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04-23-22 10:58:58 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.

ClaudioSouza94
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Posted on 01-19-10 06:41:11 PM (last edited by ClaudioSouza94 at 01-19-10 06:39 PM) Link
I loved the idea of 0.6b!!! i already put in my game the Banjo kazooie spiral mountain level, but im waiting for Toad's Tool 0.6b to put the textures on my level! Looking foward on it!

PS: messiaen i see u are from brazil right? me too
PS2: Im new in the forum, i was every day folowing it but never registered before!


*EDIT: I just downloaded the Spiral Mountain level, but the textures dont show! What do i do? My textures is just like this video: http://www.youtube.com/watch?v=CEwBEhdCay0&feature=player_embedded

HeLp Me PlEaSe!!!

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Not a lot of videos but im gonna make more videos XD

Sorry about my english... it sucks...
ClaudioSouza94
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Posted on 01-22-10 08:48:59 PM Link
No news about TT 0.6b?

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Lyskar
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Posted on 01-22-10 09:03:58 PM Link

Time/Date

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Metal_Man88
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Stop spamming this topic or you will be destroyed, Claudio.

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Vinnyboiler
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Posted on 01-23-10 04:46:46 PM Link
Originally posted by ClaudioSouza94
No news about TT 0.6b?

I gess what he is tring to say that although TT64 6.0 is nearly released it may be a good idea to show some more progress.
VL-Tone
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Posted on 01-24-10 03:40:04 AM (last edited by VL-Tone at 01-24-10 12:41 AM) Link
Time: One second ago - Date: Tomorrow - Weather: Sunshine - Mood: Moody Answer to the universe: Yes
Originally posted by HyperHacker
I don't suppose that language of yours offers some way to deal with compressed files? De/compressing them within the program would help prevent n00bs distributing needlessly large files. (Maybe you can use MIO0? ) Base64 would also help.


It doesn't offer a built-in way of compressing files, but I could write my own compression routine. It wouldn't be that hard, but considering how little time I dedicate to work on TT64, and how lazy I got from working 10-12hrs a day over the last two weeks, this simply isn't a priority.

Besides, while I know that some of you guys like to work on small, efficient stuff and hate bloat, at worse we would end up with 1mb files... We're in 2010, you can put 100,000 of those files on a 100Mb HDD, and a million on a Tera-byte drive. Even on a 56,6k modem it would only take a minute or two to download. And that's only in the case that a n00b didn't zip the file to something like 40k.

Originally posted by messiaen

Noobs actually distribute the whole ROM . What could be done is an external utility (let VL-Tone focus on TT itself) that compresses the ROM after a hack its finished, so that the final ROM is smaller.

On the topic of compression, ZZT has managed some interesting regardings compression, which is to change the compression type used in the Zelda Debug ROM. Surely at this point it wouldn't be practical to do something similar in Mario 64, however if we ever rewrite parts of the engine to get something more like a filesystem, that would be interesting.

Once the new TT is released, I may post a bit more about some ideas I have to make it much easier to add imported models as 0x24 objects. The trick is to avoid using segmented pointers and instead acessing everything from RAM (Mario's uCode supports that, such as on the Mario's face at the title screen, which is a dynamic display list).



We were talking about compressing the level file (mainly the sky bg bitmap data). Simply using an external ZIP compressor negates the problem.

As for the ROM, it will indeed be twice the size of the old one after using the level importer in TT64 0.6b (48Mb vs. 24Mb) and most of the time this added space will be unused. But if you did release a compressor that recompresses the ROM segments using MIO0 and removes empty space, you'd end up with a ROM that's not useable with TT64 so you'd also need to have a "re-extender" to be able to do so. But again, if we do have to use an external tool, why not using ZIP?

I look forward to see what you have in mind concerning the addition of new polygon objects in the game, as it will be the next step after 0.6b is released.

Edit: oh and some update about TT64's progress... well I have nothing to show you now, but I'm gonna work on it tonight, and hopefully have something to show you tomorrow.

