messiaen
Catgirl
Level: 68
   
Posts: 945/1085
EXP: 2596689 For next: 132111
Since: 11-20-07
Since last post: 8.1 years Last activity: 7.2 years
|
| Posted on 01-08-11 12:34:22 PM (last edited by messiaen at 01-08-11 09:34 AM) |
Link | Quote
| |
Welcome to the forum, I'm glad you finally joined. First thing you should do is to look at some threads and post any info you have that isn't there so we can discuss it. We only reached this point in SM64 hacking because all people involved were nice to share all their findings soon and often.
I never looked into how to disable the demos (Missing Stars doesn't actually change them at all AFAIR), feel free to post it. Perhaps there's more possible customization other than simply disabling/enabling it. |
Vinnyboiler
Catgirl
Level: 66
   

Posts: 637/1045
EXP: 2445797 For next: 16054
Since: 12-27-07
From: London, England
Since last post: 8 days Last activity: 3 days
|
|
Hi Dudaw, great to see you back.
Since you are here, I was wondering if you could please help explain how to create custom models using Messiaen's OBJ importer (like how you did with your Kirby hack). I was planning on replacing Koopa the Quick model with a custom Sonic model I'm creating.
____________________ Follow my SM64 hack here Alternate Reality Mario 64 because I say so
:Also click here for easy to understand SM64 tutorials, For those who wants to learn: |
Dudaw
Member
Level: 17
   
Posts: 2/49
EXP: 22058 For next: 2685
Since: 01-07-11
Since last post: 9.2 years Last activity: 5.8 years
|
| Posted on 01-08-11 06:58:24 PM (last edited by Dudaw at 01-08-11 04:02 PM) |
Link | Quote
| |
Okay, These are little bits of the ASM documents I was working on. They're not complete, but here's some stuff about those screens. I'll try to keep this short, since it would otherwise belong in the ASM thread.
8016F5B0 appears to be the title screen "level type" function loaded by 0x1108 and 1208 commands, and it's responsible for the sounds made during the title screen, displaying text, and of course, the demo gameplay screens.
0021F948 0C05BC00 JAL 0016F000 <---------- (0x21F4C0 ROM) Deals with how demo gameplay is shown and returned
If you take that instruction out, the game will keep resetting itself and eventually crash.
Next at 0x21F540 is a JAL which seems to pretty much skip the scenes if removed.
I seem to have lost track of where I headed after looking in these places, but I think I then moved on to that function pointed to by the intruction above and found a second way to disable the scenes. However, the one at 21F540 seems to get the job done fine.
Also, I see that the 8024BCD8 function is required for all basic levels to work. The solution to our camera problems could lie in there, no? If I, for example, swapped it out with 8016F5B0 mentioned above, I could literally turn any level into the title screen.
One document that I have complete is the "PRESS START" string. I'll post that on my website or in the ASM thread eventually. Here's a little peak at what can be done with it:
Vinny:
Perhaps VL-Tone's documentation on Mario's geo layout would be helpful.
I'll release the Kirby hack if I get better results in the display. If not, I'll just release it as is, except replacing Mario's original display data so that it will work everywhere in the normal game.
____________________ "zOoM!"
http://sites.google.com/site/4thstudios
http://www.youtube.com/dudaw12 |
RDX
Level: 32
   
Posts: 151/198
EXP: 193575 For next: 12867
Since: 02-14-09
Since last post: 10.8 years Last activity: 10.5 years
|
| Posted on 01-08-11 08:02:46 PM (last edited by RDX at 01-08-11 05:03 PM) |
Link | Quote
| |
I know this is kind of obvious, but if you do manage to replace Koopa the Quick with Sonic you'll either have to make him mute, or let him make Koopa noises. I guess it's not a huge deal, but it's something to consider in terms or whether or not you mind that.
____________________
 |
puddinpops
Member
Level: 22
   
