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05-03-22 06:12:26 AM
Jul - Posts by VL-Tone
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VL-Tone
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Posted on 05-24-09 09:51:54 PM, in Beta Stuff Thread: Beta Trampoline and other stuff Link
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I just realized while making the patch for the "blanked ROM" that I was using the "old" Mac version of the ROM... Since there was a little hand-tweaking to make this ROM, I'll have to start back again with the new/Windows version of the ROM.

Also, I'm thinking of writing little 4 bytes markers at the beginning of all the banks (compressed or not) found in the ROM. That way, if you find something interesting, you'll be able to easily find the start address of the bank this data is found in, so you can create/find bank-relative pointer values.

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Posted on 05-26-09 05:48:16 AM, in Beta Stuff Thread: Beta Trampoline and other stuff Link
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Originally posted by vinnyboiler
Sorry if this sounds like a stupid question but have you checked the beta object in other levels since their might be some stuff in the levels scripts that may suggest something.
Allso have you checked the the Japan rom as their might be more infomation about this beta object in the code that may have been removed for the American rom (e.g. the beta boo key sprite and the dire-dire docks painting).


I didn't check any level in particular, I just looked through all the unknown stuff left after blanking the ROM of all known stuff. It's possible indeed that the Japanese version still has the missing function for the trampoline, but things are not at the same place in there.

Originally posted by RomanianGirl
I don't know if this will help, but when I was doing an interesting dump from the ROM, I found something mentioning spring.
(THIS BEGINS AT HEX ADDRESS $265990 IN ROM):


" dSetSpring()
proc_dynlist(): No current object "


From what I concluded a while ago, this text belongs to the Mario face animation intro routines, which is a separate program in itself. But I may be wrong, it may be some unused debug console text for the main game. Messiaen might have more information about it.




I was about to give you the .ppf patch but I just found out that I made another mistake and blanked some important parts. I'll have to start again, but I have to go to bed.

Anyway, here's a little teaser for some other beta stuff I found:



More details soon. Good night



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Posted on 05-26-09 06:06:33 AM, in Help/Questions about Toad's Tool 64 and SM64 hacking Link
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Originally posted by gamekrazzy
Bad news and good news. I think I know how to do this by hacking, but you don't want to do it that way. The bad news is, it's impossible to do so right now without coding. I tried my usual way by going to the level, replacing a common object in both levels (Inside Shifting Sand Lands) with Tweester, thus making the model availiable in Castle Grounds. Then you can give it the behavior. Just wait, i will PM you if it works, and Probably make a video of it.


Ehm... The Tweester graphics and polygon models are only available in Shifting Sand Land. You can't put it in Castle Grounds simply by changing a 0x22 and a 0x24 command. You'll also need to swap two 0x17 commands so that the right geo layout and polygon data banks (0x05 and 0x0C) are loaded in Castle Ground. Note that you have no choice but remove Peach and Yoshi in the process, so you might run into other problems (such as the intro scene with Peach, which will probably crash).

Essentially, what you're trying to do is not much harder than putting Bowser in another level (with the difference that the Bowser bank is too big for most levels).


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Posted on 05-27-09 02:31:51 AM, in Help/Questions about Toad's Tool 64 and SM64 hacking Link
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gamekrazzy: I don't understand why you insist on using PMs for things that should be shared with everyone. I'm sure others are interested of doing similar things....

Sent to me via PM:
Originally posted by gamekrazzy
I was able to add a Tweester to the Castle Grounds. It was really simple, but I think I did something wrong when I did it because now I can't play it.

I mean I cannot play it by continuing a file. Are you sure you have to replace the 0x0C as well as the 0x05 for the banks? Because the Tweester is only 0x05 for the banks. Why did I have to replace 0x0C?


Bank 0x05 contains the polygon data, while the bank 0x0C contains the geo layout script.


17 0C 00 0C 00 15 1B 70 00 15 21 D0 

17 0C 00 05 00 8C 11 8C 00 8D 57 DC



Normally, the geo layout script for a given model is in a different bank than the polygon data.

Now, I guess you stumbled on a very rare case in the game for the Tweester, where the geo layout script is actually found inside the polygon bank (I wonder why they didn't do the same for all objects though...).

So, yes, in that case the Tweester can work with only the 0x05 bank. But if you only load you won't be able to use the other objects found in the same bank, that do use the 0x0C bank for geo layout scripts.

