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Posts by messiaen
messiaen's Profile - Posts by messiaen
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Debug time!

<object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/mTJlL2j5DIU&hl=pt&fs=1"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/mTJlL2j5DIU&hl=pt&fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object>
All coded by me, the original debug menus can't do much except showing a few values.
Preview for next version :). Now it supports external textures (from material file):

<object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/WbCInEuBq4g&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/WbCInEuBq4g&hl=pt_BR&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object>
Originally posted by The Jolly Joker
Sooner or later, will we be able to replace all levels?


No, I don't plan this feature. With the next version of Toad's Tool being probably released still this year with this feature, it wouldn't be worth the trouble.

By the way, here's a map from Banjo:

<object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/-Dmsc7mKOLE&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/-Dmsc7mKOLE&hl=pt_BR&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object>

It works, but the collision has a few bugs in some spots.
Originally posted by Lorenzen's Snow
Super Mario 64 and Diddy Kong Racing are polygon games. Super Mario 64 has an editor (Toad's Tool 64) made by VL_Tone, but Diddy Kong Racing hasn't.

What could be the difference between disassembling SNES games and disassembling Polygon Games (N64)? I want to make an editor for Diddy Kong Racing, but that can take alot of programming language learning unless I get some help from someone else.


When disassembling stuff for the N64, you are dealing with compiled code, most likely written in C. If you want to learn about the model format(s), you should check some open-source viewers, such as Zelda's OZMAV, Banjo's Bottle Glasses.
Here it is for the people who wish to test their .obj files. Main probably is you can't edit your patched ROM in Toad's Tool 64 :P, but still you can get an idea about how your level plays out.

Sample:

<object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/OX1wWNnaZB4&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/OX1wWNnaZB4&hl=pt_BR&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object>

DOWNLOAD.
Originally posted by messiaen
SORT OF two player mode in Mario 64 (controlling NPCs):

<object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/_9Iwkfs3q0s&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/_9Iwkfs3q0s&hl=pt_BR&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object>

Many practical problems, however the concept could work in a smaller scale.

If embed doesn't work: Non-embed.

Unexpected end tag (</param>) at 274, expected </div>
Unexpected end tag (</param>) at 325, expected </div>
Unexpected end tag (</param>) at 380, expected </div>
Unexpected end tag (</embed>) at 565, expected </div>
Unexpected end tag (</object>) at 574, expected </div>
New, vastly improved version, including a graphical interface this time!

For those who used older versions, you'll have to patch your ROM again (read obj_import.exe or watch the video tutorial included if you have doubts):

What's new:

- Graphical interface! (Requires .NET Framework 3.5)
- Replace all levels instead of only Bob-omb Battlefield.
- Select background and environment effect, including beta flower.
- Comprehensive error trapping.
- Fixed problems with texture paths as well as parsing problems when the file had spaces.
- Better texture handling.
- Model files are now centered around (0,0,0).
- Video Tutorial.
- The imported level can be edited in Toad's Tool 64.



Download v0.6

Major Update!

Version 0.8b.

Main new Features:

- Select object banks available for each level
- Map collision types to specific textures
- Set terrain types
- Better texture handling
Actually, MIPS R4300 ASM is quite easy compared to some other architectures, even though at first the number of registers can be daunting.

The dificulty is dealing with compiled code, so if you haven't at least a basic background in C programming you can get lost quite easily.

Modding SM64 is a piece of cake with Toad's Tool 64 and the "Level Importer" found at my website.
Tons of new features since I last posted here:



Download v12 @ http://sites.google.com/site/messiaen64/level-importer

Custom music features aren't yet functional (but everything else is).
I haven't included anything regardings custom music in this tool yet. I have an older tool I made which imports music into Mario 64 using the mml format as a basis, but that project is dead (I'm working on new music tools though).
Preview of a new music tool for SM64 :D

<object width="480" height="385"><param name="movie" value="http://www.youtube.com/v/bIx_YnR3Ex8&hl=pt_BR&fs=1&rel=0"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/bIx_YnR3Ex8&hl=pt_BR&fs=1&rel=0" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="385"></embed></object>
Some nice levels made with this tool (hope it inspires more people to hack this game):

http://www.youtube.com/watch?v=ArocmGt5Ujk
http://www.youtube.com/watch?v=PUk1tvuPeYk
http://www.youtube.com/watch?v=l2cKRpr3FsM
http://www.youtube.com/watch?v=mLSFZczaj0c
A small modification of the Project64 emulator to play external .wav and .mid files (Mario64-specific):

<object width="480" height="385"><param name="movie" value="http://www.youtube.com/v/SZnQtXaM9tg&hl=pt_BR&fs=1&rel=0"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/SZnQtXaM9tg&hl=pt_BR&fs=1&rel=0" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="385"></embed></object>

More for LOL value than anything.
Unless you REALLY loves to do random edits in a hex editor without accomplishing anything really meaningful, use some specific program to do it, be it a music notation software, sequencer, or whatever you feel most confortable.

Pan vs Balance:
http://forum.cockos.com/showthread.php?t=22122

Or, if you want to understand better MIDI files, write a parser for them and watch the CHAOS :).
10 password tries later ...

Just grab the source for the XML Importer and fill the instrument data. Actually, I think someone else has written another XML or MIDI to M64 format application, you should look at it and see if result's aren't better than mine. Or improve on my source, it's very minimalistic.

I don't have the source with me, but I posted a link containing source to pretty much everything 1 or 2 years ago (time flies by). If the link's dead, ask Skelux for it and host it here. Also, it would be a good idea to also host documents.
Given the new interest on SM64 hacking, someone should finish cracking up the format and write a MIDI -> M64 (that's probably what the original developers used, since a few drums on SM64 are on channel 10).

The level importer already gets rid of sequence size limitations, so a MIDI converter by now should be much easier than back when I started working on the music format. MusicXML is just inadequate for it.
Why don't you use register names? Using register numbers makes your code unreadable, especially in situations where register conventions are used (calling functions, stack pointers, etc).
I'm not back, I just occasionally lurk around to see what others have been doing.

Your tutorials are fine, however I noticed that parts of them (and your site) are a direct rip of the content in my site or at Jul. Curiously, you don't have a link to my site on yours. Not that I really care much about it, my information was written to be used and you do a fine job providing screenshots.

What worries me is that there's a lot of innacurate information and misconceptions and some very basic C errors, so it seems you need to study much more.
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messiaen's Profile - Posts by messiaen

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