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| Jul - Posts by messiaen |
| Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 ... 45 46 47 48 49 50 51 52 53 54 |
| messiaen Catgirl Level: 61 Posts: 273/1085 EXP: 1795237 For next: 81359 Since: 11-20-07 Since last post: 197 days Last activity: 183 days |
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| The general "solid" behavior I'm experimenting with only works for custom levels because it uses a table which has the collision for each model. It detects the model ID and then sets the appropriate collision. Some models (ie, Mario or most animated objects) use another kind of collision, so it won't work with this. It doesn't (and won't) work on regular levels of the game. The "walk through side of walls" is because of culling. Only one face of the triangle is solid, and the same happens in the polygons: just one side is visible. That's why sometimes a wall won't display in some camera angles. To avoid this problem, all my custom models are "closed". -------------------- Mario 64 notes @ http://sites.google.com/site/messiaen64/ |
| messiaen Catgirl Level: 61 Posts: 274/1085 EXP: 1795237 For next: 81359 Since: 11-20-07 Since last post: 197 days Last activity: 183 days |
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| Yes, but this is a possible solution for new levels, not for existing ones. There's isn't a lot of pratical applications for it now, but with the polygon importer in sight it may be very useful. Something else I'm experimenting is with expanded memory. Yoshielectron did a sucessfull experiment loading some data in the memory above 0x80400000, manually editing the segment memory pointer table and calling some behavior from there. The segmented_to_virtual function, which translates all "bank" pointers (ie, 07001000) to its precise location in RAM works with this, so that's good news. What I'm trying to do is a hybrid 0x16/0x17 Level command that will copy a block of data from the ROM to a specified RAM address (like the 0x16 command, but in the expanded memory) and then update the segment pointer table (like that 0x17 command, but instead of dynamically allocating the memory, with the RAM address provided). Something like: [XX] 00 00 [07] [80 44 00 00 00] [01 20 00 00] [01 20 90 00] Command, Target Bank, Target RAM, ROM block. You would have to manage this memory manually, but with so much extra space it could be amazing to have something like 2 meg level banks! Loading ASM on the expanded memory seems to work well, so maybe some very basic loader function could be hooked in the beggining of the game to load stuff at the expanded memory. -------------------- Mario 64 notes @ http://sites.google.com/site/messiaen64/ |
| messiaen Catgirl Level: 61 Posts: 275/1085 EXP: 1795237 For next: 81359 Since: 11-20-07 Since last post: 197 days Last activity: 183 days |
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| messiaen Catgirl Level: 61 Posts: 276/1085 EXP: 1795237 For next: 81359 Since: 11-20-07 Since last post: 197 days Last activity: 183 days |
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| Celux: There's a lot of potential in this, however you have to take in account the slowdowns which happen when you use a lot of objects at the same time. The easiest way to get around it is to disable objects for some acts, especially moving objects, such as tox-boxes and moving mushrooms. These take more processing time, so should be enabled only for the specific acts in which they are very important. Also, if that "big tree" made by the huge blocks is only for "decorative purposes", you can assign the "Static & Non Solid" Behavior for the upper part, it will also make the level faster. Experiment a bit, adjust the level design and then it will be a killer mod! I'm sorry If I didn't make it very clear but the "Flat Lava Land" patch can't be used with Platform Battlefield as both modify the same area of the ROM. You probably applied the "Platform Battlefield" patch later, so it works but Lethal Lava Land will crash. I will include it in the next Platform Battlefield version, which will be released in a few days. Don't worry about having to start your project again on it, I can help "porting" your current work to the next version. Keep up the great work! Edit: Major news! I think I'm finally on the right track to overcome the slowdown problem! This is a screenshot of Blaster's mod: ![]() This is running at full speed with ALL objects on screen, and it also worked with Celux level! What I did was to experiment Blaster suggestion, keep the objects on screen even though the collision isn't loaded and applying some minor tweaks to the routine that processes objects collision. The results are so good that I think a solution may not be so distant! -------------------- Mario 64 notes @ http://sites.google.com/site/messiaen64/ |
| messiaen Catgirl Level: 61 Posts: 277/1085 EXP: 1795237 For next: 81359 Since: 11-20-07 Since last post: 197 days Last activity: 183 days |
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| I didn't do many major changes in behaviors, what I looked was at the code that process the collision and these "distance" settings. It's interesting that the "collision distance" seems to override the drawing distance. If the collision isn't loaded, the object will also disappear, and that's the main change I did. The other tweak was to set the "default" collision distance (when none is specified) to a smaller value. For some reason, when you specify a "custom" collision distance through the "0E 43" command, it tends to slowdown the game. Now I know for sure that it isn't because the game can't handle it. The problem is that I still can't get some of the bigger platforms to work 100%. Later I'll post a Gameshark code so you can easily test these modifications in yours and Celux mod and see where it works and where it doesn't. -------------------- Mario 64 notes @ http://sites.google.com/site/messiaen64/ |
