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Alternatives To TT64
Forum Index - Non-SMW Hacking - Super Mario 64 Hacking - Alternatives To TT64
Pages: « 1 2 » Link - Thread Closed
Why? Because I need one. I need something that can edit Sm64 objects that wasn't made with Adobe. Are there any alternatives? Probably not. It would be nice to at least get rejected. Thank you for replying. (If you do.)
Hack testing information: (Hover here)
...Continued: (Hover here)
Sorry there is only Toad tool. If you want something else you should try to learn how to make your own tool.
Originally posted by TheStoneBanana
All of this was made possible by Totino's, guys
Sonic Mania wouldnt exist without it

Thanks for the amazing layout LDA!
Originally posted by bowser5543
Why? Because I need one. I need something that can edit Sm64 objects that wasn't made with Adobe. Are there any alternatives? Probably not. It would be nice to at least get rejected. Thank you for replying. (If you do.)


As we have explained in skype already a few times, there are currently no alternatives which are equivalent to the functionality of TT64. I'm currently trying to set-up a team of people who want to work on a new TT64, as the current one is extremely outdated, buggy etc.

If I'm going to make an alternative, the main goals should be:

- Software should be Cross-Platform (Should run on Linux, Windows, Mac OSX etc.)
- A better rendering engine. Irrlicht sounds like a good choice, as it's also cross-platform, has an easy API etc.
- Using either wxWidgets GUI Library or anything similar, which also is cross-platform.
- A cleaner, better codebase. (maybe there could be a kind of "plugin" feature in the near future, allowing to create some Level Editor Extensions or whatever to make life easier or whatever. This is yet just pure speculation) So in case the source is given out, any person with an average programming knowledge can understand how the program works.

As my project CajeASM is done now, I may move on making this new Level Editor soon.

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Tarek701 is dead.
Maybe skelux could help with that aswell, after all Vl tone handed off the project to him.

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New layout by RanAS!
Count me in for helping make the new alt to TT64.
I probably wouldn't be able to help with a single thing but meh i'll join anyway. What will it be called? :P

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New layout by RanAS!
Well you definitely shouldn't make it in adobe projector. You should also make an option to snap the object you're moving next to or in the same spot as another object.

--------------------
Currently working on:
Super Mario: Through New Worlds
Crossover game with a bunch of levels from other games.
http://www.smwcentral.net/?p=viewthread&t=74033
Check out my Youtube Channel: http://www.youtube.com/user/toxicplaysnintendo
I can test peoples hacks for glitches, just send me a PM.
Originally posted by IllumiNavi
Well you definitely shouldn't make it in adobe projector. You should also make an option to snap the object you're moving next to or in the same spot as another object.


That's what I said already over skype and is kinda obvious (lol), etc. Adobe Director is incredibly bad and very slow. I also heard from VL-Tone personally that his codebase of TT64 was one huge mess. The thing is going to be completely written in C or (if possible) using Mono (C#, but cross-platform).

Originally posted by Megaman511again
Count me in for helping make the new alt to TT64.

Originally posted by MilleniumLuigi
I probably wouldn't be able to help with a single thing but meh i'll join anyway. What will it be called? :P


People who can't do a single thing aren't really in the team, lol. But if one of you both have some "drawing" skills then that would be nice as I sooner or later require some "software logo" too. If one of both have some programming knowledge in C, then I agree too.

I'm not sure about the name of my tool. As it's yet just a pure idea, I wait until it's done and then I give it a name.

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Tarek701 is dead.
I could do some graphic design if needed.

--------------------
Currently working on:
Super Mario: Through New Worlds
Crossover game with a bunch of levels from other games.
http://www.smwcentral.net/?p=viewthread&t=74033
Check out my Youtube Channel: http://www.youtube.com/user/toxicplaysnintendo
I can test peoples hacks for glitches, just send me a PM.
Originally posted by IllumiNavi
I could do some graphic design if needed.


Yes, that sounds actually nice. My skype is on my profile page. You can contact me then.

--------------------
Tarek701 is dead.
There is something I can do, I can make up some logos and maybe make up some rough designs on how the tool would look

--------------------
New layout by RanAS!
Originally posted by MilleniumLuigi
There is something I can do, I can make up some logos and maybe make up some rough designs on how the tool would look


That sounds nice. The name of my tool should be: "CaJE64 Level Editor" (full name) and shortened to: "CaJE64".

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Tarek701 is dead.
Thats actually very good. Whenever you want I can start up with something.

--------------------
New layout by RanAS!
Mushroom magic

lol

sign me up I wanna help :D

my wishlist for it:
1. better gui and better camera controls but also have TT64 control just in case.

2. Can support selecting custom music slots for level music.

3. Less loading time.

4. Use external files to draw object models in the viewer, so if your hack has modified or new objects you can see them in the editor.

5. adjustable sky boxes.

6. Modify hard coded spawn points in castle grounds.

7. Place water boxes with preview of water.

8. also preview scrolling textures.

9. bunch of shortcuts to make life easier.

10. Since Tarek701 is making this we should also include CajeASM in it.

Before anyone says anything I am just giving out ideas. If this project doesn't even takes off* then I am sure Skelux can find at least one of these to do for Toad tool.

*knocks on wood

I can't code crap but I am planning on learning C++ soon.

At least I know HTML and a little of Motorola 68000 assembly (Sega Genesis code) Which is very simpler to mips...
Originally posted by TheStoneBanana
All of this was made possible by Totino's, guys
Sonic Mania wouldnt exist without it

Thanks for the amazing layout LDA!
Originally posted by Luigixhero
Mushroom magic

lol

sign me up I wanna help :D

my wishlist for it:
1. better gui and better camera controls but also have TT64 control just in case.

