VL-Tone
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| Time: Now - Date: Today - Weather: What can be seen outside. - Mood: How it feels. Answer to the universe: 42 | Originally posted by Shiryu I like it...
This circuit bending thing seems interesting... I have an old yamaha pss-30 around here and I might give it a try... But I'm afraid I'd permanently damage it or something...
Well, if you avoid the power circuits, it's very hard to damage a synth like that, even though an electronic engineer would probably disagree. From experience, and from what I've read on the net, damaging a synth with circuit bending is a very rare occurrence. That being said, I can't guarantee it won't break a thing :/
Originally posted by Shadic This Zoskii tune is all pretty catchy, at least the main part. It gets a little weird at some parts, which I think could give me a headache before too long.
Circuit Bending is a pretty cool concept though, I'm just afraid that I'd fry the thing.
When you say the main part, you mean the loop at the start and end of the tune? Yeah it's definitely the best part.
At the time, while I was circuit bending the SK-1, I found this really catchy riff (the one we're talking about) and started recording. Then by accident I moved some wire and it transitioned to the second part (the "whiny" part). The transition is quite nice in itself, but after that I lost the wiring that caused the first part, and the only reason you can hear the first part and transition again in the middle and at the end of the tune is that I manually inserted it there, to make the rest more varied and "tolerable"
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VL-Tone
Member Super Mario 64 forum moderator
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| Time: Now - Date: Today - Weather: What can be seen outside. - Mood: How it feels. Answer to the universe: 42 | Originally posted by Shinryu
If you were talking to me I did use the latest rom extender and my RAM is 128 MB
I'm pretty sure it's not related to the ROM itself, the ROM extender 1.2 and TT64 0.5b make more extensive checks to ensure you can only open a valid ROM.
Since you're getting both script errors and real crashes (asking you to send a report etc.), I would guess that you don't have enough RAM. 128MB is very small to run XP, and running TT64 on top of it in low memory conditions might cause some problems.
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VL-Tone
Member Super Mario 64 forum moderator
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From: Montreal, Canada
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| Time: Now - Date: Today - Weather: What can be seen outside. - Mood: How it feels. Answer to the universe: 42 | Oh crap I forgot to remove that "L is Real 2041" object label...
I first named this object because it was found where that "mysterious" sign was in the castle courtyard, and I didn't know its use (its invisible, has no polygon model attached to it, only a behavior). But then I found that this object was found else where and was not specific to this area.
Personally, I don't think the sign reads either "L is Real 2041" nor "Eternal Star".
Here's the "cleaned up graphics" directly extracted from the ROM, and they don't prove anything...
If anything, it shows how silly it is to try to read anything into these "letters". For God's sake the letters are 3 or 4 pixels high!! It could be japanese and we wouldn't be able to tell!
Sonicandfails: About your "Eternal Star" picture with the red letters:
The top horizontal bar for the first "E" is almost nonexistent in the original graphic, it's part of the diagonal "shinny metal" pattern. The first "t" doesn't have an horizontal bar, except maybe in your head. You assume a lower-case "e" from about 3 pixels. The "r"... well I'll give you that one. Your "n" is just a squarish blob of pixels that doesn't look like a lower-case "n" at all. The "a" could be just about anything, and your "l" floats above the rest for some weird reason? Let's say that the "s" is possible... Your second "t" is too much of a stretch again, suddenly its horizontal bar is diagonal? The second "a" is well almost possible, but the last "r" is wishful thinking, like this whole thing is...
While the phrase "Eternal Star" fits well with the context, I don't think anyone can prove anything by reading into 3 pixel high letters, so let's stop debating about this.
ShaddowKatgirl:
I know enough about the structure and content of the SM64 ROM to say with 99.999999% certainty that Luigi is not there. The 8MB ROM is tightly packed and the Mario model already takes a lot of space. Nintendo would've needed to go out of their way to conceal a Luigi model and it's graphics and hide them in pieces trough the ROM using some kind of encryption just so that ROM hackers like me didn't find it? Wasting precious ROM space in the process?
