 320 bytes. The 320 bytes a list of 80 pointers that are 4 bytes long...

[0A][00 08 00]
1: Bank
2-4: Offset in bank for bitmap

Each pointer pointes to a single bitmap. The pointers are arranged into 10 tiles horizontally and 8 tiles vertically. The game uses the two extra horizontal tiles to wrap the texture around.

This list of pointers (From Bob-omb Battlefield)...

0A00 0000 0A00 0800 0A00 1000 0A00 1800 0A00 2000 0A00 2800 0A00 3000 0A00 3800 0A00 0000 0A00 0800
0A00 4000 0A00 4800 0A00 5000 0A00 5800 0A00 6000 0A00 6800 0A00 7000 0A00 7800 0A00 4000 0A00 4800
0A00 8000 0A00 8800 0A00 9000 0A00 9800 0A00 A000 0A00 A800 0A00 B000 0A00 B800 0A00 8000 0A00 8800
0A00 C000 0A00 C800 0A00 D000 0A00 D800 0A00 E000 0A00 E800 0A00 F000 0A00 F800 0A00 C000 0A00 C800
0A01 0000 0A01 0800 0A01 1000 0A01 1800 0A01 2000 0A01 2800 0A01 3000 0A01 3800 0A01 0000 0A01 0800
0A01 4000 0A01 4800 0A01 5000 0A01 5800 0A01 6000 0A01 6800 0A01 7000 0A01 7800 0A01 4000 0A01 4800
0A01 8000 0A01 8800 0A01 9000 0A01 9800 0A01 A000 0A01 A800 0A01 B000 0A01 B800 0A01 8000 0A01 8800
0A01 C000 0A01 C800 0A01 D000 0A01 D800 0A01 E000 0A01 E800 0A01 F000 0A01 F800 0A01 C000 0A01 C800

produces this texture...




Originally posted by "BTT Forever"
i just have a question: how does this "!" box modifier work? does it change the contents of the box to anything you want?

Sorry for the lack of documentation, but here's a short explanation. This is the ItemBoxDefaultContents.txt file:

00, 0000, 87, 13003DB8
01, 0000, 86, 13003DD8
02, 0000, 88, 13003E1C
03, 0000, BE, 13001F3C
04, 0000, 74, 130009A4
05, 0000, 00, 13000964
06, 0000, 00, 13000984
07, 0000, D4, 13003FDC
08, 0000, 7A, 130007F8
09, 0000, D4, 13004010
0A, 0001, 7A, 130007F8
0B, 0002, 7A, 130007F8
0C, 0003, 7A, 130007F8
0D, 0004, 7A, 130007F8
0E, 0005, 7A, 130007F8

It's basically hexadecimal values, indicating:

[04], [0000], [74], [130009A4]
| | | |-----> Behavior of the object to be spawned
| | |---> Model ID
| |---> Behavior parameter for the spawned object
|--> Number of entry in table (item box parameter)

You can spawn any object, if it's available in the current level. Please keep entry sequencial, so after 0E comes 0F then 10, 11 and so on. Note that each value must be separated by a comma.

Use VL-Tone's Behavior Doc as reference for behavior numbers.

Old VL-Tone post in the checksum area thread listing Item Box contents:
Originally posted by VL-Tone
00 00 00 87 13 00 3D B8 -- Wing Cap
01 00 00 86 13 00 3D D8 -- Metal Cap
02 00 00 88 13 00 3E 1C -- Vanish Cap
03 00 00 BE 13 00 1F 3C -- Koopa Shell
04 00 00 74 13 00 09 A4 -- One Coin
05 00 00 00 13 00 09 64 -- Three Coins
06 00 00 00 13 00 09 84 -- Ten Coins
07 00 00 D4 13 00 3F DC -- 1up Mushroom Static
08 00 00 7A 13 00 07 F8 -- Star 0
09 00 00 D4 13 00 40 10 -- 1up Mushroom Runs Away
0A 00 01 7A 13 00 07 F8 -- Star 1
0B 00 02 7A 13 00 07 F8 -- Star 2
0C 00 03 7A 13 00 07 F8 -- Star 3
0D 00 04 7A 13 00 07 F8 -- Star 4
0E 00 05 7A 13 00 07 F8 -- Star 5
Emoluvjd2
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Posted on 03-22-10 08:18:23 PM Link | Quote
Thanks for clearing that up, VL-Tone. I must have just not dumped all the textures.
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Posted on 03-23-10 04:21:08 AM Link | Quote
Hey messiaen, How many faces can I go up to for a level?

I was trying to import a map that had over 5000 faces and in your importer, I got this warning message saying "Warning: some textures from your material file couldn't be found." So, I wanted to view the level to see if the textures came up still but the level was still the same, the importer diddn't import the map.

So I made kind of the same thing in Wings 3D but with less faces this time and it was under 3000 faces and I imported the obj file and this time, I diddn't get that warning message and went to the level and it was imported.

So is this a bug or is it a safety feature like it wont import maps with that many faces?
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Posted on 03-23-10 11:01:13 AM Link | Quote
I'm pretty sure the importer will not import a level with a number of faces higher than 2000. however the importer does not give you a warning for the number of faces being over the limit.

