Register - Login
Views: 99799224
Main - Memberlist - Active users - Calendar - Wiki - IRC Chat - Online users
Ranks - Rules/FAQ - Stats - Latest Posts - Color Chart - Smilies
05-03-22 06:19:52 AM
Jul - Posts by Kenshi
Pages: 1 2 3 4
Kenshi
Member
Level: 21


Posts: 43/75
EXP: 47478
For next: 2465

Since: 09-15-07

From: NY

Since last post: 6.9 years
Last activity: 6.3 years

Posted on 09-01-09 08:08:17 PM, in NSMB Editor 5 Downloads (last edited by mortalkenshi2 at 09-01-09 05:29 PM) Link
Nvm got it to work. Its so glitchy under mono. Maybe in the future it will be better but its missing scroll bars, there is some ghosting. (On one tab there is a set of text and on the next tab its still there and goes away after a while)
Kenshi
Member
Level: 21


Posts: 44/75
EXP: 47478
For next: 2465

Since: 09-15-07

From: NY

Since last post: 6.9 years
Last activity: 6.3 years

Posted on 10-20-09 01:24:19 AM, in Toad's Tool 0.6.0 (On hiatus for an indefinite amount of time) (last edited by mortalkenshi2 at 10-19-09 10:25 PM) Link
After seeing where this thread has gone I had to stop lurking on the forums and make a post.

I'm pretty sure VL-Tone made a thread awhile back about water hexing. (It was named super geeky hex hacking stuff + Geo or something.) So I'm sure its possible to do. A couple things, Good job on this, SM64 hacking has come a long way since I last touched a hex editor. [ -7th Grade- ]

Now Don't mean to shoot a bunch of questions at you guys but this a list of questions I have, Feel free to answer any.

I remember reading about extra level slots in SM64. In Rstewarts collision editor that was in like Super Alpha Stage he had some extra levels listed there as well. Are those levels usable in game, and are we able to extend the number of stars that you can put in the game in total? (like SM64 DS) I think one cool thing would be to take DK64 levels and put them in here. DiD you recreate that level or did you get the model of it? (Probably got the model but worth asking)

Messiaen, your hack had the ability to switch between Mario & Luigi During the game select screen. Is it possible to like hit a cap and have the models switch or something mid game? Or maybe Your certain characters in certain levels and not others.

(that sounds confusing but for example I would be mario in Bob Omb battlefield and then Luigi in whomps fortress.)

Finally, I haven't seen it yet and I cannot music hack but if you ever get around to it, I'd like to see any Ocarina of Time Level put into this with some music from it as well (Windmill Music!)

Edit: I also got that same effect awhile back however Mario was lighter rainbow and you couldn't really see his textures because those were covered in the rainbow as well. (Eyes nose mustache mouth Hair)

Edit 2 : VL, Is that first screenshot where you said this is how its supposed to look from TT64? Or a different source?
Kenshi
Member
Level: 21


Posts: 45/75
EXP: 47478
For next: 2465

Since: 09-15-07

From: NY

Since last post: 6.9 years
Last activity: 6.3 years

Posted on 10-20-09 11:49:05 PM, in Toad's Tool 0.6.0 (On hiatus for an indefinite amount of time) Link
VL you running Bottles Glasses under dual booting using an intel mac?

Also, What do you use for screen capturing now, or do you capture under the windows partition?

[I use a PPC mac with leopard but I have an intel Mac so thats why Im wondering]
Kenshi
Member
Level: 21


Posts: 46/75
EXP: 47478
For next: 2465

Since: 09-15-07

From: NY

Since last post: 6.9 years
Last activity: 6.3 years

Posted on 11-29-09 03:54:09 PM, in Mario 64 Level Importer (last edited by mortalkenshi2 at 11-29-09 11:13 PM) Link
Im in Highschool really isn't much of an excuse. I was hacking sm64 since I was in 6th grade (about 4yrs ago) and stopped hacking after 3yrs. However I do browse the forums to see what good projects are going throughout the community.

