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05-03-22 06:09:01 AM
Jul - SM64 Hacking (Archive) - Brainstorming ideas for Mushroom Battlefield New poll - New thread - New reply
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GhostMaster3000
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Posted on 05-27-08 12:52:15 AM Link | Quote
Originally posted by messiaen
One question: does anybone remember which levels use "hanging from ceiling" objects ? I searched in Toad's Tool 64 and I found one in the "Tall Tall Mountain" level. I want to "rip" it, but Tall Tall Mountain is not very good for this because its shape is a bit complex, I want something more simple. I'm sure there is another level with some kind of "net" you can hang, but I couldn't find it.

dire dire docks (above Bowsers sub after act 1)

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Linkin800
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Posted on 05-27-08 01:57:24 AM Link | Quote
No that's the moving poles your thinking about. This is the what he's talking about.



Their are only 3 places in the game I can remember that uses the hanging from ceiling object and thats Bob omb Battle Field, Shifting Sand Land (as seen in picture above) and Tall Tall Mountain.
messiaen
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Posted on 05-27-08 01:14:09 PM (last edited by messiaen at 05-27-08 10:14 AM) Link | Quote
Thanks Linkin800, that was the one I was looking for! I think it will be very useful as an independent 0x24 object. Do you know what is the texture number for it? I need this to help locating its polygons within the level terrain.

Regarding poles, I'm also looking for them. Besides the "Yellow pole" fom Dire Dire docks and the giant one in Whomp's Fortress, are there other ones which are already moving objects?

Kingwhomp: Those platforms polygons were created from scratch and their collisions polygons are basically the same as the platform geometry, but translated to the collision format. A custom behavior makes it "movable". You can read more about it in the Flatworld and behavior thread, or by looking at the hex data of the "Experimental Platform Battlefield 002".
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Posted on 05-27-08 02:50:25 PM Link | Quote
This may sound silly, but can't you hang under the first bridge in BOB too? the one that doesn't pivot...
Stevoisiak
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Posted on 05-27-08 07:22:22 PM Link | Quote
Originally posted by weckar
This may sound silly, but can't you hang under the first bridge in BOB too? the one that doesn't pivot...

Yes, which was what Linkn mentioned, but I don't think he wants a bridge as it looks weird. You can also hang on the ceiling above the outside castle door.
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Posted on 05-27-08 07:28:21 PM (last edited by messiaen at 05-27-08 06:19 PM) Link | Quote
Thanks Linkin, that was the object I was looking for. I couldn't remember the level.
Also, I never noticed you could hang from the bridge in Bob-Omb .

PS: There is a new test video at the Experimental Platform Battlefield thread.
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Posted on 05-27-08 10:29:35 PM Link | Quote
Don't forget you can hang from the bit over the the castle bridge.


Not sure why you can though..

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VL-Tone
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Posted on 05-28-08 02:37:52 AM (last edited by VL-Tone at 05-27-08 11:38 PM) Link | Quote
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Let me help you with that...

As far as I know, it's all in the collision data, it's a type of collision triangle that enables Mario to hang from under an object.

Here's some data that I may have forgot to publish somewhere and that may interest you messiaen:

collision triangle types


000E,002C, 0024, 0025, 0027, 002D are 8 bytes long per vertex.


0000: Normal (Slippery in Slide levels, when cmd 0x31=0006)
000E: Water currents (8 bytes per tri) the two last bytes of each triangle defines direction and force of current
002A: Un-climbable hill
0015: Climbable hills
0014: Slippery hill
0013: Very slippery hill
0012: Falling in void (Haunted House)
001B: Switches to area 1 (Used in Wet/Dry World)
001C: Switches to area 2 (Used in Wet/Dry World and Tall Tall slide to seemingly switch between areas)
001D: Switches to area 3 (Used in Tall Tall slide to seemingly switch between areas)
001E: Switches to area 4 (Used in Tall Tall slide to seemingly switch between areas)
0028: Wall/fence
0029: Grass/flat
002C: Lethal ice
0001: Lethal ice/ Lava
0005: Mario can hang from the ceiling
000A: Bottom of level (death)
0030: Flat
0036,0037: snowy ice stuff
002E: Icy
0033: Starting line in Princess Secret Slide
0034: Finish line in Princess Secret Slide
0079: Flat non-slippery floor in Princess Secret Slide
0065: Top of Bob Omb Battlefield mountain wide angle camera
0066: Walls Tiny Huge Island area 3
006F: Camera turn in Bowser Course 1
0070: Camera turns in BoB
0075: Camera stuff Cool Cool Mountain
007B: Vanishing walls. (non-solid when Mario wears the Vanish cap)
00D0: Limited camera movements in narrow hallways (part of Hazy Maze Cave)
00A6-00Cx: Painting warps areas (in front)
00D3-00F8: Painting warps areas (behind)
00FD: Pool Warp in Hazy Maze Cave



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messiaen
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Posted on 05-28-08 02:52:23 AM Link | Quote
Thanks, actually I had seen that list before on the Acmlm2 board. Could you give some more details about the 08 bytes per vertex format?

