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04-23-22 10:57:59 PM
Jul - SM64 Hacking (Archive) - Experimental Platform Battlefield v0.4 RELEASED (Mac patch included) New poll - New thread - Thread closed
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messiaen
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Posted on 08-07-08 06:37:30 PM Link
If you have sucessfully applied the Flat Lava Land patch, I'm not sure what could be going wrong with this. Are you patching to an extended non-Flatworld enabled ROM? Have you tried patching to another ROM? Have you tried another emulator? Where exactly in the file screen does it crashes? Does the emulator crashes too (and what kind of error) or just the game?

Anyone else with this problem?
bluedyeno4
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Posted on 08-08-08 11:36:18 PM Link
alright I downloaded 1964 and it seems to work fine on that, thanks. BTW is there a patch for a flat Whomps Fortress any where?
messiaen
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Posted on 08-09-08 07:18:36 PM Link
The v0.4 patch replaces Whomp's Fortress with an "empty" terrain, but it would be very easy to replace some other levels with a Flat terrain setting. I may produce a patch with a few corrections and more "flat" templates.

---

Also, here are the custom objects merged with my "Bowser in Bob-omb" modification. There's also some changes in the title screen music (check my last post on the Music Editing thread for some handy information on the music format).

<object width="425" height="350"> <embed src="http://www.youtube.com/v/NACPNe8kukA" type="application/x-shockwave-flash" width="425" height="350"> </embed> </object>
TwoFinger
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Posted on 08-09-08 09:59:19 PM Link
I like how you are able to pick up the little bowser, mostly because you can walk around though. And you can shrink the cage that rools around (I forgot the name of those things in the desert) right?
bluedyeno4
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Posted on 08-11-08 12:17:28 AM Link
That would be great messiaen. Your custom objects are amazing, no problems in the collision at all. Are you thinking of ever writing a guide on how to hack objects?
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Posted on 08-31-08 03:06:08 AM Link
Messian, would it be possible to make the platforms collision disable when they are far away from Mario without them going invisible? If so, you would be able to see the whole level at once with a lot less slowdown.
messiaen
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Posted on 09-11-08 02:19:44 PM Link
It's been a while since I've experimented with these things. The problem is that if you want enemies standing on a platform, the collision has to work all the time, otherwise they will just fall to the ground.

In order to experiment with these, you can try to tweak a platform behavior with these parameters:

0E 45 xx xx <-- Drawing distance
0E 43 xx xx <-- (most likely) collision distance

The 0E 43 xx xx parameter is mostly used on very big objects. When the behavior doesn't specify them, a default
value is used. These big objects needs this otherwise will Mario collide with the object before the collision is loaded, resulting in a glitchy effect. Most likely this is something VL-Tone will have to deal with when importing big objects as individual objects with movable collision, so this is worth experimenting with.

It would be much easier to test this using NEMU, however it doesn't work with the extended ROM (I'm trying some tweaks to see if I can get it to work, but no success yet).
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Posted on 09-11-08 11:44:20 PM Link
Originally posted by messiaen
It's been a while since I've experimented with these things. The problem is that if you want enemies standing on a platform, the collision has to work all the time, otherwise they will just fall to the ground.

In order to experiment with these, you can try to tweak a platform behavior with these parameters:

0E 45 xx xx <-- Drawing distance
0E 43 xx xx <-- (most likely) collision distance

The 0E 43 xx xx parameter is mostly used on very big objects. When the behavior doesn't specify them, a default
value is used. These big objects needs this otherwise will Mario collide with the object before the collision is loaded, resulting in a glitchy effect. Most likely this is something VL-Tone will have to deal with when importing big objects as individual objects with movable collision, so this is worth experimenting with.

It would be much easier to test this using NEMU, however it doesn't work with the extended ROM (I'm trying some tweaks to see if I can get it to work, but no success yet).

Cool. I already know about how an enemy can't walk on a model if the models collision isn't working, but I was thinking of only allowing the enemies to walk on some platforms, and the rest to show at all times, but disable there own collision when they are far away from Mario, which would be handy, because it would allow the level to be show at all times with a nice speed increase.
messiaen
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Posted on 09-12-08 05:50:55 AM Link
That's what I tried to do in the "Flat" Lava Land patch: an extra copy of some of the platform behaviors with this collision setting tweaked so it could work with enemies. It worked fine, but doing this for "Platform Battlefield" would take a lot of time and possibly crash the game.

When you extend the behavior bank, it's important to remember that it's loaded in all levels, so even though some extra bytes won't matter in Flatworld they might even crash another level. The behavior bank should probably be left untouched, with extra behaviors being loaded in a bank loaded only in the specific level which uses it. Since this is a planned feature for the next release, this will probably be easier to handle on the next release of TT64.

