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N64 rom extender download
N64 rom extender download










n64 rom extender download
  1. #N64 rom extender download how to
  2. #N64 rom extender download windows

​automatic detection and disassembly of dummy stub functions.​decode camera preset tables and functions.

n64 rom extender download

  • ​decode camera change table and functions.
  • ​decode interaction table and functions.
  • ​add option to configure number of columns in data ptr tables.
  • ​detect more LA pseudo-ops that are split across JALs.
  • ​generate assembly files for standalone geo layout sections.
  • ​use label for references in geo layout commands 0x0A, 0x0E, 0x0F, 0x12, 0x18, 0x19, 0x1C.
  • ​100% of behavior scripts decoded and most behavior references detected.
  • ​update INFO and stats messages from n64split.
  • ​fix major bug introduced in n64graphics due to texture renaming.
  • ​add sm64walk tool to walk through SM64 level scripts.
  • ​add collision data parser and export to Wavefront OBJ.
  • ​add music sequence bank and instrument set parsing.
  • ​corrected a lot of textures in the SM64 configs.
  • ​add automatic config file detection based on header checksum.
  • ​disassemble %hi/%lo macros and BAL instructions.
  • ​add command line options: large textures, proc table, output dir.
  • Also, anyone wanting to write an editor for Mario 64 wouldn't have to implement MIO0 decoding and encoding in their program. Being able to use standard tools like Tile Molester is one. I still think it's a better idea to standardize around a decompressed format. Now that I found I can call command-line utilities, this point is moot. I had a few arguments against it, and at least in appearance it looked like I wanted a decompressed version only because I had problems writing a fast compressor in Director. Some people in the past argued that it would be best to only move compressed data after the end of the ROM, instead of being de-compressed, to save space.

    #N64 rom extender download windows

    I wouldn't mind at all if someone would host the Windows version somewhere, and if anyone wants to make a smaller version of this ROM extender, just PM me, I'll provide the details. The first part at 0x800000 also includes the game text. You'll have to find the textures yourself, starting at 0x800000 in the ROM. Tile Molester will open the extended ROM and enable image viewing and editing, if you set it to RGBA 5551.

    #N64 rom extender download how to

    The documentation includes a list of where the MIO0 files are moved/decompressed.Įven if you are a newbie, you can make some good use of this program if you know how to use a graphic/tile editor. Ultimately, this ROM format will be used by my Super Mario 64 Level editor that will be released later this year. Wait until it's done (a few seconds only) and there you get a 24 megs version of the ROM, 64 appended. Click the Open ROM button, chose a.v64 or.z64 US version of Mario 64. It doesn't make Luigi a playable character.Ĥ. It won't work with ROMs that have a byte ordering other than ABCD or BADC.ģ. It doesn't work with European and Japanese versions.Ģ. Change pointers to match the decompressed data.ġ. Copy the uncompressed data in the upper 16 megs of the extended ROM, leaving 32k gaps between data segments.ĥ. Decompress all the MIO0 files in a directory named "MIO0files".Ĥ. Extend the ROM to 24 megs, by adding 16 megs of "FF".ģ. The output file is in.z64 format (ABCD byte order)Ģ. Here is in geekier terms what it means: (Copy/paste from documentation)ġ. The decompressed data inside the extended ROM can be edited directly, and it can run as is in an emulator. It means that instead of struggling to fit re-compressed edited data in the ROM. This program will produce a usable decompressed version of the Mario 64 ROM. Yeah, not only it's not a very original name, and it doesn't exactly convey it's real use. After some delays, at last I'm releasing the Super Mario 64 ROM Extender!












    N64 rom extender download