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04-21-22 05:29:26 PM
Jul - Posts by Kaze
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Kaze
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Posted on 10-29-14 04:58:36 PM, in Exploring Camera Data Link
Originally posted by CaptainSwag101
Thanks for the advice! Also, would it be ok if I sent this info to James Stewart, the creator of the Super Mario 64 Exposed website, so that he could add this info to his site?


yes sure, even though im quite sure he allready knows about that.
Kaze
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Posted on 11-18-14 04:34:34 PM, in Post your SM64 mods, patches and screenshots here! (NO ROM LINKS!) Link
https://www.youtube.com/watch?v=tNdHjiR_0jg

not sure how to link it, but here's a video of my FLUDD powerup i just made.
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Posted on 11-18-14 09:00:37 PM, in SM64 Animation format (last edited by Kaze at 11-19-14 09:40:18 PM) Link
Animation data starts where the 0x27 26 behavior command points to; 0x28 command chooses one of these animations and uses it for the object. second byte of it gets mutliplied by 4 and added to the start offset of the 27 26 command.

[segmented pointers to animation headers] (put as many pointers as necessary)

____________________________________________________
animation header

1,2 (amount of repeats, 0 for infinte)
3,4 (unknown)
5-8 (empty?)
9,A (frame count)
B,C (node count (every 0x13 command opens one node, nodes are attached to the previous node by 0x04 commands))
D-10 (segmented pointer to transformation values)
11-14 (segmented pointer to transformation index)
____________________________________________________
transformation index:
first 0x0C bytes are for translation, though it seems to only be possible to move the first limb,
all the other 0x0C byte groups are for limb rotation.


rotation/translation group:
1,2 (u16 X key)
3,4 (u16 value select)
5,6 (u16 Y key)
7,8 (u16 value select)
9,A (u16 Z key)
B,C (u16 value select)


framcount = obj->0x40;
if framecount>key {
framecount = key;}
value select*2+framecount*2+transformation values offset = pointer to translation or rotation to use
(rotations and translations are both 16bit, rotations go from 0 (0 degree) over 8000 (180 degree), to FFFF (~360/~0 degree)

edit: i forgot to credit on old post who had a doc on how animations work for mario, i didnt figure all of this out, that old post figured out how it worked for mario's animations, while its slightly different for object animations. also, for some reason that old post got deleted.
Kaze
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Posted on 01-13-15 04:57:55 PM, in SM64 Animation format Link
https://www.youtube.com/watch?v=lSy3N3QDrm4

finally wrote a converter for this, only works with maya.
Kaze
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Posted on 01-21-15 07:22:17 AM, in Regarding doors and imported levels. Link
Originally posted by chancywancy
Is there a trick to sizing a door to be the correct size within Google Sketchup that I'm not yet aware of? One of my biggest limitations is the lack of functional doors in my levels and I was curious as to whether or not there's a simpler way to calculate door size than just simple trial and error.


some people measured some objects for sketchup, likewise:
-mario is ~28.5cm
-doors are about 49cm
(for scale 500 in importer)

someone also uploaded this file for scale 100, but i can't really tell if it's useful since i don't have sketchup 13:
http://www.mediafire.com/download/rwuix3nige6111g/template.skp
Kaze
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Posted on 02-01-15 09:25:13 PM, in Help/Questions about Toad's Tool 64 and SM64 hacking Link
Originally posted by Electrosquid392
Hey guys, I'm having a problem with my hack.. So, I have this error "In a permanent loop that cannot be exit" when i re-imported a level, after i saw it, i reverted the level (It sucked anyway ), But i still had this error. How can i fix this?

that error will pop up whenever the checksum is changed. there should be a "checksum.exe" in the importer folder. drag your rom above it.
Kaze
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Posted on 02-02-15 11:12:35 PM, in Exploring Camera Data Link
im unsure how much effort you want to put into your moviemaker, but you might want to look at my cutscene engine:
Link

by applying all these codes on a SM64 rom suitable for the importer, you have pretty much perfect cameratours.
there are some rewrites in this, which disable the camera movement from the original game (everything that is not at 120xxxxx) you could create a cutscene somewhere in rom with any tool and call it through mario's behavior on L press - that way the SM64 movies would have nonstatic cameras. (also, this engine allows for some other stuff as you might notice)
Kaze
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Posted on 02-02-15 11:19:01 PM, in SM64 New Unused/Unfinished/Beta codes in Super Mario 64 (last edited by Kaze at 02-02-15 11:22:50 PM) Link
Title explains it pretty much.

