Register - Login
Views: 87370762
Main - Memberlist - Active users - Calendar - Wiki - IRC Chat - Online users
Ranks - Rules/FAQ - JCS - Stats - Latest Posts - Color Chart - Smilies
11-20-17 09:37:35 AM

Jul - SM64 Hacking - Toad's Tool 64 v0.5.994b bugfix release! Bug reports go here! New poll - New thread - Thread closed
Pages: 1 2 3Next newer thread | Next older thread
VL-Tone
Member
Super Mario 64 forum moderator
Level: 51


Posts: 338/621
EXP: 950005
For next: 63933

Since: 07-27-07
From: Montreal, Canada

Since last post: 83 days
Last activity: 52 days

Posted on 11-02-08 05:49:49 PM (last edited by VL-Tone at 11-03-08 12:21 AM) Link

Today I'm releasing Toad's Tool 64 v0.5.994b!


It's available on the TT64 download page.

I skipped v0.5.993b, which was briefly seen on the download page without being officially released here. Thanks to Blaster who worked to find bugs in 0.5.993b.

So here are the bug fixes in v0.5.994b

-Fixed the Load texture button, which stopped working in v0.5.992b

-Fixed a problem where a script error would be generated when the user clicked between the "Orbit camera" and "Reset camera" buttons.''

-Fixed a problem where the right-click selection would stop working in certain circumstances.

-Fixed an issue where some objects would disappear.

-Some typos were corrected in level names.

-Fixed a problem where selecting multiple 0x43 objects of different length would generate an error.

-The Luigi easter egg should now set its size to 1.5x by default, which seems to be a correct size.

-Fixed a bad crash issue on Macs when saving custom labels (I blame the Buddy File Xtra).

-Fixed some other bug/issues.

-You can now double-click on description labels to edit them instead of having to hold the alt key. (Note, it doesn't have to be a quick double-click, once the param is selected, the second click will make the label editable.

-The new menus (File, Edit, Align) which will be officially released in v0.6b, can be enabled in this version by holding shift while clicking on the splash-screen. Very important: only use these menus while in the main editing page, don't use them while in the texture or preference pages.

Edit: If you do use the menus, don't use the copy/paste commands with 0x43 Special objects it could result in level corruption, which would make your level crash, and your ROM unloadable by TT64. The problem happens if you paste 0x43 objects that have a different length.





Originally posted by AAA
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.


Well, you can simply clear an object (with the v0.6b menus) or use an empty objects, then select a model, a behavior and a description... I guess that a "Create object" command could automatically select the next empty object, and set all its act stars to ON. What this command couldn't do is add more objects in existing levels. You'd have to clear existing ones to create new ones.

Originally posted by Glitschen
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?


It's probably well researched enough to add a feature in v0.6b, but it wouldn't magically add water to Flatworld battlefield. I guess that v0.7b will have the ability to specify if you want water or not in your imported level.
Deleted User
Original user deleted
Level: NaN


Posts: 119/-8234
EXP: NaN
For next: 0

Since: 07-26-07


Since last post: 10.0 years
Last activity: 7.0 years

Posted on 11-03-08 12:39:58 AM (last edited by Blaster at 11-03-08 01:24 AM) Link
1. With the copy and paste tools, if you paste onto more objects than what you copied, TT64 will display the error:

Index out of range




Script Error. Continue?

2. I'm not sure if this is a bug or is normal, but if I change a macro object into an empty object, save the rom and then close TT64 and reopen it and the rom, the macro object that was empty dissappears from the list.
VL-Tone
Member
Super Mario 64 forum moderator
Level: 51


Posts: 340/621
EXP: 950005
For next: 63933

Since: 07-27-07
From: Montreal, Canada

Since last post: 83 days
Last activity: 52 days

Posted on 11-03-08 01:38:07 AM Link
Originally posted by Blaster
1. With the copy and paste tools, if you paste onto more objects than what you copied, TT64 will display the error:

Index out of range




Script Error. Continue?

