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04-23-22 08:37:55 PM
Jul - Posts by DarkSpacer
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DarkSpacer
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Posted on 01-10-12 07:48:06 PM, in Super Mario Star Road RELEASE! (Download avaliable) Link
This hack is INCREDIBLE! I wish I knew how to do at least 50% of the stuff you did to it. Of course I only got 11 stars at the time of this post...but already I am mightily impressed. And the thing that happens after you run out of lives (im not spoiling it for anyone that hasn't played it)...I was not expecting that. I friggin' love everything.

The only really sour note is why did you feel the need to put a highly-detailed pot as the entrance to Sky Tower Resort? It's collision is so wonky...I was even able to enter it from the side of the pot...what was your thinking there?

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DarkSpacer
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Posted on 01-30-12 02:57:32 PM, in Mario 64 Level Importer Link
TT64 doesn't have custom textures in the texture selection window, nor does it always display them in the 3D view.

And Tile Molester only corrupts ROMs if you happen to recolor a pixel that represents some game data because it displays the entire ROM as one big picture image.

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DarkSpacer
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Posted on 02-01-12 01:02:36 AM, in Mario 64 Level Importer Link
Originally posted by Joe
Originally posted by DarkSpacer
And Tile Molester only corrupts ROMs if you happen to recolor a pixel that represents some game data because it displays the entire ROM as one big picture image.
This is incorrect.

Any textures you have edited or imported using Tile Molester are corrupt, and should be re-imported to a clean ROM using non-buggy tools. Keep in mind that Tile Molester uses incorrect addresses, so you should try exporting the original graphic before importing your replacement.


I challenge this.

Tile Molester has settings for how to read the ROM using groups of bytes. If you change a setting incorrectly, the textures will be unrecognizable, and may contain game data where you won't expect them to. If, inside the image window, you see a perfect 32x32 texture of say, wood, I don't see how drawing four green pixels in the center of the texture will corrupt that texture. if, however you accidentally draw out of the texture into random pixels, THEN you're overwriting game data or texture settings, and THAT will corrupt the texture or the game.

If you're using an incorrect byte order, then the texture will appear to be 16x16, or be stretched, colored wrongly, or just not appear to be there. THEN if you try to draw your four green pixels, you may be overwriting a sneaky piece of data that got in there.

Is this wrong?

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DarkSpacer
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Posted on 02-12-12 10:15:00 PM, in Mario 64 Level Importer Link
I'm wondering...it probably won't get put in in this update, but could you put in camera behaviors too? Like new camera angles or camera cutscenes? That could be useful for a more involved hack (even more involved then Star Road).

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DarkSpacer
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Posted on 05-19-12 09:29:40 PM, in SM64 Weird object layout (last edited by DarkSpacer at 05-19-12 09:32:13 PM) Link
I would put this on the wiki myself, but it's so unusuall I kinda think I should put it here just so it looks okay on the wiki...I still don't know how to format things on there...

ANYWAY, I was tooling around with TT64 when I came across this:


There's some random coins, some 1-ups, and a bunch of objects smushed together. The full list of extra objects is in the object list on the left in the image.

I really don't know...can someone verify this for me? It dosen't even look like a layout change unless there was a completely different kind of event in this area...

Here's some images of the objects I found:





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DarkSpacer
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Posted on 05-24-12 05:31:18 PM, in SM64 Weird object layout (last edited by DarkSpacer at 05-24-12 05:32:37 PM) Link
Well...I verified it by playing the game with an unedited unextended ROM...and I couldn't find those objects even with Moon Jump...so yeah, sorry. Wasted forum space. Oh well.

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Posted on 05-27-12 09:55:11 PM, in SM64 Weird object layout Link
I DID notice that it seemed deliberate...you guys are trying to make something of it so I guess I will try too.

The camera-path idea looks interesting...but I'm going to study it now to see if it's anything else.

And I remember making a list of odd placements in other levels one time...but it's so old I don't even know if I saved it...

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Posted on 05-27-12 11:24:48 PM, in SM64 Weird object layout (last edited by DarkSpacer at 05-27-12 11:39:39 PM) Link
And after a LOT of thought put into it and looking at it...it dosen't look like any kind of path (AI, camera or otherwise):




In case you guys can make more sense of it then I can, I made three images tracing the path that the other objects make:





I will check the TTM track next and edit this post if I make it before someone else posts.

