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05-03-22 06:15:55 AM
Jul - Posts by Celux
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Celux

Red Cheep-cheep
Level: 32


Posts: 174/202
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Since: 09-22-08


Since last post: 7.2 years
Last activity: 3.7 years

Posted on 06-24-13 01:09:27 AM, in SM64 Level Importer Thread (Skelux Branch) Link
Originally posted by Koruten
When I patch the rom with the boundary hack, I can't open it in Toads Tool. Is there a way to fix this? Toad's Tool says it is not a valid rom.


Go into advanced settings and enable the checksum skip.
Celux

Red Cheep-cheep
Level: 32


Posts: 175/202
EXP: 202421
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Since: 09-22-08


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Posted on 06-26-13 06:26:34 AM, in SM64 Level Importer Thread (Skelux Branch) (last edited by Celux at 06-26-13 06:26:42 AM) Link
Originally posted by Koruten
Thanks. Another problem I seem to be having is with the custom music slots being used in the levels. If you have the game make a sound whilst the level is playing a track from the custom music slot (Zooming In for example, or reading a sign) Causes the music to become mute even after the sound is finished (or when you zoom back out) and will play again when the track starts over from the loop.


Huh, I thought I already incorporated the fix for that. I'll have to revisit it for 1.8.2 or 1.9.
Here's the old version of the code to fix that problem, since I know for sure it works:

0x8626C:
JAL $0029B08C
LB R14, $0E94 (R14)
ADDIU R1, R0, $0003
BEQ R0, R0, $0008637C

0x5608C:
ADDIU R29, R29, $FFE8
SW R31, $0014 (R29)
JAL $0029BF00
NOP
LW R31, $0014 (R29)
JR R31
ADDIU R29, R29, $0018

0x56F00:
//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, $3F10
ORI R18, R18, $4285
SW R18, $0000 (R17)

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

Red Cheep-cheep
Level: 32


Posts: 176/202
EXP: 202421
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Since: 09-22-08


Since last post: 7.2 years
Last activity: 3.7 years

Posted on 07-06-13 09:56:49 AM, in Post your SM64 mods, patches and screenshots here! (NO ROM LINKS!) Link
HYECKHYECKHYECKHYECKHYECK.
Celux

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Posted on 08-27-13 02:28:08 AM, in SM64 Multiplayer Release (Download) Link
Version 1.2 is up, here are the changes:
*The second player is Luigi
*Luigi jumps higher than Mario
*Luigi decelerates slower than Mario
*Fixed random freezing in Project 64
*Reduced online desync by replacing randomization code
*Included working palette codes
*Players can attack each other
*Added widescreen improvements
*Fixed player two animation after entering level
*Seesaw platform physics work for both players
*Tilting square platforms work for player one
*Tumbling bridges behave correctly for player two
*Player two can activate floor switches
*Player two can activate cap switches
*More objects are always visible and active for player two
*Mario's ability ends correctly in cap levels
*Fixed disabled fall damage
*Player shadows do not vanish while hanging from ledges
*Fading warps are functional
*Fixed area transition while only one player is present
*Disabled endless stairs to prevent player duplication
*Players cannot lose their cap
*If one player falls into quicksand, the other can continue playing
*Sealed doors do not repeatedly display messages
*Skip sealed door animations when menu cheat is activated
*Pushable objects can be moved by player two
*Fixed Bob-omb interaction with player two
*Fixed various issues related to picking up objects
*Players begin standing next to each other
*Fixed vertical level entrances for player two
*Recovery hearts can be used by player two
*Both players can ride koopa shells properly

<object width="480" height="360"><embed src="//www.youtube.com/v/RMATgQgD5L8?version=3&hl=en_US" type="application/x-shockwave-flash" width="480" height="360" allowscriptaccess="always" allowfullscreen="true"></embed></object>
Celux

Red Cheep-cheep
Level: 32


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Posted on 09-01-13 02:05:35 AM, in Yoshi Story & Chameleon Twist 2 Unused Areas Link
I discovered a handful of unused areas in these two games. I also may be open to requests of beta content from specific games, my disassembly knowledge covers N64, DS, and Wii at the least.