Messiaen, you should try that in another emulator see if it gets the same response since It could be the emulators way of projecting the texture. It happened to VL-Tone awhile back with the textures.
Kenshi
Member
Level: 21


Posts: 47/75
EXP: 47478
For next: 2465

Since: 09-15-07

From: NY

Since last post: 6.9 years
Last activity: 6.3 years

Posted on 12-11-09 10:21:44 PM, in huston we have a problem? Link
I like how 2 new guys that don't even know how to read "post your questions here", and cannot spell are trying to tell mods/admin to stfu lol. Display case is a good idea btw. Anyway If you wanna try again go read the FAQ its there for a reason. [On The Top]
Kenshi
Member
Level: 21


Posts: 48/75
EXP: 47478
For next: 2465

Since: 09-15-07

From: NY

Since last post: 6.9 years
Last activity: 6.3 years

Posted on 02-05-10 01:24:55 AM, in Beta Stuff Thread: Beta Trampoline and other stuff Link
I think the 3rd one is the look of the water from when your underwater. Ie: When your above Jolly roger bay you get the 2nd texture when your under you get the 3rd. When your above castle grounds water you get the 1st and when your below you get the 3rd. Nice trick to save RAM/Rom Space.
Kenshi
Member
Level: 21


Posts: 49/75
EXP: 47478
For next: 2465

Since: 09-15-07

From: NY

Since last post: 6.9 years
Last activity: 6.3 years

Posted on 05-25-10 09:35:01 AM, in Toad's Tool 0.6.0 (On hiatus for an indefinite amount of time) (last edited by mortalkenshi2 at 05-25-10 06:37 AM) Link
Originally posted by VL-Tone
Well nobody should be blamed for anything here We're doing this on our free time, and there's that "real life" thing outside of this virtual community.

The version I sent to messiaen is essentially v0.6, but the sky bg and model importer are unfinished and buggy. The goal was to test a version where some basic stuff was fixed (for example, the limit in the GBI command buffer and maximum number of textures), and releasing some intermediary version (0.5995b?) with the bg and model importers disabled. So I was asking messiaen to test the main functionality, because I changed a few things in the main interface.

But now I'm thinking of changing my plans... I may release the same version I sent to messiaen , as is (with the new importers enabled) right here in this forum but not on my webpage.

This version would be clearly labeled as "Pre-Alpha" and buggy, and not intended for real work. I already put some disclaimer in big red letters right on the title screen.

I do have more time these days than I had a few weeks ago. My main problem at this point is not the lack of time, but that since I've only seldom worked on it over the last couple of months, I forgot about many of the remaining issues, and I'm really stressed about the fact that I don't know where to start when it comes to fixing and finishing that thing.

The debugging feedback would help me get back into working on TT64, and focus on specific issues, without feeling alone in all this.

I just don't want this debug/pre-alpha version to spread into the wild. I don't want people to complain that this version corrupted their ROM or crashed before they saved their changes.

So what do you guys think about this?


I haven't even touched M64 hacking in about 6 months but I do keep up with the progress you guys make and to both you and Messiaen I'm impressed. (who's not?) Anyway, if you were to release a pre 6.0 or the test that you sent Messiaen then I would definitely go and try and find out any bugs it has. Since I am one of the few people on this forum that has a mac (PPC & Intel) I can let you know the bugs it has on a Mac operating system other than your own and I guess pretty much anyone else can let you know what happens on Windows.


-On a side note, A part of the FAQ should say if you ask for a TT64 release date you will be banned. Something like that, just to discourage the people that only sign up to ask that question-
Kenshi
Member
Level: 21


