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05-03-22 06:06:38 AM
Jul - Posts by messiaen
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messiaen
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Posted on 04-08-08 11:50:01 AM, in ToadsTool Suggestions (last edited by messiaen at 04-08-08 08:51 AM) Link
I'm not sure what you mean, by I also have some suggestion related to textures. The texture viewer is very nice, however it could show not just absolute hex values but also what textures are currently loaded in a level, in which bank, and what relative bank hex values they use.
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Posted on 04-08-08 11:55:27 AM, in TT64 Version 0.5.9b Released! Bug reports here. (last edited by messiaen at 04-08-08 06:46 PM) Link
Two bugs related to the "Save" button trigger in 0.5.9b.

When you move 0x24 objecst X,Y,Z positions using the keyboard, it won't trigger the Save button. The same applies when you change "Mario Size" in the "Edit Texture" window.

However, Mario's bug is of a different order, as it actually SAVES the value in the ROM without asking.

Edit: Ops, Mario Size auto-save is not a bug, just the way it is designed (see TT64 Read Me!).
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Posted on 04-09-08 11:15:48 AM, in ToadsTool Suggestions (last edited by messiaen at 04-25-08 11:17 PM) Link
GhostMaster: That is actually a good suggestion. I think TT64 could have customized labels for the textures, just like there are for Models/Behaviors/Combos. Just don't expect VL-Tone to categorize the textures for you, that would have to be done by the users themselves, and when we got a complete label list, this could be implemented as default in Toad's Tool. You could in fact start right away and get a few people to help you (start a thread) if you really want that feature to be in TT64.
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Posted on 04-09-08 06:46:51 PM, in Experimental Platform Battlefield Beta 001 (last edited by messiaen at 04-16-08 07:30 PM) Link
Hello!

This is a very simple custom level built from FlatWorld Battlefield.

It features a custom platform model with moveable collision. You can replicate it many times as a 0x24 object. The level design for this is still very crappy, but hopefully you can create something better with it .

To open this in TT64 you will need first to erase the M64GeometryDataFlat.m64 from your Toad's Tool folder.



Download suspended until version 002 ! (Version 001 should have been called "CrashWorld Battlefield"

Thanks to rstewart215804 for sharing some collision data info.
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Posted on 04-10-08 05:46:27 PM, in Behaviour Scripts (last edited by messiaen at 04-18-08 04:59 PM) Link
I'm pretty sure VL-Tone knows this one (it's fairly obvious), but since this isn't documented in the official Behavior document, I'll report it.

Command 0x04 is used to jump in behavior data.

[04] [00 00 00] [13] [00 06 44]

[0] = command byte
[1,2,3] = Always 0
[4] = Bank
[5,6,7] = Offset

After the jump, there is no return to the original data, it will continue in the jump offset until a 0x09 command that marks the end of it.

--- Edit ---

Now I think these are major discoveries!

Command 0x32 not only scale objects X,Y,Z but also the collision data!
The usage is very simple:

[32] [00] [00 32]

[0] = command byte
[1] = Probably always 0
[2,3] = Scaling Factor (%), in this case 32 = 50% of the original size.

Also, it seems that command 0x1E has the effect of keeping objects on ground.

[1E] [00 00 00]

[0] = command byte
[1,2,3] = Probably always 0, but one could try and see if there are some tweaks for it. (Like keeping from a certain ground distance)
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Posted on 04-11-08 12:09:04 AM, in FlatWorld Battlefield, Take Two (New flat empty level template! TT64 v0.5.98b!) (last edited by messiaen at 04-21-08 10:42 AM) Link
Uh, perhaps you missed this?

This is the concept of "Platform Battlefield", a empty level (it contains no terrain like Flatworld, just death at the bottom of the level) where you can move solid custom objects around. See more in the dedicated thread.

--

Edit: Indeed there is a command the scales collision data! Check out the Behavior thread

Edit2: Also, I have been experiment with the 0x20 Geo Layout command, and indeed it determines drawing distance (how close you need to get to the object so that it is drawn). The range of values are 0000 - 07FF. Anything beyond hex 8000 (dec 32768) will make the object invisible (probably some negative/positive values issue).
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Posted on 04-12-08 12:03:47 AM, in Experimental Platform Battlefield Beta 001 (last edited by messiaen at 04-11-08 09:35 PM) Link
Thanks! Did you experience any crashes on your emulator? I am very worried about some random crashes I get, it seems I haven't found yet a stable "solid" behavior script. If I can't fix that really soon, I'll delete this thread until I got something more reliable.

