Banner
Views: 864,004,114
Time:
9 users online:  Anorakun, cherrybombr, CONLUSH666, Doug Walker, Ezek.The Square Remixer, K.T.B., Kusrry, Nicoke42, radicaldawg - Guests: 53 - Bots: 91 Users: 47,835 (2,084 active)
Latest: InfiniD_
Tip: If you edit level 0, make sure you also edit level 100. Both of them are used for the bonus game.Not logged in.
Posts by messiaen
messiaen's Profile - Posts by messiaen
Pages: « 1 2 3 4 5 »
The .ips format is limited to 8mb files and has a maximum patch size of 2mb, so it's not suited to N64 ROMS.

The standard so far has been the .ppf "Playstation Patch Format", which doesn't have these limitations and has vast platform-support.

Regarding "complete hacks", as far as I know I'm working on the first hack from scratch (not using any levels of the existing game). It's a (small) team hack and you can see some teaser videos (it's still on the beggining) at my YouTube channel. It's experimental, so don't expect much of it.
Dinomar: I hope to change this :).

<object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/7ynL2WM8jHU&hl=pt-br&fs=1"></param><param name="allowFullScreen" value="true"></param><embed src="http://www.youtube.com/v/7ynL2WM8jHU&hl=pt-br&fs=1" type="application/x-shockwave-flash" allowfullscreen="true" width="425" height="344"></embed></object>

Music is from Super Mario Kart 64, which uses a similar format.
Yes, that was shown in a previous video I didn't posted here:

<object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/u4_NAz817dA&hl=pt-br&fs=1"></param><param name="allowFullScreen" value="true"></param><embed src="http://www.youtube.com/v/u4_NAz817dA&hl=pt-br&fs=1" type="application/x-shockwave-flash" allowfullscreen="true" width="425" height="344"></embed></object>

The Luigi model was made by VL-Tone (check his Luigi is Real Enough 2008 video).
I have seen the previous versions of this title screen in board2. Now MegaMan colors looks really great!
You should really learn to make a patch, distributing ROMs is not acceptable. Leaving that aside, you need to work a LOT more on this: your first track has serious AI problems and some others seems just like unfinished work.
Not my intention to be mean, so here's something more constructive: sometimes your paths are too narrow, and that's most likely why the AI crash. Also, in some places I just don't know where I should go, because the design is a bit confuse. This is especially clear on the bowser castle track.

You need a clearer idea about what you want to do in the fifth track. With all that open space, it just seems like it's unfished.

So, keep working on it and don't forget to play a lot your tracks so you can get a better feeling of what has to be improved.
I'm not interested at all in this game, but some time ago I've started writing a MIPS R4300i ASM tutorial (directed to Mario 64), so that could be useful for you guys when I done with it. I recommend learning some C before MIPS, as you will be dealing with compiled code.

I'm worried about some wrong informations you posted. First, there aren't "64 registers for most thing", the R4300i has 32 multi-purpose registers, plus the registers used by COP1 which deals with float operations. Also, I'm not sure there is a LLH instruction (but there is LLW and LLD), you should focus on the beggining on simple load/store instructions. Most instructions are simple, and you should really master some basic patterns (ie, 'for/while' loops, if/switch statements, function calling), they will repeat all the time.

Besides the docs/tools you posted in your first link, you should look for a N64 dev-kit and also at video plugins, to understand the RSP microcode used (polygon commands).

As a starting point, you can download the "LFE" (Library Function Extractor) tool from dextrose.com and (after you found a dev-kit) it can map you Nintendo 64 OS functions.

Good luck with your project.

Edit: Corrected the R3000i typo :P.
Library Function Extractor is at the "N64 section -> Tools -> Rippers" of dextrose.com. I sent you a personal message about the dev-kit as I don't want to go against this site policy :). As far as I can remember, you will also need the "A2O - ELF Library Module Extracter 0.1a" tool.

These are great references to MIPS ASM:

http://chortle.ccsu.edu/AssemblyTutorial/TutorialContents.html
http://www.ece.lsu.edu/ee4720/2008/lmips.html (I like this more as it's more concise)

Edit: Ops, forgot about the plug-in part. If Glide64 runs this game well, you could use it as a reference (it's probably included in the Mupen source). This games uses the S2DEX microcode, so just search for the code section of the video plug-in that deals with it.
WIP Day-Night cycle in Mario 64:

<object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/UTehb7akf4g&hl=pt-br&fs=1"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/UTehb7akf4g&hl=pt-br&fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object>

