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04-23-22 09:27:39 PM
Jul - NO! GO TO STAR! - Koopa-The-Quick Trajectory Modifier v0.2 New poll - New thread - Thread closed
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messiaen
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Posted on 08-21-08 05:09:57 PM (last edited by Kles at 08-27-08 10:52 AM) Link
--------------------------------------------
Koopa-The-Quick Trajectory Modifier v0.2
--------------------------------------------



This simple program helps you creating a custom Koopa-The-Quick race in Bob-Omb's Battlefield using Toad's Tool 64 v0.5.98b interface. Earlier or newer versions of Toad's Tool 64 aren't supported.

-----------
How to use
-----------

- Apply koopa_trajectory.ppf patch to an extended Super Mario 64 ROM.
- Delete the "M64GeometryDataFlat.m64" file from your Toad's Tool 64 folder.
- Open the patched file and wait for the polygon decoding process.
- Open the file in Toad's Tool 64 and go the Bob-Omb's Battlefield course and do the desired modifications.
- Save your work, quit Toad's Tool 64 and run koopa.exe in a console window (sample usage: koopa.exe koopa_path.z64 mario64.z64). This will patch your original extended ROM with the new trajectory.

------------
How it works
------------

The ROM patched with koopa_trajectory.ppf is used to collect new coordinates
for the race. Koopa's trajectory is mapped as 0x24 objects in the Bob-Omb's
Battlefield level. You can extend his trajectory up to 146 coordinates or use
less coordinates than the original path if you want. In either case, an object
with a X, Y, Z position of 0,0,0 will determine the end of the trajectory. The
last object in the level is reserved for the star position.
The star position is in the checksum-protected area of the ROM, so a patch
is applied to override the checksum check. Some emulators might complaint about
it, but the ROM will run fine. I'll include a option to restore CRC check in a
later version, but you'll have to correct it manually and disable Toad's Tool 64
CRC check.

Download Link for v0.2.
Lyskar
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Posted on 08-21-08 06:07:56 PM Link

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Metal_Man88
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You guys are quick with taking theory and applying it, aren't you?

Nice application. Keep up the good work.

____________________
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problemchild
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Posted on 08-21-08 06:48:37 PM Link
I recently patched my rom with the Flatworld lethal lava land, can I still use this, if not can I upatch my rom then patch it with this?
messiaen
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Posted on 08-21-08 06:58:02 PM (last edited by messiaen at 08-21-08 05:21 PM) Link
Use a clean extended ROM to patch the koopa_path.ppf file. This patched ROM will be only a intermediary in the process.

Once you are done editing Koopa's path - remember to make your last coordinate is 0,0,0 - you can patch the result in any extended ROM which still use the original Bob-omb's Battlefield level. Since the Flat Lethal Lava Land patch keeps this level intact, it's safe to use it there.

But it's always a nice idea to make backups of your ROM(s) before applying these patches.

Edit: I'm adding also support for the Tiny-Huge Island race. It will require more modifications than Bob-omb (including applying the checksum trick) because the data isn't at the very end of the bank. And since the checksum won't be a problem, I'll map some object to be the position where the star will be spawned.
VL-Tone
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Posted on 08-23-08 01:00:53 AM Link
Time: Now - Date: Today - Weather: What can be seen outside. - Mood: How it feels. Answer to the universe: 42
That's really nice messiaen!

I may eventually integrate path editing in TT64, but who knows when... So it's nice that you provided a solution so quickly!

I'll wait until we find more paths, so I can implement a "universal" interface to hack those.

From what you know, are these path pointers referred by ASM directly? Or is there a standard command that TT64 could scan to refer to the path data?

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messiaen
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Posted on 08-23-08 04:57:40 PM (last edited by messiaen at 08-24-08 03:10 PM) Link
Check my last post at the checksum area thread for the coordinates pointers. For the ASM pointers, you can just read the last two bytes of these LUI and ADDIU instructions to get the pointers. The problem, again, is to know which level bank these pointers refers to in a flexible way, so that you can get Koopa into new levels.

Edit: I finished a simple Windows front-end, so you don't have to manually type the file names. Besides, it prevents you from choosing the wrong files and messing with your ROM. Now you can also modify the spawned star location, and Koopa's speed (Normal / Double / Triple).
GhostMaster3000
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Posted on 08-24-08 06:53:16 PM Link
When we have the model importer, we can import a mario kart level and have you race koopa in it

____________________
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messiaen
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Posted on 08-25-08 11:20:19 AM Link
Maybe, but for now my focus is to make it edit trajectories on original levels and find more data.

