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04-23-22 09:13:36 PM
Jul - NO! GO TO STAR! - Meaningless Gibberish Theories (Formerly: Cake Picture... A level?) New poll - New thread - Thread closed
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gamekrazzy
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Posted on 04-27-09 03:13:28 AM Link
I have been keen to notice that when I was looking at some hacking documents That the cake picture was a level.

Looking further into this I have discovered some very interesting things. Here is what I have found.

The camera seems to take it's default action. It follows mario the same way it does in Bob-omb Battlefield and Castle Grounds (ETC...)

Also I have found proof that Nintendo was planning on including more levels.

See here... I have replaced the pointer so that it pointed to Bob-omb Battlefield instead of the Cake Picture. If you notice in it shows that there is indeed an option to exit level. Why Nintendo has this? IDK... Also look, it says "Castle Secret Stars" hmm... Looking further on this too.

Now further on....
There does seem to be acts in this level, but there are no act selectors of course.
I know this because it seems to go to the third act or higher. It isn't the first because king Bob-omb is not there. It isn't the second, because kupa the Quick isn't there.

Now, there is one error... When the game starts on this level the emulater(PJ64) complains that the Graphic Plugin might have problems. What I did was continually clicked ok, until it reached a specific point. Then it let me play. My guess is that the error has something to deal with Peach. I will look further into this.

Also. Last but not least. The level seems to automatically load information located somewhere in the 0x01000000 area Before 0x01100000. I know this because for some reason Messian's Platform Battlefield would not work with it.

If anyone has anything to add to this... Please do...

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Posted on 04-27-09 03:18:37 AM Link

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Metal_Man88
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To save us having ten thousand topics about these... weird... 'half-level' things gamekrazzy is fascinated with, I have renamed the topic appropriately.

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Posted on 04-27-09 03:15:21 PM Link
I wouldn't get too excited. The Cake level probably is a stripped down level, having some features of other secret levels (such as the slide), just supporting a few polygons with the cake texture.

They probably left in the pause feature because normally, you wouldn't be able to access the pause menu, so why work harder to remove it?

Do some more investigation, I might be wrong.
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Posted on 04-27-09 07:07:12 PM Link
I read off of Yoshiman's site a while back that there was going to be 32 levels, but I can't find it now... Also, each opening screen video counts as a individual level in the Level Select. (The blank ones.)
gamekrazzy
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Posted on 04-27-09 09:39:13 PM Link
Yeah... after further looking into this.. Turns out there are plenty more level areas capable of being used.

You see each level has a conditional jump for it, so when looking through the menu level script I have found that there are indeed ones for other stuff. I believe there is a document on the level script in that case.

That brought to my attention. Yes, maybe we could add more levels in place of these seemingly unused levels, such as 00 - 03. And others... But then I realized. Those levels may actually pertain a use. looking back a few bytes from the conditional jumps, I found several more. These pertain to the times when the game wants to start from the menu. so after a Game Over, it wants to start a certain position inside the beggining menu area. Or when the game ends, this would be how it jumps to the begging level script.

Expiramenting with this I found that if I change the cake's conditional jump to a level it does not corrispond to, it starts from the begining(Unused). What this leads me to believe is maybe the unused levels are actually suppose to jump somewhere else, but have been changed so that instead of new levels there would be use of gameover and such.

Hmm... Does this mean that there might be Beta levels inside SM64's code somewhere. Or that there is suppose to be....?

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Posted on 04-27-09 10:14:14 PM Link
Originally posted by gamekrazzy
Hmm... Does this mean that there might be Beta levels inside SM64's code somewhere. Or that there is suppose to be....?


Something tells me there aren't any beta levels. If there were, I think they'd be in the level select.

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gamekrazzy
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Posted on 04-27-09 10:22:51 PM Link
Originally posted by Stevoisiak
Originally posted by gamekrazzy
Hmm... Does this mean that there might be Beta levels inside SM64's code somewhere. Or that there is suppose to be....?


Something tells me there aren't any beta levels. If there were, I think they'd be in the level select.


Level select as in the SM64 cheat?

Ok let me try to re-explain this to you.

The level select has other options then just the levels we all know right. Those all lead to the menu level script right.
What I am trying to say is that I have produced the same effect with the ending picture. I set the conditional jump value so that it did not refer to the cake level. By doing this the game went back to the menu again.

So what this infers to me is that maybe the reason that so many of those levels lead to the menu is because there jump was set wrong. We could by chance maybe change a few numbers in those empty areas, and voila... We now have beta levels. If you still don't understand me here. Maybe you should read a few of the documents that have been placed in Metal_Man88's FAQ and Rules Thread.

