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05-03-22 06:15:54 AM
Jul - Posts by Celux
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Celux

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Posted on 02-20-12 02:51:00 AM, in Super Mario Star Road RELEASE! (Download avaliable) Link
Originally posted by FieryIce
Whoa, this is really cool! I didn't expect it to show up in video game magazines! Great job, Celux!

Do you plan to continue hacking SM64? Perhaps a sequel?


Indeed, I've already begun work on Star Road 2. Since I have good 3D modelling and technical skills from the beginning this time, I guarantee it will be twice the quality of its predecessor.
Celux

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Posted on 02-25-12 09:41:51 PM, in Mario 64 Level Importer Link
Originally posted by messiaen
Screenshots of the behavior generator interface (Dudaw, are you working on those function lists? I really need help on this. Celux, do you have anything to contribute regarding useful functions for that list?):

*snip*

and

*snip*



Sorry, I didn't document any of the specific functions, just the completed custom behaviors. But, most of the looping functions are self-explanatory based on what other commands are in the behavior and how you remember experiencing them in-game.
Celux

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Posted on 03-09-12 06:15:43 AM, in Super Mario Star Road RELEASE! (Download avaliable) Link
Patch 0.8 is up: http://www.mediafire.com/?1288os92n3kadqv

This update patches the SMSR Camera Control code to the game, plus it fixes the music-stopping bug.
Celux

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Posted on 03-11-12 06:17:23 AM, in Help/Questions about Toad's Tool 64 and SM64 hacking (last edited by Celux at 03-11-12 03:20 AM) Link
Originally posted by Cajetan
Originally posted by DamiHack
Originally posted by Cajetan
I'm currently working on a sort of ... Shop in SM64. Now i have some problems there:

- I need to know the address for the current Coin amount ( RAM )

- I need to know how i can change Dialog's in my C code, without using the Text Wrangler

BTW, yes i use C coding for creating the Shop in SM64.


Catejan, the address for the current Coin amount is in conflict with the address of the stars: I tested that with Cheat Engine 6.1; the address is: 53DCB218

For more informations the address of the Lives is: 4C57B21E

Catejan, can you teach me ho to create custom behaviors and edit C codes?


Sorry, but you're wrong... I don't get everything, because maybe you use Cheat Engine. Cheat engine doesn't actually target the running ROM.. it targets the emulator and everything that runs inside the emulator... So it must be some addresses away...

Again... Does anyone know the real address for the current coin amount? If yes, then please post it.


I found it In nemu64. To change the coin amount instantly you must modify both 0x33B218 and 0x33B262, each of them being halfwords (2 bytes).

I plan to create a shop in Star Road 2, but coins are used for other purposes such as health and 100-coin stars, so lives will be the currency for purchasing some of my new power ups.
Celux

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Posted on 03-16-12 03:57:46 AM, in Introduce yourself here. DON'T ACT LIKE AN IDIOT IN THIS FORUM OR YOU WILL BE DESTROYED! Link
Hello, I am Celux/Skelux and I never actually posted in this thread.
Celux

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Posted on 03-19-12 08:42:10 AM, in Help/Questions about Toad's Tool 64 and SM64 hacking Link
Originally posted by Cajetan
Originally posted by Celux
I found it In nemu64. To change the coin amount instantly you must modify both 0x33B218 and 0x33B262, each of them being halfwords (2 bytes).

I plan to create a shop in Star Road 2, but coins are used for other purposes such as health and 100-coin stars, so lives will be the currency for purchasing some of my new power ups.


Thank you. Now i think i can create a working shop. I will release it on my website sooner or later as GameShark code. I will tell the downloader's then what correct value has to be changed. For example the coin amount you have to pay and what Item will be spawned if you have the correct amount of coin.




