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10-17-14 05:23:32 PM
fortyfive-antelope

Jul - Posts by Dudaw
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Dudaw
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Posted on 02-28-12 06:16:13 PM, in Mario 64 Level Importer (last edited by Dudaw at 02-28-12 06:36 PM) Link
Here's the function list:
http://dudaw.webs.com/sm64docs/sm64_functions_list.txt
- I added also "does/doesn't have initialization function" to accommodate the format of the importer list you showed.

and the behavior list:
http://dudaw.webs.com/sm64docs/sm64_behavior_list.txt

Anyone who wants to add onto or revise either of these should do so, as they're a bit sloppy.
Tell me and I'll update the docs.

Also, I don't know if you got this command added to the behavior generator, but it's useful:

From Cellar Dwellar's notes:


0f [xx] [xx xx]
Increment object field
Takes a 16 bit signed int, and adds it at the specified index in the object structure.
[1 ] unsigned index to write to (offset = 0x88 + 4*index) (see list of used values)
[2,3] value
0x00 => 0x088
0x10 => 0x0c8 y rotation
0x12 => 0x0d0 x rotation
0x13 => 0x0d4 y rotation
0x14 => 0x0d8 z rotation
0x1a => 0x0f0



If I remember correctly, field 0xf0 has something to do with animations that are set in the geo layouts.
"Value" is also used to set speed for the rotations, but not sure if the same applies to 0xf0.

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Dudaw.webs.com
Dudaw
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Posted on 02-28-12 06:23:40 PM, in Mario 64 Level Importer Link
Originally posted by Chozite
It appears I'm still having trouble with my file, the original saved file is a .blend file, but apparently just changing it to an .obj file takes more work than I thought...still could use help though...


"File > export > wavefront (.obj)"

Your question has been answered.

--------------------
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Dudaw.webs.com
Dudaw
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Posted on 02-28-12 06:51:52 PM, in Mario 64 Level Importer Link
Originally posted by Chozite
Well obviously...Haha, thanks Dudaw.

EDIT: I imported it but now when Mario starts I cannot move anywhere, would this be some sort of effect taking place from the settings in the importer or what...?


Check "enable death floor at bottom" and scale the model bigger.

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Dudaw.webs.com
Dudaw
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Posted on 02-28-12 09:45:43 PM, in Mario 64 Level Importer (last edited by Dudaw at 02-28-12 10:31 PM) Link
Originally posted by messiaen

One thing I want to implement sometime is a behavior command to disable the object based on a few conditions. For instance, something like:

If RAM Value (number of stars, for instance) equals / is less than / is more than arbitrary value THEN remove object.



Wouldn't it be easier to do that according to a behavior parameter?
This seems to work OK, and you don't have to make multiple scripts to do the same thing:



#include <n64.h>
#include <explode.h>

MarioStruct *Mario = (void*)M64_MARIO_STRUCT;
struct object_struct **Obj = (void*)M64_CURR_OBJ_PTR;

void _start ( void )
{
asm volatile("la $gp, _gp");

if (Mario->stars >= (*Obj)->behav_param) (*Obj)->active = 0;
}



For some reason, trying to make the object enable/disable according to the other parameter didn't work for me.
For instance:
param1 = 0: disable, 1: enable
param2 = amount of stars required.

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Dudaw
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Posted on 03-19-12 05:46:38 PM, in Mario 64 Level Importer Link
Originally posted by messiaen
I would appreciate if someone could convert Dudaw's list of behavior functinos into the format I described a few posts earlier.


Consider it done.

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Posted on 07-18-12 04:06:36 PM, in SM64 More Warps Patch (last edited by Dudaw at 07-18-12 04:07:51 PM) Link
Originally posted by Skilllux
@Tamkis: i found a way to extend the object limit up to 400 but only after importing the level


The maximum amount of objects in the linked list is 240.

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Posted on 03-08-13 03:45:14 PM, in Post your SM64 mods, patches and screenshots here! (NO ROM LINKS!) (last edited by Dudaw at 03-08-13 03:52:55 PM) Link
Celux,

here's something I wrote a long time ago. It may not be as compact as it is flexible but I remember it working OK.



#include <n64.h>
#include <explode.h>

void _start ( void )
{
asm volatile("la $gp, _gp");

int n = 6; // number of vertices to be manipulated
int i;

u16 *vertices[n] = { SegmentedToVirtual(0x0E000878), // coordinate addresses
SegmentedToVirtual(0x0E000888),
SegmentedToVirtual(0x0E000898),
SegmentedToVirtual(0x0E0008A8),
SegmentedToVirtual(0x0E0008B8),
SegmentedToVirtual(0x0E0008C8)};

for (i = 0; i<n; i++)
{
*vertices += 5; // speed/increment by what
}
}



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Posted on 03-08-13 04:06:41 PM, in Playground lies. Link
Getting behind Peach's stained glass window FTW!

--------------------
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Dudaw.webs.com
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Jul - Posts by Dudaw






Rusted Logic

Acmlmboard - 07/23/2013 b378.03
©2000-2013 Acmlm, Xkeeper, Inuyasha, et al.

24 database queries, 17 query cache hits.
Query execution time:  0.057189 seconds
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Info: Document content looks like HTML Proprietary
Info: No system identifier in emitted doctype
186 warnings, 0 errors were found!


The table summary attribute should be used to describe
the table structure. It is very helpful for people using
non-visual browsers. The scope and headers attributes for
table cells are useful for specifying which headers apply
to each table cell, enabling non-visual browsers to provide
a meaningful context for each cell.

The alt attribute should be used to give a short description
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longdesc attribute which takes a URL linked to the description.
These measures are needed for people using non-graphical browsers.

For further advice on how to make your pages accessible
see http://www.w3.org/WAI/GL.
. You may also want to try
"http://www.cast.org/bobby/" which is a free Web-based
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You are recommended to use CSS to specify the font and
properties such as its size and color. This will reduce
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compared with using <FONT> elements.

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Use "white-space: nowrap" to inhibit wrapping in place
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