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04-23-22 11:23:18 PM
Jul - SM64 Hacking (Archive) - Experimental Platform Battlefield v0.4 RELEASED (Mac patch included) New poll - New thread - Thread closed
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Stevoisiak
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Posted on 04-26-08 03:49:45 PM Link
Originally posted by messiaen
I already explained that, please let's not get in circles (in this and other topics).

No you didn't. You said that I should back up my Polygon file. I also said,

IDEA! You can have separate objects for different acts, right? Well, why not make slide battlefield Act 2? Each act can be a new path!
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Posted on 04-27-08 08:28:07 PM Link

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Metal_Man88
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Stop pushing your idea on him, Stevoisiak, or I'm going to start deleting your idea from your posts.

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Posted on 04-27-08 09:04:19 PM Link
This is sheer awesomeness. It won't be long until we can make a Master Quest of SM64.

I can't try out the patches just now, but I'll try 'em out sometime soon.
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Posted on 04-28-08 02:23:13 PM (last edited by messiaen at 05-05-08 08:15 AM) Link
I have no clue what "Master Quest" is, but keep in mind that these are very limited custom 3D models, with incorrect texture mapping and bad lightning effects.That is why I'm changing focus to actually "ripping" objects from other levels.

In the long run, I think this will be of great benefit to everybody, because we could make a custom bank which features objects usually only loaded in 0x07 specific Level banks. This way, you could load these objects in Flatworld without loading also the level polygons, which would take a lot of space.

If you want to explore importing other objects at Flatworld, read carefully the Flatworld thread and the Docs to understand how 0x24/0x22 objects work. You can use the experimental platform battlefield level as your starting point, since the level banks 0x0E and 0x0F are already extended with a lot of free space in them.

Bank 0x0E for Platform 002 starts at 0x1200000.
Bank 0x0F starts at 0x1210000.
Bank 0x13 (Behaviors) starts at 0x11B0000.

Bank 0x13 is slightly extended but I have been careful with this because this is loaded all the time. Probably I can make the data smaller by using 0x04 Behavior jumps, since my "solid" behavior is the same except the 0x2A collision pointer for all custom objects.

---

Edit: ahh... the limitations of N64 hardware . If I set drawing/disappear distance to maximum for all 0x24 objects, the level gets very slow.

However... I don't know what I was doing wrong, but now my goombas can walk the custom platforms , so fortunately it will spare me some painful hex editing in level terrain/collision. I think it was related to my collision plane being set below -8192 "Y".

---

Also, I just found this sort of Wario hack at SMW Central built from Experimental Flatworld 002. I'm glad I've changed the colors (check my video for Mushroom Battlefield) for the grass texture, they look too dark in Flatworld.
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Posted on 05-09-08 01:34:10 AM Link
Is it possible to view the grass platforms in TT64 instead of just red corners. If I could see the grass platforms it would make it a lot easier to make levels.
Linkin800
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Posted on 05-09-08 03:13:54 AM Link
Originally posted by messiaen
Also, I just found this sort of Wario hack at SMW Central built from Experimental Flatworld 002.


That's my hack that I posted up there about 2 weeks ago. Currently im making a new one using a custom texture that works great with your custom blocks.

Originally posted by Blaster
Is it possible to view the grass platforms in TT64 instead of just red corners. If I could see the grass platforms it would make it a lot easier to make levels.


What version of TT64 are you using? Because I think the blocks only work with the newest version of it, I don't know I might be wrong though.
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Posted on 05-09-08 03:27:54 AM (last edited by Blaster at 05-09-08 12:28 AM) Link
Originally posted by Blaster
Is it possible to view the grass platforms in TT64 instead of just red corners. If I could see the grass platforms it would make it a lot easier to make levels.


What version of TT64 are you using? Because I think the blocks only work with the newest version of it, I don't know I might be wrong though.

i am using the latest version of TT64, 0.5.98.
messiaen
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Posted on 05-09-08 11:29:27 AM (last edited by messiaen at 05-09-08 08:33 AM) Link
Some things to check:

1 - Did you patch this to a Super Mario 64! (U) extended ROM, without Flatworld enabled?

2 - Did you delete the M64GeometryDataFlat.m64 file and opened the patched ROM again ? This will force TT64 to decode all the polygons from the game, and if you don't do that you won't be able to see the blocks.

3 - Some people on MACs couldn't use these patches even with the same original ROM as me. Quoting VL-Tone:

"I just realized that the Windows version of the ROM extender produces a different output than the Mac version. The Mac version fills the empty spaces after the first 8MB with "FF"s (as planned). The Windows version, for some obscure reason, is padding with "01"s instead..."

