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09-25-18 11:29:28 AM

Jul - Posts by puddinpops
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puddinpops
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Posted on 12-27-10 04:03:53 AM, in Mario 64 Level Importer Link
New here, hopefully it's OK to ask questions in this thread. I tried opening the OBJ file for my level in this program and it gave me the error "Index was outside the bounds of the array." Can anyone tell me if it's a problem with my OBJ file not being properly prepared, or is it something else? Here's what appears under Details:



See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.IndexOutOfRangeException: Index was outside the bounds of the array.
at ObjImportGUI.CustomBackground.MtlFile_TextChanged(Object sender, EventArgs e)
at System.Windows.Forms.Control.OnTextChanged(EventArgs e)
at System.Windows.Forms.TextBoxBase.OnTextChanged(EventArgs e)
at System.Windows.Forms.Control.set_Text(String value)
at System.Windows.Forms.TextBoxBase.set_Text(String value)
at System.Windows.Forms.TextBox.set_Text(String value)
at ObjImportGUI.CustomBackground.objFile_TextChanged(Object sender, EventArgs e)
at System.Windows.Forms.Control.OnTextChanged(EventArgs e)
at System.Windows.Forms.TextBoxBase.OnTextChanged(EventArgs e)
at System.Windows.Forms.Control.set_Text(String value)
at System.Windows.Forms.TextBoxBase.set_Text(String value)
at System.Windows.Forms.TextBox.set_Text(String value)
at ObjImportGUI.CustomBackground.LoadObjButton_Click(Object sender, EventArgs e)
at System.Windows.Forms.Control.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ButtonBase.WndProc(Message& m)
at System.Windows.Forms.Button.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000)
CodeBase: file:///C:/WINDOWS/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
----------------------------------------
ObjImportGUI
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///C:/Documents%20and%20Settings/Bramsworth/My%20Documents/mar64/obj_import13/ObjImportGUI.exe
----------------------------------------
System.Windows.Forms
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Drawing
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
puddinpops
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Posted on 12-27-10 04:55:11 AM, in Mario 64 Level Importer (last edited by puddinpops at 12-27-10 07:41 AM) Link
Well, I saw the "don't make new topics you idiots" thing at the topic, so figured asking in the thread for the program with the issues would be the right thing to do :p

I just want to add that in addition to that error, if I choose to ignore it and continue, nothing happens when I import. I chose to put my OBJ file in place of Bob-omb Battlefield. Once the import is complete and I play the game, nothing's changed, and Bob-omb Battlefield is just as it originally was still. Very confusing. The file is 2mb though, is it because it's too big?

FYI I'm trying to port a level from Sonic Adventure DX. Is it because there's probably too many more polygons or something? I tried changing the scale of the whole object in Blender, seems to consistently stay at 2mb though so I'm not sure what else I can do.
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Posted on 12-27-10 06:45:15 PM, in Help/Questions about Toad's Tool 64 and SM64 hacking (last edited by puddinpops at 12-27-10 06:46 PM) Link
Whenever I import a level, it keeps coming out like this:

http://img521.imageshack.us/img521/9062/snap0000.jpg

I've tried changing model offset X,Y and Z values, and change scaling. No matter how high the numbers, the level continues to be at the very bottom and doesn't appear to move or be affected at all my the numbers I put in. By the time Mario lands the camera moves away and won't let me see down there. What can I do so I can actually land on the level at the proper height?
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Posted on 12-27-10 06:49:13 PM, in Mario 64 Level Importer (last edited by puddinpops at 12-27-10 06:56 PM) Link
I got some of the levels in by reducing the poly count, so it seems some levels are possible. Now I'm just struggling to find the proper scale and position for the model so it actually can be played on.. Refer to my recent post in the help sticky if anyone can

BTW, is there a size limit that can be accepted for OBJ files, or my main concern is just reducing polygons? Some levels I can't get imported in I'm wondering if it's just because it's too vast a level, or the poly count still needs to be reduced.

puddinpops
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Posted on 12-28-10 06:30:28 AM, in Mario 64 Level Importer Link
Yeah I get what you're saying. Well, I've tried lots of SADX levels by now and so far only a few of them I can get to load into the importer program. Doesn't make a difference though since even after supposedly importing, the levels don't change at all. Guess I better give up.


