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04-23-22 09:48:56 PM
Jul - SM64 Hacking (Archive) - Strange color code New poll - New thread - New reply
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Ratchetfan19
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Posted on 05-16-08 09:26:03 PM (last edited by Ratchetfan19 at 05-16-08 09:39 PM) Link | Quote
I recently found this...

http://www.youtube.com/watch?v=0_j4hL2rBFw

Notice in the video that Mario's head geometry seems to be altered (from my standpoint), as polygons have been shifted. I asked papermario47 about the code, and I should get an answer soon. If I do get it, I'll let yoshiman look into it, since he's so good with RAM-related hacking.

Edit: It does work in Project 64, but it looks nothing like it does in the video. I'm not sure what caused it to look so different on the N64, considering most color codes don't work on the N64 anyway. So here's the code. It's probably nothing special; I just found it interesting that it turned out that way.

8107EC20 5000
8107EC22 0000
8107EC2A 0000
8107EC40 FFFF
8107EC38 5050
8107EC93 6623
yoshiman
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Posted on 05-17-08 11:18:42 PM Link | Quote
I tried the code on Project64 and found nothing strange about the colours so could it have been his monitor/TV? Colour codes DO work on the N64 like my Yellow Yoshi code, the problem is adding the many codes to an N64 cheat device like the Equalizer I used.

James S.

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Ratchetfan19
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Posted on 06-05-08 12:04:24 AM Link | Quote
No, it's not his TV. I tried the code myself and got the same shocking results... some pics:

tinyshit/2iqn4o7.png
tinyshit/efkj9k.png
tinyshit/2pq84rb.png

At first it actually looked like his geometry had been changed, but it's evident that the gradient angle/mganitude is different on each polygon, making Mario's polygon edges very noticeable. I don't know what causes the N64 to shade Mario this way, especially since the conventional dual shading method is used to shade Mario with his original RGB values.
yoshiman
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Posted on 06-05-08 10:49:05 PM Link | Quote
The code changes value in Mario's polygon data, near what appear to be RGB lighting of some sort. Since the pictures you provided were taken with a camera it's hard to compare.

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James S.

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Ratchetfan19
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Posted on 06-06-08 01:08:10 AM Link | Quote
Sorry about the pictures, but there's really no other way to get screenshots from a real N64.
Lyskar
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Posted on 06-06-08 03:17:11 AM Link | Quote

Time/Date

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Metal_Man88
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We need somebody with a Capture card-possessing computer. That would allow us to capture direct, raw screengrabs from the N64.

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Ratchetfan19
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Posted on 06-06-08 12:16:54 PM (last edited by Ratchetfan19 at 06-06-08 09:40 AM) Link | Quote
Originally posted by Metal_Man88
We need somebody with a Capture card-possessing computer. That would allow us to capture direct, raw screengrabs from the N64.


o.0 D'oh, silly me. I'll try to get some screens via a capture device then.

Edit: Sorry, it doesn't work for me. My cap device doesn't handle composite video correctly for some reason. It may be because the input video is 320x240 and it expects 640x480, I don't know.
yoshiman
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Posted on 06-06-08 09:27:01 PM (last edited by yoshiman at 06-08-08 07:22 PM) Link | Quote
I've got a capture device, that's how I record my videos from my N64. I've converted the code from NTSC to PAL and here are the screen captures:







Looking at the memory the code alters, it's not what I first assumed it to be.

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Ratchetfan19
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Posted on 06-10-08 03:36:34 PM Link | Quote
What's going on in RAM? And I don't visit these forums every day, so give me some time to respond.
yoshiman
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Posted on 06-10-08 10:00:00 PM Link | Quote
I am not sure exactly what the code alters in the RAM, could it be the actual colour data?

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Ratchetfan19
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Posted on 06-11-08 01:18:33 AM Link | Quote
Well, it obviously changes RGB shading values for Mario's geometry. Here are known RAM offsets for shading data, according to the Super Mario 64 Color Code Tutorial...

8107EC40
8107EC42
8107EC38
8107EC3A
8107EC20
8107EC22
8107EC28
8107EC2A
8107EC50
8107EC52
8107EC58
8107EC5A
8107EC70
8107EC72
8107EC68
8107EC6A
8107EC80
8107EC82
8107EC88
8107EC8A
8107ECA0
8107ECA2
8107EC98
8107EC9A

Sorry for the annoyingly long list. You can go to one of these locations with your RAM viewer and see how everything is arranged. Check the video description to see which values represent which shade.

The only location out of the ordinary with this code is 8107EC93. It probably either changes the gradient angle, magnitude, or direction. I don't see where this parameter is actually used in-game. Maybe it's something related to special effects that Nintendo didn't use? You might want to look into this, VL-Tone. Who knows, maybe this parameter could be used in Toad's Tool someday!
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Posted on 06-12-08 08:17:30 PM Link | Quote
I'm not 100% sure, but all these offsets seem to be just colors/lightning used by the 0x03 RSP command (check the dedicated thread). 8107EC93 seems to be the same, as there isn't any relevant change of pattern in the data.

