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10-17-14 02:48:32 PM
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Jul - Posts by dsx9069
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dsx9069
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Posted on 07-03-11 07:05:45 PM, in Mario 64 Level Importer (last edited by dsx9069 at 07-03-11 11:20 PM) Link
Originally posted by DarkSpacer
Eyerok is a weird object to tell you the truth...I haven't messed with him at all, but odds are he requires a flat surface to operate properly, and quite possibly another manager object or a boss platform the same size as the original...

As for Toad...It's my belief that you can just change the model of Toad to another object and it will run the visible/transparent code as normal...


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
I shall screw with TT64 until the ROM begs me to stop.


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.

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dsx9069
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Posted on 07-03-11 07:54:25 PM, in Mario 64 Level Importer (last edited by dsx9069 at 07-04-11 02:48 AM) Link
Originally posted by DarkSpacer
Originally posted by dsx9069
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?).


Object that looks like a greyed-out chest...I'm not sure what editor you're using...Messain's importer doesn't have a very graphical UI...

And I don't yet know if the area affects anything...stand by...

And believe it or not, I ran into a problem that I have no idea how to fix...

I'm using the act selector stars in TT64 to make the objects appear in Act 1, but TT64 doesn't appear to be saving that info...or if it is I'm not doing something right...I managed to get a single tree to work, and after that it broke and no other objects could do it...


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.

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dsx9069
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Posted on 07-04-11 02:06:28 AM, in Introduce yourself here. DON'T ACT LIKE AN IDIOT IN THIS FORUM OR YOU WILL BE DESTROYED! Link
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!

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Posted on 07-04-11 06:28:10 AM, in Mario 64 Level Importer (last edited by dsx9069 at 07-04-11 07:43 PM) Link
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.

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Posted on 07-06-11 08:10:18 AM, in Mario 64 Level Importer Link
Originally posted by MarIO0
Originally posted by dsx9069
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.


RAM segments and ROM banks aren't exactly the same, but closely related.
- A ROM bank is a chunk of the ROM which contains resources (and can be loaded using the 0x17, 0x18 or 0x1A commands).
- A segment address is an identifier which is given to a ROM bank.

Now, on the question: How to find the offset corresponding to a segment? You have to find the command that associated this RAM segment to a ROM bank. If you have a script command dump, you'll find it here. But you probably don't, so here's a trick.

As I said before, the ROM banks are loaded with the 0x17, 0x18 and 0x1A commands. If you look at the documentation and replace the known data, you'll find out that your instruction can be:



170C0017 XXXXXXXX XXXXXXXX
180C0017 XXXXXXXX XXXXXXXX
1A0C0017 XXXXXXXX XXXXXXXX



So open an hex editor and try to find bytes with this format. I did this for you, and here's the only result:

17 0C 00 17 00 12 79 B0 00 12 A7 E0


So, segment 0x17 represents a bank that starts at ROM offset 0x1279B0 and ends at ROM offset 0x12A7E0.

Hope this was useful!


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.

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Posted on 07-08-11 08:32:34 AM, in Mario 64 Level Importer (last edited by dsx9069 at 07-08-11 08:33 AM) Link
Originally posted by DarkSpacer
dsx, you were right about Toad. I used the Pink Bomb-Omb model and (besides it being totally screwed up) it did not appear to run the transparency code. I think I've done that before, but...everyone forgets these things...


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.


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Posted on 07-10-11 12:53:53 PM, in Mario 64 Level Importer (last edited by dsx9069 at 07-10-11 01:13 PM) Link
Originally posted by DarkSpacer
I know that Dudaw12 managed to do that in his hack "SM64 Wacky Worlds"...Maybe you should ask him.


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.

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Posted on 07-12-11 06:57:21 PM, in Mario 64 Level Importer (last edited by dsx9069 at 07-12-11 06:58 PM) Link
Originally posted by Dudaw
Originally posted by dsx9069
Originally posted by DarkSpacer
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.



I don't get what you mean by "distort."
Are you talking about the transparency, or the animation?

Anyway, I'm not sure, but I think that 0x18 function you replaced may be used for the animation of Toad.
A nice workaround for making Toad opaque at all times would be to simply replace these commands in the geo layout:
0x001E5014 (transparent)
0x001E500C (opaque)

Same goes for Princess Peach.


Aaahh, ok. When I said "distort", I meant that Toad's model looks weird when using, say, the "Goomba Walk" behavior. The same thing happens to an object with Mario's model and the "Goomba Walk" behavior. The behavior script has an animation code that seems to affect specific nodes of any given model, so that the "Goomba Walk" behavior animates only part of Toad's model (and not even correctly). I will post a screenshot shortly demonstrating what I'm describing.

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Posted on 10-03-11 10:56:34 PM, in Mario 64 Level Importer (last edited by dsx9069 at 10-03-11 11:55 PM) Link
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.

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Posted on 10-04-11 12:34:52 AM, in Mario 64 Level Importer (last edited by dsx9069 at 10-04-11 12:38 AM) Link
Originally posted by Ello
Which Tool do you use to open the code and read it/change it?

I tried to create a checkboard Elevator, which moves on a track. But the feature of the level-importer, which appoints the track doesnt work... I wrote a .txt with coordinates, and save it as a trajectory. I chose "Platform on track 2. Param 08" for example and entered the same parameter into the elevator in Toads Tool. But when i started the game the elevator wasnt there. It was not displayed at all.
Does anyone have gained experiences about that problem?


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?

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Jul - Posts by dsx9069






Rusted Logic

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

21 database queries, 26 query cache hits.
Query execution time:  0.024948 seconds
Script execution time:  0.052104 seconds
Total render time:  0.077052 seconds


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line 143 column 133 - Warning: trimming empty <font>
line 464 column 15 - Warning: trimming empty <tr>
line 497 column 133 - Warning: trimming empty <font>
line 499 column 134 - Warning: trimming empty <font>
line 153 column 11 - Warning: <a> cannot copy name attribute to id
line 193 column 11 - Warning: <a> cannot copy name attribute to id
line 229 column 11 - Warning: <a> cannot copy name attribute to id
line 257 column 11 - Warning: <a> cannot copy name attribute to id
line 281 column 11 - Warning: <a> cannot copy name attribute to id
line 330 column 11 - Warning: <a> cannot copy name attribute to id
line 379 column 11 - Warning: <a> cannot copy name attribute to id
line 409 column 11 - Warning: <a> cannot copy name attribute to id
line 444 column 11 - Warning: <a> cannot copy name attribute to id
line 468 column 11 - Warning: <a> cannot copy name attribute to id
Info: Document content looks like HTML Proprietary
Info: No system identifier in emitted doctype
213 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
of an image; longer descriptions should be given with the
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
service for checking URLs for accessibility.

You are recommended to use CSS to specify the font and
properties such as its size and color. This will reduce
the size of HTML files and make them easier to maintain
compared with using <FONT> elements.

You are recommended to use CSS to control line wrapping.
Use "white-space: nowrap" to inhibit wrapping in place
of inserting <NOBR>...</NOBR> into the markup.

To learn more about HTML Tidy see http://tidy.sourceforge.net
Please fill bug reports and queries using the "tracker" on the Tidy web site.
Additionally, questions can be sent to html-tidy@w3.org
HTML and CSS specifications are available from http://www.w3.org/
Lobby your company to join W3C, see http://www.w3.org/Consortium