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ClaudioSouza94
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Posted on 01-24-10 11:49:13 AM Link
Originally posted by vinnyboiler
Originally posted by ClaudioSouza94
No news about TT 0.6b?

I gess what he is tring to say that although TT64 6.0 is nearly released it may be a good idea to show some more progress.


WoW somebody understands me!

Thank you!

And, VL-Tone, im waiting for the news im so excited, have luck!

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VL-Tone
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Posted on 01-25-10 03:04:47 AM Link
Time: One second ago - Date: Tomorrow - Weather: Sunshine - Mood: Moody Answer to the universe: Yes
Don't get too excited, it may take a few weeks or more.

I don't have much to show today, because I mainly had to debug the importer code which got broken when I experimented with importing Banjo levels.

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FieryIce

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Posted on 01-25-10 02:49:06 PM (last edited by FieryIce at 01-25-10 11:49 AM) Link
You should update the first post that states that 0.6 will be released during 2009. My suggestion is to set a deadline about two months after the time you expect to finish, that way you surprise with an early release instead.
Lyskar
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Posted on 01-25-10 07:28:02 PM Link

Time/Date

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Metal_Man88
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But by the rule of software engineering, all deadlines are meant to most likely be broken! So setting one in the future like that would just set us up for more waiting.

Better that we just have him do it when it's done, rather than get tied up in deadlines that, given the complexity of the application, he's unlikely to be able to promise he'll make.

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Vinnyboiler
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Posted on 01-25-10 08:28:01 PM Link
Over 50% of the users had voted in the poll that they are willing to wait forever. So if that is the case then why have deadlines?
I know asking for OBJ of other N64 may not be allowed (like roms) but are their any programs like Bottle's Glasses that you can extract OBJ's from other N64 games?
Breegullbeak
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Posted on 01-26-10 12:31:29 AM Link
Originally posted by vinnyboiler
Over 50% of the users had voted in the poll that they are willing to wait forever. So if that is the case then why have deadlines?
I know asking for OBJ of other N64 may not be allowed (like roms) but are their any programs like Bottle's Glasses that you can extract OBJ's from other N64 games?

http://www.youtube.com/watch?v=fBUTBTAr9ww

First part of the video is about how to get OBJ models from other N64 games.
ClaudioSouza94
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Posted on 01-26-10 01:20:32 PM (last edited by ClaudioSouza94 at 01-26-10 10:21 AM) Link
Originally posted by Breegullbeak
Originally posted by vinnyboiler
Over 50% of the users had voted in the poll that they are willing to wait forever. So if that is the case then why have deadlines?
I know asking for OBJ of other N64 may not be allowed (like roms) but are their any programs like Bottle's Glasses that you can extract OBJ's from other N64 games?

http://www.youtube.com/watch?v=fBUTBTAr9ww

First part of the video is about how to get OBJ models from other N64 games.


Just tried it, here is the results
http://www.youtube.com/watch?v=2nJAA1Or9a4


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messiaen
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Posted on 02-20-10 06:00:59 PM Link
VL-Tone: a question about the bank selector. Is there any risk of having two objects with the same model ID when mixing banks from different levels? Or will this never happen due to the way layout + polygon banks are paired?
VL-Tone
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Posted on 02-22-10 04:13:38 AM Link
Time: One second ago - Date: Tomorrow - Weather: Sunshine - Mood: Moody Answer to the universe: Yes
Originally posted by messiaen
VL-Tone: a question about the bank selector. Is there any risk of having two objects with the same model ID when mixing banks from different levels? Or will this never happen due to the way layout + polygon banks are paired?


Model ID's tend to be attributed according to certain "ranges" that are associated with the target bank slot. For example, objects intended for bank slot 0x0C generally have model ID's ranging from 0x50 to 0x5F, while objects intended to be used with slot 0x0D have ID's ranging from 0x60 to 0x6F. These are not rigid rules however, for example Toad (using slot 0x0D) has 0xDD has a model ID. Model IDs for objects that are part of the main level geometry bank (0x0E) also generally respect a specific range (below 0x50).

