Mario Party Legacy Forum

Mario Party Legacy Forum => Forum Archive => PartyPlanner64 => Topic started by: PartyPlanner64 on April 24, 2016, 07:44:09 PM

Title: PartyPlanner64 - Mario Party Board Editor
Post by: PartyPlanner64 on April 24, 2016, 07:44:09 PM
(http://i.imgur.com/ygEasfG.png)
Mario Party Board Editor


I've been working on a board editor for the N64 Mario Party titles. Overall, the purpose of it is to let you create new boards to import into the games and play.

https://www.youtube.com/watch?v=_PyhmEdD7oc

There's sort of a landing page here...
https://partyplanner64.github.io/

.. and the actual editor is a web-based application that you can run from here:
https://partyplanner64.github.io/PartyPlanner64

This is the main document on how to create a board in the editor, which I highly recommend reading first:
https://github.com/PartyPlanner64/PartyPlanner64/wiki/Creating-a-Board
Title: Re: PartyPlanner64 - Mario Party Board Editor
Post by: XCamTroX on April 24, 2016, 09:02:10 PM
Woo! Can't wait to try it!  :kbobomb:
Title: Re: PartyPlanner64 - Mario Party Board Editor
Post by: NintendoFan on April 24, 2016, 09:10:32 PM
... Please tell me this is a real thing that's happening and not a fake thing
Title: Re: PartyPlanner64 - Mario Party Board Editor
Post by: Dark Boo on April 25, 2016, 12:33:14 AM
You are invited to the MPL Cookout #MPLCookout When I saw that program making the spaces I KNEW I HAD TO MAKE YOU A PLATE! Welcome to the forum firstly and secondly, you are my golden relic. I can't wait for this to be done. Hopefully I can do way with the byte coding to see if I can change some effects of the dice block and make more and things of that nature!
Title: Re: PartyPlanner64 - Mario Party Board Editor
Post by: SuperZambezi on April 25, 2016, 12:36:37 AM
I AM IN SHOCK.

I've wanted to see Mario Party hacking grow so much, and to see SO MUCH progress in this video... unbelievable! How long have you been working on this??

I am writing an article on this on the main site of MPL first thing tomorrow. This NEEDS as much attention and praise it can get!!
Title: Re: PartyPlanner64 - Mario Party Board Editor
Post by: RafalRib on April 25, 2016, 03:26:13 AM
OMFG I'M CRYING RIGHT NOW! HOW CAN SUCH A MARVELOUS THING LIKE THIS HAPPEN!? :ssb4pacman:
Title: Re: PartyPlanner64 - Mario Party Board Editor
Post by: The Shattered Legacy on April 25, 2016, 06:38:22 AM
NFan your tone is really really grating

In other news this is pretty damn amazing! I imagine work to get this working for MP2 and 3 are coming soon?
Title: Re: PartyPlanner64 - Mario Party Board Editor
Post by: NintendoFan on April 25, 2016, 10:18:31 AM
NFan your tone is really really grating
I didn't mean my post to be interpreted that way, I was genuinely shocked and it was like I was in a dream :P
Title: Re: PartyPlanner64 - Mario Party Board Editor
Post by: Marioguy on April 25, 2016, 10:24:49 AM
Whoa I am looking forward to this. Will be great to make our own boards. :o
Title: Re: PartyPlanner64 - Mario Party Board Editor
Post by: RafalRib on April 25, 2016, 10:41:02 AM
Now someone should do a site or wtv like Brawl Vault where we could share our boards once its released!
I'M SO DEFENITELY LOOKING FORWARD TO THIS! :ssb4pacman:
Title: Re: PartyPlanner64 - Mario Party Board Editor
Post by: BossBlitz on April 25, 2016, 11:45:54 AM
Looking forward to release! Looks so simple yet so amazing! Kudos to you dude, this probably took a lot of effort and time put in, you deserve every bit of praise in this thread!
Title: Re: PartyPlanner64 - Mario Party Board Editor
Post by: Nintega Dario on April 25, 2016, 02:08:52 PM
Looks cool, very promising, looking forward to see what comes next, maybe extra character slots and the ability to import characters?
Title: Re: PartyPlanner64 - Mario Party Board Editor
Post by: PartyPlanner64 on April 25, 2016, 04:10:01 PM
It's great to see there's some interest! The article is really spot on for being based on those few clips.

The editor itself has been my side project for about a year now. I had done some earlier investigation on and off prior and came to the conclusion that this was actually something that could be achieved.

MP 2 and 3 share essentially the same engine, so it would make sense for PP64 to someday support all three (and I have primitive support for reading the board layouts from them). The first title is really ideal in terms of simplicity though - you can see that with minimal asset replacement the entire board theme can be changed. (2 has those outfits for example.)

One of the main challenges is how imperative everything is in the engine (as opposed to declarative). Essentially all of the board logic is hard-coded ASM routines, so each board requires separate investigation and busywork to support. (I only can overwrite DK's board right now, and that might stay the case before the initial release. Not a huge deal since you can just write multiple ROMs.)

My hope is to release in a matter of weeks rather than months. The project will be totally open source and I hope there will contributions! There is a lot of knowledge that I am trying to write up into documents so it isn't just lost in source code.

Looks cool, very promising, looking forward to see what comes next, maybe extra character slots and the ability to import characters?

It would be interesting for someone to try porting the MP3 Daisy/Waluigi back. Unfortunately I don't know much about the model data. If I had to guess I'd say there's some chance bringing them back to 1 or 2 would be somewhat straightforward.
Title: Re: PartyPlanner64 - Mario Party Board Editor
Post by: Dark Boo on April 25, 2016, 05:11:08 PM
It's great to see there's some interest! The article is really spot on for being based on those few clips.

The editor itself has been my side project for about a year now. I had done some earlier investigation on and off prior and came to the conclusion that this was actually something that could be achieved.

MP 2 and 3 share essentially the same engine, so it would make sense for PP64 to someday support all three (and I have primitive support for reading the board layouts from them). The first title is really ideal in terms of simplicity though - you can see that with minimal asset replacement the entire board theme can be changed. (2 has those outfits for example.)

One of the main challenges is how imperative everything is in the engine (as opposed to declarative). Essentially all of the board logic is hard-coded ASM routines, so each board requires separate investigation and busywork to support. (I only can overwrite DK's board right now, and that might stay the case before the initial release. Not a huge deal since you can just write multiple ROMs.)

My hope is to release in a matter of weeks rather than months. The project will be totally open source and I hope there will contributions! There is a lot of knowledge that I am trying to write up into documents so it isn't just lost in source code.

Looks cool, very promising, looking forward to see what comes next, maybe extra character slots and the ability to import characters?