Besides that problem, I'll try to adjust texture coordinates and get a few more "terrain blocks" for version 002, so hopefully it will be much more interesting than this one. Also, I need people to help with Level Design (no hex skills required, just some TT64 experience) and testing.
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Posted on 04-12-08 02:31:19 PM, in Experimental Platform Battlefield Beta 001 (last edited by messiaen at 04-16-08 03:33 PM) Link
rstewart215804: Yes, I just set the Flatworld terrain to 000A and lowered the "Y" vertice values. I didn't delete the level terrain polygons, just set them clockwise, so they won't show up in the game (but will in TT64 if you don't enable culling). The reason for that is if I just replaced the 0xBF commands with 00 values, or set the triangles to 00, 00, 00, TT64 will crash. There is some explanation for this on some older thread.

Edit: While checking for collision errors (and indeed I found one in my platform), I discovered something very interesting. Collision triangles are also sensitive to culling, so clockwise/counter-clockwise DOES matter. In fact, you can have one kind of fake wall which can only be trepassable by one side! I can't remember seeing that kind of use in the game, but it could be used for hidden areas.

Update: I still get some errors, but those occur only on some rotated platforms. Also, be sure to check the behavior thread for some interesting update regarding scaling commands!

Preview Screenshots for Version 002


Building Level Geometry with 0x24 objects.

I also had another idea for this, but I would need some help with it. Maybe I could create 2 copies of FlatWorld Battlefield in my release: one would be just a "geometry level" creator. All its loaded 0x22/0x21 commands would be custom blocks/platforms/terrains, etc. Then some custom program would read the 0x24 object data and write it as level terrain in the *other* Flatworld, so it wouldn't waste useful 0x24 objects slots for this. I think this would be a feasible way to create levels from scratch using the current TT64 interface and would require very simple coding (this is the part where I need help, I could design the program and prepare the ROM, but writing the program is something beyond my current knowledge).

One note about extending bank 0x13 (behavior bank): TT64 works well with extended banks, detects new behaviors and assign them new labels. However, I am not sure if there is too much RAM space for bank 0x13 for expansion. One of the side effects I noticed is that if you expand it too much, the game may crash or you'll miss some textures in the game! Behaviors are very short, so probably this won't be a problem, but I don't want to abuse my luck .

Since my custom behaviors are only used in the Flatworld level, there is one easy solution, and that is writing the custom behaviors to the 0x07 or 0x0E Bank, which are very expansable. That is, they will be only loaded in FlatWorld, unlike the 0x13 bank which is loaded all the time. The problem is that probably TT64 won't support this. It will create a new behavior, however when you assign it to some model, it will point to bank 13, and you have to manually change the 0x24 command to point to bank 07.

Maybe this is a too specific need to be added for now in TT64, but if you want a lot of new behaviors inside a level, or modified ones without affecting the global 0x13 bank, that could be one interesting feature. Let me stress that TT64 is already amazingly flexible to modifications (thanks a lot for that VL-Tone).
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Posted on 04-15-08 11:38:30 PM, in Editing last post of thread should update last post time of the thread (last edited by messiaen at 04-27-08 06:11 PM) Link
I also support neotransotaku`s first suggestion. Let's suppose I have the last post of an old thread, but then come with something interesting and edit it. The time should be updated an the thread moved up, so other people can notice that there is new information.

Update: Stupid suggestion.
So: "Editing last post of thread should not update last post time of the thread and especially not move up the thread".
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Posted on 04-17-08 04:19:55 PM, in Experimental Platform Battlefield v0.4 RELEASED (Mac patch included) (last edited by Kles at 08-03-08 10:20 PM) Link
-----------------------------------------------
EXPERIMENTAL PLATFORM BATTLEFIELD V0.4
-----------------------------------------------


This patch adds a bunch of custom/imported objects to Flatworld Battlefield. Each custom model has a respective collision behavior, so you can move and replicate it as a 0x24 object. Enemies won't be able walk on most objects, unless you manually edit the behaviors.
There are two templates to start from: the Bob-omb Battlefield level is replaced with the Flatworld terrain and Whomp's Fortress is replaced with an empty terrain with a "death at the bottom" feature. When you first enter the level, you'll see all the custom blocks available. These don't constitute a level, but are there so that Toad's Tool 64 can detect the new behaviors and create appropriate Object Combos. Be sure to explore all the objects available in the level.

IMPORTANT: My recommendation is to use this patch on a second copy of TT64. You *MUST* delete the M64GeometryDataFlat.M64 file from your TT64 folder before opening the patched ROM for the first time in order to force the polygon decoding process, otherwise you won't see the custom objects/terrain. This file is used only on Flatworld-enabled ROMs. To add the descriptions, replace the descriptions (.txt) files in your TT64 folder with the ones included in this package.

