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05-03-22 06:06:36 AM
Jul - Posts by messiaen
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messiaen
Catgirl
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Posted on 03-07-11 06:15:30 PM, in Help/Questions about Toad's Tool 64 and SM64 hacking Link
Smiley: Please send me the .obj + .mtl + textures + settings file so I can take a look at it.
messiaen
Catgirl
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Posted on 03-10-11 07:36:07 PM, in Toad's Tool 0.6.0 (On hiatus for an indefinite amount of time) (last edited by messiaen at 03-10-11 04:38 PM) Link
There's a really huge difference in doing an individual hack and implementing it as an automatic process, especially because there's tons of decision making involved in doing this type of stuff.

Sorry, but is sort of irritating when people point out obvious "it´s possible" stuff.
messiaen
Catgirl
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Posted on 03-17-11 02:55:22 AM, in Help/Questions about Toad's Tool 64 and SM64 hacking Link
Originally posted by Dudaw
Does changing the start warp actually replace all the existing warps in the game?


No. Probably he didn't notice that the default warps in custom levels are the same as the "Flatworld" ones (that is, Bob-omb's). It takes a few seconds and very few clicks to change them .
messiaen
Catgirl
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Posted on 04-04-11 12:53:14 AM, in Decompiling an N64 ROM Link
Flames aside, we can't be sure if that "team" actually knows what is to "decompile" (you can never take that for granted seeing all the confusion people make about compilers, assemblers and that kind of stuff).

Your question is sort of vague, so I can assume your team purpose is still too vague or way beyond their current knowledge. Whatever you are trying to do, learn about programming, assembly, general hacking and then ask for more specific questions we can actually answer.
messiaen
Catgirl
Level: 68


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Posted on 04-08-11 07:56:15 PM, in Mario 64 MusicXML Importer Link
Originally posted by RDX
Hey Frauber, if you ever go back to this you should really add a way to add a drum track. You know, @127 or whatever it was. No pressure or anything, I'm pretty much out of the hacking loop at this point. Maybe I'll start up during the summer or something.


Unfortunately I'm also totally out of the hacking loop, probably until late this year. You can hack it yourself by opening the .m64 file and changing the 0xC1 (set instrument) command value to 0x7F.

For instance, say your file has 4 channels, the last one being the drums. Open a hex editor, find the fourth 0xC1 byte, and change the value after it to 0x7F.
messiaen
Catgirl
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Posted on 05-26-11 01:00:58 PM, in Help/Questions about Toad's Tool 64 and SM64 hacking Link
It's loaded by this function (from Nagra's Mario Resource):

_0x80248964()
{
SavePtr(0, 0x80000000);
osCreateMesgQueue(&_0x8033b028, &_0x8033b044, 1);
osCreateMesgQueue(&_0x8033b010, &_0x8033b040, 1);
FrameBuffer[3] = &_0x80000400 & 0x1fffffff; /* Find what's in it */
FrameBuffer[0] = &_0x8038f800 & 0x1fffffff; /* Find what's in it */
FrameBuffer[1] = &_0x803a5000 & 0x1fffffff; /* Find what's in it */
FrameBuffer[2] = &_0x803da800 & 0x1fffffff; /* Find what's in it */
_0x8033b060 = _pool_alloc(16384, 0);
SavePtr(17, _0x8033b060);
DynamicObjectCopy(&_0x8033b080, 0x004ec000, _0x8033b060);
_0x8033b064 = _pool_alloc(2048, 0);
SavePtr(24, _0x8033b064);
DynamicObjectCopy(&_0x8033b090, 0x00579c20, _0x8033b064);
DynamicIndexCopy(16, _scriptSegmentRomStart, _scriptSegmentRomEnd, 0);
UncIndexCopy(2, 0x00108a40, 0x00114750);
}

In the extended ROM that bank is moved somewhere after 0x800000, just check whatever is passed to register A0 in the highlighted function above.



