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04-23-22 09:12:05 PM
Jul - NO! GO TO STAR! - Level editing, WITH GAMESHARK?!? New poll - New thread - Thread closed
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Stevoisiak
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Posted on 12-16-07 08:20:44 PM (last edited by Stevoisiak at 12-16-07 05:21 PM) Link
I PMed this to Vl-Tone on YouTube (I know it's Staraxxon there) a while ago and got no reply, so I'm posting it here. Apparantly, someone was fooling around with his gameshark, and made a code that moved a door around in an unedited, unextended rom. I have tried the code myself. The youtube video is

http://www.youtube.com/watch?v=KbcpGIjb8yw


and the code is

803444CD 0000
803444D0 0000


It really does work. Use a clean, unextended, and unedited ROM.
Ratchetfan19
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Posted on 12-16-07 10:33:22 PM Link
Wow, I've never seen anyone try that before! Of course, it doesn't take much hex to edit a command's position in RAM. VL-Tone should think about making a Gameshark code generator based on changed in-game objects. The only problem with that would be if we added or removed any objects in Toad's Tool. We would still be limited to existing objects and wouldn't be able to replicate famous hacks entirely on a real N64.
Stevoisiak
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Posted on 12-16-07 10:56:06 PM Link
Originally posted by Ratchetfan19
Wow, I've never seen anyone try that before! Of course, it doesn't take much hex to edit a command's position in RAM. VL-Tone should think about making a Gameshark code generator based on changed in-game objects.

Actually, I think the guy was just using random combos and found this code. Also, why do you think I PMed Vl-Tone a while back about this.
Vinnyboiler
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Posted on 12-27-07 06:08:45 PM (last edited by vinnyboiler at 12-28-07 06:48 PM) Link
Post's grammar fixed courtesy of Metal_Man88
I am an expert when it comes to hacking super mario 64 with the gameshark.
Start your game and then select this code:
81341C68 C216
81341C6C 444A
81341C70 C52B
80341BDD 0019
81341BDE 4690
81341C04 8013
81341C06 9360
80341D47 00FF
80341D0F 0014

Once that is done you can talk to peach outside the castle.

Turn off the code to go back inside the castle.

By the way, I'm new to posting on forums.
Stevoisiak
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Posted on 01-02-08 07:55:29 PM Link
Originally posted by vinnyboiler
Post's grammar fixed courtesy of Metal_Man88
I am an expert when it comes to hacking super mario 64 with the gameshark.
Start your game and then select this code:
81341C68 C216
81341C6C 444A
81341C70 C52B
80341BDD 0019
81341BDE 4690
81341C04 8013
81341C06 9360
80341D47 00FF
80341D0F 0014

Once that is done you can talk to peach outside the castle.

Turn off the code to go back inside the castle.

By the way, I'm new to posting on forums.


Hey, I know that code. By any chance, did you make that "Super Explosive" Mario 64 video?
Vinnyboiler
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Posted on 01-04-08 05:43:43 PM (last edited by vinnyboiler at 01-05-08 02:56 PM) Link
I helped with a few codes (i can not make proper movies) check out beyoundcheating.de to see the videos
(edit, I deciding to make the first real n64 mario hack using gameshark)
yoshiman
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Posted on 01-08-08 01:30:33 AM Link
Just to let you know, they are my codes that I created. I'm an expert at RAM hacking; there is a lot that can be done by just using Gameshark codes. I know you can't copyright codes but it would be nice to get some credit and if you created the same codes by chance then that's some chance.

James S.

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Vinnyboiler
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Posted on 01-08-08 05:58:16 PM Link
Originally posted by yoshiman
Just to let you know, they are my codes that I created. I'm an expert at RAM hacking; there is a lot that can be done by just using Gameshark codes. I know you can't copyright codes but it would be nice to get some credit and if you created the same codes by chance then that's some chance.

James S.

Sorry about that i used your peach code since i added my codes together and your peach code is the best example since i use it as an template for my own codes.
(ps. the code i posted it in was the first time i used foums)
yoshiman
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Posted on 01-08-08 08:37:10 PM Link
I'm just glad you found use for it and that you got it working. I test all my codes yet some people say they don't work only for them to discover it's because of a dodgy ROM or whatever. Emulators are a pain as the codes sometimes work differently compared to a real N64.

