| messiaen Catgirl Level: 68 Posts: 917/1085 EXP: 2594047 For next: 134753 Since: 11-20-07 Since last post: 8.1 years Last activity: 7.2 years |
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| Wicked cool. |
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| Jul - Posts by messiaen |
| Pages: 1 2 3 4 5 6 7 8 9 10 ... 42 43 44 45 46 47 48 49 50 51 52 53 54 |
| messiaen Catgirl Level: 68 Posts: 917/1085 EXP: 2594047 For next: 134753 Since: 11-20-07 Since last post: 8.1 years Last activity: 7.2 years |
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| Wicked cool. |
| messiaen Catgirl Level: 68 Posts: 918/1085 EXP: 2594047 For next: 134753 Since: 11-20-07 Since last post: 8.1 years Last activity: 7.2 years |
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| From what I've read it doesn't run yet on real hardware. I tried it in Gens and it worked finely though. |
| messiaen Catgirl Level: 68 Posts: 919/1085 EXP: 2594047 For next: 134753 Since: 11-20-07 Since last post: 8.1 years Last activity: 7.2 years |
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| Please post importing questions in this thread. If you read through that thread (especially the last pages), you'll find all texture-related advice I could give you. |
| messiaen Catgirl Level: 68 Posts: 920/1085 EXP: 2594047 For next: 134753 Since: 11-20-07 Since last post: 8.1 years Last activity: 7.2 years |
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| Hmm, I must have broken something related to tie-processing before releasing the alpha, that is not MuseScore's fault. By the way, a version of MuseScore (0.9.6.1) has been released last week. You may want to try it, however keep also your old version, depending on your OS this one might be more unstable (on WinXP it certainly is). Unfortunately, it seems that MuseScore isn't yet very good at quantitazing events (fitting notes to a grid of musical pulses), which is one of the problems when converting MIDI to notation. |
| messiaen Catgirl Level: 68 Posts: 921/1085 EXP: 2594047 For next: 134753 Since: 11-20-07 Since last post: 8.1 years Last activity: 7.2 years |
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| Found a nice way to solve most MuseScore quantitization problems. First, download Notation Musician (trial seems functional) and open a MIDI file. The purpose of this program is to make MIDI into decent notation, from what I've tested there's a good AI to find proper quantitization, way superior than MuseScore and even some professional notation software. Now export the MIDI file from this program and toggle the "Quantitize the note locations and durations as notated" option. Now open the MIDI again in MuseScore and you'll have a pleasant surprise, it looks better so the importing will also be better. Some precision may be lost (ie, very quick notes), but the result is worth it. Edit: Notation Composer, by the same company, also supports Export to MusicXML. I *HIGHLY* suggest it over MuseScore. Not sure how the trial version works, but so far I haven't seen any important limitation regarding exporting/saving files. |
| messiaen Catgirl Level: 68 Posts: 922/1085 EXP: 2594047 For next: 134753 Since: 11-20-07 Since last post: 8.1 years Last activity: 7.2 years |
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| Moderation keeps a minimal ammount of topics so data can be organized more easily. There's always the option of reposting your previous question in the most adequate topic, if you think it's relevant or if it hasn't been covered before. It works well, though at this point the "Help" topic is a bit too cluttered. So, v13 of the Level Importer is almost ready, only thing left is to experiment more importing multiple water boxes. It seems that the height of the water boxes is a global parameter, so you can't have for instance a water box and a toxic box with different height values. The only case in the game where that happens (boxes with different heights) seems to be the Hazy Maze level, but then the "room system" is used, so water boxes aren't all loaded at the same time. But I could be wrong, I need to look more at this, for instance the mist at Jolly Roger Bay is certainly at a different height level than the water. Here's the main changes for the next version: - Totally redesigned GUI, much less daunting and crowded than the previous one - Graphical interface for texture-based collision mapping with texture preview - Support for extra collision parameters (wind/water/sand direction) - Fixed some issues that would prevent textures to import - Hack to enable/disable act selectors on a level basis - Multiple water/toxic haze/mist boxes - Fixed false "vertex out of range" warnings - Some new trajectories (so far, racing penguin and snowman's bottom) Edit: Water placement actually makes sense this time . Also, fixed the "hardcore" fog setting. |
| messiaen Catgirl Level: 68 Posts: 923/1085 EXP: 2594047 For next: 134753 Since: 11-20-07 Since last post: 8.1 years Last activity: 7.2 years |
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| I can see that becoming very useful if you focus on Behaviors. With good parsing and a list of predefined values (ie, animation values, collision, scaling, etc) it could make behavior editor easier for begginers. The behavior bank can be easily expanded using extended memory, so it could have Copy/Insert functions for more extensive modifications. |
