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04-25-22 12:12:29 AM
Jul - Posts by Ratchetfan19
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Ratchetfan19
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Posted on 01-22-08 08:09:00 PM, in FlatWorld Battlefield (New flat empty level template to start from!!) Link
Glad to know the bug's fixed! Oh, and might I suggest stickying this thread? After all, it is the most significant advancement in Super Mario 64 hacking.
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Posted on 02-16-08 11:45:38 PM, in Extra Space Theory Link
Possibly. But moving data around the ROM to use space at the end of the ROM would be more conventional.
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Posted on 02-24-08 05:59:50 PM, in Hacking animations Link
Originally posted by Stevoisiak

Here are a few you may like

Warp doors don't work
8133B18E 00AA

Warp Doors close quickly
8133B174 FFFF

Jump 3x Higher (Must reset ROM)
8125273E 3FFF

I also had a code that made the game crash if you went to the castle grounds the game froze. I deleted the code though. Would you like me to locate the code again? Also, I have two DIFFERENT codes that seem to do the EXACT same thing. They're texture codes. Can someone see what the difference between the codes is?

8133B424 1010

8133B424 9910


The warp doors close quickly code you have there is actually the bounce off walls code. However, it may affect doors directly anyway because the values are so close together. As for the texture codes, these types of codes seem to only affect what texture set is mapped to the level geometry. I'm guessing it changes values in the level script. If you change a value, it will either map another texture set or will map "garbage bytes" (the random colors, sometimes flashing if variable RAM values are mapped). If only minute changes are made to the value, textures are still mapped in blocks and no garbage bytes are seen between textures.

If you find those textures in the ROM it's likely you will see garbage bytes, proving that a stream of data from a starting location to an ending location isn't mapped. Whatever system this code modifies seems to know where to start and stop mapping textures.
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Posted on 02-26-08 08:51:12 PM, in FlatWorld Battlefield, Take Two (New flat empty level template! TT64 v0.5.98b!) Link
VL-Tone, did you change any music sequences in the game, or was the music in your video music you mixed in with the capture?
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Posted on 05-16-08 09:26:03 PM, in Strange color code (last edited by Ratchetfan19 at 05-16-08 09:39 PM) Link
I recently found this...

http://www.youtube.com/watch?v=0_j4hL2rBFw

Notice in the video that Mario's head geometry seems to be altered (from my standpoint), as polygons have been shifted. I asked papermario47 about the code, and I should get an answer soon. If I do get it, I'll let yoshiman look into it, since he's so good with RAM-related hacking.

Edit: It does work in Project 64, but it looks nothing like it does in the video. I'm not sure what caused it to look so different on the N64, considering most color codes don't work on the N64 anyway. So here's the code. It's probably nothing special; I just found it interesting that it turned out that way.

8107EC20 5000
8107EC22 0000
8107EC2A 0000
8107EC40 FFFF
8107EC38 5050
8107EC93 6623
Ratchetfan19
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Posted on 06-05-08 12:04:24 AM, in Strange color code Link
No, it's not his TV. I tried the code myself and got the same shocking results... some pics:

tinyshit/2iqn4o7.png
tinyshit/efkj9k.png
tinyshit/2pq84rb.png

At first it actually looked like his geometry had been changed, but it's evident that the gradient angle/mganitude is different on each polygon, making Mario's polygon edges very noticeable. I don't know what causes the N64 to shade Mario this way, especially since the conventional dual shading method is used to shade Mario with his original RGB values.
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Posted on 06-06-08 01:08:10 AM, in Strange color code Link
Sorry about the pictures, but there's really no other way to get screenshots from a real N64.
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Posted on 06-06-08 12:16:54 PM, in Strange color code (last edited by Ratchetfan19 at 06-06-08 09:40 AM) Link
Originally posted by Metal_Man88
We need somebody with a Capture card-possessing computer. That would allow us to capture direct, raw screengrabs from the N64.


o.0 D'oh, silly me. I'll try to get some screens via a capture device then.

Edit: Sorry, it doesn't work for me. My cap device doesn't handle composite video correctly for some reason. It may be because the input video is 320x240 and it expects 640x480, I don't know.
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Posted on 06-10-08 03:36:34 PM, in Strange color code Link
What's going on in RAM? And I don't visit these forums every day, so give me some time to respond.
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Posted on 06-11-08 01:18:33 AM, in Strange color code Link
Well, it obviously changes RGB shading values for Mario's geometry. Here are known RAM offsets for shading data, according to the Super Mario 64 Color Code Tutorial...

8107EC40
8107EC42
8107EC38
8107EC3A
8107EC20
8107EC22
8107EC28
8107EC2A
8107EC50
8107EC52
8107EC58
8107EC5A
8107EC70
8107EC72
8107EC68
8107EC6A
8107EC80
8107EC82
8107EC88
8107EC8A
8107ECA0
8107ECA2
8107EC98
8107EC9A

Sorry for the annoyingly long list. You can go to one of these locations with your RAM viewer and see how everything is arranged. Check the video description to see which values represent which shade.