<object width="480" height="360"><embed src="//www.youtube.com/v/H0Ox-PaNnow?version=3&hl=en_US" type="application/x-shockwave-flash" width="480" height="360" allowscriptaccess="always" allowfullscreen="true"></embed></object>

<object width="480" height="360"><embed src="//www.youtube.com/v/9DTugY_eh18?hl=en_US&version=3" type="application/x-shockwave-flash" width="480" height="360" allowscriptaccess="always" allowfullscreen="true"></embed></object>
Celux

Red Cheep-cheep
Level: 32


Posts: 179/202
EXP: 202421
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Since: 09-22-08


Since last post: 7.2 years
Last activity: 3.7 years

Posted on 10-17-13 11:16:20 AM, in SM64 Multiplayer Release (Download) (last edited by Celux at 10-17-13 11:16:52 AM) Link
This hack was created without any modifications besides the assembly I manually inserted using LemASM, so by all means It ought to work on a real N64. The ROM size is the same, all data is aligned correctly, opcodes are valid, and uses the original 4MB memory. Use the wad if you wish to play on a Wii, it runs at full speed.
Celux

Red Cheep-cheep
Level: 32


Posts: 180/202
EXP: 202421
For next: 4021

Since: 09-22-08


Since last post: 7.2 years
Last activity: 3.7 years

Posted on 12-24-13 01:53:13 AM, in SM64 Level Importer Thread (Skelux Branch) Link
Does it give you any error messages? Also, could you paste the log file into a spoiler?
Celux

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Posted on 12-24-13 01:57:32 AM, in Help/Questions about Toad's Tool 64 and SM64 hacking (last edited by Celux at 12-24-13 01:58:46 AM) Link
Originally posted by skyluigi
Originally posted by Kaze

the levelsize is the amount of faces (visible in the preview of the importer)
well, the problem can be, that it has too much faces. it can also be, that there's no correct match of warp IDs in your level. (look into the 0x26 warp destinations);
another reason can be some bad code, like putting objects with a wrong collision pointer, not working ASM,...


I finally got it working. The problem now is I get a blank blue screen in TT64.

Edit, 1 month and 13 days later: Is anyone ever going to answer this?


What operating system are you running?

You also might just be seeing the background because TT64 will not draw enough polygons to account for imported levels. Click the box which says something like "display collision map" near the bottom right corner of the application and the level should appear. Additionally, in the options screen of TT64 you must have "skip checksum" enabled.
Celux

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Level: 32


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Since: 09-22-08


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Posted on 12-24-13 02:31:32 AM, in The General Project Screenshot/Videos Thread... Link
Incidentally, I've also been working on a SML2 hack on and off. The main character is Vivian for no particular reason (most sprites are complete, including grown form). One and a half levels are done so far, plus a bit of the overworld map.






Does anyone have documentation on the music format? I'd be happy to make a simple conversion program, it would certainly give me more motivation to finish this project.
Celux

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Since: 09-22-08


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Posted on 12-24-13 07:32:49 AM, in SM64 Level Importer Thread (Skelux Branch) Link
Your log files seem to be lacking the polygon data offsets and such, it could be a permissions error if you are not running the program as an administrator, or if the rom is already open for read/write access.

What are you using to export obj models? The exporter in sketchup pro 8 is most recommended.
If you are using an old rom, trying opening a fresh 8MB U SM64 rom, importer 1.8+ will automatically patch everything.
1.9 is being released shortly, you can also try your luck with that. If the issues persist, we can investigate a possible solution for 1.9.1.

[ spoiler ][ /spoiler ]
without spaces.
Celux

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Posted on 12-24-13 10:59:58 AM, in The General Project Screenshot/Videos Thread... Link
Originally posted by Raccoon Sam
That looks stunning!!
Do you need help editing the overworld paths or do you know something I don't?