Posts: 50/75
EXP: 47478
For next: 2465

Since: 09-15-07

From: NY

Since last post: 6.9 years
Last activity: 6.3 years

Posted on 06-28-10 03:55:20 PM, in Toad's Tool 0.6.0 (On hiatus for an indefinite amount of time) Link
To VL-Tone's last post in mid April, (its now pushing July) A buggy pre-alpha version would be fine to release on just the forum. Lucky Messiaen got it first but he can only test on one operating system. I have two (yay me) and everyone else can encounter a ton of different errors and help you have a place to start up again from. The forum is here for a reason and so for that your never alone in working on it.
I've kind of given up on hacking and finding new info since Messiaen kind of took the lead in it and I got lost in his explanations of how to do what I thought should've been simple to me. I'd pick it up though to go and help you out with bugs and I'm sure most of the people in the forum would to.
If anything you can just PM specific users that you want to test it out (Messaien who already got a test version, Rstewart, Cellar Dwellar, Me :] ) Im not sure if some of these users are still around or not since I just lurk around once in awhile now but these were some of the more active users in the past who surpassed other users in different aspects of hacking Mario 64. (Not me but I'd love to bug test) If you want info on my operating system and bug info you can PM me or post here. Anyway I hope you still continue working on it if you need help finding issues the forum posters are here.
Kenshi
Member
Level: 21


Posts: 51/75
EXP: 47478
For next: 2465

Since: 09-15-07

From: NY

Since last post: 6.9 years
Last activity: 6.3 years

Posted on 11-05-10 02:36:17 AM, in Super Mario 64: The Missing Stars RELEASED! (Download link on first post) (last edited by mortalkenshi2 at 11-04-10 11:37 PM) Link
Messiaen, According to what I've heard somewhere among the mass changes made in this rom hack, some affect the process of saving data in the game. Wii 64 can fully play the hack but does not have support to save it. Im not completely sure on the details as I'm going just on what I've looked up on it. Is there any way you could modify it or release a version with a saving method that would work for the emulator on the wii?

(This is Wii64 the Emulator for the Nintendo Wii using Homebrew) This isn't the only game with that problem but I'm thinking there might be a way for you to fix it for The Missing Stars specifically.

Also one more thing, Is there no way other than getting game over to exit the game? I think SM64 was like that however with the character change being on the file select screen it makes it impossible to switch characters in a single run without saving lol.

I'll be back 2morrow to fix this post as I'm really tired right now and have a feeling most of the above didn't make much sense...
Kenshi
Member
Level: 21


Posts: 52/75
EXP: 47478
For next: 2465

Since: 09-15-07

From: NY

Since last post: 6.9 years
Last activity: 6.3 years

Posted on 11-07-10 07:46:45 PM, in Mario 64 Level Importer Link
Can Anyone start posting some OBJ Files for me to test out? Thanks
Kenshi
Member
Level: 21


Posts: 53/75
EXP: 47478
For next: 2465

Since: 09-15-07

From: NY

Since last post: 6.9 years
Last activity: 6.3 years

Posted on 11-07-10 09:52:43 PM, in Toad's Tool 0.6.0 (On hiatus for an indefinite amount of time) (last edited by mortalkenshi2 at 11-08-10 03:10 PM) Link
Originally posted by cooliscool
VL-Tone, here's a new obj (this time it's Mumbo's Mountain, which uses similar blending techniques) with all necessary RDP commands exported (SET|CLEARGEOMETRYMODE, SETCOMBINE, SETOTHERMODE_H|L). This should fix everything up nicely, while giving you a good view of what to do in the future. Just inject them into your display list as they appear.


Mumbo's Mountain .obj

And here's a build of Bottles' Glasses which exports all of this data in its .obj files:

Bottles' Glasses TT64 mod


Link is Dead anyone have the file? And if you do could you upload it by any chance?

EDIT: Nevermind got it
Kenshi
Member
Level: 21


Posts: 54/75
EXP: 47478
For next: 2465

Since: 09-15-07

From: NY

Since last post: 6.9 years
Last activity: 6.3 years

Posted on 09-03-11 08:19:29 PM, in N64 Level Exporting? Link
So with the release of so many tools by Messiaen for importing levels and textures into SM64, hacks have become more creative and original as ever. Now I am wondering about importing levels from other games just for the fun of playing in them. I'm well aware its possible to export levels for Zelda Oot, anyone know if there are any ways to export levels from other N64 games? (Tools to do so?)

My main goal is to export levels from DK64 as an obj or any compatible 3d file and if possible with textures although I'm not sure how much of this is possible.
Kenshi
Member
Level: 21


Posts: 55/75
EXP: 47478
For next: 2465

Since: 09-15-07

From: NY

Since last post: 6.9 years
Last activity: 6.3 years

Posted on 09-07-11 07:23:30 PM, in Mario 64 Level Importer Link
Originally posted by messiaen
It's almost done, I just lack the time to sort out a few details and finish some new features, so I can't tell you exactly when it's going to be released, but probably this month.


