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04-06-21 12:03 AM |
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| Main - Posts by mibts |
| mibts |
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![]() Panser =Josh65536 (Programmer) Level: 37
Posts: 201/331 EXP: 317182 Next: 21071 Since: 08-31-13 Last post: 832 days ago Last view: 10 days ago |
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 |
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![]() Panser =Josh65536 (Programmer) Level: 37
Posts: 203/331 EXP: 317182 Next: 21071 Since: 08-31-13 Last post: 832 days ago Last view: 10 days ago |
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 |
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![]() Panser =Josh65536 (Programmer) Level: 37
Posts: 204/331 EXP: 317182 Next: 21071 Since: 08-31-13 Last post: 832 days ago Last view: 10 days ago |
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 |
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![]() Panser =Josh65536 (Programmer) Level: 37
Posts: 205/331 EXP: 317182 Next: 21071 Since: 08-31-13 Last post: 832 days ago Last view: 10 days ago |
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 |
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![]() Panser =Josh65536 (Programmer) Level: 37
Posts: 206/331 EXP: 317182 Next: 21071 Since: 08-31-13 Last post: 832 days ago Last view: 10 days ago |
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 |
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![]() Panser =Josh65536 (Programmer) Level: 37
Posts: 207/331 EXP: 317182 Next: 21071 Since: 08-31-13 Last post: 832 days ago Last view: 10 days ago |
Interestingly, ENEMY_SWITCH uses Y rotation as the height of its cylinder collider. ____________________ Current hack: Excerpt from Super Mario 256 |
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![]() Panser =Josh65536 (Programmer) Level: 37
Posts: 208/331 EXP: 317182 Next: 21071 Since: 08-31-13 Last post: 832 days ago Last view: 10 days ago |
Some yes, some no.
Here's the list of changes I've made:
____________________ Current hack: Excerpt from Super Mario 256 |
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![]() Panser =Josh65536 (Programmer) Level: 37
Posts: 209/331 EXP: 317182 Next: 21071 Since: 08-31-13 Last post: 832 days ago Last view: 10 days ago |
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/ ____________________ Current hack: Excerpt from Super Mario 256 |
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![]() Panser =Josh65536 (Programmer) Level: 37
Posts: 210/331 EXP: 317182 Next: 21071 Since: 08-31-13 Last post: 832 days ago Last view: 10 days ago |
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 |
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![]() Panser =Josh65536 (Programmer) Level: 37
Posts: 211/331 EXP: 317182 Next: 21071 Since: 08-31-13 Last post: 832 days ago Last view: 10 days ago |
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 |
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![]() Panser =Josh65536 (Programmer) Level: 37
Posts: 212/331 EXP: 317182 Next: 21071 Since: 08-31-13 Last post: 832 days ago Last view: 10 days ago |
After finishing the level I'm making. ____________________ Current hack: Excerpt from Super Mario 256 |
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![]() Panser =Josh65536 (Programmer) Level: 37
Posts: 213/331 EXP: 317182 Next: 21071 Since: 08-31-13 Last post: 832 days ago Last view: 10 days ago |
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. ____________________ Current hack: Excerpt from Super Mario 256 |
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![]() Panser =Josh65536 (Programmer) Level: 37
Posts: 214/331 EXP: 317182 Next: 21071 Since: 08-31-13 Last post: 832 days ago Last view: 10 days ago |
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 Did you try xDelta3 v3.0.11? ____________________ Current hack: Excerpt from Super Mario 256 |
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![]() Panser =Josh65536 (Programmer) Level: 37
Posts: 215/331 EXP: 317182 Next: 21071 Since: 08-31-13 Last post: 832 days ago Last view: 10 days ago |
https://github.com/jmacd/xdelta-gpl/releases/tag/v3.0.11 ____________________ Current hack: Excerpt from Super Mario 256 |
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![]() Panser =Josh65536 (Programmer) Level: 37
Posts: 216/331 EXP: 317182 Next: 21071 Since: 08-31-13 Last post: 832 days ago Last view: 10 days ago |
I can't reproduce this. Are you using an old R4? ____________________ Current hack: Excerpt from Super Mario 256 |
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![]() Panser =Josh65536 (Programmer) Level: 37
Posts: 217/331 EXP: 317182 Next: 21071 Since: 08-31-13 Last post: 832 days ago Last view: 10 days ago |
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 |
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![]() Panser =Josh65536 (Programmer) Level: 37
Posts: 218/331 EXP: 317182 Next: 21071 Since: 08-31-13 Last post: 832 days ago Last view: 10 days ago |
Do you have xDelta3 v3.0.11? ____________________ Current hack: Excerpt from Super Mario 256 |
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![]() Panser =Josh65536 (Programmer) Level: 37
Posts: 219/331 EXP: 317182 Next: 21071 Since: 08-31-13 Last post: 832 days ago Last view: 10 days ago |
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 |
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![]() Panser =Josh65536 (Programmer) Level: 37
Posts: 220/331 EXP: 317182 Next: 21071 Since: 08-31-13 Last post: 832 days ago Last view: 10 days ago |
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 |
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