![]() Register - Login |
||
| Main - Memberlist - Active users - Calendar - Wiki - IRC Chat - Online users Ranks - Rules/FAQ - JCS - Stats - Latest Posts - Color Chart - Smilies |
||
| Jul - Posts by Dudaw |
| Pages: 1 2 3 |
| Dudaw Member Level: 14 ![]() Posts: 21/49 EXP: 12740 For next: 331 Since: 01-06-11 Since last post: 588 days Last activity: 587 days |
|
||
Originally posted by messiaen It's no wonder the level I've been recently working on gave me so much trouble! I began to think something was up, and that these problems couldn't have possibly been related to the models anymore. Too bad, I had to remove a ton of detail... ![]() Oh! And before you release the next version, I thought you should look into this, or at least answer my question (I hope this doesn't sound like complaining.) I recently imported a level and set the camera preset to "04." Upon looking in the level's script, I found that the camera setting was actually 03... Even when I changed it to "10 - Cap levels, JRB, HM, SML, RC," it appeared that setting wasn't quite right. So I went into the script again, changed it to 10, and it took on it's respective labeled preset. Could the camera presets be getting imported incorrectly, or is it supposed to be doing this? ![]() -------------------- "zOoM!" http://sites.google.com/site/4thstudios http://www.youtube.com/dudaw12 |
| Dudaw Member Level: 14 ![]() Posts: 22/49 EXP: 12740 For next: 331 Since: 01-06-11 Since last post: 588 days Last activity: 587 days |
|
||
| Come to think of it, I think that muting music bug actually only happened to me with a converted XML song. It wasn't a custom track, either. I assumed it was something that happened in levels which didn't originally have music, but that doesn't appear to be so... -------------------- "zOoM!" http://sites.google.com/site/4thstudios http://www.youtube.com/dudaw12 |
| Dudaw Member Level: 14 ![]() Posts: 23/49 EXP: 12740 For next: 331 Since: 01-06-11 Since last post: 588 days Last activity: 587 days |
|
||
Originally posted by KDJewl At 802DCB8C is a jump to some of the displayed pause options. I can't remember, but I think this will disable all of them, except you can still resume by pressing start. You may need to look into the function being jumped to so more specific things can be disabled. Simply zeroing the four bytes at the above offset will give you the results you're looking for, but I never checked to see if removing that jump was 100% safe. -------------------- "zOoM!" http://sites.google.com/site/4thstudios http://www.youtube.com/dudaw12 |
| Dudaw Member Level: 14 ![]() Posts: 24/49 EXP: 12740 For next: 331 Since: 01-06-11 Since last post: 588 days Last activity: 587 days |
|
||
Wait, a few Toads originally gave you "secret stars" inside the castle. Can those stars not be used? ![]() -------------------- "zOoM!" http://sites.google.com/site/4thstudios http://www.youtube.com/dudaw12 |
| Dudaw Member Level: 14 ![]() Posts: 25/49 EXP: 12740 For next: 331 Since: 01-06-11 Since last post: 588 days Last activity: 587 days |
|
||
The White Shy Guy was actually just a copy of the Goomba's geo layout with recolored palettes and textures. ![]() But Gazpacho, doing this with such a huge model as Yoshi is kind of a bad idea (huge waste of space.) You would probably want to set up an ASM hack that changes the palette color according to a parameter or something. Hm... This gives me an idea... Edit Originally posted by ottokas Are you using the right exit warp? Dunno, there's not much to go off of from that post. -------------------- "zOoM!" http://sites.google.com/site/4thstudios http://www.youtube.com/dudaw12 |
| Dudaw Member Level: 14 ![]() Posts: 26/49 EXP: 12740 For next: 331 Since: 01-06-11 Since last post: 588 days Last activity: 587 days |
|
||