This is slightly off topic but thats a model from Banjo Kazooie or one of the RARE games for n64 right? Any place I could get these models or are you exporting them yourself? Thanks.
Kenshi
Member
Level: 21


Posts: 56/75
EXP: 47478
For next: 2465

Since: 09-15-07

From: NY

Since last post: 6.9 years
Last activity: 6.3 years

Posted on 01-08-12 06:14:37 PM, in Mega Man 2 Time Attack Mod Link
Amazing job. Not only did you come up with a great idea, but you implemented it perfectly. I'm really hoping you batch release the IPS files on your website at least temporarily. I'm gonna permanently store them on my dropbox account as I'm collecting all the best Rom Hacks I can find on there.
Kenshi
Member
Level: 21


Posts: 57/75
EXP: 47478
For next: 2465

Since: 09-15-07

From: NY

Since last post: 6.9 years
Last activity: 6.3 years

Posted on 01-08-12 08:06:46 PM, in Acmlm archives (last edited by Kenshi at 01-09-12 05:12 PM) Link
Don't mean to bump an old thread but I'm curious about a few things. How come there isn't a backup of the old boards on this site or for that matter anywhere else EXCEPT the Board 2? If there is one, please link it because as MetalMan listed above its not smart to become dependent on something that can disappear at random.

I don't know a lot about Html & saving backups but is there anyway I could backup the entire site myself and save it on to my computer? (I can imagine this taking lots of space but there are definitely some important things on all 3 board backups and if you don't want to explain it on here feel free to PM me) I remember one of the users whose probably inactive on this board by now telling me he had saved lots of important things from either the 2nd or 3rd Board Incarnation related to SM64 hacking but the chances of getting a response from him at this point are pretty slim.

If all goes well and
A) There is another set of backups then they will be posted here hopefully.
or
B) I make a backup myself in which case I will post it here anyway.
Kenshi
Member
Level: 21


Posts: 58/75
EXP: 47478
For next: 2465

Since: 09-15-07

From: NY

Since last post: 6.9 years
Last activity: 6.3 years

Posted on 01-26-12 01:36:28 PM, in Mario 64 Level Importer Link
Originally posted by messiaen
I don't promise anything, since this feature is very complex to implement properly and will require major changes in the importer. Also, I need to take in account TT64 limitations, which will limit a bit my choices.

I get problems with the 3D preview all the time with a few specific .obj files, I wonder why nobody else reported this problem yet.

Edit: just added something minor but still useful: water box preview. You can move it inside the 3D preview, so no need to get coordinates from TT64.

Edit2: That's odd, when running the 3D preview inside Visual C++ Irrlicht uses the Intel HD Graphic Adapter of my Notebook and Open GL 2.1 and that runs fine. When launched from the importer, it uses GeForte GT 325 using OpenGL 3.3 and it gets horribly slow. I'll see if updating drivers makes a difference, but I guess I should also test using DirectX as renderer, too bad I didn't compile it into the Irrlicht DLL because I didn't want to install the DirectX just for this. Unless someone complains about it, I'll probably won't add it for now.


I've seen you mention it a couple times and I'm unsure of what you mean by it. Are you building your program based off Toad's Tool? And by that I mean if there a limitations of that program in terms of what it can read in a level, you are limiting your program to that number as well in order to make sure the model is still useable in TT64?

Also I'm thinking of starting a full fledge hack now with a couple people anyone interested feel free to PM me.

I'm sure this was asked before but what are some of the best free 3D programs that export to OBJ & what should I make sure to do when exporting models? I remember initially if you did a wall a certain way on sketchup the collision wouldn't match up under your importer I think, and triangle issues with textures?