Posts: 10/89
EXP: 54065 For next: 4285
Since: 12-27-10
Since last post: 2.4 years Last activity: 2.2 years
|
|
| Thanks for the boundaries model! Exactly what I wanted, I was meaning to ask about that for awhile but never got around to it since I've sorta lost hope in my project getting anywhere. |
Vinnyboiler
Catgirl
Level: 66
   

Posts: 638/1045
EXP: 2445797 For next: 16054
Since: 12-27-07
From: London, England
Since last post: 8 days Last activity: 3 days
|
| Posted on 01-09-11 01:32:42 AM (last edited by vinnyboiler at 01-08-11 10:33 PM) |
Link | Quote
| |
Originally posted by RDX I know this is kind of obvious, but if you do manage to replace Koopa the Quick with Sonic you'll either have to make him mute, or let him make Koopa noises. I guess it's not a huge deal, but it's something to consider in terms or whether or not you mind that.
I already know how to handle that inconsistency in my hack, as for whether I can mute him or not, I entirely too sure (I don't think it can be done without hacking the animation itself, something I not really that good at)
@Messiaen, I found another error with the OBJ importer. When applying fog (unless the fog is pure black), it will always comes out red. This error is also not in your earlier revisions,
____________________ Follow my SM64 hack here Alternate Reality Mario 64 because I say so
:Also click here for easy to understand SM64 tutorials, For those who wants to learn: |
Dudaw
Member
Level: 17
   
Posts: 4/49
EXP: 22058 For next: 2685
Since: 01-07-11
Since last post: 9.2 years Last activity: 5.8 years
|
| Posted on 01-09-11 04:03:03 AM (last edited by Dudaw at 01-09-11 01:10 AM) |
Link | Quote
| |
Hey, here's some good news.
I've found the solution to our camera problems!
@ 0x41C80 are some JAL instructions that load the hardcoded "paths" for each of the levels.
The search went exceptionally well; I was expecting something very similar to what I ended up finding.
When I was searching for the RAM offset to where the current camera option is stored, I was somehow led into finding the pointers to the paths.
I haven't checked yet, but I'm sure if we followed our way back from these instructions, we would probably find that camera paths are nothing more than a bunch of elaborate camera positions and rotations.
In case if you didn't notice, the Castle Grounds actually uses a different type of camera setting than every other level. Even when you import a new model into CG, you'll notice that it doesn't seem to follow a path, but instead smoothly rotates around any walls and slopes.
What I did was I took the instruction from 0x41D00 and replaced every other one with it.
Only problem I noticed is that the camera position is a little uncomfortable in levels other than CG.
It appears positions and a few other effects must be set somewhere else.
Not only that, but other camera settings such as when Mario comes out of water or goes through a door are in this function, too. Those ones are at 0x41D60.
Also, 0x41C00 seems to be for the different camera options that are set with the C and R buttons.
Messiaen, this is a must for v14.
It does need some fixing like I mentioned, but this should work!
____________________ "zOoM!"
http://sites.google.com/site/4thstudios
http://www.youtube.com/dudaw12 |
puddinpops
Member
Level: 22
   
Posts: 11/89
EXP: 54065 For next: 4285
Since: 12-27-10
Since last post: 2.4 years Last activity: 2.2 years
|
|
| One thing I've wondered, and I'm sure others have asked in the past, is it possible to break the level boundaries? Someday maybe bigger levels will be possible? |
messiaen
Catgirl
Level: 68
   
