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| Jul - Posts by RomanianGirl |
| Pages: 1 2 3 |
RomanianGirl![]() Level: 15 ![]() Posts: 21/42 EXP: 13474 For next: 2910 Since: 01-31-08 From: Canada Since last post: 1968 days Last activity: 1964 days |
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| I think I'm using Platform Battlefield, Bob-omb battlefield and Whomp's fortress are both replaced with flatworld... Alright, will do. I'll probably ask questions if I get stuck. I haven't hacked levels with a hex editor, so I'd be totally lost. I'm fine with copying the values manually though. ![]() |
RomanianGirl![]() Level: 15 ![]() Posts: 22/42 EXP: 13474 For next: 2910 Since: 01-31-08 From: Canada Since last post: 1968 days Last activity: 1964 days |
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Would you, by chance, want a obstacle-course based level? It could be used to activate a switch, or to collect single star (Much like the Princess' secret slide). A while back I was in the beginnings of developing it, but put it off due to school and work... If you're interested, I can pull up the project again, and contribute to this hack. ![]() From a previous post, perhaps a way to access the level would be to use a cannon? (the level would be constructed of floating platforms). If you want, I can upload a screenshot of how it looks so far. But right now, it's far from completion, and some parts may need to be changed. |
RomanianGirl![]() Level: 15 ![]() Posts: 23/42 EXP: 13474 For next: 2910 Since: 01-31-08 From: Canada Since last post: 1968 days Last activity: 1964 days |
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Hey everyone, thanks for posting! I'm glad this topic's more useful now. ![]() I've already implemented the spin jump by changing the value for "triple jump" with "spin jump" in RAM. Of course I really could have never done this without James' (Yoshielectron) help with locating the Mario jump index. (I hope I am using the right wording). There seems to be a connection between the RAM values, and the location of certain jumps within the jump index. I'll post more information another day. I need to re-examine this. |
RomanianGirl![]() Level: 15 ![]() Posts: 24/42 EXP: 13474 For next: 2910 Since: 01-31-08 From: Canada Since last post: 1968 days Last activity: 1964 days |
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| VL-Tone: Please do not find offense in Stevoisiak's words. It may have been a little 'stretched', but understand that some people have been patiently waiting over a 2-week extension, and some have been disappointed and upset. I myself have been waiting but my life's so busy I don't mind these extensions, and it's perfectly fine by me you're taking them. You obviously care about what you release to the public. And it's truly appreciated you keep this up for no charge (believe me, if I had a paypal account, I'd donate some money for your efforts!) Once again, take your time, don't feel rushed by people's discouraging, angry words. After all, you have life to take care of. Take a few more weeks extension if you feel it's needed, many others on here understand and will accept with hidden anticipation for the program.Once again, please do not be upsetted. Take your time, enjoy life. You don't need to feel rushed in your personal life as you do in your working life. ~Romaniangirl |
RomanianGirl![]() Level: 15 ![]() Posts: 25/42 EXP: 13474 For next: 2910 Since: 01-31-08 From: Canada Since last post: 1968 days Last activity: 1964 days |
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| The game should automatically ask the player to save after a star is collected in a level, or 100 coins is collected in a level. There's is something definitely wrong with your ROM. The most I know is that there are values written into the ROM for certain things (such as using a Bowser key, draining the moat, fixing the infinite staircase). Instead of trying to "manually" save, you should locate a better file dump. |
RomanianGirl![]() Level: 15 ![]() Posts: 26/42 EXP: 13474 For next: 2910 Since: 01-31-08 From: Canada Since last post: 1968 days Last activity: 1964 days |
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| RDX: That's a cute tune! What music did you replace with this? From the "Thank you so much for playing my game", I guess that credits song? |
RomanianGirl![]() Level: 15 ![]() Posts: 27/42 EXP: 13474 For next: 2910 Since: 01-31-08 From: Canada Since last post: 1968 days Last activity: 1964 days |
