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05-03-22 06:06:31 AM
Jul - Posts by messiaen
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messiaen
Catgirl
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Posted on 04-21-08 09:42:22 PM, in Experimental Platform Battlefield v0.4 RELEASED (Mac patch included) Link
vinnyboiler: I uploaded a video, check the first post.

Stevoisiak: The file you are going to delete is only used by TT64 when opening FlatWorld. You still will be able to load non-Flatworld enabled ROMs, but if you open a fresh Flatworld ROM, you may have problems viewing the geometry. So, keep a copy of the original file. Maybe it is a good idea to also keep backups of the "label files", which are updated because of the new 3d objects/behaviors in my level.
messiaen
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Posted on 04-21-08 10:26:17 PM, in Behaviour Scripts Link
Did you take a close look at CellarDweller's earlier post? That information was surely gold, now that I'm beggining to somewhat understand it. The first byte is the kind of operation, so it determines what/how much is written.

Your test confirms the formula he gave for the second byte offset index (index*4 + 0x88). For example, the 0x2726:

hex 26 = dec 38 x 4 (32-bit) = 152 (dec) = 98 (hex) + 88 (hex) = offset 0x120

But how come 11 00 doesn't write at 0x88 or 0x8C ?

messiaen
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Posted on 04-22-08 08:18:43 PM, in FlatWorld Battlefield, Take Two (New flat empty level template! TT64 v0.5.98b!) (last edited by messiaen at 04-23-08 08:34 PM) Link
Thanks a lot rstewart, I'll experiment swapping the backgrounds between levels.

This is how my mushroom platform is going:




I have to recheck everything, because I think some triangles are missing. For the textures, I just swapped the whole texture bank for now.

I'm now building the collision for this. Before turning this into a specific collision behavior, I'm writing the collision data in the level collision pointed by the 0x2E command. This way, I can see the collision in TT64, because it can't read (yet?) collision from behaviors. However, I have a question concerning level collision.

Flatworld collision is very simple:

00 40 00 04 <------ Loads 4 collision data vertices [followed by 4 vertices X,Y,Z]

00 00 00 02 <----- Loads 2 "0000" collision triangles

00 00 00 01 00 02 <----- triangles
00 00 00 03 00 01

[Now here comes my mushroom collision, one 00 40 00 0F command followed by vertices and chunk of triangles. After this comes the "end commands" 00 41 00 42].

Now when I open TT64 my collision triangles are all messed up, because in the second chunk of triangles, he used also some of the previous loaded vertices.

This is a picture of what I get:



See how not just the new vertexes but also the previously loaded are used? (the ones that make the big "death at the bottom" giant plane)

If I point my collision data to start at the second 00 40 vertices/triangle chunk, I get correct collision data (incomplete at the moment):



So, there must be a command that resets the vertex cache and goes between the 00 40 load vertex chunks, is that right?

Edit: Nope. I was looking at the collision data from Castle Grounds, and it seems that there is just one HUGE list of vertices and collision triangles. Now I see why 0xBF use just one byte for each triangle vertex pointer while collision triangles use two.

---

Edit 3: Ah, my mushroom now looks better . The stem always looked a bit akward (look at the colors in the first screenshot. It is also a bit transparent). If you look at the Geo Layout (check earlier post), you'll see that the polygons are divided in two "drawing layers" (as VL-Tone calls in the Hacking doc). Since the geometry is composed of jumps and I'm importing this from another level, the second drawing layer (in fact, number 5) which draws the stem of the mushroom must have different properties than the first one, setted somewhere earlier in the data or maybe some global properties set in terrain geo layout. I unified the polygons in just one drawing layer. It looked better (more solid), but the colors were a bit messed up.

Then I erased this "FC12 1824 FF33 FFFF" command on the beggining of the second layer data and things turned out even better. I may have been a bit lucky, but it worked, and now it looks way better.



Enough of the mushroom saga, I hope you appreciate my effort for this, as the pratical results will surely be interesting!

---

Last edit for this post: I finished the collision for this. Converting any 3D model into the collision data format should not be too difficult (just time-consuming) and could be possibly done automatically. If there is interest, I can post more detailed
information.

Download big mushroom collision data.

One absolutely great thing is that the "0000" collision triangle is somewhat flexible. If there is inclination, it will act like a hill, and if there is too much of it, you won't be able to climb it or it will turn itself into a slide. I first realized this when I made the first "height terrain" level, but it amazed me how well my mushroom collision worked.

-- New video !!