<object width="550" height="385"><embed src="https://www.youtube.com/v/0m5aFtzI-IA?fs=1&hl=en_US" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="550" height="385"></embed></object>

https://www.youtube.com/watch?v=0m5aFtzI-IA

found these by going through all the behaviors in the rom, most of these weren't referred to by anything and had no references to any existing data outside of the behavior scripts, so they weren't found so far.
Kaze
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Posted on 02-03-15 06:32:16 PM, in Exploring Camera Data (last edited by Kaze at 02-03-15 06:33:11 PM) Link
Originally posted by CaptainSwag101
Hmm, that looks pretty cool, and would probably be very useful for Mario 64 Machinimas. However, the main function of my program is actually its simplicity; you don't need to know how to patch a ROM or anything to use the program. Also, I aim to make my program work on various hacks of SM64 as well as clean ROMs. Would the cutscene patching patching process be feasible on in-depth hacks such as SM64 Star Road, etc?

Additionally, I'd be interested in seeing if there is a way to automate/streamline the process for ease of use because then--with your permission, of course--I'd like to see if the automated process can be integrated somehow into my program, so it can be a great new feature for SM64 Machinimists to use. Again, it would be only with your permission.


you could probably make a patchfile and copy the whole code and have it patched in a few seconds without user input.
the code will work with any hack ive ever looked into, it uses an unused area frauber DMAed into ram since forever, but never actually used. i cant imagine any romhack using it so far.

edit: actually, it won't work with "kaze's warmup" and "peach's christmas invitation", the 2 hacks i made, since ive used that area for other stuff.
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Posted on 02-04-15 11:23:40 PM, in Help/Questions about Toad's Tool 64 and SM64 hacking Link
Originally posted by Electrosquid392
I have another question; After fixing the "Permanent loop" thing, making another (unsuccessful) level, and importing it, I tested the level and when i selected an act, Mario "lies down" and dies! Fix?

place the start warp within bounds. (or, if you are importing over the level mario will be in after file select, change the position in the level importer at "initial positions")
Kaze
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Posted on 03-16-15 01:11:35 AM, in How to make Star Road Custom Level Multiplayer Link
Originally posted by RedToad
Ok so can I use the multiplayer 1.3.txt code to make a tweak to enable multiplayer right? I think that this is possible since he lists all of the code he uses. But the last tool for the Nemu64 does not export to a .obj file. It exports to a lot of .bmp files and a weird .vrml file. What really gets me is that he has a version of Star Road multiplayer for 1.2 but I want it for multiplayer 1.3. Maybe I could request Skelux to make the 1.3 version.


you wont get star road simply by reimporting the .obj files... you would have to place the objects, redo the codes... an enormous amount of time anyway.
i suggest you to use the star road multiplayer rom, SM64 multiplayer 1.2, sm64 multiplayer 1.3, create a patch from 1.2 to 1.3 and see if that works for the star road rom. if that wont help, you'll have to put alot of work into doing this. the quickest way would probably be learning mips assembly and see what multiplayer 1.3 changed in the game's code and copy the changes that make sense over/to rewrite some stuff to fit the starroad rom.
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Posted on 03-16-15 11:04:26 AM, in [SM64 - Listening to Audio Channels] Link
i don't know how exactly channel data is handled within RAM. i think the easiest would be to mute the channels within the music file and then to reimport it. i dont want to go through all the effort of doing that, but maybe it helps you if i link you an analysis of the music format:
https://sites.google.com/site/messiaen64/mario-64-sequenced-music-specification

Kaze
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Posted on 03-16-15 02:11:21 PM, in How to make Star Road Custom Level Multiplayer Link
Originally posted by Ri4300

Now obviously this isn't going to work, but it's not hard to create sm64 multiplayer. Everything is literally right there, all you need is a hex editor, Toad tools 64, and LemASM and whatever magical tools the sm64 community has created in the past 5 years.


you missunderstood me. i was talking about 3 roms. star road has some custom codings in it and i am pretty sure the doc on SM64 multiplayer on skelux' website is not complete. the only functioning way to do it is to find differences between 1.2 and 1.3 in the rom and to copy the useful ones over. im quite sure this couldnt be done without more effort/knowledge though.
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Posted on 03-16-15 06:02:39 PM, in [SM64 - Listening to Audio Channels] (last edited by Kaze at 03-16-15 06:03:03 PM) Link
Originally posted by Church_Manner
That actually might be really helpful. So if I copy the music file a bunch of times and use a hex editor to make the appropriate adjustments, like replacing notes in a certain channel with silence...that should work?

