| VL-Tone Member Super Mario 64 forum moderator Level: 53 Posts: 480/621 EXP: 1135502 For next: 21617 Since: 07-27-07 From: Montreal, Canada Since last post: 4.7 years Last activity: 1.2 years |
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| Jul - SM64 Hacking (Archive) - Beta Stuff Thread: Beta Trampoline and other stuff | - - ![]() |
| Pages: 1 2 3 4 5 | Next newer thread | Next older thread |
| VL-Tone Member Super Mario 64 forum moderator Level: 53 Posts: 480/621 EXP: 1135502 For next: 21617 Since: 07-27-07 From: Montreal, Canada Since last post: 4.7 years Last activity: 1.2 years |
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| messiaen Catgirl Level: 68 Posts: 596/1085 EXP: 2594036 For next: 134764 Since: 11-20-07 Since last post: 8.1 years Last activity: 7.2 years |
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| Later on I may look more closely at the code, but one of the thing it does is to spawn two objects: Behavior 0x1634 with model ID 0xB6 Behavior 0x2A48 (non-solid object) with model ID 0xB7 Behavior 0x1634 is probably the trampoline itself, because it stretches the object along the Y-axis. So, try to assign the red texture with question marks an ID of 0xB6 and the upper part (which is probably redrawn to conform to the new Y position as the trampoline is strechted)a model ID of 0xB7. To make the trampoline itself show, try NOPing the instruction at 0x6D5B4. |
| VL-Tone Member Super Mario 64 forum moderator Level: 53 Posts: 481/621 EXP: 1135502 For next: 21617 Since: 07-27-07 From: Montreal, Canada Since last post: 4.7 years Last activity: 1.2 years |
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| OniLink10 User Level: 12 Posts: 15/21 EXP: 6620 For next: 1301 Since: 05-09-09 Since last post: 12.9 years Last activity: 12.3 years |
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| I'd say the Inner part between the two checkerboards looks slightly wooden, so maybe decoration? Or maybe it was intended to be a Trampoline, but then they made it static after realizing it looked too wooden and didn't want to have to go back and redo the Texture? If that were true, it would either be laziness on Nintendo's Part, or they were pressed for time, considering this was a release game. |
| Xkeeper Level: 263 ![]() Posts: 10871/25343 EXP: 296709074 For next: 2251379 Since: 07-03-07 Pronouns: they/them/???????? Since last post: 8 days Last activity: 2 days |
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| messiaen Catgirl Level: 68 Posts: 597/1085 EXP: 2594036 For next: 134764 Since: 11-20-07 Since last post: 8.1 years Last activity: 7.2 years |
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| The 0x1608 behavior merely assembles the object and controls something I have not understood yet (can't access the game right now, so I'm just looking at the code). Real fun happens with the 0x1634 behavior, try for instance using Yoshielectron's spawn code and you'll understand how its related to this object. I will try to disassemble its behavior tomorrow: Here's my first try disassembling the "trampoline" behavior (0x1608) main function: Edit: VL-Tone, try inserting this object: 24 18 1F B6 F1 04 E6 0D 04 AF 00 00 00 00 00 00 00 00 00 00 13 00 16 34 Collision won't happen since its designed to be a child of the main trampoline, but when Mario is very near at least some animation (stretching along the Y-axis) should happen. |
| VL-Tone Member Super Mario 64 forum moderator Level: 53 Posts: 482/621 EXP: 1135502 For next: 21617 Since: 07-27-07 From: Montreal, Canada Since last post: 4.7 years Last activity: 1.2 years |
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| VL-Tone Member Super Mario 64 forum moderator Level: 53 Posts: 483/621 EXP: 1135502 For next: 21617 Since: 07-27-07 From: Montreal, Canada Since last post: 4.7 years Last activity: 1.2 years |
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| messiaen Catgirl Level: 68 Posts: 598/1085 EXP: 2594036 For next: 134764 Since: 11-20-07 Since last post: 8.1 years Last activity: 7.2 years |
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Originally posted by VL-Tone Hmm, it probably disappears right after the animation. If you use Yoshielectron's spawn code, which creates the object from Mario's position, you'll see the stretch effect, after which the object disappears. I'll try following your steps and including the needed banks/0x22 commands and see what I can do with Nemu's debugger, it will be easier to understand it seeing the code in action. You probably got lucky about the 0xb5 ID , but then it was the logical choice, either that or 0xb8.