| messiaen Catgirl Level: 61 Posts: 278/1085 EXP: 1795237 For next: 81359 Since: 11-20-07 Since last post: 197 days Last activity: 183 days |
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| I'm using none for all behaviors and experimenting with different default values, but I'm not entirely sure how it works. I'll send a private message in a few hours with more details so you can try tweaking some settings. Edit: Sent! Also, here's a GOOD screenshot of Celux's mod: ![]() -------------------- Mario 64 notes @ http://sites.google.com/site/messiaen64/ |
| messiaen Catgirl Level: 61 Posts: 279/1085 EXP: 1795237 For next: 81359 Since: 11-20-07 Since last post: 197 days Last activity: 183 days |
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| Just a minor suggestion, make the script dumper also export (or just show) the raw "linearized" script data, without the command parsing. It's useful so you can get copy/paste direcly into a hex editor. -------------------- Mario 64 notes @ http://sites.google.com/site/messiaen64/ |
| messiaen Catgirl Level: 61 Posts: 280/1085 EXP: 1795237 For next: 81359 Since: 11-20-07 Since last post: 197 days Last activity: 183 days |
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| This is the first ever "complete" Mario 64 hack: Main Features: -------------- - 38 stars in about 10 levels - A Day/night cycle replacing (most) act selectors - Choose to play as Mario or Luigi - Modified enemies, objects and bosses (too many to list!) - Custom music, including one original song (the town "night" music). - A new final boss fight Those people have also contributed to this hack: hanks to the people who have contributed to this hack: Celux - Secret Woods level and major help on [the] underground area. RDX - Some music ports made with mml2m64 VL-Tone - Luigi model, as available from TT64 v0.5.9 onwards. ZZT32 - a pretty cool guy who helped me working with MIPS-GCC.Darkdata - Title screen background and name suggestion. Stevoisiak - Beta testing some early versions and suggesting some nice improvements Kostecki - Correcting some text. Trailer (a bit oudated): Download at The Missing Stars v1.0b -------------------- Mario 64 notes @ http://sites.google.com/site/messiaen64/ |
| messiaen Catgirl Level: 61 Posts: 281/1085 EXP: 1795237 For next: 81359 Since: 11-20-07 Since last post: 197 days Last activity: 183 days |
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| Celux: Sorry about the acts, I actually forgot that I disabled a few acts for your level. They can be enabled back now that the slowdown seems to be fixed. I'm still working on the "enemies" support, the solution on the post above may not be the best now so I would advice you to wait a bit. The "cipchip" error message can be fixed later on, don't worry about it for now. -------------------- Mario 64 notes @ http://sites.google.com/site/messiaen64/ |
| messiaen Catgirl Level: 61 Posts: 282/1085 EXP: 1795237 For next: 81359 Since: 11-20-07 Since last post: 197 days Last activity: 183 days |
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| Celux: I would LOVE to incorporate the level you posted at the Screenshots/mods thread at this hack. What do you think about it? Also, your "jump" minigame could also be used, but with a timer so that if you survive for enough time you'll get a star. Blaster: Textures won't be a problem, it's easy to customize them and even add more if needed for a level. Themes for levels will depend on how many levels and the storyline. I want to keep it simple (not so many themes) so this can be short but polished. I really like the cave idea, it might work well with the platforms. -------------------- Mario 64 notes @ http://sites.google.com/site/messiaen64/ |
| messiaen Catgirl Level: 61 Posts: 283/1085 EXP: 1795237 For next: 81359 Since: 11-20-07 Since last post: 197 days Last activity: 183 days |
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| You can start experimenting a few things, however I still need to release a better base patch (an improved version of Platform Battlefield) with the new collision settings as well as the "universal" solid behaviors. When that's released, people can work on individual levels and I'll integrate then to the main hack. Remember you don't have to use the entire Flatworld area, the main terrain can be set to a smaller size. A cave would be a very interesting place for some "quest" related stuff. I want to introduce some RPG elements, things such as "find Toad in the cave" and he will give you a key that unlocks some level. -------------------- Mario 64 notes @ http://sites.google.com/site/messiaen64/ |
| messiaen Catgirl Level: 61 Posts: 284/1085 EXP: 1795237 For next: 81359 Since: 11-20-07 Since last post: 197 days Last activity: 183 days |
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| That could be a problem, however Celux was quite sucessfull in the "cave part" of his "Star Legend" mod. If you leave enough space between walls the camera can adjust in a good pace, so I think the concept might work. -------------------- Mario 64 notes @ http://sites.google.com/site/messiaen64/ |
