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05-03-22 06:12:30 AM
Jul - Posts by VL-Tone
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VL-Tone
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Posted on 10-13-07 03:08:50 AM, in SM64 Water Hex Hacking (Geeky stuff) Link
Time: Now - Date: Today - Weather: What can be seen outside. - Mood: How it feels. Answer to the universe: 42
Originally posted by rstewart215804
The swimming defines a rectangle and a height.

00 00] [F8 01] [0A CD] [07 9A] [13 CD] [EE CE]

[0,1] - The ID of the water polygons that goes with this swimming box
[2,3] – Left Position
[4,5] – Top Position
[6,7] – Right Position
[8,9] – Bottom Position
[10,11] – Y Position of the rectangle.

The water polygons are one of the things loaded with the 0x18 geometry command.


Wow, I didn't post very much these last days, and I missed that post from you rstewart215804. Very useful stuff. I'll implement it in the next version.

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VL-Tone
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Posted on 10-13-07 03:14:19 AM, in Help/Questions about Toad's Tool 64 and SM64 hacking Link
Time: Now - Date: Today - Weather: What can be seen outside. - Mood: How it feels. Answer to the universe: 42
Originally posted by Haruhi Suzumiya
If someone feels like posting they will. Just give them time.


Is that someone me? It seems that if I don't post, others don't... Whatever...

I've noticed that people stopped using this thread when asking for TT64 help, and it seems to have started when I mentioned donations... Maybe I should delete that post, I don't care about donations, and I didn't want to make anyone feel guilty.

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VL-Tone
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Posted on 10-13-07 03:34:15 AM, in NES MARIO 64 PROTOTYPE; last edit by VL-Tone on 10-16-07 02:15 AM Link
Time: Now - Date: Today - Weather: What can be seen outside. - Mood: How it feels. Answer to the universe: 42
Well if you want my opinion about this...

Putting SMB NES textures in SM64 is just an obvious thing that almost everyone that hacked textures in the game thought about. It's pretty ridiculous to claim that anyone in particular "invented" this concept.

injured2day was just lucky enough to get on the front page of Digg, but others have did similar hacks before, including me.

This screenshot is from September 2005, two years ago:



Sure there's only the bricks and ? boxes textures, but the next step was obvious, and it was an obvious hack even before I did it. That's why I didn't say "OMG Stolen Idea!!!" when I saw injured2day's hack.

Since it's an obvious idea that anyone could have, instead of fighting to determine who did it first, we should judge these hacks on their implementation. Personally from what I've seen, I find that nevnum's version is better. injured2day's hack had a few rough edges.

I must say nevum, that you may have used the sticky thread for this hack.

Also, next time you post a hack, wait until you have screenshots, don't just add them after people asked. It's not like we could wait...

Edit: Fixed nevum's nickname




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VL-Tone
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Posted on 10-13-07 03:35:19 AM, in Please help me Link
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Luigi356, there's a help thread. Please use it.

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VL-Tone
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Posted on 10-13-07 03:37:10 AM, in Old newbie Toad's Tool help/Advice Link
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Nindendostar, you say you have problems with TT64 v0.5b.

Did you try 0.5.9b? It fixes a lot of bugs in the previous 0.5.x versions.

Also, again, please use the dedicated help thread.

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VL-Tone
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Posted on 10-13-07 03:40:32 AM, in TT64 Texture Hacking Help Thread Link
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Thanks for this proposition, but you shouldn't anticipate questions and start threads about any potential topic. I don't see a particular need for a thread dedicated to texture hacking. I didn't see a lot of questions about it. Maybe you could make a tutorial, if you feel that people might need it.

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VL-Tone
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Posted on 10-13-07 03:43:12 AM, in ToadsTool Suggestions Link
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Originally posted by JensTheComposer
How about a converter of this in the interface? No rush for my sake, but it might be an idea


If you read the post carefully, you'll see that you can also select the values from a pop-up menu (with labels telling the angle in degrees). It's limited to 90° angles anyway, so a simple menu with 0,90,180 and 270 is enough.


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VL-Tone
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Posted on 10-22-07 04:37:33 AM, in Be more creative, and less random. Link
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The Glitch:

If we were on digg.com, I would digg you up

I 100% agree with what you posted. I have nothing to add

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VL-Tone
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Posted on 10-22-07 05:13:34 AM, in Animation Commands Hacking (Geeky Stuff!) Link
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Kathulis: You need an Hex Editor to edit those commands. TT64 will not edit 0x27 commands, and won't until 2009.