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Posted on 04-27-09 10:38:10 PM Link
Time: Now - Date: Today - Weather: What can be seen outside. - Mood: How it feels. Answer to the universe: 42
Originally posted by Bob-omb8194
I read off of Yoshiman's site a while back that there was going to be 32 levels, but I can't find it now... Also, each opening screen video counts as a individual level in the Level Select. (The blank ones.)


From this article http://www.zeldalegends.net/index.php?n=interviews&id=1996-01-np080-miya-tezu&m=html


Power: "How much of the game is finished?"

Tezuka: "About 2-% of the mapping has been completed, but about 50% of the entire game is ready. Currently, we have 32 courses, but the final version may have more. Maybe 40 courses. That doesn't include bonus areas, of course." (Big smile. They aren't giving anything away, yet.)



Blank levels in the Level Select simply "reset" the game to the title sequence since their Level IDs are not found in the conditional jump list.


Originally posted by gamekrazzy
Yeah... after further looking into this.. Turns out there are plenty more level areas capable of being used.

You see each level has a conditional jump for it, so when looking through the menu level script I have found that there are indeed ones for other stuff. I believe there is a document on the level script in that case.

That brought to my attention. Yes, maybe we could add more levels in place of these seemingly unused levels, such as 00 - 03. And others... But then I realized. Those levels may actually pertain a use. looking back a few bytes from the conditional jumps, I found several more. These pertain to the times when the game wants to start from the menu. so after a Game Over, it wants to start a certain position inside the beggining menu area. Or when the game ends, this would be how it jumps to the begging level script.



We know since the early days of SM64 hacking that there are some unused level IDs. More recently I also found level table that sets some parameters for each one, and it does have some unused slots in it. You should read this post: http://jul.rustedlogic.net/thread.php?id=2794

Excerpt from the post:

At 0xE8D98, (which is incidentally inside the checksum protected area) you'll find this list of bytes:

00 00 00 05 04 00 06 08 01 0A 0B 03 0D 0E 0F 00 10 16 11 18 12 07 09 02 19 00 13 14 15 10 17 00 11 12 00 0C

You must know that each level has a byte ID, used for example by warps. The 0x0C commands you can find in the SM64MainLevelScripts.txt doc will conditionally branch to the corresponding level script when the "current level ID" variable is set by a warp command. The 8th byte of the 0x0C command refers to the level ID, and in the doc you can see to which level each command correspond.





Originally posted by gamekrazzy
Expiramenting with this I found that if I change the cake's conditional jump to a level it does not corrispond to, it starts from the begining(Unused). What this leads me to believe is maybe the unused levels are actually suppose to jump somewhere else, but have been changed so that instead of new levels there would be use of gameover and such.


There's no unused conditional jumps in the current game, all the ones that are found in the main level hub script are used by the game.

I'm not sure what you've done, but if you change the level ID of a level in the jump table to one which is unused, the game will simply skip over it.

Originally posted by gamekrazzy

Hmm... Does this mean that there might be Beta levels inside SM64's code somewhere. Or that there is suppose to be....?



NO.



Trust me, there are no Beta levels inside SM64. I know the ROM well enough to tell you that without an ounce of doubt. Believing that there are Beta levels inside the ROM is like believing that Luigi is in the original game. There's simply no way we could've skipped over some unused level data. All level polygons in the game are stored in their own individual MIO0 banks, and we know what's in every single MIO0 bank in the game since a long time.

The only unknown parts of the ROM left are some little blobs of data that may hold very interesting tables and other stuff, but none of them contain polygon data.


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Posted on 04-27-09 11:36:54 PM (last edited by gamekrazzy at 04-27-09 10:29 PM) Link

VL-Tone... I have just tested my theory. And turns out I was right. I am sure you already know what is between 0x002ABE84 and 0x002ABEC8. But I am going to explain how I tested this. I have replaced the ID's of these to something. What the game seems to do is it goes to the title again.

For the first 8 bytes I replaced them like so - 0C 0C 02 00 FF FF FF FF to 0C 0C 02 00 00 00 00 01. Obviously as you might understand, this is for the ending. So by changing this, when the credits get over, instead of going to the conditional jump for the ending pic, what does it do? It goes to the Title Screen.

Now do you understand?

EDIT: I should also add. This is what I ment about adding extra levels. The ID's seem to point to a specific area. If those areas are not there, it goes to the title screen. Also I might say. I that the reason the cake picture went to the title screen had nothing to deal with the ID, but rather the 4 bytes after it. (I changed those to Bob-omb Battlefield's as well as the ID, to see what would happen.)


