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05-02-22 10:11:31 PM
Jul - Posts by RomanianGirl
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RomanianGirl

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Posted on 01-31-08 07:47:24 PM, in Hacking the Mario A to D text on the File Select screen. Link
It's all in Hex code, you have the change the Hex code for MARIO (16 0A 1B 12 18) to PEACH (19 0E 0A 0C 11). For Mario A, it starts at the Hex address: 258258. Do not edit other stuff as it can ruin the ROM. I suggest copying the ROM and pasting it as a backup copy in a different folder. You will also need to find a program that fixes the checksum.
Same for Luigi, but change it to LUIGI (15 1E 12 10 12).

Image links:
Peach ABCD
Luigi ABCD

Good luck to both of you!
RomanianGirl

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Posted on 02-01-08 04:39:30 PM, in Title screen: I need help (last edited by RomanianGirl at 02-01-08 02:07 PM) Link
I believe the main title text (Super Mario 64) is an actual texture alone, but I'll check the ROM and see what it's all about. Your choices of changing, however may be very limited, because the letters are a different style, so I don't think they have the whole alphabet on the ROM. So your choices in letters are S, U, P, E, M, A, R, I, O, 6, and 4... But I need to check myself first, I may be wrong.

--EDIT--
Upon closer inspection of the Super Mario 64 screen, I think it's a polygon object (Like Mario or MIPS). I searched the ROM, and I'm not sure where it is, and I don't think it's editable, at least to my knowledge anyways.

Super Mario 64 screen
RomanianGirl

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Posted on 02-01-08 05:21:46 PM, in Hacking the Mario A to D text on the File Select screen. Link
Originally posted by gop_red_94
Originally posted by RomanianGirl
It's all in Hex code, you have the change the Hex code for MARIO (16 0A 1B 12 18) to PEACH (19 0E 0A 0C 11). For Mario A, it starts at the Hex address: 258258. Do not edit other stuff as it can ruin the ROM. I suggest copying the ROM and pasting it as a backup copy in a different folder. You will also need to find a program that fixes the checksum.
Same for Luigi, but change it to LUIGI (15 1E 12 10 12).

Image links:
Peach ABCD
Luigi ABCD

Good luck to both of you!


I tried the hex address but it doesn't work.


Do a search for the Hex string "16 0A 1B 12 18 9E 0A". This is Mario A.
Mario B =16 0A 1B 12 18 9E 0B
Mario C = 16 0A 1B 12 18 9E 0C
Mario D = 16 0A 1B 12 18 9E 0D

I messed up with reading the hex address, sorry. When you find it, could you tell me the correct address so I know for future please?
RomanianGirl

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Posted on 02-01-08 09:11:43 PM, in Title screen: I need help (last edited by RomanianGirl at 02-01-08 06:13 PM) Link
Originally posted by gop_red_94
I don't think it's a polygon object. If you compare the actual game on the system and the ROM, you can tell it's one big texture. The O in MARIO has a very small part of it missing.


When I did a texture dump of the beginning screens, it didn't show up.
I tried searching for it with TM, but I really don't know how to use it....
As well, the wood-like texture on the buttom of the letters can be edited.
RomanianGirl

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Posted on 02-01-08 09:16:14 PM, in Hacking the Mario A to D text on the File Select screen. Link
Originally posted by gop_red_94
Originally posted by RomanianGirl
Originally posted by gop_red_94
Originally posted by RomanianGirl
It's all in Hex code, you have the change the Hex code for MARIO (16 0A 1B 12 18) to PEACH (19 0E 0A 0C 11). For Mario A, it starts at the Hex address: 258258. Do not edit other stuff as it can ruin the ROM. I suggest copying the ROM and pasting it as a backup copy in a different folder. You will also need to find a program that fixes the checksum.
Same for Luigi, but change it to LUIGI (15 1E 12 10 12).

Image links:
Peach ABCD
Luigi ABCD

Good luck to both of you!


I tried the hex address but it doesn't work.


Do a search for the Hex string "16 0A 1B 12 18 9E 0A". This is Mario A.
Mario B =16 0A 1B 12 18 9E 0B
Mario C = 16 0A 1B 12 18 9E 0C
Mario D = 16 0A 1B 12 18 9E 0D

I messed up with reading the hex address, sorry. When you find it, could you tell me the correct address so I know for future please?


Seriousely, if anyone knows the hex address, please be kind enough to tell us.


