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05-04-22 05:36:01 PM
Jul - Posts by Mega Mario XD
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Mega Mario XD
80
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Posts: 62/81
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Since: 10-26-07

From: Australia

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Posted on 01-13-08 11:23:36 PM, in Why a Peach 64 hack is not impossible, but would require a lot of work! Link
I crashed the ROM replacing mario's hex values in TT64 for Peach's using the Copy Values and Paste values bottons.

The music would play, but the Graphics would freeze on a white screen.

Still, I'm learning through mistakes.
Mega Mario XD
80
Level: 22


Posts: 63/81
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Since: 10-26-07

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Posted on 01-18-08 03:15:42 AM, in SMB2 Graphics for use with SMW? Link
Hi.

I was wondering if someone could rip me the character's GFX from the SM Allstars version of SMB2, or at least tell me how to rip the GFX from SMB2 in the Allstars ROM. I found some Beta sprites that haven't been used inside the ROM, but I wasen't sure about ripping the actual ones that are displayed when you're playing the game.

I'm working on a SMB2-like SMW Hack, and I'm just wondering if anyone can help me/tell me how to rip the SMB2 GFX.

Many thanks,
Mega Mario XD
Mega Mario XD
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Posted on 01-18-08 03:26:37 AM, in Post Beta SMW discoveries here. Link
The Red Switch in the final world (Bowser's World, or whatever) may have been from Vanilla Dome, how the switch is on the right of Vanilla Dome 2, and Lunar Magic may have displayed it there for some reason...

Anyway, what level does that switch refer too? If it's a valid level, well... That'll be interesting.

I'll load up my hack and look at it. Stay tuned.
Mega Mario XD
80
Level: 22


Posts: 65/81
EXP: 53094
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Since: 10-26-07

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Posted on 01-18-08 03:28:12 AM, in SMB2 Graphics for use with SMW? Link
I could, but I would have to recolor them for correct palette usage, etc.
Mega Mario XD
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Posted on 01-21-08 03:51:42 AM, in FlatWorld Battlefield (New flat empty level template to start from!!) (last edited by Mega Mario XD at 01-21-08 12:53 AM) Link
Well, this looks good. However, my backup DVD went corrupto on me, and I lost my Peachy64 Hack. Great.

If it's going to cause errors, I'll have to pass on this. I'll wait until a "Add new object" button is put in.

I'll install the new version of TT64; but that's it. I don't feel like editing objects right now.

EDIT: No Hills or holes?
Mega Mario XD
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Posted on 01-21-08 04:07:35 AM, in SMB2 Graphics for use with SMW? Link
I meant the character gfx; not the background gfx. SMAS+SMW also works. I found the character gfx as it's after some SMB3 pipe bg data.

Thanks.
Mega Mario XD
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Posted on 04-27-08 09:04:19 PM, in Experimental Platform Battlefield v0.4 RELEASED (Mac patch included) Link
This is sheer awesomeness. It won't be long until we can make a Master Quest of SM64.

I can't try out the patches just now, but I'll try 'em out sometime soon.
Mega Mario XD
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Posted on 04-28-08 05:15:35 AM, in Naming the Textures Link
Looking Excellent. Too bad TT64 doesn't have a 'rename' function that saves a list of the names, and when you roll your mouse over the texture, the name pops up.

Keep up the good work!

There's some peach textures that you can edit in TT64, btw. And as a correction, it's Bowser, not Booster. Don't worry, I'm not being picky.
Mega Mario XD
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Posted on 05-02-08 05:59:59 AM, in Behaviour Scripts (last edited by Mega Mario XD at 05-02-08 03:01 AM) Link
Originally posted by yoshiman
I haven't found the mouse yet used for the file select screen and as I'll be on holiday tomorrow I'll have to continue investigating when I get back.


James, I haven't done much RAM editing, but I know the texture for that is in the ROM. If I could get a program that linked into SM64 in PJ64, I could see if I could change it.

As for the emulators, when you apply codes, it temporary backs up the info of the RAM a temp file. When you disable the codes, it replaces the modded RAM addresses with the values of the old addresses. However, that would have a problem with the level address for example.

