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 Post subject: Super Mario 64: The Missing Stars (v1.1)
PostPosted: Mon May 11, 2009 9:06 am 
Knight
Knight
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Joined: Fri Nov 14, 2008 1:29 am
Posts: 110
Location: Crimea, Ukraine
Very cool hack of mario 64.
Image Image
Quote:
This is the first ever "complete" hack of Mario 64. None of the original
levels have been used and the gamplay has been changed in many aspects.
Main Features:
--------------
- 38 stars in about 10 levels
- A Day/night cycle replacing (most) act selectors
- Choose to play as Mario or Luigi
- Modified enemies, objects and bosses (too many to list!)
- Custom music, including one original song (the town "night" music).
- A new final boss fight
To switch between Mario and Luigi in the title screen, press D-pad Left
(Luigi) or D-Pad Right (Mario).
There are also many 'invisible' modifications that make make this hack work:
extended memory support, a new collision pointer system (lookup tables instead
of hardcoded pointers), modified script commands and a bunch of other minor
stuff. The source code for all these hacks will be available on my site futurely.
Thanks to the people who have contributed to this hack:
Celux - Secret Woods level and major help on the underground area.
RDX - Some music ports made with mml2m64
VL-Tone - Luigi model, as available from TT64 v0.5.9 onwards.
ZZT32 - a pretty cool guy :D who helped me working with MIPS-GCC.
Darkdata - Title screen background and name suggestion.
Stevoisiak - Beta testing some early versions and suggesting some nice improvements
Kostecki - Correcting some text.

link

upd.
you need add next data to roms.ini to make this rom playble
{88aefe21241410a4-45}
Name=Super Mario 64 Missing Stars 1.1
Comment=Hack
Info=
SaveType=Eeprom4k
Preview=mario_64_missing_stars.png

optional you can use preview pick named as
mario_64_missing_stars.png
:
Image


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 Post subject: Re: Super Mario 64: The Missing Stars (v1.1)
PostPosted: Wed May 13, 2009 9:50 pm 
Founder
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I been following this hack since February, played it the day it came out best hack so far.


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 Post subject: Re: Super Mario 64: The Missing Stars (v1.1)
PostPosted: Thu May 14, 2009 8:59 am 
Knight
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Joined: Fri Nov 14, 2008 1:29 am
Posts: 110
Location: Crimea, Ukraine
daedalus crashes then i'm trying talking with goomba on the rooftop in the main city.
log:
Exception details:
   Exception - Address load/inst fetch
   EPC       - 088134B0
   Cause     - 10000010
   Status    - 60008613
   BadVAddr  - 099D9C15

Register File:
   zr:00000000 at:095D0000 v0:099D9C15 v1:89269C10
   a0:852A0002 a1:80770005 a2:0000201D a3:08922640
   t0:00002008 t1:08922640 t2:091F5BF0 t3:00000067
   t4:802E43C0 t5:80206A1C t6:80214480 t7:00000638
   s0:0000000A s1:08922100 s2:0891991C s3:00000002
   s4:08920000 s5:FF7F0101 s6:DEADBEEF s7:DEADBEEF
   t8:00000638 t9:0880CFF0 k0:0BBBFF00 k1:00000000
   gp:08929820 sp:0BBBFDC0 fp:0BBBFE90 ra:0882D668

Rom Infomation:
   Clockrate:       0x0f000000
   BootAddr:      0x80246000
   Release:         0x44140000
   CRC1:            0x88aefe21
   CRC2:            0x241410a4
   ImageName:       'M64: TheMissingStars'
   Manufacturer:    0x4e
   CartID:          0x4d53
   CountryID:       0x45 - 'E'

Settings:
   DynarecEnabled:                1
   DynarecStackOptimisation:      1
   OSHooksEnabled:                1

Emulation CPU State:
   zr:00000000 at:80000000 v0:80770005 v1:00000010
   a0:17000005 a1:42200000 a2:00000000 a3:00000000
   t0:00770000 t1:80770005 t2:80770005 t3:80187D34
   t4:00000000 t5:00000001 t6:00000017 t7:00000005
   s0:00000000 s1:00000000 s2:00000000 s3:00000000
   s4:00000000 s5:00000000 s6:00000000 s7:00000000
   t8:00000017 t9:0000005C k0:8033AA90 k1:2000FF00
   gp:80409F90 sp:80206AA0 fp:00000000 ra:802F8628
PC: 802f8630Disassembly:


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 Post subject: Re: Super Mario 64: The Missing Stars (v1.1)
PostPosted: Thu May 14, 2009 2:12 pm 
Mad Scientist
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Posts: 3045
Location: Texas, in the middle of nowhere...
Are you on Phat or Slim? and that crash is an unusual one.



