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04-21-22 05:29:25 PM
Jul - Posts by Kaze
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Kaze
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Posted on 04-13-13 06:06:33 PM, in Toads Tool 64 HELP Link
that's sad for you.
btw, theres a thread, called "Help/Questions about Toad's Tool 64 and SM64 hacking".
you posted in there too.
that topic may be a better choice for you.
Kaze
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Posted on 04-14-13 04:16:13 PM, in Introduce yourself here. DON'T ACT LIKE AN IDIOT IN THIS FORUM OR YOU WILL BE DESTROYED! (last edited by Metal_Man88 at 04-15-13 03:51:34 AM) Link
Originally posted by ArchangelGabriel
Hello everyone,

I'm Gabriel from Montréal ( Just like VL-Tone apparently ^^ ), and I am currently a successful university student in microelectronic engineering.

I humbly started to build my first hack a few weeks ago ( with TT64 obviously ) and I am pleasantly surprised how fertile my mind on this have become; without replacing any level geometry, I already got many ideas for building completely different acts with the existing levels. I almost completed my new "Bob-Omb Battlefield" and am fairly advanced in my new "Whomp's Fortress". I was also able to perform a few thing that TT64 can't ( huge thanks to VL-Tone's Guide ) like adding lots of 3D objects and adding Bullet Bills in Bob-Omb Battlefield ( and make them smaller ).

But there is no surprises as to why I am here right now; to ask question about SM64 Hacking where I'm stuck right now, ^^'. Heh, everyone have their limits and gotta start somewhere!


you won't get any/much help here, cuz this forum is too inactive. LINK DELETED should be better
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Posted on 04-15-13 01:45:07 PM, in Introduce yourself here. DON'T ACT LIKE AN IDIOT IN THIS FORUM OR YOU WILL BE DESTROYED! Link
Originally posted by Metal_Man88
As much as this forum is inactive, I'm not going to just let people tell new people to go leave it forever.

Refrain from linking to that other forum here in the context of "Go away from here and never return"--if I had planned to quit and let this die for good, I'd have had this forum redirect to there.



ough, my expression was probably wrong.
i should have said "look at this forum too"... or somethin like that.
Kaze
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Posted on 04-16-13 01:01:49 PM, in Post your SM64 mods, patches and screenshots here! (NO ROM LINKS!) Link
Originally posted by ShenoxVII
I patched the timer code

http://www.wenoo.net/video/Super_Mario_64_Timer_Code_Rom_Patch


what timer code?
cuz i thought the official timer code has unpatchable things.
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Posted on 05-19-13 12:47:17 PM, in Post your SM64 mods, patches and screenshots here! (NO ROM LINKS!) (last edited by Kaze at 12-29-13 02:59:19 PM) Link
<object width="420" height="315"><embed src="http://www.youtube.com/v/w97yYVPsUR0&hl=de_DE&version=3" type="application/x-shockwave-flash" width="420" height="315" allowscriptaccess="always" allowfullscreen="true"></embed></object>
http://www.youtube.com/watch?v=dO2YQsQ4m5g

an easy asm hack.
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Posted on 07-16-13 08:31:10 AM, in SM64 Gameshark Code Patcher++ (v1.3) (last edited by Kaze at 07-16-13 08:32:50 AM) Link
Originally posted by Tamkis
This application is a continuation of ShenoxVII's original M64GSP work, completely rewritten, debugged, and with added features. As the name of the application implies, the application allows one to patch Gameshark codes into extended SM64 ROMs. As of v14, the codes that are patchable are codes of type 0x80, 0x81, 0xA0, 0xA1, 0xD0, 0xD1, 0xD2, and 0xD3, and codes whose memory addresses range from 0x800EB180-0x800F083C, and from 0x80246000-0x80333000.


I think you've missunderstood me at one point;
if only these ranged are supported, it should be possible to patch it even to a normal SM64 rom;
i was talking about color codes and other modifications, that are in bank 03 or 04.

17 0C 00 04 00 82 3B 64 00 85 8E DC --Loads Mario's MIO0 data in segment 0x04. (18 0C 00 04 00 11 47 50 00 12 79 B0 in compressed ROM)
17 0C 00 03 00 AB 24 0C 00 AE 57 14 --Loads Shared MIO0 data in segment 0x03. (18 0C 00 03 00 20 14 10 00 21 8D A0 in compressed ROM)

VL tone changed these Instructions, because he needed space in the ROM or something like that.

also, you should be able to easily add these ranges:
17 0C 00 17 00 12 79 B0 00 12 A7 E0 --Loads Mario's Geometry Layout Data in segment 0x17.
17 0C 00 16 00 21 8D A0 00 21 9E 00 --Loads Shared Geometry Layout Data in segment 0x16.