For the Mac you can download HexEdit at http://hexedit.sourceforge.net/. But since you don't seem to even know what an Hex Editor his, doing this might prove to be hard for you. You should start by learning more about it, experiment by yourself, maybe ask some questions on some other forums, but the SM64 Hacking forum is not the place for such basic questions.

Royal:

I've been really busy these last few days and couldn't spend much time moderating in here.

During that time, you sure posted a lot of things here... I hate to sound mean, but the majority of what you posted are short, hard to read phrases that contribute nothing to the forum. And while I understand that English is not your first language, you really have to do something about the way you write. Please use proper capitalization and punctuation. Start phrases with capital letters, and write "that's" instead of "thats", and avoid over-using internet slang like "cuz" and "srry".

If you read/write spanish, I recommend going to http://www.emudesc.net/foros/nintendo-64/ which has a very active and vibrant TT64 users community. You'd be more happy there...

I'm sorry to see this thread derailing like that, I would've hope that smart people would come here to contribute their findings related to animation command hacking, instead of people wasting space and time saying how they don't understand that stuff.

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VL-Tone
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Posted on 10-22-07 05:16:12 AM, in TT64 Version 0.5.9b Released! Bug reports here. Link
Time: Now - Date: Today - Weather: What can be seen outside. - Mood: How it feels. Answer to the universe: 42
Originally posted by Royal
one bug i found is that the "Y rot" can be changed, like changed to B rot or blabla.... you can edit whats is writen there...


Sorry Royal, I simply can't understand that phrase...

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VL-Tone
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Posted on 10-22-07 05:19:14 AM, in Is there a yoshi egg anywhere in the game? Link
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Originally posted by Royal

There is no way to play the Beta Version of SM64 or any other Beta game. These are test versions on computers hidden away in the company building. No roms exists because the game was never released.

i didn't say that, i only copyed by some one thats the name was: anonymous



You didn't say that? Oh that must be why this phrase is understandable and use proper grammar and capitalization.


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VL-Tone
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Posted on 10-24-07 05:27:49 AM, in TT64 Version 0.5.9b Released! Bug reports here. Link
Time: Now - Date: Today - Weather: What can be seen outside. - Mood: How it feels. Answer to the universe: 42
Originally posted by roger3245
that is because you are using software rendering, instead of DX 7


Ehm roger3245, you cannot use the DX 5 or 7 option under Vista, TT64's renderer will automatically revert back to software rendering because Adobe Director MX 10, which was used to create TT64 is not fully compatible with Vista. It's a known issue that affects all 3d stuff in Director, and will be resolved when Adobe releases Director 11 which will be compatible with Vista's DX 9 and will also be intel native on Macs.

To answer your question nevnum, Adobe recently confirmed at Adobe Max 2007 (October 4th) that Director 11 is still scheduled to be released before the end of 2007. There isn't much time to go, but Adobe has some kind of policy where they only announce release dates for products 30 days in advance.

Then, it will be a matter for me to get my hands on the product, which normally cost around $1000, and probably won't be easy to find through "other means" until a month or two after its release. Fortunately, Adobe also announced a special student pricing of $99 for the full version, and I should be able to afford that

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Posted on 10-24-07 06:14:22 AM, in Animation Commands Hacking (Geeky Stuff!) Link
Time: Now - Date: Today - Weather: What can be seen outside. - Mood: How it feels. Answer to the universe: 42
Originally posted by Metal Knuckles
I understand your guide, I'm just a little confused as to what it does to the edited objects.

So while switching the hex values changes the behavior of objects, it doesn't actually change the object itself, right (For example, the bunny is effectively still a bunny in regards to it's properties, being a non-damaging object Mario can pick up, it simply has a different moving pattern)? If it does, and I were to change Bowser to use a Goomba's behavior, does that mean that he would meander around until spotting Mario and then simply charge him? While on that, would his properties even be the same anymore, or would he be destroyed my jumping on or punching him?

Please forgive the complete lack of any knowledge in regards to Mario 64 hacking.



In TT64 you can see that each 3d object in a level have two main attributes, the Model ID, which decides which polygon model is used, and the Behavior pointer, which decides which Behavior script is used for this particular object.

Behavior scripts are pretty small by themselves, you can see the Goomba script and the Mips script in the first post of this thread, they're pretty small. That's because the magic happens somewhere else.

0x0C commands refer to ASM code that makes the model move and react in certain ways. The 0x27 command on the other hand, refers to some other data that defines animation sequences for body parts.

If you simply apply the Goomba behavior to MIPS using TT64, MIPS will behave like a Goomba (charging Mario when he sees him) but since the 0x27 command in the Goomba behavior script was meant to control a Goomba, there will be a mismatch between the model and animation sequences, resulting in a glitchy MIPS animation.