Say the level number is 06 for the battlefield course. In the RAM, it would say at address XXXXXXX 00000006 or something. Like if your in Cold, cold mountain, which could be 0000001A, I dunno if I'm correct 100%, but if the emulator reset that RAM address using the previous code that it 'backed up' (the 06 one), the game could have a spaz attack and crash.

I think emulators look at the changed addresses in the RAM only and back them up, say if you had a Moonjump code, it would modify the jump value for mario to 255 for example, but you disable it, and it would replace it with the old value (60 for example).

I should be somewhat correct. If I'm not, please correct me.
Mega Mario XD
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Posted on 05-05-08 07:20:58 AM, in _ Link
Everybody dance now... Dun... Dun Dun Dun...
Mega Mario XD
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Posted on 06-10-08 05:37:00 AM, in Why a Peach 64 hack is not impossible, but would require a lot of work! Link
No wonder....

Well, James and I have sorta got a Peach Hack v1.5 which is a modded version of VL-Tone's Peach Head on Mario.

He's got some of the work done, but would we have to in theory, remove all the stuff in the castle for Peach to appear inside the castle? At the current moment, it crashes upon entry.
Mega Mario XD
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EXP: 53094
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Since: 10-26-07

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Posted on 06-14-08 02:15:45 AM, in Renegade64, a few emulators and Super Mario 64 Link
Hi all.

I was using Renegade64 to modify the RAM and find a value in the RAM in Super Mario 64, following yoshiman's instructions, like "Search for value XXXXXXX" on a GTalk conversion (this was audio chat, not text chat)

The value for me to find was "800F0860". I loaded Project64 v1.6 up, and attached Renegade64 to the emulator. I went to view memory (Memory Editor). ReadProcessMemory failed. Drat.

I closed PJ64 and detached Renegade64.

I downloaded and launched Mupen64. Attached it to Mupen64. Memory Editor worked, however I couldn't work out how to find that value in the RAM using Code Search. After attaching, deattaching, downloading and launch emulators, and wasting megabytes of precious RAM that Windows could have been using for temporary garbage, I couldn't figure out how to use the Code Search.

This is what yoshiman told me:

The value to search for is 32bits (32 bits (4bytes) setting in Renegade64), and it's equal to. In other words, find a address'es values or something that's equal to 800F0860 (80 0F 08 60, i think).

Can someone please tell me what to do on the code search window? It's awfully confusing and I propably wasted a good hour of hacking time trying to find out how to use it.

Oh, and please, don't say "Use Nemu". It DOES NOT load the extended ROM past the file select screen (damn it).

Thanks.
Mega Mario XD
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Posted on 06-14-08 02:37:54 AM, in Changing SM64 text fonts Link
I've alread found that out. If you look at some of the threads I made, there's like Japanese texts and such.
Mega Mario XD
80
Level: 22


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Since: 10-26-07

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Posted on 06-14-08 02:43:01 AM, in Why a Peach 64 hack is not impossible, but would require a lot of work! Link
Sounds like that the transparent setting is incorrect.

If you change some value to 00, (I'll dig it up) you'll be able to have a non-transparent model for Peach, I think.
Mega Mario XD
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Posted on 06-17-08 05:55:52 AM, in Why a Peach 64 hack is not impossible, but would require a lot of work! Link
Sounds good, messiaen.

I sent you a PM about this.

Would you be able to do a hack for use with Peach in Flatworld?
Mega Mario XD
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Posted on 06-17-08 09:33:39 PM, in Why a Peach 64 hack is not impossible, but would require a lot of work! Link
I can do that in TT64, I think.

Erm... does that mean I need to pull out my hex editor as well?
Mega Mario XD
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Posted on 06-20-08 11:11:42 PM, in Weird roms Link
You can make GS Codes permaent using the Renegade64 Trainer tool.
Mega Mario XD
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Posted on 07-15-08 09:24:59 PM, in Toad's Tool 0.6.0 (On hiatus for an indefinite amount of time) Link
This is awesome. Keep up the good work.
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Jul - Posts by Mega Mario XD


Rusted Logic

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