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 Post subject: Re: Super Mario 64: The Missing Stars (v1.1)
PostPosted: Thu May 14, 2009 2:18 pm 
Knight
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Joined: Fri Nov 14, 2008 1:29 am
Posts: 110
Location: Crimea, Ukraine
Hmm... Sorry. My psp - slim with 5.00 m33-6
Tested on dx b2 updated.
Game crashes regular in same place. Twice i'm save log.


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 Post subject: Re: Super Mario 64: The Missing Stars (v1.1)
PostPosted: Sun May 17, 2009 10:03 am 
Warrior
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Joined: Mon Mar 02, 2009 5:09 pm
Posts: 91
how does one change to luigi? O0


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 Post subject: Re: Super Mario 64: The Missing Stars (v1.1)
PostPosted: Sun May 17, 2009 12:08 pm 
Warrior
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Joined: Sun Apr 05, 2009 2:37 pm
Posts: 71
yeah i cant change too


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 Post subject: Re: Super Mario 64: The Missing Stars (v1.1)
PostPosted: Sun May 17, 2009 12:26 pm 
Mime
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you press left or right on the dpad when your at the title screen


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 Post subject: Re: Super Mario 64: The Missing Stars (v1.1)
PostPosted: Sun May 17, 2009 1:06 pm 
Mad Scientist
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Location: Texas, in the middle of nowhere...
The crash is a kernel mode crash due to the memory address it shows, which means there's likely a memory leak in the ROM. (PC's have more RAM so it may not show up on them.) You'll likely need a PJ64 save state to get past that point.



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 Post subject: Re: Super Mario 64: The Missing Stars (v1.1)
PostPosted: Mon Jul 06, 2009 8:16 am 
Mime
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Posts: 9
Sorry for the bump, but the Goomba is something I can probably fix, thanks to the nice crash log of Daedalusx64 crash.

I'm not sure why the bug doesn't happens to me on PJ64/Mupen, but looking at the disassembly I can see the reason it crashes:

802F8620: JAL 0x80277F50         ; segmented_to_virtual function
802F8624: LW A0, 0x0000 (T0)
802F8628: SW V0, 0x0024 (SP)     ; v0 (return value from segmented_to_virtual function) : 099D9C15 (bogus)
802F862C: LW T1, 0x0024 (SP)
802F8630: LH T2, 0x0002 (T1)     ; crashes here due to "BadVAddr  - 099D9C15" [not a valid base offset]


Basically it's a problem with hardcoded pointers (man that game has a lot of them): the Goomba is actually a disguised MIPS the Rabbit, so the game is trying to read some data which is only loaded in the "Inside Castle" level. I just have to copy that data to extended memory and repoint it.

If anyone finds another crashing bug, please post a complete report. I'll see if I can release a patch to correct this bug.


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 Post subject: Re: Super Mario 64: The Missing Stars (v1.1)
PostPosted: Thu Jul 09, 2009 11:13 am 
Mime
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Joined: Mon Jul 06, 2009 7:58 am
Posts: 9
Right, I have a possible fix.

Fire up your favorite hex editor, open the Missing Satrs ROM, go to offset 0xB37B0 and replace "0C0BE178" with "2402FFFF"

Now download CHKSUM64 (http://www.dextrose.com/index.php?s=3&m=19&f=99) and use it to correct the ROM CRC.

The goomba probably won't crash anymore, but I can only know if someone tests it on an actual PSP :P. If it works well, I will include this on a future bugfix release.


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 Post subject: Re: Super Mario 64: The Missing Stars (v1.1)
PostPosted: Fri Jul 10, 2009 1:46 pm 
Knight
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Joined: Tue Feb 24, 2009 5:33 pm
Posts: 116
can someone upload a roms.ini with this game added?


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 Post subject: Re: Super Mario 64: The Missing Stars (v1.1)
PostPosted: Fri Jul 10, 2009 1:59 pm 
Founder
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IS been added on rom.ini since rev358 :P


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 Post subject: Re: Super Mario 64: The Missing Stars (v1.1)
PostPosted: Fri Jul 10, 2009 2:11 pm 
Knight
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Joined: Tue Feb 24, 2009 5:33 pm
Posts: 116
It won't boot work for me. I run it and it stays at a black screen.

I got everything correctly patched.


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 Post subject: Re: Super Mario 64: The Missing Stars (v1.1)
PostPosted: Fri Jul 10, 2009 2:22 pm 
Founder
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Shadownhero wrote:
It won't boot work for me. I run it and it stays at a black screen.

I got everything correctly patched.


Do you have the latest rom.ini? If yes skip this...

--------

If you think the one rom version you have is not on the current rom.ini check this tutorial to add it to the rom.ini viewtopic.php?f=50&t=1015

Don't forget to post the info, so I can add it on the rom.ini in my next commit :3


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