BigBrain
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Cool stuff messiaen, I'm just wondering wether the N64 had any render command for modifying any color values drawn (though I have to admit that I'm not too familiar with that stuff, perhaps it's possible by altering some drawing behavior of SM64's objects, too), i.e. one that darkens all vertices. That would add a bit of realism to the day-night-cycle.
However, I know you're just at the beginning in these kind of discoveries, so just keep up the good work!
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BigBrain
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Originally posted by VL-Tone
Anim8tor seems to produce a lot of duplicate vertices. 32 vertices for a cube, when it should've used only 8.
That could be related to "smoothing groups" (don't know if that's the correct english translation). There need to be stored 32 vertices (and especially 32 NORMAL vectors used by lighting) in order to make the cube look sharp, as otherwise every 2 faces would have the same color at one edge (and thus one can not recognize the edge).
If Anim8tor has something like a "create cube" command (like every 3d modeller actually has), it will probably adjust the smoothing groups just in such a way that you get 32 vertices. If you want to make it export only 8 vertices one has to make sure that all vertices belong to the same smoothing group.
Well, at least that would be a reasonable explanation why the number of vertices is "wrong".
Anyways, keep up the good work VL-Tone, I hope you'll finish the object importer soon!
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BigBrain
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Originally posted by Raccoon Sam What? I'm pretty sure the voices are uncompressed even in a non-extended ROM at the very end of the ROM.
You can listen/edit them if you import the ROM as RAW data to I dunno, Audacity or GoldWave or something like that. Don't ask me for the parameters though, I can't remember the exact ones but unless I'm not completely mistaken, they were Signed 16 bit PCM, mono and 11025 Hz.
Do you have any idea at what exact offset the audio is located?
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BigBrain
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Originally posted by J.C one more question ( yes im a noob) is it possible to make a warp piipe, in the castle grounds take me to a specific level?
Somewhere in the team hack thread I saw a video where that was done, but I think it's not a very easy thing to do...
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BigBrain
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Originally posted by J.C god im a noob... dont hate me... how do i instal patches, iv downloaded platform battlefield, but im not sure whitch files im meant to replace...
and one more question: is there a gameshark code that draws all objects no matter the distance? or would it lag too much?
I guess you should better do some reading on these forums here, things like that have been discussed often enough (at least about how to install patches).
People like you get killed here quite fast (because we had way too many spammers earlier), so you'd better use google.
Anyways, spending an afternoon on reading all the forums in the SM64 Hacking section can be quite enjoying and you learn much about hacking the game (eventually you'll probably get your questions answered by that )
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BigBrain
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Originally posted by Stevoisiak
I know the objects aren't there, but in VL-Tone's viewer, it looks a bit more... prerendered. If you combine this veiwer with VL-Tones, it would be perfect! Too bad its coded in a different language. 
The programming language isn't that much of a barrier, it's just the loading routine or the renderer which is different after all.
Definitely a great program though, I'm really looking forward to seeing the source code ;D
(linux port, anyone? - Okay, just kidding)
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BigBrain
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Originally posted by Celux Hey, sorry for being off the forums a week or so, ive been sick with somthing nasty . Anyway, Im feeling well enough to get back to work now so here's my canyon mod you wanted messiaen:
http://www.box.net/shared/gkcu6dxlzv
Uhm.. not sure if I applied it correctly (ppf-patched on a normal extended rom?), but I couldn't find any star on that course. It was actually quite confusing in the beginning as I had no idea where to go (now I still don't have one), perhaps you could add a line of coins pointing towards the right way?
Anyways, I noticed many collision glitches and some objects where inside the canyon... As I said, maybe I just applied the patch in the wrong way.
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BigBrain
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IIRC in tiny huge island it's done by simply designing two identical levels, just that one version is much smaller than the other one, so it's actually quite easy to achieve. The only problem with that is that we'd probably lose much ROM space, but in this particular case (as the plan was to "only" include 5 levels or so) that doesn't matter either.
Anyways, I'm not sure wether VL-Tone or messiaen now how to deal with this level duplication, but on the other hand it shouldn't be too hard to find out...
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BigBrain
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Originally posted by Mattrizzle
By using the second action RAM address as an activator instead of the button RAM address, you can make replace Mario's triple jump with the spin jump without having to use the L Button! When the value for the triple jump(0882) is detected, the values for the spin jump will be placed into the RAM addresses for Mario's action.
D133B17E 0882
8133B17C 1080
D133B17E 0882
8133B17E 08A4
Likewise, if you want to replace the sparkly spin jump, use this code:
D133B17E 08AF
8133B17C 1080
D133B17E 08AF
8133B17E 08A4
And here are a couple more values:
0C40020A: Coughing (Hazy Maze Cave)
0002033B: Stuck in snow/sand (Butt in snow/sand)
lol would be funny to force players to only double jump by replacing the third jump with stuck in snow xD
Well... would probably be not that funny when playing more than one minute, but I really think this could be useful for some cool ideas, good job guys!
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BigBrain
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Originally posted by Doogie1012 I'm just wondering, is it possible to change the star behaviour so when grabbed it wont send you back to the Castle and you'll be able to continue walking around?
