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10-15-14 09:07:25 PM

Jul - Posts by Tamkis
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Tamkis
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Posted on 03-12-12 01:26:43 PM, in Introduce yourself here. DON'T ACT LIKE AN IDIOT IN THIS FORUM OR YOU WILL BE DESTROYED! Link
Hello, I'm "Tamkis", a knowledgable programmer and ROM hacker. In the past year, I've only just recently rediscovered retro gaming and ROM hacking, and have some ROM hacking experience. I've always wanted to put my CAD skills to work in a video game and have found great use for my skills in general N64/SM64 hacking. I am currently working on a SM64 hack, for which more details will be put up soon in the Hack thread.

More information about my programming projects, ROM hacking works, and other media can be found at my website (see my profile).
I'm glad to be here, and hope to learn about SM64 hacking.

--Tamkis
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Posted on 03-12-12 01:59:11 PM, in Help/Questions about Toad's Tool 64 and SM64 hacking Link
I just joined JUL today, and, since I'm working on a SM64 hack, have some questions about SM64 hacking.
I've been working on my hack since December, so I have a relative feel for using the main hacking tools (TT64, ObjImporter, &c). Still, I have some questions that I can't find answers to. Hope I'm posting in the right place.

1. In Frauber's ObjImporter v16, does level collision type "76: Chain-Chomp Wooden Log/Breakable Box" actually do anything? I applied this collision type to part of a level's model, and nothing happens to the textured object when kicked or stomp.

2. How does one make small Star Doors that require a certain amount of stars? I copied the B-Params from a 3-star door (4, 3) from the "Inside Castle" level and applied them to a new #104 object combo, but the game asks for a key, not 3 stars.

3. How does one replace the Sm64 logo model with ObjImport/SM64 Model Replacer v0.2? My model dosen't load at the Title screen

4. Lastly, how can I get level Object Bank 0x0D to contain "Castle Objects" using ObjImporter? When this bank value is used outside of the "Inside Castle" level, the game crashes



Thanks for the help!
Tamkis
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Posted on 03-14-12 08:46:50 PM, in I'd love to have my own site. Link
If you want to get starting with making a web site, try to learn some basic HTML programming. HTML, standing for "HyperText Markup Language", is a scripting/formatting language used for publishing and formatting webpages. There are plenty of HTML guides online. One such resource you might find handy is the Bare Bones HTML guide, and w3c school.

However, if you don't have time to learn HTML and quickly want to get a website online, many web hosts have tools that allow you to create a site with minimial to no web programming knowledge. Furthermore, there are offline WYSIWYG programs too, such as Pagebreeze. A web host is a company that will host your website online. Many of these web hosts will allow you to make a free account for your website (with minimum features), which will have a subdomain on the main site. Eg, my web host is Tripod.com, and my website is a subdomain at http://tamkis.tripod.com. Paid plans usually have more features and allow you to get your own domain name, eg tamkis.net or say www.[insert site name here].[whatever].

Some things to look for when picking a web host:

1. Tools (wyswyg editors, &c)
2. Bandwidth (how much stuff can be downloaded per time period)
3. Amount of storage space for files
4. Other features (blogs, ftp, &c)


Some web hosts:
sites.google.com
webs.com
Tripod.com


Good luck!
Tamkis
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Posted on 03-14-12 09:57:21 PM, in Post your SM64 mods, patches and screenshots here! (NO ROM LINKS!) Link
To be honest that hack was... not that great (as I expected).

Cons:
The levels were short, empty, and undeveloped.
The castle level was unmodified, except for a cheaply painted clock texture.
And furthermore, there were some bugs, and unoriginal music (just modified instrument sets)

Pros:
The cyber level was an interesting, unique concept


Here are my suggestions on how to improve:

Play around with the tools a little bit more, experiment, and get used to them.
Add original music.
Set some specific goals for the creation of your hack. (Your levels seemed theme-less/random)
Make lower-resolution levels (your cyber level was too hi-res, giving you have less triangles available for importation)
Replace the beginning logo (use Skelux's model replacer)


How to fix some of your bugs:

Subdivide faces
Give stars different IDs in order to make individual stars
To make more faces solid, make sure that only one side of walls are textured/assigned a collision type


By the way, you should read the rules of this thread



The difference is that you can't attach files and screenshots here, so you'll have to host the files yourself. You can embed images using the IMG tag. Please don't embed screenshots bigger than 640x480.

