![]() Register - Login |
||
| Main - Memberlist - Active users - Calendar - Wiki - IRC Chat - Online users Ranks - Rules/FAQ - JCS - Stats - Latest Posts - Color Chart - Smilies |
||
| Jul - Posts by messiaen |
| Pages: 1 2 3 4 5 6 7 8 9 10 ... 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 |
| messiaen Catgirl Level: 61 Posts: 877/1085 EXP: 1795237 For next: 81359 Since: 11-20-07 Since last post: 197 days Last activity: 183 days |
|
||
| Indeed, it's not that huge, just my badly organized "hands down" approach. When new major changes are done to the ROM format I'll probably rewrite a bunch of stuff and split it properly into adequate parts. By the way, I did some rework on the GUI: ![]() Still a lot to go, but what I'm aiming for the next version is more control on the "Rom Settings" part, that is, trajectories, star positions and perhaps a Gameshark patcher (just for 80/81 codes in the correct range). Edit: Also, multiple water boxes, perhaps the most important addition. |
| messiaen Catgirl Level: 61 Posts: 878/1085 EXP: 1795237 For next: 81359 Since: 11-20-07 Since last post: 197 days Last activity: 183 days |
|
||
| Lakitu's data: RAM 0x8032ED50 -- 0xE9D50 in ROM RAM 0x8032EE08 -- 0xE9E08 in ROM First table seems to be coordinates (index + 3 16-bit signed integers) Second table seems to deal with rotation and camera speed, but I haven't experimented a lot. |
| messiaen Catgirl Level: 61 Posts: 879/1085 EXP: 1795237 For next: 81359 Since: 11-20-07 Since last post: 197 days Last activity: 183 days |
|
||
| Video showing some early stuff from this hack: |
| messiaen Catgirl Level: 61 Posts: 880/1085 EXP: 1795237 For next: 81359 Since: 11-20-07 Since last post: 197 days Last activity: 183 days |
|
||
| Sorry, settings for water box size/position will remain the same. |
| messiaen Catgirl Level: 61 Posts: 881/1085 EXP: 1795237 For next: 81359 Since: 11-20-07 Since last post: 197 days Last activity: 183 days |
|
||
ToOriginally posted by Zero One and Originally posted by hennahacker I'm working on a help file for the next version of the level importer, which will include guides (with images) on topics such as water editing, collision, trajectories, etc. The height is the actual maximum Y coordinate. The water box will begin on the "ground", so the only error I can imagine happening is if your maximum height is below the ground Y. |
| messiaen Catgirl Level: 61 Posts: 882/1085 EXP: 1795237 For next: 81359 Since: 11-20-07 Since last post: 197 days Last activity: 183 days |
|
||
| Gecko, would you mind if I incorporate some of your tutorials in the help file of the new Level Importer version? I'll just reproduce selected content, such as screenshots from export settings and some advice, as well as post link to your videos and maybe to this thread. |
| messiaen Catgirl Level: 61 Posts: 883/1085 EXP: 1795237 For next: 81359 Since: 11-20-07 Since last post: 197 days Last activity: 183 days |
|
||
| No estimate, I don't have much time to work on it and still there's plenty of stuff to be finished. This week my priority is making a huge help file, which will cover most details about using the program and, maybe, some general SM64 hacking tips (we need badly a FAQ, as I stated in other thread). |
| messiaen Catgirl Level: 61 Posts: 884/1085 EXP: 1795237 For next: 81359 Since: 11-20-07 Since last post: 197 days Last activity: 183 days |
|
||
Originally posted by Zero One You can compile a list of questions you want to see covered (try to be as specific as possible). |
| messiaen Catgirl Level: 61 Posts: 885/1085 EXP: 1795237 For next: 81359 Since: 11-20-07 Since last post: 197 days Last activity: 183 days |
|
||
| Not anything directly related to TT64 usage (that is already covered by VL-Tone's docs). It's mainly for the level importer. Haven't decided yet which topics will be covered on the general SM64 hacking FAQ, I guess I'll read over the questions topic and do a compilation of the most relevant and less obvious ones. |
| messiaen Catgirl Level: 61 Posts: 886/1085 EXP: 1795237 For next: 81359 Since: 11-20-07 Since last post: 197 days Last activity: 183 days |
|
||
| There's a "Skip Peach/Lakitu Intro" option at the Rom Settings menu. I don't get your "What's with the object lists?" question. What exactly should this question cover? Are you talking about the object lists on the Level Importer? If so, I have changed that label to "Objects in bank", which I think is more descriptive, but I can also add some text saying that those lilsts are merely informative and that selecting a specific object won't make a difference. What happens when you choose "hardcore fog"? Is fog enabled at all? |
