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SM64 Script Editor

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Yo, coding a tool. here are some pics:

this first part is mainly for editing credit texts. i don't like reading the same text again and again.



this part is for custom behaviors. The numbers might look confusing so far, but that's just because i haven't finished coding yet. with no buttons checked, the textbox will be empty when it's done.


i might implement model replacer into this, if skelux won't be mad then, so ppl won't have to know anything about behavior scripts and could just click my buttons.

the "random stuff" part is for things like "skip mario head intro" and changing the eeprom name. i had no other ideas yet, if anyone has suggestions, tell me. I'll probably add options to remove hardcoded stuff or changing some speeds with all the offsets, gabriell found.4



no release yet, the behavior script part is just graphical so far.
This looks pretty awesome!
Good work man #ab{:LOL:}
WOAH! I'm instantly impressed #ab{O_O}

It looks fan-f*cking-amazing-tastic! This will definitely evolve SM64 hacking once it's finished #ab{:D}

Anyway, here's a suggestion of mine: If you can, try to summarize what each command does (by having the user hover over text) so that noobies like myself can understand what's going on. I'm not saying you have to, but it will make the tool more user-friendly #ab{:P}
Really nice work so far. maybe as a small suggestion, I know this is probably the easiest thing you can do in a hex editor (it's literally a text-string at 000F1F80) but maybe having a editor for the "Press Start" in the editing credit texts?
Originally posted by Flame8765
WOAH! I'm instantly impressed #ab{O_O}

It looks fan-f*cking-amazing-tastic! This will definitely evolve SM64 hacking once it's finished #ab{:D}

Anyway, here's a suggestion of mine: If you can, try to summarize what each command does (by having the user hover over text) so that noobies like myself can understand what's going on. I'm not saying you have to, but it will make the tool more user-friendly #ab{:P}

yeah, that was my plan. i want to teach, how behaviors work, with this too. I'm just scared, it will look to mathematical^^

Originally posted by Vinnyboiler
Really nice work so far. maybe as a small suggestion, I know this is probably the easiest thing you can do in a hex editor (it's literally a text-string at 000F1F80) but maybe having a editor for the "Press Start" in the editing credit texts?

i haven't planned to include these things, because it's easy to edit them.(hex editor->ctrl+f("PRESS START")->done.) i'd be more interested in the credit texts at the end, because they are way harder to edit properly.
Originally posted by Kazeshin
Originally posted by Vinnyboiler
Really nice work so far. maybe as a small suggestion, I know this is probably the easiest thing you can do in a hex editor (it's literally a text-string at 000F1F80) but maybe having a editor for the "Press Start" in the editing credit texts?

i haven't planned to include these things, because it's easy to edit them.(hex editor->ctrl+f("PRESS START")->done.) i'd be more interested in the credit texts at the end, because they are way harder to edit properly.


Anyway you should insert it because it's more comfortable to edit it with a tool instead of using HEX.

P.S. Where the hell do you load the ROM in the program? lol
Originally posted by DamiHack
P.S. Where the hell do you load the ROM in the program? lol

on the "random stuff" - tab
Looks pretty impressive.

Although I don't really hack SM64, this would be very useful.

Definitely something I could never make.
>Mark danced crazy!
Backloggery MyAnimeList
sope, all basic programming is done, i'd just have to refresh the databases to add more things to it.
Are there any specific functions, that someone things are important?
i've added all animations and most collision pointers as well as all interactions into this tool. but i have just added like 1/100 of the functions (like moving up and down, moving quarish, talkability, goomba movement,....) to it. suggestions?
Do you by any chance know how water currents cause Mario to move like at Peach's Castle or Tall Tall Mountain for example? Having a function like that would be pretty awesome for the Script Editor.
Originally posted by Flame8765
Do you by any chance know how water currents cause Mario to move like at Peach's Castle or Tall Tall Mountain for example? Having a function like that would be pretty awesome for the Script Editor.

the original game hasn't matched the collision maps to the geometry;
to get a similiar effect,
1. import the geometry as normal (add some random faces, because the new collision map size will be bigger than the old one)
2. look into the importer log and find the "collision pointer" - rom offset
3. import a level with like 20 different textures on the currents, where all have the directions, that you want
4. copy the whole collision data over to the first ROM

you will probably have ot "offset model position", because it won't match everytime. for that, just open TT 64 twice, place an object somewhere and compare the positions.

edit: this shouldn be implemented into object importer. otherwise i will have to take a way around, like the model replacer does.
Hi. I have another suggestion for the script editor: the ability to modify Mario's control and moves (such as max speed, deceleration, acceleration, turn speed, jump height, move swaps, etc.)

I'm not exactly sure if every one of these are possible, however #ab{:P}
Originally posted by Flame8765
Hi. I have another suggestion for the script editor: the ability to modify Mario's control and moves (such as max speed, deceleration, acceleration, turn speed, jump height, move swaps, etc.)

I'm not exactly sure if every one of these are possible, however #ab{:P}


might implement that. But i won't work on it, until i know, what is causing it not to work for everyone.
Originally posted by Kazeshin
might implement that. But i won't work on it, until i know, what is causing it not to work for everyone.


Okay, that's understandable (because I can't open the script editor, even with .NET framework 4.5)

Btw, I have one more idea just for the hell of it: having the ability to set how close or far away the camera is. I would crown you as best SM64 hacker if you did that as well (after re-releasing the program, of course) #ab{:LOL:}
Yeah I can't open this and I have .NET Framework 4.5 . It should be compatible with Win8 right?
Originally posted by XerX
Yeah I can't open this and I have .NET Framework 4.5 . It should be compatible with Win8 right?

yeah, it should work. it just works for a few people, still trying to find out, what causes this. I just know basic prgramming and i don't know, why exactly this is happening. But someone else is doing research on this problem ATM.
.NET Framework 4.5 on W7 Home Premium x64, doesnt work =S,
.NET Framework 4.5.1 RC... Idem.

PD: it was known what was causing the problem?

Originally posted by Kazeshin
I had no other ideas yet, if anyone has suggestions, tell me. I'll probably add options to remove hardcoded stuff or changing some speeds with all the offsets, gabriell found.4

* Maybe on "Behavior Script" allow multiple instances, instead of inserting one behavior 1 by 1.

* Also display a description when placing the mouse over the options, for the noobs like me

example:
I can't seem to get a hold of Kaze so I'll just drop this here.

I recompiled it to target the .NET Framework v4. Tell me how this works for you guys: Download

By the way, certain aesthetics were removed because they looked really weird/messed-up on Windows 8. Not to mention that word-wrap is all wack...

VinnyEdit: I re-uploaded the coding here to avoid breaking the site's tables
Someday Came Suddenly
works for me. i think, you got me on skype, at least you've got to be the guy from skype, since this version has the unexplained "repoint" algorithm and the unfinished "set star amount" and the patch thing on the behaviors...^^

well, if this works for others too, it'd be great. plz send me the new files too, so i can work on future version. i'd like to incorporate some new things then :>
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