It would be interesting for someone to try porting the MP3 Daisy/Waluigi back. Unfortunately I don't know much about the model data. If I had to guess I'd say there's some chance bringing them back to 1 or 2 would be somewhat straightforward.

Now this have me intrigued. I may want to edit the dice blocks in MP1 and such. I think its only a byte swap in hex editor or something. I may play with them to get results. Great job on your engine too! Hopefully we are able to port to MP3 and even MP4 (As the MP3 to MP4 and MP7 to MP8 transitions use original ports)
Title: Re: PartyPlanner64 - Mario Party Board Editor
Post by: SuperZambezi on April 25, 2016, 06:41:05 PM
MP 2 and 3 share essentially the same engine, so it would make sense for PP64 to someday support all three (and I have primitive support for reading the board layouts from them). The first title is really ideal in terms of simplicity though - you can see that with minimal asset replacement the entire board theme can be changed. (2 has those outfits for example.)
That's what I was thinking, it had to be pretty similar.

I can't wait to see the tool and see if there is anything I can contribute with. My hacking experience is minimal at best, but I might find something I can do!
Title: Re: PartyPlanner64 - Mario Party Board Editor
Post by: Mister Sushi on April 26, 2016, 06:53:48 AM
OMG IS THIS REALITY? IM ABOUT TO PEE MYSELF I LOVE YOU I LOVE YOU YOU SWEET LOVING KIND SOUL I LOVE YOU :king boo:
Title: Re: PartyPlanner64 - Mario Party Board Editor
Post by: DeadlyxImpulse on April 26, 2016, 03:27:38 PM
Amazing! We need to make this go viral, good work like this should never go overlooked.
Title: Re: PartyPlanner64 - Mario Party Board Editor
Post by: Timmy on April 26, 2016, 08:38:25 PM
This is likely more tricky/demanding but is it possible to look into the ? Spaces and how the effects are programmed? Would it be possible to (eventually) allow one to build ? Spaces to do as they wish within a set option list (i.e. swap Toad & Bowser, move the player from Location A to B, make someone lose coins, etc.)

From what I recall in the video the ? Spaces on the custom boards didn't do anything, but I can't really blame you for that b/c I'd imagine wanting to tell the game "have X character move to Location A/B/C" (for example) would be EXTREMELY confusing to program. =P

But great job, I can't wait to hear more! :)
Title: Re: PartyPlanner64 - Mario Party Board Editor
Post by: PartyPlanner64 on April 26, 2016, 09:11:42 PM
This is likely more tricky/demanding but is it possible to look into the ? Spaces and how the effects are programmed? Would it be possible to (eventually) allow one to build ? Spaces to do as they wish within a set option list (i.e. swap Toad & Bowser, move the player from Location A to B, make someone lose coins, etc.)

From what I recall in the video the ? Spaces on the custom boards didn't do anything, but I can't really blame you for that b/c I'd imagine wanting to tell the game "have X character move to Location A/B/C" (for example) would be EXTREMELY confusing to program. =P

The engine is built run an event (ASM routine) whenever a space is walked over or landed on. These are just blobs of assembly that PP64 tries to recognize as particular events and show accordingly in the UI. I am easily able to find all the happening space functions, but I would need to study them one by one and it is just a tedious process.

I am particularly interested in some of the more general events like the warp from Eternal Star or maybe the cannon from Wario's board. Problems will probably arise if the game doesn't load certain assets for these events into every board, so they might be only supported when overriding certain boards. (All of this in the future of course.)

The happening spaces are at least useful for the happening star, and randomizing the mini-game type each turn. I am focusing on the bread and butter events that are basically essential (visit Boo, Bowser, Chance time, etc.) and just in general fixing issues with overwriting.
Title: Re: PartyPlanner64 - Mario Party Board Editor
Post by: SuperZambezi on April 27, 2016, 03:53:41 PM
I am particularly interested in some of the more general events like the warp from Eternal Star or maybe the cannon from Wario's board. Problems will probably arise if the game doesn't load certain assets for these events into every board, so they might be only supported when overriding certain boards. (All of this in the future of course.)
Ah, that makes sense. I can see a lot of creativity coming from these already established happening spaces.

What are you trying to get done before launch? Just little things here and there, clean up?
Title: Re: PartyPlanner64 - Mario Party Board Editor
Post by: PartyPlanner64 on April 27, 2016, 06:42:55 PM
Today I fixed some issues with layouts that quickly split and join paths, like this one:

(http://i.imgur.com/KMk3ko5.png)

Another issue is that not placing enough Boos/Bowsers/Koopas leaves them in a big pile on the start space right now. I need to either patch the drawing routine or just put them off screen.

(http://i.imgur.com/5jwP4AE.png)
Title: Re: PartyPlanner64 - Mario Party Board Editor
Post by: The Shattered Legacy on April 27, 2016, 07:03:12 PM
out of interest does defining the Boos/Bowsers/Koopas outside of the board circuit cause errors or not?

(I'm mainly thinking with regard to the Mini-Game Circuit...? I think it was called where there's only Koopa and otherwise just spaces)
Title: Re: PartyPlanner64 - Mario Party Board Editor
Post by: NintendoFan on April 27, 2016, 09:49:24 PM
Out of curiosity, why did you make the video's private? Is there something wrong with it, or did you not want to make people too excited for something that won't be released for a while?(as you said you wanted to release the editor in a few weeks, but some people can be... impatient, to say the least :P )
Title: Re: PartyPlanner64 - Mario Party Board Editor
Post by: Nintega Dario on April 28, 2016, 02:47:20 PM
Today I fixed some issues with layouts that quickly split and join paths, like this one:

(http://i.imgur.com/KMk3ko5.png)

Another issue is that not placing enough Boos/Bowsers/Koopas leaves them in a big pile on the start space right now. I need to either patch the drawing routine or just put them off screen.

(http://i.imgur.com/5jwP4AE.png)

LOL Playable Bowser FTW
Title: Re: PartyPlanner64 - Mario Party Board Editor
Post by: GrandStarGalaxy on April 28, 2016, 06:41:15 PM
This is amazing. Great job, I hope that this gets as much attention as it deserves.
Title: Re: PartyPlanner64 - Mario Party Board Editor
Post by: The Shattered Legacy on April 29, 2016, 06:21:50 AM
LOL Playable Bowser FTW

On a tangent here, but would it be possible to have a pseudo Bowser turn with MP2 as if every turn a Bowser Bomb was in play (but didn't occupy the inventories of anyone)?
Title: Re: PartyPlanner64 - Mario Party Board Editor
Post by: Mariokirby101 on May 02, 2016, 04:46:28 PM
This looks really cool! I can't view the video at the moment, but from what I see in the screenshots it looks pretty cool! In that board, I'd add a Star at least...
Title: Re: PartyPlanner64 - Mario Party Board Editor
Post by: PartyPlanner64 on May 03, 2016, 04:39:23 PM
out of interest does defining the Boos/Bowsers/Koopas outside of the board circuit cause errors or not?
I haven't looked much at the Mini-Game Island maps, although they are defined the same way as regular boards. The limitations for all boards are at least going to start out the same as what the original limitations are (so for DK: 1 Bowser, 2 Boos, 1 Koopa). There is opportunity to expand on that a bit probably, but if a character isn't present at all then it will be a lot more difficult.