The patch is to be applied on an extended Mario 64 ROM, without Flatworld Enabled. There's a separate patch if you have extended your ROM with the MAC Version of VL-Tone's Rom Extender.

PS: You can make enemies detect an object's collision by adding "0E 43 4B FF" to its behavior. Use this with caution, because it *WILL* slowdown your level.

Download Link. Patch to an extended Super Mario! (U).z64 ROM, without Flatworld enabled.

Video for v0.4!.

--- Old release for 0.3 ---

-----------------------------------------------
EXPERIMENTAL PLATFORM BATTLEFIELD V0.3
-----------------------------------------------


This patch is an "improved" version of Flatworld and hopefully you'll be able to create simple custom levels with it. Besides all the usual features from Flatworld, there are a lot of custom models which can be used as platforms and/or terrain modifiers plus a few other goodies. Each custom model has a respective collision behavior, so you can move and replicate it as a 0x24 object.

There are two templates to start from: the Bob-omb Battlefield level is replaced with the Flatworld terrain and Whomp's Fortress is replaced with an empty terrain with a "death at the bottom" feature. When you first enter the level, you'll see all the custom blocks available. These don't constitute a level, but are there so that Toad's Tool 64 can detect the new behaviors and create appropriate Object Combos. Be sure to explore all the objects available in the level, I have included a few things such as the Green Pipe, the Spiky Tree and Castle door.

IMPORTANT: You *MUST* delete the M64GeometryDataFlat.M64 file from your TT64 folder before opening the patched ROM for the first time in order to force the polygon decoding process, otherwise you won't see the custom objects/terrain. This file is used only on Flatworld-enabled ROMs, so don't worry if you have another projects on a regular extended ROM.

For more information, read the readme.txt, models.txt and behaviors.txt files in the package. All numbers are in hexadecimal format.

** IF YOU USE THIS IN YOUR HACK/MOD/VIDEO, PLEASE GIVE THE APPROPRIATE CREDITS **

Here is an old video showing some of the custom models:

<object width="425" height="350"> <embed src="http://www.youtube.com/v/WeK4cI4DedA" type="application/x-shockwave-flash" width="425" height="350"> </embed> </object>

(The modified chomps aren't included and the 'lava' collision at the bottom was just an experiment).

Features of v0.3
-----------------


- Two modified levels: Bob-Omb Battlefield (flat terrain) and Whomp's Fortress (empty terrain).
- 17 Custom Models: there are three basic kinds of "blocks", each one available in three textures. There is also a "hanging object" and a wire box, which will work with any transparent texture.
- Custom models have maximum drawing/disappear distances (experimental) and enemies will detect its collision.
- New available objects: Tilting Bridge from Bob-Omb, Spiky Tree, Castle Door and Green Pipe.
- Solidity behavior for the Green Pipe (without warp action) in two scalings presets (100% and 200%). The original warp pipe behavior is not modified, so you may still use it.

Known Bugs and limitations
-----------------------------


- TT64 may display wrong colors for some of the custom models (won't happen ingame). [fixed for v0.4]
- Drawing distance/disappear settings may cause slowdowns. If you want a specific act with many enemies, try to disable some of the objects for that act. Remember, you can make the level absolutely modular!
- The patch may not work on a ROM extended by the Mac version of ROM Extender.
- Texture coordinates are far from perfect but much better than the last version .
- Model 48 (the Tilting Bridge from Bob-omb) is misnamed as "Grills Door Half" (probably an easy fix). [fixed for v0.4]
- Whomp's do not work correctly on the custom models.

Download Link. Patch to an extended Super Mario! (U).z64 ROM, without Flatworld enabled.

--- Old release for v0.2 and Slide Battlefield ---

This is a simple 1-act platform level built from Flatworld Battlefield. All the level geometry is built from 0x24 objects with feature custom models and moveable collision data.

It is 100% compatible with Toad's Tool, so you can change the level design or even start one from scratch. The only thing you have to do is erase the M64GeometryDataFlat.m64 file from your TT64 folder, in order to force the polygon decoding process. If you want, make a backup of Toad's Tool before this. Also, inside TT64, enable "culling" for correct visualisation.



Download PPF Patch for Super Mario 64! (U) extended ROM, without Flatworld enabled.

There are 3 custom models in this level. Here are the model IDs and theirs respective collision behaviors:

ID/Behav - 54 / 56BC
ID/Behav - 65 / 56E0
ID/Behav - 6A / 5704

Behavior bank is at 0x011B0000.

