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| Jul - Posts by messiaen |
| Pages: 1 2 3 4 5 6 7 8 9 10 ... 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 |
| messiaen Catgirl Level: 61 Posts: 817/1085 EXP: 1795237 For next: 81359 Since: 11-20-07 Since last post: 197 days Last activity: 183 days |
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| Site URL, for a good reason: just released v11. Haven't written yet documentation for some of the new features. Changes from v10: - Custom Background import feature - Offset model position feature - New ROM Settings: set trajectories, Item Box contents and restore CRC bootcode check. - Minor GUI redesign to accomodate new features - Fixed "start level" function in ROM Settings - Fixed weather settings when alpha faces weren't present - Fixed problem with fog command that would crash TT64 - Fixed alpha problems when fog was enabled A note about custom backgrounds: Ideally, they should be 320x256 image files, anything else will be converted to this, without taking in account the original aspect ratio of the image. The main problem, however, is how backgrounds are laid out: (old pic by rstewart215804) ![]() Note that there first and last horizontal tile (in a 10x8 32x32 setting) are used to wrap the image around. So, getting a proper background can be a pain, and I'm not sure what to do to make it any easier. |
| messiaen Catgirl Level: 61 Posts: 818/1085 EXP: 1795237 For next: 81359 Since: 11-20-07 Since last post: 197 days Last activity: 183 days |
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| Hmm, I have been using Bob-Omb's Battlefield background as a basis, I have to take a look to see how other backgrounds are layed out. Also, even if you only got 9 different 32x32 textures, most backgrounds use repeated tiles (if you look closely at the Bob-Omb one you'll notice it) |
| messiaen Catgirl Level: 61 Posts: 819/1085 EXP: 1795237 For next: 81359 Since: 11-20-07 Since last post: 197 days Last activity: 183 days |
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Originally posted by VL-Tone The only info I could found about backgrounds was this old post by rstewart215804. Since you have actually decoded the backgrounds from the pointer tables, you probably do know much more about it. I'll see what I can do with your piece of information, I guess getting this correct will be harder than I thought... Originally posted by rstewart215804 Originally posted by "BTT Forever" Sorry for the lack of documentation, but here's a short explanation. This is the ItemBoxDefaultContents.txt file: 00, 0000, 87, 13003DB8 01, 0000, 86, 13003DD8 02, 0000, 88, 13003E1C 03, 0000, BE, 13001F3C 04, 0000, 74, 130009A4 05, 0000, 00, 13000964 06, 0000, 00, 13000984 07, 0000, D4, 13003FDC 08, 0000, 7A, 130007F8 09, 0000, D4, 13004010 0A, 0001, 7A, 130007F8 0B, 0002, 7A, 130007F8 0C, 0003, 7A, 130007F8 0D, 0004, 7A, 130007F8 0E, 0005, 7A, 130007F8 It's basically hexadecimal values, indicating: You can spawn any object, if it's available in the current level. Please keep entry sequencial, so after 0E comes 0F then 10, 11 and so on. Note that each value must be separated by a comma. Use VL-Tone's Behavior Doc as reference for behavior numbers. Old VL-Tone post in the checksum area thread listing Item Box contents: Originally posted by VL-Tone |
| messiaen Catgirl Level: 61 Posts: 820/1085 EXP: 1795237 For next: 81359 Since: 11-20-07 Since last post: 197 days Last activity: 183 days |
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| The program won't import any .obj file with more than 5000 faces and, unless there's something wrong with recent versions, it should display a fatal error message saying that the file wasn't imported because id had more than 5000 faces. Edit: water starting to work :Now I gotta test if it's possible to have both water/toxic haze/myst at the same time in a level. |
| messiaen Catgirl Level: 61 Posts: 821/1085 EXP: 1795237 For next: 81359 Since: 11-20-07 Since last post: 197 days Last activity: 183 days |
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| Just set a bigger scaling and experiment until you have found a proper size. Depending on the measuring you are using in SketchUp and the relative size of your model, you may need a scaling value as high as 2000 or so. I'm interested about the #getProp error. After importing the level again, does it fixes the problem? Also, can you reproduce it on a clean ROM (that is, a new ROM with the obj_import6.ppf patch applied) ? |
| messiaen Catgirl Level: 61 Posts: 822/1085 EXP: 1795237 For next: 81359 Since: 11-20-07 Since last post: 197 days Last activity: 183 days |
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| Fixed the problems with the restore level function, just avoid it for now. I'm not sure how many faces the game can handle, however based on the existing levels I would say 2000/3000 faces are safe values, and should be enough for very detailed levels. Water/toxic haze/myst is being worked for v12. |