As usual, don't post links to ROMs, use PPF patches instead. You can also post links to Youtube videos if you want, just don't try to embed them.

If you are posting a link to a mod/PPF patch, you should embed a screenshot in your post so that we can see what it's about before downloading.

While you can post screenshots and patches of small interesting mods, don't add a new post each time there's a little minute change in your mod, wait until there's enough changes for it to be worthwhile.



--------------------------------------------------------

Tamkis
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Posted on 03-19-12 07:54:13 PM, in Post your SM64 mods, patches and screenshots here! (NO ROM LINKS!) Link
I am currently working on a somewhat-major SM64 called SMB64. As the name implies, it is a 3D remake of the original Super Mario Bros. (NES) game using the SM64 engine. The stars are based on SMBDX's (GBC) challenges (Finish the level, 8 red coins, find the hidden "Yoshi Egg"), as well as some other stars. It currently includes new level layouts, new music, and new texts. Future versions will include modified Cap powerups, a new title screen logo, modified SFX, some new models (and objects?), and other things.


(New title Logo, from in-progress V0.2)


(World 1-1)



Videos

A .ppf patch download of the current version (V0.1) is available at my website
(I would put a direct link to mediafire, but I can no longer update downloads using the same URL on my free mediafire account. The latest version's download can always be found at the website).
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Posted on 03-20-12 04:03:44 PM, in Help/Questions about Toad's Tool 64 and SM64 hacking Link
I'll edit in any other answers if I think of them. But for 3, have you tried following Celux in this video exactly? It's how how I got it.


I recently followed that tutorial, and got the new logo in! Thanks.


Two more questions:

1. Is there a flag or something that causes the game to force Mario to walk underwater whenever he has a Metal Cap? I need the RAM address where the game decides to cause Mario to walk underwater, so that I can force the game with a GS cheat to always cause him to walk underwater.

2. Where in the ROM does the game make random coordinates for the beta flower effect? I'm assuming that the game has a function to make the random coordinants; however, I can't find it. I tried looking at the function at 0x802761D0 but found nothing to my knowledge pertaining to param 0x0B (beta flower effect). Basically I want to find this code, copy and modify it, and use it to make randomizing jumping Cheep-Cheeps for my SMB remake hack.


To quote Messiaen from the Weather-effects thread:

Originally posted by messiaen
Here's some documentation about weather effects which hopefully can be added into the next Toad's Tool version (at least on imported levels).

I posted something similar into the "Checksum area" thread many months ago, but when looking at the beta flower stuff I figured out the missing parts to make it work in any level.

First, you need to load this segment into memory:
17 0C 00 0B 00 DA 27 85 00 DA 95 1D

This is where all texture/display list data for the weather effects is located. Note that segment 0x0B is only used for this purpose: this is the only ROM "bank" which uses this segment number. In the future, one could modify the textures, save it as a new bank and use it as "additional" effects by loading the alternate file instead of the original one.

Now, you need to find the function 0x802761D0 called from the level terrain Geo Layout through command 0x18:

18 00 00 [xx] 80 27 61 D0

The fourth byte is the argument passed to this function. Here are the valid values:

00 = no effect
01 = Snow. Used in Cool Cool Mountain (area 1) and Snowman's Land (area 1)
02 = used in Jolly Roger Bay (area 2) and Secret Aquarium
03 = Blizzard (unused?)
04-0A = ??
0B = Beta Flowers in the ground (unused)
0C = Lava effect. Used in Lethal Lava Land (area 1), Bowser's Fire Sea and Bowser Second Battle
0D = used in Dire Dire Docks (area 1)
0E = used in Jolly Roger Bay and Dire Dire Docks (area 2).

Well, the most interesting find surely is the beta flower, showed in the beta stuff thread. There's also a blizzard setting (argument 0x03) which isn't used in any level, though it may be triggered by something else, so I can't say for sure it's unused.

The lava will work only on terrains which use Collision Type 1 (Lava). I'm not sure what do arguments 02, 0D and 0E, but they are probably related to water.