Posts: 948/1085
EXP: 2596689 For next: 132111
Since: 11-20-07
Since last post: 8.1 years Last activity: 7.2 years
|
| Posted on 01-09-11 11:04:31 AM (last edited by messiaen at 01-09-11 08:08 AM) |
Link | Quote
| |
When refering to data in the checksum area (first meg of the ROM) I think is better to use RAM offsets, since this is the kind of stuff its easier to explore with a disassembler/RAM viewer, not a hex editor.
Looked briefly into the title screen stuff, not sure if that function is really responsible for the demos, tried placing breakpoints but it didn't even get executed (?). The "press start" and some other stuff related to the title screen is covered in Nagra's Mario Resource (originally found at Dextrose, not sure if that place is still up).
Nice find about the camera settings, there is some interesting data there. But there's still dozens of hours of extensive experimentation and documentation before we can think of practical ways of modyfing it. Most likely they are general camera settings, not really paths. It would be nice to create a new thread to discuss that data and other camera related stuff, since that subject is very complex.
Getting back to the level importer, as stated in a previous post the fog has been fixed. Also, I have covered pretty much all boss star positions and trajectories for objects such as Metal Balls and objects that use the "Platform on Tracks" behavior (Wooden cablecar, checkboard elevators, magic carpets). |
Dudaw
Member
Level: 17
   
Posts: 5/49
EXP: 22058 For next: 2685
Since: 01-07-11
Since last post: 9.2 years Last activity: 5.8 years
|
| Posted on 01-09-11 05:13:33 PM (last edited by Dudaw at 01-09-11 02:13 PM) |
Link | Quote
| |
Okay, thanks. When I found this, I was kind of in a rush, and playing around in a hex editor to make things go quicker.
I would have also included RAM offsets, but I just supposed you could make better use of it any way.
Also, thanks for letting me know that the title screen info was already out somewhere. I'll have to look into that some more. And yeah, disabling the scenes, I wasn't too sure about that. Probably just related to how the title screen actually switches over to the scenes. I did find some things to be related to Mario in there, but nothing that really modified any of the demo gameplay settings.
Anyway, thanks for posting the new camera thread. I'll be sure to take a look at it.
I was quite convinced that these actually get the camera "paths" somewhere along the way because replacing one with another will actually give that level another one's path... So, we'll see.
____________________ "zOoM!"
http://sites.google.com/site/4thstudios
http://www.youtube.com/dudaw12 |
Jazen
Random nobody
Level: 6
   

Posts: 3/5
EXP: 719 For next: 188
Since: 01-01-11
Since last post: 11.3 years Last activity: 11.2 years
|
|
| Dose the obj-importer only import the levels into bob-omb battlefeild. |
Zero One
5170       And as we fall the spirit carries on, That a hero'll come and save us all, As we call the ones we left below, We all dream of the day we rise above
Level: 129
   

Posts: 2459/5173
EXP: 24575777 For next: 473877
Since: 05-24-10
From: Delta Quadrant
Since last post: 1.6 years Last activity: 131 days
|
|
Originally posted by Jazen Dose the obj-importer only import the levels into bob-omb battlefeild.
Nope, the importer can import to all of the MAIN levels (not the sub-levels, like the cabin in Cool, Cool Mountain). It can also overwrite the castle and the castle courtyard.
____________________ "The last Metroid is in captivity."
And yet, the galaxy is STILL fucked.
Thanks Xkeeper, Bagel and Sanky for the help!
|
|
|
messiaen
Catgirl
Level: 68
   
Posts: 952/1085
EXP: 2596689 For next: 132111
Since: 11-20-07
Since last post: 8.1 years Last activity: 7.2 years
|
|
Updated the first post to avoid confusions (it described the first released version of the importer, which only replaced Bob-omb and didn't even support texture importing).
I did a lot of work on the program this weekend, v14 is almost done. Besides bug fixes, new star positions and trajectories, the two main new features are selecting the basic camera presets and custom music settings.
The custom music menu is basically an advanced version of the old sequence inserter. This time I actually expanded the music data - there is room for 53 sequences - and you can easily change instrument sets. |
RDX
Level: 32
   
Posts: 153/198
EXP: 193575 For next: 12867
Since: 02-14-09
Since last post: 10.8 years Last activity: 10.5 years
|
|
Sounds awesome. I just wish there were better midi-xml programs out there.
____________________
 |
messiaen
Catgirl
Level: 68
   