2. I'm not sure if this is a bug or is normal, but if I change a macro object into an empty object, save the rom and then close TT64 and reopen it and the rom, the macro object that was empty dissappears from the list.


1. I'll look into this...

2. No it's not normal...
Deleted User
Original user deleted
Level: NaN


Posts: 120/-8234
EXP: NaN
For next: 0

Since: 07-26-07


Since last post: 10.0 years
Last activity: 7.0 years

Posted on 11-03-08 03:01:18 AM Link
If you duplicate objects with the orbit camera mode on, the duplicated objects become selected but when you move them the orbit camera doesn't follow them unless they are reselected.
Treflex
User
Level: 9


Posts: 6/12
EXP: 2390
For next: 772

Since: 11-01-08


Since last post: 8.0 years
Last activity: 38 days

Posted on 11-05-08 07:06:05 PM Link
Enabling the file, edit, and allign menus seems to ruin the orbit camera. It will only rotate around the object rather than move in three dimensions; am I doing something wrong?
Treflex
User
Level: 9


Posts: 7/12
EXP: 2390
For next: 772

Since: 11-01-08


Since last post: 8.0 years
Last activity: 38 days

Posted on 11-05-08 07:17:55 PM Link
Ahh, nevermind I just needed to click the little video camera icon. Other than that, the menus are nice little feautures. Thanks
Liliana
"A horrible person". That's what it says. "A horrible person."

We weren't even testing for that.


Level: NaN


Posts: 165/-3841
EXP: NaN
For next: 0

Since: 07-23-07


Since last post: 5.0 years
Last activity: 5.0 years

Posted on 11-15-08 09:58:16 AM Link
I don't know if it's a bug, but if I try to use the right enter button (on the numpad) to do changes to the coordinates, ToadsTool inserts a strange character instead.
VL-Tone
Member
Super Mario 64 forum moderator
Level: 51


Posts: 345/621
EXP: 950005
For next: 63933

Since: 07-27-07
From: Montreal, Canada

Since last post: 83 days
Last activity: 52 days

Posted on 11-16-08 02:29:09 AM Link
Originally posted by Prince Kassad
I don't know if it's a bug, but if I try to use the right enter button (on the numpad) to do changes to the coordinates, ToadsTool inserts a strange character instead.


Well it's a bug, and I'm aware of it since a long time. It's related to the way Director handles the Enter key (on the numpad) differently than the main Return/Enter key. I assumed that I couldn't fix it, but now that I think of it, there's probably a way I could trap this key event.
Me-me
340
Level: 39


Posts: 54/341
EXP: 386128
For next: 18643

Since: 08-05-07


Since last post: 5.0 years
Last activity: 3.0 years

Posted on 12-03-08 03:18:15 AM Link
Ok, i found another one:

If you patch the ROM with Messiaen's Base patch and try to select
multiple objects by holding shift, TT64 selects various other objects that i didn't want to select.
Any ideas why?
messiaen
Catgirl
Level: 64


Posts: 420/1085
EXP: 2160026
For next: 54071

Since: 11-20-07


Since last post: 3.0 years
Last activity: 2.0 years

Posted on 12-03-08 06:48:40 AM (last edited by messiaen at 12-03-08 07:14 PM) Link
Use "Control" instead. In the 0x24 item list, you can use the Shift to Key to select all objects between the first and second click.
Me-me
340
Level: 39


Posts: 55/341
EXP: 386128
For next: 18643

Since: 08-05-07


Since last post: 5.0 years
Last activity: 3.0 years

Posted on 12-03-08 12:39:26 PM Link
Whaaat? I didn't know it was a function
Heh, thanks anyways
Stevoisiak
Member
Level: 36


Posts: 205/283
EXP: 287646
For next: 20464

Since: 11-22-07
From: New York, Long Island

Since last post: 7.0 years
Last activity: 1.0 years

Posted on 01-18-09 05:51:07 PM Link
I got 2 bugs for you. If TT doesn't have a certain amount of RAM on startup it will crash with some kind of #mycolor error. However, you can use as much ram as you'd like once it starts loading the ROM. Also, I have load textures from rom, but they don't display correctly in TT. (The textures are all green for greenscreening)




