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05-03-22 06:12:33 AM
Jul - Posts by VL-Tone
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VL-Tone
Member
Super Mario 64 forum moderator
Level: 53


Posts: 124/621
EXP: 1136484
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Since: 07-27-07

From: Montreal, Canada

Since last post: 4.7 years
Last activity: 6 days

Posted on 12-12-07 05:11:06 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
Ok, I just checked out the tt64prefs.txt file. The file was blank and contained no data, 0kb. I guess it's because the program crashed while the preferences box was opened in TT.

As for the other part of my problem. I tried another ROM and got the same error. One thing I noticed is that there is no status bar when it say's "Loading object data". Which may be why I can only get the Secret Aquarium to load in both ROM's...


But did you remove this corrupted pref file? Or did you reset the preferences like I told you to?

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VL-Tone
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Super Mario 64 forum moderator
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Posts: 125/621
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Since: 07-27-07

From: Montreal, Canada

Since last post: 4.7 years
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Posted on 12-14-07 06:55:58 PM, in SM64 RSP Commands Link
Time: Now - Date: Today - Weather: What can be seen outside. - Mood: How it feels. Answer to the universe: 42
Here are the microcode commands used for polygon models in SM64.


----------------------------

| Polygon drawing Commands |
----------------------------

[F3] [00 0,0 00] 07 [7F F][1 00]

[1] : F3 = command to load the texture into the texture memory along with more settings
[2,3,4] : the s, t coordinates of the upper left corner of the texture tile in fixed point
format (not used?)
[5] : the tile number on the lower 3 bits
[6,7,8]: width and height of texture represented as a slant. hhhwww
width=256/www*32
height=hhh/32/width

------------------------------------

[FD] [10] 00 00 [09] [00 48 00]

[1]: FD = load texture
[3] : format/pixel size fffpp000
f = format
RGBA = 000 (there are other options)
p = storage size of 1 texel
16 bits = 10 (other options too)
0 = unused

[5]: RAM segment number
[6,7,8]: Offset in segment

------------------------------------

[03] [88] [00 10] [08] [00 C0 90]

[1]: 03= Load color for next triangles.
[2]: When is 0x86, loads the bright color, when 0x88(?) loads darkened color.
[3,4]: ??
[5]: RAM segment number
[6,7,8]: Offset in segment
(colors referred are in 32-bit RGBA format 8888)

------------------------------------

[04] [B0] [00 C0] [07 00 BD 50]

[1]: 04= Loads a chunk of vertices into RSP (The RSP cannot contain too much vertices)
[2] : number of vertices minus one in the high nibble and where in the vertex cache to load in
the low nibble
(eg 0xb+1= 0xc=12 vertices loaded into index 0)
[3,4] : number of bytes of vertex data to load( 16(dec) for each vertex) (redundant?)
[5]: RAM segment number
[6,7,8]: Offset in segment and base address for next triangles.

------------------------------------

[F5] [00 00 00 00 00 00 00]

[1]: F5= Texture mode
[2,8]: Texture mode bits: lllkk.jj jjjjjjji iiiiiiii .....hhh ggggffee eeddddcc bbbbaaaaa
ff= Clamping S coord (cms)
cc= Clamping T coord (cmt)
bbbb= Mask offset S coord (masks)
eeee= Mask offset T coord (maskt)

------------------------------------

[B6] [00 00 00] [00 00] [00 00]

[1]: B6= Clears geometry mode
[5,6]: Culling and other settings, 16-bits= ??ab???? ???????? where a=culling back and b=culling front
[7,8]: Other geometry settings, 16-bits

------------------------------------

[B7] [00 00 00] [00 00] [00 00]

[1]: B7= Clears geometry mode
[5,6]: Culling and other settings, 16-bits= ??ab???? ???????? where a=culling back and b=culling front
[7,8]: Other geometry settings, 16-bits

------------------------------------

[BF] [00 00 00] [00] [28 32 3C]

[1] : BF= Triangle command
[2,3,4] : mean nothing and are likely ignored
[5] : vertex to get normal or color from for flat shading, if flat shading is used; seems to
always be 0.
[6,7,8] : vertex number times 10(dec)

------------------------------------

[06] 00 00 00 [04] [00 CA 00]

[1]: 06= Jumps to another point in the triangle data.
[2,3,4]:??
[5]: RAM segment number
[6,7,8]: Offset in segment

------------------------------------

[B8] [00 00 00 00 00 00 00]

[1]: B8: Command that jumps back to the next command after the last "06" jump (uses a stack)
[2-8]: always zero

------------------------------------

[E6] [00 00 00 00 00 00 00]

[1]: E6= This is just makes the RSP wait until it is not using any textures,
or something like that, in preparation for loading the texture image.
[2-8]: always zero

------------------------------------

Other additional polygon (RSP graphic lib) commands are used in SM64:
E6, BA, B9, F8, BC, FB, FF, BB, FC, E7, E8 and F2.



