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05-03-22 06:06:50 AM
Jul - Posts by messiaen
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messiaen
Catgirl
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Posted on 01-18-12 11:37:00 PM, in Correctly Compilling C For Usage With N64 Link
Use objdump -d file.elf to get a disassembly of your compiled code, then it should be easier to figure out what's different.
messiaen
Catgirl
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Posted on 01-22-12 09:41:42 AM, in Mario 64 Level Importer Link
That is interesting, I never finished some feature like this because I didn't want to replace models but rather add them more freely into new object banks, however this will be useful for people making hacks.

I suggest using C# and WinForms to make a simple graphical interface.
messiaen
Catgirl
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Posted on 01-22-12 04:42:57 PM, in Mario 64 Level Importer Link
Just curious, why the restriction on texture size if you are using the level importer itself to do the importing work?

Also, to add support for alpha textures just import also the second display list, which deals with alpha textures. You may have to construct a new geo layout for the imported object, but that should be easy.
messiaen
Catgirl
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Posted on 01-25-12 05:05:07 AM, in Mario 64 Level Importer Link
I have some time in my hands this week, I'll see if I can try adding object importing into the importer, since that's perhaps the greatest missing feature (besides area support, which actually may be possible even taking in account TT64 limitations if the user uses a second ROM to make the areas as separated levels).

I'm thinking of using a very different approach for custom objects. The idea is to have a manager in the interface, sort like the custom music feature. The user imports the objects and later selects from the Object Bank interface which ones will get in the level. The trick here is to avoid banks altogether and instead import objects/layouts/behaviors in a shared area in RAM, so they are available in all levels. One problem is assigning them a valid Model ID, I guess I'll have to make a list to find empty spots according to the banks used.

Also, how well the 3D preview is working? Sometimes the program just uses all CPU power for me and gets unresponsible (on some .obj files), does that happens for you guys too?
messiaen
Catgirl
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Posted on 01-25-12 10:00:46 PM, in Mario 64 Level Importer (last edited by messiaen at 01-25-12 10:05 PM) Link
I don't promise anything, since this feature is very complex to implement properly and will require major changes in the importer. Also, I need to take in account TT64 limitations, which will limit a bit my choices.

I get problems with the 3D preview all the time with a few specific .obj files, I wonder why nobody else reported this problem yet.

Edit: just added something minor but still useful: water box preview. You can move it inside the 3D preview, so no need to get coordinates from TT64.

Edit2: That's odd, when running the 3D preview inside Visual C++ Irrlicht uses the Intel HD Graphic Adapter of my Notebook and Open GL 2.1 and that runs fine. When launched from the importer, it uses GeForte GT 325 using OpenGL 3.3 and it gets horribly slow. I'll see if updating drivers makes a difference, but I guess I should also test using DirectX as renderer, too bad I didn't compile it into the Irrlicht DLL because I didn't want to install the DirectX just for this. Unless someone complains about it, I'll probably won't add it for now.
messiaen
Catgirl
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Posted on 01-26-12 03:32:50 PM, in Mario 64 Level Importer Link
TT64 needs to be able to read the ROM properly. It's flexible enough for most of our needs, however when hacking a game extensively, many changes to the game engine are done to obtain more flexibility, so I have to take in account what kind of modifications will be compatible with TT64.

SketchUp seems to be what everyone is using, since its so easy. Celux has reported that using the native .OBJ Exporter (only in Pro Version) works much better than the free plugin I link on my page.
messiaen
Catgirl
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Posted on 01-26-12 07:04:32 PM, in Mario 64 Level Importer Link
I don't check PMs and often take long hiatus from the forum, so its better to post here.

There's no need delete anything, TT64 now decodes stuff on the fly. However, there are a few limitations: in largar levels TT64 displays just part of the level (in that case, you'll need to use the collision to guide you) and very often textures don't show up correctly. Everything works fine in-game though.

The importer page has a mini FAQ, but it's very far from complete.
messiaen
Catgirl
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Posted on 01-27-12 11:54:12 PM, in Mario 64 Level Importer Link
Send me the .mtl file of one of those models whose textures don't show up.

After thinking many alternatives, I have decided how to implement the custom objects. There will be custom object banks, holding up to 50 objects, so there's room to import PLENTY of stuff.

There will be a polygon limit for imported objects, maybe 150 or even lower, as more complex solid objects tend to slow the game. A simple "solid" behavior script will be generated automatically, but I will include a few simple presets for less experienced users (rotating, breakable, floating, etc).

That's the plan .
messiaen
Catgirl
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Posted on 01-28-12 04:50:22 PM, in Mario 64 Level Importer (last edited by messiaen at 01-28-12 01:51 PM) Link
From what I understand, Celux has limited it because he isn't sure yet how to predict texture size, since his program doesn't actually import but rather repoints the output of the level importer. It can be done reading some display list commands, but it's a bit cumbersome from what I remember.

But answering your question, it will support the same textures type/size as the level importer, including alpha if it works correctly on objects. Max polygons will be limited to 150, however a few special objects may use more.
messiaen
Catgirl
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Posted on 02-01-12 11:46:00 PM, in Mario 64 Level Importer Link
The object importing seems to be working, that part was easy. Main problem now is the lazy way the importer deals with level scripts, that will need a major rewrite for more flexibility.

messiaen
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Posted on 02-07-12 03:29:19 PM, in Mario 64 Level Importer (last edited by messiaen at 02-07-12 12:32 PM) Link
Hey VL-Tone, nice you're still around . Indeed, "The Star Road" has set a new milestone for SM64 Hacking, so much that it has motivated me to work a bit more on the importer.

I did some work today and object importing seems to be working finely, now I have to test alpha support and add a number of customization settings, such as shadow support, drawing distance and a number of preset behaviors.

