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| Jul - Posts by Doogie1012 |
| Pages: 1 2 |
| Doogie1012 Member Level: 13 Posts: 1/35 EXP: 9684 For next: 583 Since: 10-21-08 Since last post: 1488 days Last activity: 606 days |
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| Camera ASM Well after reading this I was thinking... Would it be possible to make a Super Mario 64 Side-View Platformer like the old SNES days. By editing where the camera is pointing from and to and disabling vertical axis input/movement (would that ASM routine be difficult to find?) Anyway its just an idea. (Actually now that I think about it, Enemy Routines would have to be edited/rewritten ) |
| Doogie1012 Member Level: 13 Posts: 2/35 EXP: 9684 For next: 583 Since: 10-21-08 Since last post: 1488 days Last activity: 606 days |
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Wow. I didn't realize people even looked at my Mario Object Editor anymore .Maybe VL-Tone should consider a reverse of the Rom Extender where it compresses the rom again (if thats possible). In fact, the project your working on messiaen has got me interested in Mario 64 rom hacking again. If there is anything I can do for you to make things easier, let me know. |
| Doogie1012 Member Level: 13 Posts: 3/35 EXP: 9684 For next: 583 Since: 10-21-08 Since last post: 1488 days Last activity: 606 days |
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| Well I assume that the reason to compress MIO0 files again was so that Nemu could run the rom and allowing you to be able to debug easier. But as you said, problems would arise if the rom got bigger. anyway, since a mod wants to close this topic, I'll leave it be and post a new topic if I have more queries or w/e. |
| Doogie1012 Member Level: 13 Posts: 4/35 EXP: 9684 For next: 583 Since: 10-21-08 Since last post: 1488 days Last activity: 606 days |
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| Seems to be a need for a generalized 'Level editing' topic, I'll use this one then. Sorry for the hijack. Various people: Ask your level structure questions here. -Metal Man Well I have a few Q's about how levels operate. Basically, I tried to copy the entire level code from Bom-omb Battlefield and override Whomps Fortress. Of course, I didn't expect this to work as it was a MAJOR long shot in getting levels not the same size to execute. Bom-Omb Battlefield Level Size - 1360 bytes Whomp's Fortress Level Size - 3264 bytes Since there are a few people here who actually know how SM64 is structured and have N64 asm knowledge, I was wondering if there are any key values to possibly help make level copying a reality or explain to me why it isn't possible. Thanks for your time. |
| Doogie1012 Member Level: 13 Posts: 5/35 EXP: 9684 For next: 583 Since: 10-21-08 Since last post: 1488 days Last activity: 606 days |
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Alright, after reading it over for a while, I finally grasp what your saying ![]() So would copying the Bom-Omb Battlefield level to 014A0000 work, since all the data after that is just bytes with the value of 1. (and there is MORE then enough space )Of course I would have to change where the Whomp's Fortress HUB code points to correct? So the code would be: 00 10 00 0E 014A0000 014A0550 0E000264 Which is located at 2AC224/2802212 address. |
| Doogie1012 Member Level: 13 Posts: 6/35 EXP: 9684 For next: 583 Since: 10-21-08 Since last post: 1488 days Last activity: 606 days |
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Originally posted by messiaen O.M.G, that is an awesome idea. When you do implement the day and night cycle, can you make a detailed tutorial on the steps taken to do that and how it works (like explain the ASM for example). If its not to much to ask of course. I would love to see a tut on how you implemented character switching on the menu as well, that would be sweeeet. |
| Doogie1012 Member Level: 13 Posts: 7/35 EXP: 9684 For next: 583 Since: 10-21-08 Since last post: 1488 days Last activity: 606 days |
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| How about all of the above? To battle bowser you must have gotten around 75-85% of stars, the first part of the Bowser battle is on the Castle Rooftop, then after you beat him, you can battle stage two which is in a custom battle arena ![]() To battle the 'final' boss that gives the Power Star, you must have grabbed every star in the game. (and beaten the two bowser stages) |
| Doogie1012 Member Level: 13 Posts: 8/35 EXP: 9684 For next: 583 Since: 10-21-08 Since last post: 1488 days Last activity: 606 days |
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NOTE: You may need to refer to VL-Tone's hacking documents to see what commands I talk about and possibly the rom bank document. Alright, so basically I've been looking through my hex editor refering to the VL-Tone documents about how the geometry/polygons are loaded and etc. Im trying to find the RSP commands for specific levels so I can attempt to make my own level editor (I realize I dont need to, I have Toads Tool, but Im doing this just to understand how the game works a bit better). Anyway I started with Bom-Omb's Battlefield and I searched for the command that loads polygon commands. I noted the various addresses that I had found and after swapping values around and running Mario 64 I determined these load the polygons of the level (obviously since thats what the hacking document says).