So they seem very similar, but some commands may not be used in MK64 and vice-versa.

Note that I lost some additional info I had from Cellar Dweller about commands B6, B7 and F5, which were in some private messages on the other boards (and that I stupidly didn't save on my computer).

Command 0x06, which I called the "jump command" is more than probably the same as what you rightly called "Display list", same goes for the 0xB8 command.

You seem to have amassed much more info about the RSP polygon drawing microcode than I did. I essentially stopped looking once I was able to display levels and polygon in a "good enough" manner in TT64. It would be useful for SM64 hacking if you could publish some of the info you have about RSP drawing microcode since they are after all so similar. Maybe it would be time to change the title of this forum to "N64 hacking", though there's a lot of SM64 stickies in here.

I don't think it would be incredibly hard to import/export models between SM64 and MK64, though using models as levels would require more work, because of the collision map and other level properties. In any case it would require more than copy/paste, and automating the process wouldn't be necessarily easy.

But may I reiterate that replacing Mario with an imported model is far from being a piece of cake, and I remain skeptical about that mysterious guy that still can't provide a proof of his supposed importation of Daisy in SM64 (Mario Party 3 is a much more recent game than MK64 and SM64, I'm not even sure it uses the same microcode). And like I said, Mario's body part hierarchy is particular, and you can't easily fit any character in it.


____________________
VL-Tone
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Posted on 12-14-07 07:11:29 PM, 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
I changed the title of the thread so that it's more encompassing. I hope others will participate in adding to this thread new definitions and explanations concerning unknown invisible objects, behaviors and other triggers.

When you see an unknown item with something in between parentheses, it's usually the initials of the level it can be found in. For example "Unknown (IC)" should be found in the level "Inside Castle". And "Unknown (WDW)" was found in Wet Dry World. Unfortunately, not all of the unknowns are labeled like this.

Note that you can change the description labels by clicking on them while holding the alt key (or option on a Mac). That should work when clicking on labels in the parameter bar, not in item lists. If you make enough useful changes and additions, you can send me the main_labels.txt, objects_labels.txt and bparams_labels.txt files so that I can integrate them into the next version of TT64. Still, it would be important to post your findings in this thread.




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VL-Tone
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Super Mario 64 forum moderator
Level: 53


Posts: 127/621
EXP: 1136484
For next: 20635

Since: 07-27-07

From: Montreal, Canada

Since last post: 4.7 years
Last activity: 6 days

Posted on 12-14-07 07:15:29 PM, 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
I copied the corrupted/blank pref file to another folder in case you still needed it for something. Then I reset the preferences by holding ALt on the splashscreen like you said.


Hmm... What if you delete the pref file from inside the folder?

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VL-Tone
Member
Super Mario 64 forum moderator
Level: 53


Posts: 132/621
EXP: 1136484
For next: 20635

Since: 07-27-07

From: Montreal, Canada

Since last post: 4.7 years
Last activity: 6 days

Posted on 12-14-07 10:44:30 PM, in Spring Cleaning!! (Read for details) (last edited by VL-Tone at 12-15-07 12:13 AM) Link
Time: Now - Date: Today - Weather: What can be seen outside. - Mood: How it feels. Answer to the universe: 42
I know it's not spring, but in an effort to raise the signal to noise ratio in this forum, and as suggested by XKeeper, who's next to cleanliness , I'm gonna delete many threads in here. Mostly pointless threads, or threads that should've been in the stickies threads anyway.

If I delete one of your thread, please don't get mad, try to learn from your mistakes and next time, use the proper thread and/or think before you post. (Note that I may have deleted threads that were not that bad by themselves, but weren't useful anymore.)

Edit: I've decided to delete ALL threads about individual mods. There were some good mods, there were some crap mods, I've deleted them all. Sorry, don't take it personally... You can repost them in this dedicated thread: http://jul.rustedlogic.net/thread.php?id=436 From now on, this will be the only place in this forum where you can post your mods/hacks.

Edit: Ok, now I feel bad about having deleted some of the mods threads, I hope to have some of them "untrashed" soon.

Here's the compromise. From now on, you'll have to get the permission from me or another moderator until you can make a thread about an individual mod. First, you'll have to demonstrate, by showing your mod in the dedicated thread http://jul.rustedlogic.net/thread.php?id=436 that your mod is worthy of having its own thread.

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VL-Tone
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Super Mario 64 forum moderator
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Posted on 12-15-07 02:42:55 AM, in Toad's Tool Error! Link
Time: Now - Date: Today - Weather: What can be seen outside. - Mood: How it feels. Answer to the universe: 42
Garth, please use the appropriate thread to ask for help or report a bug...

This thread will self-destruct in a few minutes.