2. Can support selecting custom music slots for level music.

3. Less loading time.

4. Use external files to draw object models in the viewer, so if your hack has modified or new objects you can see them in the editor.

5. adjustable sky boxes.

6. Modify hard coded spawn points in castle grounds.

7. Place water boxes with preview of water.

8. also preview scrolling textures.

9. bunch of shortcuts to make life easier.

10. Since Tarek701 is making this we should also include CajeASM in it.

Before anyone says anything I am just giving out ideas. If this project doesn't even takes off* then I am sure Skelux can find at least one of these to do for Toad tool.

*knocks on wood

I can't code crap but I am planning on learning C++ soon.

At least I know HTML and a little of Motorola 68000 assembly (Sega Genesis code) Which is very simpler to mips...


1. I had an idea of how the controls should work and I had following idea:

- Camera : Zoom in and out by scrolling with MMB (Middle Mouse Button). If no MSB is available on the mouse, hold Ctrl + LMB (Left Mouse Button) and move mouse "down" to zoom out and move mouse up to zoom in. Otherwise the camera can be moved by pressing W(Forward),A(Leftwards), S(Downward) and D(Rightwards) Keys and rotation could be done by holding LMB and move the mouse.

- Object Control : Object control could also be handled in special ways. If an object is selected, you move it with your mouse. By pressing "X" Key on keyboard the object is only moved on X axis, by pressing "Y" Key on keyboard the object is only moved on Y axis and by pressing "Z" key on keyboard the object is only moved on Z axis. The same applies to rotation.

2. That's surely something I'm going to implement.

3. Something like this isn't guaranteed, however it's going to be way faster than it was in TT64.

4. Sounds like a good idea. Gonna do that too.

5. Yes.

6. Looking into this too after the main core stuff is done.

7+8. Yes, also thought about that and going to implement that.

9. Yes, that's also gonna happen.

10. CajeASM is getting included. Maybe I do a kind of "ASM Editor" inside my CaJE64 Level Editor. Like, you select "ASM Editor" and write your MIPS ASM Code. Then press patch and the args are passed to CajeASM and this will patch the hack to the ROM and save the ROM automatically.

Not sure about Motorola 68000, but as far as I know it's a CISC CPU and from an objective point of view more "complex" as MIPS, as the name "CISC" already implies. (Complex Instruction Set Computing) Also, Motorola 68000 seems to make use of an orthogonal instruction set, meaning that you're able to combine opcode, adressing mode, data type with each other which leads to a comprehensive instruction set and therefore is more complex and eventually way harder to learn (that depends on everyone however) than RISC ISAs like MIPS. MIPS is extremely simple compared to many other ISAs. MIPS uses a strict instruction format and doesn't allow any combinations. In Motorola you could write something like this:

Code
ADDI.W #$32A6,D0


which would add the word (in motorola word is 16-bit) #$32A6 to D0.

Or you could write:
Code
ADDI.W D0, D1


Adds a word from D0 to D1.

Etc. This works with byte (addi.b and add.b) as well.

In MIPS we have a similar instruction, also called: "ADDI". Let's take "ADDI". It basically does "Add Immediate" It calculates src (source register) + imm (16-Bit) and stores it into the destination register. No combinations are allowed. Like, you can't do following:

Code
ADDI T0, T1, T2

Code
ADDI T0, $2223, T3


etc.

The format is as follows:
"ADDI rt, rs, imm"
(rt = target register -> where result is stored)
(rs = operand which gets added with imm)
(imm = A 16-bit value operand which is added with rs)

So:
Code
ADDI S0, T1, $226A ; S0 = T1 + $226A


It really depends on the person however what ISA is faster to learn and whatnot. From an objective view although Motorola is pretty complex and haves more instruction formats than MIPS and is therefore eventually harder to learn than MIPS.

--------------------
Tarek701 is dead.
I'm not sure about this, no offense but it seems like your biting off more than you can chew.
Originally posted by Mrhomelesshobo
I'm not sure about this, no offense but it seems like your biting off more than you can chew.


Well, you misunderstand. This are yet just mere concepts and ideas I have in my mind. Of course, not everything just mentioned here is going to be implemented in the first release. That would be too much for me and as I have school (And yes, I'm a good boy) I wouldn't have that much time to implement everything in the first release anyway, as I'm learning nearly every day for school, except when we have summer vacations (which I currently have now, but are over the following monday)

--------------------
Tarek701 is dead.
Originally posted by Tarek701
Originally posted by Mrhomelesshobo
I'm not sure about this, no offense but it seems like your biting off more than you can chew.


Well, you misunderstand. This are yet just mere concepts and ideas I have in my mind. Of course, not everything just mentioned here is going to be implemented in the first release. That would be too much for me and as I have school (And yes, I'm a good boy) I wouldn't have that much time to implement everything in the first release anyway, as I'm learning nearly every day for school, except when we have summer vacations (which I currently have now, but are over the following monday)


I see.
yet an idea: changing hardcoded camera's. kaze knows how to edit them so I guess he could tell you somehow.

--------------------
Originally posted by Tarek701
Originally posted by Luigixhero

4. Use external files to draw object models in the viewer, so if your hack has modified or new objects you can see them in the editor.

8. also preview scrolling textures.


4. Sounds like a good idea. Gonna do that too.

8. Yes, also thought about that and going to implement that.


TT64 loads objects from your rom... you are allready able to see them after being imported.

im not sure, if scrolling textures are that easy since you'll have to read out the game's ASM code (the clean way) or find some cheap way around by reading only the behavior params.
Pages: « 1 2 » Link - Thread Closed
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