As I said before, do a search for the Hex strings. It's really not that difficult, you do not necessarily need the hex address.
RomanianGirl

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Posted on 02-02-08 05:36:40 PM, in Title screen: I need help Link
I know there is a texture for the Wood grain look on the letters. As for the letter colors, either like Mario, their polygons are set colors, or they are indeed textures. I'd have to look in the Rom myself, but it's basically useless unless you want to change the texture.
RomanianGirl

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Posted on 02-24-08 02:13:59 PM, in Hacking animations Link
For the animation of Peach, while adjusting a code to change her hair colour, and testing neighbour values, I was able to tweak her animation slightly (Slightly like in one frame, her arm twitches to the left while clapping her hands) Seems like animation can be editted if you find it with a Hex editor (which will probably do a better job then a line of code) But the problem is which of these values represents what polygon on her, and how do we edit them to get a rotation value we want?
RomanianGirl

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Posted on 02-24-08 02:42:35 PM, in Why a Peach 64 hack is not impossible, but would require a lot of work! (last edited by RomanianGirl at 02-24-08 11:44 AM) Link
Well, I was told by Stevoisiak to post my findings here, so I'll begin.

While I was adjusting a Peach hair color changing code (testing neighbour values) I was able to adjust her animation very slightly. During her clap cycle, her right arm twitch to the right (I probably gave it a bad rotation value)
This was only for one line of code, here it is if you wanna give it a try. Load the game, set the "Play as peach" code by James on, then add this code and activate it:

8113823A 5480

This line of code with make her LEFT arm twitch slightly during the clap animation. I luckily was able to screenshot the one frame of animation:

Peach animation

One the left it's the animation changed. As you can see, I probably gave a bad value, as her forearm is strangely rotated backwards. on the right picture, you can see the rest of the animation is unaffected.

I was able to change her entire clap animation, flipping the dress upwards, and giving her arms bad variables and the twitched all over the place. The thing is, her hands still manage to clap when you watch, so of course, my huge line of code was still not getting all of it. I loaded the ending, and Peach was exactly the same, so I do believe her animation was editted.


Relating to this topic: A way to change Martio into Peach would be to find Mario's animation in the ROM, and edit them to be compatible with Peach's polygons. This will prove to be very difficult because:

1. Peach may have more or less polygons than Mario
2. Marios animation data has not been discovered yet
3. There is a lot of animation values that will need to be changed. You would need to know what each hex value does to the Mario polygon, and give it the correct value to make Peach's arm correct. This could be achieved, with our current knowledge, through trial and error.
4. We need to find the variables that load up Mario's model in each level, and change this model to Peach. If this is even possible.

Well, whoever is gonna check into this, I wish you much luck!
(And sorry If I made any grammatical errors or spelling errors... I really don't want to re-read the post sorry)
RomanianGirl

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Posted on 02-24-08 04:32:00 PM, in Why a Peach 64 hack is not impossible, but would require a lot of work! Link
Originally posted by Stevoisiak

Interesting. Also, does this mean you CAN change the color of an object other than mario? (Boshi on the roof!)


Well, when examining and playing around with the colour change code, yes, if the object is not colored by a texture (For example, the Bob-omb body is a texture, but his feet are polygon yellow. if you find their colour values, you could give him blue or pink feet!)

Boshi on the roof would be totally possible, but I don't know where Yoshi's Polygon color. Here's the code for Peach's hair, it turns it brown:

NTSC:
80132524 0004
8013252C 0004
81132526 0080
8113252E 0078
801344B4 0004
801344BC 0004
811344B6 0080
811344BE 0078

The hair colour code was done by James, so I'm not claiming credit for the color changing.
RomanianGirl

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Posted on 05-03-08 05:46:32 PM, in Editing the RAM objects Link
If I can ask a question, how would I find the ROM address from a Gameshark code? For example, I would like to know where to find the ROM address of 8108FE60 0036 so I can find it on the hex editor, and look at values nearby. If anyone can help me on this, Thank you very much, and hopefully with this I can discover more about Mario in Super Mario 64.
RomanianGirl

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Posted on 05-24-08 03:50:44 PM, in Mario's current action (RAM values) (last edited by RomanianGirl at 12-06-08 10:58 PM) Link
"Super Mario 64 beta spin jump" code to create that action:
D033AFA1 0020
8133B17C 1080
D033AFA1 0020
8133B17E 08A4
To activate the action, you must press the L button... Still better than nothing! Do a double jump, then upon the triple jump, press the L button, and there's your spin jump!
-----

Here's a list I collected of Mario's current action... Whoever can put this to good use, go ahead. Spent an hour retrieving this data, and It's still incomplete. I'll edit this post and add/edit actions when I figure them out. Hope this is helpful to experienced hackers. (and sorry if it isn't that helpful...)

