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05-03-22 06:06:44 AM
Jul - Posts by messiaen
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messiaen
Catgirl
Level: 68


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Posted on 06-23-10 01:38:45 PM, in Mario 64 Level Importer Link
Originally posted by Emoluvjd2
This is very helpful, but a problem I see with that is that the textures don't go through the image conversion program yet, so if a big enough texture is used, it could overflow the window and go behind the menus.


Currently it only warns if textures bigger than the N64 texture cache (in the RGBA 5551 format) are being used and show what fits into the window, but I will try to show it already resized, so you can preview what your texture will really look like.
messiaen
Catgirl
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Posted on 06-23-10 06:50:01 PM, in Perfect Dark "iron sights" gameshark hack Link
I guess you could try converting these Gameshark codes to a simple C program and inject them using some method lke this N64 binary loader.
messiaen
Catgirl
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Posted on 06-23-10 07:00:44 PM, in SM64 Gameshark/Hex Stuff Link
Sounds interesting, but I'm not sure if the Gameshark can handle multiple compares, or even nesting the conditionals. Again, you should ask people at kodewerx.org, they know everything about the Gameshark.
messiaen
Catgirl
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Posted on 06-23-10 07:04:27 PM, in Post your SM64 mods, patches and screenshots here! (NO ROM LINKS!) Link
Hey Chanver, do you think you could design a sample level for the next version of the importer ? If you are willing to, I will think about the 'specs'. My idea is to make a tutorial so people can learn how to deal with the usage of the importer. I will give a play at your level, maybe it could be expanded for that purpose.
messiaen
Catgirl
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Posted on 06-23-10 08:49:21 PM, in SM64 Gameshark/Hex Stuff (last edited by messiaen at 06-23-10 05:50 PM) Link
Originally posted by MarIO0
(I haven't tested if it's possible to execute code from the RAM).

On the N64, code is always executed from RAM.

But that approach may fail on emulators because they mostly can't handle self-modyfing code, especially on the recompiler mode (once it gets executed for the first fime, you can change the instructions at RAM but the older code will run instead).

Edit: Oh wait, sorry, I think I understood your post incorrectly. Still, the warning about self-modyfing code is useful.
messiaen
Catgirl
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Posted on 06-25-10 12:42:47 AM, in Post your SM64 mods, patches and screenshots here! (NO ROM LINKS!) Link
RDX: Replacing sound effects in the N64 is a daunting task. I know SubDrag managed to do it on the GoldenEye editor, but that game uses one standard format which is documented in the N64 SDK.

Not sure if we'll ever get to actually import new sounds, but someone with tons of patience could probably import samples from Mario Kart 64, which uses a similar sound engine.
messiaen
Catgirl
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Posted on 06-25-10 02:07:46 PM, in Post your SM64 mods, patches and screenshots here! (NO ROM LINKS!) Link
Wow, that's some of the best custom design I've seen imported in the game!
messiaen
Catgirl
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Posted on 06-25-10 05:41:45 PM, in SM64 Gameshark/Hex Stuff Link
Originally posted by MarIO0
Originally posted by HyperHacker
(Or hack Lua into the emulator. )


That would be awesome, but the only problem is that I have no idea about how to do it or how it's typically done, plus Project64 is closed source so I wouldn't be able to do it for it. On Mupen64Plus it seems a good idea, since it's open source and it's available for Windows now. I'll look at it anyway


Project 1.4 is actually open source, you can grab it at www.emutalk.net if I'm not mistaken. It's a nice hacking resource, too bad the debugger/gameshark interface isn't very good.

AFAIR, it can compile quite easily with any recent version of Microsoft C++ Visual Studio.
messiaen
Catgirl
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Posted on 07-04-10 02:44:05 AM, in Mario 64 Level Importer Link
I have done some research on possible collision problems related to SketchUp backfaces.

The problem is that every face in a SketchUp model has both front and back sides, but the collision engine will freak out if you export both. So, the solution is to make sure every visible face is facing out and them exporting ONLY front face.

To find backfaces, go to View -> Face Styles and choose "Monochrome". Now, if you are using default settings, backfaces will be blue, while front faces will be white. If you find a backface that should be visible, click on it, go to Edit -> Face and choose "ReserveFace", that should fix it.

There's also a very handy plug-in called Front Face, which will quickly turn a backface into a frontface (again, use Monochrome face style to find them in the first place).
messiaen
Catgirl
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Posted on 07-04-10 05:06:41 PM, in Mario 64 Level Importer Link
Originally posted by SuperMario9080
Actually it said, "Warning: Material file can not be found. Textures from the game are assigned instead." And yes my .mtl file has the same name with the .obj file.