DDR Extreme is a CD (or DVD?) game where space was not an issue, and where leaving unused easter eggs and stuff wasn't a concern. But anyway, hackers knew about the existence of that hidden song in the DDR Extreme disk well before BK released the code, they just didn't know how to unlock it.
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VL-Tone
Member Super Mario 64 forum moderator
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| Time: Now - Date: Today - Weather: What can be seen outside. - Mood: How it feels. Answer to the universe: 42 | What is it with you Shadowyoshi022?
Are you doing this on purpose or constantly involuntarily producing annoying stuff?
Do you know about the Preview button? It shows you what will your post look like without having to actually post it.
Looking at your own profile will show you how your sig looks like without having to post anything.
If you're not sure about what's acceptable as a sig (size and content) why didn't you go in the Help, Suggestions, Bug Reports forum instead of posting a useless thread here that will have to be locked and deleted?
The SM64 forum is not a place where you can test things and if they don't work we delete it...
If you want to know my opinion on your sig, it's way too big for a stick figure animation that might give a seizure to some.
What I suggest to you before posting anything else, is just lurk in the forums, and look how people behave, what kind of content, sig and background is acceptable, and look how people write. Until you understand what this forum is about you should refrain from posting.
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VL-Tone
Member Super Mario 64 forum moderator
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| Time: Now - Date: Today - Weather: What can be seen outside. - Mood: How it feels. Answer to the universe: 42 | Interesting indeed, I didn't realize that.
Also, I wasn't aware of this glitch, but I just tried it (after a quick find on youtube).
The answer is pretty simple: when you use the glitch and end up swimming under the floor, you're limited to a rectangular area, if Mario swims outside of it he falls off to his death.
So, it seems that a "water box" is defined for each level containing water. This box is independent of the water polygons. And while there may be multiple visible water polygon areas, there seems to be only one water box possible in a single area, defining where Mario swims.
If you can find any instances of an area where two different water heights coexist at the same time, I'd like to know, because I couldn't find any (edit: well I didn't look very hard...). If you look at the castle basement, you'll see that it's designed so that the water height in the pound-able pillars room is aligned to the floor of the corridors where MIPS can be found.
I suspect that the "water box" is stored near the "area box" data which defines the size of the area, creating the "invisible barriers" around levels. Unfortunately, I don't know where these are located, but I didn't look hard.
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VL-Tone
Member Super Mario 64 forum moderator
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| Time: Now - Date: Today - Weather: What can be seen outside. - Mood: How it feels. Answer to the universe: 42 | Could you draw my (annoying) tune, Zoskii, as an animal?
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VL-Tone
Member Super Mario 64 forum moderator
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| Time: Now - Date: Today - Weather: What can be seen outside. - Mood: How it feels. Answer to the universe: 42 | Oops... forgot about these places... I should've known better
So I guess there must be multiple water boxes in these areas, with different water levels. I look forward to find where and how they are stored!
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VL-Tone
Member Super Mario 64 forum moderator
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| Time: Now - Date: Today - Weather: What can be seen outside. - Mood: How it feels. Answer to the universe: 42 | Got it!
Bingo!
Eureka!
It was an easy find, I just didn't look for it that much before...
Command 0x44 is the one that loads the "swimming boxes", and its found after the 0x43 objects (which itself is just after the solidity data), and are just before what I call the 0x42 objects.
0xFD8DA9: [00 44] [00 02]
[0,1]: 0044= Command that loads one or more "swimming boxes".
[2,3]: Number of swimming boxes
The first swimming box that's loaded is for water around the castle.
0xFD8DAD: [00 00] [E4 27] [E3 CA] [20 3D] [FF C6] [FF AF]
[0,1]: The ID of the water polygon commands that goes with this swimming box
[2,3],[4,5],[6,7],[8,9],[10,11]: Coordinates the box sides? (16-bit signed integer)
The second swimming box is for the lake.
0xFD8DB9: [00 01] [04 00] [FF C6] [20 26] [1F C9] [FF AF]
And yes you can (obviously) disable the swimming by setting all coordinates to [00 00]
BTW jgame56: Welcome to the forum
The swimming boxes for Tall Tall mountain are found at 0x118A023:
00 44 00 04
00 00 F8 01 0A CD 07 9A 13 CD EE CE
00 02 09 36 0B 21 0E D0 0D 92 F1 01
00 01 07 B4 0D 99 0E 39 11 99 F0 01
00 03 06 32 03 82 0D FF 0A BF F9 9B
There are four of them in TTM.