Tamkis
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Posted on 03-24-12 09:56:03 PM, in Post your SM64 mods, patches and screenshots here! (NO ROM LINKS!) Link
Originally posted by MarioGame2222

Sorry for the bad quality! I hate HyperCrap 3...



Some tips on improving the video quality:
Spoiler:

If you want to make better quality videos, try using the Mupen64 Re-recording emulator. Although it is an older version of Mupen64, it has the ability to record .avi videos (with sound!). Using some video converter software (such as the free "Any Video Converter"), you can then convert that huge .avi file to a more compact .mp4 file for upload to YouTube.

If you don't want to go that route, you could install a free desktop recording software called "Taksi Video Recorder". Though, the quality will be less than the Mupen64 method, and, if your sound card won't support Line in/What U Hear/whatever, you won't be able to record audio without using a loopback cable or some other hack.


I will admit your levels are looking good! This one looks nice and open. The hidden passage in the grass is an interesting concept. One thing you could change, though, is lowering the height of the wall jumping areas. Those look quite difficult, and would be probably hard to play on hardware (where there are no save states).


Originally posted by MarioGame2222

The Ingame music is ''Super Mario RPG - Mushroom Forrest''.



*Sigh* This is hack #3 to use this song . Although it is a good song, can't you think of something a little bit more original?
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Posted on 03-27-12 09:51:59 PM, in Help/Questions about Toad's Tool 64 and SM64 hacking Link
Originally posted by MarioGame2222
Originally posted by mimiga1002
Hey there, It's me, MarioGame. I have a Question.

In Star Road, the Vanish Cap and the Wing Cap have diffrent Themes. Can someone tell me how to do that?

-MarioGame2222


Open the ROM in a hex editor and change the values at these locations however you want:

0xABFB: Vanish Cap music pointer (normally "0E")
0xAC13: Metal Cap music pointer (normally "0F")
0xAC2B: Wing Cap music pointer (normally "0E")


Sorry, but can you give me a Screenshot of the Location? I don't have a clue where 0xABFB is. XD


You could manually edit this feature in with a hex editor,
OR you can automagically patch a gameshark code using this tool. I recommend this method, because, by having a gameshark code, you could test the results (using your emu's GS feature) before making permanent changes to the ROM. I recommend patching cheats in last, before you make a release, and recommend backing up before doing so.

Anways, the GS codes for each cap are (taken from GSCentral.org):

Wing Cap (Default 0E): 8124FC2A 04??
Metal Cap (Default 0F): 8124FC12 04??
Invisible Cap (Default 0E) 8124FBFA 04??

Where ?? is the song in $hexadecimal. (Windows calculator utility in programming mode allows you to ezly convert from dec-hex). If you want to patch other cheats in check out GSCentral.org and Yoshiman/Yoshi Electron's site, both have an extensive list of unique codes
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Posted on 03-27-12 11:00:06 PM, in PS3 Capture Cards! Need opinions Link
$8.00?! Caveat emptor, I'd be a little bit suspicious of that deal, especially since the dealer is "Unknown". But I guess it couldn't hurt to risk it for just $8, and to get used to/started on video capture recording. If you want to get something better, I'd recommend the Dazzle Video Recorder which costs $50-$75 USD; it's what my brother uses for recording Little Big Planet 1/2 from his PS3.

Basically the Dazzle is a USB device that allows you to input a video signal (using RCA or S-Video) into the computer. RCA is the three standard video/audio plugs (Red=Left audio, White=Right audio, Yellow=video) that most devices use. In order to see the video on the TV AND the laptop, you will need some quantities of the following:

A. Dual male RCA extension cables
B. Female RCA coupler
C. Phono Plug Y adapter
D. A Dazzle or equivalent DVC

The setup with these accessories is basically to split each RCA signal (L/R audio, video) into 2 signals using object C., and route one half of each channel into the TV, the other half into the DVC.

Some pics:

A.
B.
C.
D.


Hope this helps!
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Posted on 04-06-12 10:20:17 PM, in PS3 Capture Cards! Need opinions Link
Originally posted by Inuyasha

Ugh. I have bought two of those things. Both of them have had fatal flaws.

