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SM64O Classic v9.55_05b – Bank programming +

Tarek701 | November 8, 2011

In the SM64 ROM there are Banks, that store objects, weapons, etc.

To program a bank, you have to use the program structure of the MIO0 compression format. The feature will be added, so you can finally create a real database and modifying it.

The banks its self does exists forever, but creating them by hand is a bit hard.

Before banks were used to store objects, npc’s and everything. Now we can use it for text files, variables etc.

This will be one of the main features in SM64O Classic v9.55 and will be also available in the Source Code for the modders to edit.

What banks normally contain:s

--Geo/Scr: Contains Geometry Layout commands and/or Level Script commands (Loaded using command 0x17)

--Lvl Scr: Contains main Level Script commands  (Loaded using command 0x00)

--Poly/Tex: Contains GBI polygon commands, textures and sometimes level objects (0x42 and 0x43). Originally loaded using 0x18 from compressed MIO0 data in the ROM, but in the extended ROM the data is
uncompressed and loaded with 0x17.

--Tex: Contains only textures, MIO0 data loaded using command 0x1A. In the extended ROM, the data is uncompressed, but in a MIO0 wrapper because the game will crash if 0x17 is used to load the
uncompressed data from a 0x1A MIO0 bank. The addresses provided here point to the start of the uncompressed data, the MIO0 header is found just before.

The first number (from 001 to 149) is used internally by TT64 to refer to banks in a level-independent maner.

As you can see there are alot of banks available.

But what actually is now a bank, read this to finally understand it:

In SM64, they are sections of the Rom which are loaded into memory which are used by the course (or other places such as the title) to access models, scripts, sounds and many other things.

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