| messiaen Catgirl Level: 68 Posts: 924/1085 EXP: 2594047 For next: 134753 Since: 11-20-07 Since last post: 8.1 years Last activity: 7.2 years |
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Originally posted by Terra Back when this forum started, TT64 and SM64 hacking meant pretty much the same thing, so that topic made sense. Nowadays, with many other programs for specific tasks and tons of stuff that need more advanced editing it makes sense to have a thread for each topic (just like we actually have). This specific thread seems outdated, perhaps it would be interesting to close this and make a topic more specific, such as "Help with Toad's Tool 64 Usage". SM64 Hacking is too broad. We also really need a friendly "Getting Started" thread, with a list of programs, topics (so people can how where to ask specific stuff) and tutorials (could be link to YouTube videos, there are plenty of tutorials nowadays). We have the SM64 Forum Info, but it isn't that helpful anymore. Just my two cents. |
| messiaen Catgirl Level: 68 Posts: 925/1085 EXP: 2594047 For next: 134753 Since: 11-20-07 Since last post: 8.1 years Last activity: 7.2 years |
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| I'm not sure what is exactly the program with the hieroglyph texture, can you provide a screenshot of how it looks in your 3D modeller so I can know what's wrong? Also, have you tried using the "Flip textures vertically" option? I'm almost sure the importer actually handles textures the wrong way by default, but enabling this miight fix it, if that's the case. As for the mapping errors, most of the time that happens because of limited precision in the N64 vertex cache format. Without entering much in technical details, there's a trick that may work when mapping spheres or more complex shapes, if you are using Google SketchUp: use a 64x64 texture instead of 32x32, or even 128x128. If you are using Blender, try "stretching" the texrure more along the surface. Please try these approachs and tell me if that made any difference. |
| messiaen Catgirl Level: 68 Posts: 926/1085 EXP: 2594047 For next: 134753 Since: 11-20-07 Since last post: 8.1 years Last activity: 7.2 years |
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| Hmm, interesting, I never noticed the textures got horizontally flipped. Probably there's a bug in my function which converts the textures to the RGBA5551 format used in the N64. I'll do more tests and try to fix that for the next version. The trick about using 64x64 or 128x128 textures in SketchUp is that the texture will be strechted 2 or 4 times, because the original mapping was done for a texture larger than the one that will actually be used (32x32). |
| messiaen Catgirl Level: 68 Posts: 927/1085 EXP: 2594047 For next: 134753 Since: 11-20-07 Since last post: 8.1 years Last activity: 7.2 years |
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| Not really possible to change the paintings position, just like you can't change any of the existing level geometry/collision. But it might be possible to replicate those in imported levels using the right collision settings (never tried it though). BigBrain: Will get back to your question later, probably I'll reply it in the "Level Editing" topic since that kind of stuff is too useful to get lost in this huge thread. |
| messiaen Catgirl Level: 68 Posts: 928/1085 EXP: 2594047 For next: 134753 Since: 11-20-07 Since last post: 8.1 years Last activity: 7.2 years |
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| You should check TT64's internal script dumper, which can be acessed through the Preferences menu, this might give you a hint regarding how the scripts flow when it comes to jumps. Also, I think that instead of a hexeditor-like grid you should insert newline breaks after each commands, as well as indentation so it's easier to visualize and to debug (again, TT64 can be used as a reference for that). After you get everything working, if you want a little challenge you can try a insert command function (yeah, you'll either have to repoint stuff or get rid of jumps and rewriting stuff in a more linear flow). |
| messiaen Catgirl Level: 68 Posts: 929/1085 EXP: 2594047 For next: 134753 Since: 11-20-07 Since last post: 8.1 years Last activity: 7.2 years |
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Originally posted by Lunaria I'm at the same room in the "Unknown area". My ROM isn't patched with control freak or any other kind of hack and I'm having the same issues (crashing the game) with ZSNESW. Any ideas? |
| messiaen Catgirl Level: 68 Posts: 930/1085 EXP: 2594047 For next: 134753 Since: 11-20-07 Since last post: 8.1 years Last activity: 7.2 years |
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| Just patched the 1.2 version and used an earlier savestate. That room was fxed, however the next one (Charge Beam room) has problems (the sound stops and after a while it crashes). Amazing hack, by the way. |