| messiaen Catgirl Level: 61 Posts: 823/1085 EXP: 1795237 For next: 81359 Since: 11-20-07 Since last post: 197 days Last activity: 183 days |
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| VL-Tone: Thanks for the help on backgrounds. I thought that the "extra" backgrounds tiles were some kind of optimization to save ROM/RAM space, but indeed it's only a repetition of the 256x256 background external tiles. HyperHacker: 5000 is an arbitrary value I chose because I needed one to avoid people importing high-poly models and wondering why the game doesn't work at all or why the collision fails on their complex spheres . I'm already using extended memory, so RAM isn't an issue at all.vinnyboiler: I'll try to do some comparisons so you can have an idea of Mario's size in comparison to some SketchUp measurement unit. About the water/toxic haze stuff, in v12 you'll be able to set just one water box per level (ie, to flood the level). Later versions may have a better water interface so you can create multiple water boxes, and have toxic haze, water and myst at the same time in a level. |
| messiaen Catgirl Level: 61 Posts: 824/1085 EXP: 1795237 For next: 81359 Since: 11-20-07 Since last post: 197 days Last activity: 183 days |
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| With emulators, one probably could push the limits way beyond the N64 hardware can handle (if we aren't already, which is very likely). For instance, enabling the z-buffer is a very costly operation to the GPU, and since high-level emulators don't enable the RCP at all (actually, I think audio is low-level in most plugins nowadays) they probably don't even take this in account. Emoluvjd2: Well, I hope you are talking about the back face issues in SketchUp, which may generate collision errors. |
| messiaen Catgirl Level: 61 Posts: 825/1085 EXP: 1795237 For next: 81359 Since: 11-20-07 Since last post: 197 days Last activity: 183 days |
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Originally posted by DarkSpacer Not sure if that's the case, but remember that you have to model with solids all the time. That is, never leave "open" faces that should be solid on "both sides", but instead use cubes. I think if you respect that, it will work nicely. If that's not the case, send me the .obj and .skp file so I can give a look. |
| messiaen Catgirl Level: 61 Posts: 826/1085 EXP: 1795237 For next: 81359 Since: 11-20-07 Since last post: 197 days Last activity: 183 days |
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| That's a pretty interesting cross-platform console interface. Does it support kanji? Many moons ago I ported ZZT's "console debugger" from Mupen to PJ64, but the lack of correct ANSI and Kanji prevented me from releasing it since you would get too much garbage in the console window. By the way, the .obj dumper is working nicely now, now it's my turn to do Zelda -> Mario 64 . |
| messiaen Catgirl Level: 61 Posts: 827/1085 EXP: 1795237 For next: 81359 Since: 11-20-07 Since last post: 197 days Last activity: 183 days |
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| Mario 64 usually renders (almost) everything all the time, unless the level uses the room system such as "Haze Maze" and "Inside Castle". I'm not even sure that system is to prevent useless rendering or to avoid unwanted parts of the level to be displayed because of the primitive camera system. Also, There's no dillema. You can have incredible detailed levels, far surpassing any of the original ones in SM64 with 5000 faces or so. Surely I may test more and increase this limit, but it's too early since we haven't even seen a decent full level yet (imports don't count). With proper care and respect to the game limits, there probably won't be any serious collision problems. Remember the playing area isn't that big (already tried expanding but ran into many collision and camera problems). |
| messiaen Catgirl Level: 61 Posts: 828/1085 EXP: 1795237 For next: 81359 Since: 11-20-07 Since last post: 197 days Last activity: 183 days |
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Actually, that specific model would work, but you haven't exported it to the .obj format (it's a SketchUp file).The fact that you are using a very old version of the importer really puzzles me (or else, why should I even bother to reply your message when you don't follow this seemingly obvious 'rule') ? Anyway, I'm taking a break from SM64 hacking (too much stuff to do and not much motivation), no idea when I will release a new version of the level importer. |
| messiaen Catgirl Level: 61 Posts: 829/1085 EXP: 1795237 For next: 81359 Since: 11-20-07 Since last post: 197 days Last activity: 183 days |
