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08-17-18 11:08:38 PM

Jul - SM64 Hacking (Archive) - Releasing TT64 version 0.5.99b. Now fully Vista and intel Mac compatible! New poll - New thread - Thread closed
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VL-Tone
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Posted on 09-14-08 09:57:22 PM (last edited by VL-Tone at 10-19-08 09:35 AM) Link
While the objects importer is not ready yet, I thought it could be a good idea to release a new version of TT64 using Adobe Director 11 (and also, Blaster asked for it).

This means that it should now work correctly with Vista, with a much faster and much less glitched 3d view. It also means that the Mac version is a Universal Binary, which works natively on both PPC and intel Macs. Previous versions were running under emulation on intel Macs, so this version will be much much faster (2x to 10x faster depending on the task).

Unfortunately, Windows Mojave is still not supported.

I fixed a lot of little bugs that you guys reported in the bug thread, including the dreaded "#my color" script error that would happen during startup, seemingly at random.



There's not a lot of new features... you'll have to wait for 0.6b for anything major. One new feature that you can see up-here that the sky background will now appear in the 3d view. You can optionally switch back to the plain color sky by clicking on the little bg icon. (Note that for some reason the same bg will appear by default in sub-areas, even when it's not supposed, like in the slide levels). You still can't switch or edit the backgrounds though, but this feature is planned for version 6.0.

As I posted somewhere else, I had to drop some feature because of Director 11, namely the texture export... Instead in this version you can copy the current texture to the clipboard.

Aside from that, the M64Geometry files are no longer needed, and if you load a ROM with custom polygons in it, they'll appear instantly upon loading instead of having to delete and regenerate the M64Geometry.

I added a feature that should be useful for experts. It's a "Script Dumper", which can decode and display scripts from levels, geometry layouts, polygons and behaviors. Each command from the scripts appear on a single line, with a ROM and bank address, along with indentation for hierarchical structure. I'll add a save command eventually, so you'll be able to edit the data between the brackets and save the changes directly.



You can access this feature by going into the preferences and clicking on the "Script Dumps (Experts!)" button.

Though I already had similar dump functions for my own use (obviously, TT64 started that way), but consolidating them in a single interface will also help me.

One last thing... You can transform Mario into Luigi with this version. But... it's a hidden easter egg, and you'll have to find how to do it. Two specific actions are required and it all makes sense when you think about the Luigi-in-SM64 legend... I won't say more for now!

Go to the Toad's Tool 64 download page to get the latest version.
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Posted on 09-14-08 10:07:36 PM Link
This is so cool. It's much easier to edit now!
VL-Tone
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Posted on 09-14-08 10:20:49 PM (last edited by VL-Tone at 09-14-08 10:23 PM) Link
So you can confirm that it works for you on Vista?
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Posted on 09-14-08 10:27:10 PM (last edited by Blaster at 09-14-08 10:28 PM) Link
Originally posted by VL-Tone
So you can confirm that it works for you on Vista?

Yes, it works, and without the graphic glitches and slowdown. Hardware acceleration works. However the window can't be vertically maximized fully, but it can horizontaly. It doesn't really matter that much though.
VL-Tone
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Posted on 09-14-08 11:23:35 PM Link
Drats, I forgot to change that...

But, I just fixed it. If you re-download it now, you should be able to maxmize up to 3840 x 2400.
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Posted on 09-14-08 11:35:44 PM Link
Originally posted by VL-Tone
Drats, I forgot to change that...

But, I just fixed it. If you re-download it now, you should be able to maxmize up to 3840 x 2400.

Yeah, it maximizes fully now. That's good.
Astal
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Posted on 09-15-08 01:30:39 AM Link
Yay!!! My very first post on this site!!!
...
Anyway, this release makes me a VERY happy Irish Man. I was using TT on a friends computer that had XP and every thing was running fine. Then I finally got me own PC that had Vista and all of a sudden it looked and felt like crap for the past 6 months. Now I'm reminded of how awesome this program is.
Said it once, I'll say it again: Thank you! Thank you! Thank you! Thank you!...
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Posted on 09-15-08 02:46:54 AM (last edited by Metal_Man88 at 09-15-08 02:48 AM) Link
(I have moved my post into here. I know this post would not be suitable for the TT64 mods, bug reports and help topic.)

Heh, well, this topic works better than that one anyway. Just keep it in mind that any small anecdotes should be placed as close to relevant material as possible, rather than isolated in topics. -Metal Man

I have found that turning on the second act star in TT64 for objects is what makes them appear on the sixth act in SM64.

The sixth act star does something else. If you use the level select code (gameshark: A032D58C 0001, note that enabling level select in TT64 doesn't work properly), in the level you choose, if the sixth act star is not on then in some cases the object will not appear in the level and you have to turn on the sixth act star to make them appear when you choose a level in level select.
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Posted on 09-15-08 01:06:16 PM (last edited by messiaen at 09-15-08 01:13 PM) Link
Thanks for this release, VL-Tone! It's very nice having the backgrounds for the levels. Is it a giant sphere that surrounds the scene?