| messiaen Catgirl Level: 68 Posts: 931/1085 EXP: 2594047 For next: 134753 Since: 11-20-07 Since last post: 8.1 years Last activity: 7.2 years |
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| There are two main confusions here. First, you should read again my notes on patching (some) Gameshark codes to the SM64 ROM, you are missing important stuff. Second, what you really seem to want is just basic File I/O: open a file, seek to an adress, write and close, that is, stuff you can do in a "hex editor". So, your answer is simple, just serch google for "Binary File I/O" + the name of your programming language. There will be plenty of resources, probably with easy to modify code. Also, (from my self-taught and inexperienced point of view) I think you can get away with modifying the file straight away without using a buffer, since you are doing a very simple patcher, not something that needs to keep the file opened for access (the only I reason I see to copy it to RAM). But of course, learning to use a buffer will be essential once you get to more complex tasks. |
| messiaen Catgirl Level: 68 Posts: 932/1085 EXP: 2594047 For next: 134753 Since: 11-20-07 Since last post: 8.1 years Last activity: 7.2 years |
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| Just found in Google some Usenet messages from 98-2000. I wonder if anyone stills use that? Before that, I remember those grayish sites in mozilla (no BG images!) and some hype over frames and animated gifs. Going a bit back in time, I remember my first computer (I think I was 9 at that time), which came with a crappy a 2.4k modem (UGH). Somehow I got a copy of BananaCom (a simple ANSI terminal program) and discovered a few local BBSs. The best one had a think 5 simultaneous lines or so. A year later I was so hooked up I became SysOp of my own BBS, which used the RemoteAccess program (I think nowadays there's a telnet version of it if I'm not mistaken). Good times! (feeling old now ha!) |
| messiaen Catgirl Level: 68 Posts: 933/1085 EXP: 2594047 For next: 134753 Since: 11-20-07 Since last post: 8.1 years Last activity: 7.2 years |
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| Looks splendid Celux, you and Lugmillord (on YouTube) seem to be doing great! How are you dealing with camera problems? I've played the demo of Super Mario 74 (by Lugmillord) and camera was very problematic in some levels. A good advice is to experimenting replacing the same level in many spots: each level has its own hardcoded camera settings, so its important to experiment with this. Also, I'm digging the work you have done on the music, have you been using the XML importer? |
| messiaen Catgirl Level: 68 Posts: 934/1085 EXP: 2594047 For next: 134753 Since: 11-20-07 Since last post: 8.1 years Last activity: 7.2 years |
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| Haven't touched this program or SM64 hacking in the last few months due to lack of time, but now things are calming down a bit so I'll try to finally finish v13 of the importer. Here's what I have worked so far: - redesigned GUI, much better interface - fixed mapKd issue which prevented some .obj exporter plug-ins to work - set Mario start position (even on levels such as the Castle Grounds) - fixed false "vertex out of range" warnings - hack to switch act selectors on/off in each regular level - trajectories for racing penguin and snowman's bottom - collision mapping now has an interface, including a preview for resized textures - fixed "hardcore" fog setting - background parts (bg00.bmp files) are now correctly deleted after conversion Partially finished: - multiple water boxes - support for extra collision parameters To do (someone has requested this): - Eyerock star If someone has another request, such a specific trajectory or star position, feel free to suggest it. Currently I'm stuck on the multiple water boxes function, which is giving me a lot of trouble, once that is done (unfortunately it will remain not very intuitive, though this time water box positioning will actually make sense). Once v13 is released, I'll focus on some music related stuff for v14: having a integrated music inserter, additional music slots and changing hardcoded music settings (ie, which track plays when you talk to Toad, get a cap, race Koopa, etc). |
| messiaen Catgirl Level: 68 Posts: 935/1085 EXP: 2594047 For next: 134753 Since: 11-20-07 Since last post: 8.1 years Last activity: 7.2 years |
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| By multiple water boxes I also mean the possibility of having both toxic haze, mist and water boxes in the same level, which I guess would be very useful. I'll look into those stars. |
| messiaen Catgirl Level: 68 Posts: 936/1085 EXP: 2594047 For next: 134753 Since: 11-20-07 Since last post: 8.1 years Last activity: 7.2 years |
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| Yes, all game code is static, there isn't any kind of overlay such as in the Zelda-type filesystem. But the cool thing would be to write a Gameshark interpreter so that all code types could be patched, including the ones that check for input or compare values . |
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| Jul - Posts by messiaen |
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