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04-23-22 11:16:10 PM
Jul - SM64 Hacking (Archive) - Experimental Platform Battlefield v0.4 RELEASED (Mac patch included) New poll - New thread - Thread closed
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Deleted User
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Posted on 06-27-08 11:57:59 PM Link
Originally posted by messiaen
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.


I think I know why it won't display in Toad's Tool 64. The software renderer seems incapable of drawing transparent textures. Every transparent texture doesn't draw.
battleben

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Posted on 06-28-08 05:43:04 AM Link
i have tryed using platform battlefield v3 but toads tool wont open it ive patched it to a exended rom! do you know whats wrong?
im using vista
messiaen
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Posted on 06-28-08 04:45:06 PM (last edited by messiaen at 06-28-08 03:47 PM) Link
The previous posts pretty much covered everything that could be wrong, but I would say it is probably the ROM. Also, please try to use proper capitalization/punctuation, otherwise it becomes hard to read your posts. If you make a typo, there is an "Edit" function.

I have corrected the annoying color bug on some of the models, so I'll just pack a few more features (mostly behaviors) and release another version pretty soon. I also finished a little program I wrote originally the "Flat" Lava Land. When you create collision data from the polygon commands you get a lot of redundant data because of repeated vertices (mainly due to vertex cache limitations). My program reads the collision data and get rid of all repeated vertexes and update all the triangles accordingly. For instance, my old Mushroom collision was 528 bytes long but after optimization it takes just 378. I hope that will have a positive impact on the performance.
battleben

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Posted on 06-29-08 07:32:30 AM Link
Nevermind it works fine now,
It was because i have two toad tool 64 programs.
I was using the wrong one.
But still i cant see the platforms they apear invisable on toads tool,
They are fine in the game though.
messiaen
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Posted on 06-29-08 02:36:55 PM (last edited by messiaen at 06-30-08 04:11 PM) Link
One new block for v0.4:



This is the "Platform with Arrows" from the Lethal Lava Land level, (internally) retextured. I just changed a bit the proportions so you can place it more easily. I may do this with other "platform" objects.

Also, the Tilting Bridge is no longer misrecognized as ""Grills Door Half", I corrected it by displacing the Geo Layout a few bytes. Another new feature (one that I should've added before) is that the package will include the description files, therefore all behaviors, models and object combos will have adequate names in the TT64 interface.

A teaser video for v0.4!

<object width="425" height="350"> <embed src="http://www.youtube.com/v/v5YKrfLsLXg" type="application/x-shockwave-flash" width="425" height="350"> </embed> </object>
Plareon
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Posted on 07-01-08 01:57:23 PM Link
Genius! I wouldn't be able to do anything like this to save my life. ;-)

____________________
Kenshi
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Posted on 07-01-08 04:56:23 PM Link
Really good hacking messiaen but two things I have to ask about.

1) Why haven't you assigned a place for the warp pipe to teleport them? I remember that a while back I did a hack in which I put the warp pipe in bob omb battlefield manually in hex and then put it to teleport in another part of the level.

2) It looks weird when you see the texture of another platform with the textures of the ground. They blend in making it hard to see. Maybe there is a way to fix that..... Maybe you can use a different texture but its your choice.

Have fun with your hack! Hope one day it works on a MAC. Hasn't been working for me..

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messiaen
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Posted on 07-02-08 04:15:35 PM (last edited by messiaen at 07-02-08 01:20 PM) Link
That pipe uses the "Solid Pipe" behavior, which is one of the additional custom behaviors. The original "Warp Pipe" behavior is still there, if you want to use it.

Concerning textures, most models have three diferent versions, each one with a different texture. I understand what you mean by blending with the ground, but to avoid this you can either place the platforms higher in the air or choose a different version of the same block. Sometimes it is interesting to blend it with the terrain to add more variety.

Another option would be to slightly alter the colors/lightning of the platforms which use the grass texture, so they look a bit more dark or bright than the ground.

In all cases, textures are a limitation, because if you change one of the textures all the models which use it will be affected, unless you manually change the texture pointer (command 0xFD) for that specific model. Also, the mushroom texture can't be changed in TT64, just manually. Probably the same will happen to the "Giant Log" object.

Perhaps you could help me to make the next release (v0.4) compatible with the Mac extended ROM, contact me for more details. Despite me saying that it would be just a minor fix, there is plenty of new objects, even more than you can see in the video above.
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Posted on 07-03-08 06:40:51 AM (last edited by Blaster at 07-03-08 07:32 AM) Link
I found something cool. If you are making a level, and you want to get rid of objects by turning them into 'empty objects', it's much faster if you turn off their act stars as well.
messiaen
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Posted on 07-03-08 03:40:21 PM (last edited by messiaen at 07-03-08 12:41 PM) Link
Yes, and remember that you can select multiple objects by holding the SHIFT key while you click them (either on the wireframe or directly on the 0x24 object listing).

