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05-03-22 05:57:40 AM
Jul - SM64 Hacking (Archive) - Why a Peach 64 hack is not impossible, but would require a lot of work! New poll - New thread - New reply
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Mega Mario XD
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Posted on 01-13-08 11:23:36 PM Link | Quote
I crashed the ROM replacing mario's hex values in TT64 for Peach's using the Copy Values and Paste values bottons.

The music would play, but the Graphics would freeze on a white screen.

Still, I'm learning through mistakes.
yoshiman
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Posted on 01-14-08 08:55:04 PM Link | Quote
Unfortunately, I don't think it would be that easy to do a simple copy. I think it's better to modify Mario's existing model, or should I say, models.

James S.

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Posted on 01-14-08 09:09:32 PM Link | Quote
Originally posted by Xkeeper
It is not a copy-paste job.

If you actually read VL-Tone's post, you would know this.

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Posted on 02-12-08 07:57:25 PM Link | Quote
There is life in this hack still. A glitchless, playable yoshi using gameshark!

http://www.youtube.com/watch?v=2kMtv7KNuh0

and the code he used in the description.

8134B89C 8019
8134B89E 4E28
8134B8C4 8015
8134B8C6 0B74
yoshiman
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Posted on 02-13-08 11:23:28 PM Link | Quote
I created that code, stickman is a friend of mine; I'm teaching him to hack. You have to understand that I simply use one of the available animations for the object, in this case Yoshi's walking animation.

But Mario has many animations that aren't compatible with other objects without major modifications.

James S.

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Stevoisiak
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Posted on 02-14-08 11:59:26 PM Link | Quote
Originally posted by yoshiman
I created that code, stickman is a friend of mine; I'm teaching him to hack. You have to understand that I simply use one of the available animations for the object, in this case Yoshi's walking animation.

But Mario has many animations that aren't compatible with other objects without major modifications.

James S.


Really? Cool! How did you switch the animations, how come it's so perfect, and why doesn't it always work so well with the regular code?
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Posted on 02-15-08 12:43:03 AM Link | Quote
I create most of my codes my studying the RAM objects. I know exactly where to look and it's a matter of copying values from one object to another. However, most objects only have one or more animations and Mario has loads.

James S.

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Posted on 02-24-08 02:42:35 PM (last edited by RomanianGirl at 02-24-08 11:44 AM) Link | Quote
Well, I was told by Stevoisiak to post my findings here, so I'll begin.

While I was adjusting a Peach hair color changing code (testing neighbour values) I was able to adjust her animation very slightly. During her clap cycle, her right arm twitch to the right (I probably gave it a bad rotation value)
This was only for one line of code, here it is if you wanna give it a try. Load the game, set the "Play as peach" code by James on, then add this code and activate it:

8113823A 5480

This line of code with make her LEFT arm twitch slightly during the clap animation. I luckily was able to screenshot the one frame of animation:

Peach animation

One the left it's the animation changed. As you can see, I probably gave a bad value, as her forearm is strangely rotated backwards. on the right picture, you can see the rest of the animation is unaffected.

I was able to change her entire clap animation, flipping the dress upwards, and giving her arms bad variables and the twitched all over the place. The thing is, her hands still manage to clap when you watch, so of course, my huge line of code was still not getting all of it. I loaded the ending, and Peach was exactly the same, so I do believe her animation was editted.


Relating to this topic: A way to change Martio into Peach would be to find Mario's animation in the ROM, and edit them to be compatible with Peach's polygons. This will prove to be very difficult because:

1. Peach may have more or less polygons than Mario
2. Marios animation data has not been discovered yet
3. There is a lot of animation values that will need to be changed. You would need to know what each hex value does to the Mario polygon, and give it the correct value to make Peach's arm correct. This could be achieved, with our current knowledge, through trial and error.
4. We need to find the variables that load up Mario's model in each level, and change this model to Peach. If this is even possible.

Well, whoever is gonna check into this, I wish you much luck!
(And sorry If I made any grammatical errors or spelling errors... I really don't want to re-read the post sorry)
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Posted on 02-24-08 04:05:15 PM (last edited by Stevoisiak at 02-24-08 01:29 PM) Link | Quote
Originally posted by RomanianGirl
Well, I was told by Stevoisiak to post my findings here, so I'll begin.

While I was adjusting a Peach hair color changing code (testing neighbour values) I was able to adjust her animation very slightly. During her clap cycle, her right arm twitch to the right (I probably gave it a bad rotation value)
This was only for one line of code, here it is if you wanna give it a try. Load the game, set the "Play as peach" code by James on, then add this code and activate it:

8113823A 5480

This line of code with make her LEFT arm twitch slightly during the clap animation. I luckily was able to screenshot the one frame of animation:



One the left it's the animation changed. As you can see, I probably gave a bad value, as her forearm is strangely rotated backwards. on the right picture, you can see the rest of the animation is unaffected.