On a tangent here, but would it be possible to have a pseudo Bowser turn with MP2 as if every turn a Bowser Bomb was in play (but didn't occupy the inventories of anyone)?
Sure it's possible:
This wouldn't really have a place in a general purpose editor, but it could be a fun mod.
Title: Re: PartyPlanner64 - Mario Party Board Editor
Post by: Dirtcruncher on May 08, 2016, 06:09:23 AM
Just created an account here to say I'm very excited about this! As a lover of Mario Party, I must say thank you for making this kind of program.
Title: Re: PartyPlanner64 - Mario Party Board Editor
Post by: DarkCrash on May 08, 2016, 08:37:45 AM
Amazing! This looks really nice!  :)
Title: Re: PartyPlanner64 - Mario Party Board Editor
Post by: PartyPlanner64 on May 08, 2016, 05:49:16 PM
Here's maybe an update for anyone who didn't catch the videos, and a request for some creative input as I finish up the very few functional changes I want to make before an initial release.

First, here's screenshots from the main two views in PP64:

(http://i.imgur.com/27vmytN.png) (http://i.imgur.com/27vmytN.png)
http://i.imgur.com/27vmytN.png

(http://i.imgur.com/aCyJ3UG.png) (http://i.imgur.com/aCyJ3UG.png)
http://i.imgur.com/aCyJ3UG.png

The problem is I'm terrible at drawing, so I have no good default graphics! I would like for there to be a set of default board assets that are generic enough so that someone could only place spaces and not have a terrible experience on a boring black background.

This wiki page (https://github.com/PartyPlanner64/PartyPlanner64/wiki/Creating-a-Board) goes over the details of the assets that you can see in the screenshots (dimensions, etc.). The original board graphics (http://www.vgmaps.com/Atlas/N64/) could also be of interest.

My thoughts for the main background have been to have some sort of a grid. It would also be nice if the perspective of the image was similar to the originals and helped to illustrate how the perspective should be drawn.

For the scene backgrounds, it would be nice to just have them match the theme of the main board background.

The 4 bottom character graphics in the Toolbox have also been troubling. I don't want to have the likenesses of these characters present in the UI, but I still want the features to be understandable. (That's kind of what I was going for with the Boo for example.) These are 42x42 (doesn't really matter though, not a game asset).

I'd appreciate any help with the graphics. Release will come a lot faster if someone can really knock these out of the park ;)
Title: Re: PartyPlanner64 - Mario Party Board Editor
Post by: smashbro29 on May 08, 2016, 08:37:18 PM
You're the champ for doing this and the ultra champ for making sure the editor spits out files that are usable on actual N64s.

I made an account just for that.
Title: Re: PartyPlanner64 - Mario Party Board Editor
Post by: TotesTim on May 09, 2016, 08:33:27 AM
You're the champ for doing this and the ultra champ for making sure the editor spits out files that are usable on actual N64s.

I made an account just for that.

Agreed. While I can't be of much help on the art side, I have spread the word to hopefully speed up the process of finding an artist who would be able to help you.

Either way, keep up the good work. I've been hoping that something like this would exist for the past five or six years.
Title: Re: PartyPlanner64 - Mario Party Board Editor
Post by: SuperZambezi on May 10, 2016, 11:40:45 AM
I retweeted your request on the MPL Twitter, so hopefully that caught the attention of some artists.

Quote
The board itself should be a single 960 x 720 image.

This, along with the background scenes, is good info. You don't have to wait for the editor to be released in order to get started on creating your board. Anyone can work on that now!

Example image for those that are too lazy to follow PP's link:

(http://www.vgmaps.com/Atlas/N64/MarioParty-Mario'sRainbowCastle%28Unmarked%29.png)
Title: Re: PartyPlanner64 - Mario Party Board Editor
Post by: Dark Boo on May 10, 2016, 04:11:00 PM
Sorry PartyPlanner64, I'm on the same boat as you. I'm TERRIBLE in graphics and such. Don't ask me how I was able to build my MP Game w/ some graphics... It took too much time where I'm good with assembly coding and such...
Title: Re: PartyPlanner64 - Mario Party Board Editor
Post by: Luke on May 12, 2016, 11:32:54 AM
Hey I am new to this forum and this tool is truly amazing. I was wondering if you knew if hacks made by party planner worked on actual hardware through an EverDrive 64 or a 64 drive. Lots of hacks are made only for emulator and don't work on console. I would be happy to test it on my EverDrive 64 to see if it works on console. If you would want to you can pm me a patch or a rom or an early build of the program so I can test if its compatible.

Also I made a grid like board for a graphic you could use as a default template for your tool.
(http://i.imgur.com/vfTRMrU.png)
Title: Re: PartyPlanner64 - Mario Party Board Editor
Post by: PartyPlanner64 on May 12, 2016, 04:42:34 PM
Hey I am new to this forum and this tool is truly amazing. I was wondering if you knew if hacks made by party planner worked on actual hardware through an EverDrive 64 or a 64 drive. Lots of hacks are made only for emulator and don't work on console. I would be happy to test it on my EverDrive 64 to see if it works on console. If you would want to you can pm me a patch or a rom or an early build of the program so I can test if its compatible.

Also I made a grid like board for a graphic you could use as a default template for your tool.

I do some testing on 64drive and I would assume it would also work on EverDrive 64. An expansion pak will also be required for the time being.

That graphic could be an interesting template for others if they like the Rainbow Castle theme, but I'm looking to have something much more generic so there is no theme imposed.
Title: Re: PartyPlanner64 - Mario Party Board Editor
Post by: PartyPlanner64 on May 14, 2016, 09:33:07 AM
Here's something a little exciting. I wrote my first successful (non-crashing) space layout to Mario Party 2 today!

(http://i.imgur.com/arO7Q23.png)

It will be awhile before writing to MP2 is stable. The board images are larger (1152x864) but the camera is weird so everything is very zoomed. It will be awhile before I can adapt the trick to overwrite the background and figure out all the custom event code to make it usable.
Title: Re: PartyPlanner64 - Mario Party Board Editor
Post by: TotesTim on May 14, 2016, 08:25:22 PM
Pretty exciting stuff. Do you plan on figuring how how to edit shop items and the like as well?
Title: Re: PartyPlanner64 - Mario Party Board Editor
Post by: The Shattered Legacy on May 14, 2016, 08:40:13 PM
In terms of background templating, does it necessarily need to be in color (the bane of my design existence)?

