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[DOWNLOAD] Super Mario 64 Object Editor [NOT VISUAL]
INFORMATION:
I've been playing around with hex editing Mario 64 for a while now and I thought, 'Hey if I made a program that could list everything for me just by giving a program an address it would be waaay easier.' And thus the Super Mario 64 Object Editor was born. DOWNLOAD: Version 1: http://host-a.net/MarioObjectEditor/...H%20GUIDE).zip Version 2 (Latest Version) : http://host-a.net/MarioObjectEditor/...ditor%20v2.zip WHAT WAS THIS MADE WITH: I know it's very n00by but I made it with Game Maker 5.3A (www.gamemaker.nl), but it works. CHANGES: * Changes to the Readme file, to help you with your object editing. * New Cool Interface (Sorta) * New Object Database System (Split objects into seperate levels) * X,Y,Z Position and Rotation values are now shown as UNSIGNED Shorts for easier editing. * Updates to Ram Segment Code Database, Object Database(s) and Object Id Database. * I figured out that some object id's only work in certain area's, so I split up object id's into different levels. (eg. If you put King Bom-Omb in Castle Grounds, the game crashes) NOTE: It is not my problem if you screw up your rom, back it up first then start editing. Also it doesn't check if you opened Mario 64, it will just assume you did so don't open other files with this. ( I think it checks if the filesize is 8mb or above) CREDITS: VL-Tone for all the information this program was based off. HOW IT WORKS: * First you open the Mario 64 rom. * Then you click the Edit Object button and select from many different objects in the game, These objects are basically like for instance Pink Bom-Omb 1, is one of the two friendly Bom-Ombs you see at the start of Level 1 (Bob-Omb's Battlefield), and they tell you a bit about the level. * Next you can edit the X,Y,Z position. Now in a hex editor you would have to edit two seperate 1 byte hex values to get the X,Y or Z position but I used a little trick so it merges them together for you, so when editing object positions, just change "X,Y,Z Position :" not the 1/2 or 2/2 version. The same goes for rotation. *Object Id is basically what the object looks like, so you could make the King Bom-Omb boss look like a Star and etc. *Mission Id is what Missions the character appears on, for example Koopa the Quick is only found on Mission 2 hence why the value for the mission is "02" But the Rolling Balls are on every mission so their value is "1F". *Ram Segment Code is how the Object behaves, so if you want to make two of the same object in the map, copy the Object Id and Segment Code to another object, move it's position and voila, two of the same object. An object you could use could be a Chain Chomp, Imagine two next to each other! *Parameter Code - This also has something to do with how the object behaves. If I haven't cleared enough up, check out VL-Tone's guide : http://www.romhacking.net/docs/332/ Last edited by Doogie; 14th June 2007 at 07:04 AM. Reason: New Version, v2 |
#2
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I think I don't know enough about Mario to actually use that thing. Opened a ROM and was able to see about 8 objects, is that correct?
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#3
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Hm... I guess I need to explain how it works a bit more ...
Will edit first post in a second. EDIT: done, I hope everyone understands how it works now. Last edited by Doogie; 10th June 2007 at 05:48 AM. |
#4
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Oh right, Mario has that unfortunate limitation of only loading things that were already in the level, right?
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#5
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Everyone, new version, refer to first post.
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#6
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Quote:
Nice job on the editor! I'll have to try it out. |
#7
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Yeah,nice,im gonan try it right now
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Nothing to see here. |
#8
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Quote:
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#9
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very good, i have so much catching up to do on SM64 hacking...
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#10
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yea this accually works real good in conjunction with that level editor somethings cant be changed in that that can in this
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#11
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Also if you find new objects in the hex editor you just add the address into the specific .dbf.
Sorry I forgot to tell people. -.-" |
#12
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Nice work, I love stuff like this!
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