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05-04-22 05:36:22 PM
Jul - Posts by bonifarz
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bonifarz
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Posted on 12-11-07 10:24:12 AM, in PixelScrambler: A fortran program for automized texture modding Link
Originally posted by paulguy
Any tile editing programs without endian problems?



True. As I learn about these issues, I included another option to switch between big and little endian byte order. I also found a couple of other problems that should be fixed now. I will post the update after some testing. It would be nice if I could also provide a full list of all texture offsets so you could process the color values of the entire rom in one run. But I think I am too lazy for that. On the other hand, this would allow a REAL i/o check that prevents you from scambling asm code



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bonifarz
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Posted on 12-13-07 01:49:36 PM, in PixelScrambler: A fortran program for automized texture modding (last edited by bonifarz at 12-15-07 04:52 AM) Link
Originally posted by Matthew Coburn
The thing is, can the N64 still read the correct texture for the paintings? Eg. Willl the ROM display Bomb-omb Battle Field's painting correctly, or just display garabage?


Here WAS an example of the inversion of the red color channel.

The next release will not overwrite parts of your ROM but create a new file.
It might be ready soon, or take its time for debugging. Let's see.

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bonifarz
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Posted on 12-14-07 07:17:05 AM, in PixelScrambler: A fortran program for automized texture modding Link
Originally posted by Matthew Coburn
Originally posted by Apophis
Wow! You've made a program that makes the graphics look like they were done by someone tripping on acid! Way to fail!


Hey! Bonifarz has done a wonderful job at making this tool, and you stab him with a "Way to fail" comment?

This program is great if you want to make a "night-time" hack or something. It's also good because you can then replace the painting with your own custom one, eg. a SM64 Beta-like Painting.



Heheh, this amuses me. Don't worry, I won't get you wrong and I won't feel offended.

The new program works perfectly now and converts the ENTIRE ROM in about 0.25 seconds on a laptop with 1.7 GHz per core!

Ahmmm, it's not about hacking painting textures, it processes ALL TEXTURES YOU WANT in one run. Am I getting repetitive?

Linear transformations in RGB space work fine, but I will also impement linear transformations in HSL space before I release the program.

And if you want to learn about fortran, just PM me, its the main tool of my masters thesis.





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Posted on 12-15-07 07:27:07 AM, in Another modding project: Bonifarz64 (last edited by bonifarz at 12-15-07 04:27 AM) Link

In http://jul.rustedlogic.net/thread.php?id=1576

Originally posted by VL-Tone


Edit: Ok, now I feel bad about having deleted some of the mods threads, I hope to have some of them "untrashed" soon.

Here's the compromise. From now on, you'll have to get the permission from me or another moderator until you can make a thread about an individual mod. First, you'll have to demonstrate, by showing your mod in the dedicated thread http://jul.rustedlogic.net/thread.php?id=436 that your mod is worthy of having its own thread.


Thank you for not having permanently removed all the threads about individual mod projects. A cleanup is indeed a good idea and I would like to make a suggestion at this point.

In my opinion, some threads such as SM64Royal contain(ed) structured and relevant information at the beginning, followed by a sequence of replies of less and less content. What about removing the trash and leaving a threads header, thus keeping the project alive?

I hope the Bonifarz64 project will remain here for a while, although the introduction in the regular thread was limited to a link leading in here.

Thanks again for the development of this astounding tool and the administrative effort to give users an opportunity to discuss their findings.







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Posted on 12-15-07 07:51:21 AM, in PixelScrambler: A fortran program for automized texture modding (last edited by bonifarz at 12-15-07 04:56 AM) Link
Originally posted by Metal_Man88
I should make a COBOL program which scrambles the colors of random Mario images. That would be very useful! Not.

I see what you're doing here, but I think you may want to try to make it more complex. Like... maybe do a pallete swap or something that'll result in an image that DOESN'T look like somebody left it out in the sun and then spilled rainbow goo on it. Just a suggestion.



I see it was a mistake to post that old version of the program before my project was finished. Sorry for that. The example I put above was a check for correct behavior of the application and I know that it looks HORRIBLE, so I removed it.
If I have the time, I will finish the code such that it allows you to tune the red, green, blue, hue, saturation and lightness of all textures, just as you are used to tune your pictures with some standard viewer software or open office.

Swapping the palette would be trivial, but here we have 16bbp rgba, a type of rich color format. On the other hand, in the current version I actually create a "palatte" of 2*32^3 possible colors to process the rom's data much faster (and with a better scaling).

Please be patient, there will something to judge soon, but it's not finished up to now.



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Posted on 12-18-07 02:43:39 PM, in PixelScrambler: A fortran program for automized texture modding (last edited by bonifarz at 12-26-07 06:11 PM) Link
Some things have been rearranged in the input file, some minor issue has been fixed and the colorsample.z64 has been extended to 4x16x32 tiles including a partial mapping of HSL space. All together gives Version 0.3, as linked in the threads header.

