| VL-Tone Member Super Mario 64 forum moderator Level: 53 Posts: 186/621 EXP: 1135505 For next: 21614 Since: 07-27-07 From: Montreal, Canada Since last post: 4.7 years Last activity: 1.2 years |
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| Jul - SM64 Hacking (Archive) - FlatWorld Battlefield, Take Two (New flat empty level template! TT64 v0.5.98b!) | - - ![]() |
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| VL-Tone Member Super Mario 64 forum moderator Level: 53 Posts: 186/621 EXP: 1135505 For next: 21614 Since: 07-27-07 From: Montreal, Canada Since last post: 4.7 years Last activity: 1.2 years |
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KINGDUDE139![]() I Don't post as much as I should.... Level: 13 ![]() Posts: 25/26 EXP: 9719 For next: 548 Since: 08-05-07 From: Youtube Since last post: 14.2 years Last activity: 13.9 years |
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![]() Wow! This is amazing! Empty and flat, with lots of potential! This is a first step into creating levels from scratch and adding new geometry! Excellent work!____________________ ![]() ![]() ![]() |
| Plareon User Level: 13 ![]() Posts: 21/24 EXP: 8576 For next: 1691 Since: 09-28-07 From: North America Since last post: 13.8 years Last activity: 13.8 years |
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| This is just so great! I can't wait for the one with the Texture editing with the triangles. (But no rush. Like you said, you're busy. Business before pleasure, if you call TT64 pleasure.) :-) ____________________ Plareon |
| Stevoisiak Member Level: 38 Posts: 38/283 EXP: 345476 For next: 24971 Since: 11-22-07 From: New York, Long Island Since last post: 12.3 years Last activity: 5.6 years |
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| Hmmmm. Does this mean that you can make it so objects colision data move with the image of the object when we move it? (Like the tilting platforms in Bowsers level) |
| vingamer234 User Level: 9 Posts: 1/10 EXP: 2276 For next: 886 Since: 02-13-08 Since last post: 13.5 years Last activity: 13.0 years |
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| Well, VL I've been watching TT64 and I really like it! It's an awesome program. Too bad the program doesn't work on Vista (hardware acceleration). I hope this gets fixed when the next version of MX Studio comes out (or whatever you used to create it; I'm not entirely sure). |
| MarioBros395 Random nobody Level: 4 Posts: 2/2 EXP: 203 For next: 76 Since: 01-26-08 Since last post: 14.2 years Last activity: 14.1 years |
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| VL-Tone how did u make that spiraling path that u shown on youtube: www.youtube.com/watch?v=SU6cIPdGllU |
| Me-me 340 ![]() ![]() ![]() ![]() ![]() ![]() Level: 41 ![]() Posts: 20/341 EXP: 461680 For next: 18465 Since: 08-05-07 Since last post: 9.7 years Last activity: 8.1 years |
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| I think it's made of the ''Pushable block'' object. It's texture is edited. |
| Erika Catgirl 미안합니다 Level: 68 Posts: 163/1088 EXP: 2635234 For next: 93566 Since: 07-19-07 Since last post: 9.4 years Last activity: 9.3 years |
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Originally posted by VL-Tone on YouTube
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| Ratchetfan19 Member Level: 18 ![]() Posts: 28/50 EXP: 25661 For next: 4236 Since: 11-20-07 Since last post: 9.0 years Last activity: 8.6 years |
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| VL-Tone, did you change any music sequences in the game, or was the music in your video music you mixed in with the capture? |
| DJ Bouche Random nobody Level: 6 Posts: 2/5 EXP: 803 For next: 104 Since: 03-01-08 From: Sydney, Australia Since last post: 10.5 years Last activity: 10.2 years |
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Originally posted by Ratchetfan19 It's mixed in (no sfx, no event music), it is just a sped up version of Koopa Road. |
| Thesimsdude Random nobody Level: 4 Posts: 2/2 EXP: 204 For next: 75 Since: 12-29-07 From: D/FW, Texas Since last post: 14.1 years Last activity: 14.1 years |
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| That is an awesome achievement!!! Yes, I have returned.(Like anyone cares) I have been working on a huge mod project. Progress is slow.....(About 15% done) Anyway, Congrats!!!! ![]() |
| Vinnyboiler Catgirl Level: 66 ![]() Posts: 24/1044 EXP: 2439780 For next: 22071 Since: 12-27-07 From: London, England Since last post: 7 days Last activity: 3 days |