you could basically set the volume to zero for every track except one and listen to the different versions a few times. replacing notes with silence would take longer and more learning.
Kaze
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Posted on 03-16-15 10:35:10 PM, in How to make Star Road Custom Level Multiplayer Link
Originally posted by RedToad
Does anyone know how to insert a line of code in lemASM so that it moves all of the lines of code down one so that I don't overide something I don't want to change. So basically I want to insert lines of code so that it will add it but move everything down. Because I found some lines of code that were added from Multiplayer 1.3 and they still used some of the multiplayer 1.2 code.

there is no way through soloely lemASM and even if there was, you'd just crash your rom since all the pointer would become wrong.
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Posted on 03-17-15 01:04:50 PM, in How to make Star Road Custom Level Multiplayer Link
Originally posted by RedToad
Also it won't crash the rom because I know exactly what code to input.
...
I just need to move all of the addresses down one. Maybe instead of doing that can I add the code at the bottom of the rom or will that screw things up?



i suggest you to learn a bit about this stuff before making assumptions.
...
if you move everything one line down, every pointer pointing to after the line youve inserted will be wrong and probably produce a crash. if you add it to the bottom of the rom, the code wont ever be loaded into RAM and stay inaccessible for you. if you want to insert a single line, you should try to shorten the existing code (it's usually quite easy to do since SM64s compiler was horrible) and then write your line of code to it.
Kaze
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Posted on 03-21-15 10:00:19 AM, in [SM64 - Listening to Audio Channels] Link
Originally posted by Church_Manner
That doesn't work because different songs have different instrument sets. Replacing the Title Screen music with Final Bowser played the music but with the instruments used in the Title Screen music...and since the Final Bowser music has more channels, there were some channels left out.

So, I guess my previous question still applies.


you can use the obj importer to import/export any .m64 sequences. it also lets you change the instrument set the song uses on the "music" tab.
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Posted on 03-22-15 11:39:20 PM, in [SM64 - Listening to Audio Channels] Link
try checking the "fix CRC and checksum" option in the importer.
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Posted on 04-05-15 01:15:06 PM, in Beginner need help Link
Originally posted by Pyrrha
Hey I'm a beginner who created his own map (Yeah!). But I encountered a problem :
how can I put more than 5 objects in it?
and Where can I find solid tuorials on rom hacking( And not only use tools because that's not fun and that's limited)?
Is there a comunity on skype or ts or mumble?
I'm french and I'm better for understanding english than writing or speaking it.


we've got a skype group for romhacking, but it's pretty much just autistic kids spamming stuff. though i suppose someone would answer your questions.
skype:?chat&blob=hwteVeCvijVsBskxEOus07x-T_oqh28sllObr082JMfPLLptobbHzR9h6fKHHc5K8L-Iep43CpZatONoQwJN_Cee0mCtU6JncmJVupwPti7tfMEvr84deUB4lr0-Hl4iv566T_ohu2BT79oBS0M7n6v4KJb7ghcfBVTs-AhmDbiUKlqZZpRsl3YBCFy8tPlSnXLjneNEm9Y2Wj1EPTYiNKw57KuxHSo

if you want more advanced stuff i suggest you to look up my google site:
https://sites.google.com/site/kazemario64/

it explains most hex scripts and a helps a bit with understanding assembly language.
Kaze
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Posted on 04-05-15 02:02:04 PM, in Beginner need help Link
Originally posted by Pyrrha
Thx Kaze.
How am I supposed to put this in skype. I don't think anyone has got a username like that.
I love your work bro =)


well that was the conversation like, i was simply hoping you'd know what to do with it. (i don't).
well alternatively you could add me on skype and i'll add you to the group. my skypeID is: "kaze.___."
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.

29 database queries, 48 query cache hits.
Query execution time:  0.074704 seconds
Script execution time:  0.023872 seconds
Total render time:  0.098576 seconds