Other objects which can be found in the same bank:


57 Klepto

58 Eyerock
59 Eyerock2
54 Pokey Head
55 Pokey Part



Here's the 0x22 commands needed to have all the objects from the Tweester bank:


22 08 00 57 0C 00 00 00 

22 08 00 58 0C 00 05 A8
22 08 00 59 0C 00 05 E4
22 08 00 54 0C 00 06 10
22 08 00 55 0C 00 06 44
22 08 00 56 05 01 46 30



Note how how the last one, model id 56, which is the Tweester, exceptionally uses the 0x05 polygon bank instead of the 0x0C bank like the others.

Anyway, as I said, trying to change the 0x0C/0x05 banks in Castle Grounds will give you problems, because changing the 0x05/0x0C banks involve removing Peach, and unfortunately, she's hard-coded into the intro (and end) sequence. And, yes, that's why you could only play by continuing a game file, because that would skip the intro...

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Posted on 05-29-09 04:40:35 AM, in Beta Stuff Thread: Beta Trampoline and other stuff (last edited by VL-Tone at 05-29-09 01:52 AM) Link
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Originally posted by gamekrazzy
Originally posted by RomanianGirl

It's not beta. It's more likely added to the game to ensure that if the player somehow obtained the Wing cap and metal cap, the game wouldn't crash.


There is what I have to say vinnyboiler.


The Metal Wing Cap Mario not only has a separate geometry layout script, but it also has a completely separate and distinct metal wing texture.



It simply doesn't make sense to create a new texture and geo layout to prevent a supposed crash that would happen in an impossible situation (there's no way to "somehow" obtain both caps in the final game without a hack/code). It would've taken 2 lines of code to prevent two caps at the same time instead of going through all this trouble.

Even if your theory is true, it means that Nintendo had to test this scenario in a BETA test level where both caps were available, hence: the metal wing cap is beta stuff. This is what hidden Beta stuff is all about: things that were present at one moment or the other in the development Beta version and that's not normally accessible in the final version. Beta stuff is not limited to things that was intended to be in the final game.

Originally posted by Bob-omb8194

About the red one, its actually a spiny shell missing spikes. When it comes to the green one, I have no clue, unless there were green ones. Its also possible that those were the origional versions of it, but they may haved threw them out and used the red for the spiny model.


No they're not, spinny shells are in another bank completely, and the model is different in terms of vertex count and position, and aside from the obvious fact that those have spikes embedded in the geometry, spinny shells also have a yellow bottom, unlike these which have a light blue bottom.

I don't see how they could be the original version of spinny shells, since they don't have spikes...

This bank also doesn't contain any other spinny part (head or feets).



You can get these shells by replacing 0x22 commands in any level that can contain Goombas (Including Castle Grounds):

Red Shell
22 08 00 BE 0F 00 0A DC

Green Shell
22 08 00 C0 0F 00 0B 08

Or directly in TT64 by editing existing 0x22 commands:

Red Shell:
Bank ID=15 , Geo Layout Pointer=2780
Or in Hex: Bank ID=h0F , Geo Layout Pointer=h0ADC

Green Shell:
Bank ID=15 , Geo Layout Pointer=2824
Or in Hex: Bank ID=h0F , Geo Layout Pointer=h0B08


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Posted on 05-29-09 04:54:54 AM, in Toad's Tool 64 v0.5.994b bugfix release! Bug reports go here! Link
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Originally posted by OniLink10
EDIT: I had a problem with TT64 crashing when trying to render the level earlier, and I think I found the cause of it. I got it to work by patching the older version of Flatworld Battlefield, and it worked, until I tried Maximizing the Window. Thing is, it only does this in OpenGL, when I switch to DirectX(which I hate), it works fine. Strange...


It's hard for me to fix that kind of bug, which is related to the Director engine rather than my code, unless I prevent maximizing when openGL is activated on Windows...


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Posted on 05-31-09 09:48:59 PM, in Toad's Tool 0.6.0 (On hiatus for an indefinite amount of time) Link
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Originally posted by OniLink10
Wait, it's 20MB of non-level data in an Extended ROM, right? I think so, you said a 32MB ROM could have 12 1MB Level Slots. If that's true, then we could make 1MB Level Slots(You said the max was 1MB), then we would have 4 Level Slots in a 24MB ROM, 12 Level Slots in a 32MB ROM, and 28 Level Slots in a 48MB ROM. I'd say that's plenty.


