Register - Login
Views: 99796049
Main - Memberlist - Active users - Calendar - Wiki - IRC Chat - Online users
Ranks - Rules/FAQ - Stats - Latest Posts - Color Chart - Smilies
05-03-22 05:35:10 AM
Jul - Posts by Stevoisiak
Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14
Stevoisiak
Member
Level: 38


Posts: 82/283
EXP: 345780
For next: 24667

Since: 11-22-07

From: New York, Long Island

Since last post: 12.4 years
Last activity: 5.6 years

Posted on 05-20-08 07:32:00 PM, in Brainstorming ideas for Mushroom Battlefield Link
I just had a great idea! Would it be possible to add more than 3 key objects using behavior scripts? Or posibly use something like the appearing ligt effect on a door? Or make multiple exit points in a level? (Possibly using the in painting paintings) You could make secret levels like in Super Mario World!
Stevoisiak
Member
Level: 38


Posts: 83/283
EXP: 345780
For next: 24667

Since: 11-22-07

From: New York, Long Island

Since last post: 12.4 years
Last activity: 5.6 years

Posted on 05-26-08 02:59:12 PM, in Brainstorming ideas for Mushroom Battlefield Link
Originally posted by messiaen
I couldn't understand these ideas. What are "key objects" ? What is the "appearing light effect" ?

Also, I can't handle multiple exits and there are already secret levels in Mario 64.

Keys, as in the keys you get from bowser. They unlock doors. You could make secret areas using them. And for the light effect, the way the light appears for the flying level at a certain number of stars, a door could appear when you get a key, or an alternate exit for a level.
Stevoisiak
Member
Level: 38


Posts: 84/283
EXP: 345780
For next: 24667

Since: 11-22-07

From: New York, Long Island

Since last post: 12.4 years
Last activity: 5.6 years

Posted on 05-26-08 03:56:08 PM, in ToadsTool Suggestions Link
So let me compile a newer list list of suggestions (I made one before) and if available, quotes from VL-Tone.


-A help button
-Turn double textures (Ex: Paintings, peach's portrait) into a single texture
Originally posted by VL-Tone
Yeah, but I would need to create special cases for these textures. I understand how useful it could be, but it would mean to have to design a special interface to deal with these.

-Integrate Text Wrangler into Toad's Tool
Originally posted by VL-Tone
Integrating the text editor was always in the plans. Currently it's not integrated. The menus for signs and Toad will show you the text from the game, but won't let you edit it. Actually it only shows the original text, it doesn't load it from the ROM.

The main issue is that the Text Wrangler shares some function names but the functions are sometimes different. Also, TT64 uses a different Binary I/O Xtra (Director Plug-in), so I'll have to change the code so it uses the same one (using both Xtras at the same time creates problems).

It won't be that hard, but the fact that it's not straightforward kept me from adding it sooner.

-Automatically resize oversized textures
Originally posted by VL-Tone
Having an automatic resizing feature was in my original plans. It wouldn't be that hard to implement. I'll try to keep that in mind

-Ability to edit colors of objects/characters other than Mario
-Change preferences before loading the ROM
Originally posted by VL-Tone
I'll try to see what I can do about that preference thing. I guess I could change the startup sequence so that it jumps to the pref screen at the beginning, and disable the "enable flatworld" button, and "back to editor" until a ROM is first loaded.

-Automatic Mario to Luigi/Waluigi/Wario button
Originally posted by VL-Tone
I thought about it, maybe a Luigi preset will be included.

-Skins for Toads Tool
-Make it so no files are left on the host PC if Toad's Tool is run of a flashdrive
Originally posted by VL-Tone
Well TT64 leaves an harmless preference file, but that's it.

-Add messiaen's custom objects for Flatworld Battlefield and "Flatworld Lava Land" to Toads Tool
-Allow extra text in the game
Originally posted by VL-Tone
It wouldn't be "that" hard, I would just need to know where is the pointer for the beginning of the text data so I could move the text at the end of its MIO0 bank, at a place where expansion would be easier. I'll try to keep that suggestion in mind and eventually implement it.

