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04-06-21 12:03 AM
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Main - Posts by mibts

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mibts
Posted on 12-20-16 03:16 PM, in Normal Day in SM64DS Link | #80446
This game uses separate colliders for colliding with other objects (a cylinder collider) and for colliding with mesh colliders (a sphere collider). What was the point of that?

____________________
Current hack: Excerpt from Super Mario 256

Any map on a flat torus can be colored with at most 7 colors.

mibts
Posted on 12-29-16 01:17 PM, in Editor development (rev. 2 of 12-29-16 01:18 PM) Link | #80610
It would be nice to warn the user if the offset to anything in a BMD comes after the offset to the texture/pallete data block. When the game loads a BMD, it eventually deallocates anything from the data block offset onward, not caring if there is other crucial data there. Putting pallete headers after the data block is how I got black Goombas in a level. ;)

____________________
Current hack: Excerpt from Super Mario 256

Any map on a flat torus can be colored with at most 7 colors.

mibts
Posted on 12-29-16 03:58 PM, in Colored Goombas (rev. 2 of 12-29-16 04:29 PM) Link | #80615
I made another hack; this time Colored Goombas:
[image]
Red Goombas jump at the player,
Green Goombas jump and spin at the player, and
Yellow Goombas do 1 extra damage.
They are all in Bob-Omb BattlefieldBlocky Block Land. To add one, set the X of XWEC in param 1 to 0 (red), 1 (green), or 2 (yellow) instead of F (normal).

I had to convert the Goomba code from assembly to C++, simplify it, and then add my hack and compile it back. This version of SM64DSe contains the source code for it in ASMPatchTemplate. Here are the steps to modifying the Goomba if you want to:

1. Make the modifications in the source code
2. Open the new SM64DSe, click Edit Code, go to Edit, and click Compile Code.
3. Select the ASMPatchTemplate folder.
4. Type in the filename for the output ASM; it will be in the ASMPatchTemplate folder.
5. For the offset, type 02129020. This is the start of overlay 84, the Goomba overlay.
6. Compile, and fix errors. Make sure the output file is no more than 12524 bytes long.
7. Extract overlay 84.
8. Open the output file in a hex editor and copy its contents to overlay 84. Overwrite the overlay's contents, and don't change its file size.
9. Replace overlay 84 in SM64DSe.
10. Open newcode.map (in ASMPatchTemplate/bin) in a text editor and scroll down until you see this:
0x0212b060 GoombaColored::spawnDataBig
0x0212b07c GoombaColored::spawnDataSmall
0x0212b098 GoombaColored::spawnDataNormal
11. Open the ROM in a hex editor and go to offset 0x68b0. Type in the offset for GoombaColored::spawnDataNormal, then for *Small, then for *Big. The bytes go in little endian (reverse order). Save it.
12. Enjoy and hope for no crashes!

Notes:
The last arguments of TexSeq_SetFile, MatChg_SetMaterialDef, and ModelAnim_ChangeAnim (the start frame) are not in fixed point 20.12. Sorry for not commenting that.

The hack:
SM64DS + Colored Goombas

____________________
Current hack: Excerpt from Super Mario 256

Any map on a flat torus can be colored with at most 7 colors.

mibts
Posted on 12-30-16 10:28 PM, in Wacky Mario Enemies (rev. 2 of 12-30-16 10:38 PM) Link | #80652
The point of this thread is to name a Mario enemy and give it the wackiest customization you can think of.

Example: A blue-shelled Koopa Troopa whose shell runs into the player and explodes if he jumps on it. :)

____________________
Current hack: Excerpt from Super Mario 256

Any map on a flat torus can be colored with at most 7 colors.

mibts
Posted on 01-01-17 01:03 PM, in SM64DS Editor Help Thread - Post your questions here Link | #80690
Check enemy/popoi. I'm not sure.

____________________
Current hack: Excerpt from Super Mario 256

Any map on a flat torus can be colored with at most 7 colors.

mibts
Posted on 01-01-17 01:08 PM, in 2017! Link | #80691
Posted by SGC
welcome to part 17 of the 2000s

Nice zero-based counting.


____________________
Current hack: Excerpt from Super Mario 256

Any map on a flat torus can be colored with at most 7 colors.

mibts
Posted on 01-02-17 07:24 AM, in Wacky Mario Enemies Link | #80717
I said a customization, not an enemy that's already wacky.