Ok... I did a little more research. Guess what you can replace the title, mario's face, and even the game over so that it will go to a different location. The last 2 bytes of 16 bytes hold the answer. A little while ago I did an expirament. After swapping those bytes with other levels. I went and activated that situation.

The order for those bytes via level normally go:
02 38
02 48
02 58
02 28
02 68

What I did is I changed it so that it went like this:
02 28
02 38
02 48
02 58
02 68

The results were as suspected.
So now, I believe if we simply find out what these bytes have to deal with the level, we will know how to change them to where we can add levels to the unused levels. That is if we know where the conditional jump is at.

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Posted on 04-28-09 01:57:41 AM (last edited by VL-Tone at 04-27-09 11:24 PM) Link
Time: Now - Date: Today - Weather: What can be seen outside. - Mood: How it feels. Answer to the universe: 42
gamecrazzy:

What you're doing is essentially trying to explain in a confusing way what we already know since a long time, thinking it's a new discovery...

Sure we can insert a new 0x0C command with Level ID 01, 02 or 03 that will point to custom levels. We can easily create warps that will go there, simply by using the corresponding ID (0x01 for example). This is nothing we didn't know about.

But there's a few things that you forget or doesn't know.

Did you read the post I told you about in the Stuff inside the checksum protected area (Title Screen, etc.) thread? It's the first post.

Look at the table at 0xE8D98:

00 00 00 05 04 00 06 08 01 0A 0B 03 0D 0E 0F 00 10 16 11 18 12 07 09 02 19 00 13 14 15 10 17 00 11 12 00 0C

Interestingly, bytes 1, 2 and 3 of this table are set to 0x00. This is not a coincidence, except for the Castle Grounds, Inside Castle and Courtyard levels (which happens to have a value of 0x00), every 0x00 in this table corresponds to an unused level ID.

From the post you should've read:

00--01--Not in level selector

00--02--Not in level selector
00--03--Not in level selector
05--04--Haunted House
04--05--Cool Cool Mountain
00--06--Inside Castle
06--07--Hazy Maze Cave
08--08--Shifting Sand Land
01--09--Bob-Omb's Battlefield
0A--0A--Snow Man's land
0B--0B--Wet Dry World
03--0C--Jolly Roger Bay
0D--0D--Tiny Huge Island
0E--0E--Tick Tock Clock
0F--0F--Rainbow Ride
00--10--Castle Grounds
10--11--Bowser First Course
16--12--Vanish Cap
11--13--Bowser's Fire Sea
18--14--Secret Aquarium
12--15--Bowser Third Course
07--16--Lethal Lava Land
09--17--Dire Dire Docks
02--18--Whomp's Fortress
19--19--Picture at the end
00--1A--Castle Courtyard
13--1B--Peach's Secret Slide
14--1C--Metal Cap
15--1D--Wing Cap
10--1E--Bowser First Battle
17--1F--Rainbow Clouds
00--20--Not in level selector
11--21--Bowser Second Battle
12--22--Bowser Third Battle
00--23--Not in level selector
0C--24--Tall Tall Mountain



The second column is the level ID, and the first is the byte in the 0xE8D98 table that correspond to this level ID.

There's only 5 slots left in this table, which has a fixed length. ID 01, 02, 03, 20 and 23 are unused.

We can't put add more than 5 "new levels" because of that, unless we find how the ASM code use this table and extend it.

Also, we don't know yet where are the parameters referred by each bytes in the E8D98. They do correspond to the level names order you can find in the Text Wrangler. For example, the value in the table for Hazy Maze Cave is 0x06, and its name is sixth in the level name list. The blank level name is attributed to the Cake Picture level.

But there are other parameters that are selected by the table values other than the name.

Even if we did use the 5 empty slots for custom levels, there would be a lot that we wouldn't be able to control, like the names and many other parameters. If you keep the 0x00 values in that table, they'll simply behave like the outdoor castle levels, with no way to exit the level by pausing, and no way to set the level name.

Edit:

Ok so you edited your post and added this:

Originally posted by gamekrazzy

Ok... I did a little more research. Guess what you can replace the title, mario's face, and even the game over so that it will go to a different location. The last 2 bytes of 16 bytes hold the answer. A little while ago I did an expirament. After swapping those bytes with other levels. I went and activated that situation.

The order for those bytes via level normally go:
02 38
02 48
02 58
02 28
02 68

What I did is I changed it so that it went like this:
02 28
02 38
02 48
02 58
02 68

The results were as suspected.
So now, I believe if we simply find out what these bytes have to deal with the level, we will know how to change them to where we can add levels to the unused levels. That is if we know where the conditional jump is at.



