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05-04-22 05:43:13 PM
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 02-13-11 02:13:09 AM Link | Quote
A nice screenshot . Red line shows the level bounds.



Now I need to work on real-time scaling and some representation of Mario's size. Initially I think I'll just use his collision sphere to get an approximate size.
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Posted on 02-13-11 02:55:31 AM Link | Quote
A very nice screenshot indeed. This is awesome.

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Posted on 02-13-11 04:09:11 PM (last edited by Gazpacho146 at 02-13-11 01:09 PM) Link | Quote
Originally posted by KDJewl
Don't worry about it. But what do you mean by "all the warps"? Every warp is accessible from every level, as long as you change them in the "warp destinations" list in TT64. Or do you mean all the warp IDs? I can understand how that would be useful, as it would allow way more warps to and from the levels we import.

yeah thats what i meant so we could have a lot more warps





Originally posted by messiaen
A nice screenshot . Red line shows the level bounds. Now I need to work on real-time scaling and some representation of Mario's size. Initially I think I'll just use his collision sphere to get an approximate size.

is that the new version of the importer?
messiaen
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Posted on 02-13-11 04:41:51 PM Link | Quote
Not sure if it'll be in the next importer, but probably so.

Here's a video showing what I've done so far:

<object width="640" height="390"><embed src="http://www.youtube.com/v/3_xWcv2PHRI?fs=1&hl=pt_BR" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="640" height="390"></embed></object>
KDJewl
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Posted on 02-13-11 05:11:06 PM Link | Quote
hey messiaen, is it too late to suggest new features for the importer? I'm asking because i went back and played The Missing Stars yesterday, and i was wondering if you could possibly include your "star counter" as an option in the importer? You know, the one on the bottom of the screen showing how many stars are in each level? BTW, have you figured anything out about why PJ64 gives me that error when using the music hack?
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Posted on 02-13-11 06:55:18 PM (last edited by Gazpacho146 at 02-13-11 03:56 PM) Link | Quote
i made a red coin level and i set the place for the star to come out at and i pressed the Star# button and there was no list of star numbers on the side just blank and idk how to set it to star #4 does anyone know how?
i replaced bob-omb battlefield btw
object banks are: Peach and Yoshi, Ground Enemies, and bob-omb battlefield
whenever i get the 8 red coins it makes star #5 appear, so idk whats going on
and since there was no box for the star number, i just typed in a 4 in the star number box im really confused with this so any help is greatly appreciated
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Posted on 02-14-11 12:20:15 AM Link | Quote
Originally posted by Gazpacho146
i made a red coin level and i set the place for the star to come out at and i pressed the Star# button and there was no list of star numbers on the side just blank and idk how to set it to star #4 does anyone know how?
i replaced bob-omb battlefield btw
object banks are: Peach and Yoshi, Ground Enemies, and bob-omb battlefield
whenever i get the 8 red coins it makes star #5 appear, so idk whats going on
and since there was no box for the star number, i just typed in a 4 in the star number box im really confused with this so any help is greatly appreciated


Try typing a 3 in the box. if i'm correct, the star values begin at 0 (star 1) and go to 5 (star 6). Typing in a 3 should give the star the number 4. Thats odd that the choices don't show up, though...
messiaen
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Posted on 02-14-11 01:52:28 AM Link | Quote
I tried to integrate the 3D viewer in the Importer and just realized some major downsides of the XNA framework . It uses a sucky "Content Pipeline" which requires models/textures to be pre-compiled to a specific binary format. Great for a game, terrible for a viewer.

When I'm working on the Visual Studio developing environment that's not an issue, however the very simple task of opening a model file at runtime is pure hell. From what I researched, currently there's no other solution than requiring the user to install the entire Game Studio package (more than 100MB!) and call the proper content builders. Unfortunately, no idea how to get over it yet.
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Posted on 02-14-11 05:46:17 PM Link | Quote

Originally posted by messiaen
I tried to integrate the 3D viewer in the Importer and just realized some major downsides of the XNA framework . It uses a sucky "Content Pipeline" which requires models/textures to be pre-compiled to a specific binary format. Great for a game, terrible for a viewer.

When I'm working on the Visual Studio developing environment that's not an issue, however the very simple task of opening a model file at runtime is pure hell. From what I researched, currently there's no other solution than requiring the user to install the entire Game Studio package (more than 100MB!) and call the proper content builders. Unfortunately, no idea how to get over it yet.



Why don't you release the 3D viewer as a separate program then?

The program could generate some text, which when pasted onto the OBJ importer, sets the scaling.

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messiaen
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Posted on 02-14-11 05:57:11 PM Link | Quote
Didn't explain it well. It will be a standalone program, launched via the importer.

In any case, unfortunately it will require the XNA Game Studio SDK to run .
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Posted on 02-14-11 06:57:37 PM Link | Quote


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


It's probably too late for that now (and more work anyway, I suppose), but couldn't you have used an OpenGL control (ex. OpenTK) for the 3D display? Well, if the importer is a Windows Forms application written in VB.NET or C# anyway...


