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Celux Red Cheep-cheep Level: 32 Posts: 174/202 EXP: 202421 For next: 4021 Since: 09-22-08 Since last post: 7.2 years Last activity: 3.7 years |
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Originally posted by Koruten Go into advanced settings and enable the checksum skip. |
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| Jul - Posts by Celux |
| Pages: 1 2 3 4 5 6 7 8 9 10 |
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Celux Red Cheep-cheep Level: 32 Posts: 174/202 EXP: 202421 For next: 4021 Since: 09-22-08 Since last post: 7.2 years Last activity: 3.7 years |
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Originally posted by Koruten Go into advanced settings and enable the checksum skip. |
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Celux Red Cheep-cheep Level: 32 Posts: 175/202 EXP: 202421 For next: 4021 Since: 09-22-08 Since last post: 7.2 years Last activity: 3.7 years |
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Originally posted by Koruten 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 |
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Celux Red Cheep-cheep Level: 32 Posts: 176/202 EXP: 202421 For next: 4021 Since: 09-22-08 Since last post: 7.2 years Last activity: 3.7 years |
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HYECKHYECKHYECKHYECKHYECK.
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Celux Red Cheep-cheep Level: 32 Posts: 177/202 EXP: 202421 For next: 4021 Since: 09-22-08 Since last post: 7.2 years Last activity: 3.7 years |
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| 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> |
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Celux Red Cheep-cheep Level: 32 Posts: 178/202 EXP: 202421 For next: 4021 Since: 09-22-08 Since last post: 7.2 years Last activity: 3.7 years |
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| 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> |
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Celux Red Cheep-cheep Level: 32 Posts: 179/202 EXP: 202421 For next: 4021 Since: 09-22-08 Since last post: 7.2 years Last activity: 3.7 years |
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| 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. |
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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 |
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| Does it give you any error messages? Also, could you paste the log file into a spoiler? |
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Celux Red Cheep-cheep Level: 32 Posts: 181/202 EXP: 202421 For next: 4021 Since: 09-22-08 Since last post: 7.2 years Last activity: 3.7 years |
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Originally posted by skyluigiOriginally posted by Kaze 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. |
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Celux Red Cheep-cheep Level: 32 Posts: 182/202 EXP: 202421 For next: 4021 Since: 09-22-08 Since last post: 7.2 years Last activity: 3.7 years |
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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. |
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Celux Red Cheep-cheep Level: 32 Posts: 183/202 EXP: 202421 For next: 4021 Since: 09-22-08 Since last post: 7.2 years Last activity: 3.7 years |
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| 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. |
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Celux Red Cheep-cheep Level: 32 Posts: 184/202 EXP: 202421 For next: 4021 Since: 09-22-08 Since last post: 7.2 years Last activity: 3.7 years |
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Originally posted by Raccoon Sam 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. |
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Celux Red Cheep-cheep Level: 32 Posts: 185/202 EXP: 202421 For next: 4021 Since: 09-22-08 Since last post: 7.2 years Last activity: 3.7 years |
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Originally posted by KenshiOriginally posted by Celux Yes, send me the obj, mtl and materials folder and I'll take a look at it. |
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Celux Red Cheep-cheep Level: 32 Posts: 186/202 EXP: 202421 For next: 4021 Since: 09-22-08 Since last post: 7.2 years Last activity: 3.7 years |
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Originally posted by FrittenFriseur 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. |
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Celux Red Cheep-cheep Level: 32 Posts: 187/202 EXP: 202421 For next: 4021 Since: 09-22-08 Since last post: 7.2 years Last activity: 3.7 years |
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Originally posted by Tamkis 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. |
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Celux Red Cheep-cheep Level: 32 Posts: 188/202 EXP: 202421 For next: 4021 Since: 09-22-08 Since last post: 7.2 years Last activity: 3.7 years |
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| 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> |
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Celux Red Cheep-cheep Level: 32 Posts: 189/202 EXP: 202421 For next: 4021 Since: 09-22-08 Since last post: 7.2 years Last activity: 3.7 years |
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| 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 |
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Celux Red Cheep-cheep Level: 32 Posts: 190/202 EXP: 202421 For next: 4021 Since: 09-22-08 Since last post: 7.2 years Last activity: 3.7 years |
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Originally posted by Kenshi You need a mac to compile the mac version. One of the great things about mac. |
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Celux Red Cheep-cheep Level: 32 Posts: 191/202 EXP: 202421 For next: 4021 Since: 09-22-08 Since last post: 7.2 years Last activity: 3.7 years |
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Originally posted by stag019 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. |
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Celux Red Cheep-cheep Level: 32 Posts: 192/202 EXP: 202421 For next: 4021 Since: 09-22-08 Since last post: 7.2 years Last activity: 3.7 years |
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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.
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Celux Red Cheep-cheep Level: 32 Posts: 193/202 EXP: 202421 For next: 4021 Since: 09-22-08 Since last post: 7.2 years Last activity: 3.7 years |
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Originally posted by Raccoon Sam 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 |
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Acmlmboard - commit 47be4dc [2021-08-23]
©2000-2022 Acmlm, Xkeeper, Kaito Sinclaire, et al.
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