James S.

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Stevoisiak
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Posted on 01-11-08 09:06:50 PM Link
Originally posted by yoshiman
I'm just glad you found use for it and that you got it working. I test all my codes yet some people say they don't work only for them to discover it's because of a dodgy ROM or whatever. Emulators are a pain as the codes sometimes work differently compared to a real N64.

James S.


So, which code is your's, the peach code or the code that moves the door?
yoshiman
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Posted on 01-11-08 10:15:40 PM Link
The Peach code is 'mine' as can be seen in action with my videos I've uploaded to YouTube. One of the first videos I did featured Mario talking to Peach outside the castle and since then I've done many variations such as Peach killing Mario.

Moving a door shouldn't be hard once you know its position in memory.

James S.

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Vinnyboiler
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Posted on 01-13-08 05:35:35 PM Link
A perfect example of level editing is (allso Yoshimans code),
81311058: 45A2
8131105A: 8FD8
8131105C: 45C8
81311060: C5B1
81311062: 97E8
81311064: 8000
803110FF: 0003

Go to the slide level and you will see a shell, witch replaced the star at the end.

By the way if your intrested in gameshark hacking check out yoshimans webpage http://james.boshikoopa.googlepages.com/

I used my real N64 (It's PAL and i'm british) to test the codes.
yoshiman
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Posted on 01-13-08 08:58:18 PM Link
Thank you, vinnyboiler! So, you're British too?! You can't beat using a real N64 as people are too quick to say a code doesn't work when it turns out the fault is their emulator or ROM.

James S.

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messiaen
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Posted on 10-22-08 10:59:11 AM Link
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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Lyskar
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Posted on 10-22-08 06:19:30 PM Link

Time/Date

10-22-08 12:19:30pm

Posts

1791

Days Here

477

Level

59
Metal_Man88
Local Moderator
This is useful data... could you guys move it to another topic? The subject of this one and its original poster aren't so useful, so I'd like to remove it once this data is safely moved elsewhere.

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Doogie1012
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Posted on 10-23-08 06:08:08 AM Link
Wow. I didn't realize people even looked at my Mario Object Editor anymore .

Maybe VL-Tone should consider a reverse of the Rom Extender where it compresses the rom again (if thats possible). In fact, the project your working on messiaen has got me interested in Mario 64 rom hacking again. If there is anything I can do for you to make things easier, let me know.
messiaen
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Posted on 10-23-08 11:12:26 AM Link
There's no reason to compress the MIO0 files again unless you want to protect it from being editable in Toad's Tool 64, but even then it wouldn't take much effort to decompress them again.

Also, there isn't almost any space left in the original ROM. If you get a bigger file after recompressing your changes you still would have to move major blocks in the ROM, and doing so safely equires the ROM to be extended.

Metal_Man88: Most of the content of this topic fits on the "RAM objects" thread, as "editing the level" is just one example of what can be done by directly modyfing the objects struct.

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Doogie1012
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Posted on 10-24-08 01:42:56 PM Link
Well I assume that the reason to compress MIO0 files again was so that Nemu could run the rom and allowing you to be able to debug easier. But as you said, problems would arise if the rom got bigger.

anyway, since a mod wants to close this topic, I'll leave it be and post a new topic if I have more queries or w/e.
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Jul - NO! GO TO STAR! - Level editing, WITH GAMESHARK?!? New poll - New thread - Thread closed


Rusted Logic

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

34 database queries, 11 query cache hits.
Query execution time:  0.097477 seconds
Script execution time:  0.026484 seconds
Total render time:  0.123961 seconds