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| I like the "old-school" console. Also, the .obj dumper seems to be working quite well this time, congratulations on it. |
| messiaen Catgirl Level: 61 Posts: 830/1085 EXP: 1795237 For next: 81359 Since: 11-20-07 Since last post: 197 days Last activity: 183 days |
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| Welcome EpicGuy! But boy, how come people can still believe in the simplistic idea of "IQ" tests? Does human activity consist in such a narrow range of abstract cognitive skills? Isn't there something else more distinct and unique of you that you should present instead of a number? Oh yeah, ranting in forums is fun. |
| messiaen Catgirl Level: 61 Posts: 831/1085 EXP: 1795237 For next: 81359 Since: 11-20-07 Since last post: 197 days Last activity: 183 days |
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Originally posted by Drexme I would say go learn about 3D modelling first, either Google SketchUp or Blender. We are in shortage of interested modders and 3D modellers more than hardcore hackers, since by now the available tools already cover the hardest tasks. |
| messiaen Catgirl Level: 61 Posts: 832/1085 EXP: 1795237 For next: 81359 Since: 11-20-07 Since last post: 197 days Last activity: 183 days |
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| I apologize if my question sounded aggressive, I just felt like provocating you since you seem indeed a smart guy. My view is that hacking isn't about high intelligence at all. Usually most tasks are pretty simple and just require enough stuborness, focus, skill and sometimes intuition (which of course can only come from previous knowledge). If you are interested in hacking as a challenge, you should be looking at cracking compression/encoding alghoritms or reverse-engineering more complex parts of the game, such as movement/camera code that requires a good grasp of trigonometry. Anyway, looking forward to see what you can do. |
| messiaen Catgirl Level: 61 Posts: 833/1085 EXP: 1795237 For next: 81359 Since: 11-20-07 Since last post: 197 days Last activity: 183 days |
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| Rez2: They have been around since the first GUI version. Decided to release v12 of the importer. New features are limited water/toxic haze/myst support (just one box), some bug fixes and an option to vertically flip textures. Also, the background importer now works much better (no more wrap problems), but the textures may still look a bit "blocky". |
| messiaen Catgirl Level: 61 Posts: 834/1085 EXP: 1795237 For next: 81359 Since: 11-20-07 Since last post: 197 days Last activity: 183 days |
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Images are converted to 256x256, then to 32x32 tiles and finally to the RGBA 5551 format. All of this (except the final RGBA 5551 conversion) is done through an external program: ImageMagick's convert tool. The "blocky" issues happens because I haven't taken care of this yet: Originally posted by VL-Tone Edit: Forgot to include in the previous post. V12 supports correctly 32x64 and 64x32 textures, which will allow for more detailed textures. |
| messiaen Catgirl Level: 61 Posts: 835/1085 EXP: 1795237 For next: 81359 Since: 11-20-07 Since last post: 197 days Last activity: 183 days |
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| It's actually the osSyncPrintf function, which prints text on the Indy workstation that N64 developers used. The "debug console" hack justs traps any calls to this function and emulates its functionality in HLE fashion (read the arguments, then call a printf). The only way to enable it AFAIR is to compile from the Linux source with a specific flag: MupenPlus GoogleCode Page. Mario 64 uses printf for this kind of debug text, however it's only triggered on special ocasions (ie, fatal crashes that won't happen unless you do it on purpose). HyperHacker: If you want to experiment doing something similar with other games, I recommended dowloading the Project64 1.4 source and modyfing the interpreter CPU code to trap any kind of print functions (IDA Pro with UltraLib signature files is a handy tool to search those functions). |
| messiaen Catgirl Level: 61 Posts: 836/1085 EXP: 1795237 For next: 81359 Since: 11-20-07 Since last post: 197 days Last activity: 183 days |
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| Link. Got this from some page at hcs64.com, if I remember correctly. You can also use a very old program called "Library Function Extractor" (found at Dextrose), if you have the N64 dev-kit files, but IDA PRO is much more handy. Probably some useless stuff is included in the zip file. |
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| Jul - Posts by messiaen |
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Acmlmboard - 07/23/2013 b378.03 ©2000-2013 Acmlm, Xkeeper, Inuyasha, et al. |
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