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11-24-17 02:57:02 AM

Jul - SM64 Hacking - Toad's Tool 64 v0.5.994b bugfix release! Bug reports go here! New poll - New thread - Thread closed
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VL-Tone
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Posted on 10-19-08 09:55:31 AM (last edited by Metal_Man88 at 07-01-12 06:34:36 AM) Link
Today I'm releasing Toad's Tool 64 version 0.5.991b which is mainly a bug fix release. A lot of bugs were squashed once and for all (I hope).



Just a little reminder, starting with 0.5.99b, TT64 is now running natively on Vista and intel Macs (and it still runs on XP and PPC Macs). For more information about the new features and bug fixes in the previous version, please check out this thread.

While the new version (0.5.991b) is mainly a bug fix release, there's one little feature that's back: texture exporting!

I found a D11-native plug-in to export bitmaps. The only drawback is that it's a demo so there will be a small dialog box appearing the first time you export a texture in a session (the full version costs $180... donations anyone?). The "Copy to clipboard" function is still there.

Now, here's the long list of bug fixes:

-Fixed an issue where a script error would be happen when the [!] box objects were assigned to another ID in a 0x22 command.

-Fixed a few issues with the move widget, where double-clicking or clicking while moving an object with the keyboard would generate a script error.

-Fixed a problem where the wrong objects would be grayed out when sorting objects in alphabetical order.

-Fixed a problem where the wrong objects would be selected out when doing multi-selection with objects in alphabetical order.

-Fixed many problems with Act stars settings with multiple objects. Setting an act star on multiple objects would give seemingly random results.

-Now, when you select multiple objects that have different act star settings, a dash (-) will appear instead of the stars where there are difference. Clicking on a dash (or a star) will set the single act star for all selected objects.

-Fixed a problem where clicking "Save" in the "Do you want to save before quitting" would generate an error.

-Fixed a problem where the "Start with last opened level" preference setting would not work as expected.

-Fixed a problem where zero could be entered as a size for Mario.

-Fixed many problems when the "Load textures from ROM" preference setting was enabled. Now, in this mode, the texture selection grid will show "unloaded" textures as grayed out, and clicking on one of these will load and display the texture from ROM, as expected.

-Texture thumbnails in the selection grid are now all 16x16, regardless of their original size and proportions. That makes the most common texture size (32x32) appear as 16x16 thumbnails instead of 8x8.

-Fixed an error with the Luigi easter-egg, which would generate an error with the "Load textures from ROM" setting enabled.

-Fixed a problem where the clicking on the 3d view to select objects would fail in certain circumstances.

-Fixed some issues dealing with custom labels for objects not found in the original game. These objects wouldn't show up in the yellow selection menu if there wasn't at least one occurrence of the object in the current ROM.

-Various other little problems were fixed.

-Improved object selection speed by a large amount (300-500%). Now selecting objects will take a fraction of the time it did in 0.5.99b.

Thank you very much Blaster, messiaen and others for the bug reports!

Edit/Update: There was an issue with some fonts being chopped off in Vista, so I released 0.5.992b. If you have a Mac or XP, and you already downloaded 0.5.991b earlier today, you don't need to download this version unless you have some similar font problem.

Edit/Update (2008/11/02): Released version 0.5.994b, which fixed a few problems, the main one being the import texture command. Go read this post to see more details on what was fixed.

Go to the Toad's Tool 64 download page to get the latest version: 0.5.994b.



Note: I still haven't updated the documentation since a long time. I'll try to do it for the next version.
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Posted on 10-19-08 11:28:37 AM Link
Hello VL-Tone
what can the fullversion making
and can man 3d maker programs in Toad's tool 64
adden
VL-Tone
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Posted on 10-19-08 12:24:39 PM Link
Originally posted by Tarek701
Hello VL-Tone
what can the fullversion making
and can man 3d maker programs in Toad's tool 64
adden


The 3d .obj importer will be in version 0.7b, which should be released before the end of the year.
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Posted on 10-19-08 12:56:59 PM (last edited by Blaster at 10-19-08 01:42 PM) Link
Thanks for the new version VL-Tone! Some bugs:

If you click "Enable Flatworld" or "Disable Flatworld" in the preferences, TT64 displays the script error:

Index out of range




Script Error. Continue?

I reported this bug before.