Of course, I'll be trying again sometime soon since I can't stand the fact I can't get any levels to work :x
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Posted on 12-28-10 06:34:42 AM, in Help/Questions about Toad's Tool 64 and SM64 hacking Link
I think I figured out the problem. I've been importing other levels which apparently didn't get imported at all, and left what was in the level slot just as-is without going over it. So that strip of land at the bottom was from a previous import I'd chosen to forget about and replace, and all this time I've been thinking my new imports were replacing it.

I don't know if that was too complicated heh. But it explains why I changing the values for scaling and such did nothing, since the levels weren't being imported to begin with. I couldn't see the details of that land at the bottom and kept thinking it was each new level I tried to import.

I'm confusing myself just typing this...
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Posted on 12-30-10 01:08:02 AM, in Mario 64 Level Importer (last edited by puddinpops at 12-30-10 01:08 AM) Link
I finally got a level to work from SADX



Haven't even tried it in Toad's Toll yet, doubting it will work. Of course like was suggested, I had to edit a lot of the level so there would be less polygons. It seems that getting the file down to around ~600KB is where it actually makes it. Whenever I try obj files that are 1mb or so they never work though.

Dunno where to go from here since all other levels are a bit too details to really edit without making them lose TONS of their detail(the Mystic Ruins Forest area being a good example).
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Posted on 12-30-10 02:48:20 AM, in Mario 64 Level Importer Link
I haven't found problems with the normal Mario 64 levels, if that's what you mean. Everything seems to be fine.

I'm trying to import another level now and it appears to possibly work, but mario instantly starts the level looking all crooked(that same thing that happens when you lift one side of the cartridge a bit) and he immediately dies, as though I'm at the bottom of the level. Not sure what's wrong there, I even change his start position and it's the same result.
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Posted on 12-30-10 04:47:54 PM, in Mario 64 Level Importer Link
Originally posted by FieryIce
Oh wow, that's pretty awesome!

Try importing one of the Knuckles levels! Those are "free roam" and could probably make for very good levels.


I'm gonna try that today. I've tried so many levels so far and it's been very difficult as anyone can guess :p I've gotten levels shrunk down to 700 KB and they refuse to work. So far Mystic Ruin's main hub and a Chao Garden are the only levels I've successfully shrunk down to 600 kb or below, and those work. Dunno if file size is the only factor here, but it seems 500kb~ is the size to shoot for or nothing will work. I basically have to delete parts of the level until the OBJ file is around 1.3mb or so, then reduce the polygons in Blender. That usually produces a small enough file.

And as you can guess, that leaves lots of parts of levels missing But wish me luck, I'm not giving up lol.
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Posted on 01-08-11 10:07:36 PM, in Mario 64 Level Importer Link
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.
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Posted on 01-09-11 02:54:15 AM, in Mario 64 Level Importer Link
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?
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Posted on 07-11-11 11:00:08 PM, in A request (EWJ 1 & 2 SNES) Link
As far as I know, both games were developed on the Genesis primarily and merely ported over to SNES, so the Genesis versions I'd think would be more interesting to investigate. You never know of course, though.
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Posted on 08-02-11 06:11:53 AM, in X-Cult.org image archive Link
I did an entry showing differences between Bonkers prototypes from drx's release back then, was kinda distraught when I saw a lot of the pics seemed to be missing last I looked at the site. Do you still have them in there or not? Just wondering if it's worth my time to DL these and dig through to find out..
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Posted on 08-08-11 06:11:04 AM, in The Cutting Room Wiki (last edited by puddinpops at 08-08-11 06:14 AM) Link
Hate to look like an idiot, but I have a very basic question. How the heck do I create a new page? According to the help area I type the game's name in and it should let me have a blank page. What I get is something that says there's no page and if I want to create the page. I click on the title then to create the page, but it brings me to nothing I can edit. it just says this:

"There is currently no text in this page. You can search for this page title in other pages, or search the related logs. "

Now sure what I'm missing.