I should mention, for a nice effect, change only one of them for it to make a satisfying tingly sound while it evens out to the correct amount of coins.
Celux

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Posted on 04-28-12 11:59:48 PM, in Super Mario Star Road RELEASE! (Download avaliable) Link
Originally posted by XerX
Hey Celux, this is one of the best hacks I have ever played. There is one problem though, I play this game on Wii64 and when ever I get to the Whomp King Boss on level 2, the game freezes once the battle starts. Think you can fix that?


That is one of the bugs which is fixed through the patch: http://www.mediafire.com/?1288os92n3kadqv
Celux

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Posted on 05-01-12 04:36:07 AM, in Super Mario Star Road RELEASE! (Download avaliable) Link
Originally posted by Casis777
Not sure if I already asked this, but... I have a question:

Will you be releasing any (unknown) documentation you have about the inner workings of the SM64 ROM while creating this hack? What about some of the assembly hacks?

Sincerely, a very eager and fellow modder.




Once my SM64 hacking progress reaches snail speed, I will upload all of my documentation. At the moment, I update my documents so frequently that I would be re-uploading them constantly. Until I do upload them, I am happy to share information with anyone who asks about something specific.
Celux

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Posted on 05-03-12 05:05:06 AM, in Super Mario Star Road RELEASE! (Download avaliable) Link
Originally posted by messiaen
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.


The bug turns off the master volume of the music sequence when you zoom out from look-around view. I created an assembly code which resets the master volume when you zoom out from the look-around view (also used for signs/npcs), and hooked it off Mario's behavior. Here's the code:

//START
ADDIU R29, R29, $FFE8
SW R31, $0014 (R29)

//END IF VOLUME IS ON FULL
LUI R17, $8022
LH R17, $2630 (R17)
ADDIU R18, R0, $3F0D
SUB R18, R17, R18
BGEZ R18, END

//END IF IN LOOK-AROUND VIEW
LUI R17, $8022
LB R17, $261A (R17)
ADDIU R18, R0, $0004
BEQ R17, R18, END

//RESET VOLUME
LUI R17, $8022
ORI R17, R17, $2630
LUI R18, $3F21
ORI R18, R18, $4285
SW R18, $0000 (R17)

//END
LW R31, $0014 (R29)
JR R31
ADDIU R29, R29, $0018
Celux

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Posted on 05-18-12 04:43:23 AM, in SM64 Boundary Patch (Download) (last edited by Celux at 11-05-12 08:02:17 AM) Link
After several months of mental suffering, here is the complete SM64 Boundary Patch.
This patch will extend the maximum size of your levels from around 16,000 x 16,000 to 60,000 x 60,000 (Over triple the size).
The patch could extend the level size even further, only that SM64 cannot draw 3D beyond this point.

Instructions for patching are included in the readme, among other details.

Download (1.2): http://www.mediafire.com/?qjv60qehd01x0nm

If you are experiencing issues with lag and music, apply this patch also: http://www.mediafire.com/?zdd56agnfgamv42

<object width="480" height="385"><embed src="http://www.youtube.com/v/JRDtaE_eqL4?fs=1&hl=en_US" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="385"></embed></object>

Note: The exact maximum size is from -32767 to 32767. This limitation is caused by the polygon coordinates being read as 2-byte signed integers, meaning 0x7FFF or 0x8000 (32767 and -32767 respectively) are where the 3D drawing will wrap around and behave strangely.
Celux

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Posted on 05-19-12 11:49:28 PM, in SM64 Boundary Patch (Download) Link
Originally posted by Eggs6131
Well done on finishing this, will certainly be a big help. I'm having a bit of a problem with it, though. The water only stretches to the previous boundaries. I can actually fall out of the waterbox (and walk back into it).

How can I fix this?


Try setting it's position a little below the maximum, maybe 29,000.
Celux

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Posted on 05-29-12 09:55:40 AM, in SM64 Weird object layout Link
Originally posted by Sheeza
That mole is more than likely something they forgot while redesigning the level. See also the two impossible coins that are in the game.