Also, the font used in the 0x24 object combo, behaviour and model id lists looks like the top is chopped off of it. This doesn't seem to happen on Mac and only on Windows as I can see in you screenshot of this version. This also happens on other lists which use the same font. Here is a screenshot of what I am talking about:

images/photobucket.png#http://i408.photobucket.com/albums/pp164/Blaster777/Untitled.png
messiaen
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Posted on 10-19-08 01:24:57 PM Link
This is great, now selecting object works as fast as 0.5.98b! Thanks for the release VL-Tone!

There's still a very minor issue with the script dumper: it recognizes "extra behaviors" but it reads them starting from 0x219E00 (the original position of the behavior bank) instead of the position pointed by my modified 0x17 commands in the main levels script.

So far, everything else I tested with the script dumper seems to work perfectly.
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Posted on 10-19-08 02:07:14 PM Link
and thanks for the programm
this is the best version of the WORLD
VL-Tone
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Posted on 10-19-08 03:39:57 PM (last edited by VL-Tone at 10-19-08 03:43 PM) Link
Originally posted by Blaster
Thanks for the new version VL-Tone! Some bugs:

If you click "Enable Flatworld" or "Disable Flatworld" in the preferences, TT64 displays the script error:

Index out of range

Script Error. Continue?

I reported this bug before.

Also, the font used in the 0x24 object combo, behaviour and model id lists looks like the top is chopped off of it. This doesn't seem to happen on Mac and only on Windows as I can see in you screenshot of this version. This also happens on other lists which use the same font. Here is a screenshot of what I am talking about:

images/photobucket.png#http://i408.photobucket.com/albums/pp164/Blaster777/Untitled.png


Unfortunately I cannot reproduce the Enable/Disable Flatworld error on my system (in both Mac OS X and XP). Anyone else is having this problem? Are you 100% sure that the ROM you used to test is a totally clean extended ROM?

I fixed the font problem in version 0.5.992b which I just released. I knew I was playing with fire when I tried to fit a 11 points font in a text field that has 10 pixels line spacing. The thing is though, I tested it on XP too (I can run XP almost full speed in Parallel on my Mac) and it didn't exhibit this problem. I guess it was a Vista-only problem.

Next time Blaster, I'm gonna send you a copy for you to test, before I put it online so you can test it under Vista.



messiaen:

As you know, the 0x13 bank is assumed by all functions in TT64 that deal with behaviors, only the offset is stored and processed. Unfortunately it won't be that easy to change, there's a lot of functions to search and change, and this is the kind of thing that will require a lot of testing since it could break TT64 at multiple places. I'll have to do it for the .obj importer anyway, and eventually TT64 will actually use some of the behavior commands to display levels and objects, and allow some editing of some parameters. For example, the scaling or billboard commands, but it could eventually go much farther than that, such as decoding the animation data.

I may fix the hardcoded behavior bank thing somewhere in 0.6b though. But even before that, I could always implement a temporary fix for the script dumper so that it loads a separate list of behaviors that include the bank number.
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Posted on 10-19-08 03:50:43 PM Link
No problem, this is too minor to spend time correcting. I'm going to test now the description system, I can provide in a few days updated description files for some of the "unused/unknown" behaviors.

PS: You are getting closer to version # 0.5.992041b .
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Posted on 10-19-08 11:48:29 PM Link
If you click between the orbit camera and reset camera button, TT64 displays the error:

Index out of range



Script Error. Continue?
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Posted on 10-20-08 09:58:39 PM (last edited by FelineMotorVehicle at 10-21-08 08:56 PM) Link
When you start TT64, and wait too long before clicking the title screen, the following error will occur:


Property not found:

*myColor

Script Error, Continue?

( Yes ), ( No )?
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Posted on 10-24-08 09:43:21 AM (last edited by Blaster at 10-24-08 10:05 AM) Link
Texture importing doesn't work in this version. When you import a texture, it doesn't show a preview in TT64 of it, and saving it to the rom doesn't make it show up in the game. The "Load textures from ROM" checkbox in TT64's preferences doesn't affect this.

Originally posted by VL-Tone
Are you 100% sure that the ROM you used to test is a totally clean extended ROM?

Yes.
VL-Tone
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Posted on 10-26-08 12:05:07 AM (last edited by VL-Tone at 10-26-08 12:08 AM) Link
Originally posted by Blaster
If you click between the orbit camera and reset camera button, TT64 displays the error:

Index out of range

Script Error. Continue?


Ok that's fixed. Clicking on that area would try to trigger an non-existent ninth camera mode.

Originally posted by CarCat
When you start TT64, and wait too long before clicking the title screen, the following error will occur:

Property not found:

*myColor

Script Error, Continue?