Talking about crashes, one thing I noticed by loading more banks into Flatworld is that even though your level may work, you can still have mysterious crashes due to memoy limitations if you load too much stuff.
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Posted on 09-25-08 02:26:22 AM (last edited by Blaster at 09-24-08 11:30 PM) Link
I have found a bug in Platform Battlefield v004. I am using the Windows patch. The bug is that the Square Platform behavour (h0056FC) has glitchy collision on the top. If you jump on top of it, one of two things could happen.

The first thing is that Mario will shake extremely fast, looking like he is falling and the second thing is that Mario will fall straight though it. Flipping this object upside-down allows you to walk on top of it, but then you can walk through the bottom of it.

Edit: I suppose I should post my computer specifications as well.

Here are my specs:

O/S: Windows Vista Service Pack 1
RAM: 3.00 GB
Processor: Intel(R) Core(TM)2 Duo CPU T8300 @ 2.40Ghz 2.40Ghz
System Type: 32-bit operating system
Video Card: NVIDEA GeForce 8600 M GT
messiaen
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Posted on 10-01-08 01:20:32 PM Link
It's probably related to the "collision distance" setting which I removed from v0.4 because of possible slowdowns. Since the collision gets loaded when Mario is too close the object, it may cause some glitches.

However, I'm experimenting a radically different approach to the collision problem by using a custom "solid" behavior which can be used on any model (that is, which has its own individual collision). This way you don't have to change the behavior when you choose a different model, and if you want for instance a "rotating platform", you won't need a unique behavior for each model, you can just assign it to any object and the right collision will be used.

So, I may release a v0.5 of this patch so that this system can be tested. It's really practical, as it uses only two behaviors for the entire level: one for general solid objects and the other one to be used only on platforms which have enemies standing on them.

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Posted on 10-01-08 02:22:12 PM (last edited by Blaster at 10-01-08 12:15 PM) Link
Originally posted by messiaen
It's probably related to the "collision distance" setting which I removed from v0.4 because of possible slowdowns. Since the collision gets loaded when Mario is too close the object, it may cause some glitches.

However, I'm experimenting a radically different approach to the collision problem by using a custom "solid" behavior which can be used on any model (that is, which has its own individual collision). This way you don't have to change the behavior when you choose a different model, and if you want for instance a "rotating platform", you won't need a unique behavior for each model, you can just assign it to any object and the right collision will be used.

So, I may release a v0.5 of this patch so that this system can be tested. It's really practical, as it uses only two behaviors for the entire level: one for general solid objects and the other one to be used only on platforms which have enemies standing on them.

Sounds interesting! Just wondering, if you release v0.5, will it be faster if you have lots of platforms using the solid platform for enemies behaviour because of less behaviors?
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Posted on 10-01-08 06:52:09 PM Link
Since the new patch affects Whomps Fortress and Bomb-Ombs Battlefield, why not include the Lethal Lava Land one too? (Also, looks like the big thwomp in the sky landed on the Fortress. )
messiaen
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Posted on 10-02-08 12:03:22 AM Link
Blaster: The idea is that if you use selectively, it probably won't slowdown the level. The problem is that if I wanted to do something like this before I would need about 15 extra behaviors (one for each model), now I just need one, so it's a LOT less work .

Stevoisiak: Good idea, I will try to include the Lethal Lava Land patch in it. In fact, the same general "solid" behavior used in the Bob-omb Battlefield levels will also work on this one.

If there's request for it, I can also make it compatible with v0.4 so that you don't lose your work if you started something. My idea is something like a simple patch utility that will copy your objects from one ROM to another.

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Posted on 10-02-08 01:55:57 AM (last edited by Blaster at 10-01-08 11:33 PM) Link
Originally posted by messiaen
Blaster: The idea is that if you use selectively, it probably won't slowdown the level. The problem is that if I wanted to do something like this before I would need about 15 extra behaviors (one for each model), now I just need one, so it's a LOT less work .

Yeah, I understand, but would the levels run faster if you have a lot of those enemy platforms because of the way it will work now? I'm not asking for you to make it faster, I'm just asking if it will be because of this new way it's going to work.
messiaen
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Posted on 10-02-08 02:46:51 AM Link
I'm not sure, it has to be tested. It depends on the complexity of the model, ie, you can have a lot of very simple platforms with this setting without having slowdowns, however the "hexagonal" platform is much more complex so it can't be used many times for this purpose.



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Posted on 10-02-08 02:33:17 PM Link
Does this mean that super complex
models (like the huge labyrinth in Rainbow Ride)
will make the game go very slowly or even crash?

And one other thing:
If you walk into a wall from a side
where you're not supposed to be, Mario
can walk through the wall.
How does the behavior know wich
walls should be solid?