-Make some objects movable
Originally posted by VL-Tone
Unfortunately, the SM64 engine doesn't makes this as easy. You can't turn things solid just with a simple byte change, unlike when I thought when I started hacking the game. Objects need a collision map to be solid, which is in a different format than the textured polygon model.

Platforms in the Bowser courses and in Lethal Lava Land rely on the main level collision map to be solid, that's the problem we have. Moving the platforms without modifying the main collision map result in platforms that are not solid. Even if I make a collision data editor, it would be complicated to keep track of object movements and match the collision data changes. Furthermore, while some platforms can move individually, some of them are glued together in the collision map, and separating them in the collision map wouldn't be trivial, it would require adding new collision polygons.

You probably noticed that some platforms in other levels are solid by themselves, don't rely on the main collision map, and will remain solid if you move them.

Those have their own collision map, stored somewhere in the level data bank, or in the bank where their textured polygons are found.

I recently figured out that these collision maps are referred by the 0x2A commands found in the behavior scripts. The 0x2A command includes the address where this collision map is found. For example, the rotating grass platforms in Whomp's Fortress rely on their behavior to be solid. If you apply their behavior to another object, you'll notice that it does rotate, but that it has the same round platform collision as the original platform.

What I'm thinking about doing, is generate individual collision maps for each platform in the Bowser courses and LLL, then create new behavior scripts for each of them that will refer to their own collision map.

That would solve a lot of problems at the same time. That way, platforms would be really solid, and you could move them, swap them, duplicate them without having to modify the main collision map each time. I'd probably have to eliminate the original collision map.

If I used the rotating grass platform as a template to create these new behaviors, you could even make all platforms in the level rotate at the speed you want, or if you'd set their rotation to zero, they would be static like they are in the original.

Doing that would require some heavy modification of the original levels and data. The ROM would need to be patched with these modifications before it would be loaded by TT64. Maybe the ROM Extender could do that automatically, or TT64 itself.

-Use High Resolution textures.
Originally posted by VL-Tone
The N64 hardware has a very small texture cache, and this is the real limitation.

At best we could replace 32x32 textures by 64x64 versions. That would be relatively easy for textures that are contained in "texture-only" MIO0 data bank, but it would be much more complicated for textures that are contained along polygon data in the same MIO0 banks, since it would require moving the polygon commands around and change all the pointers and jump commands.

The high-resolution SM64 textures you've seen are possible only in an emulator using a specially crafted plug-in called "Rice video". This plug-in doesn't read the high-res textures from the ROM but rather from a folder. As far as I know it doesn't really increase the n64 texture cache, but rather intercepts the low-res texture before they're drawn on screen and replaces them with the high-res version.
Stevoisiak
Member
Level: 38


Posts: 85/283
EXP: 345780
For next: 24667

Since: 11-22-07

From: New York, Long Island

Since last post: 12.4 years
Last activity: 5.6 years

Posted on 05-26-08 06:02:41 PM, in Brainstorming ideas for Mushroom Battlefield Link
Originally posted by messiaen
Ah, I didn't understand if you meant "key object" (a important object for an act) or the Bowser key, now it is clear. I think of using it in SMW-style, and now that James (yoshiman) found the coding which spawns itens from a tree, the key could be well hidden on there .

I can't make the appearing light effect, but the idea of an door inside a level is interesting. Perhaps a door that only opens if you have a certain ammount of coins? That would be probably a simple (but not easy, at least for me) modification with interesting effects.

I haven't been working on this for the past few days, I'm focusing on improving the experimental "Platform Battlefield" which is the basis of this. I now have about 5 different "blocks" with 3 texture combinations, and they can be used not just for building terrain but also for simple interiors. This template, along with a sample level, will be released in a few days.

I meant to say the door appears when you get the alternate exit, but that idea would work. Isn't there a non-opening door in the shack in the snow mountain level. (I cant believe I don't remember the name)
Stevoisiak
Member
Level: 38


Posts: 86/283
EXP: 345780
For next: 24667

Since: 11-22-07

From: New York, Long Island

Since last post: 12.4 years
Last activity: 5.6 years

Posted on 05-27-08 07:22:22 PM, in Brainstorming ideas for Mushroom Battlefield Link
Originally posted by weckar
This may sound silly, but can't you hang under the first bridge in BOB too? the one that doesn't pivot...