| messiaen Catgirl Level: 61 Posts: 285/1085 EXP: 1795237 For next: 81359 Since: 11-20-07 Since last post: 197 days Last activity: 183 days |
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| Yoshielectron has made some very interesting progress on extended memory, he managed to use one of the "unused" segments to get Peach's bank in the "Inside Castle" level, so that might be a very interesting possibility. I'm testing more the "conditional collision" and the collision distance setting is really important for maximum behavior flexibility. However, it seems that some pretty general values works well with bigger objects. I copied the value (0x0BB8) from the "Tower" behavior and it seems to work ok for all objects I've tried. --- Edit: Ok, I got a working command that loads a block of ROM data into extended memory and assigns it a segment ID. [10] 00 00 [xx] [xx xx xx xx] [xx xx xx xx] [xx xx xx xx] 00. Command 01-2. Unused (I didn't bother to implement a variable lenght) 03. Target segment 04-07: RAM Address Target - ie: 80440000. 08-11: ROM Block start 12-16: ROM Block end Here's the source. The best way to get it loaded is to hook some sort of loader in the beggining of the game, so it can run directly from extended memory. To test it, I made a "Flatworld" non-extended ROM, so it can work with Nemu. -------------------- Mario 64 notes @ http://sites.google.com/site/messiaen64/ |
| messiaen Catgirl Level: 61 Posts: 286/1085 EXP: 1795237 For next: 81359 Since: 11-20-07 Since last post: 197 days Last activity: 183 days |
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| VL-Tone posted a list of collision commands on another thread, however these camera moves are a bit limited. The "Star Legend" mod is on the Screenshots/mods thread, be sure to play it, it's great! I'm finishing some ASM stuff to get a very simple behavior interface: one master solid behavior which won't require any kind of manual tweaks to work properly. With this, it will be easy to assign different actions to the platforms with minimal changes. This feature will be in the "base patch" I'll release soon. -------------------- Mario 64 notes @ http://sites.google.com/site/messiaen64/ |
| messiaen Catgirl Level: 61 Posts: 287/1085 EXP: 1795237 For next: 81359 Since: 11-20-07 Since last post: 197 days Last activity: 183 days |
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| Great! So, that's already 3 levels: - Celux: "Secret Woods" (name will probably depend on storyline, but I like this one). - Messiaen: "Flat Lava Land" (again, this is a temporary name). - Blaster: "Cave level" Probably another level with the same setting as "secret woods" would be interesting, for stars that will require you to complete tasks in more than one level. For the new hub to launch levels (maybe acessible by pipes?), what about some sort of "city" with Bob-ombs, Goombas and all kind of enemies you can talk to? Like I said before, It would be cool to add some sort of RPG feeling to the game. For instance, the underground level could be some dirty "plumber work" .I'm finishing the base patch, it will basically use two behaviors: "solid" and "solid which enemies can walk on" (experimental), as well as some "action" behaviors (rotate, lift, etc). It will only have the Bob-omb level modified with my improved Platform Battlefield. Textures and other features can be tweaked (ie, changing textures for a few blocks or adding new ones) depending on the needs of a specific level. With that released, anyone who can provide good levels from this patch can join in. I'll try to release the base patch as soon as I can. It will use Expansion Pak memory, but for now only for custom code, not for level data. Also, instead of 150 objects it will have room for about 300 objects to get more variety on different acts. Keep in mind that only about 150 can be used at the same act, otherwise the level may crash. -------------------- Mario 64 notes @ http://sites.google.com/site/messiaen64/ |
| messiaen Catgirl Level: 61 Posts: 288/1085 EXP: 1795237 For next: 81359 Since: 11-20-07 Since last post: 197 days Last activity: 183 days |
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| I'm taking out Whomp Fortress because it will be easier for me to manage just one level and then join everything in a final ROM. However, depending on individual needs I can do all sort of tweaks, for instance getting out the Flatworld terrain or setting a smaller area. These are quick changes and take less time to me than copying all the data I've modified also to Whomp's Fortress. Regarding textures, it's possible either changing textures for one specific block and adding new textures. There are a lot of Bob-omb's Battlefield textures which are unused (in the patch) and can be modified, so most likely it won't be necessary to add new textures. Also, I've set the ground texture to a different one than the used by the "grass" platforms, so it's possible to change it without affecting other blocks. -------------------- Mario 64 notes @ http://sites.google.com/site/messiaen64/ |
| messiaen Catgirl Level: 61 Posts: 289/1085 EXP: 1795237 For next: 81359 Since: 11-20-07 Since last post: 197 days Last activity: 183 days |
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I still have to finish the base patch before I can start thinking about who's doing what .When that's done, I'll post detailed guidelines for those who are truly interested. In a first moment, I'll just wait for a while to see what kind of levels people come with. Any high quality and creative work will be a candidate to get in the hack. -------------------- Mario 64 notes @ http://sites.google.com/site/messiaen64/ |