Also MP2 progress is great and I can't wait to see it in full swing
Title: Re: PartyPlanner64 - Mario Party Board Editor
Post by: SuperZambezi on May 15, 2016, 02:00:20 AM
Mario Party 2 progress already! This beyond exciting. A Mario Party editor is already cool as it is, but a Mario Party 2 editor is something I've only seen in dreams. Don't get me started on a Mario Party 3 editor...

Also, what's with that purple space?
Title: Re: PartyPlanner64 - Mario Party Board Editor
Post by: PartyPlanner64 on May 15, 2016, 12:13:42 PM
They made it easier to replace the backgrounds fortunately, but I'm having a lot of trouble with crashing.

(http://i.imgur.com/XTXeUtl.png)

Also, what's with that purple space?
The purple and yellow spaces are what toad and bowser stand on. I had just messed them up originally.

Pretty exciting stuff. Do you plan on figuring how how to edit shop items and the like as well?
I haven't gotten far enough to even test with items, so I can't remember how the shop works. I thought it just had a random assortment, maybe based on progress in the game.

In terms of background templating, does it necessarily need to be in color (the bane of my design existence)?
No, it shouldn't need to be in color.
Title: Re: PartyPlanner64 - Mario Party Board Editor
Post by: SuperZambezi on May 19, 2016, 01:56:21 PM
That's so awesome!

Side note, I'd like to see the rules MP2 has implemented for the item shop. Specifically what is required for item X to show up (or not show up) when player has Y.
Title: Re: PartyPlanner64 - Mario Party Board Editor
Post by: PartyPlanner64 on May 22, 2016, 01:10:38 PM
Continuing to be distracted by Mario Party 2, I've pretty much figured out the board animation feature. The original boards have this feature where small little animations go on in the background, for example the cows in Western Land move their heads up and down. It does this by swapping certain image tiles between two different states. (So the entire background is stored, and then the tiles that change are stored in a sparse tree separately.

So naturally the question is how far can this go? I created a couple variations of a background and wrote the entirety of both (so every time the animation state changes, the entire board image changes). Suprisingly it doesn't crash, but it seems like the amount of changes are too much such that they cause a bit of flickering with each change.

https://www.youtube.com/watch?v=FLZbAsfJcOI
(This video is kind of crappy but I wanted to test on real hardware to see if it still was flickering there.)

But used in moderation, this will probably be a pretty neat feature to support. PP64 would just take two separate images, do a diff between the two to keep the sparse tree small, and write to ROM.

Western Land actually has 3 animation states. I may look into how many the game actually supports.
Title: Re: PartyPlanner64 - Mario Party Board Editor
Post by: BossBlitz on May 22, 2016, 04:54:56 PM
Are you going to release a limited beta version first or are you going make sure every element is available to mod  before release?
Title: Re: PartyPlanner64 - Mario Party Board Editor
Post by: SuperZambezi on May 27, 2016, 04:17:25 PM
Oh wow, so the all you need are two images of the same board with slight changes and that will work?

Love the Mario Party 2 updates!
Title: Re: PartyPlanner64 - Mario Party Board Editor
Post by: PartyPlanner64 on June 12, 2016, 01:18:52 PM
Hmm, Toad sure looks different here...

(http://i.imgur.com/p5QE5Jd.png)

The above is one of the first working custom boards I've gotten to work in Mario Party 3! I haven't really had any updates to post lately because unfortunately I hadn't been able to get the game to boot successfully. (The strings are stored compressed and for all localizations in the US title, so that required new dev, and even when everything seemed right, there was some sort of debug spin loop I kept hitting.)

But with initial difficulties aside, Mario Party 3 actually seems like it will be simpler than 2 to really generalize easily. There aren't elaborate themes for the boards or too many custom assets for each. Board animations were removed, but they left in the background "backdoor" from 2 that was for animations  ;D, so the same technique to get custom backgrounds works with no changes.

I also remembered the hard way that the reverse mushroom is a thing in this game, because I was very confused when I was seeing some board data pointing in the wrong direction :). But it will be pretty easy I think to support that.

What remains is the tedious task of identifying all the custom event ASM so full-fledged boards can be built in the sequels. A few assets here and there also need to be found, but it is kind of a relief to have all 3 games at least booting up after PP64 rips them to pieces and stitches the back together. :)

Oh wow, so the all you need are two images of the same board with slight changes and that will work?

That's the idea. It may actually be n images depending on how far the engine can be pushed.

Are you going to release a limited beta version first or are you going make sure every element is available to mod  before release?

At this point, I'd like to wait to release with stable support for overwriting at least one board from all 3 games. Right now it's just not stable enough to be enjoyable to use, which is why I am waiting. It will be disappointing if I released and it didn't live up to expectations :).
Title: Re: PartyPlanner64 - Mario Party Board Editor
Post by: TotesTim on June 13, 2016, 05:20:17 PM
Glad to see that you're making progress on this. Keep it up!
Title: Re: PartyPlanner64 - Mario Party Board Editor
Post by: NintendoFan on June 14, 2016, 12:15:54 AM
Nice, finally MP3 support.

At this point, I'd like to wait to release with stable support for overwriting at least one board from all 3 games. Right now it's just not stable enough to be enjoyable to use, which is why I am waiting. It will be disappointing if I released and it didn't live up to expectations :).
In my opinion, it wouldn't be disappointing at all - While I thought it would be awesome to have support for 3 when you first posted about it, it's still amazing that an editor for one game exists at all.
Title: Re: PartyPlanner64 - Mario Party Board Editor
Post by: Timmy on June 14, 2016, 09:17:17 PM
Out of curiosity, are MP3 Duel Maps also possible with your current progress (and possibly have the gimmicks like Blowhard's Fan, conveyor belt on Mr. Mover, etc.)? I imagine with less spaces it should be easier to handle (the only thing that may be a bit weird working with are possibly the starting points of each player)?

Keep up the great work though, would LOVE building MP3 boards! :D
Title: Re: PartyPlanner64 - Mario Party Board Editor
Post by: EpicJackman on June 16, 2016, 05:06:45 PM
So I've been lurking around this board for a long time waiting for someone to finally present something actually related to custom MP boards, and that made me instantly make an account!  So I must commend you on that.  I mean, imagine how active this board would be if people could actually post hacks here...Of course, I think ASM will be the biggest hurdle to get over, and I hope ASM can be added to custom boards instead of recycling events.