Edit: A bonus! This is Slide Battlefield! No savestates allowed!



Download PPF Patch
Download UPS Patch

Slide Battlefield video

<object width="425" height="350"> <embed src="http://www.youtube.com/v/htNM9i_aL-w" type="application/x-shockwave-flash" width="425" height="350"> </embed> </object>
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Posted on 04-18-08 12:34:19 AM, in Experimental Platform Battlefield v0.4 RELEASED (Mac patch included) Link
Platform Battlefield 002 at Megaupload

Slide Battlefield at Megaupload

See if this works for you!
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Posted on 04-18-08 01:42:24 AM, in Experimental Platform Battlefield v0.4 RELEASED (Mac patch included) (last edited by messiaen at 04-19-08 06:40 PM) Link
I'm glad you liked it . I don't think the Platform level is hard, but the camera surely doesn't help too much, and maybe there is too much empty space, so you don't have many references for actual distances.

The idea is to make this easily editable, so *you* can create other acts if you want. I need now to explore differentes textures and think of different "solid blocks" designs, to make levels more interesting.

I didn't want to make platforms available for act 2 because there would be no goal. That is, unless I gave this act the title "Waiting for Godot" or "The myth of Sísifo", then it would be a good joke .

Unfortunately, I can't combine both patches because in the second one I changed one of the terrain commands (0x31 set to 06) to make it a "slide level". What I would like to study is the possibility of creating a different area inside Flatworld, so we can have the slide there.
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Posted on 04-18-08 03:06:55 AM, in Experimental Platform Battlefield v0.4 RELEASED (Mac patch included) (last edited by messiaen at 04-18-08 12:13 AM) Link
Thanks for your feedback, +c0.

These levels should work with in PJ64 1.6 and Mupen 0.5.1 or any other emulator who runs the extended ROM. They are also TT64 compatible, so something must have gone wrong in the patching process. I used PPF-Studio to create the patch, and sucessfully applied it with PPF-O-Matic.

Did you try a freshly extended "Super Mario 64 (U)!.z64" (exactly like this) ROM? Maybe one good way to test your ROM is to see if TT64 can enable FlatWorld in it. If you can play Flatworld in the emulator, then there is no reason my levels won't run.

Also, did anyone else get this problem? I may try to create another patch.
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Posted on 04-18-08 10:07:16 AM, in Experimental Platform Battlefield v0.4 RELEASED (Mac patch included) Link
A few things to check:

Does PPFMaster supports PPF 3. 0 format?
Are you using ROM Extender 1.2b ?
Have you sucessfully applied SM64 patches before?

Sometime ago VL-Tone mentioned in a bug report something about the MAC Extender producing a slightly different output than the PC Version, something related to filling empty spaces, but I don't know if there is any relation to this.

I've sent you a private message, be sure to check it out.

For other people: If you had success applying these patches, please report!
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Posted on 04-18-08 08:17:26 PM, in Editing the RAM objects (last edited by messiaen at 04-18-08 05:21 PM) Link
James, do you have more information regarding RAM objects you could post? I finally got an emulator which has RAM viewing support (Nemu).

So, the "10 2A 00 40" command we discussed in the behavior thread probably work with this byte:

[0x133] 0x40 0x00=Solid object.
0x40=Object can be climbed.

I am just wondering, how does 2A (dec 42) translates to offset 133 (307), if we assume that the second byte of the 0x10 command is the offset to be modified? Do you see any relation? I will try to change the "2A" byte and see if I can write to another offset in the RAM object.

Also, is there any easy way to locate a specific object in the RAM structure?

I think your information will be very important, because if most behavior commands just affect the object RAM, then it will be only a matter of time until we know precisely what each command do.

Also, be sure to check for "scaling" X,Y,Z values also for the collision data. If you look at my last post on the behavior thread, you will see that there is a command the scales the object and the collision data, so probably there are RAM values for that.
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Posted on 04-19-08 05:59:39 PM, in Experimental Platform Battlefield v0.4 RELEASED (Mac patch included) (last edited by messiaen at 04-19-08 03:27 PM) Link
weckar: I will fix the lazy "removed" level surface bug when I release a version with more acts (and hopefully better designed). Enabling "culling" will make this less intrusive, but what I didn't reminded until you pointed out is that when you go under it, it will show anyway. This is just something very simple I forgot to change. In the "Slide Batlefield" patch, you won't get this (if you enable culling).

The platform is supposed to act as level terrain, and it depends on the specific behaviors to be solid. I don't see any use for setting a different behavior on its very simple polygonal model.