If anyone wants to help, check out if I'm not missing any object which uses fixed trajectories:

- Koopa The Quick (Bob-omb and Tiny-Huge Island)
- Racing Penguin (Cool-Cool Mountain)
- Snowman's Bottom (Cool-Cool Mountain)
- MIPS the Rabbit (Inside Castle)
- Dorrie

Deleted User
Collection of nobodies
Posted on 08-25-08 12:29:02 PM Link
Originally posted by messiaen
Maybe, but for now my focus is to make it edit trajectories on original levels and find more data.

If anyone wants to help, check out if I'm not missing any object which uses fixed trajectories:

- Koopa The Quick (Bob-omb and Tiny-Huge Island)
- Racing Penguin (Cool-Cool Mountain)
- Snowman's Bottom (Cool-Cool Mountain)
- MIPS the Rabbit (Inside Castle)
- Dorrie



Well, there is the moving carpets in Rainbow Ride, Yoshi, and the tox boxes.
messiaen
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Posted on 08-25-08 01:44:30 PM Link
Tox-Boxes actually use a simpler type of data, which just determine in which direction it will rotate 90 degrees. This data is in the checksum area, so they can be used in every level. As for Yoshi, I'm not sure if he uses path coordinates, because his movement is very simple.

I forgot about Rainbow Ride! This reminds me also of the platform in the second area of Lethal Lava Land, it probably uses the same system of coordinates.
Stevoisiak
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Posted on 08-25-08 06:49:31 PM Link
Well there are plenty of moving platforms that may use paths. (From bowser 3, Magic Carpets, In the volcano, ect) Theres also the eel in jolly roger bay. Yoshi probably doesn't use a path, as I've seen him fall off the roof before. http://www.youtube.com/watch?v=0SF3zxZuVK4
messiaen
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Posted on 08-25-08 11:02:36 PM (last edited by messiaen at 09-19-08 03:29 PM) Link
I'm almost ready with v0.2! Here is a screenshot of the Windows FrontEnd:



It's much safer to use it than the console version, because it will check if you are using the correct files. Besides changing the coordinates and spawned star position, it can also set Koopa to Double or Triple speed, using a very cheap behavior trick . By default, it moves the behavior bank to 0x11B0000 and expand it a bit.

Now I need to learn more about command-line arguments parsing, maybe eventually I can expand this to a general checksum area editor, there's a lot of interesting Gameshark stuff that can be patched to the ROM and needs to be tested.

---

Download link for v0.2 with a Windows front-end on the first post!
vingamer234
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Posted on 09-16-08 12:51:54 AM Link
I saw your YouTube video about this, it's pretty neat.

However I can't get it to work. Does it work with version 0.599b that VL-Tone just released? I'm guessing not...
messiaen
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Posted on 09-16-08 01:10:58 AM (last edited by messiaen at 09-19-08 03:30 PM) Link
It should probably work, as long as your target ROM still has the original Bob-omb Battlefield level. What kind of problem did you have with it?

Edit: I tested the 'Koopa Path' ROM (the one you have to edit) and it works with 0.5.99b, besides my readme saying that 'newer versions' aren't supported .

____________________
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rezapeza

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Posted on 02-16-11 05:14:04 PM Link
does this work on tiny-huge island? i'm tryingon a obstacle course in thesse races.
Jakeup10
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Posted on 08-04-11 04:49:20 AM (last edited by Jakeup10 at 08-04-11 01:50 AM) Link
Wow,now I can use it...Ima make him go crazy :P!
...Say,I wonder if this can edit attack movements(Bowser and his teleporting?)
Lyskar
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Posted on 08-04-11 05:18:18 AM Link
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Metal_Man88's Post
No, probably not. The utility only works for what it modifies. Only if you know how to manually modify things will you get anywhere.

And stop bumping ancient threads, Jakeup. For your reference, Messaien is too busy to update his applications and we do not need a post every time you use a certain utility or tool. Continuing to spam old threads like that will just get you banned.

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messiaen
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Posted on 08-30-11 03:31:57 PM Link
This program isn't even functional anymore, I recommend this thread to be locked or even trashed to avoid confusion.
Lyskar
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Posted on 08-30-11 06:15:07 PM Link
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Metal_Man88's Post
Thread trashed since the link is broken and is now more or less defunct.

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Jul - NO! GO TO STAR! - Koopa-The-Quick Trajectory Modifier v0.2 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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