| messiaen Catgirl Level: 61 Posts: 290/1085 EXP: 1795237 For next: 81359 Since: 11-20-07 Since last post: 197 days Last activity: 183 days |
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| GhostMaster3000: That's a great idea! I looked at some 'water' functions a while ago so I can probably help with the water polygons. Perhaps a good option would be to have the entire Flatworld area "flooded" and build islands with the blocks. That would be a great setting for moving platforms with custom trajectories (ie, a simple canoe). Blaster: Let me clarify. You'll still be restricted to 3 copies of each block with different textures, but I can make so that if you change one texture it won't affect other blocks which use the same texture. This way, you can have a lot of different textures on the level. If it's really needed, I can make an extra copy of some of the blocks, but that will be done on a later stage, when levels are almost ready. In the beggining, I would like everybody to work with the restrictions of the patch and trying to get the most of it to create interesting gameplay. -------------------- Mario 64 notes @ http://sites.google.com/site/messiaen64/ |
| messiaen Catgirl Level: 61 Posts: 291/1085 EXP: 1795237 For next: 81359 Since: 11-20-07 Since last post: 197 days Last activity: 183 days |
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| Ok, here is the base patch! I changed my mind and decided to implement the automatic "collision distance" setting later, after more tests. It is basically Platform Battlefield v0.4, but now objects are visible all the time without slowing the game and the solidity for objects is reduced to three basic behaviors, instead of one behavior per object: - "Universal Solidity": use it in any custom object and the right collision will be chosen. - "Universal Solidity for bigger objects": same as above, but needed for the "huge" and "mushroom" platforms. I think the "rolling log" doesn't need it, but that has to be tested. Later on this behavior won't be needed. - "Universal Solidity (enemies can walk on it)": can be used on any custom model. Used sparingly because this still can slowdown the level. I recommended this to be the last thing to do in your level. The only working level is Bob-omb Battlefield, and there are two separate patches, one for the "flat" terrain and the other one for an empty terrain with "death at the bottom". There are 300+ objects available, however you can only use about 150 in the same act, but of course you can experiment with these limits. Another major feature is that with the new solidity system you can assign whatever behavior you want to the custom objects and the game won't crash. Here is list of behaviors that will work 100% with the custom objects. Ignore the first line which says that the collision must be updated, this is handled automatically. Here is a few guidelines for those who want to try a level. Read these carefully: - You may post screenshots at this thread. Make sure they show the best of your level. - When you finish (or get close to finish) your level with at least 5 stars, you can submit a link to me through a private message. I'll evaluate it and if it's good enough it may get in the hack. If it's not, I can give advices where to improve. Take your time to finish things right, we aren't in a hurry. I won't consider levels submitted before a week from now. - Change the textures, either get something from another level or do your own. - Keep the difficulty balanced and avoid extreme jumps. If you want a difficult act, coins works well to indicate the best place to jump or secret areas. - Experiment with behaviors, but avoid glitchy stuff. - There is no need to use the entire Flatworld area. - Test your level. A lot. When it's done, play all acts in a row at least two times and see what can be improved. That's basically it. In this stage, I'm interested to see how far each one can use the potential of this patch, while still being restricted by its initial features (but if you know how to, feel free to expand it). After we have candidate levels, we can try all sort of tweaks, including some custom ASM. I will begin porting Celux "Secret Woods" to the new behavior system. Download Link. IMPORTANT: You must enable the "Disable CRC check (expert)" in the Preferences of Toad's Tool 64 otherwise it won't load. If you are using Toad's Tool 0.5.98b, you'll have to delete the M64GeometryDataFlat.m64 file. -------------------- Mario 64 notes @ http://sites.google.com/site/messiaen64/ |
| messiaen Catgirl Level: 61 Posts: 292/1085 EXP: 1795237 For next: 81359 Since: 11-20-07 Since last post: 197 days Last activity: 183 days |
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| Just to say this is now officially discontinued. The reason is that I will focus for now on the 'team hack', which is a much superior patch but can't be easily released as a stand-alone patch like this was because it does much deeper alterations to the game. Thanks to everyone who contributed with this in some way or another. This thread can be closed. -------------------- Mario 64 notes @ http://sites.google.com/site/messiaen64/ |
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| Jul - Posts by messiaen |
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