I was able to change her entire clap animation, flipping the dress upwards, and giving her arms bad variables and the twitched all over the place. The thing is, her hands still manage to clap when you watch, so of course, my huge line of code was still not getting all of it. I loaded the ending, and Peach was exactly the same, so I do believe her animation was editted.


Relating to this topic: A way to change Martio into Peach would be to find Mario's animation in the ROM, and edit them to be compatible with Peach's polygons. This will prove to be very difficult because:

1. Peach may have more or less polygons than Mario
2. Marios animation data has not been discovered yet
3. There is a lot of animation values that will need to be changed. You would need to know what each hex value does to the Mario polygon, and give it the correct value to make Peach's arm correct. This could be achieved, with our current knowledge, through trial and error.
4. We need to find the variables that load up Mario's model in each level, and change this model to Peach. If this is even possible.

Well, whoever is gonna check into this, I wish you much luck!
(And sorry If I made any grammatical errors or spelling errors... I really don't want to re-read the post sorry)

Interesting. Also, does this mean you CAN change the color of an object other than mario? (Boshi on the roof!) This also reminds me of the updated Yoshi code I posted above that stops yoshi's twitchy leg.
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Posted on 02-24-08 04:32:00 PM Link | Quote
Originally posted by Stevoisiak

Interesting. Also, does this mean you CAN change the color of an object other than mario? (Boshi on the roof!)


Well, when examining and playing around with the colour change code, yes, if the object is not colored by a texture (For example, the Bob-omb body is a texture, but his feet are polygon yellow. if you find their colour values, you could give him blue or pink feet!)

Boshi on the roof would be totally possible, but I don't know where Yoshi's Polygon color. Here's the code for Peach's hair, it turns it brown:

NTSC:
80132524 0004
8013252C 0004
81132526 0080
8113252E 0078
801344B4 0004
801344BC 0004
811344B6 0080
811344BE 0078

The hair colour code was done by James, so I'm not claiming credit for the color changing.
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Posted on 02-24-08 05:08:25 PM Link | Quote
Originally posted by RomanianGirl
Originally posted by Stevoisiak

Interesting. Also, does this mean you CAN change the color of an object other than mario? (Boshi on the roof!)


Well, when examining and playing around with the colour change code, yes, if the object is not colored by a texture (For example, the Bob-omb body is a texture, but his feet are polygon yellow. if you find their colour values, you could give him blue or pink feet!)

Boshi on the roof would be totally possible, but I don't know where Yoshi's Polygon color. Here's the code for Peach's hair, it turns it brown:

NTSC:
80132524 0004
8013252C 0004
81132526 0080
8113252E 0078
801344B4 0004
801344BC 0004
811344B6 0080
811344BE 0078

The hair colour code was done by James, so I'm not claiming credit for the color changing.


Yeah, I always wondered why you could only change Mario's colors. I thought about it when I got a giant Yoshi code, which works just like the mario size modifyers. More proof of concept is that if you have the yoshi code on, you wont be a small yoshi by a big yoshi, you become big yoshi!
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Posted on 02-24-08 10:44:46 PM Link | Quote
Yes, that's exactly the problem I had, there are a LOT of variables just for 1 frame of animation. It would require too many codes to edit just one animation so it would require a ROM hack.

And not all of Mario is a simple colour, the 'M' on his cap is a texture and so are his sideburns.

James S.

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Posted on 03-04-08 08:58:44 PM Link | Quote
Originally posted by yoshiman
Yes, that's exactly the problem I had, there are a LOT of variables just for 1 frame of animation. It would require too many codes to edit just one animation so it would require a ROM hack.

And not all of Mario is a simple colour, the 'M' on his cap is a texture and so are his sideburns.

James S.

Yeah, I know that. I meant stuff OTHER than mario, like yoshi's skin, the 3D Mario, the Super Mario 64 lettering, ect.
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Posted on 03-04-08 09:46:59 PM Link | Quote
Yes, you can change the colour of any object but I'm still looking for Yoshi's poly data in the RAM.

James S.

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Posted on 03-07-08 07:27:44 PM Link | Quote
Originally posted by yoshiman
Yes, you can change the colour of any object but I'm still looking for Yoshi's poly data in the RAM.

James S.

I have a code that makes yoshi giant. Would that help?
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Posted on 03-07-08 10:50:02 PM (last edited by yoshiman at 03-24-08 07:50 PM) Link | Quote
Long answer: A code to make Yoshi giant will either affect the size modifiers in the Yoshi object or change the size modifier in the Yoshi graphic structure.