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| Thanks to this i'm back into hacking again. i'm creating a town level like Delfino Plaza in super mario sunshine (i have allready edited all the textures) |
| messiaen Catgirl Level: 68 Posts: 4/1085 EXP: 2594042 For next: 134758 Since: 11-20-07 Since last post: 8.1 years Last activity: 7.2 years |
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| Hello, have you guys tried messing up with FlatWorld`s vertices/collision data? For instance, try changing the first 6 bytes of the level vertices at 0x1203000 (See the commented HexData in VL-Tone's first post). What I would like to do first is to set a smaller FlatWorld, because that would be easy using only the four level vertices currrently used. What 3D program could I use to generate these X,Y,Z coordinates ? Also, is it possible to add a few vertices in the level? Next step would be trying a two-island, or two platforms FlatWorld. --- Edit: I will find X Y Z coordenates by altering 0x24 object and manually checking X,Y,Z on Hex. However, whenever I change X,Y,Z coordenates TT64 just saves the object change, not their positions. Anyone else running on this problem? Edit2: Found a Bug on TT64 0.598b! If you change X Y Z using keys J,K,L TT64 won't trigger the Red Save button. Changing with the mouse works fine. Edit3: OK, I got my Little FlatWorld, with correct collision data. I know it is not very impressive, but maybe it will trigger some interest on geometry data. Screenshot (Corrected) ![]() |
| Rena I had one (1) message in Discord deleted and proceeded to make a huge, huge mess about how it was a violation of free speech and how moderators are supposed to be spam janitors and nobody should have the right to tell me not to talk about school shootings Level: 135 Posts: 2421/5390 EXP: 29050449 For next: 284556 Since: 07-22-07 Pronouns: he/him/whatever From: RSP Segment 6 Since last post: 333 days Last activity: 333 days |
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Jul - Post #2421 - 03-19-08 11:06:22pm
Originally posted by messiaenBut Mario's foot is in the ground. ![]() ____________________ |
| messiaen Catgirl Level: 68 Posts: 5/1085 EXP: 2594042 For next: 134758 Since: 11-20-07 Since last post: 8.1 years Last activity: 7.2 years |
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Ops, I just checked and I mystyped some bytes in the collision data , butanyway what matters is just the idea. I'll correct the screenshot later (Edit: Done!), maybe with a prettier terrain design (Edit: Not done!), and I'll try next to add two little platforms, but I'm not really sure how to add more geometry data. I'm also a bit lost on the SM64 Hacking documents, if someone could help me where to find the exact collision data ROM addresses for some of the levels. --- Edit: I'm not at home, but found this very interesting 0x17 command in HexData.txt 17 0C 00 07 01 20 30 00 01 20 31 08 <------ Loads Polygon & Collision data in Bank 0x07 --From MarioHacking1.5 doc- [17] [0C] 00 [0C] [00 13 B5 D0] [00 13 B9 10] [1]: 17= Copy uncompressed data from ROM to a RAM segment [2]: Length byte (dec 12) [4]: RAM segment to copy data to [5,6,7,8]: Start address in ROM of uncompressed data [9,10,11,12]: End address in ROM of uncompressed data --- So, probably changing this will give extra space for more vertexes and collision data. My noobish question is, what exactly is a lenght byte? Do I have to change this if I'm going to expand the End-Rom address to load to RAM (to include more geometry data) or is this just a fixed number telling my byte number must be multiple of 12? --- [Another Edit] Here is a easy way for finding geometry data: just copy the hex offset of the first warp object of a level, then search for it on the ROM. Go back a little and find the 0x17 command that points to some lenghty hex data. If you want the collision data, go the beggining of geometry and search for the 0040 command. P.S: Why does "Rom addess" at the bottom corner in TT64 shows in Decimal, not Hex? |
| Rena I had one (1) message in Discord deleted and proceeded to make a huge, huge mess about how it was a violation of free speech and how moderators are supposed to be spam janitors and nobody should have the right to tell me not to talk about school shootings Level: 135 Posts: 2440/5390 EXP: 29050449 For next: 284556 Since: 07-22-07 Pronouns: he/him/whatever From: RSP Segment 6 Since last post: 333 days Last activity: 333 days |
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Jul - Post #2440 - 03-20-08 12:57:15pm
The length byte is the number of bytes in the command IIRC.