Yes, which was what Linkn mentioned, but I don't think he wants a bridge as it looks weird. You can also hang on the ceiling above the outside castle door.
Stevoisiak
Member
Level: 38


Posts: 87/283
EXP: 345780
For next: 24667

Since: 11-22-07

From: New York, Long Island

Since last post: 12.4 years
Last activity: 5.6 years

Posted on 06-03-08 01:02:56 AM, in ToadsTool Suggestions Link
Originally posted by GhostMaster3000
Make the ROM extender extend all n64 ROMs to help people hack other games

Youd need a decoding of each individual game to extend it. When it extends the rom, the moved data needs to be moved to specific places, or it'll just end up as garbage.
Stevoisiak
Member
Level: 38


Posts: 88/283
EXP: 345780
For next: 24667

Since: 11-22-07

From: New York, Long Island

Since last post: 12.4 years
Last activity: 5.6 years

Posted on 06-07-08 05:26:20 PM, in Behaviour Scripts Link
Originally posted by messiaen
I'm almost sure this is one of the Bowser Key behaviors:

ROM Addr: 0021B92C Hex Behav: 13001B2C
>>>>>>>>>>Unused Behavior?
21B92C/001B2C 00 08 00 00
21B930/001B30 11 01 00 09
21B934/001B34 2D 00 00 00
21B938/001B38 27 26 00 00 03 01 C2 B0 -- turns the key animation
21B940/001B40 28 00 00 00
21B944/001B44 08 00 00 00
21B948/001B48 0C 00 00 00 80 2B 93 5C -- makes the key disappear after it is turned
21B950/001B50 09 00 00 00

This was easy to find, I just searched for pointers to Bank 0x03, which hold many shared objects.


That means you may be able to make those bonus levels I suggested?? Id love top see a key activate the light to the flying level.
Stevoisiak
Member
Level: 38


Posts: 89/283
EXP: 345780
For next: 24667

Since: 11-22-07

From: New York, Long Island

Since last post: 12.4 years
Last activity: 5.6 years

Posted on 06-12-08 06:54:39 PM, in Behaviour Scripts Link
Originally posted by messiaen
No, if you use this behavior in the bowser key model it will just automatically rotate and disappear in a few seconds, exactly how it is used in the game.

--

Index 3D = Transparency (Offset 0x17C). Used with 0x10 command, for instance:

Description: Fwoosh Blowing Wind
21E798/004998 10 3D 00 F0

Common values = F0, FE, FF

Yes, but I mean that like the stars trigger a light, maybea different trigger can be used. Plus, having bonus areas in locked doors isnice. Maybe yu can have secret routes in the game that lead to the key.
Stevoisiak
Member
Level: 38


Posts: 90/283
EXP: 345780
For next: 24667

Since: 11-22-07

From: New York, Long Island

Since last post: 12.4 years
Last activity: 5.6 years

Posted on 06-13-08 08:09:25 PM, in Why a Peach 64 hack is not impossible, but would require a lot of work! Link
I think it's about time to rename this topic, as it has gone away from discussing why it is hard, and toward discussing how to get it done.
Stevoisiak
Member
Level: 38


Posts: 91/283
EXP: 345780
For next: 24667

Since: 11-22-07

From: New York, Long Island

Since last post: 12.4 years
Last activity: 5.6 years

Posted on 06-19-08 10:33:52 PM, in Weird roms (last edited by Stevoisiak at 06-20-08 12:51 PM) Link
A while ago, was looking for a new site to get a Mario 64 ROM (My PC was just rebooted and my old site wouldn't work) and on one of the sites, when I downloaded the zip file, I found multiple roms with weird names. I ignored them for a while thinking id open them in PJ64 later. I found them again, and found that they were very strange. I will be uploading a video on them later, but for now I have 3 photographs of them, each one weirder than the last. I did NOT use any codes for these, or make any modifications.