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line 634 column 2057 - Warning: <img> lacks "alt" attribute
line 634 column 2520 - Warning: <img> lacks "alt" attribute
line 634 column 2709 - Warning: <img> lacks "alt" attribute
line 642 column 22 - Warning: <img> lacks "alt" attribute
line 642 column 63 - Warning: <img> lacks "alt" attribute
line 642 column 112 - Warning: <img> lacks "alt" attribute
line 642 column 162 - Warning: <img> lacks "alt" attribute
line 653 column 15 - Warning: <img> lacks "alt" attribute
line 660 column 148 - Warning: <img> proprietary attribute value "absmiddle"
line 660 column 148 - Warning: <img> lacks "alt" attribute
line 670 column 22 - Warning: <img> lacks "alt" attribute
line 670 column 63 - Warning: <img> lacks "alt" attribute
line 670 column 111 - Warning: <img> lacks "alt" attribute
line 670 column 161 - Warning: <img> lacks "alt" attribute
line 681 column 15 - Warning: <img> lacks "alt" attribute
line 700 column 22 - Warning: <img> lacks "alt" attribute
line 700 column 63 - Warning: <img> lacks "alt" attribute
line 700 column 112 - Warning: <img> lacks "alt" attribute
line 700 column 162 - Warning: <img> lacks "alt" attribute
line 711 column 15 - Warning: <img> lacks "alt" attribute
line 729 column 44 - Warning: <img> proprietary attribute value "absmiddle"
line 729 column 142 - Warning: <img> proprietary attribute value "absmiddle"
line 729 column 216 - Warning: <img> proprietary attribute value "absmiddle"
line 738 column 25 - Warning: <img> lacks "alt" attribute
line 743 column 267 - Warning: <img> lacks "alt" attribute
line 149 column 50 - Warning: trimming empty <font>
line 723 column 17 - Warning: trimming empty <tr>
line 726 column 50 - Warning: trimming empty <font>
line 125 column 68 - Warning: <nobr> is not approved by W3C
line 141 column 68 - Warning: <nobr> is not approved by W3C
line 177 column 27 - Warning: <nobr> is not approved by W3C
line 214 column 27 - Warning: <nobr> is not approved by W3C
line 240 column 27 - Warning: <nobr> is not approved by W3C
line 267 column 27 - Warning: <nobr> is not approved by W3C
line 310 column 27 - Warning: <nobr> is not approved by W3C
line 356 column 27 - Warning: <nobr> is not approved by W3C
line 383 column 27 - Warning: <nobr> is not approved by W3C
line 411 column 27 - Warning: <nobr> is not approved by W3C
line 441 column 27 - Warning: <nobr> is not approved by W3C
line 469 column 27 - Warning: <nobr> is not approved by W3C
line 499 column 27 - Warning: <nobr> is not approved by W3C
line 529 column 27 - Warning: <nobr> is not approved by W3C
line 568 column 27 - Warning: <nobr> is not approved by W3C
line 596 column 27 - Warning: <nobr> is not approved by W3C
line 632 column 27 - Warning: <nobr> is not approved by W3C
line 634 column 1594 - Warning: <td> proprietary attribute "background"
line 634 column 1894 - Warning: <td> proprietary attribute "background"
line 634 column 2147 - Warning: <table> proprietary attribute "height"
line 634 column 2601 - Warning: <td> proprietary attribute "background"
line 658 column 27 - Warning: <nobr> is not approved by W3C
line 686 column 27 - Warning: <nobr> is not approved by W3C
line 716 column 27 - Warning: <nobr> is not approved by W3C
Info: Document content looks like HTML5
Info: No system identifier in emitted doctype
Tidy found 264 warnings and 4 errors!

The alt attribute should be used to give a short description
of an image; longer descriptions should be given with the
longdesc attribute which takes a URL linked to the description.
These measures are needed for people using non-graphical browsers.

For further advice on how to make your pages accessible
see http://www.w3.org/WAI/GL.
You are recommended to use CSS to specify the font and
properties such as its size and color. This will reduce
the size of HTML files and make them easier to maintain
compared with using <FONT> elements.

You are recommended to use CSS to control line wrapping.
Use "white-space: nowrap" to inhibit wrapping in place
of inserting <NOBR>...</NOBR> into the markup.

About HTML Tidy: https://github.com/htacg/tidy-html5
Bug reports and comments: https://github.com/htacg/tidy-html5/issues
Official mailing list: https://lists.w3.org/Archives/Public/public-htacg/
Latest HTML specification: http://dev.w3.org/html5/spec-author-view/
Validate your HTML documents: http://validator.w3.org/nu/
Lobby your company to join the W3C: http://www.w3.org/Consortium

Do you speak a language other than English, or a different variant of
English? Consider helping us to localize HTML Tidy. For details please see
https://github.com/htacg/tidy-html5/blob/master/README/LOCALIZE.md