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| VL-Tone Member Super Mario 64 forum moderator Level: 53 Posts: 484/621 EXP: 1135502 For next: 21617 Since: 07-27-07 From: Montreal, Canada Since last post: 4.7 years Last activity: 1.2 years |
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| RDX Level: 32 Posts: 78/198 EXP: 193359 For next: 13083 Since: 02-14-09 Since last post: 10.8 years Last activity: 10.5 years |
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Originally posted by VL-Tone ...You know we're not going to hurt you, right? Just take your time, you shouldn't feel the need to explain yourself to us ![]() Anyways, nice find D: ____________________
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| Lyskar 12210 ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() -The Chaos within trumps the Chaos without- Level: 192 ![]() Posts: 2622/12211 EXP: 99235445 For next: 638126 Since: 07-03-07 From: 52-2-88-7 Since last post: 7.4 years Last activity: 7.3 years |
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| Gecko Member Level: 25 ![]() Posts: 41/113 EXP: 83008 For next: 6612 Since: 03-27-09 Since last post: 9.1 years Last activity: 7.6 years |
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The first thing the trampoline reminded me of was the Heave Ho, which catapults Mario into the air as soon as he stands on its plate.![]() |
| messiaen Catgirl Level: 68 Posts: 599/1085 EXP: 2594036 For next: 134764 Since: 11-20-07 Since last post: 8.1 years Last activity: 7.2 years |
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More accurate disassembly:I'll try recreating the 0x802550b0 deleted function, I think I have a clue how to make it work. Edit: Very quick proof of concept (sorry for the crappy video). The 0x1634 object is set to stretch along the Y-axis according to the Y position of its parent (the trampoline platform), however the ratio seems a bit off. With this corrected plus some increment in Mario Y's position to simulate an upward impulse (and maybe setting his action to that of exiting a cannon) a proper effect can probably be obtained. |
| Hectamatatortron Member Level: 35 Posts: 153/232 EXP: 257991 For next: 21945 Since: 09-19-07 Since last post: 7.2 years Last activity: 5.3 years |
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That looks more like an elevator than a trampoline, at the moment. The texture does suggest trampoline, and Mario games have had trampolines since Super Mario Bros. Looks like you've got more work to do if you want it to work right. I doubt it was supposed to be an elevator. ![]() ____________________ ![]()
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| Stevoisiak Member Level: 38 Posts: 264/283 EXP: 345476 For next: 24971 Since: 11-22-07 From: New York, Long Island Since last post: 12.3 years Last activity: 5.6 years |
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| Looks like something taken straight out of Super Mario RPG... Probably a beta object they started thinking of, then ditched it later on. Nintendo is known for stuff like that. AKA: Blargg, Bowser bombs underwater, working unused Super Mario RPG Bosses, 5 extra levels in NSMB, ect. It probably doesn't have a true function coded into the game. ____________________ The guy who acts like he actually knows what he's talking about |
| luigiman1928 Member Level: 17 ![]() Posts: 20/46 EXP: 21631 For next: 3112 Since: 02-23-09 From: Gscentral Since last post: 12.0 years Last activity: 11.3 years |
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Originally posted by Gecko Most likely they replaced the Spring with the Heave-ho, becuse it can move for that would make it harder if it just stood there. That, or they just didn't want Mario to go high. ![]() ____________________ Gscentral forever!! |
RomanianGirl![]() Level: 16 ![]() Posts: 35/42 EXP: 19620 For next: 636 Since: 01-31-08 From: Canada Since last post: 12.9 years Last activity: 12.9 years |
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| That's pretty awesome. Looks like Nintendo left a lot of objects for dead in the game. Is it possible for you to create a .ppf of this ROM, for a chance to look around as well? |
| VL-Tone Member Super Mario 64 forum moderator Level: 53 Posts: 487/621 EXP: 1135502 For next: 21617 Since: 07-27-07 From: Montreal, Canada Since last post: 4.7 years Last activity: 1.2 years |
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| messiaen Catgirl Level: 68 Posts: 600/1085 EXP: 2594036 For next: 134764 Since: 11-20-07 Since last post: 8.1 years Last activity: 7.2 years |
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Much better :<object width="425" height="344"><embed src="http://www.youtube.com/v/y_et1mjUieA&hl=pt-br&fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object> Now it works like a trampoline. |
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| Jul - SM64 Hacking (Archive) - Beta Stuff Thread: Beta Trampoline and other stuff | - - ![]() |
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