The only location out of the ordinary with this code is 8107EC93. It probably either changes the gradient angle, magnitude, or direction. I don't see where this parameter is actually used in-game. Maybe it's something related to special effects that Nintendo didn't use? You might want to look into this, VL-Tone. Who knows, maybe this parameter could be used in Toad's Tool someday!
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Posted on 06-14-08 08:50:55 PM, in Strange color code Link
Originally posted by Reimu Hakurei
Also they are RGBA vaules. That 00 you see in some codes next to the blue vaule is the alpha, but it's ignored apparently.


There's an alpha layer? Well I guess there has to be, seeing that Mario turns transparent when entering and leaving a warp. Someone should check those values when Mario warps, if possible. If they're changed, maybe we can find the command that enables the alpha layer.
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Posted on 06-14-08 11:10:24 PM, in Strange color code Link
So you're saying opacity is a parameter, after all? And a useful one, at that?
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Posted on 06-22-08 09:48:32 PM, in Main Level Scripts and Geo Layout Hacking (First screens + Level menu) Link
Originally posted by messiaen
If you want to try a simple hack, go to the Bank 0x07 for this first menu and nope (replace with 0's) all the vertex data from AED714 to AF55A5. You have erased the "Super Mario 64" polygons from the intro screen.


Wow, you can do that? Is this the actual polygon data for the SM64 logo? If it is then maybe we can reverse-engineer it. VL-Tone seems to know a lot about the model format since he converted them for use in the Shockwave player on his website and in Toad's Tool 64. Is there an object that calls this model, or is it just ASM? Maybe looking into this data can allow us to understand more of the model format used in SM64.
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Posted on 07-24-08 01:29:30 PM, in Toad's Tool 0.6.0 (On hiatus for an indefinite amount of time) Link
VL-Tone, do you have an idea of how many polygons/vertices the graphics engine can handle without slowing the game down? Actually, you might as well code a generic limit because if the game runs fine one moment, it could slow down another depending on what's currently loaded.

But that raises another question. Now it's obvious that any graphics engine has its limits, but why does the game slow down when it approaches the 240 object limit? For example, I can create 200 objects in Flatworld with no sprites and no behavior, and the game would still slow down. Is it a result of "external" coding that runs in the background for each object?
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Posted on 07-29-08 11:08:03 AM, in Experimental Platform Battlefield v0.4 RELEASED (Mac patch included) Link
Congratulations messiaen! You've created the official Super Mario 64 test level!
Also, how did you shade the mushroom and the text where the SM64 logo should be? And speaking of the logo, can anything be done with that yet as far as making it an object and creating a collision map for it?
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Posted on 07-29-08 11:14:28 AM, in Toad's Tool 0.6.0 (On hiatus for an indefinite amount of time) (last edited by Ratchetfan19 at 07-29-08 08:14 AM) Link
So the empty behavior loads or unloads the object depending on how close or far away Mario is from it? But I thought the level script did that.
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Posted on 07-29-08 11:35:52 PM, in Experimental Platform Battlefield v0.4 RELEASED (Mac patch included) Link
You could make a level that consists only of the logo! But you're right, collision would be hard to apply to that model accurately. But you never know. I suggest giving it a shot anyway and see how it turns out.

Actually, I think there was a level in Super Monkey Ball Deluxe that was Sega's logo that you rolled around on. That's what reminded me of this idea.
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Posted on 07-29-08 11:38:48 PM, in Toad's Tool 0.6.0 (On hiatus for an indefinite amount of time) (last edited by Ratchetfan19 at 07-29-08 08:40 PM) Link
If we do get around to having a model importer, say, if it has to many polygons/vertices/faces, would TT64 fix it up or would it have to be appropriately drawn in 3DS max or a similar program?

Edit: And that reminds me, if you want to take an exisiting level geometry, like Delfino Plaza from Super Mario Sunshine for instance, would it be possible to slim down its polygon count to a reasonable number by "reducing" its quality in a 3D modeling program?
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Posted on 04-30-13 01:18:50 PM, in SM64DS Texture Hacking (last edited by Ratchetfan19 at 04-30-13 01:21:30 PM) Link
Yes, I'm actually hacking away at this game. Been messing around with the bmd files and palettes and such, here's what I have so far. Working with castle_tree.bmd, found the palette at the end of the file. I exported from the first 15 bit BGR pixel to the end of the palette with a hex editor, determining the starting pixel with Tinke. The resulting file was too big at 544 bytes so I trimmed off the last 32 bytes to bring it down to the standard 512 byte size. Then I converted it to RIFF format using ImPalEd.

I opened the bmd file in Tile Molester alternate and imported the palette. I seem to be close, but the colors are incorrect. Using the really old clock tower map example I got that to work considering the palette was a seperate file, but am having no luck here. Are my TM settings at the bottom correct?