However, many other texture/geometry settings are embodied in the polygons commands, so that specific offset could be used by some highly specific set of polygon commands, thus producing the effect you noticed. I changed a few values for this but didn't notice nothing striking.
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Posted on 06-12-08 08:26:16 PM Link | Quote
I should find a way to put random messages here.
----------------------------
The colors are just divided into the actual color of the polygon and the light it recives.

By altering the contrast between them, you can make something look shinier or like having a different texture.

I still have the original .txt with the info, but I can't access it and it's pretty messy anyways.

Also they are RGBA vaules. That 00 you see in some codes next to the blue vaule is the alpha, but it's ignored apparently.


Anyways no, it doesn't do any change to the geometry or anything.

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Posted on 06-14-08 08:50:55 PM Link | Quote
Originally posted by Reimu Hakurei
Also they are RGBA vaules. That 00 you see in some codes next to the blue vaule is the alpha, but it's ignored apparently.


There's an alpha layer? Well I guess there has to be, seeing that Mario turns transparent when entering and leaving a warp. Someone should check those values when Mario warps, if possible. If they're changed, maybe we can find the command that enables the alpha layer.
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Posted on 06-14-08 08:59:40 PM Link | Quote
I should find a way to put random messages here.
----------------------------
Originally posted by Ratchetfan19
Originally posted by Reimu Hakurei
Also they are RGBA vaules. That 00 you see in some codes next to the blue vaule is the alpha, but it's ignored apparently.


There's an alpha layer? Well I guess there has to be, seeing that Mario turns transparent when entering and leaving a warp. Someone should check those values when Mario warps, if possible. If they're changed, maybe we can find the command that enables the alpha layer.


That effect has nothing to do with these ram adresses apparently. These are loaded I think only at the start of the game.

It actually affects Mario's oppacity as a whole I think, but it's been too long since I documented this so maybe I could be wrong.

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Posted on 06-14-08 11:10:24 PM Link | Quote
So you're saying opacity is a parameter, after all? And a useful one, at that?
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Jul - SM64 Hacking (Archive) - Strange color code New poll - New thread - New reply


Rusted Logic

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

31 database queries, 10 query cache hits.
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Script execution time:  0.025207 seconds
Total render time:  0.115658 seconds


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line 643 column 112 - Warning: <img> lacks "alt" attribute
line 643 column 162 - Warning: <img> lacks "alt" attribute
line 644 column 11 - Warning: <img> lacks "alt" attribute
line 654 column 15 - Warning: <img> lacks "alt" attribute
line 670 column 44 - Warning: <img> proprietary attribute value "absmiddle"
line 670 column 142 - Warning: <img> proprietary attribute value "absmiddle"
line 670 column 245 - Warning: <img> proprietary attribute value "absmiddle"
line 679 column 25 - Warning: <img> lacks "alt" attribute
line 684 column 267 - Warning: <img> lacks "alt" attribute
line 149 column 50 - Warning: trimming empty <font>
line 248 column 232 - Warning: trimming empty <u>
line 249 column 301 - Warning: trimming empty <u>
line 250 column 372 - Warning: trimming empty <b>
line 628 column 305 - Warning: trimming empty <font>
line 631 column 930 - Warning: trimming empty <font>
line 664 column 17 - Warning: trimming empty <tr>
line 667 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 216 column 27 - Warning: <nobr> is not approved by W3C
line 244 column 27 - Warning: <nobr> is not approved by W3C
line 276 column 27 - Warning: <nobr> is not approved by W3C
line 304 column 27 - Warning: <nobr> is not approved by W3C
line 330 column 27 - Warning: <nobr> is not approved by W3C
line 332 column 1594 - Warning: <td> proprietary attribute "background"
line 332 column 1894 - Warning: <td> proprietary attribute "background"
line 332 column 2147 - Warning: <table> proprietary attribute "height"
line 332 column 2531 - Warning: <td> proprietary attribute "background"
line 356 column 27 - Warning: <nobr> is not approved by W3C
line 386 column 27 - Warning: <nobr> is not approved by W3C
line 422 column 27 - Warning: <nobr> is not approved by W3C
line 448 column 27 - Warning: <nobr> is not approved by W3C
line 476 column 27 - Warning: <nobr> is not approved by W3C
line 531 column 27 - Warning: <nobr> is not approved by W3C
line 559 column 27 - Warning: <nobr> is not approved by W3C
line 572 column 1027 - Warning: <marquee> is not approved by W3C
line 596 column 27 - Warning: <nobr> is not approved by W3C
line 625 column 27 - Warning: <nobr> is not approved by W3C
line 635 column 1368 - Warning: <marquee> is not approved by W3C
line 659 column 27 - Warning: <nobr> is not approved by W3C
Info: Document content looks like HTML5
Info: No system identifier in emitted doctype
Tidy found 294 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