bank offsets are:

0x8007EC20: bank 04
0x800B3FB0: bank 03
0x800E72D0: bank 17
0x800EA110: bank 16

edit: oh wait, i don't know, if i included Lakitu's deactivation into the GSCI.ppf. You may have to change it's behavior to
00 08 00 00
08 00 00 00
09 00 00 00
Kaze
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Posted on 07-19-13 09:16:26 PM, in Super Mario 64 Editor Link
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.
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Posted on 09-17-13 11:16:19 AM, in Help/Questions about Toad's Tool 64 and SM64 hacking Link
Originally posted by Maïté
some stuff


1. it hasn't enough textures, because there's no rom space for it. you'll have to correct the textures yourself, but for that, you've got to know levelscripts and polygon commands first, so it's not that easy...

2. the textures look bad in the game, because frauber's plugin doesn't export the UV mapping. to make it look good ingame too, you'll have to get sketchup pro and export it with the pro exporter. make sure to only texture white faces, because backfaces don't get exported.

3. the model goes invisible, because (just guessing, i can't look into your rom) the vanish cap and metal cap load different models. you'll have to correct that manually too, which is also not that easy...

so the 2nd thing is quite easy to do, for the other problems you'll have to know a bit about how the game works. i suggest reading through the old threads about polygon data, levelscripts and geo layouts for that... it's pretty time consuming.
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Posted on 10-05-13 07:12:36 AM, in SM64 More Warps Patch Link
Originally posted by Tigik
It does not work for me: v

My rom is a 64 mb rom :/

Is there a way to?


the patch was just amde for a 48 MB rom. it writes the 0x26 commands to a specific location. so add more warps yourself, look, how the 0x26 command works:

___________________________
26 connect warps
[3]: Warp ID to jump from (warp ID's are defined with some previous
0x24 commands using specific behaviors)
[4]: Course ID number to warp to
[5]: Course area to jump to
[6]: Warp ID number in destination level area
[7,8]: Always 00 00?
_____________________________

if you place such commands in your levelscripts, between the old 0x26 command at easiest, you'll get more warp IDs in TT64. to get the offset to the 0x26 commands, click on one warp in TT64 and go to the position, that is written down left and insert the commands. you can either make the script a bit longer (if it's an imported level) or delete one old 0x24 command for 3 new 0x26 commands.
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Posted on 10-05-13 03:51:27 PM, in SM64 More Warps Patch Link
Originally posted by Tigik
I'll try even though I have no knowledge of scripting.

(If I understood correctly, copy the Hex Data of an object and assign it to the 0x26 command to add a warp?)


no. getting the address of a 0x24 command and overwriting it with 3 0x26 commands. 0x24 is used to insert objects, so you'll have 1 object less, but 3 warps more for each overwritten object.
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Posted on 10-08-13 02:39:06 AM, in Mario 64 Level Importer Link
Originally posted by fortunato
euite much

make sure not to texture walls from 2 sides. that'd give exactly, what you described.
but you'll have to get sketchup pro or blender alter anyways, because frauber's plugin doesn't export the UV mapping.
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Posted on 10-08-13 05:51:43 PM, in Mario 64 Level Importer Link
Originally posted by fortunato
quite much again


yes, it is possible. there's a display list command, 0x03, which loads a color:
[03] [88] [00 10] [08] [00 C0 90]
[1]: 03= Load color for next triangles.
[2]: When is 0x86, loads the bright color, when 0x88(?)
loads darkened color.
[3,4]: unused?
[5]: RAM segment number
[6,7,8]: Offset in segment

if you point this to new RGBs, that are not FF FF FF or 00 00 00, you should see some shadings.
i don't know, if you allready know enough about level scripts to do this, it would be a long explanation... alternatively, you could use skelux' importer branch, which has shadings implemented. i don't know, if it works fine with messiaens importer plugin. you'll have to use sketchup pro obj exporter probably (which is way better anyways)
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Posted on 10-20-13 07:32:42 AM, in Help/Questions about Toad's Tool 64 and SM64 hacking Link
Originally posted by skyluigi
If I enter a level that I've imported a model to, It black-screens. Am I doing something wrong?

yes
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Posted on 10-21-13 10:43:40 AM, in Help/Questions about Toad's Tool 64 and SM64 hacking Link
Originally posted by skyluigi
Originally posted by Kaze
Originally posted by skyluigi
If I enter a level that I've imported a model to, It black-screens. Am I doing something wrong?

yes


Is there a way to fix it?


sure, but you'll have to give some details like the importer version, emulator version, levelsize,... because there is a huge amount of mistakes, that you can make.
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Posted on 10-22-13 12:29:22 PM, in Help/Questions about Toad's Tool 64 and SM64 hacking Link
Originally posted by skyluigi
Originally posted by Kaze

sure, but you'll have to give some details like the importer version, emulator version, levelsize,... because there is a huge amount of mistakes, that you can make.