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Originally posted by gtrent3 First of all: Mario's model cannot be changed yet, due to the complex structure of animation data. Probably will remain like this for a while. Second: The game cannot switch between two models. That's like Mario by day, Luigi at night. If I'm correct, there's just not enough RAM memory to do such a thing. |
RomanianGirl![]() Level: 15 ![]() Posts: 28/42 EXP: 13474 For next: 2910 Since: 01-31-08 From: Canada Since last post: 1968 days Last activity: 1964 days |
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| Alright, so a lot of people have been asking for a model importer to replace Mario’s model (Or other characters potentially) into whatever character. A lot of hackers here have repeated the same “This is not possible with current knowledge of Super Mario 64”, yet people continue to beg. Well, I’ll hopefully clear up quite a few problems with this thread. : ) First of all, you must realize the fact that Super Mario 64 is a very early 3D game, and thus polygon models were NOT designed the way they are today. Today’s models of characters in video games use a ‘skeleton’ which attaches to the mesh, and primarily deals with animating the character smoothly. ![]() (Please note this is a skeleton I created, not exported from the game’s data) As you can see on video games, the character’s models aren’t ‘chunked out’ as Mario’s model is (see above). The Super Mario 64 engine uses a much different animating system; polygon body parts go through a series of rotations and transitions to animate Mario jumping, running, swimming, and every other animation. This is evident when Mario has Peach’s animation. His polygonal parts begin to act as if he has Peach’s structure, and thus his polygonal body parts move as if they were Peach’s. A potential solution to this problem is perhaps a system where you ‘distort’ the body parts to create different characters, and importing these edited vertices into the game. The problem is that the character will maintain the same height and posture as Mario. A second problem is how the models are built. As VL-Tone explained in a post long ago, the models are made up of triangles. An issue that arises is the fact the vertices are not ‘locked’ together. What this means is you cannot ‘tell’ one vertex to move say 50+ in the y position, and expect the other 3 connecting ones to do so. This leaves ‘holes’ in the models (and since polygons are not shown inside Mario, it’s even more odd]. ![]() (Please note this also occurs when RAM values are edited during gameplay) In addition, you must realize that new vertices cannot be created. This means you are only limited to the number Mario has (plus if there are unused ones in the ROM) Finally, the animation is the last problem. If people were to make new characters, to avoid over work, Mario’s animation data must be retained. I don’t know too much about how editable the animation data is, but Mario’s data is so vast (hundreds for all his actions + reactions), it would literally take months to create new animation data for every move, then re-write into the ROM. If you don’t understand the diversity of Mario’s moveset, refer to my incomplete list of hex values: http://jul.rustedlogic.net/thread.php?id=2529 With this thread, I did not mean to ‘burst anyone’s bubble’. I wrote this for Messiaen, VL-Tone, and whoever else worked on this to explain to others of the difficulty. Some of my analysis may have been incorrect, and I may have missed a few points, but this gives a general idea of the difficulty involved. I’m not trying to be pessimistic, but others must think realistically. You are welcome to post questions, opinions, and ideas. (Please forgive grammatical/spelling errors in this post.) |
RomanianGirl![]() Level: 15 ![]() Posts: 29/42 EXP: 13474 For next: 2910 Since: 01-31-08 From: Canada Since last post: 1968 days Last activity: 1964 days |
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Originally posted by VL-Tone He does have a skeleton? I thought the skeleton in SM64 was only used during the developing phase and removed. It's strange because I was editing the ROM around where Mario's polygon data is found, I changed a value and when the game loaded up (I don't remember exactly, forgive me), Mario's left forearm was raised in the y position during the running animation. Fusing vertices together would definitely make a few problems easier to deal with, but the new model would only be able to have as many vertices as Mario does. I think if this were ever to be done, two things would have to be done; block out Mario's low poly (which you've already done), and perhaps block either Mario with a hat or without, since many potential characters would not use this feature. As well, more editing would be required to keep the model the same, which I know a lot of people wouldn't like to bother with. |
