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05-02-22 10:21:04 PM
Jul - Posts by DamiHack
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DamiHack
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Posted on 01-07-12 07:30:33 PM, in Is TT64 0.6 RELEASED? Link
Sorry, but I don't know if Toad's Tool 64 0.6 is released.
Can you tell me if it is released, please?
DamiHack
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Posted on 02-28-12 05:16:42 PM, in How to put the paintings in custom levels? Link
How to put the paintings in SM64 custom levels?
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Posted on 02-28-12 08:27:59 PM, in Help/Questions about Toad's Tool 64 and SM64 hacking Link
How to put the paintings in SM64 custom levels?
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Posted on 02-29-12 12:10:35 PM, in Help/Questions about Toad's Tool 64 and SM64 hacking Link
Originally posted by Chozite
Originally posted by DamiHack
How to put the paintings in SM64 custom levels?


I think that all you do is shape the plane for the painting and texture it with the level you wanna use inside it, and then the rest is basically making it a non-solid wall and a warpbox to the level you wish for it to go to.


But with that there isn't the paintings effect (Effect water)
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Posted on 03-07-12 08:47:48 PM, in Help/Questions about Toad's Tool 64 and SM64 hacking Link
Originally posted by Cajetan
I'm currently working on a sort of ... Shop in SM64. Now i have some problems there:

- I need to know the address for the current Coin amount ( RAM )

- I need to know how i can change Dialog's in my C code, without using the Text Wrangler

BTW, yes i use C coding for creating the Shop in SM64.


Catejan, the address for the current Coin amount is in conflict with the address of the stars: I tested that with Cheat Engine 6.1; the address is: 53DCB218

For more informations the address of the Lives is: 4C57B21E

Catejan, can you teach me ho to create custom behaviors and edit C codes?
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Posted on 03-11-12 09:24:22 AM, in Help/Questions about Toad's Tool 64 and SM64 hacking Link
Originally posted by Cajetan
Originally posted by DamiHack
Originally posted by Cajetan
I'm currently working on a sort of ... Shop in SM64. Now i have some problems there:

- I need to know the address for the current Coin amount ( RAM )

- I need to know how i can change Dialog's in my C code, without using the Text Wrangler

BTW, yes i use C coding for creating the Shop in SM64.


Catejan, the address for the current Coin amount is in conflict with the address of the stars: I tested that with Cheat Engine 6.1; the address is: 53DCB218

For more informations the address of the Lives is: 4C57B21E

Catejan, can you teach me ho to create custom behaviors and edit C codes?


Sorry, but you're wrong... I don't get everything, because maybe you use Cheat Engine. Cheat engine doesn't actually target the running ROM.. it targets the emulator and everything that runs inside the emulator... So it must be some addresses away...

Again... Does anyone know the real address for the current coin amount? If yes, then please post it.


Thank you Catejan
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Posted on 03-11-12 11:34:27 AM, in Nemu64 Emulation Error (last edited by DamiHack at 03-11-12 08:37 AM) Link
Hi, I'm DamiHack

With the big help of Catejan I learned how to work in C, but I can't test the cheats because Nemu64 crashes.
I don't know if I can post that thread here: I'm new in jul.restedlogic.net

When I load any rom it say:

'Invalid Access Violation: 0x414978. Can't recover execution'

How can I fix this problem?

I need to create a custom behavior, but I don't wnow how to do this without Nemu64

The solution can also be useful to many other people who receive this error

Help me!
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Posted on 03-11-12 04:47:47 PM, in Nemu64 Emulation Error (last edited by DamiHack at 03-11-12 02:17 PM) Link
Originally posted by Eggs6131
Try using Project 64?

By the way, Metal Man doesn't like new topics... might want to check with him in future.


I don't know how works this forum.
I repeat that I'm new;
However yes, I can use Project64 but I can't import cheats directly (the final.txt give me the cheats to insert in cheats.ini of Nemu64) if Super Mario 64 doesn't start with Nemu64;
I ask to Metal_Man if that post can remain becaus nobody asked how to solve that error and this is helpful to other people
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Posted on 03-12-12 12:31:22 PM, in Help/Questions about Toad's Tool 64 and SM64 hacking Link
I can't test the cheats because Nemu64 crashes.

When I load Super Mario 64 (U) [!] rom it say:

'Invalid Access Violation: 0x414978. Can't recover execution'

How can I fix this problem?