Importer: Skelux's importer, 1.7S
Emulator: Project64 1.7
Levelsize: ????? Where do I find the levelsize?



the levelsize is the amount of faces (visible in the preview of the importer)
well, the problem can be, that it has too much faces. it can also be, that there's no correct match of warp IDs in your level. (look into the 0x26 warp destinations);
another reason can be some bad code, like putting objects with a wrong collision pointer, not working ASM,...
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Posted on 12-29-13 02:59:41 PM, in Post your SM64 mods, patches and screenshots here! (NO ROM LINKS!) Link
<object width="420" height="315"><embed src="http://www.youtube.com/v/w97yYVPsUR0&hl=de_DE&version=3" type="application/x-shockwave-flash" width="420" height="315" allowscriptaccess="always" allowfullscreen="true"></embed></object>
http://www.youtube.com/watch?v=dO2YQsQ4m5g

some objects i made. I remade the beta trampoline, i know an old recreation, but mine looks a bit more realistic and the scaling is calculated properly;
also some other new objects.
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Posted on 01-02-14 07:13:17 PM, in SM64 Level Importer Thread (Skelux Branch) Link
Originally posted by Tamkis
Or is there a way to prevent the v1.9 version from automatically applying the collision improvements?

you could create a ppf patch from the "destroyed" rom to the "healthy" rom. after finishing the hack in the "destroyed" one, patch the patch to it.
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Posted on 09-25-14 09:24:45 PM, in Behaviour Scripts Link
Originally posted by shyguyhex
I made a document based on your guys' findings (and some of my own messing around) here that I beefed up with html and js for super easy reading, if anyone is interested.




look at this

ive continued the existing list about 9 months ago. i havent decoded some - mostly unused - commands (0x15, 0x16 and 0x17, 0x1F not entirely).
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Posted on 10-23-14 09:27:14 PM, in Exploring Camera Data Link
camera data has been decoded for the biggest part allready;

camera data starts at 8033c520 and most important functions are following:

80289684: changes camera position (a0: array[positions]*, a1: pointer to x,y,z float, a2: xpseed?, a3: yspeed, stack+10:zspeed)
8028935C: changes x, y or z position of camera smoothly (a0: position*, a1: end position, a2: speed?)


an example of this being applied is:
https://www.youtube.com/watch?v=ax5ck61mH1k

i've also had success freezing the camera in a spot by copying all of the camera data and recalling it on a specific event (as seen in "Peach's Christams Invitation")
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Posted on 10-26-14 08:40:05 PM, in Post your SM64 mods, patches and screenshots here! (NO ROM LINKS!) (last edited by Kaze at 10-26-14 10:35:07 PM) Link
https://www.youtube.com/watch?v=yg_euXYigrg

here's a sample of the cutscene engine i wrote, it uses some camera functions and rewrites the old ones to be easily deactivateable.
Pages: 1 2 3 4
Jul - Posts by Kaze


Rusted Logic

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

31 database queries, 46 query cache hits.
Query execution time:  0.080062 seconds
Script execution time:  0.024203 seconds
Total render time:  0.104265 seconds