As far as I remember, the only possible ID conflicts can happen within the original levels. For example the Castle Tower, which is part of the level geometry bank (0x0E) has an ID of 0x03. This ID happens to be used by the "Yellow spheres" found in the Bowser bank, which should be loaded in slot 0x0D. This ID is also used by clouds in the Flying Cap level. Using the Bowser bank in either level could cause an ID conflict.

These exceptions caused a few little problems for me while working on TT64 in the early days, because the object labels were associated by "Bank Slot Number/Offset in Bank", which worked well everywhere except in these few cases. Object labels are now associated using an internal Bank numbering scheme which refers to the bank's data as opposed to the bank slot.

There are also some exceptions to look for that can cause problems depending on how you build your bank selector: a few objects have their geo layout data inside the polygon data bank instead of in a separate bank.

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messiaen
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Posted on 02-22-10 12:07:25 PM Link
Thanks for the explanation. All your Geo Layout/Polygon pointers documents along with the Script Dumper have been very useful to understand the layout of segment banks. Fortunately it's simpler I thought.

What I will do for my bank selector is have the user select any 0x0C-0x05 or 0x0D-0x06 (I'm grouping them by names such as "Lava Objects", "Water Objects" and such) and the only modification I have to do to the level script is to write the corresponding "0x06" level script jump that loads all the objects contained in that bank.

Geo Layout Bank 0x0F is always the same for all levels, except that Inside Castle one which doesn't load it because of memory constraints.

However, that still leaves out a bunch of very useful objects cointaned in Bank 0x0E-0x07 banks. I'm thinking of writing the imported levels entirely (both script + polygons) on bank 0x18, the first unused one, so that objects from bank 0x0E can be loaded as well. It should also fix (or reveal) problems with hardcoded data in some levels.
TheGreatMan55580
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Posted on 04-09-10 08:46:21 AM Link
so and whats about Toads Tool 64 0.6.0?
I only ask.

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Lyskar
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Posted on 04-09-10 05:07:19 PM Link
Stats
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Metal_Man88's Post
Well, until you use some grammar, no one can be sure what exactly you're asking, GreatMan who feels he needs to tack a bunch of numbers onto his name at random!

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Vinnyboiler
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Posted on 04-09-10 06:00:36 PM (last edited by vinnyboiler at 04-09-10 03:31 PM) Link
Well i'm sure when VL-Tone is ready and not up to his neck in work he might if we ask nicely create a new miniture version of TT64 with messian inporter in mind.
If he does do that then (with exception to the built in text wangler) it will be like we would not even need this new model importing - background changing- text editing version of TT64
Lyskar
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Posted on 04-09-10 07:34:25 PM Link
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Metal_Man88's Post
Wait, so VL Tone should remove features that are already done by Messiaen's importer?
Because otherwise, when using the current TT64 and Messiaen's importer, people will apparently use the TT64 implementation of the features in Messiaen's importer that are not as good as Messiaen's and will somehow be unable to stop themselves from using these features unless they are physically removed?

Look, I know it might sound like a lot of ask, but perhaps some of you guys commenting on this thing could use some grammar and common sense, rather than spouting out the side of your mouth bizarre ideas that don't have anything to do with how people act in reality or what would make sense for VL Tone to do.

Not to mention it is not up to us to tell him what to do, especially if some of us are incapable of understanding basic human behavior.

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Lightspeed97
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Posted on 04-09-10 09:12:17 PM Link
Originally posted by Metal_Man88
Well, until you use some grammar, no one can be sure what exactly you're asking, GreatMan who feels he needs to tack a bunch of numbers onto his name at random!

I think he's asking how the progress with Toadstool 0.6b is going but I can barely tell either lol
Pages: 1 2 3 4 5 6 7 8 9 10 ... 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

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