The first (DVC-170) required its own proprietary program to record things with, destroying any capability for streaming or anything else. It also doesn't work with any 64 bit system, and they refuse to provide drivers for it, it seems. So, basically, I'm stuck with a platinum useless brick that I can't do shit with. (Also, it was MORE expensive than the DVC-100 also available at the time. Lovely. Pay more, get screwed over.)

I bought the other (DVC-101, I believe?) just prior to the Extra Life marathon I did last year. Video worked just fine, but it would not pick up audio at all, even through its own damn program. The only way I could get audio through the stream was to take an old, crappy converter, plug the audio cords into that, and plug THAT into the microphone jack, which murdered the audio quality.

I took that one back a few days after the marathon for a refund. I'm tired of their shit.



Interesting... I didn't know some people have had trouble with Dazzle DVCs. Wouldn't have recommended it if I knew that. Strangely enough, my brother's Dazzle (DVC-100 IIRC) works fine on his 64-bit Windows 7 laptop, which is a low-end Toshiba Satellite C655. Furthermore, IIRC, he can record audio directly through the packaged program via the USB port. I've also been able to use the Dazzle on my laptop (same as his) to stream AV input to a program on my laptop called Chris TV Lite.

Maybe the DVC-100 works better (if it will work at all) than the DVC-101 and DVC-170? Either that, or my bro and I are a lucky minority of people who can use it, lol.

Originally posted by Joe

I'd like to point out that the Dazzle Video Recorder can't produce better recordings, since it still records composite and S-video only.



Oops. What I meant was that the Dazzle DVC might be made of better materials than a cheap $8.00 DVC from a random, unknown, possibly-oriental dude. Still, for only $8.00, I would take the risk! The captured video won't be as good as a HDMI capture card (if they even exist), but it will be better than nothing...
--------------------------





Tamkis
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Posted on 05-13-12 11:28:08 AM, in Textbox issues Link
(I hope this isn't a redundant, duplicate of a previous problem.)

Anyhow, because my Windows 7 laptop is currently under monitor repairs, I am using my father's Windows XP. As such, I am using Internet Explorer 8 rather than IE9, ATM. Anyhow, when I CLICK some textboxes around the site, the black background of the textbox turns white, effectively "hiding" the white text of any text I type. This, in turn, causes me to type "in the dark" and blindly, so to speak.




Could the admins please fix this? It ain't fun
BTW, keep up the good work, admins, of this great site!

(FYI, I made this post by copying text from notepad, and then pasting into a textbox )
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Posted on 05-13-12 11:44:19 AM, in Toad's Tool 64 now found at qubedstudios.rustedlogic.net Link
Originally posted by VL-Tone
Hello everyone,

[The website] will disappear from the face of the internet after June 30 2012, as Apple will discontinue some "legacy" MobileMe services like homepage publishing.



First geocities, now Apple websites... Will Facebook's/Twitter's assassination of reputable website hosts ever end ? Wahh...


Back on-topic, may I make a recommendation/suggestion, VL-Tone? To make your life much easier in the "relocation" of your site, have you thought about using site-mapping software not only to see what pages you have, but to search what links to where internally and externally to your site, and what links are dead or alive? One such freeware I use for such a task is Xenu's Link Sleuth. It is a small, portable program that does such tasks. Google it for more information, and for a download.

Hope that helps you greatly! Furthermore, I agree with AwesomeLukey: it would be a good idea to mirror your research to RomHacking.net . Many people frequently visit there, and it would be a great way to promote SM64 hacking and your research. However, I think it would be better to relocate the site to JUL rather than sites.google if possible, since, not only would it be "next door" to these forums, but also would further promote new visitors to JUL/RustedLogic. And we all know how the admins love new visitors .
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Posted on 05-20-12 11:30:31 AM, in Sonic 3K Loco (Hack) (last edited by Tamkis at 05-09-13 01:57:43 AM) Link
(Well, here goes my first thread here on Jul. I should be working on college-work rather than proassinating, but whatever; here goes)

(Mostly copy-pasta from Sonicretro.org)

Originally posted by "Tamkis"

For this hack, I thought I should do something different, hack a game that few people have hacked. So, I decided to do a Sonic 3 & Knuckles hack. Even with a primitive disasm, this extra-large game does not get enough love when it comes to hacking, due to the fact that it’s 4MB large. Even though I might not complete this hack due to the difficulty of such a hack, I thought that I should give it a try, since I now have some hacking experience under my belt. I thought that I should also do so pioneering Sonic hacking.