( Yes ), ( No )?


Arghh that dreaded *myColor bug!!

But I want to be sure, you mean: when you just launch TT64 and wait too long it will generate the error by itself? I can't reproduce the bug and I can't understand why it could happen in that context. The splash-screen just loops on the first frame of the movie (that's what Director projects are, "movies") until you click on it.

Originally posted by Blaster
Texture importing doesn't work in this version. When you import a texture, it doesn't show a preview in TT64 of it, and saving it to the rom doesn't make it show up in the game. The "Load textures from ROM" checkbox in TT64's preferences doesn't affect this.

Originally posted by VL-Tone
Are you 100% sure that the ROM you used to test is a totally clean extended ROM?

Yes.


Ah well, typical programming error...

I didn't change anything in the import texture code. But I did change something in the EditTexture handler, which is triggered when you select a texture, but also by the import texture routine, which uses it as a way to refresh the display.

To fix the problem with the "Load texture from ROM" mode, I changed the EditTexture handler so that it automatically loads the texture from the ROM (equivalent to "Revert texture from ROM"), doing so meant that the import texture function would correctly import the bitmap, but then revert it to the ROM version.

As a way to fix that I just decided to make texture saving automatic when you import, and removed the "Save Texture" and "Revert Texture" buttons altogether. Anyway, if you import by mistake over a custom texture, you normally should have a .png of it somewhere, and if it's an original texture, at worse you can export it from a clean ROM if you haven't already.

Another thing I improved while I was looking at the import texture code, is that texture should now automatically scale to if the imported size is wrong. You should still try to import textures of the right size, to have optimal quality. Make a habit of using the exported texture .png as a template for a modification.

Now that I fixed that, should I release another version now or do you have any other important bugs to submit (it could be a long standing bug that I forgot about).

I can try to fix the Flatworld bug, but I would need to know if only Blaster is having the problem, it would help me to figure out where to look.
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Posted on 10-26-08 12:17:16 AM (last edited by Blaster at 10-26-08 07:00 AM) Link
Originally posted by VL-Tone
Now that I fixed that, should I release another version now or do you have any other important bugs to submit (it could be a long standing bug that I forgot about).

Well, I did notice that one time I couldn't select objects in the view by clicking or right-clicking on them, and also a few times if I switched to TT64 after it's minimized it would crash (with an error from windows). I don't know what triggers these bugs yet, that's why I haven't reported them until now. Release a new version if you want.

Edit: Oh yeah, there is also a rare bug where all the macro and special objects dissappear from the view, but not off the list.

Edit 2:
Originally posted by VL-Tone
Originally posted by CarCat
When you start TT64, and wait too long before clicking the title screen, the following error will occur:

Property not found:

*myColor

Script Error, Continue?

( Yes ), ( No )?

Arghh that dreaded *myColor bug!!

But I want to be sure, you mean: when you just launch TT64 and wait too long it will generate the error by itself? I can't reproduce the bug and I can't understand why it could happen in that context. The splash-screen just loops on the first frame of the movie (that's what Director projects are, "movies") until you click on it.

The *myColor bug is still in TT64. While it doesn't happen to me when I just open one TT64 up and move the mouse a lot after clicking the splash screen, if I open two TT64's, have them as windows side by side, then quickly click on both splash screens and quickly move the mouse pointer on top of both windows in different places I will get the error.

The one CarCat reported sounds slightly different to the one I was talking about.

Edit 3: I made it clearer about the selection problems I am having.
VL-Tone
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Posted on 10-26-08 12:39:14 AM Link
I doubt I can do anything about the minimized switch crash. It must be a Director bug that may or may not be fixed in version 11.1. I could disable the minimize button though.

I'll try to fix the other bugs you are talking about, and if I can't fix them until monday I'll release the version I have now, with the other fixes.
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Posted on 10-26-08 12:42:06 AM Link
Originally posted by VL-Tone
I doubt I can do anything about the minimized switch crash. It must be a Director bug that may or may not be fixed in version 11.1. I could disable the minimize button though.

Well, i'd much prefer if you kept the minimize button there but it's your choice.
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Posted on 10-26-08 12:44:54 AM Link
Originally posted by Blaster
Originally posted by VL-Tone
I doubt I can do anything about the minimized switch crash. It must be a Director bug that may or may not be fixed in version 11.1. I could disable the minimize button though.

Well, i'd much prefer if you kept the minimize button there but it's your choice.