<object width="425" height="350"> <embed src="http://www.youtube.com/v/6lBRXHZrc_g" type="application/x-shockwave-flash" width="425" height="350"> </embed> </object>
messiaen
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Posted on 04-23-08 01:00:43 AM, in Behaviour Scripts (last edited by messiaen at 04-23-08 07:08 PM) Link
Have you searched for some RAM values that determine the path of Koopa the Quick in Bob-omb Battlefield ? Maybe there is some set of X,Y,Z coordinates that serve as checkpoints.

I was wondering if you found those values (or pointers) if they could be changed using only behavior commands which write in the RAM.

--

Also from CwellarDweller post:

0x45 -- Disappear distance (float) (found by matching my notes with HyperHacker's old ones)

He means index 0x45, which translates to "RAM object" offset 0x19C

This is used a lot in platforms or 0x24 geometry which needs to be viewed from a certain distance:

0E 45 07 D0 (max values if 07FF, check out the Flatworld thread)

This is the same as the 0x20 Geometry Layout command! But the geometry layout sets global properties for a model, while the behavior probably OVERRIDE that for a specific object. Interesting, no?

Index 0x43 (RAM Offset 0x194) probably does something related:

0E 43 07 D0

I tried inserting these two behavior commands (0E 45 07 D0 and 0E 43 07 D0) at my platform behavior and now it can be viewed from very far!!! That's great!!
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Posted on 04-23-08 11:30:09 PM, in Post your SM64 mods, patches and screenshots here! (NO ROM LINKS!) Link
BEHOLD, here comes Mushroom Battlefield !!

<object width="425" height="350"> <embed src="http://www.youtube.com/v/6lBRXHZrc_g" type="application/x-shockwave-flash" width="425" height="350"> </embed> </object>

Lots of mushrooms with moveable collision !!

Technical details can be found at the Flatworld / Experimental Platform / Behavior threads. There are still some easy to fix minor issues, but it works!
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Posted on 04-24-08 12:08:05 AM, in SM64 Water Hex Hacking (Geeky stuff) Link
Now with the Flatworld template, I think it is a good idea to bring out this topic again. I'm still very confused about this, but the idea to *FLOOD* Flatworld and make a few islands with 0x24 objects make me eager to learn.

rstewart, what do you mean by 0x18 geometry command? Could you give some example?
messiaen
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Posted on 04-24-08 07:38:06 PM, in FlatWorld Battlefield, Take Two (New flat empty level template! TT64 v0.5.98b!) Link
TT64 is already a very flexible and powerful tool, and Flatworld Battlefield gives you a lot of freedom to experiment and learn.

When I say that the collision data for individual models could be generated automatically, I mean just the collision code itself (like the one I uploaded). Getting into the ROM as moveable collision is another matter. This is easy to do Flatworld, as there is a lot of empty space in its 'banks', however it would be very complicated in "real" levels.

Regarding the mushroom platform, I always thought some polygons were missing, but I discovered that I didn't chose the best mushroom model. If you look at the Tall Tall Mountain level, there a few different kinds of mushroom:



The first one is the "Big Mushroom Platform" (the one I used) and the second one is the "Mushroom Platform".

The big problem is that if I enable culling, this is what I when I go under the big mushroom platform:



This is how it will look in-game, if you go under it. This is not an issue in the Tall Tall Mountain level, because you won't be able to get under these mushrooms because of where they are placed. Also, if the lower part was "closed", like the second Mushroom Platform, this would solve the problem.

If I knew the command (if there is one) to disable culling, this would be the best solution. For now, I just duplicated all the polygon triangles in reverse order. That is, switching clockwise triangles to counter-clock, and vice-versa. This is just a matter of swtiching the two last vertexes in each triangle.

As the collision data is also sensitive to culling, I will also have to do this for collision.


messiaen
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Posted on 04-25-08 12:19:07 PM, in Behaviour Scripts Link
Nice that you have a good grasp of N64 ASM. A while ago I stumbled unpo this code for Zelda:

"This is a near-complete implementation of the GameShark pro's code system in MIPS R4300i assembly."

http://outlawer.net/library/1/

I was wondering if loading custom ASM wouldn't be easier in N64 because of the 0x0C behavior script commands and the 0x16 load to RAM.

From "SM64MainLevelScripts.txt"

16 10 00 00 80 16 F0 00 00 21 F4 C0 00 26 9E A0 --Loads ASM code into RAM at 8016F000

The whole 21F4C0-269EA0 offset region could be moved to an extended part of ROM and then getting a few more bytes in RAM would be just a matter of repointing these adresses.