Here is another hint: hold the shift key and select a bunch of empty objects (the gray ones in the 0x24 object listing). Now you can change all their properties at once, so select the acts they are going to appear and chose one object combo. This way you can quickly place many copies of the same object at once. Now just click on each one and place them wherever you want, or change it to another object combo.

Also, if you hold the ALT key and click on objects/behaviors/models descriptions in the Parameter Bar (the one at the bottom of TT64 interface), you can change them. Next version will include all the descriptions files.

By the way, I'm basically done with v0.4 as far as models/collisions is concerned. The problem is that the new models are more complex than the previous ones, and thus more likely to cause slowdowns. New models included are the "Big Mushroom Platform", the "Giant Log", two versions of the "Octogonal Platform", and some versions of that new block I showed in a previous message but with different inclinations.

Also, I thought a solution for the behaviors. I don't want to extend too much the behavior bank because it is loaded all the time, so it could crash other levels of the game. The behaviors already use a jump structure like this, which saves me a few bytes for each behavior:

0x56BC - SOLID (*NOT* to be used as a standalone behavior)

08 00 00 00 <-- Entry-point for all solid behaviors
0C 00 00 00 80 38 39 CC <-- Solid JAL call (used with 0x2A pointer)
09 00 00 00 <-- End of behavior

0x56CC - Solidity for MODELS 31, 34 and 37

00 09 00 00 <-- Begin behavior
0E 43 4B FF <-- Set disappear distance
2A 00 00 00 0B 00 37 50 <-- Collision pointer, Bank 0x0B Offset 0x3750
04 00 00 00 13 00 56 BC <-- Jump to 0x56BC in Bank 0x13

However, I could make them jump to another bank, so all I would need is this:

0x56CC - Solidity for MODELS 31, 34 and 37

00 09 00 00 <-- Begin behavior
04 00 00 00 0E 00 XX XX <-- Jump to Offset XXXX in Bank 0x0E (Level script bank)

So, this is a interesting way to make scripts loaded in level specific banks compatible with TT64 and at the same time prevent future problems.
Kenshi
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Posted on 07-20-08 04:57:43 AM Link
well this is all theoretical, but I think I have found a way to solve the mac issue...

You can get a fresh rom, extend it on a windows computer, create a patch of a blank extended rom and send that over to an extended rom on a mac. It should change all the data that is different shouldn't it? Just my guess though..

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messiaen
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Posted on 07-27-08 05:05:32 PM (last edited by messiaen at 07-27-08 02:14 PM) Link
Now with the polygon importer coming I'm probably not going to work on this anymore except for testing stuff, but here is a video with an interesting mushroom platform behavior and a few other things, such as a custom title screen and modified goombas:

<object width="425" height="350"> <embed src="http://www.youtube.com/v/9V2V_9IzwHs" type="application/x-shockwave-flash" width="425" height="350"> </embed> </object>

Also, I found this interesting simple level created with the v0.3 !
SecretGlitch
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Posted on 07-27-08 08:59:44 PM Link
Originally posted by messiaen
Also, I found this interesting simple level created with the v0.3 !


I was suprised that ANYONE would find that video, let alone you. But yes, I am still making the hack.
messiaen
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Posted on 07-27-08 09:31:16 PM (last edited by messiaen at 07-28-08 03:29 PM) Link
I looked at the ROM produced by the MAC extender and now I understand why the patches won't work on a MAC. As was noted before, all empty spaces are filled with "FF" in the MAC version, instead of "01" in the Windows version.

So, whenever there's a "01" in what was originally empty space in the ROM, the PPF patcher will ignore it (the patch is a "compare" file), so the patched ROM on MAC will have a "FF" instead.

Since the second release, the Behavior Bank is moved (for extension) to an empty area, so that's why it will crash very soon instead of just in the modified level.