Note: The value right next to the current action relates to it. I believe it is the previous action. (I'm 99% sure)
Example: When in punch (00800380), value next to it is normal/stand (0C400201)
So in the RAM, it looks like this:
00800380 0C400201

From another post someone made, Mario's current action is located at 8033B17C (NTSC)

-----
Update (12/06/08): Adding some more values.

Land stuff:

0C400201: Normal
0C400202: Pat back, yawn tired, going to sleep
0C000203: Sleeping, laying on back
0C000204: Wake up (verify)
0C400205: Weak Mario
0C40020B: Cold Mario
0002033A: Stuck in snow (Top half in snow)
0002033C: Stuck in snow (bottom half in snow)
0C008220: Duck
04008448: Crawl
0C008224: Getting up
08000206: carry small (?)
08000207: pick up thing
00000383: Pick up thing
08000208: Carry large thing
80000589: Throw large thing
00000387: Set thing (penguin) down gentle
0000132F: Open door with star
00001300: In painting (?)
00001325: Enter level (?)
00001904: Get star
00001302: Peace sign after star
00001327: Hold cap brush face (after star)
00001928: Out of painting when die
00020460: Out of level when lose
00001336: Using warp
00001336: Arrive at destination of warp
00800380: Attacking (in general?)
20810446: Riding a shell
0C400209: Standing against wall
04000440: Sneaking against wall
08100340: In tree
00100342: Grab onto tree
00100343: Climb tree up (if activated on ground, immediate death)
00100344: Prepare handstand on tree
00100345: Handstand in tree already
0300088D: Jump from tree
04000471: about to land (?)
08100340: Mario holding on pole
00100343: Climb up pole
000004A8: Holding onto hoot's foot
00200349: Holding on bar above
0020054A: moving across bars
00001371: In cannon (if on ground and press a, he will launch! caution: Glitches easily)
00880898: Flying, shot out of Cannon
00880456: Sliding
20001305: Happens after unlocking door with stars
20001306: Talking to something
00001308: Reading sign
0000133D: Put on cap
10880899: Flying
010208B0: Hit wall
00001321: Open door
0800034B: hanging of ledge
0000054C: Climb up slow
0000054F: Climb up fast
00840452: Sitting
008C0453: Sliding forward
00020467: From after dying (Mario: mama mia!)

Hurt stuff (on land):

00020462: Hurt by something
00020464: Mario hit (no damage)
00020465: Hurt by enemy
00020338: Shocked
00000479: Fall from high up, crushed
00020460: Fall from extreme height
00021311: Fall from high jump (standing to sit)
00020449: Burning
010208B7: Jumping from Lava
00021312: Sinking in quicksand to die
010208B7: Mario pushed off ledge

Jumping stuff:

03000880: Single Jump
03000881: Double Jump
01000882: Triple Jump
018008AC: Kick in air
108008A4: Spin in air
18800238: land from spin
0C000230: Land on ground
04000472: Land on ground 2
04000478: Land on ground 3
0800023A: Landed on ground (Mario will not say aha)
030008AF: Triple jump (with sparkles after Yoshi)
0C000232: land from it
01000887: cartwheel in air
04000473: Land on ground
01000883: Backflip
0800022F: Land
008008A9: Stomp in air
0080023C: Land, stars form out
0C00023E: Get up
03000888: Long jump (seems to force land sequence)
0800023B: Recover from long jump
04000440: Run/run/movement? (will not force run animation?)
0C00023D: Slide to stop
0188088A: Jump launch
00880456: Sliding on ground
010208B6: Hit wall
00000386: Getting up

Water stuff

380022C0: Floating in water
380022C1: arms together (hold something in water)
300022C2: swimming (floating to surface?)
300024E0: Throw something in water
300024D6: Using shell under water
300024E1: Grab/hit something in water
300024D1: Breast stroke in water
300024D2: Swimming with kicking legs
01000889: Jump out of swim water
0400044A: Water exit to air/land
300222C5: Hurt by something under water
300032C4: Drowning
00001303: Get star underwater

Bowser stuff:

00000390: Grab bowser by tail
00000391: Hold bowser by tail
00000392: Throw bowser
00001302: Get key (win)
0000192B: Jump (after win?)
00001327: Take key out, throw in air catch (this also animates when Mario wins without a hat)
00020226 - Mario hop (Bowser jumps on platform)

Credits stuff: (note: * = ONLY outside castle)
0000131A - Mario waving*
00001909 - Mario flies to castle to meet peach
00001918 - End sequence when Mario rescues Peach*
RomanianGirl

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Posted on 06-01-08 09:22:41 PM, in Flat Lethal Lava Land v0.2 Released (with sample level included!) Link
Wow, that looks awesome! Good job, now we have a second 'flat world' nearly done!