I didn't say 1MB was the max, it was simply the limit I had arbitrarily fixed, the level may slow down at that point, but it may not. Anyway, since sky textures take 256k, I'm gonna make the slots either 1.2 or 1.5MB.

Originally posted by VideoGuy
Also, a question: I noticed you have an option to disable the death floor. What will happen if we do that and Mario falls off? Will he just fall to infinity? Or will there be some way to put an invisible wall around our level so that this can't happen?


Actually, Mario cannot fall off platforms to the bottom of the level if there's no death floor. Space where Mario has no collision map under his feet becomes like an invisible solid wall. Like messiaen said, the death floor is simply a special collision type.

For example, in my first experiments for the level importer I imported a sphere, and I didn't make a death floor. Mario could walk fine on the sphere, but when he reached the edge he was stopped by this invisible collision wall. And I'm not talking about the maximum level boundairies (-8192 to 8192), this wall was around the sphere.

If Mario somehow manages to go outside this area to a place where there's no collision map under his feet (by warping for example) he dies instantly.

So disabling the death floor can be useful if your level has no pits and is smaller than the maximum level boundaries. By doing that you'll be sure that Mario cannot go outside your level, even by flying.

As for measuring Mario compared to a platform, it's a good idea, but messiaen would be better placed to tell us the actual height of this particular platform.


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Posted on 05-31-09 10:18:47 PM, in Beta Stuff Thread: Beta Trampoline and other stuff (last edited by VL-Tone at 05-31-09 07:20 PM) Link
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Originally posted by gamekrazzy
hmmm. this seems appropriate to place here. Umm... I found this wierd occurance with King Bob-omb... Apparently like Yoshi, he gets effected by changing the level's 0x05 bank. I changed it so that I will add Tweesters here. What happened to be wierd though is I could not find anything that got affected by it. BTW the reason for the other unknow and stuff is because this is actually the Castle Grounds level, but I replaced the pointers. Umm... What I find wierd here is that it notices that it is King Bob-omb, but looks nothing like such. It's just a box. The game also freezes when I get to a certain point. I wonder if this means that they were planning on having King Bob-omb in Shifting Sand Land? Maybe I am wrong.
Anyways, this just seemed like an oppropriate place to post this. VL-Tone... Maybe this could simply be a place where people can post beta stuff they find. I just found that wierd, because normally I would get an unknown and, the object would be invisible. I wonder what it is.




Seriously gamekrazzy, you have this habit of posting very confusing questions...

Learn to separate your ideas into concise phrases.

After a few hours of reading your post, I think I finally understand what you mean and here's how your ideas should've been separated:

1. In Bob-Omb Battlefield, you swapped bank 0x05 with the bank from Shifting Sand Land that contains the Tweester.
2. King Bob-Omb is still there acting normally, but he's transformed into a glitched cube.
3. Some other stuff makes the game crash at some point.

The answer:

If you only switched bank 0x05, it means that you only swapped the polygon data and not the geo layout script (which is in bank 0x0C).

As I said before the Tweester is one of the very few objects that has its geo layout script inside the same bank as the polygon data, so you can make it appear in another level just by swapping bank 0x05.

Since you left the geo layout for King Bob-Omb and other objects, but changed the polygon bank, what happens is that the King Bob-Omb 0x15 or 0x13 geo layout commands (responsible for telling the game where the polygon data is) points to some area of the Tweester polygon bank in the middle of some other object's polygon commands, and that just happens to produce some glitched cube (maybe it's in the middle of the Tox Box polygon commands).

So there's nothing beta about this, you were just lucky that the command sequence that's randomly executed didn't crash the game for King Bob-Omb (though some other object seemingly does now point to a crashing command sequence).

Of course if you barely know what you're doing and experiment by changing things here and there, you can make weird stuff appear/happen in the game, but it doesn't mean it's beta stuff...

Originally posted by vinnyboiler
Was their not someone doing a beta hack that apparetly contacted Nintendo and found out from them that kooper shells were originally red.
If that was true then the kooper troopers might of been using that shell VL-tone found in the beta version.
If that shell don't work with the kooper troopers prohaps the kooper troopers may of have been reworked on before the games production line went gold.
Sorry if this sounds like rubbish, if I can do my own research then I most likely check this stuff myself.


