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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 04-15-17 07:57 AM, in Warps, etc - Documentation (rev. 2 of 04-15-17 08:23 AM) Link | #82505
I don't even know which level uses it.
And by the way, the format for an entrance in bits is
MMMM MMMM MVVV VAAA
, not
MMMM MMMM VVVV AAAA
.

____________________
Current hack: Excerpt from Super Mario 256

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

mibts
(post deleted) #82507

mibts
Posted on 04-15-17 08:09 AM, in The suggestions thread Link | #82508
You should prompt a user who wants to delete their message before actually deleting it.
And also don't count a post that has been deleted for the "wait an hour" message.

____________________
Current hack: Excerpt from Super Mario 256

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

mibts
Posted on 04-15-17 06:24 PM, in CLPS Exposed! Link | #82524
I have it integrated. I'd have to extract it from the million changes I've made to my version of SM64DSe, though.

____________________
Current hack: Excerpt from Super Mario 256

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

mibts
Posted on 04-15-17 06:29 PM, in Editor development Link | #82526
Speaking of normals, you should multiply them by 511/512 to avoid the overflowing normals <1, 0, 0>, <0, 1, 0>, and <0, 0, 1>.

____________________
Current hack: Excerpt from Super Mario 256

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

mibts
Posted on 04-16-17 10:04 AM, in Warps, etc - Documentation Link | #82540
You didn't put in enough M bits in the mode description, and the V bits in the view description are misaligned. It should be:
0000: View 0
0010: View 2
0100: View 4
And in general, XXXX: View X.
Area is just the area the player enters in, so it doesn't need a question mark.

____________________
Current hack: Excerpt from Super Mario 256

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

mibts
Posted on 04-16-17 10:22 AM, in Editor development Link | #82542
Interestingly, ENEMY_SWITCH uses Y rotation as the height of its cylinder collider.

____________________
Current hack: Excerpt from Super Mario 256

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

mibts
Posted on 04-16-17 01:07 PM, in CLPS Exposed! Link | #82548
Some yes, some no.

Here's the list of changes I've made:
  • CLPS form updated to reflect the one true CLPS breakup
  • Optional grid for precise placement of objects
  • Restriction plane (RP) to snap placed objects to, for example, y = 0.0
  • In the absence of a RP, placed objects snap to the collision triangle the mouse is touching if there is one.
  • Code compiler that takes an ASMPatchTemplate folder and an offset to compile code for
  • Dynamic overlay support in said code compiler (requires a patch in the ROM to work)
  • Overlay compiler for levels
  • Support for adding, removing, and renaming files and directories in the ROM except for archives (a little imperfect, though, and removing requires a patch in the ROM to work)
  • Updated object renderer paths to reflect filenames for objects in Excerpt from Super Mario 256 (breaks compatibility with a regular SM64DS ROM) (plan to use overlay 0 file IDs instead because those remain constant)
  • Imported normals are multiplied by 511/512 to prevent overflow
  • A template for adding a new platform to the game
  • Update object database function removed and changed to Reload object database (prevents the Excerpt-from-Super-Mario-256-specific changes I made from getting accidentally reverted, but I have a backup anyway)
  • Alt+{Up | Down | Left | Right | F | B} for top, bottom, left, right, front, and back views
  • The level editor loads the entire overlay on initialization and rewrites the entire thing on save to prevent glitches with adding new areas.
  • PaletteFitâ„¢ compresses palettes for compressed textures by overlapping them nearly as much as possible
  • QuickGraph imported to support the PaletteFitâ„¢ algorithm
  • Increased quality of compressed textures. Combined with PaletteFitâ„¢, the size of a texture may increase or decrease.
  • BCA importer now creates smaller BCAs by using the constant-track, same-track, and interpolation optimizations. (by a factor of about 6)
  • .NET framework upgraded to 4.5


____________________
Current hack: Excerpt from Super Mario 256

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

mibts
Posted on 04-16-17 04:24 PM, in CLPS Exposed! Link | #82556
I got tired of NSMBe's heap-sucking patch template, so I transferred the code to SM64DSe and made a function that creates overlays for levels so the heap doesn't get used when it doesn't need to be used. For example, Blocky Block Land (displayed in "Launch Stars (and Totally Not Breaking the Game's Code)") doesn't use any objects from Bob-Omb Battlefield, but it has its own objects, and the overlay compiler for levels compiles the code for that.

A dynamic overlay is a type of file that I invented for Excerpt from Super Mario 256. For each level, a list of overlay 0 file IDs for each dynamic overlay is stored. When the level loads, they are loaded, and the pointers are fixed. This way, an object can be put in any level regardless of the bank settings.

The new platform template does just that: add a new platform to the game. More specifically, you give it a name, show where the model and collision files are in the ROM, give it a description for documentation, say what object and actor ID it gets (and some more behavior-related stuff) and it generates ASMPatchTemplate/source//.h and ASMPatchTemplate/source//.cpp. Editing the makefile source path to direct to ASMPatchTemplate/source/, compiling the code (as a dynamic overlay), and storing that in the ROM results in the platform being added to the game.