Does this sounds feasible or is just wrong ?
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Posted on 04-26-08 02:05:12 PM, in Experimental Platform Battlefield v0.4 RELEASED (Mac patch included) (last edited by messiaen at 04-26-08 11:06 AM) Link
I already explained that, please let's not get in circles (in this and other topics).

Anyway, getting on topic again, this project has been a good learning tool but now I am defintely changing directions. I will study more the limitations of the 0x24 objects with individual collision, especially concerning collision detection by other objects, but I'm not very optimistic about this.

If anyone can give some example of a 0x24 or even 0x43 platfom in the game in which a goomba, bob-omb, or any kind of ground moving enemy/object can walk, especially those who use 0x1E behavior commands, then I could be wrong and this would be very nice.

Now I am more inclined to use a slightly modified Flatworld terrain, such as the "height terrain" map I posted on the Flatworld thread, combined with custom 0x24 objects to make it more interesting. Some of the platforms in the air will be actual terrain, otherwise I would face the collision limitation.

Also, there are sure better ways to overcome texture problems in imported models fom other levels than just swapping the banks . Probably texture editing, or on last resource I may even use some space fom the 0x07 bank for extra textures. Since the level terrain/collision data will be vey simple compared to actual levels, space won't probably be an issue.
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Posted on 04-26-08 11:11:50 PM, in SM64 Water Hex Hacking (Geeky stuff) (last edited by messiaen at 04-26-08 08:12 PM) Link
There is no such thing as "Enabling Flatworld" in specific levels. Flatwold *IS* a level, just like all the others in the game. If you mean erasing the terrain/collision and replacing it with the flatworld plane, there is no reason for doing this, Flatworld is already there for you!

Also, maybe you are missing that one of the main points of Flatworld, which is the linear, edit-friendly data. If you had the Flatworld terrain in another level, still the level commands/layouts would be very messy.

Back on topic, I tried the obvious, that is, inserting one of these 0x44 commands in Flatworld. From what I gather, this is just a special kind of collision command. I inserted it right after the end of the 0x40 triangles, and it crashed the level.

It is still somewhat misterious to me how these very simple commands cover a lot of area, are the bytes 2-11 just coordinates or do they point to vertexes loaded before by a 0x40 command? Or do they have the effect of flooding everything below the "Y" level set?
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Posted on 04-27-08 01:37:28 PM, in TT64 Version 0.5.9b Released! Bug reports here. (last edited by messiaen at 04-27-08 10:40 AM) Link
I don't know if more people are getting this error on 0.5.98b, but it has happened to me on two different computers a few times, both running Windows XP. One has 256MB RAM (yeah, not very good for toad's tool) and the other is a notebook with 512 MB (some of it go to the video card).

Sometimes when you load TT64, it will randomly present this error:

Property not found

#my color

Script Error. Continue?

This is not really a very serious issue, but it does happen for me about every 10 times or so I open Toad's Tool 64. It happens while TT64 is loading its graphical interface, after the intro but before showing the "select ROM" box.
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Posted on 04-27-08 09:10:00 PM, in Editing last post of thread should update last post time of the thread Link
In fact, now I think my suggestion was pretty stupid, seeing the possible exploits.
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Posted on 04-28-08 12:37:01 AM, in Behaviour Scripts (last edited by messiaen at 04-27-08 09:53 PM) Link
I think it is best to create new behaviors. I don't know if you have checked my experiments with creating new objects with moveable collision. They use new behaviors with 0x2A collision pointers. Loading a few more behaviors into RAM is easy, thanks to VL-Tone's ROM extender which gives you a uncompresses version of the ROM.
(Let's not forget to give the credit to GuyPerfect, who cracked the compression format)

Regarding your 0x0C question, I can only share with you what I have discovered so far by experimenting. Just setting variables is not enough for some objects. For instance, you *need* a 0x0C call to make an object solid, that is, for the 0x2A command to work. The call to address "80 38 39 CC" is used in most solid behaviors, such as platforms. If I use the 0x0C call to "80 2C 63 E8", which is the one used by tree, my collision won't work. Also, the 0x0C tree call could be needed because of the special 2D model.

However, not always the "80 38 39 CC" call is require for solid objects. For instance:

Description: TH Island Top Trap Behavior
219F74/000174 00 09 00 00
219F78/000178 11 01 00 01
219F7C/00017C 2A 00 00 00 07 00 E2 28
219F84/000184 08 00 00 00
219F88/000188 0C 00 00 00 80 2A 6C F4
219F90/000190 09 00 00 00

I don't know how this object is used in the game, but among other things, the 0x0C call makes this object compatible with the 0x2A command.

Since I got a good "solid" with 0x2A collision behavior, I haven't experimented a lot with behavior scripts.