This S3&K hack, called S3K Loco, is a harder version of the vanilla S3&K game, roughly similar in concept to Sonic 1 Harder Levels. Like with Sonic Loco 2 and with S1HL, I plan on making this a “complete” hack with “all the works”: modified palettes, new music, modified level & special stage layouts, &c. If possible, I might implement some new code, such as some new monitors, and other surprises.

In specifics, here are goals thus far:
@ Modified palettes
# Mostly level palettes/water palettes
# Special stage palettes

@ New Music
# Porting music from various Sonic games (S3D, SC/KC, S2F, et. al.) and non-Sonic games (MJ's Moonwalker, Ristar, Megaman, et. al)
# Will feature Flamewing’s new S3&K sound driver, and his universal Smps2Asm tool.

@ New art
# New Knuckles art (from Knuckle's Chaotix, with Knuckle's S3&K pallette applied)
# Some other new art

@ Modified level layouts
# Mostly modified level layouts for harder levels
# More character-only paths, secret paths
# Some new/modified chunks
# 4 new levels (Porting the 2p levels to 1p mode)?

@ Modified special stages

@ New code
# New SEGA PCM (“I'm outta here!” from SCD)
# New monitors

# New player modes (enabled in the save screen/level select), and also featuring “Knuckles the Bluechidna”
# Modified level events if necessary



Media:

Pictures:







Videos

Download Link:
MediaFire (v0.3b)

C&CC, questions, and bug reports welcomed!
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Posted on 05-20-12 11:32:46 AM, in Sonic 3K Loco (Hack) Link
Hate to double post, but I have to leave for church soon. Before I upload the download link (and details): admins, do you accept ROM links or patches? I would like to know before I possibly break a rule. I believe I tried to make a patch earlier, but S3K is a funky game, and I believe making a patch failed epically. I will try again, if necessary.

Catch the reply after church.

--Tamkis
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Posted on 05-20-12 04:19:54 PM, in Sonic 3K Loco (Hack) Link
(Darn, I forogt to put in my Username/password when attempting to post for the 3rd time!)

Well, I got a patch made! (The problem was that my hack was smaller than the clean rom.)
MediaFire (v0.3b)

Always check the first post for a download, and READ the readme included for hack and patching details. Enjoy, and please give me your C&CC here!

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Posted on 05-21-12 12:18:59 PM, in Sonic 3K Loco (Hack) Link
Still, I guess it would be "more legal" (colloquism) to distribute a patch rather than the original hack or rom, although technically unpractical. Besides, some hacking sites such as Romhacking.net only accept patches for this reason. FYI, in order to get a patch, I had to pad the Rom (3.22MB) with $FFs to the size of the original rom (4.00MB).


Well, the rules are what they are, which we should just accept. Anyhow, what do you think about the hack so far, especially its soundtrack choice? (Refer to the older v0.2 of the hack, as well as the Excel sheet.) For the next release, I hope to get most if not all of the music back in, as well as insert some Megaman music, such as Megaman & Bass/Rockman & Forte music. Furthermore, I should have MGZ finished by then and more bugs fixed.
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Posted on 07-17-12 10:08:30 PM, in SM64 More Warps Patch Link
I was hoping someone would do this minor, yet useful, mod someday for the less experienced hackers .



Interesting. Shame it decreases the object limitation, however I have an inkling you'll find a way to fix that



I'm assuming that the patch converts some "Empty Objects" into Warp objects; it's the same thing I did with my HUB before this patch with a hex editor. Unfortunately, the only "fix" is to add new objects, which... is a lot more work than you would think. (Refixing pointers after inserting more code, making the ROM on a legal size boundary, etc.)
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Posted on 07-27-12 09:30:21 PM, in Help/Questions about Toad's Tool 64 and SM64 hacking Link
Originally posted by XxNBCxX
Originally posted by Zero One
Originally posted by XxNBCxX
Thanks everyone for helping me with my last problem.