I need to create a custom behavior, the solution can also be useful to many other people who receive this error

However I can use Project64, but I can't import cheats directly if Super Mario 64 doesn't start with Nemu64 (the final.txt give me the cheats that I have to insert in cheats.ini of Nemu64)

Help me!
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Posted on 03-12-12 02:08:12 PM, in Help/Questions about Toad's Tool 64 and SM64 hacking (last edited by DamiHack at 03-12-12 11:22 AM) Link
Originally posted by messiaen
Basically, you can't open an extended/expanded ROM in Nemu64 (actually, you can, but it's a lot of trouble, especially with ROMs modified by the level importer). Use a normal 8MB ROM.


Frauber, I'm only using a Gameshark code and a Normal 8MB ROM

---
However Frauber I found a mode for hack a SM64 ROM with Toad's Tool 64 and with your obj import without expand it, but only having an extended rom and applying a patch that I created for allow to do that!

Now I'm working for hack the ROM without extend it.
It's sure that we can edit it without extend it because I moved some objects in SM64 without extend the ROM;

I'm working on it by months. I will post news about the progress

This is a SM64 Hacking REVOLUTION xD
---

Help me with the probelm of Nemu64
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Posted on 03-27-12 06:12:01 PM, in List of released SM64 hacks Link
Originally posted by Apioeus
Hello people! I would like to present you my hack, to which there is now a demo.

SMario's Nightmare 64 DEMO_DE v0.37
Author: Apioeus
Released: 09/2011.
Lenght: 43 Stars (DEMO).
Video:
<object width="420" height="345"><embed src="http://www.youtube.com/v/G0TMKZzzzjI" type="application/x-shockwave-flash" width="420" height="345" allowscriptaccess="always" allowfullscreen="true"></embed></object>

DEMO Download
ATTENTION! The demo is only in German, only the full version will be translated into English.


Isn't there any italian? xD
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Posted on 04-06-12 04:34:54 PM, in Correctly Compilling C For Usage With N64 Link
Does anyone know how to convert nemu64's codes into Project64's code or into normal GS code?
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Posted on 04-08-12 10:25:17 AM, in Super Mario 64: The Missing Stars RELEASED! (Download link on first post) Link
Originally posted by JPaul
Yeah, Good point.

But yeah Wii64 hates the ':' so it won't savestates or saves. But if you replace it, it works like a charm. I think because wii64 is mupen based as the other poster had said.


Yes, it is: Wii64 is port of Mupen64.
In fact, also for Wii64 you need to change in HEX ":" to "_"

The emulator uses dynamic recompilation of the N64 machine code to PowerPC machine code and full hardware accelerated graphics to achieve (mostly) full speed emulation. Currently the emulator is in beta stage, so in the final version there will be many fixes

Regarding the alignment problems of The Missing Stars, is this the 1.2 version?
In this '1.2 version' there are some errors like the custom screen that has a buggy backround.

I'm trying to fix some bugs...
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Posted on 04-20-12 12:39:50 PM, in Correctly Compilling C For Usage With N64 Link
Originally posted by Casis777
Originally posted by Rena
You can do anything with C that you can do with an ASM hack. Really, the compiler just translates your C code into ASM. The original games would have been written with C/C++, so you're essentially reprogramming them.


True that, but many find it harder to write code in assembly language (low-level).

Originally posted by DamiHack
Does anyone know how to convert nemu64's codes into Project64's code or into normal GS code?



I would imagine a program exists that does it for you. If not, then it should be relatively simple to program myself. BUT, if you're converting a hack you made in C or assembly into a GS code, simply change the makefile to not have it run the program "nemucheat".


I tried, but it doesn't work; how can I do this?!
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Posted on 05-16-12 12:02:52 PM, in Toad's Tool 64 now found at qubedstudios.rustedlogic.net Link
Hello VL-Tone
You can use the service "Altervista"
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Posted on 07-16-13 12:14:42 PM, in SM64 Gameshark Code Patcher++ (v1.3) (last edited by Metal_Man88 at 07-20-13 12:28:12 AM) Link
You don't need to extend the ROM. The ROM needs to be extended to decompress it, but Gameshark codes work also on the original SM64's ROM.

Unwarranted advertising deleted -MM88
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Posted on 07-18-13 01:08:07 PM, in Super Mario 64 Editor (last edited by DamiHack at 07-19-13 11:12:30 PM) Link
I'm creating an All-In-One Tool called "Super Mario 64 Editor".
My project is to link all SM64's tools in only one.
If you have a source code of any tool for SM64, don't hesitate to post it here

Very old image of the program:



It has many new functions like:

  • Auto decompress

  • Auto expand

  • Auto patch

  • New patches

  • Checks functions activated and de-activated at the start

  • Function to make patches and to patch the ROM

  • Identify the ROM

  • Works with Japanese ROM

  • Works with European ROM

  • Function to re-compress the ROM to 8MB

  • Maximum Speed (it is very very very quick)

  • Easy to use and simple

  • Auto fixes bugs

  • Function to patch GameShark codes

  • Function for ASM Codes

  • Function to create yours

  • Many easter eggs that don't minimize the performance

  • Auto-checksum

  • Function to byte-swap a ROM

  • Function to edit audio

  • Function to edit audio instruments

  • Function to directly convert MIDI to M64 without XML

  • Shading support

  • Text editing

  • Default OBJ levels editing

  • Model Replacer

  • etc.