Also, Why don't your start a ASM thread? Post some of your codes, so we can try to load it from the ROM. If we get that, then creating new permanent behaviors will be possible, without affecting other behaviors or codes loaded in the RAM.
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Posted on 04-28-08 02:23:13 PM, in Experimental Platform Battlefield v0.4 RELEASED (Mac patch included) (last edited by messiaen at 05-05-08 08:15 AM) Link
I have no clue what "Master Quest" is, but keep in mind that these are very limited custom 3D models, with incorrect texture mapping and bad lightning effects.That is why I'm changing focus to actually "ripping" objects from other levels.

In the long run, I think this will be of great benefit to everybody, because we could make a custom bank which features objects usually only loaded in 0x07 specific Level banks. This way, you could load these objects in Flatworld without loading also the level polygons, which would take a lot of space.

If you want to explore importing other objects at Flatworld, read carefully the Flatworld thread and the Docs to understand how 0x24/0x22 objects work. You can use the experimental platform battlefield level as your starting point, since the level banks 0x0E and 0x0F are already extended with a lot of free space in them.

Bank 0x0E for Platform 002 starts at 0x1200000.
Bank 0x0F starts at 0x1210000.
Bank 0x13 (Behaviors) starts at 0x11B0000.

Bank 0x13 is slightly extended but I have been careful with this because this is loaded all the time. Probably I can make the data smaller by using 0x04 Behavior jumps, since my "solid" behavior is the same except the 0x2A collision pointer for all custom objects.

---

Edit: ahh... the limitations of N64 hardware . If I set drawing/disappear distance to maximum for all 0x24 objects, the level gets very slow.

However... I don't know what I was doing wrong, but now my goombas can walk the custom platforms , so fortunately it will spare me some painful hex editing in level terrain/collision. I think it was related to my collision plane being set below -8192 "Y".

---

Also, I just found this sort of Wario hack at SMW Central built from Experimental Flatworld 002. I'm glad I've changed the colors (check my video for Mushroom Battlefield) for the grass texture, they look too dark in Flatworld.
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Posted on 04-28-08 03:28:08 PM, in FlatWorld Battlefield, Take Two (New flat empty level template! TT64 v0.5.98b!) (last edited by messiaen at 04-30-08 02:43 PM) Link
I was looking at the ROM Banks loaded at Flatworld and noticed that there are some objects actually loaded that don't have a 0x22 Geo Layout pointer command.

For instance, if you want to add the Warp Pipe in Flatworld, just replace one of the 0x22 commands with this:

22 08 00 12 16 00 03 88

I still have to test if you really need to replace 0x22 commands, it would be much better just adding a bunch of them.

Edit: Another interesting fact about Flatworld.

The terrain is already set to the maximum size. You can expand the polygons further, but the collision will not work. Thinking about it, most of the levels on Mario are really more vertical, whenever you need more space the game seems to use "areas" (sometimes smoothly connected, such as the Tall Tall Mountain Slide).

I don't know if the terrain limits are absolute or relative or if there is a command that determines this, but in Flatworld they are 8192 and -8192, horizontal and vertically.
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Posted on 04-28-08 03:28:39 PM, in Naming the Textures (last edited by messiaen at 04-28-08 01:49 PM) Link
Hi, this a list of level texture banks loaded with commands 0x0A and 0x17 (Bowser Battles 1 and 3):

C57915-C77A55 = Bowser First Battle
C7FA55-C9FB95 = Bowser Third Battle
CA7B95-CB53A9 = Lethal Lava Land / Bowser Second Battle
CBD3A9-CCB4BD = Haunted House
CD34BD-CE03D1 = Shifting Sand Land / Bob-Omb's Battlefield
CE83D1-CF64E5 = Jolly Roger Bay / Dire Dire Docks
CFE4E5-D07DF9 = Bowser's Fire Sea / Bowser First Course / Bowser Thirds Course / Rainbow Ride /
Wing Cap / Rainbow Clouds Bonus
D0FDF9-D1B20D = Cool Cool Mountain / Snow Man Land
D2320D-D31321 = Inside Castle / Hazy Maze Cave / Metal Cap
D39321-D430B5 = Tick Tick Clock
D4B0B5-D591C9 = Peach Secret Slide / Tall Tall Mountain
D611C9-D6E9DD = Wet Dry World / Tiny Huge Island / Whomp's Fortress
D769DD-D84671 = Castle Grounds / Vanish Cap / Castle Courtyard
D8C671-D9A785 = Secret Aquarium

Also, this could be of help :
Japanese forum texture list
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Posted on 04-28-08 06:20:35 PM, in ToadsTool Suggestions (last edited by messiaen at 05-11-08 09:58 AM) Link
- Sort Geometry Layout Pointers by ROM Banks they point to.
- Correct visualization of objects that use 0x32 behavior scale command.