| messiaen Catgirl Level: 61 Posts: 887/1085 EXP: 1795237 For next: 81359 Since: 11-20-07 Since last post: 197 days Last activity: 183 days |
|
||
| Right, I included an explanation about the object lists (now called "objects in bank"), since there was some space in the UI. By the way, I am thinking of including a export/import 0x24 objects function, so data can be moved more easily between ROMs and levels. Also, I will include a sample level (as .obj), which should be a good thing to test if ImageMagick's is working correctly (otherwise textures won't import). |
| messiaen Catgirl Level: 61 Posts: 888/1085 EXP: 1795237 For next: 81359 Since: 11-20-07 Since last post: 197 days Last activity: 183 days |
|
||
| You can already do that, whenever you import a level the objects are never touched (ie, if you import a different .obj file, the 0x24 objects will remaing the same). I will juts add a option to export ALL objects from a level and them reimport them somewhere else (only in imported levels, exporting from the original levels won't work). |
| messiaen Catgirl Level: 61 Posts: 889/1085 EXP: 1795237 For next: 81359 Since: 11-20-07 Since last post: 197 days Last activity: 183 days |
|
||
Originally posted by Zero One Right, object is a confuse word here. No, you won't be able to import level pieces as 0x24 objects. And again, 0x24 objects are never reseted when you import an Wavefront Object File, so you can build your levels gradually. |
| messiaen Catgirl Level: 61 Posts: 890/1085 EXP: 1795237 For next: 81359 Since: 11-20-07 Since last post: 197 days Last activity: 183 days |
|
||
| Yes, that's it. I will document this behavior in the help file to avoid confusions since this isn't well explained anywhere. |
| messiaen Catgirl Level: 61 Posts: 891/1085 EXP: 1795237 For next: 81359 Since: 11-20-07 Since last post: 197 days Last activity: 183 days |
|
||
| Forgot to post this one here, a little video showing the new interface (already a bit outdated by now). |
| messiaen Catgirl Level: 61 Posts: 892/1085 EXP: 1795237 For next: 81359 Since: 11-20-07 Since last post: 197 days Last activity: 183 days |
|
||
| I'll include a guide with pictures about water boxes on the tutorial (probably using the "sample level" as an example). |
| messiaen Catgirl Level: 61 Posts: 893/1085 EXP: 1795237 For next: 81359 Since: 11-20-07 Since last post: 197 days Last activity: 183 days |
|
||
Originally posted by vinnyboiler Importing new objects (forget about replacing) is not impossible, but very problematic. I have the knowledge to do so, but to make it a totally automated process (and making it work properly in TT64) is another thing. So, this is the kind the feature one shouldn't expect anytime soon. Still, it's something I will eventually try to work out. |
| messiaen Catgirl Level: 61 Posts: 894/1085 EXP: 1795237 For next: 81359 Since: 11-20-07 Since last post: 197 days Last activity: 183 days |
|
||
Aren't people still doing SMB 1-1 in Super Mario World, New! Super Mario Bros and every platform game around that can be hacked ? I am generally opposed to porting 3D levels (especially from non-Mario games), but in my opinion that's one that actually fits, if you find good textures and do a creative enemy placement. |
| messiaen Catgirl Level: 61 Posts: 895/1085 EXP: 1795237 For next: 81359 Since: 11-20-07 Since last post: 197 days Last activity: 183 days |
|
||
Testing a possible graphical interface for collision mapping:![]() It's still early in development, but I guess it could be helpful. |
| messiaen Catgirl Level: 61 Posts: 896/1085 EXP: 1795237 For next: 81359 Since: 11-20-07 Since last post: 197 days Last activity: 183 days |
|
||
| I don't know much about complex Gameshark codes (try reading the "EnHacklopedia" at kodewerx.org), but if your are comparing to 0 I think you could accomplish this with an optimized ASM hack (note register usage and delay slot exploit) such as: LUI V0, 0x8034 BNEQ R0, AT, DontRemoveCap LW AT, 0xB1C4 (V0) /* load speed */ SW R0, 0xB177 (V0) /* remove cap*/ DontRemoveCap: // Number of codes would be higher, but you can get more flexibility plus patch it more easily into a ROM. |
| Pages: 1 2 3 4 5 6 7 8 9 10 ... 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 |
| Jul - Posts by messiaen |
![]() |
Acmlmboard - 07/23/2013 b378.03 ©2000-2013 Acmlm, Xkeeper, Inuyasha, et al. |
| Query execution time: | 0.040556 seconds |
| Script execution time: | 0.069622 seconds |
| Total render time: | 0.110178 seconds |