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04-23-22 10:38:50 PM
Jul - SM64 Hacking (Archive) - Toad's Tool 0.6.0 (On hiatus for an indefinite amount of time) New poll - New thread - Thread closed
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Polygon model importer, how soon do you want it?
Please vote or be transformed into Walluigi!
Now! Even if it means it will be buggy and limited to a single untextured model!
 
11.4%, 14 votes
I could wait a month for more features and textured model import.
 
22.8%, 28 votes
I want all the features you can cram in, even if it means waiting indefinitely!
 
56.9%, 70 votes
You shouldn't have announced anything and released it when ready!
 
4.1%, 5 votes
Me don't care!
 
4.9%, 6 votes
Multi-voting is disabled. 123 users have voted.

VL-Tone
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Posted on 10-26-09 05:43:45 PM (last edited by VL-Tone at 10-26-09 03:02 PM) Link
Time: One second ago - Date: Tomorrow - Weather: Sunshine - Mood: Moody Answer to the universe: Yes
Thank you very much cooliscool!

Do I have to add the commands in the same order as they appear in the .obj file?

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cooliscool
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Posted on 10-26-09 11:07:41 PM Link
Yep, that's fine. Any time before the triangle drawing calls.
VL-Tone
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Posted on 10-27-09 05:13:50 AM (last edited by VL-Tone at 10-27-09 09:00 AM) Link
Time: One second ago - Date: Tomorrow - Weather: Sunshine - Mood: Moody Answer to the universe: Yes
Ok I got the level in SM64. But the blending still doesn't work... furthermore, using these additional commands you provided disable vertex coloring everywhere.

This is using the cmb, gset, gclear, oml and omh commands from the .obj file:


This is using my own header and only the cmb command from the obj file.:


Here's what my standard "header" looks like now:

 E7 00 00 00 00 00 00 00

BA 00 14 02 00 10 00 00
B9 00 03 1D C8 11 30 78
F8 00 00 00 00 00 00 FF
BC 00 00 08 0E 49 F2 B7
B7 00 00 00 00 08 22 04
B6 00 00 00 00 02 20 00
FC from the obj file (cmb)
BB 00 00 01 FF FF FF FF
F5 10 10 00 00 01 40 50
F2 00 00 00 00 00 C0 7C
FD 10 00 00 09 00 58 00
E6 00 00 00 00 00 00 00
F3 00 00 00 07 3F F1 00
E8 00 00 00 00 00 00 00



The header used when all the other commands are used is the same, except with the 0xB6, 0xB7, 0xB9 and 0xBA command being replaced by the ones from the .obj file.

The previous screenshots were from SixtyForce on the Mac.

Here's what it looks on PJ64 1.6 on Windows:

With my header and only the setcombine from the .obj file.

One little difference with SixtyForce is that PJ64 applies vertex coloring where blending should've occured (look at the yellow paths).

Here's with the cmb, gset, gclear, oml and omh commands in PJ64:


Weird eh? PJ64 completely went bunkos with the textures, and seems to choose random textures from Mario and the Castle each time you start the level.

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Dialga
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Posted on 10-27-09 09:46:49 AM Link
That looks really cool.
BTW do you think it will look like that in PJ64 1.7?

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cooliscool
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Posted on 10-27-09 12:17:44 PM Link
Wow, that's really strange indeed. One thing I noticed looking at the new obj file is that BK never seems to call SEOTHTERMODE_L; maybe it uses a constant rendermode? Needs some investigation I think.
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Posted on 10-27-09 01:44:42 PM (last edited by messiaen at 10-27-09 10:45 AM) Link
For one thing, it's important to remember we can't trust much N64 video plugins, each one will interpret display lists in a slightly different manner. Best thing would be to try it on a real N64 (or use low-level plugins, however I'm not sure how accurate they are).

By the way, even the regular "Flatworld" won't show up correclty using a low-level plugins such as Z64 or in the N64 console. Check out video 2 of of my "The Missing Stars" hack played on a real N64 and see how bad things look to get an idea how far are video plugins from accuracy .
Lyskar
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Posted on 10-27-09 05:18:18 PM Link

Time/Date

&date&

Posts

&numposts&

Days Here

&numdays&

Level

&level&
Metal_Man88
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It seems almost like we'll need a more accurate set of video plugins to be sure which set of commands is actually working properly.

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Emoluvjd2
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Posted on 10-29-09 11:37:58 PM (last edited by Emoluvjd2 at 10-29-09 08:38 PM) Link
Originally posted by Dialga
That looks really cool.
BTW do you think it will look like that in PJ64 1.7?

I think it would actually work better. That happened to me all the time with 1.6 but 1.7 fixed it.
God-of-Halloween
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Posted on 10-30-09 09:04:42 PM Link
Halloween=the way forward.
Egg-tossers=a humiliation to the Halloween spirit.
Trick-and-treat=a whole lot of bloomin' fun!

(I'm new here)
Man, I can't wait for this! Say, VL-Tone, would there be textures that allowed people to change the colour of the Cap switches on Super Mario 64?
Because that's what I need to do in order to finish my new caps; Ghost, Devil and Aero. Also, I love what you've been doing. I've been wanting to make my own Super Mario 64 hack for a while, then you came along with Toads Tool 64, for which I am over the moon!

And I've made something pointlessly fun. Yes, I have made a drunken Goomba. How? Using Toads Tool 64, turn something, using 0x24 commands, into a Goomba and give it 'pink Bob-omb buddy with message' behaviour. Then, give him a text which says something along the lines of: 'Man, I'm so wasted!' Or anything similar.