One interesting thing is that the 0001 "lava/ice" collision works on the Bob-omb terrain type (it produces lava), so even though the lava polygons in Lethal Lava Land aren't loaded with the 0x15 Geo Layout command, to get lava in any level is easier than water.
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Posted on 05-28-08 02:55:20 AM (last edited by rstewart215804 at 05-28-08 12:15 AM) Link | Quote
The terrain that Mario can hang from is found in most of the levels and its terrain type is 0x0005.

EDIT:

Some collision data has 8 bytes per triangle instead of 6. The extra 2 bytes supply more per face settings. Terrain types 0x0024, 0x000E, and 0x002C are the most common ones that have extra 2 bytes

Terrain type 0x0024 is one of the moving sands. The extra 2 bytes tell which direction to push Mario in.

Terrain type 0x000E only works in water. It creates water currents that push Mario while swimming.

Terrain type 0x002C causes horizontal wind and its direction is controlled by the last two bytes.


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VL-Tone
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Posted on 05-28-08 03:05:49 AM (last edited by VL-Tone at 05-28-08 12:06 AM) Link | Quote
Time: Now - Date: Today - Weather: What can be seen outside. - Mood: How it feels. Answer to the universe: 42
Originally posted by messiaen
Thanks, actually I had seen that list before on the Acmlm2 board. Could you give some more details about the 08 bytes per vertex format?

One interesting thing is that the 0001 "lava/ice" collision works on the Bob-omb terrain type (it produces lava), so even though the lava polygons in Lethal Lava Land aren't loaded with the 0x15 Geo Layout command, to get lava in any level is easier than water.


I don't have any details, except that like the other ones the first 6 bytes are the vertex coordinates (3 signed 16-bit integers for X,Y and Z), and there are 2 extra bytes which I don't know the use of. So if you want to experiment to find out, go ahead it wont be wasted time

Note that while I listed some collision types that have 8 bytes per vertex entry, for the water current (0x000E) it's the triangles that have 8 bytes, one extra byte for the direction, and one for the current force.

rstewart215804: Do you know about any collision type that I haven't found? I know you experimented quite a lot with the collision data.


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rstewart215804
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Posted on 05-28-08 03:34:10 AM Link | Quote
The list you have VL-Tone has most of the ones I have found out and more. Though here are a few that weren’t on there.

0x0023: Quicksand
0x0024: Moving sand 1
0x0025: Moving sand 2
0x0026: Moving sand 3
0x00A6 – 0x00FF: Special cases and painting warps


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messiaen
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Posted on 05-28-08 10:28:59 PM Link | Quote
Thanks for sharing it rstewart. By the way, do you have undocumented information about Geometry Layout commands?

---

Ripped!

[/URL]

Now I just need to create the collision for it.
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Posted on 05-29-08 02:15:37 AM Link | Quote
i know this is probably the wrong place to put it but vl-tone, have you tried any of messians hacks recently? if so then were they succesful playing? I tried playing them using the emulator sixtyforce with no luck.(this has been noted before)

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Posted on 05-29-08 02:51:35 AM Link | Quote
Post it in the help/how-to thread, please.

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messiaen
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Posted on 05-29-08 02:36:57 PM (last edited by messiaen at 06-19-08 10:54 AM) Link | Quote
While trying to use the "hanging net" object in my level, which has transparent polygons, it became clear to me the function of the "drawing layers" of 0x15 Geo Layout command. The Geometry Mode (Culling, Texture coordinates) and other polygon commands sometimes affect all other objects drawn at the same layer. The transparent polygons/semi-transparent polygons are usually drawn at layer 6, which seems to be the last one. Adding a few RSP commands before the triangle data, you can apply transparent textures to any object (if you don't do that, the alpha channel won't work).

Also, water/lava are loaded in different layers.
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Jul - SM64 Hacking (Archive) - Brainstorming ideas for Mushroom Battlefield New poll - New thread - New reply


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