What the hack I described does, is changing the 0x27 command in the Goomba behavior script so that it uses the 0x27 command from MIPS behavior, thus keeping his body intact instead of glitchy. It's not perfect because the wrong animation sequence may be triggered by the ASM code (he leans forward instead of running), but at least the body parts are not rotating at random, instead following animation sequences that are designed for MIPS.

Keep in mind that animation sequences are purely cosmetic. This MIPS will act exactly like a Goomba, you can squash it and you can't pick it up. Think of it as a Goomba disguised as MIPS. And that's the answer to your question.

The fact that a Goomba is damaging and you can't pick it up, and its moving patterns are all part of the ASM code.

If you can pull this hack on Bowser (and it may well be working...) he will behave and react exactly like a Goomba, and you'll be able to stomp him. Again, it would be just like a Goomba had put a Bowser disguise.

How about some of you guys try it?





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VL-Tone
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Posted on 10-24-07 07:07:24 AM, in SM64 RSP Commands Link
Time: Now - Date: Today - Weather: What can be seen outside. - Mood: How it feels. Answer to the universe: 42
I'm all for finding the purpose of remaining GBI/RSP commands. But, I'll add my unfortunately pessimistic view on what could follow...

Even if we knew all RSP commands, it wouldn't mean it would be easy to import external models. These commands put very specific restrictions on the way models are constructed, and 3d modeling programs don't know anything about these limitations.

Super Mario 64 models were created with Nichimen N-World, a program that was partly developed in collaboration with Nintendo, so it could take into account all the specific requirements of the N64 RSP command set. A special custom-made plug-in for this program exported models to GBI/RSP commands. N-World is not simply a modeler, it has some feature that made it easy to create worlds and objects suited for the n64 platform. Some RSP commands have no direct equivalents in modern 3d modelers.

The Goldeneye editor can import external 3d models, but that's because Rare used a completely different engine and modeler, with a more modern data-driven approach for model data instead of the command-driven approach used by early Nintendo games like SM64. Rare used a different approach precisely to avoid the problems I'm describing in the SM64 approach. Even then, the GE editor has its share of problems when importing models.

While we could define a set of guidelines that users would have to follow when creating/exporting their 3d models from their 3d modeler, just defining these guidelines would be a tough job in itself. And then, I can already imagine all sorts of emerging issues, which would be hard to sort out since not all users would have followed the guidelines in the first place.

I know I sound overly pessimistic when I talk about this, but to me knowing all RSP commands is a very small part of the solution to a bigger problem.

I guess it's a first step, and I don't want to discourage any efforts to crack the remaining RSP commands. I just don't want people to expect me to easily implement a model importer in TT64 just because we know the purpose of all commands. If you or anyone else want to create an importer then, have fun, but it won't be a piece of cake.

Anyhow, I'd be happy if you could prove me wrong

Don't hesitate to still post your notes, and I'll add a few things I may have not included in my docs.



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VL-Tone
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Posted on 12-06-07 04:22:01 PM, in Why a Peach 64 hack is not impossible, but would require a lot of work! Link
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Sorry for the hiatus, but I got promoted at my job and work a lot more than before. The only time I could find for anything video-game related was to play Super Mario Galaxy...

And please don't use this thread to ask "When will you...?" (actually just don't ask, even in another thread)

Now, about that Peachy 64 project.

I'm sorry to again sound like a pessimist, but doing a proper replacement of Mario with Peach will require much more than just "fixing the animations". Super Mario 64 is not very modular and flexible, it's a hack job in itself, since it was developed at the same time as the n64 hardware and software libraries. You'd have much more luck with SM64 DS (but yeah I know... it wouldn't be the same).

Before anything, there's a big problem: the MIO0 bank containing Peach is only available in the Castle Grounds level. Even if you did manage to fix the animations, the game would crash in any other level. There's not enough RAM left in most levels to load the Peach bank anyway, and we have to keep Mario's bank (which is very big) available, since it contain a lot of stuff used for sparkles, water effect, explosions and other particles. Maybe it would be possible to remove only Mario's geometry from this bank to make place for the Peach bank, but it won't be necessarily easy.

As for fixing the animation, it's not a simple matter of changing a 0x27 pointer like when I changed a Goomba into MIPS as Mario doesn't use the same animation system than the rest of characters.

What could be done is swapping body parts in Mario's geometry layout with those of Peach.

Please refer to this other thread for more details. http://jul.rustedlogic.net/thread.php?id=443

Here are the deconstructed geometry layout data for Mario and Peach:
http://homepage.mac.com/qubedstudios/MarioGeoLayout.txt
http://homepage.mac.com/qubedstudios/PeachGeo.txt

If you apply the "high-poly Mario" hack, you would only have to edit the high-poly Mario versions.