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Lyskar
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Posted on 10-30-09 09:12:40 PM Link

Time/Date

&date&

Posts

&numposts&

Days Here

&numdays&

Level

&level&
Metal_Man88
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Uh, yeah.

Probably best to post these sort of things in the TT64 questions topic, and that other thing in the mods topic.

We're kind of trying to figure out the polygon commands in here.

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Emoluvjd2
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Posted on 11-01-09 02:43:08 AM (last edited by Emoluvjd2 at 11-01-09 12:43 AM) Link
http://homepage.mac.com/qubedstudios/mumbo64v1bpj64.jpg
The one thing wrong with this is that the bridge has a shadow when it's not even there.
Lyskar
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Posted on 11-01-09 03:00:03 AM Link

Time/Date

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Metal_Man88
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The bridges not being there is the error, not so much the shadow.

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Emoluvjd2
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Posted on 11-01-09 03:23:13 AM Link
Originally posted by Breegullbeak
Nice ending. I can't take credit for getting the file out of the game though. Credit Cooliscool of the RWP. He made the model ripper/viewer.

Their is another part to the model that has the bridge and the fences. I may also be able to search out the water model for the level to if it would help at all.

I could actually get you most of the charecters and objects as well.

So I guess shadows for everything is on the main .obj, and the non-shadowed .obj's are the other part?
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Posted on 11-01-09 04:47:20 AM (last edited by Koolboyman at 11-01-09 01:52 AM) Link
Scenes in Banjo-Kazooie have two "models" for them. One is the main model (which is the one that was imported), the other is for various 2D objects, flowers, fences, water, and in this case, the bridge.

Index No. - Location - Pointer - Name
14AA - 77CF08 - [103E8] - MM - Mumbo's Mountain A
14AB - 7A2148 - [103F0] - MM - Mumbo's Mountain B
Rena
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Posted on 11-21-09 07:54:45 PM Link
Post
Originally posted by VL-Tone
Here's the Spiral Mountain video
Originally posted by cooliscool
Originally posted by messiaen
Mario actually uses Fast3D, AFAIR the only other game which uses the same early microcode variant is PilotWings. RDP commands are probably the same as F3DEX, however one of the limitations is that in F3D the vertex cache can only hold 16 vertices at once.


Ouch. F3DEX can cache 64 vertices. :o
Mario Kart uses F3DEX and I'm pretty sure the limit is 32. The game never exceeds that anyway. Are you using a later version perhaps?

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why not?
VL-Tone
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Posted on 12-01-09 04:30:09 AM Link
Time: One second ago - Date: Tomorrow - Weather: Sunshine - Mood: Moody Answer to the universe: Yes
Hi,

Just dropping by to say that I'm still alive and well

I didn't work much on TT64 lately (the usual, too busy with my job, worked 6 days/week). I still plan to release it before the end of the year, but I don't promise anything.

There's not that much left to do:

-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.
-Adding custom backgrounds skies to imported levels.
-Finalizing/fixing the sky bg swapper/importer/exporter.
-Fixing the new Align/Copy/Paste menu options.
-A lot of error checking routines to be added to prevent the user from crashing TT64 by doing dumb things.
-Debugging.
-Updated documentation.


Fixing the 3d preview and adding a Mario proxy are not a priority, as the importer would still work without them, so I may drop these if I don't have enough time, and fix it in 0.6.1b. The sky bg swapper/importer and the possibility of adding them to custom levels are important features that are supposed to be included in 0.6b, but I may delay their inclusion in 0.6b if I have to.

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Posted on 12-01-09 07:17:29 PM Link
Nice to see it is close to it's release. And I can tell it's going to be worth the wait. I though of doing a Christmas version of the game, for Christmas of 2010, since it would take much more than a year to complete.

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VL-Tone
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Posted on 12-22-09 06:02:03 AM Link
Time: One second ago - Date: Tomorrow - Weather: Sunshine - Mood: Moody Answer to the universe: Yes
Ok here's some little teaser:

The TT64 v0.6b splash-screen. It's not terribly different, but it shows some improvements/fixes that were made to the 3d renderer. For example, the current version was showing unintended coloring on some polygons, this has been fixed. You can play "spot the differences" if you want



For comparison, here's the 0.5.994b splash-screen



I might drop the Bob-omb Battlefield background completely and use a custom level instead (maybe Gecko's level) to show the main new feature, but I'm hesitant, I was using BoB because it's a familiar level and it clearly shows that TT64 can be used to edit SM64's existing levels (too).

Anyway these are purely cosmetic details for which I won't spend too much time.

As for the release date, I said "before the end of the year" but I also said that there was no guarantee that it would be released by then. Please don't wait by your computer december 31st for TT64 0.6b to be released My target is actually January 3rd, but it may be one week later or more.

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OmegaGT
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Posted on 12-22-09 09:46:20 AM Link
wow, I can not wait XD
Breegullbeak
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Posted on 12-22-09 12:43:51 PM Link
So Janurary 3rd or later? I can wait.
Pages: 1 2 3 4 5 6 7 8 9 10 ... 16 17 18 19 20 21 22 23 24 25 26 27 28 Next newer thread | Next older thread
Jul - SM64 Hacking (Archive) - Toad's Tool 0.6.0 (On hiatus for an indefinite amount of time) New poll - New thread - Thread closed


Rusted Logic

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

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