Edit: Speaking about extenders, I compiled the console version of Cellar Dweller's alternate extender, so if anyone wants the binary just send me a PM. One of the advantages is that it takes less than 5 seconds to extend the ROM. Also, I compiled an alternate version which produces the same output as the MAC extender, so in the future you can apply patches produced by MAC users. Since the next version of TT64 will use a lot the empty space, this will be a serious issue.
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Posted on 07-29-08 11:08:03 AM Link
Congratulations messiaen! You've created the official Super Mario 64 test level!
Also, how did you shade the mushroom and the text where the SM64 logo should be? And speaking of the logo, can anything be done with that yet as far as making it an object and creating a collision map for it?
messiaen
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Posted on 07-29-08 05:21:08 PM Link
The mushroom uses its regular texture, but for some reason I'm too lazy to look the stem color isn't correct. And about your question:



However, there's no collision to it. It's a very complex model, so the game probably won't handle it very well, unless something very simple (like a collision box) is used.

Just for fun, I'll see what is possible to do with behaviors/scaling using this. Perhaps with enough work on the main level scripts, it's possible to create a interactive title screen using warp pipes!
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Posted on 07-29-08 09:53:17 PM Link
Originally posted by messiaen
Perhaps with enough work on the main level scripts, it's possible to create a interactive title screen using warp pipes!


You mean like the one in the save file select screen in Super Mario Sunshine?
Ratchetfan19
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Posted on 07-29-08 11:35:52 PM Link
You could make a level that consists only of the logo! But you're right, collision would be hard to apply to that model accurately. But you never know. I suggest giving it a shot anyway and see how it turns out.

Actually, I think there was a level in Super Monkey Ball Deluxe that was Sega's logo that you rolled around on. That's what reminded me of this idea.
messiaen
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Posted on 07-30-08 01:14:34 PM (last edited by messiaen at 08-03-08 03:43 PM) Link
Actually, I never played Mario Sunshine, so I'm not sure how it goes. My idea was to make a sort of "super loading script" at the moment the title screen is loaded, so all necessary banks/ASM are loaded to start the game. Anyway, I just reminded that getting rid of the first menu screen would be very difficult, because it's used to select which file to play and it probably initializes a lot of stuff.

Perhaps it would be more realistic to change the Castle Grounds. [dream mode on] I don't know how the shared scripts are handled in memory, but maybe it could be possible to do a warp pipe in the Castle Grounds to switch between Luigi and Mario (it would just load an alternate version of Mario's bank) ! [dream mode off].

And here is some title screen fun!

Platform Battlefield 0.4 is released! Check out first post for details!

bluedyeno4
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Posted on 08-04-08 10:49:52 PM Link
Nice hacks messiaen! I tried your platform battlefeild patch but I cannot get past the file selection screen, however it works fine in TT64. The Flat lava world patch works fine
except for "access violation while processing graphics data an exception occurred" errors every once in a while. Any ideas why?
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Jul - SM64 Hacking (Archive) - Experimental Platform Battlefield v0.4 RELEASED (Mac patch included) New poll - New thread - Thread closed


Rusted Logic

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

35 database queries, 10 query cache hits.
Query execution time:  0.096518 seconds
Script execution time:  0.049238 seconds
Total render time:  0.145756 seconds