Any constructive feedback is highly appreciated.



EDIT:

Version 0.4 is linked and documented at the top of this thread.
It supports tilemolesters bookmark format and optionally tunes the Mario colors.



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Posted on 12-29-07 04:51:24 PM, in My List of Graphic Locations Link

At this point, I do not think there is still a need to do so.
Either you look up specific locations in VL-tones documentations, use tilemolester to find what you need yourself, or you get the bookmarks from the xml file which is included in the current version of my modest pixelscrambler.



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Posted on 01-04-08 01:53:40 PM, in Mod project: Luigi's mansion 64 Link


I have asked Me-me whether he would like to replace the black sky textures with the midnight sky texture from big boo's haunt. He had the same intention and was waiting for an update of TT64 that would allow him to do so. I just wrote him a fortran program to patch the sky textures of his mod.



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Posted on 01-05-08 08:46:50 AM, in Mod project: Luigi's mansion 64 (last edited by bonifarz at 04-14-08 12:07 PM) Link
Originally posted by Me-me

Yeah, I've changed those now and it is perfect!
But i don't think i should release an update
right now, just because the background is changed.


Wait!

As usual when I write a program in 'hurry up and rush' mode,
there have been some things to improve. Now it seems to import the texture fine.
If anyone else is interested, here is the link.
http://www.mediafire.com/?jdtdlmmjwoz



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Posted on 01-30-08 07:45:54 AM, in Another modding project: Bonifarz64 (last edited by bonifarz at 03-02-08 05:22 PM) Link
Originally posted by RJWaters2
I downloaded the mod- clever making the tower the clock tower.
Just wanted to say, the top can be reached when the mechanics aren't moving.

And, in Wet-Dry World, it is still possible to go to Town as soon as the first star; with a long jump and a bounce/slide from the ledge against the wall.


Thank you for this helpful feedback. I will try to fix all of these issues in Version0.4. A PM with the detailed strategy for the frozen clock shortcut would be great.
Some other things are to be rearranged, such as an unlockable shortcut for the castle grounds (thanks to Stevoisiak for his detailed suggestions) and some minor changes. The new stages will be based on tall tall mountain, the wing cap switch and the metal cap switch. Still it will take a while...



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Posted on 02-05-08 07:22:57 AM, in Title screen: I need help Link

This is a very interesting topic for most mods.

A similar problem would be to change the colors of Marios head on the following screen before you enter the file select menu. Any mod with a Luigi theme would make good use of a green cap there.
I assumed there is a set of 24bpp colors for those colorgradients, in analogy to the Mario colors which are edited by TT64. I searched the rom near the star textures used for that screen, as Mario colors are right next to Mario textures, but I did not have success there.
So if somebody spends time on the polygon data of the title screen, the big Mario head could be examined as well.



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Posted on 03-02-08 08:53:12 AM, in Post your SM64 mods, patches and screenshots here! (NO ROM LINKS!) Link

I highly recommend to allow this mod its own thread. Already the first puzzles are the most sophisticated (and sadistic) ones I have ever seen in a SM64 mod.

Originally posted by RJWaters2
Savestates are not encouraged, but it's understandable to use them.

Pure sarcasm... a 15' speed run may have a similar chance to be done without the use of any savestates


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Posted on 03-02-08 08:46:23 PM, in Another modding project: Bonifarz64 Link

--update from V0.3 to V0.4--

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Posted on 03-03-08 09:09:09 AM, in Another modding project: Bonifarz64 Link

Originally posted by RJWaters2
I hate to break it to you, Bonifarz, but the shell ride still isn't mandatory. A triple jump and riding the ledge a bit gets you into the tube.


Again a very helpful comment. I was not careful enough here!
Maybe you will find a way again to get in there without the shell...
but this time, it will be harder. Link updated to the fixed version.

Originally posted by RJWaters2
I ran into an issue with this release. I fell out of the waterfall in the metal cap stage and jumped off the castle waterfall hill, and my game froze. You might have an object there which doesn't belong?


An interesting finding. I tried to cause this issue, but I never had that. The only object that may cause trouble is Flatulencius.


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Posted on 03-31-08 01:41:11 PM, in Mod project: Super Mario 128 Link

I recommend not to judge this work by the screenshots only. The visual appearance may still change, I guess. As RJWaters emphasized, the focus seems to be on the design of an ultimately difficult platform game, so you need to take a closer look at it to actually get that sense of gameplay. However, this may take its time and some patience. Expect at least half an hour of effort to get on the castles roof, which is the first of about 5 individual challenges to merely get inside the castle.

@RJWaters2: Did you doublecheck all passages to the 17 stars of this release are possible to beat? The path to the top of the obelisk, act one, already looks hardly possible. I noticed you placed many act-dependent objects there.

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Jul - Posts by bonifarz


Rusted Logic

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

26 database queries, 35 query cache hits.
Query execution time: 0.087823 seconds
Script execution time: 0.025194 seconds
Total render time: 0.113017 seconds