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(21-01-2017, 11:43 PM)sfortun Wrote: I'm using a ROM ripped from an actual Super Mario 64 cartridge, by using a Retrode 2. The ROM is extended with the M64 Rom Extender.

We don't use the M64 Rom Extender anymore, since it's outdated and causes issues on console. You can simply insert the 8MB ROM into SM64 Editor 2.0.6, and it will automatically extend your ROM for you. If that still doesn't work then I would recommend finding a "Super Mario 64 (U) [!].z64" ROM online somewhere, as that is what we base our tools on.
(This post was last modified: 22-01-2017, 01:23 AM by David.)

Awesome, I changed the extension of the ROM rip from .n64 to .z64, and put it right into the importer. It worked. Thanks!

(21-01-2017, 07:05 PM)David Wrote: I made a post on smwcentral a long time ago about macro & special objects, which may or may not be helpful to you. 
Link: http://smwc.me/1207463

I already knew of your post on smwc, and it is still very useful! Thanks!

I was wondering if I was interpreting the Y axis rotation and preset ID of macro objects correctly. To check that, I have compared my output with the TT64 one (assuming the last one was correct). However, the rotation parameter does not match.

[Image: i49YCea.png]

The object I was analyzing is the bubble shooting cannon. It's object placement list entry is the following:
Code:
E0 91 05 6C 0B 66 F6 B1 00 00

VL-Tone notes said that of the first two bytes (E0 91) the first 7 bits represent the rotation around the Y axis, and the last 9 bits represent the preset ID. So that's how I interpreted those two values:
Code:
E    0    9    1
1110|0000|1001|0001
YYYY YYYP PPPP PPPP
YRotation = 1110000b = 112
PresetID = 010010001b = 145 = 0x91

However, TT64 gives these values:
Code:
YRotation = 315
PresetID = 0x91 = 145

Only the preset ID is correct, but not the rotation angle. I wondered a bit about that since the angle span is 0 - 359 degrees, so there should be 360 different possible combinations to have a 1 degree precision. However, 7 bits make possible only 2^7 = 128 combinations. The conclusion is that I think the 7 bit value is multiplied by some greater than 1 multiplier, to make the angle span between 0 - 359 degrees, even if with less precision.

I did the ratio between the two values and i got the following value:
Code:
TT64value / 7bitValue = 315 / 112 = 2.8125

Am I correct? Is 2.8125 the right multiplier to be applied?

Edit: It would also make sense, since 360 / 128 = 2.8125
(This post was last modified: 04-02-2017, 11:01 AM by Fendoroid.)

(04-02-2017, 10:40 AM)Fendoroid Wrote: VL-Tone notes said that of the first two bytes (E0 91) the first 7 bits represent the rotation around the Y axis, and the last 9 bits represent the preset ID. So that's how I interpreted those two values:
Code:
E    0    9    1
1110|0000|1001|0001
YYYY YYYP PPPP PPPP
YRotation = 1110000b = 112
PresetID = 010010001b = 145 = 0x91

However, TT64 gives these values:
Code:
YRotation = 315
PresetID = 0x91 = 145

Only the preset ID is correct, but not the rotation angle. I wondered a bit about that since the angle span is 0 - 359 degrees, so there should be 360 different possible combinations to have a 1 degree precision. However, 7 bits make possible only 2^7 = 128 combinations. The conclusion is that I think the 7 bit value is multiplied by some greater than 1 multiplier, to make the angle span between 0 - 359 degrees, even if with less precision.

I did the ratio between the two values and i got the following value:
Code:
TT64value / 7bitValue = 315 / 112 = 2.8125

Am I correct? Is 2.8125 the right multiplier to be applied?

Edit: It would also make sense, since 360 / 128 = 2.8125

I think this value is a scaled integer (0 = 0 degrees, 128 = 360 degrees), so your computation is correct, although I would compute it with: rotationDegrees = rotationValue * 360 / 128;

Hello everyone i have a problem.
I make a custom Health Meter but i don't know how to put it in the game !

thank you in advance

Go on N64Rip @ AD57EC 32x384 RGBA16
Lorem Ipsum.

OK thanks, but everytime i launch the game , he is very buggy
(This post was last modified: 12-02-2017, 05:48 PM by shygoo. Edit Reason: merged double post )

I can't find obj importer to make my custom 3d model remplacement for mario
help

(13-02-2017, 04:27 PM)AlfonceRobichu Wrote: I can't find obj importer to make my custom 3d model remplacement for mario
help

You can go to file>export>obj model simple if youre using sketchup
(This post was last modified: 13-02-2017, 04:38 PM by Cyborg.)

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