| Really nice work on the 3D interface, Mess! Huge improvement, can't wait to see the final product. By the way, you mentioned that you were going to include an option to change some of the hardcoded music tracks. In case you didn't get some of them, I made a list of most of the notable ones. Probably not too useful, but here's what I've got: https://sites.google.com/site/4thstudios/Home/super-mario-64-hacking-notes/hardcoded-music-track-pointers/sm64hardcodedtracks.txt?attredirects=0&d=1 I was using the space at 0x2F00000 for another bank instead of the new music tracks imported from v15, so this is definitely handy for me. |
| Dudaw Member Level: 14 ![]() Posts: 27/49 EXP: 12740 For next: 331 Since: 01-06-11 Since last post: 588 days Last activity: 587 days |
|
||
Originally posted by Celux OR, you could just check the mtl file to make sure the default "frontface" texture isn't in there. ![]() The texture problem is almost always caused by that (in my case.) Check your model to make sure all faces are textured properly, and that none are left untextured. |
| Dudaw Member Level: 14 ![]() Posts: 28/49 EXP: 12740 For next: 331 Since: 01-06-11 Since last post: 588 days Last activity: 587 days |
|
||
Thought I would post this over here, too, so no one gets left out. ![]() |
| Dudaw Member Level: 14 ![]() Posts: 29/49 EXP: 12740 For next: 331 Since: 01-06-11 Since last post: 588 days Last activity: 587 days |
|
||
| Actually Joe posted a really useful image importing/exporting tool a few pages back. It was a while since I was here last, so when I mentioned "TM," it became clear that it's not really the "liked" program anymore. That other command line program Joe posted does do a waay better job, so you should probably use that instead. ![]() Beside, "TM" may do some damage to your ROM in some cases. |
| Dudaw Member Level: 14 ![]() Posts: 30/49 EXP: 12740 For next: 331 Since: 01-06-11 Since last post: 588 days Last activity: 587 days |
|
||
| Breegullbeak, are you sure that wasn't just a collision type and not a terrain type? |
| Dudaw Member Level: 14 ![]() Posts: 31/49 EXP: 12740 For next: 331 Since: 01-06-11 Since last post: 588 days Last activity: 587 days |
|
||
Edit: no big deal about the animation command list. Didn't mean for it to sound like one of those fights about how "my color code was steealed". ![]() I understand plagiarism isn't quite taking a list of info and sharing it with a tutorial (I've seen worse happen.) So KDJewel, you don't really owe me any apologies. I guess that what I was trying to say just came out wrong. The stuff on my site is obviously free for your use, and I didn't mean to sound Nazi about it. Sorry, sorry for any confusion... ![]() Anyway, whoever mentioned the thing about warps... Does changing the start warp actually replace all the existing warps in the game? If you find it safe to change the BoB warps to whatever level you want, you may be able to try having any type of file comparison program do a check between a recent backup and the messed up ROM, patch the old warp list settings the ROM with all the BoB warps. (Or you might do something similar like a PPF patch for example.) I actually haven't tried changing the start warp before, so I don't know if all the other warps are supposed to be like that or if your problem was caused by something else. |
| Dudaw Member Level: 14 ![]() Posts: 32/49 EXP: 12740 For next: 331 Since: 01-06-11 Since last post: 588 days Last activity: 587 days |
|
||
Originally posted by Gazpacho146 GSU's native triangulation seems to do a better job at preserving texture scaling / positioning than the tool you're using. It should be under options in the 3D model export window. You're out of luck with my suggestion if you don't have the pro version, though. |
| Dudaw Member Level: 14 ![]() Posts: 33/49 EXP: 12740 For next: 331 Since: 01-06-11 Since last post: 588 days Last activity: 587 days |
|
||
Originally posted by messiaen I read over some of their docs and was able to trace back these "rotation indexes" from the 0x27 commands, thanks to Twili13 for a little bit of clarification to me on this format. I got a Bully to do some even wilder things. ![]() It may be easy to modify existing behaviors, but making new ones seems to be a hassle. Looking forward to your notes. |