By 'compile a list of all objects', do you mean just name them, or do you want more about hex values? I can take a screenshot of the level, and circle all the objects that don't have individual collisions... If that would help you project.
RomanianGirl

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Posted on 07-17-08 10:59:17 PM, in Toad's Tool 0.6.0 (On hiatus for an indefinite amount of time) Link
This is very awesome! A part of me wants this immediately, but it is definitely better if you took the time to make sure everything is alright. Great job!

Do 3D programs offer the option to save as .obj? I have worked with Maya before, but I didn't explore the save options. I apologize if this question is useless, but I would like to know. Thank you!
RomanianGirl

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Posted on 07-27-08 03:33:46 PM, in Mario's current action (RAM values) Link
Originally posted by ElectaGuitar
The code doesnt work for me =( Any suggestions why?


Are you using an NTSC ROM? Did you press the equivilent L button on your keyboard/controller?

If it still doesn't work, post again and I'll try to help.


Originally posted by battleben
thank you so much i can edit this code to make other codes!(ive already done press l to do a backflip and press l to get a star)


Great, I'm glad this code has become a little useful!
RomanianGirl

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Posted on 08-02-08 01:46:46 PM, in Mario's current action (RAM values) Link
Originally posted by ElectaGuitar

Well, it doesnt let me add the code! I try removing the spaces in the end...but alas, nothing =(



You can try to manually type in the code into your cheat program, this is all the advice I can give (It is only 4 lines anyways) I hope this helps you!
RomanianGirl

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Posted on 10-13-08 03:52:52 PM, in The great Luigi 64 easter egg hunt. Link
I'm gonna ask, because I've been stumped for weeks on this.

Does it involve some combination from the textures page? That's the only clue I found, and it's confusing me.
RomanianGirl

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Posted on 10-13-08 04:00:58 PM, in Super Mario 64: The Missing Stars RELEASED! (Download link on first post) Link
Hey everyone!

Though I'm not really part of the team hack, I've been working on a flat-world hack. It's like a mini run-through course, with one star, and a secret star.
However I need some help with a few things, I'll post a few screenshots soon when it's more complete...

1. I'm having trouble with setting a warp. Also, is there a way to set a one-way warp?
2. Is it possible to remove the flat world floor? (The level is primarily on floating platforms)
3. Is it possible to make very low draw distance settings on a few objects? For example, you can't see a certain platform until you're very close to it?
4. I'm having trouble with putting up a signpost and coins as well on the floating platforms.

Thank you very much for reading, and I hope someone will help! Until then I'll just have to think of good level design ideas
RomanianGirl

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Posted on 10-13-08 06:00:04 PM, in The great Luigi 64 easter egg hunt. Link
I'm understanding all the clues, but nothing's happening.
RomanianGirl

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Posted on 10-13-08 06:54:36 PM, in The great Luigi 64 easter egg hunt. Link


I love you in a non-creepy way.
RomanianGirl

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Posted on 10-13-08 07:00:51 PM, in Super Mario 64: The Missing Stars RELEASED! (Download link on first post) Link
Originally posted by messiaen
RomanianGirl: I'm assuming you're using the base patch from this thread.

1. Can't help you, I'm still learning about warps .
2. Use the base_patch_v01_empty.ppf file.
3. There's no way to make a platform appear just when you are near it because I patched one function that controls this setting for 'solid' objects so that they are visible all the time.
4. Use Behavior 0x56FC, which will make the collision loaded all the time, and thus usable by most objects. There may be another adjustments depending on the object.



1. I'll figure out warps somehow.
2. I see my error. I'm moving everything to Whomp's fortress now, which will take a while.
3. Ok, I see. I'll have to make some rearrangements, then.
4. Er. I have no idea how?
Pages: 1 2 3
Jul - Posts by RomanianGirl


Rusted Logic

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

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