The problem is that Mario and Peach don't have the same body structure. For one thing, Peach doesn't have legs and shoes. She has a pony tail, ear rings, a neck, articulated shoulders, all of which Mario doesn't have.

So you couldn't simply replace body parts, you'd have to modify the structure of the geometry layout data, which would change its size, and that would break all the jump commands pointers so you'd have to repoint everything. Also, you can't change the structure too much, or else the animation will break. The Mario animation system is dependent on a specific hierarchy of body parts for it to work.

If you guys are really dedicated, and ready to learn by experimentation, by yourselves instead of relying on me, you could do it. But I don't have time to help you very much. If I explained every little detail of how you could do it, I would end up spending more time than if I tried to do it by myself. For now, the only time I can dedicate to SM64 hacking will be put into updating TT64.

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VL-Tone
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Posted on 12-06-07 04:35:09 PM, in SM64 RSP Commands Link
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Originally posted by paulguy
Since when is TT64 cross platform compatible?


Since the beginning, it works on both Windows and Mac OS X. Unfortunately it's not running natively in Linux (some people reported success under Wine, though the ROM extender doesn't work). It's not that I don't care about Linux, but I started using Director as a development platform a long time before Linux was on the map and even before it was released, and Director is what I know best, by far.

As for the guy that supposedly imported the Mario Party 3 Daisy model into SM64 and fixed the animations, I say it's complete bullshit. Tell him to come post here and show some proofs (and that means a video not some photoshoped screenshot).

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Posted on 12-06-07 04:38:31 PM, in SM64 Sound Bank Theory... Link
Time: Now - Date: Today - Weather: What can be seen outside. - Mood: How it feels. Answer to the universe: 42
Originally posted by Matthew Coburn
Hi all.

I have a theory about changing the SM64 Sound Bank for inserting your own voices, and/or sound effects.

When I used Awwe's found SRIP tool, I found that the file(s) that are created are named after the pointers located in the ROM. For example, the A000800 file is mario's "Hoo!" sound. You look at the location in the ROM, and it says, "6A".

What I'm thinking is the Hex Values are pointers to the actual Sound Bank Sound Data in the ROM.

Correct me if I'm wrong, but all we'd need to do is find the data and decode it, and then the fun begins.

~Matthew


Well, obviously, someone somewhere knows how to find and decode the sound samples in SM64, since there are tools that can extract them. You may try to contact the authors of these tools so he can help you, but it's very possible that like me they're busy doing other things in life.


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Posted on 12-07-07 08:20:10 AM, in TT64 Version 0.5.9b Released! Bug reports here. Link
Time: Now - Date: Today - Weather: What can be seen outside. - Mood: How it feels. Answer to the universe: 42
Originally posted by runehero123
Another thing I wanted to bring up. Does Toad's Tool cache something in a User folder on XP? The reason I'm asking is that on my User account, after I used TT a couple times and it crashed, all of a sudden I get a script error before the select rom screen pop's up. Restarting the computer doesn't help, and Replacing TT doesn't work either. However, it will work again if I log onto another user account on my computer.


Well there's the tt64prefs.txt file which is persistent. On Windows, it should be found inside the folder C:\Documents and Settings\YourUserName\Application Data\Macromedia\Director MX 2004\Toad's Tool 64 v0.5.9b\Prefs

Maybe the file is corrupted on your system? If you hold alt when clicking on the splashscreen, preferences will be reseted. But before you do that, copy the current tt64prefs.txt file somewhere else and upload it to me so I can take a look at it and see what's the problem. I'll add some more checks so that a corrupted pref file doesn't generate a script error.

One important note:

If you get a script error and press "continue" you'll only get more script errors which will be the result of bypassing the first one.

So if you get a script error before loading the ROM, then press continue, you can't expect the program to behave normally. In these cases, all subsequent errors are irrelevant in a bug report because they're more than likely linked to the fact that a previous script didn't execute completely.



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Posted on 12-12-07 05:03:04 AM, in Defining unknown behaviors and triggers Link
Time: Now - Date: Today - Weather: What can be seen outside. - Mood: How it feels. Answer to the universe: 42
Hi +c0, welcome to the forum!

That's a really nice find! I would love if more people found things like this instead of relying on me to find everything.

There are tons of triggers and other unknown behaviors that should be experimented with.

BTW, I love that LEGO link on your background!

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Jul - Posts by VL-Tone


Rusted Logic

Acmlmboard - commit 47be4dc [2021-08-23]
©2000-2022 Acmlm, Xkeeper, Kaito Sinclaire, et al.

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