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VL-Tone
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Super Mario 64 forum moderator
Level: 53


Posts: 140/621
EXP: 1136484
For next: 20635

Since: 07-27-07

From: Montreal, Canada

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Posted on 12-20-07 03:28:13 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 Goldensunboy
Hey guys, I'm new to this forum, but not to the romhacking scene. I don't expect anyone to remember me, but hey I might be surprized.

I was wondering if anyone knew what's going on with the chain chomp in Bob-Omb Battlefield. Since we can't edit models yet through the editor, the closest thing to it for me is turning the blue "macro 3d" objects into objects that can build a sort-of landscape. I was experimenting with stuff like that, with the "pushable metal box" obj. #102, and found that when I changed chain chomp into one, it made the game freeze. I changed it back, and turned everything else into the boxes, and it worked fine.

Pics of a tower I made if anyone's interested. Took a while to make because I'm totally OCD and had to fine tune them perfectly, see how they fit together? The idea here is to climb it to the top, which is possible.


Weird, I just changed the Chain Chomp into a pushable metal box and the game didn't crash... I guess it only occur in certain circumstances? Unfortunately, there are a few unpredictable instances where the game might crash when hacked in benign ways. I would venture to guess that the SM64 engine has a few bugs that were never eliminated because they didn't show up in the levels Nintendo created.

As for your tower: Wow, just wow... Nice work! I guess it did took you a while to build this and align the boxes like that. You should almost make a video to show how to build something similar. It could be a good tutorial on how to use cameras and other TT64 features.


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VL-Tone
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Super Mario 64 forum moderator
Level: 53


Posts: 141/621
EXP: 1136484
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Since: 07-27-07

From: Montreal, Canada

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Posted on 12-20-07 04:16:03 AM, in Christmas Avatars? (last edited by VL-Tone at 12-20-07 01:19 AM) Link
Time: Now - Date: Today - Weather: What can be seen outside. - Mood: How it feels. Answer to the universe: 42
Inspiring thread, I didn't even think about making a Christmas avatar. (Even though I've seen Christmas avatars everywhere.)

<<< There you go, here's my own creation.

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VL-Tone
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Super Mario 64 forum moderator
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Posts: 142/621
EXP: 1136484
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Since: 07-27-07

From: Montreal, Canada

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Posted on 12-20-07 04:40:09 AM, in Jul Faces Link
Time: Now - Date: Today - Weather: What can be seen outside. - Mood: How it feels. Answer to the universe: 42
Originally posted by SWR
Originally posted by VL-Tone

I want that as bed sheets. (not you included though)

Originally posted by Shadic
Dude, that wallpaper is awesome.


Actually the background is completely virtual and done entirely in Photoshop. In the original picture there was a blank wall (actually the wall was a little dirty, and that prompted me to replace it with this bg). I started with a SMB cloud pattern, applied some fabric texturizer filter, then distorted the result using some wave filter. The shadow of my head was also made in Photoshop, using a very blurred outline of my head. I also spent some time messing with my hair so that it was well integrated with the background (you can get some nasty results if you only use the lasso or magic wand).

I sure wish I had either a wallpaper or bed sheets with that pattern though!

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VL-Tone
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Super Mario 64 forum moderator
Level: 53


Posts: 143/621
EXP: 1136484
For next: 20635

Since: 07-27-07

From: Montreal, Canada

Since last post: 4.7 years
Last activity: 6 days

Posted on 12-20-07 04:46:45 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 Garth
Whenever I start TT up from my desktp or straight from the folder it shows the picture of toad, then it goes black and says

list expected for handler

#count

Script Error.Continue?

Yes.......No


When I lick yes then try to open a rom it says it hasn't been extened but it has. I know a bit about hacking but not to much about the files within a program. I've re-downloaded toad's tool several times (about 13 now) and I still get this problem.

Can you help me out here?

Thanks!


I don't know... Do you have administrator privileges on you machine?


Originally posted by Darkpower
I’m not 100% sure if it’s a bug or it’s just me but I think it’s a bug.. Okay im using the newest version of toad's tool I believe 0.5.9.

When I go to change textures everything is fine I save I exit then when I open toad's tool again it doesn’t display the texture changes I made but when I open the rom on an emu the textures I changed are there.

So if it’s a bug it’s an annoying one. Hope it gets fixed soon but no pressure take your time I know your busy =/



It's not a bug, it's a feature!

Actually, by default TT64 doesn't load textures from the ROM, it uses the original texture which are included in the program. That's because loading texture from ROM is a little slow in TT64.

If you go in the Preferences panel, and check the option "Load textures from ROM (Slower)", the next time you load a ROM, textures will be loaded from the ROM including any custom textures you may have created.


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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.

31 database queries, 35 query cache hits.
Query execution time: 0.256207 seconds
Script execution time: 0.045632 seconds
Total render time: 0.301839 seconds