| xdaniel 980 ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Level: 64 ![]() Posts: 1/982 EXP: 2151467 For next: 62630 Since: 12-04-08 Pronouns: he/they From: Germany Since last post: 16 days Last activity: 7 hours |
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| Hi there, to give a short introduction, I'm xdaniel, a ROM hacker & translator from Germany, currently working mainly on a few N64-related things, all of them being level, or more generically model/geometry viewers. The one I'd like to post about here was the fourth started - first being one for Zelda OoT and MM maps, second for Starfox 64 models, third works on RAM dumps of Smash Bros. and Neon Genesis Evangelion -, but is already the second, or possibly even farthest along of the bunch. Anyway, this is "MariOZMAV", a stupid pun on the base of them all, the Zelda viewer OZMAV (OpenGL Zelda Map Viewer). ![]() It's coded in C, uses - as per the acronym - OpenGL for 3D rendering and reads all data from a Mario 64 ROM expanded by VL-Tone's ROM Extender. The RSP Display List interpreter is pretty complete - SETGEOMETRYMODE is giving me a hard time, tho, in regards to en-/disabling lighting and such, so that part is ignored in this build -, the Mario 64-specific stuff, mainly interpreting the Level Layout Script and loading and rendering objects, is, however, still rather incomplete. Some problems are, for example: Rendering objects that don't have their Display Lists inside the level data itself (meaning those that aren't ex. the tilting bridge-thingy, or the gate in front of the Chain Chomp star, in Bob-Omb's Battlefield) doesn't work and they only show up as small, green and white cubes, the Bowser levels and Rainbow Ride barely show anything at all (they're almost(?) fully made from objects, aren't they?), other levels are missing their ground - ex. Lethal Lava Land's lava -, again others seem to be randomly missing parts of the geometry(??), etc., etc. Some of those are certainly sloppy coding on my part (^^"), with others I just don't understand and/or interpret enough of Mario 64's level layout data yet. If you still want to give it a try, despite all the flaws I mentioned, the download is below. Just start the program and load up an expanded ROM, it will then render the level specified inside its INI file. Without an INI, it defaults to the first level in the level script pointer list, that being the Haunted House. Once you've run it once, you can change the level ID inside the INI to anything from 0 to 30 - 0 is the Haunted House, 1 is Cool-Cool Mountain, 2 is the castle interior, etc. ...or tl;dr: Mario 64 level viewer, working okay but has some bugs and is rather early overall. Thus, enough of this wall of text, here we go: Newer version + source: http://magicstone.de/dzd/random/MariOZMAV_v03_src.rar Edit: ah, right, in case you're interested in the other viewers I mentioned: http://code.google.com/p/ozmav/ & http://zelda-coalition.net/index.php?topic=109.0 |











), this is the specific part of the code:
However, even if I could theoretically contribute something to it - which I suppose I can't -, I couldn't contribute actual source code or anything because UoT is written in VB.NET and the last Visual Basic version I had anything to do with was 6.0.







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