Dextrose, who used to host "Mario Resource" is down, you can find this in this torrent
messiaen
Catgirl
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Posted on 06-09-11 03:33:28 PM, in Hacking animations Link
I have some notes on animation data somewhere in my old notebook, I'll post them whenever I get a chance. By the way, you should check out the Zelda hacking forum www.spinout182.com, these guys are way more advanced regarding animations (there are already custom animations and animation viewers tools)
messiaen
Catgirl
Level: 68


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Posted on 08-27-11 02:39:38 PM, in Mario 64 Level Importer Link
Originally posted by Eggs6131
The stage is the wrong way round!

For now, you must swap the axis (rotate X90 I think) on SketchUp, next version of the importer (no idea when it comes out, but I may try to work a bit on it in september) will have a function to fix it .

Also, have you tried negative water height? Ii goes down do -8192.
messiaen
Catgirl
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Posted on 08-27-11 08:44:22 PM, in Mario 64 Level Importer Link
I don't have time anymore to work on SM64 and I'm a bit fed up of it, but I might release what I already have since people are starting to release their full hacks (such as Mario 74 and Star Road). Also, it would be nice it someone could keep the "List of released SM64" hacks updated and stickied for reference.

Dunno about the mapKd issue, but I think the last version of the importer already fixed this. Also, some people have been reporting that using the native .OBJ Exporter of Google SketchUp Pro yields much better results on texture mapping and collision than this free plug-in.
messiaen
Catgirl
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Posted on 08-28-11 06:16:00 PM, in Mario 64 Level Importer (last edited by messiaen at 08-31-11 01:17 AM) Link
So, I was taking a look at the current state of the Level Importer. Here's what I have for v16:

- Fixed the "pause menu warp" bug (level list wasn't correct)
- Option to adjust global texture brightness/color intensity.
- Option to rotate model along Y axis (very useful to find a camera friendly level orientation)
- A sort of incomplete 3D preview, but useful enough to get a better sense of scaling. I will see if I can get it to preview problems with texture mapping due to limited precision in the N64 vertex format.

Edit: How the preview looks like.


That box represents Mario's Size.
messiaen
Catgirl
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Posted on 08-30-11 03:31:57 PM, in Koopa-The-Quick Trajectory Modifier v0.2 Link
This program isn't even functional anymore, I recommend this thread to be locked or even trashed to avoid confusion.
messiaen
Catgirl
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Posted on 09-07-11 06:48:40 PM, in Mario 64 Level Importer Link
It's almost done, I just lack the time to sort out a few details and finish some new features, so I can't tell you exactly when it's going to be released, but probably this month.
messiaen
Catgirl
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Posted on 09-10-11 04:13:10 AM, in Mario 64 Level Importer Link
Yes, I've used Bottle Glasses.

Here's something I'm working on, probably not for this version of the importer:



Not sure yet if it will edit all dialog or just credits and other stuff the Text Wrangler doesn't.
messiaen
Catgirl
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Posted on 09-10-11 12:26:35 PM, in Mario 64 Level Importer Link
Never noticed that. But hey, VL-Tone spent a handful of hours doing the Text Wrangler, don't be lazy about the simple act of closing your ROM. And don't expect a "Toad's Tool" from me.

Since my program won't have a graphic preview, it will probably more useful to make last minute quick changes after the main text has been changed in the Text Wrangler, as well as changing credits/ending/menu text.
messiaen
Catgirl
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Posted on 09-19-11 01:40:53 PM, in Mario 64 Level Importer (last edited by messiaen at 09-19-11 10:43 AM) Link
Here's the new release (v16) of the importer with the 3D preview: Download.