Later on it will have more intermediate states and the music may also change to a calmer one when it's night.
I'm just waiting for the new version of Toad's Tool 64 to be released, which will have background editing. With this, I can complete the intermediate states, as I need more background variations. The night will bring also another small surprises. Perhaps mario will get sleepy and slower late at night :D.
SMB3 music in Mario64:

<object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/69-CPbZkPxE&hl=en&fs=1"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/69-CPbZkPxE&hl=en&fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object>
How about some Mario Galaxy music in Mario 64 :D ?
<object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/kCEOI0cwZQs&hl=en&fs=1"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/kCEOI0cwZQs&hl=en&fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object>
Just to clarify things, it's actually the opposite, 3DS won't be supported (neither it should be):

"Don't ask me for 3DS support, I won't provide it, ever. I choose a more open text-based format, Wavefront .OBJ. Some of you may know about this format, it's supported by the majority of 3d programs, it's often used as a way to move 3d objects between different programs. "

By the way, VL-Tone is the creator of Toad's Tool 64. It should take a while however until that's done, as there are many other things that must be implemented in order to obtain more flexibility, especially since "Flatworld-based" hacking has advanced a lot.
It's a problem with your ROM, try to find another dump. If the ROM is fine, there shouldn't be any problem with script errors.

I recommend version 0.5992b over the current one (0.5994b), it seems a bit more stable.
Hi,

I was looking at the tools section searching for Addmusic's source code and noticed the various branches and revisions of this program. I was wondering who is the original author of this tool and where can I find the source most of these (unnoficial?) versions seems to be based on?

This is the output produced by a MML->Mario64/Zelda64/early-nintendo sequence format I'm working on. It's basically a modified version of Addmusic (with all the SMW stuff stripped out):

<object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/4PfaAd0vkSg&hl=en&fs=1"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/4PfaAd0vkSg&hl=en&fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object>
Ops, I discovered that I misunderstood some of the rest-related code of Addmusic. The importer is running a bit better now:

<object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/nmbTBuqI4Pk&hl=en&fs=1"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/nmbTBuqI4Pk&hl=en&fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object>
It's the "Forest" theme from Snake's Revenge (NES).

Here are some SMW songs.

You can insert custom sequences using this simple tool I've wrote: Mario 64 Sequence Inserter.
mml2m64 is an experimental .mml importer that produces custom music in the Mario 64 and Zelda 64 sequence format. The main importer
module is built from Addmusic's (revX) MML parser, so big thanks to whoever wrote that program. You can download Addmusic binaries,
source code and documentation at http://www.smwcentral.net.

The importer is to be used along a MIDI -> MML conversion tool, such as tinymm or mid2mml, both of which can be download at SMW Central.
Afterwards, you can insert the custom music using the sequence inserter tool included in this package, which replaces the original Mario 64
sequences files with your custom music.

This package also includes a few more music-related tools, such as sequence rippers for Mario and Zelda 64 as well as parsing utilities that can
display all the sequence content. A description of all the tools included and their usage can be found below in the readme.txt file. There are 20k
just of documentation, so be sure to look at everything, especially if you are new to the .mml format. People who already used Addmusic probably
won't have any difficulty using this program.

Mario Kart 64 support will also be added in the next release.

Here is a sample of what mml2m64 can do:

<object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/NaZGlj0D8Hw&hl=en&fs=1"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/NaZGlj0D8Hw&hl=en&fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object>

If you want to submit a bug report, include log reports from mml2m64 and m64parser. You can do this by running these commands, which will redirect
the output to external .txt files:

"mml2m64 my_mml_file > mml_log.txt"
"m64parser my_m64_file > m64_log.txt"

Download link for v0.1b + Music Tools (fixed version).

Disclaimer: This is an experimental program, depending on how well you use it you can produce very good results but in general don't expect much from it. There are numerous possible improvements which may be implementeded in future releases.
I know zero about the SPC format used in Super Mario World, what I used is the code section that deals with MML files, by removing all the SMW/SPC stuff.

MML is a very simple format, so it's very suitable for converting to any format, especially very limited ones such as VG formats.

Next version of this will give more flexibility when dealing with instruments and will feature full Zelda64 / Mario Kart 64 support.
Pages: « 1 2 3 4 5 »
messiaen's Profile - Posts by messiaen

The purpose of this site is not to distribute copyrighted material, but to honor one of our favourite games.

Copyright © 2005 - 2020 - SMW Central
Legal Information - Privacy Policy - Link To Us


Menu

Follow Us On

  • YouTube
  • Twitch
  • Twitter

Affiliates

  • Super Mario Bros. X Community
  • ROMhacking.net
  • Mario Fan Games Galaxy