Regarding your music issue; I used to have a small document describing the music formats of Super Mario Land 1 and 2. It's long gone now though :C
My method was GBS corruption. Wish I still had it.


Thanks, I already have the document on overworld paths, it says that the array starts at 0x6163A. I seem to recall reading a forum post about SML1/2 music format a while back, but I have no clue where that was.
Celux

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Since: 09-22-08


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Posted on 12-24-13 07:25:22 PM, in SM64 Level Importer Thread (Skelux Branch) Link
Originally posted by Kenshi
Originally posted by Celux
Your log files seem to be lacking the polygon data offsets and such, it could be a permissions error if you are not running the program as an administrator, or if the rom is already open for read/write access.

What are you using to export obj models? The exporter in sketchup pro 8 is most recommended.
If you are using an old rom, trying opening a fresh 8MB U SM64 rom, importer 1.8+ will automatically patch everything.
1.9 is being released shortly, you can also try your luck with that. If the issues persist, we can investigate a possible solution for 1.9.1.

[ spoiler ][ /spoiler ]
without spaces.


The original model is a .3ds and I exported it with sketch up 2013. Could I try PM'ing you the original model and maybe see of it works on your end?


Yes, send me the obj, mtl and materials folder and I'll take a look at it.
Celux

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Level: 32


Posts: 186/202
EXP: 202421
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Since: 09-22-08


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Posted on 01-02-14 01:15:57 PM, in Help/Questions about Toad's Tool 64 and SM64 hacking (last edited by Celux at 01-02-14 01:17:31 PM) Link
Originally posted by FrittenFriseur
Hey Guys.

I've extended a ROM-File to 64mb.
After that I patched the ROM with Skelux "SM64_Boundary_Patch_1.2.ppf" and with "obj_import18S.ppf" and of cause I've choosen an OBJ-File, replacing Bob-Omb-Battlefield.

After I had done this, I opened TT64 (Version 0.5994b), to insert some objects, but this error-message appears: "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 the strange thing: I had extended my ROM with the version 1.3. I don't understand, what I had done wrong.

Thanks for helping, guys!


You don't need to do any of this manually, just open a regular 8MB SM64 ROM in importer 1.9 and the patching will be properly performed. After this, you'll need to enable skipping checksum in TT64.

Also, if metalman is still around, it's likely he'll beat you to death with a metal pipe for triple posting.
Celux

Red Cheep-cheep
Level: 32


Posts: 187/202
EXP: 202421
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Since: 09-22-08


Since last post: 7.2 years
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Posted on 01-03-14 02:03:08 AM, in SM64 Level Importer Thread (Skelux Branch) (last edited by Celux at 01-03-14 02:04:15 AM) Link
Originally posted by Tamkis
I have a bug to report for the latest version:

snip

Using the new v1.9S of the ObjImporter on a rom previously used with v1.8.1S destroys proper Koopa behavior, for all sub types of Koopas (KTQ, normal sized, &c). I noticed that after I used the rom with the new v1.9, and after the v1.9 of the utility automatically patched collision improvements, Koopas borked. Basically, it appears as if v1.9 patched over the previous v1.8 collision patch, causing... problems. Luckily, I have made a backup before using v1.9, so I didn't lose anything. However, for those other hackers who made the same mistake without a backup... ouch .

Could this be fixed? Or is there a way to prevent the v1.9 version from automatically applying the collision improvements?