This could be reason for this. Actually, also for some obscure reason I used a bit of "FF" bytes to fill some empty spaces in Bank 0x0E, I may try changing these to "01" and see what happens for Mac users.

If there is still interest on this, I may release a third version with a fix for the "goomba" problem, some extra blocks for re-texturing and maybe fixed texture coordinates.

Linkin800: I'm curious to see how did you overcome the texture problem. Could you post some screenshot?
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Posted on 05-09-08 11:40:26 AM Link
Originally posted by messiaen
Some things to check:

1 - Did you patch this to a Super Mario 64! (U) extended ROM, without Flatworld enabled?

2 - Did you delete the M64GeometryDataFlat.m64 file and opened the patched ROM again ? This will force TT64 to decode all the polygons from the game, and if you don't do that you won't be able to see the blocks.

3 - Some people on MACs couldn't use these patches even with the same original ROM as me. Quoting VL-Tone:

"I just realized that the Windows version of the ROM extender produces a different output than the Mac version. The Mac version fills the empty spaces after the first 8MB with "FF"s (as planned). The Windows version, for some obscure reason, is padding with "01"s instead..."

This could be reason for this. Actually, also for some obscure reason I used a bit of "FF" bytes to fill some empty spaces in Bank 0x0E, I may try changing these to "01" and see what happens for Mac users.

If there is still interest on this, I may release a third version with a fix for the "goomba" problem, some extra blocks for re-texturing and maybe fixed texture coordinates.

Linkin800: I'm curious to see how did you overcome the texture problem. Could you post some screenshot?


I apologize, I didn't delete the M64GeometryDataFlat.m64 file. I deleted it and now the platforms are showing. Thanks.
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Posted on 05-11-08 03:55:52 AM Link
Time: Now - Date: Today - Weather: What can be seen outside. - Mood: How it feels. Answer to the universe: 42
messiaen, I'm really happy to see all the things you've done and discovered. At last someone read and understood all of my M64 hacking docs

When I have the time, I'll try to add features that may help you creating custom levels like this. But you should understand that it's not necessarily easy to create tools that automatize all the steps needed to create levels like Mushroom Battlefield.

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Posted on 05-11-08 03:01:59 PM Link
Originally posted by messiaen


---

However... I don't know what I was doing wrong, but now my goombas can walk the custom platforms , so fortunately it will spare me some painful hex editing in level terrain/collision. I think it was related to my collision plane being set below -8192 "Y".

---



Can I have that version? I want to add goombas in.
Lyskar
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Posted on 05-11-08 06:21:30 PM Link

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Metal_Man88
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Originally posted by Blaster
Originally posted by messiaen


---

However... I don't know what I was doing wrong, but now my goombas can walk the custom platforms , so fortunately it will spare me some painful hex editing in level terrain/collision. I think it was related to my collision plane being set below -8192 "Y".

---



Can I have that version? I want to add goombas in.


Isn't it a bit rude to just ask for a copy of something the owner's worked on for so long so you can just tweak around with it?

I think it might be better if you use the information available and make your own stage with platforms to do that.

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messiaen
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Posted on 05-11-08 06:37:26 PM (last edited by messiaen at 05-11-08 06:57 PM) Link
Actually, this is a different project than the "Mushroom Battlefield" level, which I won't release before ready.

Like I said before, if someone wants to use this "Platform" Battlefield as a "template" to their own level, feel free to do it as long as you give me some credits.

I just have to do a bit more testing on this before I release the "Goomba" fix. I'm not sure if some other objects (such as King Bob-omb) will work, but it would be nice if someone could test it.

Also, I'll include the "Warp Pipe" model and the "Solid Pipe" Behavior.

Edit: I did some tests, and the problem was not related to the level collision, but to the platform behavior. It seems that I need to set a RAM variable for other objects to recognize the solidity of the platform.
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Posted on 05-12-08 03:05:17 AM Link
Originally posted by messiaen
Linkin800: I'm curious to see how did you overcome the texture problem. Could you post some screenshot?


Well it doesn't fix really the problem, it just fits well with my level.



The level name is The Castle of Illusion, not everything you see you can believe. Uses some swapped behavs so you can walk through walls and stuff.

Oh and it took me awhile to post because I've been busy all weekend.
messiaen
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Posted on 06-26-08 08:04:08 PM (last edited by messiaen at 06-29-08 10:50 PM) Link
RELEASE FOR V0.3 ON THE FIRST POST!

Later I will add some screenshots and probably a video. Unfortunately, there's no sample level with it (will take a bit longer). If you make a level with it, post screenshots/patch/video in this thread .
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Posted on 06-27-08 01:46:45 AM Link
Originally posted by messiaen
OK, here we go . Later I will add some screenshots and probably a video. Unfortunately, there's no sample level with it (will take a bit longer). If you make a level with it, post screenshots/patch/video in this thread .

