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05-03-22 06:15:50 AM
Jul - Posts by Celux
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Celux

Red Cheep-cheep
Level: 32


Posts: 194/202
EXP: 202421
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Since: 09-22-08


Since last post: 7.2 years
Last activity: 3.7 years

Posted on 04-18-14 10:56:01 AM, in Toad's Tool 64 v0.6S Release (Bug reports go here) (last edited by Celux at 04-18-14 10:56:37 AM) Link
I forgot to mention, 0.6.2 is up now. This fixes the error when attempting to export textures, and also allows the user to shift-click the first star to enable an object for all acts.
Celux

Red Cheep-cheep
Level: 32


Posts: 195/202
EXP: 202421
For next: 4021

Since: 09-22-08


Since last post: 7.2 years
Last activity: 3.7 years

Posted on 04-20-14 09:24:04 AM, in The General Project Screenshot/Videos Thread... (last edited by Celux at 04-20-14 09:24:44 AM) Link
One four-day debugging/programming marathon later, the monster formation editor is complete and it is now possible to unleash the force of 1000 blood-sucking Super-Goombas upon Mario. I've also documented where positions and settings of enemies on the map can be modified, so I'll get onto working on the map-object editor soon. I may release version 0.1 after I complete the special-function conversion for the text editor.

Simple, Free Image and File Hosting at MediaFire
Simple, Free Image and File Hosting at MediaFire
Celux

Red Cheep-cheep
Level: 32


Posts: 196/202
EXP: 202421
For next: 4021

Since: 09-22-08


Since last post: 7.2 years
Last activity: 3.7 years

Posted on 04-22-14 06:30:04 AM, in Origami 64 - Paper Mario Hacking Discussion Link
So, I just released the first version of Origami 64, a Paper Mario Editor.

The application is presently only equipped with a text editor and monster formation editor, but I am working on expanding its capabilities.

Any bug reports or exploration of unknown parameters are welcome - there was a limit to how much I could accurately label without moving beyond the first chapter. This thread may also be home to any other Paper Mario-hacking related discussions, if you wish.

Download v0.1: https://www.mediafire.com/?ncvx1ihn1zd7i68

<object width="420" height="315"><embed src="//www.youtube.com/v/OtrXti801aY?hl=en_US&version=3" type="application/x-shockwave-flash" width="420" height="315" allowscriptaccess="always" allowfullscreen="true"></embed></object>
Celux

Red Cheep-cheep
Level: 32


Posts: 197/202
EXP: 202421
For next: 4021

Since: 09-22-08


Since last post: 7.2 years
Last activity: 3.7 years

Posted on 04-22-14 12:22:17 PM, in Origami 64 - Paper Mario Hacking Discussion (last edited by Celux at 04-22-14 12:35:36 PM) Link
Originally posted by skawo
Well, I've played with it, and I've figured out the Unknown Values.

Unknown Value 1: Where the "Run Away" bar starts when attempting to Run Away
Unknown Value 2: Probability of Up and Away working.
Unknown Value 3: Location of these (using Final Boss's value for this screen): https://dl.dropboxusercontent.com/u/4558852/thing.png


No bugs found, I did find a typo, though:



And I made this for fun: https://www.youtube.com/watch?v=a22TD7ocr_E




Thanks, these seem like pretty obscure details, It's little wonder I had trouble figuring out their purposes. I've updated these labels and also fixed the typo. If you are up for more debugging, perhaps you could shed some light on the purpose of text function 2B (labelled as [goombario] at the beginning of each Goombario speech, because they're the only places where it appears).

You may have noticed that swapping move sets will cause the game to crash when you damage the enemy. If I recall correctly, this can be fixed by modifying the animation data stored after Unknown Value 3. Each animation includes a one-word animation id, followed by four 8-bit parameters. You can also set the palette for different animations here (third parameter byte).

Edit:
I should also mention where I am at regarding overworld objects. Here are my notes, all derived from the first section of Pleasant Path:


Now, this is where I am a little stumped. I am having trouble finding a 'master table' to use as reference reading all overworld-object related data. I found that the table at 0x6B450 uses a memory starting position which matches up with my notes (80240000), but the other pointers in this table of 421 entries seem insignificant.
Celux

Red Cheep-cheep
Level: 32


Posts: 198/202
EXP: 202421
For next: 4021

Since: 09-22-08


Since last post: 7.2 years
Last activity: 3.7 years

Posted on 04-23-14 01:42:36 PM, in Origami 64 - Paper Mario Hacking Discussion Link
Originally posted by luigi1er­@hotmail.com
Hi Skelux, I'm really happy you lead the project right now. I was beginning to share informations since there was nobody on this game, but I contast I'm not alone anymore and I'm glad you will bring people to get interesting on it.

I would like to ask you a question (and maybe someone else could answer me), I was going to give you adresses of items and costs in shops but I use Paper Mario (USA).n64 and your tool use Paper Mario (U) [!].z64 I guess and we have not the same stored data even if they are both USA version (my ROM isn't correctly loaded in your tool).

Do I have selected a wrong ROM version or is there something I don't know about ROM convention?


Try renaming it to .z64. Also I think .n64 files might be byteswapped, so download the byteswapper application from my site to fix the rom.
Celux

Red Cheep-cheep
Level: 32


Posts: 199/202
EXP: 202421
For next: 4021

Since: 09-22-08


Since last post: 7.2 years
Last activity: 3.7 years

Posted on 06-28-14 05:17:39 PM, in SM64 Level Importer Thread (Skelux Branch) Link
1.9.1 is released, see the main post.
Celux

Red Cheep-cheep
Level: 32


Posts: 200/202
EXP: 202421
For next: 4021

Since: 09-22-08


Since last post: 7.2 years
Last activity: 3.7 years

Posted on 12-01-14 12:38:00 PM, in Origami 64 - Paper Mario Hacking Discussion Link
Originally posted by luigi1er­@hotmail.com
I found many things since the last time I came here. There is a list of them :

  • Swaping exit destinations of areas

  • Swapping music (places, themes, battles)

  • Playing with effects over the ennemy's attack (sleeping, frozen, poisonned)

  • Some data from Star Spirits' ability


With the theory I have a lot of adresses which can be useful for a tool, but it's really big as information to post all. So I wonder if I should make many files of adresses and share the links here or just explain the processes to catch them in many posts?


Looks like I should have checked this thread again sooner, my bad.

If you are able to explain the process of catching these addresses, that would be very helpful. I prefer to code Origami to dynamically read the addresses rather than from fixed locations.
Celux

Red Cheep-cheep
Level: 32


Posts: 201/202
EXP: 202421
For next: 4021

Since: 09-22-08


Since last post: 7.2 years
Last activity: 3.7 years

Posted on 01-29-15 06:47:19 PM, in SM64 Level Importer Thread (Skelux Branch) Link
1.9.2 is out, see main post.
Celux

Red Cheep-cheep
Level: 32


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

Since: 09-22-08


Since last post: 7.2 years
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Posted on 02-20-15 06:48:32 AM, in Origami 64 - Paper Mario Hacking Discussion (last edited by Celux at 02-20-15 06:56:07 AM) Link
Haha seems someone over at romhacking.net beat me to making a level editor, though it's not released yet.

In any event, it looks as though the editor is missing some functionality such as music importation, so development of my tool will proceed as normal.

I've uploaded version 0.1.1 with some very minor improvements and posted it here.
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Jul - Posts by Celux


Rusted Logic

Acmlmboard - commit 47be4dc [2021-08-23]
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