1. Super Mario 64 (U) (No Cap Hack).z64



He does not have a cap, as you can see, but it's weird. He gets the same amount of damage as usual, and can pick up caps. When I picked up the metal cap (the only one I tried) the music was on, he could hurt people with 1 touch, but he looked exactly the same.

2. Super Mario 64 (U) (Silver Mario Hack).z64



He is metal Mario, and has the footstep noice and everything, but unlike the regular metal Mario, he cannot go through the underwater door. I did not try the regular door, so I don't know if the music would play. (It didn't play outside, as usual, since he started with the cap)

3. Super Mario 64 (U) (Enable Hidden Scroller Hack).z64



Perhaps the weirdest of all. Reminds me of the debug menu. It makes the words "HELLO N64 WORLD" Appear across the screen. Is will scroll to the left of the screen.


Here are two other photos I took.



What they look like in a folder. Note that one has 32 megabytes, one has 1 extra kilobyte, and although you cant see it, one displays as 7.99 MB, but the same amount of Kilobytes as the others.



What Project 64 thinks if them. As you will see, some roms can not be identified, while the others are versions. The fact that more than one kind of rom was used confuses me.


I do not remember the place I got the roms, uploading them would be illegal, and because of the different rom types, file sizes, and how some are not identifyable by PJ64 (similar to extended roms), I so not think a PPF patch would work. I may be able to email them however, for those who really want them.

Edit: Heres the vid. To lazy to edit it. I bring up the cheats box to prove I am not using gameshark. I put a regular Mario ROM in the folder for a comparison.

<embed width="440" height="420" type="application/x-shockwave-flash" src="tinyshit/player.swf?file=2ptul90&s=3">
Original Video - More videos at TinyPic
Stevoisiak
Member
Level: 38


Posts: 92/283
EXP: 345780
For next: 24667

Since: 11-22-07

From: New York, Long Island

Since last post: 12.4 years
Last activity: 5.6 years

Posted on 06-20-08 02:06:42 PM, in Weird roms Link
What interests me though is that they are permanent. Usually, you can not make a gameshark code permanent.
Stevoisiak
Member
Level: 38


Posts: 93/283
EXP: 345780
For next: 24667

Since: 11-22-07

From: New York, Long Island

Since last post: 12.4 years
Last activity: 5.6 years

Posted on 06-22-08 01:54:16 PM, in Question about texture pack (last edited by Stevoisiak at 06-22-08 10:55 AM) Link
Originally posted by Burning Mario
I got an improved quality texture pack (http://www.emutalk.net/showthread.php?t=43773) and would like to know how to apply it to my extended ROM.

TT is not the tool you need. TT can only apply individual textures at the same resolution as the game can handle, 32x32. Try rice's plugin.
Stevoisiak
Member
Level: 38


Posts: 94/283
EXP: 345780
For next: 24667

Since: 11-22-07

From: New York, Long Island

Since last post: 12.4 years
Last activity: 5.6 years

Posted on 07-07-08 10:47:38 PM, in I've been thinking Link
Already on its way.

http://jul.rustedlogic.net/thread.php?id=2559
Stevoisiak
Member
Level: 38


Posts: 95/283
EXP: 345780
For next: 24667

Since: 11-22-07

From: New York, Long Island

Since last post: 12.4 years
Last activity: 5.6 years

Posted on 07-08-08 08:10:51 PM, in ASM hacking (last edited by Stevoisiak at 07-08-08 05:11 PM) Link
Originally posted by messiaen
I tried to insert the "Running Star" behavior I posted earlier at 0x080C, and the result was funny: a running star is spawned. However, it is spawned right at the Mario position, so you automatically get it when you reach the 100th coin.

Well, the 100 coin star behaves slightly differently than a regular star, so I think you need some type of code from the star spawn script.
Stevoisiak
Member
Level: 38


Posts: 96/283
EXP: 345780
For next: 24667

Since: 11-22-07

From: New York, Long Island

Since last post: 12.4 years
Last activity: 5.6 years

Posted on 07-12-08 07:19:39 PM, in ASM hacking (last edited by Stevoisiak at 07-12-08 04:23 PM) Link
Originally posted by messiaen
Stevoisiak: You're right about the different behavior. Before the star is spawned, there is an animation, so the star is not spawned right on Mario. However, keeping this behavior seems to nulify the added "Koopa" effect.


