Castle Paintings - Printable Version +- Hack64 (https://hack64.net) +-- Forum: Hacking (https://hack64.net/Forum-Hacking) +--- Forum: Super Mario 64 (https://hack64.net/Forum-Super-Mario-64) +--- Thread: Castle Paintings (/Thread-Castle-Paintings) |
Castle Paintings - David - 03-09-2018 Back in late 2016, I looked back to my old geometry layout 0x18 command notes and figured out how to edit the paintings inside the castle; so I thought I would share the notes on how the castle paintings work. ![]() ![]() ![]() Setting up paintings requires at least 2 0x18 commands in the geometry layout: Code: [ 18 00 00 00 80 2D 5D 0C ] -- Processes Mario's position (Used for the ripple effect) The XX parameter tells the game which painting list to use (0 = HMC pool, 1 = Castle Paintings, 2 = TTM slide entrance), while the YY parameter tells the game which painting in that list to use. Painting list
Painting struct (0x78 bytes) Code: Offsets: So, where is the data in the ROM file and in RAM? The painting data is loaded into memory as soon as the game boots up. You can find the list pointers starting at ROM address 0xEC34C, which is loaded into RAM at 0x8033134C. You will have to look at the level script 0x17 command to find out where segment 0x07 is loaded from. If you have any questions or additions to the topic, please leave a reply below. I'll try to update the main post as much as I can. RE: Castle Paintings - Kaze - 06-21-2018 for the painting to be functional, you gotta use these collision types. i have no idea where this list is from. A6 Painting wobble (BoB 1) A7 Painting wobble (BoB 2) A8 Painting wobble (BoB 3) A9 Painting wobble (CCM 1) AA Painting wobble (CCM 2) AB Painting wobble (CCM 3) AC Painting wobble (WF 1) AD Painting wobble (WF 2) AE Painting wobble (WF 3) AF Painting wobble (JRB 1) B0 Painting wobble (JRB 2) B1 Painting wobble (JRB 3) B2 Painting wobble (LLL 1) B3 Painting wobble (LLL 2) B4 Painting wobble (LLL 3) B5 Painting wobble (SSL 1) B6 Painting wobble (SSL 2) B7 Painting wobble (SSL 3) B8 Painting wobble (?) B9 Painting wobble (?) BA Painting wobble (?) BB Painting wobble (BFS) BC Painting wobble (BFS?) BD Painting wobble (BFS?) BE Painting wobble (WDW 1) BF Painting wobble (WDW 2) C0 Painting wobble (WDW 3) C1 Painting wobble (THI t 1) C2 Painting wobble (THI t 2) C3 Painting wobble (THI t 3) C4 Painting wobble (TTM 1) C5 Painting wobble (TTM 2) C6 Painting wobble (TTM 3) C7 Painting wobble (?) C8 Painting wobble (?) C9 Painting wobble (?) CA Painting wobble (SML 1, unused) CB Painting wobble (SML 2, unused) CC Painting wobble (SML 3, unused) CD Painting wobble (THI h 1) CE Painting wobble (THI h 2) CF Painting wobble (THI h 3) D0 Painting wobble (Metal cap) D1 Painting wobble (Metal cap?) D2 Painting wobble (Metal cap?) D3 Horizontal level entrance (still have to label these) D4 Horizontal level entrance () D5 Horizontal level entrance () D6 Horizontal level entrance () D7 Horizontal level entrance () D8 Horizontal level entrance () D9 Horizontal level entrance () DA Horizontal level entrance () DB Horizontal level entrance () DC Horizontal level entrance () DE Horizontal level entrance () DF Horizontal level entrance () F0 Horizontal level entrance () F1 Horizontal level entrance () F2 Horizontal level entrance () F3 Horizontal level entrance () F4 Horizontal level entrance () F5 Horizontal level entrance () F6 Horizontal level entrance () F7 Horizontal level entrance () F8 Horizontal level entrance () F9 Horizontal level entrance () FA Horizontal level entrance () FB Horizontal level entrance () FC Horizontal level entrance () FD Vertical level entrances ? below D3 are for the wobble graphic effect, the others are for the actual warp. someone could use my collision detection GSC to label all collisions properly: 812CB1C8 3C06 812CB1CA 8033 812CB1CC 24C6 812CB1CE 6F90 812CB1D0 3C09 812CB1D2 8034 812CB1D4 8D29 812CB1D6 B1D8 812CB1D8 8527 812CB1DA 0000 812CB1DC 2404 812CB1DE 0030 812CB1E0 0C0B 812CB1E2 58B6 812CB1E4 2405 812CB1E6 0012 812CB1E8 1000 812CB1EA 0019 812CB1EC 2400 81336F90 434F 81336F92 4C20 81336F94 2578 RE: Castle Paintings - aaa - 02-25-2022 Just one question: Is that for ROM Manager or Quad64? I use a trash for importing levels, it's called... "ObjImport16" And ROM Manager consider it as "SM64 Editor", so i can't use it. And i only use Quad64, and i'm sad because i can't put more than 1 area, how B3313 do. Spoiler: I'm making a hack about that personalized thingy, it's private, i won't release. Note: Idk how to program in c++, i only program in Batch; (02-25-2022, 01:43 AM)aaa Wrote: Just one question: Like, ROM Manager let you put 7 areas in a stage. But... quad64... NOTHING! Can someone reply me? i'm noob in hacking, sorry for asking stupid things. If someone recommend me a variant of RomManager or port it to SM64 Editor/ObjImport16, just thanks! |