| Dudaw Member Level: 14 ![]() Posts: 34/49 EXP: 12740 For next: 331 Since: 01-06-11 Since last post: 588 days Last activity: 587 days |
|
||
Originally posted by dsx9069 |
| Dudaw Member Level: 14 ![]() Posts: 35/49 EXP: 12740 For next: 331 Since: 01-06-11 Since last post: 588 days Last activity: 587 days |
|
||
Originally posted by dsx9069 See this list: http://sites.google.com/site/4thstudios/list-of-animation-commands The 0x27 behavior commands are simply segmented pointers... To more segmented pointers... To probably more segmented pointers. ![]() But essentially, those pointers directly called by the 0x27 commands pertain to each of the animations of a specific model. You can easily "swap out" some of the 0x27 commands to make a Goomba animate like a Koopa, for example. Just be aware that some behavior functions have special instructions that change animations at certain times. If that's the case, then swapping the 0x27 commands could eventually crash the game or lead to a glitchy graphic. This thread shouldn't be overlooked either: http://jul.rustedlogic.net/thread.php?id=13444 |
| Dudaw Member Level: 14 ![]() Posts: 36/49 EXP: 12740 For next: 331 Since: 01-06-11 Since last post: 588 days Last activity: 587 days |
|
||
Originally posted by MarIO0 "[22] [08] 00 [00] [?? ?? ?? ??]" = No results found. ![]() 1-2: Geo layout pointer script command 3: Model ID 4: Segmented pointer to geo layout. Yes, model ID 0 is always used for invisible objects (warps, object groups, special function, etc). |
| Dudaw Member Level: 14 ![]() Posts: 37/49 EXP: 12740 For next: 331 Since: 01-06-11 Since last post: 588 days Last activity: 587 days |
|
||
| It's great to see the level importer improving even more now. The behavior script editor: I think color-coded commands would be a nice touch, as well as some sort of library with descriptions of all the functions. Anywho, these new features you've implemented seem pretty handy. ![]() -------------------- Regards, Dudaw.webs.com |
| Dudaw Member Level: 14 ![]() Posts: 38/49 EXP: 12740 For next: 331 Since: 01-06-11 Since last post: 588 days Last activity: 587 days |
|
||
Originally posted by messiaen That sounds good. ![]() Originally posted by messiaen I've seen a lot of functions that can be re-used for many solid and non-solid behaviors. I'm sure you're familiar with this from the Missing Stars. I'll look into this tonight (or some time) and put together a complete description list. It's the least I could do right now. Originally posted by Eggs6131
Spoiler: Wacky Worlds is out of the question right now, unfortunately. -------------------- Regards, Dudaw.webs.com |
| Dudaw Member Level: 14 ![]() Posts: 39/49 EXP: 12740 For next: 331 Since: 01-06-11 Since last post: 588 days Last activity: 587 days |
|
||
Circles = lag. -------------------- Regards, Dudaw.webs.com |
| Dudaw Member Level: 14 ![]() Posts: 40/49 EXP: 12740 For next: 331 Since: 01-06-11 Since last post: 588 days Last activity: 587 days |
|
||
| Howdy. I completed the list and there are about 589 total functions called in the behavior scripts. Around half are loop functions, while the others are functions coming before the 0x08 mark. There are quite a bit here, so coming up with descriptions for all of them will probably take some time. I'll start with descriptions on the loop functions, specifically the solid objects. By the way, here's a useful one I found a while back: 0x802A4120 This appears to force an object to display at any distance from Mario. Although there are better alternatives, this could be used for some non-solid objects or whatever it may be. I never updated the behavior list again, did I? Well, the updated one should come in handy when looking at the function list. Edit: Anyone know what the purpose of 0x802BCF40 is? -------------------- Regards, Dudaw.webs.com |
| Pages: 1 2 3 |
| Jul - Posts by Dudaw |
![]() |
Acmlmboard - 07/23/2013 b378.03 ©2000-2013 Acmlm, Xkeeper, Inuyasha, et al. |
| Query execution time: | 0.023968 seconds |
| Script execution time: | 0.076251 seconds |
| Total render time: | 0.100219 seconds |