I'll have to disagree with you, the script dumper is a major feature, it's so much easier to read the data linearly!
Hopefully, it will inspire people to experiment more with behaviors.

Not having to deal with the M64Geometry files is a relief, and I didn't notice any difference in the loading time.

However, I noticed that the backgrounds are hardcoded. I loaded a ROM with swapped background banks and it still displayed the default backgrounds. Any way to make this more flexible?

Also, does the script dumper use a hardcoded list for level script/behavior banks ? I got a #getProp error when trying to access the Bob-omb script from the "Level Select" script dumper in a Flatworld-enabled ROM.

Edit: I got a #mycolor bug, tried to replicate it and it still happens if you move the mouse a lot when TT64 is loading.
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Posted on 09-15-08 05:10:53 PM (last edited by mortalkenshi2 at 09-16-08 04:08 PM) Link
Nice release vl-tone a must download! wow sorry vl-tone i spoiled some fun.... (thought you didnt know.

EDIT: After about 10 minutes of looking , I give up on the luigi thing. I will let someone else figure it out. Good Luck!
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Posted on 09-15-08 05:13:49 PM Link
Awesome, looks MUCH better and easier to use.

Thanks VL-Tone!
VL-Tone
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Posted on 09-15-08 09:12:18 PM Link
Originally posted by Astal
Yay!!! My very first post on this site!!!
...
Anyway, this release makes me a VERY happy Irish Man. I was using TT on a friends computer that had XP and every thing was running fine. Then I finally got me own PC that had Vista and all of a sudden it looked and felt like crap for the past 6 months. Now I'm reminded of how awesome this program is.
Said it once, I'll say it again: Thank you! Thank you! Thank you! Thank you!...


Hey thank you, and welcome to the forum! Enjoy your stay!

Originally posted by Blaster
I have found that turning on the second act star in TT64 for objects is what makes them appear on the sixth act in SM64.

The sixth act star does something else. If you use the level select code (gameshark: A032D58C 0001, note that enabling level select in TT64 doesn't work properly), in the level you choose, if the sixth act star is not on then in some cases the object will not appear in the level and you have to turn on the sixth act star to make them appear when you choose a level in level select.


We've found a long time ago (on another forum) that the sixth act in the game will show the objects of acts you haven't beaten. If you start a fresh game file, and go get the sixth star, you'll see that King Bob omb is there when you go back to the sixth star. If after that you get the first star, and go back to the sixth one, you'll see that King Bob omb is gone and objects from act two are shown.

The sixth act star in TT64 is not really for the sixth act, it as an assumption I made that proved to be wrong, it's used for something else, as you've found out.

Originally posted by messiaen
However, I noticed that the backgrounds are hardcoded. I loaded a ROM with swapped background banks and it still displayed the default backgrounds. Any way to make this more flexible?

Also, does the script dumper use a hardcoded list for level script/behavior banks ? I got a #getProp error when trying to access the Bob-omb script from the "Level Select" script dumper in a Flatworld-enabled ROM.

Edit: I got a #mycolor bug, tried to replicate it and it still happens if you move the mouse a lot when TT64 is loading.


The sky background thing is a cheap hack I did for fun while working on the background selector for object importer and that I decided to keep in for this release, BGs are linked to level numbers only, not to the content (or pointers) of the bg bank. Version 6 will work as expected.

I forgot to test the script dumper with Flatworld... Maybe because I already had the whole script in my mind and already "decompiled". I'll try to fix that and maybe release 0.5.99.1 (I painted myself in the corner with this numbering scheme!). I will probably also add the save feature for the dumper at the same time.

As for the #mycolor bug, well I don't know what to do now... I'll check again to see if I forgot something, but I thought it was fixed...


Originally posted by mortalkenshi2
Btw mojave, was a joke to tell people who weren't using vista to use it. They thought it was a new windows os but instead it was vista disguised. Unless my memory is being stupid.




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Posted on 09-16-08 04:59:42 AM (last edited by Blaster at 09-16-08 05:03 AM) Link
I have found another bug (which is in this and the previous version of TT64.). Check my latest post in the bug reports sticky to find out about it (I am mentioning this because I edited my post so it doesn't show in the SM64 hacking board as a new post, but that's not why I am posting).

I have also noticed that it is much slower to select objects and change their act stars in this version. Why is that?
messiaen
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Posted on 09-16-08 11:01:26 AM Link
VL-Tone, why don't you pack a few more features (ie, background editing and texture descriptions) and release this as a public 0.6 since it seems to make a huge difference for Vista users? This way you could save 0.7 for the first polygon importer version .
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Posted on 09-17-08 06:16:54 AM (last edited by Blaster at 09-17-08 07:56 AM) Link
I have been making a mod lately but I have run into a problem. The camera often won't turn the whole way round in lakitu cam mode.

This means that if the level goes in a certain direction, the camera can't be rotated to face the direction the level goes in.

I know this is normal in SM64, but in SM64, sometimes the camera will change, like for example, if you walk past the bridge in BOB (but under it), the camera will lower, it will turn slower when you turn it but will turn the whole way around.

