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05-03-22 04:42:32 AM
Jul - General Game/ROM Hacking - N64 Level Editor Creation [SSB] New poll - New thread - New reply
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Korrupshen
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Posted on 11-28-10 08:47:34 PM Link | Quote
Is it possible to make a program that edits the Super Smash Bros 64 stages just like Toad's Tool. I'm curious to know if its possible or not. I wanna help the 64 community on SmashBoards, but I have no sense of coding or even establishing a program. Is there anyone who can help me start the basics of coding and improve so I can make this happen. Websites....freeware programs.....anything ?

Thanks in advance
Darkdata
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Posted on 11-28-10 09:08:30 PM (last edited by Darkdata at 11-28-10 06:10 PM) Link | Quote
I can point you in a direction, but I've never done N64 work, so I can not answer any questions.

N64 Documentation
C# Programing

Edit: Never call a thread "Is it possible?", anything is possible with lots of effort. Always make the thread title relevent for other people to best help you.

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Korrupshen
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Posted on 11-28-10 09:56:52 PM (last edited by Korrupshen at 11-28-10 07:01 PM) Link | Quote
Originally posted by Darkdata
I can point you in a direction, but I've never done N64 work, so I can not answer any questions.

N64 Documentation
C# Programing

Edit: Never call a thread "Is it possible?", anything is possible with lots of effort. Always make the thread title relevent for other people to best help you.



Just got finish reading some of the n64 reference and my mind is destroyed, and for the scripting/coding part. I should of made it a little more clear. I have somewhat experienced a "little" coding and I really mean a itty bitty bit of coding, but I still don't know where to start. I know I'm gonna need to do some reading, and I maybe can use the visual basic 2008 express compiler. However, I still feel stuck.
xdaniel
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Posted on 11-28-10 10:47:07 PM Link | Quote


>>ESTABLISHING LINK...DONE.    >>FETCHING POST DATA...DONE.    >>EXECUTING POSTDISP.BIN...


First of all, is there documentation on the Smash Bros. ROM? Where level data is stored there, how it works, etc., etc. If that's the case, then getting a simple level viewer going shouldn't be too difficult. Editing on the other hand is a bit more complicated, especially 1) depending on how the level data works (i.e. if levels are made of individual objects with separate positions, etc., or if - at least part of them - is made of one static model) and 2) depending on if you want a mouse-based editing interface (like Toad's Tool or Zelda's Utility of Time) or a text-based one (like Zelda's OZMAV2).

As for code and such that might give you an idea on how to tackle a level viewer/editor for an N64 game, check out the sources of the aforementioned Zelda tools UoT and OZMAV2 at http://code.google.com/p/uot/ (written in VB.NET) and http://code.google.com/p/ozmav/ (written in plain C).


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Posted on 11-28-10 11:35:04 PM Link | Quote
Originally posted by xdaniel
First of all, is there documentation on the Smash Bros. ROM? Where level data is stored there, how it works, etc.



Not that I know of...
xdaniel
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Posted on 11-28-10 11:49:57 PM Link | Quote


>>ESTABLISHING LINK...DONE.    >>FETCHING POST DATA...DONE.    >>EXECUTING POSTDISP.BIN...


Well, then the first step will be finding the level data. As long as the game doesn't use any kind of data compression, one way of at least getting somewhere near that data might be looking for level textures in the ROM - like the Sliph Co. logo on the Saffron City stage or something. You could try using ex. Tile Molester for this. There's some modified versions of the program out there that might be better (ex. with more features), but I could only find the original at the moment - that should get you started, tho.


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Rena
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Posted on 11-29-10 04:05:01 AM Link | Quote
11-28-10 11:05:01 PM
Post #3904
Generally I'd look for compressed file headers (MIO0 and YAZ0 are the only two I've seen on N64) and see what they look like. If they contain level textures, that's a good sign. You can take a memory dump from a level and search it for the contents of each compressed file to see if the file is used there. (Though it's possible a file is only in memory for a few milliseconds during level loading.)

Once you find a file that appears to have level data in it, you search for its ROM address and work from there.

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Joe
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Posted on 11-29-10 09:12:25 PM Link | Quote
Originally posted by Rena
Generally I'd look for compressed file headers (MIO0 and YAZ0 are the only two I've seen on N64)
You forgot Yay0, which is in Paper Mario and both Pokemon Stadium games. (I just now noticed the Pokemon games also have "PERS-SZP" before several blocks of compressed data. Hmm...)

It looks like SSB doesn't use any of those formats. This either means it's uncompressed, or it uses something cooked up by HAL.

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Posted on 11-30-10 07:14:51 PM (last edited by Korrupshen at 11-30-10 09:37 PM) Link | Quote
I guessing I'm not gonna be able to do much now, but try to start from Just Basic then work my way up to C++.

Thanks guys I appreciate all your help
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Posted on 11-30-10 10:11:56 PM Link | Quote
Why C++? Why not C# or like, Python? Or anything else not so C related, really.

I mean I started with binary and worked my way up to assembly and then C, but that's typically not the way to go.

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Rena
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Posted on 12-01-10 05:13:12 AM Link | Quote
12-01-10 12:13:12 AM
Post #3909
Originally posted by Joe
Originally posted by Rena
Generally I'd look for compressed file headers (MIO0 and YAZ0 are the only two I've seen on N64)
You forgot Yay0, which is in Paper Mario and both Pokemon Stadium games. (I just now noticed the Pokemon games also have "PERS-SZP" before several blocks of compressed data. Hmm...)
I didn't forget, I just haven't seen it on N64. Never looked at those games deep enough.

I started with BASIC too, but there are far less stupid languages you could try. Python's supposed to be good. Lua is just awesome. Or how about APL?

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xdaniel
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Posted on 12-01-10 11:13:59 AM Link | Quote


>>ESTABLISHING LINK...DONE.    >>FETCHING POST DATA...DONE.    >>EXECUTING POSTDISP.BIN...


Originally posted by Joe
It looks like SSB doesn't use any of those formats. This either means it's uncompressed, or it uses something cooked up by HAL.

Probably something by HAL; I couldn't find much in terms of textures or display lists inside the ROM.

Also, on the subject of languages, don't go the Windows API route whatsoever - it's a bitch to work with, especially if you want a GUI. Once/if you get to that point, look into some more modern alternatives.


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