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line 398 column 161 - Warning: <img> lacks "alt" attribute
line 409 column 15 - Warning: <img> lacks "alt" attribute
line 432 column 22 - Warning: <img> lacks "alt" attribute
line 432 column 63 - Warning: <img> lacks "alt" attribute
line 432 column 112 - Warning: <img> lacks "alt" attribute
line 432 column 161 - Warning: <img> lacks "alt" attribute
line 443 column 15 - Warning: <img> lacks "alt" attribute
line 477 column 22 - Warning: <img> lacks "alt" attribute
line 477 column 63 - Warning: <img> lacks "alt" attribute
line 477 column 112 - Warning: <img> lacks "alt" attribute
line 477 column 161 - Warning: <img> lacks "alt" attribute
line 488 column 15 - Warning: <img> lacks "alt" attribute
line 507 column 22 - Warning: <img> lacks "alt" attribute
line 507 column 63 - Warning: <img> lacks "alt" attribute
line 507 column 112 - Warning: <img> lacks "alt" attribute
line 507 column 161 - Warning: <img> lacks "alt" attribute
line 518 column 15 - Warning: <img> lacks "alt" attribute
line 535 column 22 - Warning: <img> lacks "alt" attribute
line 535 column 63 - Warning: <img> lacks "alt" attribute
line 535 column 112 - Warning: <img> lacks "alt" attribute
line 535 column 161 - Warning: <img> lacks "alt" attribute
line 546 column 15 - Warning: <img> lacks "alt" attribute
line 573 column 22 - Warning: <img> lacks "alt" attribute
line 573 column 63 - Warning: <img> lacks "alt" attribute
line 573 column 112 - Warning: <img> lacks "alt" attribute
line 573 column 161 - Warning: <img> lacks "alt" attribute
line 584 column 15 - Warning: <img> lacks "alt" attribute
line 600 column 22 - Warning: <img> lacks "alt" attribute
line 600 column 63 - Warning: <img> lacks "alt" attribute
line 600 column 112 - Warning: <img> lacks "alt" attribute
line 600 column 161 - Warning: <img> lacks "alt" attribute
line 611 column 15 - Warning: <img> lacks "alt" attribute
line 631 column 22 - Warning: <img> lacks "alt" attribute
line 631 column 63 - Warning: <img> lacks "alt" attribute
line 631 column 112 - Warning: <img> lacks "alt" attribute
line 631 column 161 - Warning: <img> lacks "alt" attribute
line 642 column 15 - Warning: <img> lacks "alt" attribute
line 667 column 22 - Warning: <img> lacks "alt" attribute
line 667 column 63 - Warning: <img> lacks "alt" attribute
line 667 column 112 - Warning: <img> lacks "alt" attribute
line 667 column 161 - Warning: <img> lacks "alt" attribute
line 678 column 15 - Warning: <img> lacks "alt" attribute
line 697 column 22 - Warning: <img> lacks "alt" attribute
line 697 column 63 - Warning: <img> lacks "alt" attribute
line 697 column 112 - Warning: <img> lacks "alt" attribute
line 697 column 161 - Warning: <img> lacks "alt" attribute
line 708 column 15 - Warning: <img> lacks "alt" attribute
line 724 column 22 - Warning: <img> lacks "alt" attribute
line 724 column 63 - Warning: <img> lacks "alt" attribute
line 724 column 112 - Warning: <img> lacks "alt" attribute
line 724 column 161 - Warning: <img> lacks "alt" attribute
line 735 column 15 - Warning: <img> lacks "alt" attribute
line 756 column 22 - Warning: <img> lacks "alt" attribute
line 756 column 63 - Warning: <img> lacks "alt" attribute
line 756 column 112 - Warning: <img> lacks "alt" attribute
line 756 column 161 - Warning: <img> lacks "alt" attribute
line 767 column 15 - Warning: <img> lacks "alt" attribute
line 793 column 22 - Warning: <img> lacks "alt" attribute
line 793 column 63 - Warning: <img> lacks "alt" attribute
line 793 column 112 - Warning: <img> lacks "alt" attribute
line 793 column 161 - Warning: <img> lacks "alt" attribute
line 804 column 15 - Warning: <img> lacks "alt" attribute
line 831 column 25 - Warning: <img> lacks "alt" attribute
line 836 column 267 - Warning: <img> lacks "alt" attribute
line 147 column 131 - Warning: trimming empty <font>
line 149 column 201 - Warning: trimming empty <font>
line 816 column 17 - Warning: trimming empty <tr>
line 819 column 201 - Warning: trimming empty <font>
line 821 column 131 - Warning: trimming empty <font>
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 206 column 27 - Warning: <nobr> is not approved by W3C
line 240 column 27 - Warning: <nobr> is not approved by W3C
line 272 column 27 - Warning: <nobr> is not approved by W3C
line 303 column 27 - Warning: <nobr> is not approved by W3C
line 332 column 27 - Warning: <nobr> is not approved by W3C
line 383 column 27 - Warning: <nobr> is not approved by W3C
line 414 column 27 - Warning: <nobr> is not approved by W3C
line 448 column 27 - Warning: <nobr> is not approved by W3C
line 493 column 27 - Warning: <nobr> is not approved by W3C
line 523 column 27 - Warning: <nobr> is not approved by W3C
line 551 column 27 - Warning: <nobr> is not approved by W3C
line 589 column 27 - Warning: <nobr> is not approved by W3C
line 616 column 27 - Warning: <nobr> is not approved by W3C
line 647 column 27 - Warning: <nobr> is not approved by W3C
line 683 column 27 - Warning: <nobr> is not approved by W3C
line 713 column 27 - Warning: <nobr> is not approved by W3C
line 740 column 27 - Warning: <nobr> is not approved by W3C
line 772 column 27 - Warning: <nobr> is not approved by W3C
line 809 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