![]() Each value uses two bytes and is an integer, this means that less precise control over the characters that would be possible with floating-point data, yet f/p values would take up more bytes. The object as a whole could be affected or individual parts such as arms or legs it is generally easier to rotate limbs than to translate them. If the animation is set to repeat it will start at zero again and count up.įor every frame an object can perform one or more transformations, such as translation or rotation. In the animated object's structure is a frame counter which starts at zero for the first frame and then stops at one less than the total number of frames. For example, the castle flags are continually animated as they seemingly blow in the wind. This data for one thing, determines how many frames are in the animation and if the animation is played once or repeated. If the object is animated, in its object structure, it will have a pointer to its animation data. The first object structure is located in RAM at address 8030B0B8 for the PAL game and 8033D488 for the NTSC game.įor the time, the animation featured in Super Mario 64 wasn't half bad, but have you ever wondered how the objects are brought to life? Examples of objects that are animated in this game are Mario, Goombas, Bowser and even the flags on top of the castle. Leaving a level and re-entering it, however, will reset your changes unless you have codes set up (as opposed to just using a memory editor such as the Equalizer cartridge provides).Įach structure uses 608 (0x260) bytes, so all 240 objects in a level occupy a total of 145,920 (0x23A00) bytes. By modifying the object structures it's possible to force objects to behave how they wouldn't normally, within limits. These 240 object structures are doubly linked lists each structure points to both the next and previous slot (the game was most likely programmed in either C or C++).Īn object structure is fundamental for an object's existence in the game world, it contains data that determines how the object looks, how it behaves and also remembers what it's currently doing (example, an object's world position variable stores its position in 3D space). The game will crash if all the slots are used up, but normally that isn't a problem, but by using various codes that increase how many objects are spawned the game can slow down or even crash.Įvery object uses 608 bytes for its 'object structure' but this does not include additional memory that the object may need, such as graphics data. For example, if you stomp a Goomba or break open certain boxes coins will be added they will use some of the previously unused slots. ![]() ![]() These objects will occupy a number of the available 240 'slots' leaving many more slots for objects that are added on the fly as the game is played. Whenever you enter a level there will be a minimum number of objects set up including, of course, Mario. An object can be visible such as Mario or a box, or it may lack graphics and be used 'behind the scenes' such as an activator object (as to activate a 1-up when you climb a tree, for example). In any level (Bob-omb Battlefield, Wet dry world, outside or inside the castle, etc) the game can handle a maximum of 240 objects. This game showed that Mario worked well in 3D and did away with a lot of the linear limitations of most other games at the time. Well, nevermind, I did it myself by modifying the pre-existing SF2 file in Polyphone.Please read on to learn my findings and discover how Mario's first 3D platform game works while discovering some secrets.Ī superb game, one of Nintendo's very first 3D games for their Nintendo 64 console, was apparently created at the same time as The Legend of Zelda: Ocarina of Time, which supposedly runs on a (heavily) modified Super Mario 64 game engine (as did later N64 games by Nintendo).
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