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| Jul - Posts by dsx9069 |
| Pages: 1 2 |
| dsx9069 Member Level: 11 ![]() Posts: 21/30 EXP: 5741 For next: 244 Since: 06-14-11 From: NY, USA Since last post: 1109 days Last activity: 1109 days |
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Originally posted by DarkSpacer Well, I tried to look for that object that looks like a grayed out chest or something (for Eyerok), but I can't seem to find it in the SSL object bank (it's an area 3 object, so maybe that's why?). No, what I'm saying is that the visible/transparent code is hard-coded into Toad's model. If someone wanted to use Toad's model on a different behavior, what would happen is that Toad would stay invisible and NEVER become visible. There has to be a way to change the code that originally makes Toad's model invisible so that Toad's model will always be visible. The only behaviors besides Toad's that does become visible are the Boo's/Boo Buddy's/Boo Patrolling behaviors, but that's because their original models also have a transparent/visible code. EDIT: What is the offset used in TT64 for SM64. Like, since the game starts at 0x80246000, and I want to change the behavior of an object with an address of 22545464, what would 22545464 translate to? Would I convert 22545464 to hex, which is 1580438h, and then add 1580438h + 80246000h to get 817C6438h (or 1580438h + 80246000h - 1000h = 817C5438h because of header size of 4kb before the actual game code)? EDIT2: Ok, just realized that I have to convert the TT64 address of an object to hex, and then I will have the correct address to use in LemAsm. EDIT3: Does VL-Tone have a text file with all the model addresses? It seems that Toad's model is by default invisible, and I'd like to go to the address of Toad's model and change this. EDIT4: It would seem that Toad's message behaviors and all the Boo's behaviors have a script which changes the model from transparent to visible. It's the behaviors that actually make Toad and Boo visible. I'll play around with this to see if I find out more. Originally posted by DarkSpacer EEwwwww...But yes, I do hope that many good things come of it and we learn more about the way behaviors work. I will also do my part to try screwy things in TT64. -------------------- H4x0rz 4 lief! |
| dsx9069 Member Level: 11 ![]() Posts: 22/30 EXP: 5741 For next: 244 Since: 06-14-11 From: NY, USA Since last post: 1109 days Last activity: 1109 days |
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Originally posted by DarkSpacer I had the same problem before. When this happens, point your cursor at the first star in the act selector, and leave it there for a few seconds (before clicking). The problem is just that the TT64 interface is not quick enough to keep up with your cursor. I'd recommended copying the act parameters from the tree and pasting them to whatever else is only in act 1. EDIT: Worst case scenario, just go to the address of the object and change the 5th and 6th numbers (XX XX ?? XX) to any value between 00 and 3F. 00 is to activate act 1 only, while 3F activates all of the acts. I believe that 01 activates only act 2, and so on and so forth. Correct me if I'm wrong. EDIT2: I meant that you want to edit the 3rd byte in the 0x24 command relating to the object, which has 24 bytes. For example, 24 18 3F XX XX XX XX XX XX XX XX XX XX XX XX XX XX XX XX XX XX XX XX XX says that the object will be in all 6 acts. -------------------- H4x0rz 4 lief! |
| dsx9069 Member Level: 11 ![]() Posts: 23/30 EXP: 5741 For next: 244 Since: 06-14-11 From: NY, USA Since last post: 1109 days Last activity: 1109 days |
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| I registered on this site after reading the Mario 64 Level Importer thread, but I never introduced myself afterwards. My name is Joe, and "dsx9069" is also my Youtube username. I first went into SM64 hacking just as a user of TT64 and Mesiaen's level importer, but in the past week I've made more of an effort to understand the hex data and ASM coded functions behind model and behavior data. Everyone here on the SM64 forums has helped me to design better levels and to make better..."object" choices. I tend to ask a lot of questions in one sitting in an attempt to not overflood threads, which is also probably why my posts include "EDIT3" and such. I'm currently putting off level design until I obtain something close to a mastery of many of the decomposed geometry layout and behavior scripts. I will look through the forums here and the docs in one of MM88's threads before I ask somebody to teach me everything there is to know about SM64 hacking. While having a background in ASM coding is great for hacking SM64, I believe that experience + trial and error can overcome "coding deficiency". Anyway thanks for having me on the forums! -------------------- H4x0rz 4 lief! |
| dsx9069 Member Level: 11 ![]() Posts: 24/30 EXP: 5741 For next: 244 Since: 06-14-11 From: NY, USA Since last post: 1109 days Last activity: 1109 days |