EDIT: Made it! Yes, I'm fast XD

I didn't find anything in the track, but in TTM itself, I did find a Monty Mole stuck in the middle of the mountain:


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DarkSpacer
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Posted on 05-28-12 07:31:03 PM, in SM64 findings Link
I've been searching in SM64 for stuff, and have come across extra objects (see this thread), copies of objects, and other weird stuff. Here is what I've found:

First off there's some weird object inside the castle in Area 3:


Then there's a similar object in Wet Dry World that appears in both areas:



Then in Jolly Roger bay we have THREE copies of the sunken ship:


And remember that Bowser door in Dire Dire Docks Area 2?:


...well, there is an untextured polygon behind it that appears to be its shadow...maybe it was once made to open in an actual animated cutscene?:


And last but not least...the star podium in the castle courtyard is tagged with a special collision:


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DarkSpacer
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Posted on 05-28-12 10:17:33 PM, in SM64 findings Link
I was trying to use a TOTALLY UNMODIFIED ROM for reliability purposes, but if you want me to move around objects and mess with them, then I will copy the file and mess with that.

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Posted on 05-30-12 12:27:19 AM, in SM64 findings Link
Alright...I'm going to try to be descriptive, so here's hoping my hacking grammar is correct...still not entirely familiar with the lingo...

As for the unknown object inside the castle, it is an 0x24 object located at 0x3997440 in the ROM, and uses behavior 7220 which is labled as "Unknown?". Hex data is as follows:
24 18 1F 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 13 00 [1C 34]

Locating behavior "1C 34" in the Script Dumper reveals this:

0021BA34 / 13001C34 [ 00 09 00 00 ]
0021BA38 / 13001C38 [ 11 01 00 01 ]
0021BA3C / 13001C3C [ 0E 43 75 30 ]
0021BA40 / 13001C40 [ 08 00 00 00 ]
0021BA44 / 13001C44 [ 0C 00 00 00 80 2B 9E 94 ]
0021BA4C / 13001C4C [ 0C 00 00 00 80 38 39 CC ]
0021BA54 / 13001C54 [ 09 00 00 00 ]


I know I botched at least some of that, but if this is understandable, I shall repeat the process for the objects in WDW.

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Posted on 05-30-12 12:36:02 AM, in SM64 findings Link
PRECISELY.

VL-Tone or Skelux or whoever should look at that.

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Posted on 05-30-12 04:16:42 PM, in SM64 Weird object layout Link
So the level most likely has a hardcoded check to skip over any Special object in the level?

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Posted on 07-13-12 11:26:03 PM, in Hello from Valve Link
That's pretty cool!

Working for Valve...I wish...

Good job on impressing them with that!...heh...I sure wish I knew exactly what that was...

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Posted on 07-30-12 08:07:43 PM, in Mario's Nightmare 64 Release (last edited by DarkSpacer at 07-30-12 08:28:32 PM) Link
I can't seem to get this to work...Project 64 keeps saying it's executing from a non-mapped space.

I think you've included the wrong Level Importer version...I tried it with the most recent version and it still didn't work...and the ROM Extender you included is completely broken (at least on my computer).

---

[In case you want it in German/Falls Sie wollen, dass es in der deutschen:]

Ich kann nicht scheinen, um diese Arbeit zu bekommen ... Project 64 immer wieder sagt, es ist von einem nicht zugeordneten Speicherplatz ausführen.

Ich denke, Sie haben das falsche Stufe Importer Version enthalten ... Ich versuchte es mit der aktuellsten Version und es immer noch nicht funktioniert hat ... und das ROM Extender Sie enthalten ist völlig gebrochen (zumindest auf meinem Rechner).

EDIT: Nevermind. I got it to work. It's just something was wrong with the PPF Patcher. I used my own copy and it worked./Nevermind. Ich habe es zu arbeiten. Es ist nur so etwas nicht stimmte mit dem PPF Patcher. Früher habe ich meine eigene Kopie und es funktionierte.

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Jul - Posts by DarkSpacer


Rusted Logic

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

31 database queries, 41 query cache hits.
Query execution time:  0.079658 seconds
Script execution time:  0.018893 seconds
Total render time:  0.098551 seconds


TidyHTML vomit below
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Info: Document content looks like HTML5
Info: No system identifier in emitted doctype
Tidy found 205 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
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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.

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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