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messiaen
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Posted on 02-14-11 09:32:22 PM Link | Quote
Originally posted by xdaniel
It's probably too late for that now (and more work anyway, I suppose), but couldn't you have used an OpenGL control (ex. OpenTK) for the 3D display? Well, if the importer is a Windows Forms application written in VB.NET or C# anyway...



That feature wasn't planned, I just downloaded the XNA Framework for another project (actually, a 2D one) along with a .OBJ Importer sample and realized that it could be used with the importer with almost zero work (indeed, pretty much all the work I did was just to get the camera and other matrix transformations working).

I wouldn't mind redoing it in OpenTK if there are some out-of-the-box examples of an .OBJ loader/renderer, since my 3D programming knowledge is next to zero.

By the way, how is your OpenTK Zelda viewer coming along? Is the source available at some repository?
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Posted on 02-15-11 01:23:46 AM Link | Quote


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


messiaen: As for an .obj importer sample, I'm sure there's one somewhere on the net. Even if not for OpenTK itself but Tao Framework or whatever, it should most likely be enough to just replace the OpenGL calls for Tao with those for OpenTK.

The Zelda viewer (or editor rather) is coming along pretty well, actually. Just posted two screenshots in the General ROM Hacking screenshots thread, showing some of the very latest progress. Overall it's so far capable of loading levels, changing and moving around their room actors (not true actor rendering yet, just the good old cubes) and modifying the commands of each Display List. It's being tested by a few people right now, while I'm working on more features - to get it more or less on par with OZMAV2 - and implementing their feedback. It's not yet publically available, tho, as I want to get it as stable as possible beforehand, so that I'm getting as few "ROM destroyed!!" posts or messages from users as possible But once it's good enough - a few more weeks of work or so at maximum - both binary and source will be released, probably on a fresh repository even, not just OZMAV's Google Code one.


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messiaen
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Posted on 02-17-11 05:11:14 PM Link | Quote
Well, I have done some research and I think I'll skip OpenTK or any other OpenGL wrappers.

I was looking for some 3D APIs and Irrlicht seems to offer even higher-level functions than XNA, so that will probably be my choice. It can render using OpenGL, DirectX or even a software renderer. It has everything I need: built-in .OBJ importer, easy 3D ray picking, collision function and other nice stuff.

The only downside is that the current .NET wrapper seems to be still in an alpha stage, as well as its documentation. However, I may use the straight C++ version instead, since the sample projects/documentation for it seems to cover almost everything I need.
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Posted on 02-17-11 07:00:05 PM Link | Quote
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Metal_Man88's Post
I can vouch for Irrlicht--my professor used it for his CS class, and one person implemented a quasi-functional Doom/Quake lookalike in it.

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messiaen
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Posted on 02-17-11 07:46:41 PM Link | Quote
Yeah, seems like those engines (rather than pure 2D/3D graphic frameworks) are the best option for a beginner like me. I'll try to cook something up this weekend if I have time to go through some of the Irrlicht tutorials.
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Posted on 02-17-11 08:02:52 PM (last edited by Gazpacho146 at 02-17-11 05:05 PM) Link | Quote
with the level importer, is there a way for you to replace levels within levels? i mean as in like in the inside castle, there is 3 areas, if there a way to replace all three of them with a different model? or will this ever be a feature or is it not possible?
(sorry if this a topic thats already been covered)
messiaen
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Posted on 02-17-11 11:14:22 PM Link | Quote
Area support is something that has been requested multiple times. This is something that eventually will be added, but I have to test how TT64 handles it. Even if that works, levels will have to imported, for instance, replacing Tall-Tall Mountain and then be copied to another slots (in which areas will be inaccessible in TT64).

Even before that, I would have to write a custom level manager function (export/import/copy) and totally change the ROM layout, doing major changes in the importer. So, lots of work for a feature that right now would only be used by very few people that are doing full-scale hacks.

There's always the option of simulating level areas using creative level design (ie, make a closed area below the ground).
Gazpacho146
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Posted on 02-17-11 11:32:08 PM Link | Quote
Originally posted by messiaen
Area support is something that has been requested multiple times. This is something that eventually will be added, but I have to test how TT64 handles it. Even if that works, levels will have to imported, for instance, replacing Tall-Tall Mountain and then be copied to another slots (in which areas will be inaccessible in TT64).

Even before that, I would have to write a custom level manager function (export/import/copy) and totally change the ROM layout, doing major changes in the importer. So, lots of work for a feature that right now would only be used by very few people that are doing full-scale hacks.

There's always the option of simulating level areas using creative level design (ie, make a closed area below the ground).

ok plus theres alot of levels in sm64 anyway so i shouldn't have a problem
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Posted on 02-18-11 07:31:46 PM Link | Quote

I was wondering, the "Ninst12" instrument set is listed as "unused?". Is their any solid way to tell if it's actually used or not?

I asking because if we can be sure it unused, it might be worth being mentioned in our wiki (http://tcrf.net/)

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Jul - SM64 Hacking (Archive) - Mario 64 Level Importer New poll - New thread - New reply


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