If you want to add a King Bob-Omb, or Piranha Plants, or even more platforms, just select a Empty Object in the 0x24 list, choose the appropriate Combo, the act it will appear and this will show near the beggining of the level.

I'm curious if other Mac users have sucesfully patched this? If so, what patching program did you use? Also, I uploaded a UPS patch (check first post) for Slide Battlefield.
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Posted on 04-19-08 07:24:11 PM, in Experimental Platform Battlefield v0.4 RELEASED (Mac patch included) (last edited by messiaen at 05-12-08 01:35 PM) Link
Weckar, you made me realize something very important which will help in the further development of this experiment. Thank you a lot! The explanation is a bit technical and lenghty, and it won't be easy to solve problem, depending on the specific object/behavior.

I have discovered a few days ago that there is a command in the behavior script which seems to keep objects on the ground. That is command 0x1E. When this command is used, you get "gravity" for the objects.

The piranha plant works fine (what kind of problem did you have with this?), because it doesn't use a 0x1E command, but you may have problem with other objects which use this command.

I'm testing now to see If i can get a working goomba, so far just deleting this command from the Goomba behavior didn't work. What I'm afraid of is that some moving objects can't follow the flexible collision data pointed by the platform behaviors. That would explain why the Bowser platforms are hard coded in the level collision data, instead of being moveable.

---

Edit: Removed wrong information about King Bob-omb.
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Posted on 04-20-08 06:58:03 PM, in Behaviour Scripts (last edited by messiaen at 04-20-08 03:59 PM) Link
That is interesting. If you open up TT64 and search for the Tox Box objects in Shifting Sand Land, you'll see that the "Second Parameter" from the 0x24 determines is labeled by VL-Tone as "Path ID".

With the values you've found, it is now possible to alter not just the preset paths determined by the second 0x24 parameter, but probably the paths themselves. I searched for them in the ROM, and these values are found at offset 0x0EB8A8.

The 0x27 is a animation pointer, and was already documented by rstewart in another thread.
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Posted on 04-21-08 02:56:43 AM, in Behaviour Scripts Link
I was looking through the behavior list, and besides 0x102A there some other 0x10 commands with different second bytes, such as 0x1005, 0x101A. Could you test these and see what offsets are affected? This is where your RAM Map for the objects will be very helpful.

Also, what about trying to change the second byte to an arbitrary value, such as 0x102B or 0x1006 ?
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Posted on 04-21-08 06:34:04 PM, in FlatWorld Battlefield, Take Two (New flat empty level template! TT64 v0.5.98b!) (last edited by messiaen at 04-21-08 08:34 PM) Link
Well, it is possible to "rip" parts of the level terrain of any level and make them individual models in Flatworld (and flatworld only), however this would be very difficult. It would be easier to get geometry that is already invidualized in 0x43/0x24 objects to load in Flatworld. But then, there is the texture problem, that is, only a certain set of textures are loaded in each level. I'm trying to get the mushroom platforms in my experimental level, but that will require some texture editing/swapping. Also, I will have to generate collision data for it (convert the polygon commands into collision triangles), because finding it in the actual ROM would be very difficult.

Fortunately VL-Tone did a wonderful list of geometry layout/polygons for the individualized 0x43/0x24 geometry, but even then it is a bit hard to follow, because there are lots of jumps in geometry data. Usually, each texture command jumps to a pollygon command which load vertex from other part of the ROM. What I'm in doing is making this geometry more linear, suitable for copying/pasting with less repointing. I hope that works!

Also, I'm wondering if anyone knows how to change the background in Flatworld? I think I already tried changing all level commands and geometry layout for the terrain, but couldn't find how to do it. Maybe this is loaded before the level data ? One thing I found by experimenting is that the first 0x08 command in the Level terrain Geo Layout is some hardware command that initializes the N64 display.

08 00 00 0A 00 A0 00 78 00 A0 00 78

Hex A0 = 160 (dec)
Hex 78 = 120 (dec)

Maybe A0 x 2 and 78 x 2 = 320x240.

If you use smaller values, you will play in just part of the screen. Bigger values will give you some kind of zoom, but Mario is not centralized.

Unless you really want a whacked hack, it is better leave these untouched.

---

Big Mushroom Platform polygon commands/vertexes. Tomorrow I'll try using these as a custom model in my experimental level.
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Jul - Posts by messiaen


Rusted Logic

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

28 database queries, 48 query cache hits.
Query execution time: 0.090513 seconds
Script execution time: 0.033705 seconds
Total render time: 0.124218 seconds