Hey guys im new here, and also new to hacking SM64. So i have two problems, so i have been using Google Sketch Up to create my levels. So im not 100% complete with it, but i figured i give it a try. So i played it worked fine, then i went back to Sketch Up, and added textures. I used one custom texture that i made with paint (dont know if thats the problem), and loaded my ROM. So when i enter the painting (Bomb-omb, where its inserted), it goes to star selection, so i pick the first one, and right when i enter the level Mario dies and bowser's laughing, but im still in air. Then i am exited out of the level. Help?

My Second problem is, plain and simple, my custom level doesn't show up in toads tool.

Thanks in advance


Try upping the scale. It might be there, it's just far too small to see. I found that a value of 500ish worked for me in Blender.


I went to 400, 500, 700, and even 1000. I will keep upping the scale but im not sure if thats the problem. Thanks


The scale is not the problem; your starting position is still out of bounds, I believe. I still have this problem on my hack (see pos 0:18), but haven't had the time to fix it. Some reputable SM64 hackers on YouTube suggested the following solutions for this problem:





I know why that death happens, its because Mario's intachl start position is outside the level's boundries, which you can move with the level importer.

StupidMarioBros1Fan 4 months ago


I have a "Mario Start 1" object within the HUB's boundaries, yet for some reason, he still starts out of bounds. I thought Mario always first spawns there? Unless the starting position that you refer to in the level importer does something else?

Tamk1s in reply to StupidMarioBros1Fan 4 months ago


The orginal Start position of Castle Grounds is kept when you select another level as start position. You can overwrite that in the level importer

MarioGame2222 in reply to Tamk1s 3 months ago in playlist Weitere Videos von Tamk1s


If it was checked when you imported the level then it will overrule any start warp that you place in Toads Tool unfortantly, or if the level replaced is the Castle Grounds, one way to fix this would be to open Toads Tool, see what X, Y, Z offsets that your warp is, open the level importer, check the starting position, and then copy and paste the numbers for the X, Y, Z and that should fix the problem, if not then reimport the level with the banks and stuff and make sure not to check the box.

StupidMarioBros1Fan in reply to Tamk1s 4 months ago


---------------------------


Also, I have a question aimed towards more experience SM64 hackers: How do I get the Bowser object to work? In internal levels, he is a "Special Object;" however, custom levels made with the ObjImporter only use 0x24 3D Objects. When attempting to add Bowser as a 3D Object in a custom arena level written over "Bowser 1st Battle," Bowser's message appears; however, after said message, he is an invisible stationary object.

What inits Bowser? I have the 0x0D Object Bank loaded with "Bowser," what else needs to be in place for proper initz?
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Posted on 07-27-12 09:40:36 PM, in Post your SM64 mods, patches and screenshots here! (NO ROM LINKS!) Link
Originally posted by Celux
Level model with 20,000 faces working at full speed, 64mb rom. With around 40 textures it can handle 16,000.



I will be uploading a branch of the importer some time which allows this.


*Drool*
Impressive! You never cease to amaze...
BTW, are you still working on your SM64 Model Importer, or will this be implemented in said future importer branch?
Tamkis
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Posted on 08-01-12 04:38:01 PM, in SM64 Gameshark/Hex Stuff Link
Very easy, original code I made

Modifiy Mario's 0x23 Collision sphere size

810EE054 XXXX
810EE056 YYYY
810EE058 ZZZZ

Default X/Y/Z sphere radii values are 0025, 00A0, and 0800.

Do take note, however, that you can't pick just any random X/Y/Z sphere radii sizes, because some values crash the game (esp. modifying the Z values). Also note this only changes the collision sphere (for object collision), not his visible size or collision for level geometry.

An example,
Approx Double Mario's sphere:
810EE054 014A
810EE056 0140
810EE058 0800

And to change his visible size,
Approx Double Mario's visible size (floating point):
810F0890 3F80

YouTube video of it in action
-----------------

I recently tried this code on hardware (with my V2.1 Gameshark), but the game crashed after the file select screen. Anyone know why? Just curious...

--------------------
SMB64: SMB 8-bit being remade in the 3D 64 bit world!
Pages: 1 2 3 4 5 6
Jul - Posts by Tamkis






Rusted Logic

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

32 database queries, 45 query cache hits.
Query execution time:  0.067206 seconds
Script execution time:  0.095621 seconds
Total render time:  0.162827 seconds


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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
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