Sounds like a strange problem, I had better get on to fixing that as soon as possible. Don't worry, I can easily detect errors in a ROM and automatically fix them upon being opened. I was also hoping to have 48MB rom level scripts automatically ported to 64MB as of 1.9.1, but if there are other more urgent changes it will have to wait for 1.9.2.
Celux

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Since: 09-22-08


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Posted on 01-04-14 06:46:06 AM, in The General Project Screenshot/Videos Thread... Link
I uploaded a video of the SML2 hack, here you go.
<object width="480" height="360"><embed src="//www.youtube.com/v/hbi4Fdk26k8?hl=en_GB&version=3" type="application/x-shockwave-flash" width="480" height="360" allowscriptaccess="always" allowfullscreen="true"></embed></object>
Celux

Red Cheep-cheep
Level: 32


Posts: 189/202
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Since: 09-22-08


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Posted on 03-24-14 11:42:03 AM, in Toad's Tool 64 v0.6S Release (Bug reports go here) (last edited by Celux at 04-14-14 03:52:28 PM) Link
VL-Tone kindly gave me the source for TT64 recently, so with his help I've been working on this update. Most of the changes are intended to make TT64 more compatible with imported levels than it was previously.

Bug reports and suggestions may be posted in this thread.

Download v0.6.2S: https://www.mediafire.com/?9712q0cms901nvr
Mac: https://www.mediafire.com/?9rdnblj57opbl43

<object width="480" height="360"><embed src="//www.youtube.com/v/SYgO7tm1Z8A?hl=en_GB&version=3" type="application/x-shockwave-flash" width="480" height="360" allowscriptaccess="always" allowfullscreen="true"></embed></object>

Version 0.6.2S:
*Shift-clicking the first star will toggle all acts
*Slight speed increase by disabling compression and increasing memory
*Fixed exporting textures

Version 0.6.1S:
*Fixed texture coordinate errors
*Fixed 'getProp' errors

Version 0.6S:
*All polygons in imported levels will be drawn, activating the collision map is no longer necessary
*End Cake Picture can be edited
*Allowed editing of up to 4 areas per level
*Updated many object labels
*Checksum and header are always skipped
*Increased sky sphere size to fit extended levels
*Fixed texture errors caused by earlier importer versions
*Modified color picker for background
*Fixed Mario shadow size calculation
*Can access preferences when no ROM is loaded
*Removed Flatworld Battlefield
*Disabled faulty vertex coloring
*Textures loaded from ROM by default
*Improved visibility on texture editor screen
*Updated many labels for consistency
*Updated splash screen and icon
Celux

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Level: 32


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Since: 09-22-08


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Posted on 03-25-14 04:27:41 AM, in Toad's Tool 64 v0.6S Release (Bug reports go here) Link
Originally posted by Kenshi
Pne of the great things about TT64 was its multi-platform support. With only one download link, does that mean no Mac version is being released?

You need a mac to compile the mac version. One of the great things about mac.
Celux

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Posted on 03-27-14 04:35:14 AM, in Toad's Tool 64 v0.6S Release (Bug reports go here) Link
Originally posted by stag019
Just curious, how big is the codebase? If in the future the source were to be released to the public, how difficult do you think it would be to port this to another language?

Also, hi VL-Tone. It's been a while.

Adobe's Lingo code is pretty funky, I'm not sure that you'd have much success in porting it.

And yes, this is the thread for bug reports and such. Added to main post.
Celux

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Posted on 04-18-14 08:01:58 AM, in The General Project Screenshot/Videos Thread... (last edited by Celux at 04-18-14 08:14:30 AM) Link
I started working on 'Origami 64' a couple of nights ago, this will function as a Paper Mario editor. I already have the text editor working, but I'd like to implement at least one more feature before the version 0.1 release, such as a monster stat editor. I can already manipulate the behavior of monsters fairly well, but the data is not stored in a very orderly manner and may be difficult for the application to handle easily.


Celux

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Posted on 04-18-14 10:27:36 AM, in The General Project Screenshot/Videos Thread... Link
Originally posted by Raccoon Sam
That looks fantastic. Knowing your expertise in the field, I can expect a great editor in the long run.
Keep up the good work!
What are you making the editor with, by the way?


Visual Studio 2010, same as the SM64 Level Importer.
Considering the convoluted nature of the game engine, I don't expect to produce anything particularly user-friendly unfortunately.

Also, I found a suitable method of reading from the monster formations.
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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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