Send me the .obj + .mtl files (upload to mediafire.com or other free host and post the link), I can't provide help without that.
messiaen
Catgirl
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Posted on 07-04-10 05:43:47 PM, in Mario 64 Level Importer Link
map_Kd issues apart, I can't reproduce this bug:

Originally posted by SuperMario9080
Actually it said, "Warning: Material file can not be found. Textures from the game are assigned instead." And yes my .mtl file has the same name with the .obj file.


Please send me the log file.
messiaen
Catgirl
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Posted on 07-05-10 06:13:17 PM, in Using Blender Link
Interesting stuff, probably with consistent modelling it's possible to make a map with perfect collision. I am not sure if I understand 100% what you meant by "planar grounds consisting of more polygons than actually needed", but keep in mind that overlapping polygons will always result in collision errors, as well as polygons with both front and back faces.

Could you show these findings in more detail? Or try to reproduce in a new map some collision errors?

Also, is there any chance of maps having duplicate faces? If so, I could check for those and getting rid of them when writing the collision data.

I'm almost sure the disappearing objects are a bug in TT64 act handler. If you send me a ROM with this problem I might be able to include an option to scan for and fix those errors the new level importer version.
messiaen
Catgirl
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Posted on 07-06-10 01:52:32 AM, in SM64 Music Editing Link
Ah, that's a interesting case. It's actually the "Title Screen" sequence, but what happens is that for a moment the tempo is slowed down (a lot) and there's a pitch bend effect, resulting in a sort of slow glissandi effect.
messiaen
Catgirl
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Posted on 07-11-10 11:34:13 AM, in Post your SM64 mods, patches and screenshots here! (NO ROM LINKS!) Link
Really looking forward to see more. Did you use Blender or SketchUp on this one?
messiaen
Catgirl
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Posted on 07-11-10 02:00:47 PM, in I accidentally the entire 1 terrabite HD (last edited by messiaen at 07-11-10 11:01 AM) Link
Damn, that sucks.

Reminds me when my Maxtor hard-drive with many important files failed. As far as I remember, it was actually a firmware problem which required using some pirate Russian programs to correct, but I never found the exact image I needed .
messiaen
Catgirl
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Posted on 07-19-10 09:49:14 PM, in Mario 64 MusicXML Importer Link
Worked a bit more on the user interface and now that it's actually usable I decided to release this early alpha, at least for the Jul community:

Download.

There are some missing features, most notably proper handling of ties in polyphonic channels, but it still might give better results in simpler files than mml2m64. Be sure to save your settings so you can try them again in newer versions.

Other limitations:
- Individual channel transposition won't work.
- Unicoded-encoded .xml files may not open properly.

The first post should cover most basic usage. Unfortunately, better results will only be obtained with commercial software such as Finale or Sibelius.
messiaen
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Posted on 07-20-10 12:15:47 AM, in Mario 64 MusicXML Importer Link
Originally posted by vinnyboiler
Just downloading it now, are their instuctions on how to use this program or will I have to figure it out myself

Basic usage:

- Convert your .MIDI file to MusicXML (see first post) and open it (hint: "Load File" button) into the importer.
- If everything is correct, a list of "parts" will be compiled. If your MIDI didn't contain part names, they will be listead as Unnamed staff 1, 2, 3 etc.
- Toggle a channel on, select a parts and a instruments for it.
- Click on "create .m64 file"

Now you'll have to rely on the old sequence inserter from mml2m64, until I do a new one with a graphical interface and which will actually change the instrument set (this may be finished on a few days).
messiaen
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Posted on 07-20-10 01:35:23 AM, in SM64 Music Editing Link
I think you are confusing ties with legato, if I understand what you mean. Could you send the MIDI file as well as a screenshot showing the problem?

If you are using my MusicXML importer, remember that ties aren't supported if your channels uses chords. I removed this feature on this first alpha release because it was too buggy.
messiaen
Catgirl
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Posted on 07-21-10 07:49:33 PM, in Mario 64 Level Importer Link
Sounds like this has already been covered, just install the right libraries and it should work.
messiaen
Catgirl
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Posted on 07-21-10 08:22:52 PM, in Mario 64 Level Importer Link
Level Importer page.
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Jul - Posts by messiaen


Rusted Logic

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

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