____________________
Current hack: Excerpt from Super Mario 256

Any map on a flat torus can be colored with at most 7 colors.

mibts
Posted on 01-08-17 03:09 PM, in [Tutorial] How to Replace Mario's Model with a Custom Model Link | #80847
Here is a link to the ASM patch template, which allows making hacks with C or C++. It has an example and a tutorial.

____________________
Current hack: Excerpt from Super Mario 256

Any map on a flat torus can be colored with at most 7 colors.

mibts
Posted on 01-08-17 03:13 PM, in Colored Goombas Link | #80848
I hacked the Goombas and inserted a texture sequence in their model and code. Changing the parameter changes the frame of the texture sequence. If you want to look at the code, download the version of SM64DSe that I posted. Go to ASMPatchTemplate/source and open GoombaColored.cpp.

____________________
Current hack: Excerpt from Super Mario 256

Any map on a flat torus can be colored with at most 7 colors.

mibts
Posted on 01-14-17 03:09 PM, in [Tutorial] How to Replace Mario's Model with a Custom Model Link | #80936
1. Goto 02090864+ACTOR_ID*4
2. Goto the pointer that it points to. This is the spawn info.
3. Goto where that points to. This is the constructor.
4. Somewhere in the constructor, you'll find something like this:
ldr r0, =02112357 (some address between 020ad660 and 0214eaa0)
str r0, [r4]
The registers could be different, and there may be code in between.
5. Goto the pointer that is loaded. You should see an array of pointers.
6. Goto the first pointer in the array. This is the initialization function.
7. Find the branch to 02016fd4.

____________________
Current hack: Excerpt from Super Mario 256

Any map on a flat torus can be colored with at most 7 colors.

mibts
Posted on 01-17-17 03:18 PM, in Flash forward in 2025 Link | #80970
Posted by shibboleet
In 2025, 2024 will be over.

In 2025, the year will be a perfect square.

____________________
Current hack: Excerpt from Super Mario 256

Any map on a flat torus can be colored with at most 7 colors.

mibts
Posted on 01-18-17 08:46 PM, in CLPS Exposed! (rev. 6 of 05-02-17 07:21 AM) Link | #80977
The CLPS is not an array of 8 bytes. It is a giant bitfield that just happens to be 64 bits long. A proper backronym for CLPS would be CoLlision Parameter Structure.
Here are the bits in order from bit 63 to bit 0.

QQQQQQQQQQQQQQQQQQQQQQQQWWWWWWWWPPPPUXZBBBBBCCCCFFFVVVVVVATTTTT

(The numbers below will be in decimal)
T = Texture.
  • 00: Normal
  • 01: Path
  • 02: Grass
  • 03: ???
  • 04: Rock/Stone
  • 05: Wood
  • 06: Snow
  • 07: Ice
  • 08: Sand
  • 09: Flowers
  • 10: ???
  • 11: ???
  • 12: Grate

A = Water
This is a boolean indicating whether the surface defines a water plane.

V = View ID
This indexes the view that the surface should have. If the View ID is 63, it does not have a view attached to it.

F = Traction
  • 0: Normal
  • 1: Unslippable
  • 2: Unslippable
  • 3: Slippery Slope
  • 4: Slippery
  • 5: Slippery, no wall jumping

C = Camera Behavior
  • 00: Normal
  • 01: Go behind player
  • 02: Zoom way out and go behind player
  • 03: Go behind player
  • 04: Go behind player
  • 05: ???
  • 06: Normal
  • 07: Go behind player
  • 08: Go behind player
  • 09: 8 directions only
  • 10: No rotating except with arrow buttons
  • 11: Close up and personal

B = Behavior
  • 00: Normal
  • 01: Lava
  • 02: ???
  • 03: Ceiling hanging mesh
  • 04: Death plane
  • 05: Death plane
  • 06: Low jumps
  • 07: Slow quicksand
  • 08: Slow quicksand
  • 09: Instant quicksand
  • 10: ???
  • 11: ???
  • 12: ???
  • 13: ???
  • 14: ???
  • 15: Start line
  • 16: Finish line
  • 17: Lets Vanish Luigi through
  • 18: Pushes the player off it in 1 frame
  • 19: Gust plane

Z = Transparent to Camera
Whether the camera can go through it.

X = Toxic
Like the Water parameter, but this one defines a toxic barrier.

U = Camera Wall
Whether actors other than the camera can pass through it.