I guess it should be possible, 100-coin stars don't take you back to the castle either.
One would need to find out wether that depends on the star behavior or if it's hardcoded (~> ASM hacking?)
However, I think it's in the behavior scripts, as there are many other stars that don't take you back either, e.g. when toad or that one rabbit gives you a star.
By the way, it would be cool if one level could be entered like the one with the boos, where you touch an object and get teleported to the level.
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BigBrain
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Originally posted by Firetheguy21 Making good progress so far, now we just need to make it look like Toad's tool with music.
First of all, thanks messiaen for investigating so much time in this topic and especially for keeping up Linux portability
I'm thinking about creating a frontend* for the various tools using QT (a platform independant library for creating GUI programs). Messiaen, I hope you don't have any objections against that. Also, to keep up Linux support, would it be okay to you if you released the sourcecode for the sequence bank ripper (and any other tool which I may have overlooked but which could be useful still)?
* well.. would be nothing too special though, really just a GUI for not having to use the CLI
EDIT: okay, scratch that. Just saw you already embed the Sequence Bank Ripper into the parser.
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BigBrain
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Originally posted by Doogie1012
Originally posted by sennar2006 Hi I have changed PRESS START .. now I have another problem.. how I change the first title SUPER MARIO 64?
If my memory serves correctly I think that it is actually a model, changing this would probably require the upcoming Model Importer thats being worked on by VL-Tone.
But again, I'm not entirely sure, so I'm sure someone else can confirm this.
I saw some videos on Youtube where the SM64 logo was used inside of a testing level and it was three dimensional, so it is a model.
However, it can be easily (well, easy is relative ;D) replaced by a textured quad, which is done in the team hack IIRC.
EDIT: There we have it: http://de.youtube.com/watch?v=uAhgoXmBzUY
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BigBrain
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Originally posted by sennar2006 no guys my problem is different.. I would change the text SUPER MARIO 64 in SUPER MARIO WP, so I must change 64 in WP. I must not use the text in a level. what I do?
Eh no, the thing we "discussed" was wether the SM64 text is a 3d model or a text*. In short: Replacing text is easy, replacing models is not
Even with the comming model importer you still would have to extract the SM64 Logo model from the ROM and edit it with Blender (or some other 3d modeller). But as the model importer is not ready yet, you'd even have to replace the model data manually with a hex editor and I guess that would be a /bit/ too complicate.
As I said though, it may be easier to replace the model with a square that is textured with an alternative logo (could still be quite hard to do though).
*The thing about the SM64 logo in levels was just the "proof" that it's a model.
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BigBrain
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http://www.youtube.com/watch?v=sw9pctbM-gU <-- The model importer in action, thanks for that video
Originally posted by VL-Tone Well I usually don't answer this question, because I hate the pressure of a deadline, but at the same time, a deadline would be useful to get me to work more on TT64...
So, here's a scoop:
Toad's Tool 64 6.0b will be released April 1st 2009 (no joke!)
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BigBrain
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Wow, I'm really looking forward to playing this
Just wondering: can't you display the logo before the star faded out? (what I'm talking about is the first 2 seconds of the video)
It looks a bit strange when suddenly the logo appears out of nothing. Or just skip the star fading
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BigBrain
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Originally posted by "VL-Tone" Nintendo had to create a whole new gravity system for Super Mario Galaxy, it would take way more than a few hacks to achieve it in SM64. I'm not even sure that the n64 has enough processing power to enable this kind of gravity engine.
One way it could be possible would be not to change the gravity, but just rotate the whole world around Mario (i.e. pseudo gravity).
But I guess that would only work for small worlds (well, a sphere isn't that big) and would still be quite hard to do (would probably include some behavior hacking as we can't modify the engine itself).
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BigBrain
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Originally posted by HAKUO wow thanks, its working!
but now i have another question, i want to make more than one castle tower, but when i make them, mario can simply walk through those and i dont know how to change that, can you help me?
AFAIK, you can't do that as the values for the castle collision geometry are hardcoded (messiaen or yoshielectron once made a video showing that). |
BigBrain
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You'll probably need to come up with something better than a few color hacks or alike to get reasonable feedback here.
Apart from that, you shouldn't just open up any forum and create a new topic as you like without reading the forum rules, we have an own thread for things like this.
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BigBrain
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Originally posted by RDX What program did you use to make that?
I use Blender, and it'd be somewhat difficult to make something that detailed out of the tiny cube they give you. Or the sphere. So I guess for now I'll have to use a different program when it comes to Mario stuff.
You usually don't modify the cube when creating new models but rather add new vertices yourself... (though a rectangle which is split in many subrectangles would probably be more appropriate in this case) |
BigBrain
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Originally posted by Gecko I'm not much further into Blender, yet. I'd like to know how to expand faces and how to merge vertices from one object to the other, e.g. I've added a cube and I'd like to connect it to the ground.
What do you mean with "expand faces"?
For the second thing, IIRC you make the cube a child of the ground in that case.
Generally speaking, VL-Tone I strongly advice you to link to this tutorial series when you will have released TT64 6.0b , otherwise we'll get an even bigger crowd of people asking how to create .obj models
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