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line 480 column 359 - Warning: <img> proprietary attribute value "absmiddle"
line 480 column 359 - Warning: <img> lacks "alt" attribute
line 489 column 22 - Warning: <img> lacks "alt" attribute
line 489 column 63 - Warning: <img> lacks "alt" attribute
line 489 column 112 - Warning: <img> lacks "alt" attribute
line 489 column 161 - Warning: <img> lacks "alt" attribute
line 500 column 15 - Warning: <img> lacks "alt" attribute
line 518 column 22 - Warning: <img> lacks "alt" attribute
line 518 column 63 - Warning: <img> lacks "alt" attribute
line 518 column 112 - Warning: <img> lacks "alt" attribute
line 518 column 161 - Warning: <img> lacks "alt" attribute
line 529 column 15 - Warning: <img> lacks "alt" attribute
line 547 column 22 - Warning: <img> lacks "alt" attribute
line 547 column 63 - Warning: <img> lacks "alt" attribute
line 547 column 112 - Warning: <img> lacks "alt" attribute
line 547 column 161 - Warning: <img> lacks "alt" attribute
line 558 column 15 - Warning: <img> lacks "alt" attribute
line 576 column 22 - Warning: <img> lacks "alt" attribute
line 576 column 63 - Warning: <img> lacks "alt" attribute
line 576 column 112 - Warning: <img> lacks "alt" attribute
line 576 column 161 - Warning: <img> lacks "alt" attribute
line 587 column 15 - Warning: <img> lacks "alt" attribute
line 603 column 22 - Warning: <img> lacks "alt" attribute
line 603 column 63 - Warning: <img> lacks "alt" attribute
line 603 column 112 - Warning: <img> lacks "alt" attribute
line 603 column 161 - Warning: <img> lacks "alt" attribute
line 614 column 15 - Warning: <img> lacks "alt" attribute
line 630 column 22 - Warning: <img> lacks "alt" attribute
line 630 column 63 - Warning: <img> lacks "alt" attribute
line 630 column 112 - Warning: <img> lacks "alt" attribute
line 630 column 161 - Warning: <img> lacks "alt" attribute
line 641 column 15 - Warning: <img> lacks "alt" attribute
line 663 column 22 - Warning: <img> lacks "alt" attribute
line 663 column 63 - Warning: <img> lacks "alt" attribute
line 663 column 112 - Warning: <img> lacks "alt" attribute
line 663 column 161 - Warning: <img> lacks "alt" attribute
line 674 column 15 - Warning: <img> lacks "alt" attribute
line 693 column 22 - Warning: <img> lacks "alt" attribute
line 693 column 63 - Warning: <img> lacks "alt" attribute
line 693 column 112 - Warning: <img> lacks "alt" attribute
line 693 column 161 - Warning: <img> lacks "alt" attribute
line 704 column 15 - Warning: <img> lacks "alt" attribute
line 719 column 22 - Warning: <img> lacks "alt" attribute
line 719 column 63 - Warning: <img> lacks "alt" attribute
line 719 column 112 - Warning: <img> lacks "alt" attribute
line 719 column 161 - Warning: <img> lacks "alt" attribute
line 730 column 15 - Warning: <img> lacks "alt" attribute
line 757 column 22 - Warning: <img> lacks "alt" attribute
line 757 column 63 - Warning: <img> lacks "alt" attribute
line 757 column 112 - Warning: <img> lacks "alt" attribute
line 757 column 161 - Warning: <img> lacks "alt" attribute
line 768 column 15 - Warning: <img> lacks "alt" attribute
line 798 column 25 - Warning: <img> lacks "alt" attribute
line 803 column 267 - Warning: <img> lacks "alt" attribute
line 147 column 131 - Warning: trimming empty <font>
line 149 column 201 - Warning: trimming empty <font>
line 783 column 17 - Warning: trimming empty <tr>
line 786 column 201 - Warning: trimming empty <font>
line 788 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 205 column 27 - Warning: <nobr> is not approved by W3C
line 233 column 27 - Warning: <nobr> is not approved by W3C
line 294 column 27 - Warning: <nobr> is not approved by W3C
line 322 column 27 - Warning: <nobr> is not approved by W3C
line 356 column 27 - Warning: <nobr> is not approved by W3C
line 383 column 27 - Warning: <nobr> is not approved by W3C
line 413 column 27 - Warning: <nobr> is not approved by W3C
line 445 column 27 - Warning: <nobr> is not approved by W3C
line 478 column 27 - Warning: <nobr> is not approved by W3C
line 505 column 27 - Warning: <nobr> is not approved by W3C
line 534 column 27 - Warning: <nobr> is not approved by W3C
line 563 column 27 - Warning: <nobr> is not approved by W3C
line 592 column 27 - Warning: <nobr> is not approved by W3C
line 619 column 27 - Warning: <nobr> is not approved by W3C
line 646 column 27 - Warning: <nobr> is not approved by W3C
line 679 column 27 - Warning: <nobr> is not approved by W3C
line 709 column 27 - Warning: <nobr> is not approved by W3C
line 735 column 27 - Warning: <nobr> is not approved by W3C
line 773 column 27 - Warning: <nobr> is not approved by W3C
Info: Document content looks like HTML5
Info: No system identifier in emitted doctype
Tidy found 245 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