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05-03-22 06:09:25 AM
Jul - SM64 Hacking (Archive) - Defining unknown behaviors and triggers New poll - New thread - New reply
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+c0

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Posted on 12-09-07 03:42:16 PM Link | Quote
I blame boredom.

Alright, although is oddly very fun, it may not work in all levels, not really sure, Only tested in Secret Aquarium and Castle Grounds, Although the latter had some.. interesting results..
Also not sure how this will work in a level lacking water(i.e Tick Tock Clock and Bob-omb Battlefield)

In TT64, load the level you wish to hack.
You will need to replace two objects(In secret aquarium i replaced the fishes, oddly they were still there even though i replaced them..)

Alright, I've only tried this on 3D Objects, not sure if it will work on anything else..

Set one object to the behavior 9720 (Water Level Trigger), This is the item that mario runs(or swims) into to adjust the water.
Set the other to 9760 (Unknown (WDW)), This seems to be what the Water Level Trigger talks to to adjust the water level, I'll call it the controller until i get a more official name.

Place the Water Level Trigger wherever you want, the water will raise up to the item when walked(or swam) to, height does not seem to matter.

And now, i am not sure if it matters where this is placed, In Wet Dry World it was in about the exact middle of the level and a little below the level
So i have been placing it there also, But it may not matter, I haven't tested that.. i probably should..

Alright and press save, i think this is all i did, didn't make notes.
I'll get screenshots of my testing if anyone requests them.

Hope this can introduce a whole lot of new fun into SM64 hacking.

I do hope this can be useful
And that its in the correct forum..

p.s I'd release a patch of my small work, but PPFMaster is being dumb.
p.s.s I do hope people can understand this..

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NintendoMasters
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Posted on 12-10-07 05:46:15 PM (last edited by NintendoMasters at 12-10-07 03:11 PM) Link | Quote
Originally posted by +c0
I blame boredom.

Alright, although is oddly very fun, it may not work in all levels, not really sure, Only tested in Secret Aquarium and Castle Grounds, Although the latter had some.. interesting results..
Also not sure how this will work in a level lacking water(i.e Tick Tock Clock and Bob-omb Battlefield)

In TT64, load the level you wish to hack.
You will need to replace two objects(In secret aquarium i replaced the fishes, oddly they were still there even though i replaced them..)

Alright, I've only tried this on 3D Objects, not sure if it will work on anything else..

Set one object to the behavior 9720 (Water Level Trigger), This is the item that mario runs(or swims) into to adjust the water.
Set the other to 9760 (Unknown (WDW)), This seems to be what the Water Level Trigger talks to to adjust the water level, I'll call it the controller until i get a more official name.

Place the Water Level Trigger wherever you want, the water will raise up to the item when walked(or swam) to, height does not seem to matter.

And now, i am not sure if it matters where this is placed, In Wet Dry World it was in about the exact middle of the level and a little below the level
So i have been placing it there also, But it may not matter, I haven't tested that.. i probably should..

Alright and press save, i think this is all i did, didn't make notes.
I'll get screenshots of my testing if anyone requests them.

Hope this can introduce a whole lot of new fun into SM64 hacking.

I do hope this can be useful
And that its in the correct forum..

p.s I'd release a patch of my small work, but PPFMaster is being dumb.
p.s.s I do hope people can understand this..

I'll try that out soon (probably after this post). On the side of ppf's get PPF Studio. Its really simple to use.
If this fully works then this could make for more interesting hacks!
Im wondering about the levels with no water...if somehow the game "creates" water then that would be amazing but i cant see that happening, ill try it out though on a clean rom.
Thanks for the info!

EDIT: I checked in a level with no water (in my case Bob-omb Battlefield). To my surprise the level didnt freeze at all...all that happened was that the trigger was COMPLETELY unresponsive to any of mario's movements.

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+c0

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Posted on 12-11-07 06:11:58 AM Link | Quote
PPF studio is for windows

Anyway it seems PPFmaster is weird, and only works when placed on the desktop

So here is the patch

http://www.mediafire.com/?fbzsmtfzxtd

This is not a hack, but is really just a playground sorta for my testing of random stuff..
I think most levels with water have a trigger now..

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Posted on 12-12-07 05:03:04 AM Link | Quote
Time: Now - Date: Today - Weather: What can be seen outside. - Mood: How it feels. Answer to the universe: 42
Hi +c0, welcome to the forum!