For a while I messed around with trying to find what the address is of what this is pointing to. Then I found the ROM Banks document so 07 on the ROM Banks document was :
Knowing this, I jumped to that address to find it executes commands '0D' and '02'.
Now what '0D' does is currently unknown/undocumented. But '02' jumps to an address in the segment. Knowing this I converted 7E to 126 (Hooray MS Calculator) and looked up the ROM Bank document again.
So now I convert 0F 7C C3 to 1014979. So I assumed that by adding 17979563 + 1014979 together the address and offset I would come across more commands if I jumped to that address. But I did not, just a heap of bytes of 01. So where did I go wrong? |
| Doogie1012 Member Level: 13 Posts: 9/35 EXP: 9684 For next: 583 Since: 10-21-08 Since last post: 1488 days Last activity: 606 days |
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| Ah Thank you. I assumed that the commands jumped to RAM addresses but when I tried out adding the two together it came across to fairly valid commands so I disregarded my assumption. I'll have a look in the Bom-Omb Battlefield level script then. Thanks. |
| Doogie1012 Member Level: 13 Posts: 10/35 EXP: 9684 For next: 583 Since: 10-21-08 Since last post: 1488 days Last activity: 606 days |
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| Your sir are a freaking legend. That has got to be the coolest thing ever. Good job. Keep it up. |
| Doogie1012 Member Level: 13 Posts: 11/35 EXP: 9684 For next: 583 Since: 10-21-08 Since last post: 1488 days Last activity: 606 days |
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| Yeah, give us an update, this is possibly the coolest thread ever. I wish I was in your shoes right now, finding evidence and bringing them down. OBJECTION! TAKE THAT! |
| Doogie1012 Member Level: 13 Posts: 12/35 EXP: 9684 For next: 583 Since: 10-21-08 Since last post: 1488 days Last activity: 606 days |
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| messiaen: I sent you a private message ages ago asking about the 0C command (not the asm opcode which ironically has the same 'jump' purpose, I think.) |
| Doogie1012 Member Level: 13 Posts: 13/35 EXP: 9684 For next: 583 Since: 10-21-08 Since last post: 1488 days Last activity: 606 days |
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| I'm just wondering, is it possible to change the star behaviour so when grabbed it wont send you back to the Castle and you'll be able to continue walking around? |
| Doogie1012 Member Level: 13 Posts: 14/35 EXP: 9684 For next: 583 Since: 10-21-08 Since last post: 1488 days Last activity: 606 days |
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| Well after much procrastination, bug finding, and hopefully enough polish so no one runs into any errors. I present to you, Doogie's Super Mario 64 Editor. This program can do two tasks, copy an entire level over another level (if there is enough space) and it will adjust the start,end and entry point addresses accordingly. You can also change where the start,end address is so that you can make it copy over empty data at the end of the file. The second feature is the command editor. This will read how the level script command is structured from easy to configure txt files, it will be able to scan a level and find the addresses of where the command is located, but thats not all. You can click on the addresses found and edit the object based on how the command file was structured. The UI I admit, is fairly bland, but after reading the README.txt included, you should be able to navigate around it fairly well. Merry X-Mas. DOWNLOAD: Download Super Mario 64 Editor 0.10.zip SCREENSHOT: ![]() |
| Doogie1012 Member Level: 13 Posts: 15/35 EXP: 9684 For next: 583 Since: 10-21-08 Since last post: 1488 days Last activity: 606 days |
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| For some reason Game Maker seems to get a bad reputation due to the first impression of the IDE. It actually has a code block which allows you to type code, the syntax is a lot like C++ except it has nice and easy to use functions for manipulating sprites, strings, and almost anything. It can also call upon external DLL's, I have done this so I can read different data types as Game Maker only supports reading a program byte by byte. I also want to add that some commands will be false, to easily overcome this just check to make sure the lengthbyte is correct. |