While it's not impossible, I doubt that Nintendo would answer specific questions about beta stuff.

And these red and green shells are both using the same polygon data. So these are beta green and red shells. The green textured shell found in the final game is another model completely.


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Posted on 05-31-09 10:23:02 PM, in Behaviour Scripts Link
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Originally posted by uberoe
I could'nt find an oppropriate thread for this question but this one is the closest to the question, so you guys know when you fight bowser or free the chain chop you know those little cutscenes does anyone know what makes them happen or how they work i know it deals with the behav.


Unfortunately we're not at the point where we can easily change these. They involve ASM code and animation sequences for which we haven't decoded the format yet.

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Posted on 05-31-09 10:24:11 PM, in Introduce yourself here. DON'T ACT LIKE AN IDIOT IN THIS FORUM OR YOU WILL BE DESTROYED! Link
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Originally posted by uberoe
Hello everyone, my name is Uberoe and I'm delighted to join the forum.I've decided to join because i've been reading those lovely hacking docks and posts and i got tired of not being able to put my two cents in lol.But anyway i hope to extend everyones knowledge of the game as far as you guys have expanded mine.


Hi uberoe, welcome to the forum! Hope you enjoy your stay

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Posted on 05-31-09 10:29:05 PM, in ToadsTool Suggestions Link
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Originally posted by OniLink10
I have a suggestion, since I saw in another thread that you plan on changing the Extended ROM. In order to prevent people from scrapping, why don't you make a Text Exporter/Importer? A Level Exporter/Importer(Exports/Imports the actual Level Script and Data)? Pretty much anything that could be exported and imported that hasn't been yet? It would be convenient, and less people would want to(or have to) scrap their projects.

Also good for Backups without Backing up the entire ROM.

Just a suggestion, I don't care if you add it or not, it would just be nice if you did.


Actually I already have code to do exactly what you're asking for (importing/exporting levels as text files), it was a planned feature for a while. But there's still the interface to the code to be done, as well as error checking and debugging. And yes at this point, finishing the level importer is more important to me.

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Posted on 05-31-09 10:41:29 PM, in Naming the Textures Link
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Originally posted by uberoe
Im new but I've been looking at some textures that were not in TT64 and i discovered that certain items are of course colored polygons, like the top of koopas shoes and some things in the game reflect other textures so they basically share it.The texture in Big Boo's Haunt in TT64 at texture number 483 is the one on the interior walls of the mansion but if you alter the texture you notice that the one on the roof of the mansion has changed too but it has a reddish tint.


Models can have color information that's independent of the texture. For example, Yoshi's green color is defined by a 4 bytes value (RGBA). Aside from his eyes, Yoshi doesn't use any other textures, so the rest is simply colorized polygons.

But models can also use both a texture and a color on the same polygon, essentially colorizing the texture. It's used in the example you mentioned, for the roof of the mansion. Other examples: in the Wing cap level, the roofs of all 4 towers all use the same texture, but colorized to get the red/blue/green/yellow color.

This kind of texture colorization effect is also used under bridges to create shadows. Current version of TT64 (0.5.x) doesn't render all of these effects correctly, but it will be much better in 0.6b as I fixed some of the issues.

Now, TT64 doesn't enable you to modify these color values (the exception being Mario's colors), but someday it should.

If you want to do some manual editing of the colors, you can look for in polygon scripts is command 0x03, which is a pointer to color values used by models. The 4 bytes color values are not in the 0x03 command itself, but rather at the offset indicated by the command.


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Posted on 06-01-09 01:24:01 AM, in Toad's Tool 0.6.0 (On hiatus for an indefinite amount of time) (last edited by VL-Tone at 05-31-09 10:27 PM) Link
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Originally posted by VideoGuy

Well if messiaen could provide the measurements, couldn't we calculate Mario's dimensions for the importer?


Yes we could, I never said otherwise, the "but" was just to say that I didn't know the size of this specific platform, "but" messiaen would know it.

Originally posted by VideoGuy

Originally posted by Stevoisiak


Wait a second. What about in whomps fortress when he jumps off. There are no objects, but mario isn't blocked off. Nor is he in the bowser levels.

But those levels have the death floor, so the objects wouldn't matter. Right?



Exactly.