Thanks. I may barely understand any of what you guys talk about, but I'm pretty quick to figure things out. If it weren't for that ability, I'd be completely lost. Yoshimans last comment really is pushing it. (something about these behavior jumps using up space and having extra scripts be run) So I'm glad I can help.
Stevoisiak
Member
Level: 38


Posts: 97/283
EXP: 345780
For next: 24667

Since: 11-22-07

From: New York, Long Island

Since last post: 12.4 years
Last activity: 5.6 years

Posted on 07-13-08 01:02:41 AM, in Flat Lethal Lava Land v0.2 Released (with sample level included!) Link
Originally posted by Kles
I can host the file on my personal space. It shouldn't disappear any time soon. Send me a PM with a link to the file on some crummy upload site like mediafire and I'll download it and mirror it.

Mediafire aint crummy. It's the best one there is. It got awardeed as one of the "Top 100 Undiscovered Web Sites" by PC Magazine, make regestration optional, never deletes your files, and more.
Stevoisiak
Member
Level: 38


Posts: 98/283
EXP: 345780
For next: 24667

Since: 11-22-07

From: New York, Long Island

Since last post: 12.4 years
Last activity: 5.6 years

Posted on 07-20-08 07:55:10 PM, in Toad's Tool 0.6.0 (On hiatus for an indefinite amount of time) Link
I say for now just release a small seperate app for the importer. (Like you did with the text editor)
Stevoisiak
Member
Level: 38


Posts: 99/283
EXP: 345780
For next: 24667

Since: 11-22-07

From: New York, Long Island

Since last post: 12.4 years
Last activity: 5.6 years

Posted on 07-21-08 01:49:43 PM, in Toad's Tool 0.6.0 (On hiatus for an indefinite amount of time) Link
Originally posted by VL-Tone
Originally posted by Stevoisiak
I say for now just release a small seperate app for the importer. (Like you did with the text editor)


That's a good idea, I didn't think about that... The problem is that the current version of TT64 is dependent on the already generated m64geometry file to draw polygons. To load modified polygons you need to delete that file so it will be re-generated when opening the ROM, and you'd have to do that each time you re-import your .obj file.

My current development version (which will be version 6.0) decode polygon in RAM gradually as needed and can reload specific models when requested, such as when you import a new level geometry.



Yeah, I was thinking that would be a good idea. For now though, maybe TT can just check if there are any model errors and if so, regenerate the file. Or just have a question on startup asking to remake it.
Stevoisiak
Member
Level: 38


Posts: 100/283
EXP: 345780
For next: 24667

Since: 11-22-07

From: New York, Long Island

Since last post: 12.4 years
Last activity: 5.6 years

Posted on 07-25-08 12:16:30 AM, in Stuff inside the checksum protected area (Title Screen, etc.) Link
Originally posted by messiaen
otherwise if you change the Castle Grounds script most likely the intro will crash the game. There's also a bunch of codes to change the number of stars needed to open each door in the castle, these also would be useful.


Actually, if you use level select when first starting a game, and choose a level other than castle grounds, the game will not freeze. I tried it in the aquarium level. Also, can you show me the star door code? I'm verry interested in that. It could also lead to useful things if it's decoded.
Stevoisiak
Member
Level: 38


Posts: 101/283
EXP: 345780
For next: 24667

Since: 11-22-07

From: New York, Long Island

Since last post: 12.4 years
Last activity: 5.6 years

Posted on 07-27-08 03:24:18 PM, in Repairing a corrupt FF4DS save? Link
I say just use codes to get back to where you were.
Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14
Jul - Posts by Stevoisiak


Rusted Logic

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

32 database queries, 44 query cache hits.
Query execution time: 0.073027 seconds
Script execution time: 0.022644 seconds
Total render time: 0.095671 seconds