The link didn't work for me, but I have seen this program before.
It isn't graphically oriented and was made before Toad's Tool 64 was released. It doesn't require the extended ROM because the "level scripts" - which contains the object lists and some general level parameters - aren't compressed in the original ROM.
Despite level scripts, almost everything else is compressed in the ROM, such as textures, polygon data, etc, so without decompressing it and extending the ROM (the solution found by VL-Tone) editing becomes way too limited.
However, this program could be useful if anyone wants to experiment with the Nemu emulator, which doesn't run the extended ROM. I even made myself a non-extended ROM with the Flatworld level so that I could use Nemu's debugging features, it's essencial for ASM hacking.
Since we are a bit off-topic (this is a sort of "Gameshark" thread), let me throw my 2 cents on the topic of this thread. As far as moving objects around, changing behaviors and model IDs, everything that can be done on TT64 could be also done with Gameshark codes, but the codes would be massive .
After the game reads the "level script" and the object lists, each object "struct" (think it as a list of characteristics) is created in the RAM. Whenever you see "RAM Object", think of this big (0x256 bytes) list. You can the read the "Editing RAM Objects" thread to see what are some of those parameters, and with either behavior or ASM hacking they can all be modified to some extent.
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Mario 64 notes @ http://sites.google.com/site/messiaen64/ |