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Posted on 06-03-09 04:42:19 AM, in New Super Mario Bros. and Super Mario Galaxy 2 for Wii (last edited by VL-Tone at 06-03-09 01:42 AM) Link
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Being knowledgeable about all the inner-workings of the level engines of Super Mario games, I've always been disappointed that Nintendo wouldn't re-use level engines to create sequels, knowing what the possibilities were. The only such example in the main series before SMG2 was Super Mario Bros. 2 in Japan (aka Lost Levels).

I understand why Nintendo didn't want to just released rehashed games, and that Myamoto wanted to reinvent the series in each new release, but wouldn't it be cool if Nintendo released a direct sequel to Super Mario 3 with 100+ new levels using the original engine? How about Super Mario 64 2? Yoshi's Island is certainly one of the greatest 2d platformer of all time, but I certainly would've loved a more direct sequel to Super Mario World... new levels with the same engine, maybe one or two new power-ups and blocks, not a complete reinventing of the wheel for each new Mario game...

Obviously, this kind of wishful dreaming is what fuels the ROM hacking scene.

I'm not saying that Nintendo should release 5 Mario games using the same engine and not evolve in any major way, but considering that probably more than half the development time on a Mario game must be spent on designing the level engine and level editor itself, it's only logical to put that engine to use for at least one other game, adding new twists and making use of unfinished "beta" stuff along the way. It's only easier to create a game with tons of all new levels when the level engine is already done.

So that's why I'm really happy about Super Mario Galaxy 2. IMHO the first one is an amazing game, and after being done with it I just wanted more of... Super Mario Galaxy.

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Posted on 06-15-09 04:05:08 AM, in Help/Questions about Toad's Tool 64 and SM64 hacking (last edited by VL-Tone at 06-15-09 01:06 AM) Link
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I changed the name of this thread from "Toad's Tool 64 Help/How-To" to "Help/Questions about Toad's Tool 64 and SM64 hacking".

This way it should be clearer that this is where you can post questions, and that these can also be about SM64 hacking and not necessarily TT64 specific. I've noticed that a few people started new threads to ask non-TT64-related SM64 hacking questions, and may have done so because they didn't want to be out-of-topic since the thread title only mentioned TT64 related help.

BTW messiaen, can the 16 bytes-aligned version open without problems in TT64?

And could you post a list of the new aligned segments offsets so I can change the ROM extender accordingly and match the output of Cellar Dweller's program?

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Posted on 06-17-09 04:00:14 AM, in Help/Questions about Toad's Tool 64 and SM64 hacking Link
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Originally posted by messiaen

I haven't tested yet the aligned ROM in Toad's Tool 64, but now that you mentioned it perhaps there will be a problem when reading textures from the ROM.


Hmm... I guess I was a little too lazy to look them up myself...

Anyway I modified the ROM extender so that it produces an aligned ROM. It seems to open without any problem in TT64!

For some reason I keep thinking that TT64 has a hardcoded bank pointer list, but it was only the case in very early versions. Newer version still start with the hard-coded list, but will update the list by reading the pointers in the 0x17 and 0x1A commands. The position of these commands (0x17 and 0x1A) though is a hardcoded list, so if you move these around TT64 will fail to open the ROM.

Once this bank pointer list is built, TT64 is not dependent on the actual position of the banks and uses its own ID numbers to identify banks, and now that I think of it, it's not surprising that it works with the aligned ROM.

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Posted on 08-15-09 05:01:14 AM, in Toad's Tool 0.6.0 (On hiatus for an indefinite amount of time) Link
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Hi there.

Took some "vacations" (that include real vacations out of the city, and spending week-ends at my friend's country house to get my mind of work). I still do a lot of overtime (at my job) so I don't have much time to work on TT64. I must admit I simply didn't work on TT64 at all during the summer except more recently. I've decided to start working on it again, albeit at a slow pace.

I don't think I'll integrate the Text Wrangler in version 0.6 since there has been too much of a delay already for the importer. (Well the Text Wrangler's interface and code has been moved into TT64, but the integration with other parts of the interface is not done yet). I may or may not integrate water editing until 0.6.1b for the same reasons, but that may change.

I guess you could say that I'm back here, I won't "disappear" again suddenly anytime soon, though I may not post everyday. I'll give you some screenshots of some interface changes I've made soon. And some updates about the progress which may still be slow, but at least will happen.