I have had the same problem a lot of times before. Maybe in a later version Messiaen could put in a warning saying:

"the level was not imported because the number of faces in the model was over 2000"

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Posted on 03-23-10 01:53:41 PM (last edited by messiaen at 03-23-10 04:56 PM) Link | Quote
The program won't import any .obj file with more than 5000 faces and, unless there's something wrong with recent versions, it should display a fatal error message saying that the file wasn't imported because id had more than 5000 faces.

Edit: water starting to work :

<object width="480" height="385"><embed src="http://www.youtube.com/v/-3Rd2svqmOw&hl=pt_BR&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="385"></embed></object>

Now I gotta test if it's possible to have both water/toxic haze/myst at the same time in a level.
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Posted on 03-23-10 08:53:07 PM (last edited by DarkSpacer at 03-23-10 05:56 PM) Link | Quote
I have a problem with the importer.

When I try to import a level using your importer, it doesn't show up in Toad's Tool OR SM64.

These are the steps I use:

I get an extended ROM.
I drag it onto Rom Expand.exe and it expands.
I patch it with Obj_import6.ppf with PPF-O-Matic 3
I open the importer
I import the level (is scaling supposed to be 1?)
I open Toad's Tool
I navigate to BOB
nothing. Except warps and a Mario Start object and a bunch of Empty Objects.

I see the background and everything behaves normally (except for some reason TT64 thinks I have unsaved data because the Save text turns red)

If it helps, I run Windows 7.


Also another problem, when I revert the level to the original BOB after importing a level, I get a "#getProp" error when I try to open in Toad's Tool (this error may be because I messed with it a bit before reverting).

I might try compatibility settings for XP or Vista.

EDIT: Forgot to say what tools I'm using:

Google Sketchup 7 with the OBJ plugin provided on your website.
Project 64 for emulation (dunno if this helps).
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Posted on 03-23-10 09:12:27 PM Link | Quote
Just set a bigger scaling and experiment until you have found a proper size. Depending on the measuring you are using in SketchUp and the relative size of your model, you may need a scaling value as high as 2000 or so.

I'm interested about the #getProp error. After importing the level again, does it fixes the problem? Also, can you reproduce it on a clean ROM (that is, a new ROM with the obj_import6.ppf patch applied) ?
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Posted on 03-23-10 10:02:16 PM Link | Quote
I got another ROM, did the import (patching with ONLY PPF patch didn't work (BOB didn't get replaced)).

So, on a ROM with ROM Expand and PPF applied, import, opened fine in TT64. When I reverted, got #getProp error when decoding level scripts.
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Posted on 03-23-10 11:48:41 PM Link | Quote
Oh, OK. So is the 5000 faces the game limit or the tool limit? Oh and BTTF forever, you should be able to import more then 2000 faces, its just that toads tool might view it wierd like some faces are missing but in the game, it looks OK.

Also, nice job on the water boxes.

BTW, about unsolids, is that feature in v11? Or is it still being worked on?
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Posted on 03-24-10 05:20:14 AM Link | Quote
I am pretty sure its still being worked on, it will be cool when its done!

so the water now works, does that mean the water modifying diamonds will work?, and also if you need other save states done just let me know.

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Posted on 03-24-10 10:51:00 AM Link | Quote
Fixed the problems with the restore level function, just avoid it for now.

I'm not sure how many faces the game can handle, however based on the existing levels I would say 2000/3000 faces are safe values, and should be enough for very detailed levels.

Water/toxic haze/myst is being worked for v12.
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Posted on 03-24-10 08:17:26 PM Link | Quote
Can some help make a proxy box for me in sketchup. I dont know how big the doors in sm64 are which puts my hack at a big disadvantage. I import my models with a 200 scaling if that helps.
Thanks in advance, and sorry if I comeover rude sometimes.
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Posted on 03-25-10 02:30:25 AM (last edited by HyperHacker at 03-24-10 11:31 PM) Link | Quote
03-24-10 09:30:25 PM
Post #2950
Is the number of faces limit based on amount of available memory, or on the rendering capabilities of the GPU? It wouldn't be difficult to take advantage of that nice 4MB Expansion Pak if that's the only issue. Just need to know where the faces are stored in RAM...

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Posted on 03-25-10 11:52:49 AM Link | Quote
VL-Tone: Thanks for the help on backgrounds. I thought that the "extra" backgrounds tiles were some kind of optimization to save ROM/RAM space, but indeed it's only a repetition of the 256x256 background external tiles.

HyperHacker: 5000 is an arbitrary value I chose because I needed one to avoid people importing high-poly models and wondering why the game doesn't work at all or why the collision fails on their complex spheres . I'm already using extended memory, so RAM isn't an issue at all.

vinnyboiler: I'll try to do some comparisons so you can have an idea of Mario's size in comparison to some SketchUp measurement unit.

About the water/toxic haze stuff, in v12 you'll be able to set just one water box per level (ie, to flood the level). Later versions may have a better water interface so you can create multiple water boxes, and have toxic haze, water and myst at the same time in a level.
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Posted on 03-25-10 08:34:08 PM Link | Quote
I just figured out a way how to fix collision data errors, but my textures appear upside down. Can this be looked into?
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Jul - SM64 Hacking (Archive) - Mario 64 Level Importer New poll - New thread - New reply


Rusted Logic

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

34 database queries, 12 query cache hits.
Query execution time: 0.094617 seconds
Script execution time: 0.030199 seconds
Total render time: 0.124816 seconds