Does this crash bug happen often?
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Posted on 10-26-08 12:46:11 AM (last edited by Blaster at 10-26-08 07:06 AM) Link
Originally posted by VL-Tone
Originally posted by Blaster
Originally posted by VL-Tone
I doubt I can do anything about the minimized switch crash. It must be a Director bug that may or may not be fixed in version 11.1. I could disable the minimize button though.

Well, i'd much prefer if you kept the minimize button there but it's your choice.


Does this crash bug happen often?

No. I have only had it happen to me about two or three times, and I have minimized the window many more times than that.

Originally posted by Blaster
Edit: Oh yeah, there is also a rare bug where all the macro and special objects dissappear from the view, but not off the list.

I found out what causes this bug. If you choose the top view camera, and make sure "Select Object" is turned on, click on the view and all the Macro and Special 3d objects will dissappear from the view, along with their selection boxes.

Next, if you click on "Rotate Cam", you won't be able to right click on objects in the view to select them. If you then click on "Select Object", and click on the view, the macro and special objects will reappear and can be selected in the view by clicking and right-clicking on them.

Once you have done that, the "Rotate Cam" mode works normally again. If you click refresh after clicking in the view with the top view camera set and "Select Object" on, the objects and selection boxes will reappear but you won't be able to select any objects by right-clicking on them, unless you change to "Select Object" mode and click on an object.

Originally posted by Blaster
Well, I did notice that one time I couldn't select objects in the view by clicking or right-clicking on them

It's possible that this and the above bug are the same bug.
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Posted on 10-27-08 11:25:04 PM Link
Originally posted by Blaster
I found out what causes this bug. If you choose the top view camera, and make sure "Select Object" is turned on, click on the view and all the Macro and Special 3d objects will dissappear from the view, along with their selection boxes.

Next, if you click on "Rotate Cam", you won't be able to right click on objects in the view to select them. If you then click on "Select Object", and click on the view, the macro and special objects will reappear and can be selected in the view by clicking and right-clicking on them.

Once you have done that, the "Rotate Cam" mode works normally again. If you click refresh after clicking in the view with the top view camera set and "Select Object" on, the objects and selection boxes will reappear but you won't be able to select any objects by right-clicking on them, unless you change to "Select Object" mode and click on an object.


Ok I fixed that one.



On other news:

These past two days I implemented new commands that will be accessible trough a real OS menu bar on the top of the window (or screen, on the Mac).

For now I have 3 menus.

File:
Open ROM...
Save ROM
Launch ROM
Quit Toad's Tool 64

Edit:
Undo
Copy Objects
Paste Objects (Pastes copied objects sequencially over the current selection)
Insert Objects (Pastes copied objects sequencially over Empty objects)
Clear Objects (Turns the selection into "Empty objects")
Duplicate Objects (Puts the duplicates over available empty objects)
Select All
Copy Params
Copy Hex Data
Paste Params
Revert Objects
Preferences...

Align:
Align X Minimum
Align X Center
Align X Maximum

Align Y Minimum
Align Y Center
Align Y Maximum

Align Z Minimum
Align Z Center
Align Z Maximum

Distribute Along X
Distribute Along Y
Distribute Along Z

Most of the commands found in menus have standard keyboard shortcuts.
All of these features work, but there's still some testing to do, I won't enable the menus until version 6.0b.

Do you have any suggestions on which currently available commands should be added to these menus?

As for bug fixes, I fixed problems with rotation, which would only affect one objects on multiple selection, when using the little rotation widgets in the param bar, or the vertical rotation widget.

Next step is the Background Importer/Exporter. It shouldn't be that complicated, I'll work on it next week-end.
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Posted on 10-29-08 09:35:59 AM Link
Originally posted by VL-Tone
Do you have any suggestions on which currently available commands should be added to these menus?

You can add a "Create Object" command which lets you select a model, assign it a behavior, and then save it for future use.
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Posted on 10-31-08 10:03:00 AM Link
Um, I have a question.
If I recall correctly, some research on Water/HMC Fog in SM64 was done awhile ago, was any of that research large enough that it could turn into a new feature in 0.6 or so?
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Jul - SM64 Hacking - Toad's Tool 64 v0.5.994b bugfix release! Bug reports go here! New poll - New thread - Thread closed




Rusted Logic

Acmlmboard - commit 2f1bc75 [2017-08-27]
©2000-2017 Acmlm, Xkeeper, Inuyasha, et al.

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