I can include this because the rules say:
Originally posted by Metal_Man88

Do not post a thread unless it is one of the following:

  • A tool or project

  • etc.



Also, include these sort of things in your topic, unless you like lining the trash forum with topics:

  • Pictures (If a tool or a project)

  • etc.








____________________
Follow me on twitter ( http://www.twitter.com/DamiHack )
and on YouTube ( http://www.youtube.com/DamiHack )

--DamiHack
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Posted on 07-18-13 06:11:14 PM, in Super Mario 64 Editor Link
Originally posted by andlabs
This is a bad idea, if only because you're likely going to have to deal with tools written in multiple programming languages with different APIs (but there are other reasons); it'll liely be a waste of time for litle gin, as people may likely just continue using the tools separately (especially since those will be developed independently from your thing).

A better option would be to write your own editor from scratch, maybe using existing code as a technical reference at the most. Sure, it will likely take longer, but it'll be a major learning experience (for things like 3D programming), the final product could potentially be far more robust an will definitely be more closely integrated and unified than just slapping a bunch of unrelated tools together, and you'll have a sense of pride knowing you accomplished a task as seemingly daunting as this. Try that instead.


I'm writing my own editor from scratch O.o
And I know many languages like VB, C#, C, C++, Java, JS, PHP, HTML, CSS, Perl, Apache and other, so it's not a problem for me
I created also other big programs in my life.
I also created a tool called "MIDI64" with a part of the source of mml2m64's C code and I translated it in C++.
Watch my channel
I can use Blender, SketchUp and some little 3D programs, too.
I would like to release the source code on GitHub so anyone can fix something or insert function

I think the semplicity is the trick to create a quick program without bugs and with code shorter in less time.

Feel free to contribute

If you have an idea, tell me
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Posted on 07-19-13 09:24:21 PM, in Super Mario 64 Editor (last edited by BMF54123 at 07-19-13 09:30:52 PM) Link
Originally posted by Kaze
Originally posted by DamiHack
Hi guys,
I'm creating an All-In-One Tool called "Super Mario 64 Editor".
My project is to link all SM64's tools in only one.
If you have a source code of any tool for SM64, don't hesitate to give it to me
Follow me on youtube.com/DamiHack

you will have to know everthing about hacking SM64 to do so. Do you know anything at all about hacking? I can't tell from your appearance and i've never heard your name in the 1 year i was hacking SM64. I suggest you to at least have something to show before creating an empty thread without any useful information at all.


I helped many people in SM64 Hacking and I know all about hacking.
I hack also many other things.
I'm the only hacker with my friend of a company called "Digital Chocolate" and they try to fight us.
I said all the rest in the previous post.
You've never heard my name because I didn't hack Super Mario 64 publicly

The most part of my projects are private, but I want to finish this project with you, it will be Open-source

I updated the first post, watch the image...there will be MORE tabs obviously.

P.S. Have you got the ROM Extender's source?

I want to create a tool similar to SM64DSE
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Posted on 07-25-13 09:05:26 PM, in Mario 64 Level Importer (last edited by Metal_Man88 at 07-29-13 10:13:14 PM) Link
Originally posted by Kinopio
I have recently started using sketchup pro native obj exporter instead of the plugin. With the native exporter, textures in most cases keep their position in SM64 and the level looks exactly like on sketchup. However, sometimes happens that some textures coordinates are out of ranges, even if they are larger than the triangle they are wrapping, so the imported level shows texture artifacts. For this reason I have written a simple program that fix this problem, it seems to work quite well so I thought to share it with you.

download
Just drag and drop the level .obj file over the executable and use the newly created .obj file on the level importer.

Before and After:
some_text

PS: It doesn't work if textures are too small for the triangles.


Great work Kinopio

Frauber can I use you OBJImporterGUI's code for an all-in-one editor?
I'll give you credits

P.S. If anyone wants to help me in the project, PM me


____________________

--DamiHack
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Jul - Posts by DamiHack


Rusted Logic

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

30 database queries, 27 query cache hits.
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