Monty mole does not work like most enemies. Several can be placed anywhere on the map, and they will pop out from random money mole hole behavior objects.

The behaviors and models are too precisely pointed to for this to be unused coordinates or a random selection of code. I will look over everything in a hex editor and search for anything unusual. The "Unknown" behaviors don't give anything away, they just lead to behaviors which end instantly. The reason these objects don't appear is probably because the stars they appear on have not been set.
Celux

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Posted on 05-30-12 05:20:25 AM, in SM64 Weird object layout (last edited by Celux at 05-30-12 05:24:50 AM) Link
I have looked over it all carefully, and here are my thoughts.

This level originally used the Castle and Snow Man's Land objects, which I am confident in because it matches up
the models and behaviors correctly.

Here is an explanation of each object:
*a butterfly
*an open cannon
*several coins
*a jumping fireball, unless the original behavior was overwritten.
*a smashable ice square, model 0x37 in Snow Man's Land, behavior 0x1DA4 removed
*spindrifts
*original 2D animated stars, like in the beta videos. Behavior 0x2A10 is billboarded and 0x2A20 includes a texture animation rate command, suggesting these used to make up the star behavior. This also happens to be near the beta checkerboard platform behavior.
*A penguin who's behavior was unset or replaced with the static behavior
*A static 3D object, like many others in SM64. It even uses the correct parameters, so the only mystery behind this object is what model 0x13 was.
*a 3-star castle door. Interesting that the only 3-star door in the game happens lead to Cool Cool Mountain.

It seems that this area was probably an incomplete snow level which was replaced with CCM slide, but special objects were not used in the slide, so the old ones were not removed. The object positioning probably has little meaning, as they were likely just thrown in for testing, although it does suggest a tall mountain area.
Celux

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Posted on 05-30-12 06:12:38 AM, in SM64 findings Link
Image 1-3: That behavior is necessary for altering the water height during play. WDW uses water pyramids, Inside Castle lowers the water after pounding the pillars.

Image 4: The ship floating above everything on act one seems unused, you can remove it with no effect on the sunken ship. It also uses separate behaviors. I should probably look into what these behaviors actually do.

Image 5-6: Yes, it used to open. The door's open/closed status is even saved to your file. When the door is open it does not appear in the level, and you can swim near the opening to be sucked through (water currents become active) then warped to the lake outside the castle. The shadow was probably supposed to remain visible after the door disappeared, though it does not. There could be some sort of animation hidden inside its behavior.

Image 7: I could check that collision type by slowly sifting through the area's collision, but the results would probably be disappointing.
Celux

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Posted on 07-13-12 02:04:51 AM, in Super Mario Star Road RELEASE! (Download avaliable) Link
I've just updated the patch to 0.8.1. This is just a small change from 0.8 which stops Star Replicas appearing before you have collected 121 stars. I am working on a final patch which aims to fix all remaining issues, plus improve some graphical aspects of the game.
Celux

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Posted on 07-14-12 11:46:16 PM, in Super Mario Star Road RELEASE! (Download avaliable) Link
Originally posted by Me-me
Finally decided to play this hack, and it's truly amazing! (But I guess you've heard that quite a lot, eh?)

...and because it's so good, and I've repedetaly failed to create levels myself...

I WANT U TO MEIK MEH MA LEVELZ (Jk)
I was wondering how you've escaped the "texture coordinate out of range error" (assuming you're using sketchup of course.)
It's a recurring problem for me, and the main reason I've failed so many times.

What trick did you use, if I may ask?

By the way, Mad Musical Mess' soundtrack really made my day (Rayman )


There are multiple ways. You can create a duplicate texture with a larger scale, create the model near 0,0 on the axis then turn it into a group and move it, or reposition the texture.
Celux

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Posted on 07-18-12 03:52:06 AM, in Post your SM64 mods, patches and screenshots here! (NO ROM LINKS!) Link
Level model with 20,000 faces working at full speed, 64mb rom. With around 40 textures it can handle 16,000.