____________________
Current hack: Excerpt from Super Mario 256

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

mibts
Posted on 04-16-17 05:25 PM, in CLPS Exposed! Link | #82560
1. Compile it as a dynamic overlay, put it into the ROM, look at the Ov0ID (displayed at the bottom on my version of SM64DSe) of the file, and hex edit the level overlays to add it to the list of dynamic overlays for the levels.
2. That would require NSMBe, and I haven't tested that yet.
3. The function that makes level overlays completely overrides the level overlays, so probably not, unless you want to decompile the entire overlay (it's big).
4. No. Each object (or level) should have its files in its own folder in the source folder, and the makefile source needs to be edited accordingly. Also, the function list and SM64DSe.h file are wildly different.

____________________
Current hack: Excerpt from Super Mario 256

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

mibts
Posted on 04-16-17 06:51 PM, in Editor development (rev. 2 of 04-16-17 07:02 PM) Link | #82561
Importing a single axis-aligned plane as a KCL causes the exporter to attempt to create m*n octrees, where m and n are 1024 times the length and width of the plane in SM64DSe units. (a 0.5 x 0.5 plane creats 512*512=262144 octrees).
Maybe it's caused by a float equality comparison?

____________________
Current hack: Excerpt from Super Mario 256

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

mibts
Posted on 04-17-17 03:34 PM, in CLPS Exposed! Link | #82582
After finishing the level I'm making.

____________________
Current hack: Excerpt from Super Mario 256

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

mibts
Posted on 05-08-17 09:40 AM, in Excerpt from Super Mario 256 (rev. 25 of 10-16-19 01:03 AM) Link | #82888
[image]

This is a ROM hack that I'm making with the goal of it being the most technically impressive hack of SM64DS. It features custom enemies, platforms, and even particle textures. Right now, 44 stars in 8 courses are done.

16 (26?) main courses containing 128 (208?) stars and 16 (38?) other courses containing 32 (48?) stars are planned. (Maybe I'll have 64 courses for 256 stars?)

A new demo (v0.1.4) has been released!
This one has 2 new levels and a lot of bugfixes. The reason for the release of this demo is that one of the bugfixes required a lot of change to the code, and I want to make sure I didn't break something.

Preview


Note: Screenshots are out of date.

[image]
[image]


____________________
Current hack: Excerpt from Super Mario 256

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

mibts
Posted on 05-08-17 06:42 PM, in Excerpt from Super Mario 256 Link | #82898
I might do that for Blocky Block Land, but it'll be impossible with Yoshi's Beautiful Garden because the stage model for it uses the main light, and vertex colors override lighting calculations. I need it to use the light so I can dim it in star 2.

Posted by Super Hackio
I thought i'd give this a shot because it looked cool and stuff, but on a U and E rom, xdelta says:
xdelta3: unknown secondary compressor ID: XD3_INVALID_INPUT
I highly doubt that thit is suppose to happen.
Is there a way to fix it? 'Cause this looks like it's gonna be a great hack with epic battles with epic silence in the background! XD

Did you try xDelta3 v3.0.11?


____________________
Current hack: Excerpt from Super Mario 256

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

mibts
Posted on 05-09-17 06:47 AM, in Excerpt from Super Mario 256 Link | #82905
https://github.com/jmacd/xdelta-gpl/releases/tag/v3.0.11

____________________
Current hack: Excerpt from Super Mario 256

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

mibts
Posted on 05-09-17 06:10 PM, in Excerpt from Super Mario 256 Link | #82911
I can't reproduce this. Are you using an old R4?

____________________
Current hack: Excerpt from Super Mario 256

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

mibts
Posted on 05-09-17 07:37 PM, in Excerpt from Super Mario 256 Link | #82913
Successfully reproduced. Thanks! (will fix)
In the mean time, you'll have to play DeSmuME in TAS mode: enable advanced bus-level timing, and especially disable the dynamic recompiler.

This is caused by the BBL custom overlay code changing some instructions in player code during cleanup. The dynamic recompiler is probably not detecting that fast enough.

____________________
Current hack: Excerpt from Super Mario 256

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

mibts
Posted on 05-10-17 06:49 AM, in Excerpt from Super Mario 256 Link | #82921
Do you have xDelta3 v3.0.11?

____________________
Current hack: Excerpt from Super Mario 256

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

mibts
Posted on 05-10-17 07:29 PM, in Excerpt from Super Mario 256 (rev. 2 of 05-10-17 07:30 PM) Link | #82942
Can you pull up the debug screen?
(L+R+Left+A, Down+B, Start+Select)

By the way, someone tested it with an R4 3DS SDHC and it worked fine.

____________________
Current hack: Excerpt from Super Mario 256

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

mibts
Posted on 05-11-17 06:39 AM, in Excerpt from Super Mario 256 (rev. 4 of 08-07-17 09:52 AM) Link | #82953
160. 256 is a bit too many for the puny DS to handle. Hence, "Excerpt from"

@SGC
Try this version: Excerpt from Super Mario 256: Invalidate Instruction Cache

____________________
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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