P = Padding

W = Wind Path ID
Links the surface to a 2-point path defining a vector which says which direction the wind blows. Parameter 4 for the path is either 0, 1, 2, or 3. This could define a breeze, a water current, or a quicksand pulling direction.

Q = Padding

And here is a picture of a CLPS editor for Whomp's Fortress and that shows the proper way to break up the CLPS:
[image]

Answer to Hiccup's question:
 Whoops, I meant to press "edit", and I can't post again until an hour passes.
You'd have to unfortunately write out all the bits, convert to hexadecimal, and write the bytes in the CLPS editor in order from least to most significant.

Where it says "zoom", I meant "transparent to camera".

____________________
Current hack: Excerpt from Super Mario 256

Any map on a flat torus can be colored with at most 7 colors.

mibts
Posted on 01-19-17 08:01 PM, in Order of Miscellaneous Objects Link | #80986
The misc. objects in the level overlay must be in a specific order to prevent glitches such as 8-directional cameras starting with an angle of 164.68505859375 degrees.

The Order:
(2) Path Nodes
(3) Paths
(4) Views
(b) Minimap Tile File
(1) Level Entrances
(6) Teleport Source
(7) Teleport Dest
(8) Fog
(9) Doors
(c) Minimap Scale
(e) (Unknown)
(a) Level Exits

I thought cameras were very mysterious for the longest time before discovering this. Fortunately, reordering the 8-byte object table entries is enough, because no addresses need fixing.

In my example of the 8-directional camera starting with an angle of 164.68505859375 degrees, the Level Entrances table appeared before the Views table, causing the camera to spawn before it knows what view to use.

____________________
Current hack: Excerpt from Super Mario 256

Any map on a flat torus can be colored with at most 7 colors.

mibts
Posted on 01-24-17 07:27 AM, in Extracting and Editing Levels (Help) Link | #81081
Yes, it does.

____________________
Current hack: Excerpt from Super Mario 256

Any map on a flat torus can be colored with at most 7 colors.

mibts
Posted on 01-28-17 09:30 PM, in Server migration finished Link | #81144
My time offset from server is still 0:00. :)

____________________
Current hack: Excerpt from Super Mario 256

Any map on a flat torus can be colored with at most 7 colors.

mibts
Posted on 02-03-17 10:40 PM, in SM64DS Editor Help Thread - Post your questions here Link | #81236
Triangulate all concave polygons.

____________________
Current hack: Excerpt from Super Mario 256

Any map on a flat torus can be colored with at most 7 colors.

mibts
Posted on 03-09-17 10:27 AM, in Launch Stars (and Totally Not Breaking the Game's Code) Link | #81865
1. Yes, and actually, I have a better version that doesn't spawn a new particle system every time a sparkle appears.
2. Not sure.
(Look out for a showcase of some other new stuff coming soon!)

____________________
Current hack: Excerpt from Super Mario 256

Any map on a flat torus can be colored with at most 7 colors.

mibts
Posted on 03-24-17 10:09 PM, in What Is Possible! Link | #82122
Here's a compilation of some things I did while hacking the game:

This includes Shy Guys, the sprinkler, Magikoopas, and of course Launch Stars. A download will be available when I finish the level that these objects are on. I will say, however, that the switch and Launch Star in this video will be absent.

(The Shy Guys have bad lighting, I know; I recently fixed that glitch. It turns out that SM64DSe doesn't transform normals by the inverse bone matrix like it does for vertex positions.)

____________________
Current hack: Excerpt from Super Mario 256

Any map on a flat torus can be colored with at most 7 colors.

mibts
Posted on 03-28-17 01:24 PM, in SM64DS Editor Help Thread - Post your questions here Link | #82177
Ooh, a classic. Did you import a DAE with normals? If so, you need to hex edit the bmd file to turn Light 0 on for the model. There's a more consistent method, but for now, search for 80 90 1f 00 xx xx 00 00 and replace it with 81 90 1f 00 xx xx 10 42. The former turns on light 0 and the latter gives the model a gray ambient color.

____________________
Current hack: Excerpt from Super Mario 256

Any map on a flat torus can be colored with at most 7 colors.

mibts
Posted on 03-28-17 01:28 PM, in How do I make my own SM64DS Hack Link | #82178
There's a getting started tutorial at http://kuribo64.net/board/thread.php?id=2319.

____________________
Current hack: Excerpt from Super Mario 256

Any map on a flat torus can be colored with at most 7 colors.
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Main - Posts by mibts

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