Seriously gamekrazzy, we've been hacking SM64 for like 3 years now? Don't you think we know how the conditional jump table works? How do you think that TT64 decodes levels? Magic Ponies?

Maybe you should spend more time experimenting by yourself before posting about "mysterious" bytes that we already know about...


2ABE8C/01EC:  0C 0C 02 00 FF FF FF FF 15 00 02 38 --End Screen



The last four bytes are the jumping offset: 15 000238

0x15 is the bank number, 0x000238 is the offset in that bank. If you had read the Main Level Script document more carefully you would've known that these commands are already inside bank 0x015 so it's simply a matter of going down a few lines to find the destination:


2ABED8/0238:  01 10 00 0E 00 4A C4 B0 00 4A C5 70 0E 00 00 00



See that 0238? it means that this line is at offset 0x0238 inside the current bank, which happens to be 0x15...

The 0x01 command will load data from 004AC4B0 to 004AC570 into bank 0x0E then jump into offset 0x000000 of bank 0x0E. At 004AC4B0 you'll find the ending screen script...

If you look at the destination offsets for the normal levels, you'll find that they lead to 0x00 commands found just a few lines bellow.

For example:


2ABF58/02B8:  0C 0C 02 00 00 00 00 09 15 00 [b]04 58[/b] --Bob-Omb's Battlefield



Leads to:


2AC0F8/[b]0458[/b]:  00 10 00 0E 00 40 5A 60 00 40 5F B0 0E 00 02 64



The level script for Bob-Omb Battlefield is at 0x00405A60. Yes we can change these address so that they point to custom levels, and that's exactly how flatworld worked and how the importer will work. We could also insert new 0x0C and 0x00 commands to use other level ID while keeping the original levels, but I already explained that there are other problems with this.

Edit:

I could've spent the last hour or so working on TT64, but instead I just had to explain what is already known since 3 years or so...


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Posted on 04-28-09 05:37:40 AM Link

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Sorry about that, guys, I'll know better than to let Gamekrazzy post threads in here again. :p

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Rusted Logic

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

32 database queries, 4 query cache hits.
Query execution time:  0.089319 seconds
Script execution time:  0.039397 seconds
Total render time:  0.128716 seconds


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line 632 column 7388 - Warning: inserting implicit <font>
line 632 column 7388 - Warning: missing </font> before <hr>
line 633 column 1 - Warning: inserting implicit <font>
line 633 column 1 - Warning: missing </font> before <blockquote>
line 636 column 7563 - Warning: inserting implicit <font>
line 636 column 7563 - Warning: missing </font> before <hr>
line 637 column 1 - Warning: inserting implicit <font>
line 522 column 138 - Warning: missing </div>
line 646 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 648 column 9 - Warning: missing <tr>
line 666 column 13 - Warning: missing <tr>
line 669 column 74 - Warning: <style> isn't allowed in <td> elements
line 669 column 9 - Info: <td> previously mentioned
line 669 column 961 - Error: <z> is not recognized!
line 669 column 961 - Warning: discarding unexpected <z>
line 669 column 983 - Warning: discarding unexpected </z>
line 669 column 1009 - Error: <z> is not recognized!
Tidy found 344 warnings and 8 errors! Not all warnings/errors were shown.

The alt attribute should be used to give a short description
of an image; longer descriptions should be given with the
longdesc attribute which takes a URL linked to the description.
These measures are needed for people using non-graphical browsers.

For further advice on how to make your pages accessible
see http://www.w3.org/WAI/GL.
You are recommended to use CSS to specify the font and
properties such as its size and color. This will reduce
the size of HTML files and make them easier to maintain
compared with using <FONT> elements.

You are recommended to use CSS to control line wrapping.
Use "white-space: nowrap" to inhibit wrapping in place
of inserting <NOBR>...</NOBR> into the markup.

About HTML Tidy: https://github.com/htacg/tidy-html5
Bug reports and comments: https://github.com/htacg/tidy-html5/issues
Official mailing list: https://lists.w3.org/Archives/Public/public-htacg/
Latest HTML specification: http://dev.w3.org/html5/spec-author-view/
Validate your HTML documents: http://validator.w3.org/nu/
Lobby your company to join the W3C: http://www.w3.org/Consortium

Do you speak a language other than English, or a different variant of
English? Consider helping us to localize HTML Tidy. For details please see
https://github.com/htacg/tidy-html5/blob/master/README/LOCALIZE.md