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| VL-Tone Member Super Mario 64 forum moderator Level: 53 Posts: 188/621 EXP: 1135505 For next: 21614 Since: 07-27-07 From: Montreal, Canada Since last post: 4.7 years Last activity: 1.2 years |
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| messiaen Catgirl Level: 68 Posts: 7/1085 EXP: 2594042 For next: 134758 Since: 11-20-07 Since last post: 8.1 years Last activity: 7.2 years |
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| Hi VL-Tone, Thanks for information. That is why my experiments were mostly crashing the game, I had just changed the 0x17 pointer. So, it seems I have to work around with these commands : 15 01 00 00 07 00 00 40 <------- Points to level polygons in Bank 0x07 03 86 00 10 07 00 00 D0 <------ Points to a color in current bank (0x07) at 0x00D0 2E 08 00 00 07 00 00 D8 <------ Points to collision data in bank 0x07 17 0C 00 07 01 20 30 00 01 20 31 08 <------ Loads Polygon & Collision data in Bank 0x07 00 40 00 04 <------ Loads 4 collision data vertices So, I added two level vertices and two collision vertices. After changin the four pointers, the level runs, but I didn't get exactly the shapes I was expecting. My six vertices rendered a triangle, while I was expecting some kind of hexagon. Also, the collision data didn't worked very good. That is probably because I don't have any 3D knowledge . Anyway, it works!--- Edit: I was looking through Flatworld Hex data again, and I think it is probably someting related to the triangle data. As far as the collision, what I get about the command below (of course I could be wrong) is that it tells what to do with the vertices, otherwise just adding collision vertices won't do nothing. 00 00 00 02 <----- Loads 2 collision triangles 00 00 00 01 00 02 <----- Three 16-bit vertices numbers defining a triangle. 00 00 00 03 00 01 My question is, take for instance 00 00 00 01 00 02, the important data is just the 01 00 02 last three bytes, right? What does zero means, is it the first vertice of the collision data or just a blank value? Is this the command that sets the two big triangles you see at TT64 FlatWorld Wireframe collision data? That makes me wonder how interesting would be a "update collision data from ROM" or a "change collision triangles vertexes" feature, if that is how it does works. Also, Could someone help me understanding the command below (especfically the last 3 bytes) ? BF 00 00 00 00 00 0A 14 <------ Triangle command: last 3 bytes point to three vertices (base vertices address + vertex number * 10) BF 00 00 00 00 00 1E 0A Is this the command I would have to change to get what I want from my level vertices? |
| VL-Tone Member Super Mario 64 forum moderator Level: 53 Posts: 192/621 EXP: 1135505 For next: 21614 Since: 07-27-07 From: Montreal, Canada Since last post: 4.7 years Last activity: 1.2 years |
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| messiaen Catgirl Level: 68 Posts: 8/1085 EXP: 2594042 For next: 134758 Since: 11-20-07 Since last post: 8.1 years Last activity: 7.2 years |
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Thank you SO much, VL-Tone! This will come VERY in handy . Now things are getting clearer!This is also good reading, essentially on the same subject: --- Edit: Hi, I just made a graphical representation of the geometry data of Flatworld Battlefield. Edit2: Er, I'm sorry but that was flawed. First of all, I should have used "Top View", not bottom view". So, the order from top view is counter-clockwise. I'll post it again when corrected. |
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| Jul - SM64 Hacking (Archive) - FlatWorld Battlefield, Take Two (New flat empty level template! TT64 v0.5.98b!) | - - ![]() |
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