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line 415 column 63 - Warning: <img> lacks "alt" attribute
line 415 column 111 - Warning: <img> lacks "alt" attribute
line 415 column 161 - Warning: <img> lacks "alt" attribute
line 426 column 15 - Warning: <img> lacks "alt" attribute
line 471 column 22 - Warning: <img> lacks "alt" attribute
line 471 column 63 - Warning: <img> lacks "alt" attribute
line 471 column 112 - Warning: <img> lacks "alt" attribute
line 471 column 162 - Warning: <img> lacks "alt" attribute
line 472 column 11 - Warning: <img> lacks "alt" attribute
line 482 column 15 - Warning: <img> lacks "alt" attribute
line 491 column 496 - Warning: <img> lacks "alt" attribute
line 493 column 652 - Warning: <img> lacks "alt" attribute
line 495 column 810 - Warning: <img> lacks "alt" attribute
line 504 column 22 - Warning: <img> lacks "alt" attribute
line 504 column 63 - Warning: <img> lacks "alt" attribute
line 504 column 111 - Warning: <img> lacks "alt" attribute
line 504 column 161 - Warning: <img> lacks "alt" attribute
line 515 column 15 - Warning: <img> lacks "alt" attribute
line 534 column 22 - Warning: <img> lacks "alt" attribute
line 534 column 63 - Warning: <img> lacks "alt" attribute
line 534 column 112 - Warning: <img> lacks "alt" attribute
line 534 column 162 - Warning: <img> lacks "alt" attribute
line 535 column 11 - Warning: <img> lacks "alt" attribute
line 545 column 15 - Warning: <img> lacks "alt" attribute
line 562 column 22 - Warning: <img> lacks "alt" attribute
line 562 column 63 - Warning: <img> lacks "alt" attribute
line 562 column 111 - Warning: <img> lacks "alt" attribute
line 562 column 161 - Warning: <img> lacks "alt" attribute
line 573 column 15 - Warning: <img> lacks "alt" attribute
line 594 column 22 - Warning: <img> lacks "alt" attribute
line 594 column 63 - Warning: <img> lacks "alt" attribute
line 594 column 112 - Warning: <img> lacks "alt" attribute
line 594 column 162 - Warning: <img> lacks "alt" attribute
line 595 column 11 - Warning: <img> lacks "alt" attribute
line 605 column 15 - Warning: <img> lacks "alt" attribute
line 621 column 22 - Warning: <img> lacks "alt" attribute
line 621 column 63 - Warning: <img> lacks "alt" attribute
line 621 column 111 - Warning: <img> lacks "alt" attribute
line 621 column 161 - Warning: <img> lacks "alt" attribute
line 632 column 15 - Warning: <img> lacks "alt" attribute
line 641 column 215 - Warning: <img> lacks "alt" attribute
line 653 column 22 - Warning: <img> lacks "alt" attribute
line 653 column 63 - Warning: <img> lacks "alt" attribute
line 653 column 112 - Warning: <img> lacks "alt" attribute
line 653 column 162 - Warning: <img> lacks "alt" attribute
line 664 column 15 - Warning: <img> lacks "alt" attribute
line 681 column 22 - Warning: <img> lacks "alt" attribute
line 681 column 63 - Warning: <img> lacks "alt" attribute
line 681 column 112 - Warning: <img> lacks "alt" attribute
line 681 column 162 - Warning: <img> lacks "alt" attribute
line 682 column 11 - Warning: <img> lacks "alt" attribute
line 692 column 15 - Warning: <img> lacks "alt" attribute
line 709 column 22 - Warning: <img> lacks "alt" attribute
line 709 column 63 - Warning: <img> lacks "alt" attribute
line 709 column 111 - Warning: <img> lacks "alt" attribute
line 709 column 161 - Warning: <img> lacks "alt" attribute
line 720 column 15 - Warning: <img> lacks "alt" attribute
line 740 column 21 - Warning: <img> lacks "alt" attribute
line 740 column 62 - Warning: <img> lacks "alt" attribute
line 740 column 111 - Warning: <img> lacks "alt" attribute
line 740 column 161 - Warning: <img> lacks "alt" attribute
line 751 column 15 - Warning: <img> lacks "alt" attribute
line 768 column 44 - Warning: <img> proprietary attribute value "absmiddle"
line 768 column 142 - Warning: <img> proprietary attribute value "absmiddle"
line 768 column 216 - Warning: <img> proprietary attribute value "absmiddle"
line 777 column 25 - Warning: <img> lacks "alt" attribute
line 782 column 267 - Warning: <img> lacks "alt" attribute
line 762 column 17 - Warning: trimming empty <tr>
line 125 column 68 - Warning: <nobr> is not approved by W3C
line 141 column 68 - Warning: <nobr> is not approved by W3C
line 164 column 47 - Warning: <nobr> is not approved by W3C
line 200 column 27 - Warning: <nobr> is not approved by W3C
line 227 column 27 - Warning: <nobr> is not approved by W3C
line 255 column 27 - Warning: <nobr> is not approved by W3C
line 286 column 27 - Warning: <nobr> is not approved by W3C
line 322 column 27 - Warning: <nobr> is not approved by W3C
line 348 column 27 - Warning: <nobr> is not approved by W3C
line 385 column 27 - Warning: <nobr> is not approved by W3C
line 406 column 47 - Warning: <nobr> is not approved by W3C
line 431 column 27 - Warning: <nobr> is not approved by W3C
line 487 column 27 - Warning: <nobr> is not approved by W3C
line 520 column 27 - Warning: <nobr> is not approved by W3C
line 550 column 27 - Warning: <nobr> is not approved by W3C
line 578 column 27 - Warning: <nobr> is not approved by W3C
line 610 column 27 - Warning: <nobr> is not approved by W3C
line 637 column 27 - Warning: <nobr> is not approved by W3C
line 669 column 27 - Warning: <nobr> is not approved by W3C
line 697 column 27 - Warning: <nobr> is not approved by W3C
line 725 column 27 - Warning: <nobr> is not approved by W3C
line 756 column 27 - Warning: <nobr> is not approved by W3C
Info: Document content looks like HTML5
Info: No system identifier in emitted doctype
Tidy found 258 warnings and 0 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