(On a side note, now that I'm registered here, I can just subscribe to the thread :) )
Title: Re: PartyPlanner64 - Mario Party Board Editor
Post by: SuperZambezi on June 21, 2016, 05:27:46 PM
Ahhh, Mario Party 3, the best version of Mario Party. I can't wait to make custom boards for this one.

Never thought about how things like the Reverse Mushroom will affect the coding in the boards. It makes sense though!

I think it'd be also interesting to take the already existing boards and add animations like MP2. Something someone can try when the tool is released.
Title: Re: PartyPlanner64 - Mario Party Board Editor
Post by: PartyPlanner64 on June 25, 2016, 02:20:33 PM
One of the things I need to do for MP3 is get the spaces to align with the board backgrounds. The current way I have to do this is rip all the background tiles from RAM dumps, piece them together into the background, and then calibrate the alignment using that.

Could someone help put together the tiles for Chilly Waters? I uploaded a zip of them here:
http://www119.zippyshare.com/v/huJMSp5v/file.html

I had to do the same for MP2 Western Land already, and the result is something like this (http://uploadpie.com/OImaI). I only really need the center portion that spaces are located on, but whatever parts are there need to be in their right spots in the 1152x864 image.

If someone wants to do more of these for some reason, I could upload my bg tile RAM ripper. (It's not exactly a thrilling task which is why I'm hoping someone can help multitask it.)
Title: Re: PartyPlanner64 - Mario Party Board Editor
Post by: Dominic on June 27, 2016, 10:57:50 PM
Why are there so many duplicate images in your ZIP Folder? Or maybe even all tiles are duplicated... Does it matter which tile to use?
Title: Re: PartyPlanner64 - Mario Party Board Editor
Post by: Luke on June 28, 2016, 01:41:20 AM
I got the chill waters done is this ok or do i have to edit it?
And I could do the other maps to. If you want you can send me the files.
(http://i.imgur.com/gsedskH.png)
use "done 3" I messed up so I reuploaded it
Title: Re: PartyPlanner64 - Mario Party Board Editor
Post by: Dominic on June 28, 2016, 02:34:32 AM
Wow, how did you do that so fast? I started working on it today and it took me around 2 hours just to get to this point:

(https://cdn.discordapp.com/attachments/164355710640062465/197245563060617219/unknown.png)
Title: Re: PartyPlanner64 - Mario Party Board Editor
Post by: Luke on June 28, 2016, 12:52:13 PM
I'm realy into making images and texture editing so I used a whole bunch of tricks
1. I put a layer of this image (http://www.vgmaps.com/Atlas/N64/MarioParty3-BattleRoyal-ChillyWaters.png (http://www.vgmaps.com/Atlas/N64/MarioParty3-BattleRoyal-ChillyWaters.png)) up with the opacity down with a black background so I could see where every file would go.
2. I deleted all duplicate files before I started.
3. I imported all the files in as layers at once.
3. I made a grid that was 64*48 and made the files snap to the grid.
and at this point it became really easy and took about 3 hours for me to do.
Title: Re: PartyPlanner64 - Mario Party Board Editor
Post by: PartyPlanner64 on June 28, 2016, 04:27:05 PM
I got the chill waters done is this ok or do i have to edit it?

That's perfect, thanks for doing this both of you!

The rips on vgmaps aren't really the right resolution, so I was hesitant to use them for this purpose because I wasn't sure they would match with the actual ripped image. But I can compare now with this accurate rip to see if it would have been close enough, and maybe just tweak those for any future boards.

I should have explained a bit more: the duplicates appear because it requires ~16 RAM dumps while moving the camera around to ensure all the tiles get into RAM, and sometimes the same tiles ended up being read more than once. The file name format was {number of times this file has been seen}-{file hash}.png so the hope was that all the 0-*.pngs would be mostly unique tiles. (The hash could be improved to make it less likely to have collisions...) I'll upload the dumper and code at some point if anyone wants to use it.

Like I said before, I'm still shooting for basic support of all 3 games. This will be at least the ability to replace DK's Jungle Adventure, Western Land, and Chilly Waters. The banks, item houses, and boos in 2/3 are turning out to be pretty complicated so I might postpone support for those initially. It means the boards might have to be a little bland at first, but there still are a lot of interesting things that will work (duel/item/gameguy/chance/bowser spaces).
Title: Re: PartyPlanner64 - Mario Party Board Editor
Post by: Zachula5 on June 30, 2016, 02:17:11 AM
do you ever think that we will see parts of each game combined?, kind of like how Goldeneye X combines Goldeneye and Perfect Dark
Title: Re: PartyPlanner64 - Mario Party Board Editor
Post by: SuperZambezi on July 07, 2016, 11:46:08 AM
Like I said before, I'm still shooting for basic support of all 3 games. This will be at least the ability to replace DK's Jungle Adventure, Western Land, and Chilly Waters. The banks, item houses, and boos in 2/3 are turning out to be pretty complicated so I might postpone support for those initially. It means the boards might have to be a little bland at first, but there still are a lot of interesting things that will work (duel/item/gameguy/chance/bowser spaces).
Ouch, that's a little unfortunate, but having access to items through the item space will help give it some variety.

do you ever think that we will see parts of each game combined?, kind of like how Goldeneye X combines Goldeneye and Perfect Dark
I would love to see all the minigames from 1-3 available in one of the games.
Title: Re: PartyPlanner64 - Mario Party Board Editor
Post by: Zachula5 on July 15, 2016, 02:39:08 AM
Yeah or to have all the boards, board items and characters
Title: Re: PartyPlanner64 - Mario Party Board Editor
Post by: PartyPlanner64 on August 20, 2016, 03:17:15 PM
I've looked into the 3d model data a bit more closely, and added a really primitive model viewer just for fun. Unfortunately I only understand the vertex data, so everything is dots! (I've shared elsewhere that I have my notes on the model format here (https://github.com/PartyPlanner64/PartyPlanner64/wiki/FORM), if anyone is interested.)

Some are very large, so it is pretty easy to tell what they are:
(http://i.imgur.com/iDEeX73.png)

Edit: This led to me realizing that this was possible :). This is Waluigi and Daisy in MP1! But their animations are messed up. I don't know how to edit sound either so still a long way from something usable.

(http://i.imgur.com/OS4fnbV.png)



This project seems like it is never-ending, and I have not had a lot of time lately to devote to it. I do mean to release something soon. Right now I have MP2 and 3 hidden behind an "advanced" setting because they just aren't ready yet, but they can be enabled. MP3 in particular is close, but it has this issue where it hangs randomly and I haven't been able to track it down.
Title: Re: PartyPlanner64 - Mario Party Board Editor
Post by: EpicJackman on August 20, 2016, 05:16:16 PM
Hey, even if you haven't had too much time to develop, it still means a lot that you would take up the task of making this idea a reality.  Keep up the great work, and maybe we'll see something stable in the future!
Title: Re: PartyPlanner64 - Mario Party Board Editor
Post by: SuperZambezi on August 25, 2016, 01:17:55 PM
Amazing work, but that's not new. :P

Model viewer I assume is for pretty much the minigames, right? Does it work across the three games or just MP1?