| Doogie1012 Member Level: 13 Posts: 16/35 EXP: 9684 For next: 583 Since: 10-21-08 Since last post: 1488 days Last activity: 606 days |
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| I'm not entirely sure what you mean with textures being shared between levels. I would have thought that in the level script the textures are loaded. (As this program does copy the entire level script from one to another) I'll investigate background swapping, implementing this feature shouldn't take to long. EDIT: My program already has the ability to background swap, though it isn't useful for noobies I guess... Using the Command Editor you can scan the map, look at the "Norm. Data" tab (level command 0x17 [load uncompressed data]) and find the command where "RAM Seg." is equal to 0A/10. You can manually edit the addresses yourself with ease. ![]() In the screenshot above, I have edited Bom-Omb Battlefields 0A RAM segment to load the Bowser Course 1 background. |
| Doogie1012 Member Level: 13 Posts: 17/35 EXP: 9684 For next: 583 Since: 10-21-08 Since last post: 1488 days Last activity: 606 days |
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| I was wondering if anyone had checked to see if the speeches by Bowser, King Bom-Omb etc could be removed via the behaviour script, I'm hoping they used one 0C command for the speech so we could possibly remove it? If we achieve this, then we can make multiple bowser boss fights without the player having to speak to all of them. Though I guess the speech asm would end up triggering/turning on the boss fight anyway. |
| Doogie1012 Member Level: 13 Posts: 18/35 EXP: 9684 For next: 583 Since: 10-21-08 Since last post: 1488 days Last activity: 606 days |
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Originally posted by wwwarea Ahh, so the levels would end up linking to the same texture segment... hmmm, maybe I could implement it so when you copy the levels it keeps the original texture segment and copies the other level's texture segment over the current one. (hoping that all textures are the same size) At the moment I'm mainly just cleaning up my code, condensing my code into easy to use functions and etc so It's easier to edit. The next thing I'll be working on is making the Level Command Scanner be more accurate by starting from the entry-point and being able to use the jump/return commands. |
| Doogie1012 Member Level: 13 Posts: 19/35 EXP: 9684 For next: 583 Since: 10-21-08 Since last post: 1488 days Last activity: 606 days |
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| why is there a random topic in the trash can? |
| Doogie1012 Member Level: 13 Posts: 20/35 EXP: 9684 For next: 583 Since: 10-21-08 Since last post: 1488 days Last activity: 606 days |
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| In my Mario 64 Editor I am currently working on making my level scanner actually jump when it needs to and scan ram segments etc. Currently it just scans from start to finish which provides inaccurate commands (false postitives). (Bom-Omb's Battlefield) 405D44 - 06 08 0000 15 000660 Command = 06, Jump to offset in ram segment Length Byte = 08 Ram Segment No. = 15 Offset = 000660 To be able to allow my level scanner to jump to this location I need to know where Ram Segment Number 15 is loaded, unfortunately my hex editor can only search for 3 hex values at once (17 0C 00). Based on results from my level scanner this bank is not loaded at the entry-point of the level. (Just to be clear, everything here is hex, so the Ram Segment is 15 in hex and 21 in dec) |
| Pages: 1 2 |
| Jul - Posts by Doogie1012 |
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Acmlmboard - 07/23/2013 b378.03 ©2000-2013 Acmlm, Xkeeper, Inuyasha, et al. |
| Query execution time: | 0.029253 seconds |
| Script execution time: | 0.074320 seconds |
| Total render time: | 0.103573 seconds |