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Posted on 04-30-13 02:06:29 PM, in SM64DS Texture Hacking (last edited by Ratchetfan19 at 04-30-13 02:08:10 PM) Link
Thanks for the links MM and everything you have contributed to this game! I just downloaded the latest build of SM64DSe, it's really coming along nicely even after you abandoned the project.

Considering the map tiles are uncompressed I assumed all textures were uncompressed given the fact that I can sort of make out the tree shape in TM. I'm not a programmer, script kiddie at best. I suggested the addition of a texture editor to SM64DSe but not optimistic on that ever happening. Swapping textures from bitmaps/jpegs/pngs would be ideal though. Are there currently any tools I can use to edit DS bmd textures?
Pages: 1 2 3
Jul - Posts by Ratchetfan19


Rusted Logic

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

30 database queries, 47 query cache hits.
Query execution time:  0.133851 seconds
Script execution time:  0.022150 seconds
Total render time:  0.156000 seconds


TidyHTML vomit below
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line 631 column 112 - Warning: <img> lacks "alt" attribute
line 631 column 162 - Warning: <img> lacks "alt" attribute
line 632 column 11 - Warning: <img> lacks "alt" attribute
line 642 column 15 - Warning: <img> lacks "alt" attribute
line 657 column 22 - Warning: <img> lacks "alt" attribute
line 657 column 63 - Warning: <img> lacks "alt" attribute
line 657 column 112 - Warning: <img> lacks "alt" attribute
line 657 column 162 - Warning: <img> lacks "alt" attribute
line 658 column 11 - Warning: <img> lacks "alt" attribute
line 668 column 15 - Warning: <img> lacks "alt" attribute
line 685 column 22 - Warning: <img> lacks "alt" attribute
line 685 column 63 - Warning: <img> lacks "alt" attribute
line 685 column 112 - Warning: <img> lacks "alt" attribute
line 685 column 162 - Warning: <img> lacks "alt" attribute
line 686 column 11 - Warning: <img> lacks "alt" attribute
line 696 column 15 - Warning: <img> lacks "alt" attribute
line 713 column 22 - Warning: <img> lacks "alt" attribute
line 713 column 63 - Warning: <img> lacks "alt" attribute
line 713 column 112 - Warning: <img> lacks "alt" attribute
line 713 column 162 - Warning: <img> lacks "alt" attribute
line 714 column 11 - Warning: <img> lacks "alt" attribute
line 724 column 15 - Warning: <img> lacks "alt" attribute
line 728 column 150 - Warning: <font> attribute "color" had invalid value "7C60B0" and has been replaced
line 735 column 906 - Warning: <img> lacks "alt" attribute
line 744 column 22 - Warning: <img> lacks "alt" attribute
line 744 column 63 - Warning: <img> lacks "alt" attribute
line 744 column 112 - Warning: <img> lacks "alt" attribute
line 744 column 162 - Warning: <img> lacks "alt" attribute
line 745 column 11 - Warning: <img> lacks "alt" attribute
line 755 column 15 - Warning: <img> lacks "alt" attribute
line 759 column 150 - Warning: <font> attribute "color" had invalid value "7C60B0" and has been replaced
line 782 column 25 - Warning: <img> lacks "alt" attribute
line 787 column 267 - Warning: <img> lacks "alt" attribute
line 147 column 139 - Warning: trimming empty <font>
line 149 column 165 - Warning: trimming empty <font>
line 344 column 232 - Warning: trimming empty <u>
line 345 column 301 - Warning: trimming empty <u>
line 346 column 372 - Warning: trimming empty <b>
line 767 column 17 - Warning: trimming empty <tr>
line 770 column 165 - Warning: trimming empty <font>
line 772 column 139 - 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 203 column 27 - Warning: <nobr> is not approved by W3C
line 229 column 27 - Warning: <nobr> is not approved by W3C
line 275 column 27 - Warning: <nobr> is not approved by W3C
line 301 column 27 - Warning: <nobr> is not approved by W3C
line 340 column 27 - Warning: <nobr> is not approved by W3C
line 372 column 27 - Warning: <nobr> is not approved by W3C
line 398 column 27 - Warning: <nobr> is not approved by W3C
line 428 column 27 - Warning: <nobr> is not approved by W3C
line 454 column 27 - Warning: <nobr> is not approved by W3C
line 509 column 27 - Warning: <nobr> is not approved by W3C
line 538 column 27 - Warning: <nobr> is not approved by W3C
line 564 column 27 - Warning: <nobr> is not approved by W3C
line 592 column 27 - Warning: <nobr> is not approved by W3C
line 620 column 27 - Warning: <nobr> is not approved by W3C
line 647 column 27 - Warning: <nobr> is not approved by W3C
line 673 column 27 - Warning: <nobr> is not approved by W3C
line 701 column 27 - Warning: <nobr> is not approved by W3C
line 729 column 27 - Warning: <nobr> is not approved by W3C
line 760 column 27 - Warning: <nobr> is not approved by W3C
Info: Document content looks like HTML5
Info: No system identifier in emitted doctype
Tidy found 264 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