MP2 and MP3 support is super awesome, so know that there are so many of us who are excited to see what you've got in store!

Title: Re: PartyPlanner64 - Mario Party Board Editor
Post by: TotesTim on August 26, 2016, 07:59:11 PM
Happy to see that you're still working on this! Don't worry about not being able to work on it as frequently. You're doing an amazing job.
Title: Re: PartyPlanner64 - Mario Party Board Editor
Post by: 🍕 Slyshock 🍕 on September 19, 2016, 05:45:29 PM
Any chance you'll implement tools to edit mini-games, or at least a mini-game toggle?

MP1-3 have a ton of fun mini-games, but some could definitely be balanced better, and I don't think anyone I know would miss the stick rotation games in MP1.

Also, if it were possible to port mini-games, then mini-games taken out wouldn't lower the amount of mini-games that could appear, and there could even be something like a "best of" compilation.
Title: Re: PartyPlanner64 - Mario Party Board Editor
Post by: SmithJrBlaquaLuigi on September 20, 2016, 06:17:54 PM
Well Hi! I'm new here!

Anyway, This is very interesting. Can I showcase your Mario Party hack to do the LP through my YouTube Gaming Channel whenever you're finish hacking your project? If so, let me know! :)

Sorry, I have a little bad English.

Also, sorry if It's kinda advertising.
Title: Re: PartyPlanner64 - Mario Party Board Editor
Post by: PartyPlanner64 on September 28, 2016, 05:13:28 PM
I've made some good changes to the way I manage writing custom code back to the ROMs. I was running into a lot of issues where overwriting boards would corrupt something that shouldn't be overwritten. Now, I place all the board's code in a reserved space in the Expansion Pak memory region.

While it further cements the need for an Expansion Pak, this change really brings a lot of stability. There will now be essentially no limitation on how complex boards can be, because I am reserving something like 320KB of memory, as opposed to 2-10KB the original boards had.

The main reason I did this enhancement was that it fixes the crashes in Mario Party 3, which is exciting. I think I am reaching stability where I can release something to try out, maybe a month or so from now.

Any chance you'll implement tools to edit mini-games, or at least a mini-game toggle?

Mini-games are completely hard-coded portions of the code, so I don't really think there can ever be much of an editor for those (at least with any sort of flexibility). I mean, you could probably modify the existing games here and there, but to actually make a Mini-game would require writing ASM (or maybe very low-level C). I have not looked into Mini-games much at all, perhaps there is some sort of common API they use, but it probably isn't much to work off of.

Toggling what games show up is more doable. I imagine there is some sort of simple list of their indices somewhere.

Can I showcase your Mario Party hack to do the LP through my YouTube Gaming Channel whenever you're finish hacking your project? If so, let me know! :)

Sure, I would not mind people making videos. I am hoping people make boards with this so I can try them!
Title: Re: PartyPlanner64 - Mario Party Board Editor
Post by: Mario_Comix on September 28, 2016, 06:04:58 PM
Wow! This sounds great! Thanks for all of your immense work into this project. I'm very excited for its release.
Title: Re: PartyPlanner64 - Mario Party Board Editor
Post by: 🍕 Slyshock 🍕 on September 28, 2016, 11:51:39 PM
Mini-games are completely hard-coded portions of the code, so I don't really think there can ever be much of an editor for those (at least with any sort of flexibility). I mean, you could probably modify the existing games here and there, but to actually make a Mini-game would require writing ASM (or maybe very low-level C). I have not looked into Mini-games much at all, perhaps there is some sort of common API they use, but it probably isn't much to work off of.

Toggling what games show up is more doable. I imagine there is some sort of simple list of their indices somewhere.

What about changing certain values rather than making elements from scratch? Something like raising or lowering the timer, or increasing the knockback in Bumper Balls, or  making The Beat Goes On end with everyone alive winning rather than a draw? I'd imagine little changes like those by themselves could make some games more fun.

A simple list would be nice, yes. Any chance PP64 would ever include a feature like that, a list where you could go through and toggle minigames on and off?
Title: Re: PartyPlanner64 - Mario Party Board Editor
Post by: Spongyoshi on September 29, 2016, 02:24:34 AM
I can't wait! I'll make so much boards, you have NO IDEA!!  :P
Thanks also for making this dream a reality!
But a question about MP1, could it be possible to include some action replays codes in it? (Like, to be able to play the unused minigames, or play the debug Minigame tournament, ect... If you know what I mean!)
Title: Re: PartyPlanner64 - Mario Party Board Editor
Post by: EpicJackman on September 29, 2016, 03:35:45 PM
I'm happy to hear stability is possible, because this opens the door to so many possibilities.  Minigames may be hard coded, but I believe the attributes of the games can be changed, and it's entirely possible to inject unused games, but that may be a little harder.  However, I'm more interested in the fact that more space for boards = the possibility of more boards.  I feel as if adding a custom board would be easier to achieve than a custom minigame, since creating boards is the specialty of PP64.

Honestly, the most exciting part is that we might be seeing a release in the near future, so I can't wait!
Title: Re: PartyPlanner64 - Mario Party Board Editor
Post by: SuperZambezi on September 30, 2016, 12:56:05 AM
I love reading all your updates PP64, I get so excited when I see you post here. :P

So this extra space for the MP3 boards, what exactly will this let us do? Higher quality backgrounds? Or just more event areas? Or both?

making The Beat Goes On end with everyone alive winning rather than a draw?
aka making that minigame playable. It's this kind of stuff that I think will be possible a minigame editor doesn't since there are just so many different variables and the minigames are so different from each other.
Title: Re: PartyPlanner64 - Mario Party Board Editor
Post by: SmithJrBlaquaLuigi on October 09, 2016, 06:44:16 PM
I'm sorry to ask, but where is the Mario Party Editor board to make a hack?
Title: Re: PartyPlanner64 - Mario Party Board Editor
Post by: SuperZambezi on October 10, 2016, 03:37:40 PM
It hasn't been released yet, but we are holding a contest in preparation for its release:

http://mariopartylegacy.com/2016/10/create-a-mario-party-board-contest-1/
Title: Re: PartyPlanner64 - Mario Party Board Editor
Post by: Yoshiman222 on October 20, 2016, 04:20:11 PM
For those impatient to make/play on custom boards, here's a small video of the board I submitted in the create a board contest. Definitely much bigger in here than it seemed on the board.

