messiaen
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My free time has been dramatically reduced, work on the importer has been halted for a few weeks and will probably continue so for a while.
I would appreciate if someone could convert Dudaw's list of behavior functinos into the format I described a few posts earlier. |
messiaen
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| Haven't played the updates, however how did you fix the music-stopping bug? I guess it happens because something is corrupted in memory after the load music routines were changed, so what was your workaround? This is the kind of the thing that the level importer should automatically patch in newer versions. |
messiaen
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Hey VL-Tone, nice to see you around. I'm also a ocasional lurker those days, but Skelux seems to be doing pretty well keeping things going on SM64 hacking.
By the way, you may be interested (or at least surprised!) that people are still checking your Star Fox stuff. |
messiaen
Catgirl
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Originally posted by DamiHack Frauber can I use you OBJImporterGUI's code for an all-in-one editor?
I'll give you credits
P.S. If anyone wants to help me in the project, PM me 
No. |
messiaen
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Can't believe I actually remind my password for this site!
This is great news, thanks VL-Tone and Skelux for keeping this alive, hopefully SM64 Hacking will get renewed interest.
I haven't touched a hex editor or done much programming-wise in the last few years besides a simple Ludum Dare game (VL-Tone, have you ever tried the game compo? It's a good excuse to waste a weekend writing a game ), but from time to time I still check Skelux's channel just to see what he is doing, amazing how much progress has been done. |
messiaen
Catgirl
Level: 68
   
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Since: 11-20-07
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Originally posted by stag019 2. Another thing I just started a few hours ago was the Super Mario 64 coding in C stuff. After a bit of wrestling with the Makefile, I got it running under Wine (too lazy to try to compile gcc). I got it to produce Cheats.ini correctly, but can't really test it because mupen64plus is a pain to use and nemu64 doesn't seem to like my Windows XP box too much. I'll worry more about testing it when I have more time though.
What I'm curious is, though, if you can patch these into the ROM anywhere. What it looks like to me is that the hook is a small bit of MIPS code that jumps to 80400000 in the RAM, which is where your compiled code is placed with the Gameshark codes. Is there any way to make the game load this into the right spot?
It would be really be nice if someone would continue the work with the C files, perhaps by decompiling a complex object.
The hook is called from Mario's Behavior, but it can be very easily be called from anywhere else, it depends on what you want to do. When called from beaviors, you have access to the object struct and related funcions.
Level Importer patches some code that copies an entire region of the ROM to extended memory, so it's all a matter of inserting the code in the free area of the ROM. If you are working with a "clean" ROM, however, you will have to write some to code to copy stuff into extended memory (pretty simple, there's a DMA Copy function in the game).
As for the ROM Extender, I think it was the easiest way to work with the ROM. Perhaps Skelux can make TT64 more flexible with the ROM format, that would be helpful to avoid wasting too much space. |