I will be uploading a branch of the importer some time which allows this.
Celux

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Posted on 07-19-12 05:01:59 AM, in Super Mario Star Road RELEASE! (Download avaliable) Link
Originally posted by Me-me
Thank you, Celux.
Finally, my model isn't as messy-looking as it was before.

But while I'm at it:

This hill is so ugly! I would like the texture to "wrap" around the hill instead like in your hack.
Could you perhaps share your knowledge?

Sorry for bugging you about this, I wont ask for any more help here.


You will need to use projected textures, look on YouTube for a tutorial on this.
Celux

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Posted on 07-20-12 05:06:38 AM, in Post your SM64 mods, patches and screenshots here! (NO ROM LINKS!) Link
Originally posted by Eggs6131
MrUnknown64, welcome to the community, and a very interesting storyline you have there. Maybe you could call the lava level "Boiling Magma Caverns"?

Skelux, 20,000 faces?! Full speed?!?!?
Astonishing stuff. Maybe you could upload a video of this in action!

Mariocrash, it looks like a giant wooden spider to me


It is not supposed to be pretty, It is just evidence of what I have done. The first Star Road 2 preview will feature a level with around 16,000 faces and 40 textures. I will have a branch of the importer finished some time after this.
Celux

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Posted on 07-30-12 11:11:05 PM, in Help/Questions about Toad's Tool 64 and SM64 hacking Link
Originally posted by Me-me
I'm kind of stuck with Celux's model importer.
While yes it does indeed replace the model, I don't quite understand
how to create a new behavior for it.
...
In a nutshell:
Where am i supposed to fit in custom behaviors? Altering the ROM size kills the game. Am I restricted to replacing existing behaviors?

For example, I replaced the "Kickable board" in Whomp's Fortress to a small stone wall.
My goal is to make it "pushable" so I went to this behavior:
-----------------------------------------
ROM Address: 0021B318
Description: Pushable
00 09 00 00
11 01 00 01
2A 00 00 00 08 02 4C 28
0E 43 01 F4
2D 00 00 00
08 00 00 00
0C 00 00 00 80 2B 15 E8 <----- The 0x0C command I -suppose- makes it pushable
0C 00 00 00 80 38 39 CC <----- Makes it solid
09 00 00 00
----------------------------------------
and compared it to the behavior I'm replacing:
----------------------------------------
ROM Address: 0021A46C
Description: Kickable Board
00 09 00 00
11 01 20 C9
2A 00 00 00 07 00 FC 7C
23 00 00 00 00 64 04 B0
2E 00 00 00
00 01 00 01
0E 43 05 DC
10 05 00 00
08 00 00 00
0C 00 00 00 80 2A A3 F4 <----- Replacing this with the first 0x0C command in the previous behavior
-- -- -- -- -- -- -- -- -- <----- I want to put the next line here but...
09 00 00 00
---------------------------------------

Now, the obvious problem is: These behaviors are different length, so I cannot fit the second 0x0C command it there! I don't know which of the other commands I can erase, and so, here I am

Hope I made a little sense

EDIT: I would also like to use messiaen's "Flexible collision" script, but how exactly do I put the script in the ROM?



Try overwriting the kickable board behavior with this:
00 09 00 00
11 01 00 01
2A 00 00 00 XX XX XX XX //where X is the collision location my importer gave you.
0E 43 01 F4
2D 00 00 00
08 00 00 00
0C 00 00 00 80 2B 15 E8
0C 00 00 00 80 38 39 CC
09 00 00 00
00 00 00 00 //unused space
00 00 00 00

If you do not intend to use pushable boxes in your hack, you could also just replace the 0x2A command in the original behavior.
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Jul - Posts by Celux


Rusted Logic

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

27 database queries, 49 query cache hits.
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