https://www.youtube.com/watch?v=xrgPbYK9QmY
Title: Re: PartyPlanner64 - Mario Party Board Editor
Post by: 🍕 Slyshock 🍕 on October 20, 2016, 10:27:23 PM
https://www.youtube.com/watch?v=xrgPbYK9QmY

Does PP64 support flavor text before a board starts and when you buy stars? I'm assuming that full-blown cutscenes are a bit too advanced for now.
Title: Re: PartyPlanner64 - Mario Party Board Editor
Post by: Yoshiman222 on October 23, 2016, 02:04:14 PM
https://www.youtube.com/watch?v=xrgPbYK9QmY

Does PP64 support flavor text before a board starts and when you buy stars? I'm assuming that full-blown cutscenes are a bit too advanced for now.
As of now I can't see any feature that allows you to change text like that. Maybe in the future.
Title: Re: PartyPlanner64 - Mario Party Board Editor
Post by: PartyPlanner64 on October 24, 2016, 08:57:00 AM
In general, my approach has been to remove all the text that is specific to the board being overwritten, and not require creating new strings because it typically seems like more work than most people probably want to do. But at some point I want to have a way (https://github.com/PartyPlanner64/PartyPlanner64/issues/13) to edit all strings in the ROM, which would be an advanced way of supporting that.

Very cool to see the video of the Animal Crossing board!
Title: Re: PartyPlanner64 - Mario Party Board Editor
Post by: MedicLuigi on October 24, 2016, 10:12:10 AM
(http://i.imgur.com/YVxKNUe.png)
(http://i.imgur.com/5YB8gIk.png)

Although MP2 functionality is still very limited, it is still very fun to mess around with it and make a board. These are a few images of the "beta" version of Luigi's Mansion for MP2. Thanks a ton for this awesome tool, its very fun messing with it. I cant wait to see what the future holds for PP64!
Title: Re: PartyPlanner64 - Mario Party Board Editor
Post by: SuperZambezi on November 04, 2016, 12:43:05 AM
Looks so amazing! Can't wait to play this board myself!
Title: Re: PartyPlanner64 - Mario Party Board Editor
Post by: PartyPlanner64 on November 06, 2016, 03:34:56 PM
I've updated the first post because... the editor officially goes "live" today for everybody! :D

It is very much a work in progress, but getting more people to try it out will help guide the direction it goes. At this point you can certainly create boards like the ones in the videos if you play around with the editor enough to figure out what works and what doesn't.

Like the first post mentions, the actual editor lives here now:
https://partyplanner64.github.io/PartyPlanner64

If you haven't read it, this is the main document I've been writing for usage of the editor, and should be detailed enough to help answer most questions.
https://github.com/PartyPlanner64/PartyPlanner64/wiki/Creating-a-Board

I believe SuperZambezi will open up some new forums and the downloads page shortly, which may be where this thread ends up moving.
Title: Re: PartyPlanner64 - Mario Party Board Editor
Post by: 🍕 Slyshock 🍕 on November 06, 2016, 07:36:45 PM
Is there no support for skeleton key doors yet?
Title: Re: PartyPlanner64 - Mario Party Board Editor
Post by: SmithJrBlaquaLuigi on November 07, 2016, 12:03:46 AM
Oh here's a tip about replacing music, however it's not included on PartyPlanner64 board editor. Instead you can try use SubDrag MIDI tool. That would be good idea huh? ;)


Is there no support for skeleton key doors yet?

He's probably going to work on that for the next update, so keep your eyes open!
Title: Re: PartyPlanner64 - Mario Party Board Editor
Post by: SuperZambezi on November 07, 2016, 12:06:13 AM
Oh here's a tip about replacing music, however it's not included on PartyPlanner64 board editor. Instead you can try use SubDrag MIDI tool. That would be good idea huh? ;)
This is true, I've tried that out before! But most of it sounds like garbage since I don't think the soundfont is documented for any of the MP games.
Title: Re: PartyPlanner64 - Mario Party Board Editor
Post by: Dark Boo on November 07, 2016, 12:21:34 AM
I've updated the first post because... the editor officially goes "live" today for everybody! :D

It is very much a work in progress, but getting more people to try it out will help guide the direction it goes. At this point you can certainly create boards like the ones in the videos if you play around with the editor enough to figure out what works and what doesn't.

Like the first post mentions, the actual editor lives here now:
https://partyplanner64.github.io/PartyPlanner64 (https://partyplanner64.github.io/PartyPlanner64)

If you haven't read it, this is the main document I've been writing for usage of the editor, and should be detailed enough to help answer most questions.
https://github.com/PartyPlanner64/PartyPlanner64/wiki/Creating-a-Board (https://github.com/PartyPlanner64/PartyPlanner64/wiki/Creating-a-Board)

I believe SuperZambezi will open up some new forums and the downloads page shortly, which may be where this thread ends up moving.

Where's the source code?
What language is PP64 made in?
Title: Re: PartyPlanner64 - Mario Party Board Editor
Post by: PartyPlanner64 on November 07, 2016, 07:54:39 PM
Oh here's a tip about replacing music, however it's not included on PartyPlanner64 board editor. Instead you can try use SubDrag MIDI tool. That would be good idea huh? ;)

Given how I hard coded for the audio data being a certain size and at certain offsets, this won't work right now probably. But I would be interested if anyone tries it with success on a stock ROM.

Where's the source code?
What language is PP64 made in?

The code is on Github.
https://github.com/PartyPlanner64/PartyPlanner64

The editor is mostly JavaScript and React transpiled with Babel.
Title: Re: PartyPlanner64 - Mario Party Board Editor
Post by: Mario_Comix on November 07, 2016, 08:58:33 PM
Looks amazing. I hope to explore all the content after tomorrow. But, I have to ask, how exactly will we play on the boards? Through some emulator?
Title: Re: PartyPlanner64 - Mario Party Board Editor
Post by: NintendoFan on November 07, 2016, 09:51:13 PM
yes, when you save the board to the rom it outputs a new one with the custom board in it, you have to use an emulator to play the rom

edit: Although, it has been stated that the rom that the editor outputs can be ran on real N64 hardware via a flashcart, but you need to have the expansion pak, the modified rom needs to have more memory to work, if you don't have it the game will crash.
Title: Re: PartyPlanner64 - Mario Party Board Editor
Post by: Mario_Comix on November 08, 2016, 05:59:44 PM
Thanks for the information. Cool that theoretically it can be played on the original hardware!
Title: Re: PartyPlanner64 - Mario Party Board Editor
Post by: NintendoFan on November 08, 2016, 06:09:06 PM
It's not a theory, roms made in PP64 have been confirmed to work on real hardware. I got that information from the PP64 github wiki page, but yeah. :P
Title: Re: PartyPlanner64 - Mario Party Board Editor
Post by: PartyStar on November 12, 2016, 05:10:23 PM
This is going to sound so newbish, but how do you make conjunctions so you can pick between two ways? I tried to connect one space to two others and it will only allow me to connect it to one.... I don't understand. XD
Title: Re: PartyPlanner64 - Mario Party Board Editor
Post by: PartyPlanner64 on November 12, 2016, 06:06:24 PM
This is going to sound so newbish, but how do you make conjunctions so you can pick between two ways? I tried to connect one space to two others and it will only allow me to connect it to one.... I don't understand. XD

Whoops, I broke it earlier this afternoon. Now it should be fixed and I think it will just work as you would expect. :)
Title: Re: PartyPlanner64 - Mario Party Board Editor
Post by: PartyPlanner64 on November 13, 2016, 07:59:17 PM
Spent some time this weekend on skeleton key doors in MP3. They are kind of a pain to test because they can be approached from either direction, and access can either be granted or denied. Thankfully they seem to be working as the day closes.