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Posted on 08-15-09 06:03:49 AM, in Mac Application Disappears Without a Trace (last edited by VL-Tone at 08-15-09 03:04 AM) Link
Time: Now - Date: Today - Weather: What can be seen outside. - Mood: How it feels. Answer to the universe: 42
Originally posted by VideoGuy
We're 99% sure it was originally on the internal hard drive. Is there any way to tell where a shortcut originally pointed on a Mac? I work with PC's mostly, I know you can just right click->properties for that.


I don't know if you still care about getting to the bottom of this but I felt like answering this one...

If it was a real shortcut (or alias as they are called on the Mac), as in "alias file that can be put in a folder", you could do a "Get Info" on the alias to see where it was originally (you can see the path in the Get Info window).

But Dock items are a little different as in they're not alias files. You could do a right-click and select "Show in Finder" to find the original, but that won't work since you got the "Question Mark" indicating which by definition means that it can't be found.

Note: on a Mac, moving the original file for an alias or Dock item won't break the shortcut. Since the inclusion of aliases back in Mac OS 7.x, the OS always had the ability to automatically track the original.

What you could do is to go into ~/Library/Preferences/ and look for the com.apple.dock.plist file. This file contains a lot of parameters for the Dock, including the paths of the applications you put in it. Plist files are XML, but recent Mac OS X version have them "compressed" in a binary format so you need the "Property List Editor" application to view/edit them properly. This application comes when you install the developers tools that come with every Mac, but I somehow doubt these are installed at your school.

You could also use this Terminal command line utility to convert the file to text XML and view them in text edit:

plutil -convert xml1 some_file.plist

The easiest but kinda messy solution (if you don't have the Property list editor app) is to directly open the unconverted file using "Text Edit". You'll see a lot of binary gibberish, but you'll be able to see the paths, including the one for FCP.

My guess is that it was indeed on a network volume that got disconnected, or the app was deleted by some admin on the server.

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VL-Tone
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Posted on 08-15-09 06:13:17 AM, in Toad's Tool 0.6.0 (On hiatus for an indefinite amount of time) Link
Time: Now - Date: Today - Weather: What can be seen outside. - Mood: How it feels. Answer to the universe: 42
Originally posted by Metal_Man88
Welcome back, VL-Tone. As you can see, I made sure nothing exploded while you were gone. :p


Thanx!

I guess we could say that you're part of the Bob-Omb Squad?

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VL-Tone
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From: Montreal, Canada

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Posted on 08-15-09 06:51:09 AM, in Toad's Tool 0.6.0 (On hiatus for an indefinite amount of time) (last edited by VL-Tone at 08-15-09 03:52 AM) Link
Time: One second ago - Date: Tomorrow - Weather: Sunshine - Mood: Moody Answer to the universe: Yes
Originally posted by Metal_Man88
Indeed.

With the crud thrown away, people investigated the music a little more and made some more data listings... ...and a lot of newbies had their questions answered.


That seems about right, I found a lot of crud in the trash

Now here's an updated reminder of what's left to be done before I release the mythical v0.6b.

-Fixing the 3d preview for the importer: it doesn't take into account the individual texture scaling values for now.
-Adding a Mario proxy box/sphere to get an idea of Mario's size relative to the level.
-The Level File format for custom levels has to be updated to include the new multi-texture parameters.
-Allowing the saving/loading of level script objects (0x24 etc) in the level file. Partly done
-Dealing with what will happen if you re-import an .OBJ file which has more/less materials, or where the material names have changed.
-Adding custom backgrounds skies to imported levels. Currently working on it
-Finalizing/fixing the sky bg swapper/importer/exporter. Currently working on it
-Getting a working "transparency" GBI command header (without the rainbow Mario glitch).
-Fixing the new Align/Copy/Paste menu options. Not fixed, but I've integrated them as buttons in the interface.
-Revamping part of the TT64 interface to switch between modules (Level editor/Importer/Texture editor/Sky Swapper etc.) Done: screenshots soon.
-ROM extender format update to have it 16 bytes aligned. Done: the new ROM extender will be released at the same time as 0.6
-A lot of error checking routines to be added to prevent the user from crashing TT64 by doing dumb things.
-Updated documentation.
-Allowing the editing of level/act names, as well as dialogs in a more integrated way Probably won't be in 0.6
-Water box creation/editing. Not sure if it will be there in 0.6


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Jul - Posts by VL-Tone


Rusted Logic

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