That's a really nice find! I would love if more people found things like this instead of relying on me to find everything.

There are tons of triggers and other unknown behaviors that should be experimented with.

BTW, I love that LEGO link on your background!

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+c0

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Posted on 12-12-07 08:21:20 AM (last edited by +c0 at 12-12-07 05:21 AM) Link | Quote
Heh, Thanks VL-tone.

Out of boredom, i decided to find what a few other Unknown items do..


Behavior: 7156
Name: Castle Ground 0,0,0
Type: 3D
Seems to tell the game that the pillars have been pounded and adjusts water, Unlike the Water trigger the water level seems to be fixed, Seems you can load it in any level

Behavior: 7220
Name: Unknown
Type: 3D
Seems to control the Dire Dire Docks water barrier

Macro 3D Preset: 323
Name: Unknown (HMC)???
Type: Macro 3D
Appears to be a scuttlebug generator, Found in the holes they pop out of


There was another Unknown i saw called "Unknown (IC)", but i couldn't find it anywhere

The water inside the ship in JRB seems to be controlled by the Treasure Chests

Also, for fun you could do something like placing an invisible water trigger under the warp mario appears out of when starting the level, Causing the level to flood if you wish

Maybe i should change this to "The Unknown Items"..

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Posted on 12-13-07 05:32:57 AM Link | Quote
What Matthew Coburn has to say on this topic...
****
Hi there, +c0! I didn't see you there.

Interesting Finds! This may be a interesting concept for a hack, that the worlds are flooded. Perhaps SM64: The Lost Under Water Levels?

This well greatly help VL-Tone with expanding TT64's feature list. I can't believe that you found this, as it opens a new door into SM64 Hacking.

Keep your finds coming!

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VL-Tone
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Posted on 12-14-07 07:11:29 PM Link | Quote
Time: Now - Date: Today - Weather: What can be seen outside. - Mood: How it feels. Answer to the universe: 42
I changed the title of the thread so that it's more encompassing. I hope others will participate in adding to this thread new definitions and explanations concerning unknown invisible objects, behaviors and other triggers.

When you see an unknown item with something in between parentheses, it's usually the initials of the level it can be found in. For example "Unknown (IC)" should be found in the level "Inside Castle". And "Unknown (WDW)" was found in Wet Dry World. Unfortunately, not all of the unknowns are labeled like this.

Note that you can change the description labels by clicking on them while holding the alt key (or option on a Mac). That should work when clicking on labels in the parameter bar, not in item lists. If you make enough useful changes and additions, you can send me the main_labels.txt, objects_labels.txt and bparams_labels.txt files so that I can integrate them into the next version of TT64. Still, it would be important to post your findings in this thread.




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Posted on 12-17-07 01:15:56 AM Link | Quote
What Matthew Coburn has to say on this topic...
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Interesting. I think the Inside Castle "controller" has something to do with the pillars area inside the castle (not outside).

I'll rig a coin to do that behaviour and see what happens.

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carpfinder
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Posted on 12-17-07 11:40:06 PM Link | Quote
First Hey VL-tone, great program. The rules/FAQ is down so I am sorry if i did something wrong.

Second, could we also start posting unintended effects that objects have when they are used diffrently than in the game? Here are some examples:

-The tumble bridge acting as a 1 way wall when set verticaly

-The strange behavior of the chuckya when the modle ID is set to nothing

-The fact that cannons, when under water send you to the surface instantly

These effects could be usefull to someone, and there could be more, with so many combinations

here is a ppf to show what im talking about, just go to whomp's fortress, on the walkway above the water

http://www.mediafire.com/?3uhy50jpxkw

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Posted on 12-18-07 12:03:57 AM Link | Quote
What Matthew Coburn has to say on this topic...
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Interesting. I think the behaviours require special models for them to work correctly.

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Posted on 12-18-07 09:45:14 PM Link | Quote
yeah they do, but the effects produced by using diffrent Modle IDs and positions could prove usefull to sombody. The warping of the chuckya makes moving annoying, an effect someone may like

Ther is one in my "hack" at the beginning that can make it hard to even get into the door if you don't hurry fast enough

I'm just saying, if we find somthing interesting, it woulnt hurt to post it
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