(http://i.imgur.com/x8tO9Rl.png)

Given that the gates are all very specific to the original board theme, I think we need to come up with a generic gate graphic that will not look out of place. I'll try to come up with something better than my initial hasty prototype as seen above, but I would also encourage anyone to create a nicer gate graphic and send it my way.

The requirement is that it must be mirrored across both sides of the gate, and that it fits within this mask image. So basically, we can design the post and the door appearance.

(http://i.imgur.com/bJPOVuF.png)

(This is actually the gate shape from the desert board, I'm planning to use that gate instead of the chilly one because it is simplest to manipulate the graphic.)

For now I don't plan to support importing custom gate graphics because the requirements are so particular, but I might consider it in the future.

Sometime this week I will hopefully finish testing this feature and push it out to the site. The board creation page will also be updated with details about gates; there are going to be pretty strict space layout requirements around the gates. Only 2 gates will be supported for the near future.
Title: Re: PartyPlanner64 - Mario Party Board Editor
Post by: Mario_Comix on November 13, 2016, 10:56:51 PM
Here, I made a thing.
Title: Re: PartyPlanner64 - Mario Party Board Editor
Post by: PartyPlanner64 on November 19, 2016, 01:04:42 PM
I've pushed out the Skeleton Key changes to the site, and wrote up a little bit (https://github.com/PartyPlanner64/PartyPlanner64/wiki/Creating-a-Board#skeleton-key-gates) in the guide about the restrictions in place. I also coded some of these as checks in the editor.

One thing I did not write a check for (yet), but is hopefully kind of obvious, is that you shouldn't create dead ends with gates. That is, don't have two branching paths that both have gates down them, or have a gate right along the initial path from the start. The game relies on there being a branch prior to encountering a gate, and being able to proceed onward down the opposite direction if the player cannot enter the gate.

Let me know if this introduced any instability or unrelated issues. The code has actually been on the site, but not visible, for most of the week so I believe it is at least not going to cause issues aside from when gates are used.

Here, I made a thing.

Thanks, I decided I really wanted a golden gate though, so I didn't end up using this graphic :).
Title: Re: PartyPlanner64 - Mario Party Board Editor
Post by: Mario_Comix on November 19, 2016, 05:29:33 PM
No problem, golden doors feel quite standard. As well, at least Skeleton Doors are going to be implemented! Thanks for all your hard work, as always.

Edit: I should mention, I was just trying out the editor with Skeleton Doors, and I found that in MP1 and MP2, if you right-click the space, the MP3 spaces pop up instead.
Title: Re: PartyPlanner64 - Mario Party Board Editor
Post by: Spongyoshi on November 20, 2016, 07:19:42 AM
(http://i67.tinypic.com/28ujmn5.png)
Maybe something like that?  ;D
Title: Re: PartyPlanner64 - Mario Party Board Editor
Post by: polyhex on December 28, 2016, 07:17:27 PM
I made a board & now my ROM crashes as soon as I choose the 4th character in the pipe. The music keeps playing but the ROM is totally frozen. Is this normal and is there an easy solution?
Title: Re: PartyPlanner64 - Mario Party Board Editor
Post by: gamemasterplc on January 05, 2017, 07:48:20 PM
Request ASM Injection into ROM with starting ROM Offset and starting RAM origin. The program already does predetermined ASM after verifying the ROM.
Title: Re: PartyPlanner64 - Mario Party Board Editor
Post by: PartyPlanner64 on January 07, 2017, 01:00:15 PM
I made a board & now my ROM crashes as soon as I choose the 4th character in the pipe. The music keeps playing but the ROM is totally frozen. Is this normal and is there an easy solution?

That's not normal, if you can "Export board" and send a copy I might be able to figure out what is wrong if it is reproducible.

Request ASM Injection into ROM with starting ROM Offset and starting RAM origin. The program already does predetermined ASM after verifying the ROM.

I'm not sure I understand this request. You want some way to generally be able to inject custom code into the ROM? If you have more details on how that would work I could maybe add it. (Like, where the hook should be. I'm assuming this would be for something like gameshark codes where you'd want it to run every frame.)
Title: Re: PartyPlanner64 - Mario Party Board Editor
Post by: gamemasterplc on January 07, 2017, 05:28:39 PM
There is no hook. You can use .romorg from starting ROM address and .ramorg for starting RAM address. You could just overwrite the address within the ROM specified by each .romorg with the assembled output before the next .romorg. The RAM origin is required due to the game having overlapping load address for modules and to define data. This could be used for custom events that run in 1 shot without any threading. The original events do some threading in a way I don't understand. Input should be a MIPS .s file. You can also write a generic GS Patcher using the hook at 0x80013E7C for NTSC-U Mario Party 1, 0x800A203C for NTSC-U Mario Party 2, and 0x80078E9C for NTSC-U Mario Party 3. Place the generated GS actions in the Expansion Pak area and load them in a way with an guranteed known address. If you support 8 and 16 bit writes and if equals, you support every known code in Mario Party 1-3. Make sure to save and restore registers before returning. The exact routines that the GameShark use for each codetype are at http://gamehacking.org/wiki/Hacking_N64#Code_Handler_Hacks. You will definitely want to use different registers.
Title: Re: PartyPlanner64 - Mario Party Board Editor
Post by: PartyPlanner64 on August 26, 2017, 02:05:06 PM
Support has been added for Gameshark codes in the editor. Cheats work for Mario Party 1, 2, and 3. The idea is that you can add cheats that are baked into the ROM, without the need for a Gameshark / emulator configuration.

Enable "Advanced Features" from the Settings page, and you'll find the box to insert cheats on the Patches page. Paste only the actual cheats in the XXXXXXXX YYYY format (multiple lines OK), but don't include any extra text.

Thanks to gamemasterplc for some tips in this area.