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Wow! SM64 is totally turned upside-down!
messiaen
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Posted on 10-02-08 03:16:57 PM Link
The general "solid" behavior I'm experimenting with only works for custom levels because it uses a table which has the collision for each model. It detects the model ID and then sets the appropriate collision. Some models (ie, Mario or most animated objects) use another kind of collision, so it won't work with this.

It doesn't (and won't) work on regular levels of the game.

The "walk through side of walls" is because of culling. Only one face of the triangle is solid, and the same happens in the polygons: just one side is visible. That's why sometimes a wall won't display in some camera angles. To avoid this problem, all my custom models are "closed".

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Posted on 10-06-08 04:57:04 AM Link
I've also noticed that some objects can't stand on the custom blocks.
When i say ''objects'' i mean stuff like the red coin star mark or the jumping box, not the enemies.
Does these objects use the same behavior for detecting collision like the enemies?

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messiaen
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Posted on 10-07-08 10:49:38 PM Link
Just to say this is now officially discontinued. The reason is that I will focus for now on the 'team hack', which is a much superior patch but can't be easily released as a stand-alone patch like this was because it does much deeper alterations to the game.

Thanks to everyone who contributed with this in some way or another.

This thread can be closed.

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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.

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line 603 column 111 - Warning: <img> lacks "alt" attribute
line 603 column 161 - Warning: <img> lacks "alt" attribute
line 614 column 15 - Warning: <img> lacks "alt" attribute
line 632 column 15 - Warning: <img> proprietary attribute value "absmiddle"
line 632 column 15 - Warning: <img> lacks "alt" attribute
line 632 column 58 - Warning: <img> proprietary attribute value "absmiddle"
line 632 column 58 - Warning: <img> lacks "alt" attribute
line 632 column 101 - Warning: <img> proprietary attribute value "absmiddle"
line 632 column 101 - Warning: <img> lacks "alt" attribute
line 632 column 144 - Warning: <img> proprietary attribute value "absmiddle"
line 632 column 144 - Warning: <img> lacks "alt" attribute
line 632 column 187 - Warning: <img> proprietary attribute value "absmiddle"
line 632 column 187 - Warning: <img> lacks "alt" attribute
line 632 column 230 - Warning: <img> proprietary attribute value "absmiddle"
line 632 column 230 - Warning: <img> lacks "alt" attribute
line 633 column 22 - Warning: <img> lacks "alt" attribute
line 633 column 63 - Warning: <img> lacks "alt" attribute
line 633 column 112 - Warning: <img> lacks "alt" attribute
line 633 column 162 - Warning: <img> lacks "alt" attribute
line 634 column 11 - Warning: <img> lacks "alt" attribute
line 644 column 15 - Warning: <img> lacks "alt" attribute
line 661 column 22 - Warning: <img> lacks "alt" attribute
line 661 column 63 - Warning: <img> lacks "alt" attribute
line 661 column 111 - Warning: <img> lacks "alt" attribute
line 661 column 161 - Warning: <img> lacks "alt" attribute
line 672 column 15 - Warning: <img> lacks "alt" attribute
line 692 column 44 - Warning: <img> proprietary attribute value "absmiddle"
line 692 column 142 - Warning: <img> proprietary attribute value "absmiddle"
line 692 column 216 - Warning: <img> proprietary attribute value "absmiddle"
line 701 column 25 - Warning: <img> lacks "alt" attribute
line 706 column 267 - Warning: <img> lacks "alt" attribute
line 686 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 177 column 27 - Warning: <nobr> is not approved by W3C
line 205 column 27 - Warning: <nobr> is not approved by W3C
line 231 column 27 - Warning: <nobr> is not approved by W3C
line 263 column 27 - Warning: <nobr> is not approved by W3C
line 289 column 27 - Warning: <nobr> is not approved by W3C
line 302 column 47 - Warning: <nobr> is not approved by W3C
line 327 column 27 - Warning: <nobr> is not approved by W3C
line 350 column 47 - Warning: <nobr> is not approved by W3C
line 386 column 27 - Warning: <nobr> is not approved by W3C
line 403 column 47 - Warning: <nobr> is not approved by W3C
line 440 column 27 - Warning: <nobr> is not approved by W3C
line 457 column 47 - Warning: <nobr> is not approved by W3C
line 487 column 27 - Warning: <nobr> is not approved by W3C
line 513 column 27 - Warning: <nobr> is not approved by W3C
line 530 column 47 - Warning: <nobr> is not approved by W3C
line 556 column 27 - Warning: <nobr> is not approved by W3C
line 584 column 27 - Warning: <nobr> is not approved by W3C
line 619 column 27 - Warning: <nobr> is not approved by W3C
line 649 column 27 - Warning: <nobr> is not approved by W3C
line 677 column 27 - Warning: <nobr> is not approved by W3C
Info: Document content looks like HTML5
Info: No system identifier in emitted doctype
Tidy found 255 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