Thanks In Advance.
Kenshi
Member
Level: 21


Posts: 59/75
EXP: 47478
For next: 2465

Since: 09-15-07

From: NY

Since last post: 6.9 years
Last activity: 6.3 years

Posted on 01-26-12 06:38:56 PM, in Mario 64 Level Importer (last edited by Kenshi at 01-26-12 03:46 PM) Link
Originally posted by messiaen
TT64 needs to be able to read the ROM properly. It's flexible enough for most of our needs, however when hacking a game extensively, many changes to the game engine are done to obtain more flexibility, so I have to take in account what kind of modifications will be compatible with TT64.

SketchUp seems to be what everyone is using, since its so easy. Celux has reported that using the native .OBJ Exporter (only in Pro Version) works much better than the free plugin I link on my page.


Ah I see, so after importing the model, you guys use TT64 to do the rest of the work.


What about with textures, not sure how that works in regards to your importer and I know TT64 there was a file that needed to be deleted before, That still the case? Sorry for the like basic questions but I've been out of hacking SM64 for quite awhile, and I don't currently own a windows so I haven't used any of your programs.

We can take this to PMs if you like but I think having these questions answered in the open can benefit others as well. I'll put together a nice document too!

Kenshi
Member
Level: 21


Posts: 60/75
EXP: 47478
For next: 2465

Since: 09-15-07

From: NY

Since last post: 6.9 years
Last activity: 6.3 years

Posted on 01-29-12 03:04:10 PM, in Mario 64 Level Importer (last edited by Kenshi at 01-29-12 07:12 PM) Link
So after looking through all the textures for about 10 minutes trying to find the water one I'm at a loss. I also went through reading every post of the Water Hex Hacking Thread and now I have two things I can't figure out.

I'm guessing that eventually you guys did figure out how to incorporate water polygons into a level without it crashing right? How or did he end up going with a 0x24 Water object? And on top of that, where can I find the water texture that SM64 uses and edit that?



____________________
This is a sig.
Kenshi
Member
Level: 21


Posts: 61/75
EXP: 47478
For next: 2465

Since: 09-15-07

From: NY

Since last post: 6.9 years
Last activity: 6.3 years

Posted on 01-30-12 04:14:12 AM, in Mario 64 Level Importer (last edited by Kenshi at 02-01-12 08:45 AM) Link
Originally posted by Metal_Man88
Beware, Tile Molester likes to corrupt stuff in SM64. I'd suggest you back up your data if you start using that.


Lol I'd so prefer not too because after the import and export textures features in TT64 were implemented, I thought those days of horrible Tile Molester editing were behind us. It eats ROM's and its also very difficult to edit using that. I guess TT doesn't actually have every texture in the game?

____________________
This is a sig.
Kenshi
Member
Level: 21


Posts: 62/75
EXP: 47478
For next: 2465

Since: 09-15-07

From: NY

Since last post: 6.9 years
Last activity: 6.3 years

Posted on 03-03-12 03:16:20 PM, in Correctly Compilling C For Usage With N64 Link
Originally posted by Cajetan
Originally posted by ShenoxVII

Lol hey tarek, haven't talked to you since I met you randomly on kaillera like a couple of years ago, and before that when we were hacking that kiddy game. If you are the person i think you are, German.

Btw, NICE tutorial, I love it thanks for doing this its a huge break through for progress in the sm64 hacking world, hopefully this will gain popularity of more complex hacks and now dealing with actual languages with the rom, so we can build off of it.

This, is great.


Ah that was you? I never knew that. However, you actually should thank Messiaen. He's the one that even found this possibility. I did just write a tutorial how to use it. Btw, im going to update it. Also, we should not getting off-topic. This topic is actually about C usage.

Oh, i nearly forgot: Messiaen is there any way to edit the Dialog text without using the Text Wrangler? I work currently on some project, which i need some way to edit the dialog text in my C file without using the Text Wrangler.


I've read throughout the whole thread and yet I can't understand entirely what this does. What does Compiling C or use with the N64 allow you to do?

____________________
This is a sig.
Pages: 1 2 3 4
Jul - Posts by Kenshi


Rusted Logic

Acmlmboard - commit 47be4dc [2021-08-23]
©2000-2022 Acmlm, Xkeeper, Kaito Sinclaire, et al.

31 database queries, 45 query cache hits.
Query execution time: 0.077955 seconds
Script execution time: 0.024277 seconds
Total render time: 0.102232 seconds