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| I'm not totally sure if this question belongs in another thread, but... How do I find the exact address of a "RAM segment"? I've been going through VL-Tone's docs and keep seeing command structures that end in a "RAM segment" and offset. Are these segments also referred to as ROMbanks? I was looking at Mario's geo-layout data and wanted to locate segment 17h(23 dec), accessed by the jump instruction 02 01 00 00 17 00 2C E0. -------------------- H4x0rz 4 lief! |
| dsx9069 Member Level: 11 ![]() Posts: 25/30 EXP: 5741 For next: 244 Since: 06-14-11 From: NY, USA Since last post: 1109 days Last activity: 1109 days |
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Originally posted by MarIO0 Yes, this is VERY useful to me. Dudaw had told me about how to find it using TT64, but your trick incorporates what I've read from VL-Tone's docs and everything is making more sense to me. On another note, has VL-Tone ever compiled a doc about collision data associated with objects? This would be useful in cases where I change the size of, let's say, goombas or bomb-omb's from the 1D scale command in their geo-layout data. -------------------- H4x0rz 4 lief! |
| dsx9069 Member Level: 11 ![]() Posts: 26/30 EXP: 5741 For next: 244 Since: 06-14-11 From: NY, USA Since last post: 1109 days Last activity: 1109 days |
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Originally posted by DarkSpacer Toad's geometry layout starts at ROM address 0x1E4FD4 with the following data: 20 00 03 E8 04 00 00 00 16 00 00 00 00 96 00 64 04 00 00 00 1D 00 00 00 00 00 40 00 04 00 00 00 18 00 00 0A 80 29 D9 24 <-- Transparency Code 0E 00 00 02 80 29 DB 48 04 00 00 00 02 01 00 00 0D 00 01 14 02 01 00 00 0D 00 02 7C 05 00 00 00 05 00 00 00 05 00 00 00 05 00 00 00 01 00 00 00 Where I indicated the transparency location, switch "18 00 00 0A 80 29 D9 24" with "04 00 00 00 05 00 00 00". This should make it so that Toad's model is always visible wherever Mario is. Here is a screenshot showing the result: ![]() NOW the challenge is finding a behavior (or modifying an existing one) that won't distort Toad when you turn him into a baddy I need to do this to complete my new level.-------------------- H4x0rz 4 lief! |
| dsx9069 Member Level: 11 ![]() Posts: 27/30 EXP: 5741 For next: 244 Since: 06-14-11 From: NY, USA Since last post: 1109 days Last activity: 1109 days |
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Originally posted by DarkSpacer I'm not sure what you mean by that. It's one thing to change body parts around between two models that have the same number of nodes...it's another thing to give Toad a behavior that belongs to a model with less nodes... I would need to know exactly what most of the behavior script codes do (individually). Unfortunately, in the current version of VL-Tone's SM64 behaviors doc (available in one of MM88's threads), most of these codes are undocumented. Only few, like the one that creates sub-objects, are documented. Nonetheless, I'll ask Dudaw about this. EDIT: I am also aware of the animation pointer which is a 0x27 command. In fact, it was this particular code that I was playing around with. In one of my attempts to create a goomba-walking Toad, I managed to have Toad's model stay in tact during the animation, but he was somewhat offset from his central coordinates, and he was facing the wrong way. -------------------- H4x0rz 4 lief! |
| dsx9069 Member Level: 11 ![]() Posts: 28/30 EXP: 5741 For next: 244 Since: 06-14-11 From: NY, USA Since last post: 1109 days Last activity: 1109 days |
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Originally posted by Dudaw |
| dsx9069 Member Level: 11 ![]() Posts: 29/30 EXP: 5741 For next: 244 Since: 06-14-11 From: NY, USA Since last post: 1109 days Last activity: 1109 days |
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| Cheers to Messiaen for his Mario 64 Level Importer v16. It seems to have a Trojan on it, though, according to my Avira Antivirus. Should I ignore this, or is there another source aside from Google Documents where I could download the Importer? EDIT: I extracted the download, and my anti-virus detected a Trojan on "objimport.exe", which wasn't the main executable named "ObjImportGUI.exe". It would seem that someone is tampering with your m64 level importer archive. -------------------- H4x0rz 4 lief! |
| dsx9069 Member Level: 11 ![]() Posts: 30/30 EXP: 5741 For next: 244 Since: 06-14-11 From: NY, USA Since last post: 1109 days Last activity: 1109 days |
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Originally posted by Ello I've tried using the checkerboard model a few times before in the past, and the only solution I found thus far is to use the flying carpet in the Rainbow Ride level as the model (with the "platform on tracks" behavior). However, this would mean that your third object bank for the level would have to be "Rainbow Ride"... ...Unless someone else has had better luck working with the checkerboard elevator model. Ello, did the game freeze when you approached the area where the checkerboard elevator was supposed to be? -------------------- H4x0rz 4 lief! |
| Pages: 1 2 |
| Jul - Posts by dsx9069 |
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Acmlmboard - 07/23/2013 b378.03 ©2000-2013 Acmlm, Xkeeper, Inuyasha, et al. |
| Query execution time: | 0.024948 seconds |
| Script execution time: | 0.052104 seconds |
| Total render time: | 0.077052 seconds |