Changes:

- 3D preview feature.
- Set level Y rotation (try 90, 180 and 270 and see how the camera reacts).
- Option to override normal polygon limitations (6500) for people who want to test (not sure they'll work) even bigger levels.
- Cheapo texture brightness setting
- Fixed pause menu warp bug

Please report any bugs/issues.
messiaen
Catgirl
Level: 68


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Posted on 10-09-11 09:30:45 PM, in Help/Questions about Toad's Tool 64 and SM64 hacking Link
Originally posted by Ragin
I am having problems with a levelmodell at the moment:
I tested it a few times during the modelling process and it worked without any problems in the game and in Toadstool. Today I finished modelling and imported the product, again without any errors, all changes are visible in the game. However, Toadstool cannot open it anymore, atempting to open it produces a "Property not found #texture" error.
The level is quite complex, it consists of more than 6000 Polygons, but it is still inside the save limitations of 6500.
I read about this error in this thread, but the solutions I found didn't work for me.

This is what I already tried:

- import OBJ into a new untouched ROM (this is why I think the model is the problem)
- Texture all faces, even those which are on the "outside" of the Level (My other models I imported also have the default texture from Sketchup in them, but they are working fine)
- reduce the amount of textures used (I've been using 20 textures from the original game, no custom ones)
- undo some of the final changes on the model, but not all of them
- delete like half of the polygons in the Level

It would be amazing if somebody knew a solution to this, since I put a ton of effort into this level.


Can you send me the file (.obj + .mtl + textures) ?
messiaen
Catgirl
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Posted on 10-13-11 12:25:10 AM, in Help/Questions about Toad's Tool 64 and SM64 hacking Link
Open your .mtl file in NotePad, find this:

newmtl Default_Material
Ka 0.000000 0.000000 0.000000
Kd 1.0 1.0 1.0
Tr 1.0
Ks 0.000000 0.000000 0.000000
Ns 3.2

and try to add "map_Kd Texture0254_RGB.png" after the last line. See if it works.
messiaen
Catgirl
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Posted on 12-02-11 01:24:16 AM, in Mario 64 Level Importer Link
Sorry, I'm not interested anymore on SM64 Hacking. Here's a file containing source for the importer as well as other tools, docs and misc hacks done in C. Sometime I'll update it with some newer files which aren't here with me right now.

Download
messiaen
Catgirl
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Posted on 12-26-11 06:07:51 PM, in Super Mario Star Road RELEASE! (Download avaliable) Link
Really amazing work, I am happy to see my tools used in all their potential.
messiaen
Catgirl
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Posted on 01-18-12 05:37:29 AM, in Correctly Compilling C For Usage With N64 Link
I feel like helping since there's great value in learning how to set this up. If you got anything to compile, then you are on the right path.

Dunno about spinout stuff, but this file should help you. The subdirectory labelled 'c' contains multiple examples of SM64 hacks done in C. Use mario64.c as reference for Makefile and linker script. If I recall correctly, some of the CFLAGS have been changed from the example hacks.

A few important points:

1) Hook.txt is the hack entry-point. It replaces something useless in Mario's behavior with JAL 0x80400000, so your code will ONLY BE CALLED when Mario can be controlled (but not during menus, cutscenes and pauses). This is a quick cheapo to test hacks easily as Nemu64 cheats. If you want to inject your hack into the ROM, you'll need a few more steps, I should probably write a guide on that (fortunately its simpler with ROMs already modified by the OBJ Importer).

2) The linker script (mario64.x) shouldn´t be modified, however there's something very important to take in account, , which is the start address definied by ".". In this case, it's 0x80400000, which is fine for Gameshark test hacks, however when inserting to the ROM this has to match the actual RAM destination. More on this on a later post.


SECTIONS {
. = 0x80400000 ;


3) Remember ALL your source files must begin with this:

asm volatile("la $gp, _gp");

This ensures $GP is a pointer to the .data section containing the variables used by your code, otherwise the first load/store operation will result in an exception and crash the game.

Hope this heps, feel free to ask any questions.
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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: 0.088176 seconds
Script execution time: 0.023331 seconds
Total render time: 0.111508 seconds