Posts: 953/1085
EXP: 2596689 For next: 132111
Since: 11-20-07
Since last post: 8.1 years Last activity: 7.2 years
|
| Posted on 01-11-11 01:43:51 PM (last edited by messiaen at 01-11-11 10:47 AM) |
Link | Quote
| |
Have you tried Notation Musician/Composer? They seem very appropriate for MusicXML export because of the intelligent quantization setings. There's also the option, if you understand music notation, of manually adjusting things in MuseScore after the MIDI is imported.
Also, the Recordare website has a (frequently updated) list of software that supports MusicXML (free and proprietary): http://www.recordare.com/musicxml/community/software".
Another good read: http://www.skytopia.com/project/articles/notation.html |
Jazen
Random nobody
Level: 6
   

Posts: 4/5
EXP: 719 For next: 188
Since: 01-01-11
Since last post: 11.3 years Last activity: 11.2 years
|
| Posted on 01-12-11 06:08:33 PM (last edited by Jazen at 01-12-11 10:28 PM) |
Link | Quote
| |
I just got v13 and the texture behaver I find impressive... but when you use it the level layout
gose missing and the scaling options suck unlike v12 for some reason making my levels too small.
No its not me makeing the levels too small!
Ok I fixed it but its going to be a little buggy. |
Me-me
340      
Level: 41
   

Posts: 309/341
EXP: 462142 For next: 18003
Since: 08-05-07
Since last post: 9.7 years Last activity: 8.1 years
|
| Posted on 01-13-11 04:27:15 AM (last edited by Me-me at 01-13-11 01:27 AM) |
Link | Quote
| |
Originally posted by messiaen Have you tried Notation Musician/Composer? They seem very appropriate for MusicXML export because of the intelligent quantization setings.
Notation Composer is the best, from all I've tried, but it's just trial and I don't have any money...
It's too bad really, and on top of that I cant buy anything on the internet yet (not 18).
But if we are talking how well it exports .xml, it's awesome.
____________________ "Empty" |
messiaen
Catgirl
Level: 68
   
Posts: 957/1085
EXP: 2596689 For next: 132111
Since: 11-20-07
Since last post: 8.1 years Last activity: 7.2 years
|
|
New release with some major improvements!
Level Importer v14
New features/changes:
- Set Lakitu Camera Presets for each custom level
- Disable some hardcoded camera settings (ROM settings menu)
- Custom music management tools: insertion, extraction, changing instrument sets
- New star positions (Bully Bosses, Boo Bosses, Eyerock, Penguin, Klepto, Wiggler, Mr. I, Treasure Chests, Piranha Plants, Peach Slide)
- New trajectories (Moving carpets, Checkboard Platforms, Metal Balls)
- Set peach slide timer limit
- Fixed problem with Fog colors
- Fixed restore option
- .Obj files with up to 6500 faces are now supported (previous limit was 6000) |
Dudaw
Member
Level: 17
   
Posts: 10/49
EXP: 22058 For next: 2685
Since: 01-07-11
Since last post: 9.2 years Last activity: 5.8 years
|
| Posted on 01-24-11 03:46:52 AM (last edited by Dudaw at 01-24-11 12:51 AM) |
Link | Quote
| |
Really nice work on all of the new features, Mess. This version is quite the successor of the past releases!
Anyway, I was looking at the music tab. I really like the option to import new tracks. It's really a convenience.
But have you considered including some sound samples of all the instruments?
I would think that might have potential lag, but I think it would be useful.
If you don't get to that, here's a little something you might think about using in a future version:
https://sites.google.com/site/4thstudios/instsets.txt?attredirects=0&d=1
There's some more tested instruments in there.
Just thought you might find some use of that.
Edit: instruments may not be 100% accurate, but it's kind of hard to tell with how they sound in SM64... 
____________________ "zOoM!"
http://sites.google.com/site/4thstudios
http://www.youtube.com/dudaw12 |
Gazpacho146
Member
Level: 26
   
Posts: 10/131
EXP: 96121 For next: 6154
Since: 02-01-11
From: USA
Since last post: 9.6 years Last activity: 9.6 years
|
|
| i only hav 1 question, are the coords for the water box where the box is placed? |