-------------------------------------------
EXPERIMENTAL PLATFORM BATTLEFIELD V0.3
-------------------------------------------

This patch is an "improved" version of Flatworld and hopefully you'll be able to create simple custom levels with it. Besides all the usual features from Flatworld, there are a lot of custom models which can be used as platforms and/or terrain modifiers plus a few other goodies. Each custom model has a respective collision behavior, so you can move and replicate it as a 0x24 object.

There are two templates to start from: the Bob-omb Battlefield level is replaced with the Flatworld terrain and Whomp's Fortress is replaced with an empty terrain with a "death at the bottom" feature. When you first enter the level, you'll see all the custom blocks available. These don't constitute a level, but are there so that Toad's Tool 64 can detect the new behaviors and create appropriate Object Combos. Be sure to explore all the objects available in the level, I have included a few things such as the Green Pipe, the Spiky Tree and Castle door.

IMPORTANT: You *MUST* delete the M64GeometryDataFlat.M64 file from your TT64 folder before opening the patched ROM for the first time in order to force the polygon decoding process, otherwise you won't see the custom objects/terrain. This file is used only on Flatworld-enabled ROMs, so don't worry if you have another projects on a regular extended ROM.

** IF YOU USE THIS IN YOUR HACK/MOD/VIDEO, PLEASE GIVE THE APPROPRIATE CREDITS **

Known Bugs and recommendations:
---------------------------------

- TT64 may display wrong colors for some of the custom models (won't happen ingame).
- Drawing distance/disappear settings may cause slowdowns. If you want a specific act with many enemies, try to disable some of the objects for that act. Remember, you can make the level absolutely modular!
- The patch may not work on a ROM extended by the Mac version of ROM Extender.
- Texture coordinates are far from perfect but much better than the last version .
- Model 48 (the Tilting Bridge from Bob-omb) is misnamed as "Grills Door Half"

Download Link. Patch to an extended Super Mario! (U).z64 ROM, without Flatworld enabled.


This is cool, but why does the wire box (object 477) model not show in Toad's Tool 64? I have deleted the M64GeometryDataFlat.m64 file.
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Posted on 06-27-08 05:13:37 AM Link
cool ill see what i can make using this
oh and hi!
this is my first post! ill mainly just reply to stuff and give feedback
i read these fourms everyday and check out your awsome hacks!
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Posted on 06-27-08 12:43:14 PM Link
Blaster: Do you mean Model #50 or #49? Object combos can have different numbers, so it is better to use the Model ID, ok?

Try to change the renderer, enable/disable culling and fly around that object. TT64 sometimes won't display correct culling for transparent objects.

Anyway, I just forget to include a "Features List", it is now on the previous post. Later I'll edit also the first post.

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Posted on 06-27-08 01:07:16 PM Link
Originally posted by messiaen
Blaster: Do you mean Model #50 or #49? Object combos can have different numbers, so it is better to use the Model ID, ok?

Try to change the renderer, enable/disable culling and fly around that object. TT64 sometimes won't display correct culling for transparent objects.

Anyway, I just forget to include a "Features List", it is now on the previous post. Later I'll edit also the first post.



The model id is 73. I tried those things you said, and it still doesn't work, except I can't change the renderer from software because I am using Vista.
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Posted on 06-27-08 02:06:36 PM (last edited by messiaen at 06-27-08 11:27 AM) Link
Model 73 = Model h49. I forgot to say that the models.txt and the behaviors.txt files use Hex numbering, otherwise it is too impratical for editing.

I use Windows XP and the OpenGL renderer, so it could be something related to Vista. When I get culling errors in transparent objects, switching back and forth between enabled/disabled culling does the trick for me.

If nothing works for you, you can use other model (try model h33 = dec 51) as a reference to place that object. When you find the right position, change it back to model h49 (73) and then decrease its Y value by 500 (although the blocks look the same, there is a little difference in the way they are drawn, that's why you need to change the y). Be sure to keep the appropriate behavior.

If you have any suggestion to further improve this, go ahead and post it. For the next version (which probably won't take too long), I may implement more preset scalings behaviors for some of the enemies.

Drawing/disappear distances probably have to be tweaked, because the current settings may lead to slowdowns. One solution could be to use two behaviors for each block, one with "normal" settings (ie, the object will be drawn when you are near it) and the other for "maximum" settings (visible all the time). Maximum settings are needed when you place a enemy on one of the custom models, because the collision is only loaded when the object is drawn. Otherwise, the enemy just falls to the bottom of the terrain when the level starts.
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Jul - SM64 Hacking (Archive) - Experimental Platform Battlefield v0.4 RELEASED (Mac patch included) New poll - New thread - Thread closed


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