Edit: OK I figured it out, I had to confirm my email. I usually would do that for anywhere, but when my registration was confirmed it said I don't have to unless I care about receiving emails or something. You guys might wanna let people know they can't create pages either =p
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Posted on 08-09-11 12:45:55 AM, in X-Cult.org image archive Link
Looks like you missed some stuff =p Barely any of my Bonkers pics were kept, but I finally remembered that the way X-Cult worked was you could zip all pictures into one rar file and then the site loads the pics from that one rare. So I found my uploaded rar.
http://www.x-cult.org/archives/cat/15/Genesis_-_Megadrive/mar_28_1994.rar

I'll write up some pages for TCRF now, hopefully this time they won't be lost.
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Posted on 08-09-11 05:06:31 AM, in Prototypes! (last edited by puddinpops at 08-09-11 05:12 AM) Link
I added pages for Bonkers protos for Genesis that I originally had on X-cult before it decided to die =p They all came from drx's Sega Archive release, which probably still has plenty of undocumented things in there. I'll have to force myself to look into another one of them sometime Last I looked the Bernstein Bears or whatever they're called had several protos with lots of changes. Much like Bonkers it'd be for the sheer fun of seeing differences rather than cuz I like the game though, since it's not that fun. Though I sorta warmed up to bonkers after spending so much time it

There's also X-Men 2 which is filled with so many differences it's ridiculous. That whole drx release really needs more attention.
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Posted on 08-20-11 07:09:55 AM, in Anyone can help with hacking a PSX game? (last edited by puddinpops at 08-20-11 07:11 AM) Link
I know requests like this have been done but usually aren't presented too well... so I'll make this brief.

I'm "hacking" Moon: Remix RPG Adventure for PSX, a Japanese game. I've so far found lots of stuff, tons of unused graphics, a few unused areas, a "debug area" (if you wanna call it, one of those like in FF7 where you talk to characters to go to different areas), and lots of unused text. But I'm only doing this within my limits, that is, finding the value with the PSX Cheat plugin that stores the area value, or using the PSX VRAM to look into vram.

I think I've exhausted all the numbers for levels, but there's still a lot of stuff in the unused areas that leave questions(tons of stuff loaded into VRAM that appear to be for more cut scenes, or characters that appear nowhere else), but I can't really do anything more than I've said. So I wonder if there's any PSX hackers that can help out? Of course, I'm betting anyone that could help would probably be very unfamilar with the game so that might make things more difficult...

In the meantime I'll post my findings on the wiki, and since the games producer has a Twitter I'm planning to get some more insight on what I found, if he's willing to indulge me If asking for help isn't taken too kindly around here...please don't shoot :x
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Posted on 08-21-11 08:11:03 PM, in The Cutting Room Wiki Link
I've got a question. I've got lots of unused text for Moon for PSX that I want to put up. Do you guys require that it's all translated? Since the game itself isn't available in English it might be sort of redundant I'd imagine since if you don't know Japanese to understand the game itself at all, what point is it understanding the unused text? If that makes sense.

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Posted on 08-29-11 04:09:58 AM, in Useful Tools Link
I notice some games have full maps people put up. Is that done through a certain program, are people taking individual shots of areas and piecing it all together(sounds impossible), or is it that those games in particular might have level editors that make ripping whole maps possible?

For example I see some areas in Wario Land 4 have some full maps up. As far as I'm aware there's no map editor program for that game though, so how did they get those full maps?
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Posted on 09-02-11 11:36:05 PM, in Anyone can help with hacking a PSX game? Link
Nothing yet, if anyone can help I suppose I have to offer something in return :x Well, I've done some translations for romhacking.net under the name SteveMartin. If anyone can help me then I'll be indebted to you, so if you have anything from some lines to whole game you wanted translated from Japanese or Chinese, I'll do it.

Dunno if that helps heh. I found some unused items I couldn't figure out how to get finally last night, but still am stuck on finding some other things.
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Jul - Posts by puddinpops




Rusted Logic

Acmlmboard - commit 5d36857 [2018-03-03]
©2000-2018 Acmlm, Xkeeper, Inuyasha, et al.

28 database queries, 48 query cache hits.
Query execution time: 0.151733 seconds
Script execution time: 0.031496 seconds
Total render time: 0.183229 seconds
Memory used: 1310720