I am also testing a built-in hex editor so you can quickly edit behaviors without having to fire up a hex editor and finding the proper offsets, etc. It will only edit custom behaviours, not the existing ones.



RussianDude: not sure why that happens, it could be a bug in the Irrlicht OBJ loader, or I am not providing correct path so it can locate textures.

Please send me a download link to the .obj + .mtl + textures files, ok?
messiaen
Catgirl
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Posted on 02-07-12 10:25:12 PM, in Mario 64 Level Importer Link
Thanks RussianDude. It's an annoying problem with working directories from the Irrlitch model viewer sample I used. I'll see if I can fix it, but it may be not so trivial.

cpuHacka: I don't think semi-transparency is handled only by geo layouts, but probably in combination with specific display lists commands.

And ... much better now!

messiaen
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Posted on 02-08-12 03:45:00 PM, in Mario 64 Level Importer Link
Dudaw: The formatting has improved a lot since the last screenshot, it's much easier to read now, but I'm not too fond of colors. Since I'm testing RichText, perhaps bold/italic may help a bit.

I'm thinking of writing a graphical behavior builder, including the most common controls. I see you made some lists about those non-solid collision types, that will be handy. Do you happen to have a description of 0x0C function calls that can be reusable in most behaviors? I have done something like this in the past, but more detailed descriptions would be nice.
messiaen
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Posted on 02-09-12 05:05:00 PM, in Behaviour Scripts Link
Don't have to anywhere else to take this note, so:

Command 0x2E has a lenght of 8 bytes.

[2E] [00] [00] [00] [xx xx] [yy yy]

xxxx = Integer saved as a float to 0x200 in the object struct.
yyyy = Integer saved as a float to 0x204 in the object struct.

Possibly (non-solid) collision related.
messiaen
Catgirl
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Posted on 02-11-12 05:15:35 PM, in Mario 64 Level Importer Link
Probably getting a bit complicated..



Still, with a decent behavior generator most users can simply avoid using this.
messiaen
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Posted on 02-12-12 04:49:38 PM, in Mario 64 Level Importer Link
Cajetan: I have some free time now before my vacations are over, but this will probably be my last update to the importer this year. It's a quite massive update though!

BigBrain: That's nice, I hope more people experiment with this.

VL-Tone: If by any chance you are still willing to do some work on TT64, these small fixes should really come in handy (you may disable the incomplete OBJ importer/BG Swapping/Text Editor features):

- Ignoring command 0x10 (just read the lenght byte and skip accordingly), which I planned to use as an extended memory loader but that isn't used anymore.
- Get rid of the 2000 GBI commands limitation when drawing levels (most custom levels are only partially shown).
- Jumps in custom level scripts don't work properly, at least when they aren't on bank 0x0E. My importer uses bank 0x19 for scripts, because I need 0x0E for polygon commands (the RSP only supports the first 0x10 banks, but other content may be used in the 0x10-0x20 segments). If I remember correctly, even jumps on the "flatworld" template didn't work. Also, the Script Dump can't load the scripts.

If you ever feel like doing this, try opening the Star Road ROM in your current build of TT64. Once those are implemented it should load fine.

----

If things work smoothly, I may add some extra behavior commands for common functions people use in hacks. One of them would be removing a object if Mario has less or more than "X" stars.
messiaen
Catgirl
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Posted on 02-12-12 08:04:49 PM, in Help/Questions about Toad's Tool 64 and SM64 hacking (last edited by messiaen at 02-12-12 05:07 PM) Link
Originally posted by UED
I want to release soon a Demo of my hack Super Banjo-Kazooie 64). Do you know, how to protect my ROM against opening in Toads Tool?
For example: The creator of SM64 Star Road did protect anyhow.
I hope, you know it.


Why would you want to protect it? This has never been effective. Are you sure Star Road can't be opened in TT64?

NLTM: Read the Mario hacking docs, you'll eventually be able to do this, but trust me, the results will be terrible, this won't work at all in a 3D game.
messiaen
Catgirl
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Posted on 02-12-12 11:27:30 PM, in Mario 64 Level Importer (last edited by messiaen at 02-13-12 09:49 PM) Link
We don't know how that works. [Edit: but I remember posting something about Lakitu's data in the checkum area thread, so that first cutscene may be actually editable to some degree].

A pic of the geometry layout editor. Most of what is editable is drawing distance, to save CPU power, and shadow properties (the Layout Generator button will handle it). Not sure if there's anything else of interest on geometry layout scripts (for non-animated objects).

messiaen
Catgirl
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Posted on 02-13-12 05:49:00 PM, in Help/Questions about Toad's Tool 64 and SM64 hacking Link
Originally posted by ploggy
I'm trying to make a rectangle of water at the top of one of my levels, but for some reason the water is being drawn all the way to the bottom of the level.?

Is there a way to only have an equal sized amount of water with mario importer?


It's always from the bottom to a max height value, no way to change that without modyfing the game engine.


Originally posted by SomeRussianMarioDude
Originally posted by messiaen
...Why would you want to protect it? This has never been effective. Are you sure Star Road can't be opened in TT64?...

Yes, messiaen. Super Mario Star Road can't be opened in TT64 Rom, it says:

Not a valid ROM.
Please, open a ROM that has been extended with the latest version of the Mario 64 ROM extender (currently 1.2b)

But SMSR can be opened in Level Importer and Text Wrangler.


Replace from 0x00 to 0x40 in the Star Road ROM with the usual content of a Mario 64 Extended ROM. Then, read the Checksum thread and apply the hack I posted to avoid CRC checking.
messiaen
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Posted on 02-13-12 05:54:25 PM, in Super Mario Star Road RELEASE! (Download avaliable) Link
I'm curious to see it, but also worried that may just skip it due to legal issues.
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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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