Short answer: no.

To change the colour of Yoshi you need to know where his actual polygon data is which are the vertices and triangles that make up Yoshi including the colour modifier commands.

Since writing this I've done a yellow colour Yoshi but I ended up with 64 codes! Why couldn't Nintendo have used simple RGB?

James S.

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VL-Tone
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Posted on 03-24-08 05:08:58 AM Link | Quote
Time: Now - Date: Today - Weather: What can be seen outside. - Mood: How it feels. Answer to the universe: 42
Since you guys seem to be interested in experimenting hacking Peach's animation, I'll tell you how and where to find Peach's animation data in ROM. (You can use this method to find the animation data for other objects)

First, read this thread: http://jul.rustedlogic.net/thread.php?id=954 it will tell you about the 0x27 command found in behavior scripts.

Then, open this document: http://homepage.mac.com/qubedstudios/SM64Behaviors.txt which contains annotated behavior scripts from the game. Try to look for Peach using the find command.

You'll find two occurrences of Peach. They both contain the same 0x27 command:

27 26 00 00 05 01 C5 04

05 01 C5 04 corresponds to the location of the animation data. 05 is the bank, and 01C504 is the offset of the data inside that bank. Where is the content of that bank in the ROM? Well banks can contain data from different ROM locations depending on the level. But animation data is often (always?) in the same bank as the polygons from the animated character. Where are Peach's polygons in the ROM?

Let's use this document to find out: http://homepage.mac.com/qubedstudios/SM64GeoLayoutPtrsAndPolys.txt (Oops I just realized that this doc wasn't linked properly in the "all SM64 hacking docs" thread)

This doc contains the location of every polygon model used by of every objects in the game.

Looking for Peach in this doc yields this result:

001040 Peach

--- Polygons --- LevelBank:05 ROMBank:064 ROM Address:9650180-9798148
--- 023776
--- 023864
--- 023952
...


So indeed, Peach's polygons are loaded in bank 05, and in this case the ROM address of what's loaded in bank 05 is 9650180 (decimal).

So if we add 0x01C504 (dec. 115972) to 9650180 we get 9766152, and that's the location of Peach's animation data in ROM.

At this point to make things more easy, you should (using an hex editor) copy the content of this whole bank, that is from 9650180 to 9798148 in a new hex document. That way you can directly jump to offsets without having to add 9650180 each time. And for the animation data, it can be useful, since there's a lot of jumping around using offsets in the bank.

So once you've done that, you can directly go to 0x01C504 in this new document, to get to the entry point of the animation data.

The first thing you'll find there is 05 00 C7 20. In this case, 05 is the bank number (the bank you're currently in) and 0xC720 is an offset. So you can go directly at 0xC720 and take a look at the data there.

00 01 00 00 00 00 00 00 00 64 00 15 05 00 A2 10


There seem to be some animation data there, until it reaches another offset (05 00 A2 10). You can then jump to this new offset, and so on.

From that point, I can't help you much more than that, you'll have to be the one experimenting, changing the data in between offsets and seeing what happens. These pointers seems to organize the data in a tree-like structure, which probably matches Peach's body part hierarchy in some way, as well as the individual animation sequences.


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Posted on 03-26-08 09:13:54 PM Link | Quote
Id say this is about the time where I let the guys who know what they're doing take over.
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Posted on 06-05-08 11:01:15 PM Link | Quote
I'm having trouble finishing the Peach hack so for now I'll show you what I've done so far which I call version 1.5. Basically I've used the Mario model since it's designed for Mario's animation and swapped body parts over as well as some other changes.

Could someone please tell me why there isn't a rotation geometry layout command as that would really help or can that only be done with the other commands that point to ASM?

The screen caps are on my site:

http://james.boshikoopa.googlepages.com/home

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messiaen
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Posted on 06-07-08 06:14:24 PM (last edited by messiaen at 06-07-08 05:11 PM) Link | Quote
Something I did a few days ago, Yoshi and Princess Toadstool in Bob-omb:

<object width="425" height="350"> <embed src="http://www.youtube.com/v/7vinSDNyY9k" type="application/x-shockwave-flash" width="425" height="350"> </embed> </object>

To correct Peach's transparency, I used yoshiman RAM object information, which says offset 0x17C = transparency. The equivalent in behavior coding is "10 3D 00 FF" [(17C - 88) / 4 = 3D, see behavior tread].

Here it uses Koopa behavior, so that's why the animations are so glitchy, but one of the "playing as peach" codes would work.
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Jul - SM64 Hacking (Archive) - Why a Peach 64 hack is not impossible, but would require a lot of work! New poll - New thread - New reply


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