If anyone wants to try to find which coordinates controls what, it could be a nice contribution to the project
I suspect that the water height in Castle Ground may still be overridden by the game, so it may be better to experiment with TTM.
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VL-Tone
Member Super Mario 64 forum moderator
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| Time: Now - Date: Today - Weather: What can be seen outside. - Mood: How it feels. Answer to the universe: 42 | ksonic1055:
Thanks for the help and welcome to the forum I'll be looking to implement the water objects in the next version when I know exactly what these values are for.
Could you just please edit your post and put a smaller image, ideally in .jpg format? PNG is good for smaller images, or pictures with less color shades in them. This one is 1.1MB and may load very slowly for 56k users.
jgame56:
You're simply corrupting the waterfall polygons, which I already knew about. Thanks anyway for the contribution!
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VL-Tone
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| Time: Now - Date: Today - Weather: What can be seen outside. - Mood: How it feels. Answer to the universe: 42 | 
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VL-Tone
Member Super Mario 64 forum moderator
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| Time: Now - Date: Today - Weather: What can be seen outside. - Mood: How it feels. Answer to the universe: 42 | This thread is meant as a repository for all SM64 hacking docs I produced over the year, and hopefully some other docs will be added by other hackers.
First is the main SM64 Hacking doc, which is a more recent version than what was posted on the "other" boards. It describes a good portion of level script, geometry layout, and polygon drawing commands. Still missing is the details of the collision data commands and format, which should be added eventually.
Mario64_HackingDoc1.5.txt
Here's a list of most texture addresses found in the extended ROM, though it's not completely up to date, a couple of textures are missing. It doesn't include sky backgrounds, icons used in the HUD, menus and the fonts.
M64TextureList07.txt
Next is a list of changes made to create the extended ROM (can also be found at the end of the ROM Extender doc).
ExtendedROMchanges.txt
Formated level scripts that describe the menus and serve as a hub to launch other levels:
SM64MainLevelScripts.txt
A list of all geometry layout pointers used in the game, essentially listing all 3d models used by the game. These pointers tell you where to find the geometry layout data, which itself describes the location and structure of the polygon sub-models, as well as where to find the polygon commands for each part.
This geometry layout pointers list is provided in three formats:
First is a simple sorted list of all geometry pointers and a description.
SM64GeoLayoutPtrs.txt
The second list is sorted by levels, so you can have the big picture about which level can use which model.
SM64GeoLayoutPtrsByLevels.txt
The third is like the second one, but includes a list of the polygon data pointers for each sub parts of the model, as extracted from the referred geometry layout data. It needs to be updated though, since my geometry layout decoding routine was a little broken for a couple of objects, and some polygon parts might be missing, though 99% of them should be correct.
SM64GeoLayoutPtrsAndPolys.txt
If you need to find exactly in the ROM where are the geometry layout and polygon data reffered in these three docs, you'll need this list of unique bank numbers which are used internally in TT64 and their addresses in the extended ROM.
TT64ROMBanks.txt
Next is a formated list of all behavior scripts found in the game. These are normally found in bank 0x13. It's pretty much the same list as I published on my blog when asking people to try to find the Blargg behavior, except for a small new addition:
I found that the 0x2A command refers to collision data used by many objects. That means that objects can have their own collision data, and that's why when you move them, their solidity is not affected. It would be nice to eventually add individual collision data to all platforms in the Bowser courses, and eliminate the main monolithic collision map.
SM64Behaviors.txt
Lastly are the Mario and peach Geometry Layout deconstruction docs, as posted on another thread. Please refer to this thread for more details.
MarioGeoLayout.txt
PeachGeo.txt
If you are an experienced ROM hacker and have questions about these docs, go for it.
But if you barely know what hexadecimal is, seldom used an hex editor, and don't know much about ROM hacking, please don't post questions in this thread. I simply don't have the time to teach newbies the basics.