I looked in TT64 for an object that might make the camera do that but there was none. Are there camera changing objects that you can't edit in TT64? If there are, and if I could edit them, I would put some in my modded level to make the camera change.
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Posted on 09-17-08 08:13:37 PM Link
Originally posted by Blaster
I have been making a mod lately but I have run into a problem. The camera often won't turn the whole way round in lakitu cam mode.

This means that if the level goes in a certain direction, the camera can't be rotated to face the direction the level goes in.

I know this is normal in SM64, but in SM64, sometimes the camera will change, like for example, if you walk past the bridge in BOB (but under it), the camera will lower, it will turn slower when you turn it but will turn the whole way around.

I looked in TT64 for an object that might make the camera do that but there was none. Are there camera changing objects that you can't edit in TT64? If there are, and if I could edit them, I would put some in my modded level to make the camera change.

Actually, I think a may have seen an object like that in the main castle grounds. I think it was called "Camera Anchor?" or something like that.
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Posted on 09-18-08 12:26:22 AM Link
Originally posted by Stevoisiak
Originally posted by Blaster
I have been making a mod lately but I have run into a problem. The camera often won't turn the whole way round in lakitu cam mode.

This means that if the level goes in a certain direction, the camera can't be rotated to face the direction the level goes in.

I know this is normal in SM64, but in SM64, sometimes the camera will change, like for example, if you walk past the bridge in BOB (but under it), the camera will lower, it will turn slower when you turn it but will turn the whole way around.

I looked in TT64 for an object that might make the camera do that but there was none. Are there camera changing objects that you can't edit in TT64? If there are, and if I could edit them, I would put some in my modded level to make the camera change.

Actually, I think a may have seen an object like that in the main castle grounds. I think it was called "Camera Anchor?" or something like that.

Yeah, there is, but I think there may be more that TT64 can't edit.
VL-Tone
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Posted on 09-18-08 12:32:00 AM (last edited by VL-Tone at 09-18-08 12:32 AM) Link
Originally posted by messiaen
VL-Tone, why don't you pack a few more features (ie, background editing and texture descriptions) and release this as a public 0.6 since it seems to make a huge difference for Vista users? This way you could save 0.7 for the first polygon importer version .


It's a good idea... There was some big change anyway in 0.5.9, namely Flatworld. So version 0.6 would be different enough from version 0.5.0 to warrant a number change.

I was thinking about putting the very basic working .obj importer that I had in 0.6 and keeping the "real" full-feature version for 0.7, but I think I didn't save the basic version and started to modify it to add all the new features that are planned, and it's currently in a non-working state, because I started to work on the whole level script generator, with the bank switcher and all. Anyway, most people seem to prefer that I wait until I have a full feature importer to release it.

So anyway I'm gonna add background editing and release it as 0.6 like you suggested. I'll also take this opportunity to fix the bugs you and blaster listed.


Originally posted by Stevoisiak
Originally posted by Blaster
I have been making a mod lately but I have run into a problem. The camera often won't turn the whole way round in lakitu cam mode.

This means that if the level goes in a certain direction, the camera can't be rotated to face the direction the level goes in.

I know this is normal in SM64, but in SM64, sometimes the camera will change, like for example, if you walk past the bridge in BOB (but under it), the camera will lower, it will turn slower when you turn it but will turn the whole way around.

I looked in TT64 for an object that might make the camera do that but there was none. Are there camera changing objects that you can't edit in TT64? If there are, and if I could edit them, I would put some in my modded level to make the camera change.

Actually, I think a may have seen an object like that in the main castle grounds. I think it was called "Camera Anchor?" or something like that.


Blaster, is it a flatworld mod? There are some hard coded camera moves that I couldn't get rid of in Flatworld. One way to get around it is to use the Mario cam (and press the C-down button to get farther behind).

As for the "Camera Anchor" object, it was just some early assumption from their position in the level and the fact that they were invisible objects, I never actually tested if they were indeed having any effects on the camera.
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Posted on 09-18-08 12:37:12 AM (last edited by Blaster at 09-18-08 12:39 AM) Link
Originally posted by VL-Tone
Blaster, is it a flatworld mod? There are some hard coded camera moves that I couldn't get rid of in Flatworld. One way to get around it is to use the Mario cam (and press the C-down button to get farther behind).


Yes, it is a flatworld mod, and I'm using Platform Battlefield v004. The Mario cam is alright but it's a big high so it's sort of hard to see everything ahead.
VL-Tone
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Posted on 09-21-08 10:52:53 PM Link
Originally posted by Blaster
Originally posted by VL-Tone
Blaster, is it a flatworld mod? There are some hard coded camera moves that I couldn't get rid of in Flatworld. One way to get around it is to use the Mario cam (and press the C-down button to get farther behind).


Yes, it is a flatworld mod, and I'm using Platform Battlefield v004. The Mario cam is alright but it's a big high so it's sort of hard to see everything ahead.


We don't know enough about these hard coded cameras yet, so you'll have to settle for this solution for now.
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Jul - SM64 Hacking (Archive) - Releasing TT64 version 0.5.99b. Now fully Vista and intel Mac compatible! New poll - New thread - Thread closed




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