RomanianGirl![]() Level: 15 ![]() Posts: 30/42 EXP: 13474 For next: 2910 Since: 01-31-08 From: Canada Since last post: 1968 days Last activity: 1964 days |
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| I wouldn't get too excited. The Cake level probably is a stripped down level, having some features of other secret levels (such as the slide), just supporting a few polygons with the cake texture. They probably left in the pause feature because normally, you wouldn't be able to access the pause menu, so why work harder to remove it? Do some more investigation, I might be wrong. |
RomanianGirl![]() Level: 15 ![]() Posts: 31/42 EXP: 13474 For next: 2910 Since: 01-31-08 From: Canada Since last post: 1968 days Last activity: 1964 days |
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I'm sorry to seem very immature now, but why do I imagine this?![]() |
RomanianGirl![]() Level: 15 ![]() Posts: 32/42 EXP: 13474 For next: 2910 Since: 01-31-08 From: Canada Since last post: 1968 days Last activity: 1964 days |
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| ...I don't understand why, but my ROMS are not being read at all. |
RomanianGirl![]() Level: 15 ![]() Posts: 33/42 EXP: 13474 For next: 2910 Since: 01-31-08 From: Canada Since last post: 1968 days Last activity: 1964 days |
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I finally got it working! ![]() It looks awesome! But I have a tiny problem... There is slowdown in areas. I understand this is due to the N64 hardware, however. |
RomanianGirl![]() Level: 15 ![]() Posts: 34/42 EXP: 13474 For next: 2910 Since: 01-31-08 From: Canada Since last post: 1968 days Last activity: 1964 days |
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| EDIT: Removed due to mistakes. (I must have re-scaled it when I was rebuiling Mario's skeleton. I deeply apologize.) |
RomanianGirl![]() Level: 15 ![]() Posts: 35/42 EXP: 13474 For next: 2910 Since: 01-31-08 From: Canada Since last post: 1968 days Last activity: 1964 days |
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| That's pretty awesome. Looks like Nintendo left a lot of objects for dead in the game. Is it possible for you to create a .ppf of this ROM, for a chance to look around as well? |
RomanianGirl![]() Level: 15 ![]() Posts: 36/42 EXP: 13474 For next: 2910 Since: 01-31-08 From: Canada Since last post: 1968 days Last activity: 1964 days |
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Originally posted by RDX I suppose so. He was exported with the level itself and I was like, "Where's Mario?" I had to zoom in then I found him and cut him out. |
RomanianGirl![]() Level: 15 ![]() Posts: 38/42 EXP: 13474 For next: 2910 Since: 01-31-08 From: Canada Since last post: 1968 days Last activity: 1964 days |
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Originally posted by messiaen Looks great! But Mario seems a bit... stiff at the end? Is this fixable?
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RomanianGirl![]() Level: 15 ![]() Posts: 39/42 EXP: 13474 For next: 2910 Since: 01-31-08 From: Canada Since last post: 1968 days Last activity: 1964 days |
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I imported the original un-edited VRML file back into Blender, and it seems I made a slight error. I apologize that this mistake led to bickering and mislead assumptions.![]() |
RomanianGirl![]() Level: 15 ![]() Posts: 40/42 EXP: 13474 For next: 2910 Since: 01-31-08 From: Canada Since last post: 1968 days Last activity: 1964 days |
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| I don't know if this will help, but when I was doing an interesting dump from the ROM, I found something mentioning spring. (THIS BEGINS AT HEX ADDRESS $265990 IN ROM): " dSetSpring() proc_dynlist(): No current object " |
RomanianGirl![]() Level: 15 ![]() Posts: 41/42 EXP: 13474 For next: 2910 Since: 01-31-08 From: Canada Since last post: 1968 days Last activity: 1964 days |
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Originally posted by messiaen If you want the entire dump, I already extracted it and re-formatted the text in that area. Problem is, I took the 'd' out from a lot of things (such as dSetSpring) because I thought it was translated text from different programming. |
| Pages: 1 2 3 |
| Jul - Posts by RomanianGirl |
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Acmlmboard - 07/23/2013 b378.03 ©2000-2013 Acmlm, Xkeeper, Inuyasha, et al. |
| Query execution time: | 0.036419 seconds |
| Script execution time: | 0.086780 seconds |
| Total render time: | 0.123199 seconds |