Also, if you have produced SM64 docs yourself, this is the place to post them.
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VL-Tone
Member Super Mario 64 forum moderator
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| Time: Now - Date: Today - Weather: What can be seen outside. - Mood: How it feels. Answer to the universe: 42 | Originally posted by compguy248 when i use TT64 everything works great but the trees are invisable! i can move them and they show up in the game but i can't see the in the editor! i use vista home premium and i have the same problem on all versions of TT64.
This is a known issue with Vista, and it wont be fixed until the next release of Adobe Director MX, before the end of the year.
TT64 under Vista cannot use the 3d hardware acceleration (opengl, directX), and the software 3d renderer that it uses instead causes a few glitches and problems, aside from being slow.
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VL-Tone
Member Super Mario 64 forum moderator
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| Time: Now - Date: Today - Weather: What can be seen outside. - Mood: How it feels. Answer to the universe: 42 | Originally posted by Jon Hmm i never really thought about editing water, anyway nice job im sorry to hear what happened at your office, i haven't really been online in a while
Hi Jon, long time no see, welcome to the forum. About that thing at my workplace, I got over it... It wasn't that bad, nobody died or anything.
Anyway let's get back to the topic
I'll try to implement water areas editing in the next version, or maybe the one just after. Also, I'm gonna try to find where the "hazy haze" is, but it's probably put there using the same command.
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VL-Tone
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| Time: Now - Date: Today - Weather: What can be seen outside. - Mood: How it feels. Answer to the universe: 42 | Originally posted by SquashMonster
But what I really came to post about here is the fact that this forum is half stickies. Who's idea was that?
Ehm... I don't think any single mod had the intent of having half stickies here.
The first sticky I put was the bug report one. The idea was to avoid having one post for each single bug report. The second one that was added was to prevent having individual posts for "how do I do X". But, maybe it wouldn't be so bad to let people ask their questions as individual posts, it would certainly give a more lively look to the forum...
The "Post your screenshots etc." is an equivalent to a page on my blog which I intended to keep on my front page, like a sticky. Again, maybe not having this sticky would make the forum more lively, but we could end up with individual posts from someone that just did a single texture change.
Then there's the two "Listen UP" stickies. This one was added after some pretty idiotic behavior took place here.
So the problem I think is that the stickies cover all the main topics, and since many (stupid) threads were started and then deleted, nobody knows what kind of thread they're allowed to start... Hence the currently low number of non-sticky thread compared to the stickies.
Do you guys have any suggestions to improve the sticky/post ratio?
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VL-Tone
Member Super Mario 64 forum moderator
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| Time: Now - Date: Today - Weather: What can be seen outside. - Mood: How it feels. Answer to the universe: 42 | Originally posted by mather1
I have a nice hack to,but I don't have any screenshots. 
Well then please come back when you have something to show If you don't know how to take screenshots, please ask in the appropriate forum (not here) or try to find how by yourself (google is your friend).
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VL-Tone
Member Super Mario 64 forum moderator
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| Time: Now - Date: Today - Weather: What can be seen outside. - Mood: How it feels. Answer to the universe: 42 | Actually, TT64 currently doesn't edit every textures in the game.
Textures from all polygon objects including levels can be edited, but most notably missing are the water textures, the menus, HUD icons and fonts, and the backgrounds (sky boxes).
Most of them will be editable eventually, though I'm not sure where to find the pointers for the HUD icons and fonts. I'd have to find them manually.
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VL-Tone
Member Super Mario 64 forum moderator
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| Time: Now - Date: Today - Weather: What can be seen outside. - Mood: How it feels. Answer to the universe: 42 | How about making the heads follow your cursor? That would be creepy 
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VL-Tone
Member Super Mario 64 forum moderator
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| Time: Now - Date: Today - Weather: What can be seen outside. - Mood: How it feels. Answer to the universe: 42 | Hi KINGDUDE139, welcome to the forum.
It looks like an interesting mod, but could you please edit your post and put smaller screenshots? These ones are way too big. 320x240 should be a reasonable maximum for multiple screenshots like this.
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