"Dump" expert features:

- Dump 0x0E bank to file
- Dump selected/all 0x24 commands to a file
- Dump 0x22 geometry layouts commands
- Dump selected geometry layout/polygons for an object
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Posted on 04-28-08 11:43:27 PM, in Behaviour Scripts (last edited by messiaen at 04-29-08 02:37 PM) Link
Well, I guess you could try this:

This is the command that loads most ASM stuff in RAM:

16 10 00 00 80 16 F0 00 00 21 F4 C0 00 26 9E A0 --Loads ASM code into RAM at 8016F000

This is executed in the first menu screen, at the same time the behavior and other shared 'banks' are loaded, such as Mario geometry. I don't know if you tried RAM editing the first menu, but the buttons themselves are created by a 0x0C behavior script call.

The extended ROM has lot of free spaces, but I would recommend for you to use offsets above 0x1300000, to avoid future compatibility problems with Flatworld. So, copy the whole 21F4C0-269EA0 segment to 0x1300000 and paste your new code at the end of. Then change all the "16 10 00 00 80 16 F0 00 00 21 F4 C0 00 26 9E" (there about 5 or 6 of them) in the ROM to reflect your new offsets:

16 10 00 00 80 16 F0 00 01 30 00 00 01 3X XX XX

Try that and see if it works. This is how I extended the behaviour bank. I haven't run into any checksum problems. All the offset pointers at the behaviour bank (such as 0x04 jumps in behavior data) are relative offsets, not absolute ones. Moving data around in the ROM is very easy.

Concerning ASM, I know nothing about MIPS or any ASM whatsoever, but I think the idea is to create a database of information here. Maybe some people will be inspired by your findings and try to learn it. I'll surely try to understand what your code does. In the worst scenario, nobody will answer your messages, but at least the information will be there.

This site looks great for N64 ASM info EnHacklopedia.

---

A visual demonstration of the 0x32 scaling command + simple behavior editing, producing a solid pipe with 400% scaling:

<object width="425" height="350"> <embed src="http://www.youtube.com/v/GPWq3GsJmcA" type="application/x-shockwave-flash" width="425" height="350"> </embed> </object>
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Posted on 04-29-08 02:37:23 PM, in Post your SM64 mods, patches and screenshots here! (NO ROM LINKS!) (last edited by messiaen at 04-29-08 11:47 AM) Link
New preview video for Mushroom Battlefield at Youtube.

<object width="425" height="355"><embed src="http://www.youtube.com/v/dlMfmReycN8&hl=en" type="application/x-shockwave-flash" wmode="transparent" width="425" height="355"></embed></object>

I forgot to ask this for the moderator: is it ok to post embed videos in the forum?

Please when you reply remove the embed code.
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Posted on 04-30-08 06:00:30 PM, in Guidelines for level editing (last edited by messiaen at 05-16-08 08:46 AM) Link
The purpose of this thread is to share helpful information regard Mario 64 level editing.

I got the idea from my main difficult in creating a level from Flatworld: the lack of spatial references makes placing objects and measuring distances very difficult.

So, ny initial idea is to build a database of infomation about Mario physics, such as:

How far mario can jump using normal jump?
How far mario can jump using the long jump?
How high can mario go using normal/double/triple jump? (rephasing, what is the maximum vertical distance between two platforms?)

This could result in pratical guidelines which would decrease significantly testing time.

For maximum accuracy, the "Platform" model from Platform Battlefield can be used. This is how it is drawn:



The red dot represents the X,Y,Z coordinate of the 0x24 object.

Each platform is "1000" wide in X and Z coordinates. If you want a "1000" jump, place two platforms at X or Z coordinates that differ "2000" from each other. If you want to test how high can jump, the "Y" difference between the platforms means how high mario can go.

Here is one pratical result:

Mario can jump "800-830" far using normal jump.
Mario can jump about "1000-1030" far using double jump.

Discovering the double jump maximum distance and other facts will be very useful for measuring and balancing jump difficult.

Edit: Hmm, no interesting on this it seems . This could be of great help also for polygon editing (especially for scaling).
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Jul - Posts by messiaen


Rusted Logic

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

29 database queries, 47 query cache hits.
Query execution time: 0.110744 seconds
Script execution time: 0.033169 seconds
Total render time: 0.143913 seconds