Not all of the textures have been replaced yet, so some of them are still easilly visible. Ingame, I can easily see the green textures, except the fences, which I assume is just an issue with their transparancy.
Darkdata
Ruins!? ♥
Level: 98


Posts: 869/2889
EXP: 9561831
For next: 92522

Since: 07-04-07


Since last post: 100 days
Last activity: 36 days

Posted on 02-26-09 08:20:29 AM (last edited by Darkdata at 02-26-09 08:23 AM) Link
Not a bug, but interesting.

Vista can hardware render when it is not in administrator mode, but if I give it admin permissions it goes to the software renderer.


Never mind, it was because of the run as XP compatibility mode I had set.
OniLink10
User
Level: 11


Posts: 12/21
EXP: 5373
For next: 612

Since: 05-08-09


Since last post: 8.0 years
Last activity: 7.0 years

Posted on 05-17-09 07:55:45 PM Link
I've had some troubles with the little "Act Bar". Every time I click a certain star, a random star other than that one lights up/dims down. Why is this?
messiaen
Catgirl
Level: 64


Posts: 593/1085
EXP: 2160026
For next: 54071

Since: 11-20-07


Since last post: 3.0 years
Last activity: 2.0 years

Posted on 05-17-09 09:15:59 PM Link
Originally posted by OniLink10
I've had some troubles with the little "Act Bar". Every time I click a certain star, a random star other than that one lights up/dims down. Why is this?


I get this error sometimes too. Also, there's maybe a problem in the way TT64 handles the act bits of the 0x24 level command. Since there are only 6 acts, there should be no value higher than 0x3F (all 6 bits set), but in some circunstances TT64 will save values higher than that in the ROM.
VL-Tone
Member
Super Mario 64 forum moderator
Level: 51


Posts: 478/621
EXP: 950005
For next: 63933

Since: 07-27-07
From: Montreal, Canada

Since last post: 83 days
Last activity: 52 days

Posted on 05-18-09 02:47:37 PM Link
Originally posted by messiaen
Originally posted by OniLink10
I've had some troubles with the little "Act Bar". Every time I click a certain star, a random star other than that one lights up/dims down. Why is this?


I get this error sometimes too. Also, there's maybe a problem in the way TT64 handles the act bits of the 0x24 level command. Since there are only 6 acts, there should be no value higher than 0x3F (all 6 bits set), but in some circunstances TT64 will save values higher than that in the ROM.


Was there more than one object selected? Anyway I'll check to see what I can do about it.
OniLink10
User
Level: 11


Posts: 18/21
EXP: 5373
For next: 612

Since: 05-08-09


Since last post: 8.0 years
Last activity: 7.0 years

Posted on 05-27-09 08:09:04 PM (last edited by OniLink10 at 05-27-09 10:27 PM) Link
EDIT: I had a problem with TT64 crashing when trying to render the level earlier, and I think I found the cause of it. I got it to work by patching the older version of Flatworld Battlefield, and it worked, until I tried Maximizing the Window. Thing is, it only does this in OpenGL, when I switch to DirectX(which I hate), it works fine. Strange...
VL-Tone
Member
Super Mario 64 forum moderator
Level: 51


Posts: 494/621
EXP: 950005
For next: 63933

Since: 07-27-07
From: Montreal, Canada

Since last post: 83 days
Last activity: 52 days

Posted on 05-29-09 01:54:54 AM Link
Originally posted by OniLink10
EDIT: I had a problem with TT64 crashing when trying to render the level earlier, and I think I found the cause of it. I got it to work by patching the older version of Flatworld Battlefield, and it worked, until I tried Maximizing the Window. Thing is, it only does this in OpenGL, when I switch to DirectX(which I hate), it works fine. Strange...


It's hard for me to fix that kind of bug, which is related to the Director engine rather than my code, unless I prevent maximizing when openGL is activated on Windows...
RDX

Level: 30


Posts: 87/198
EXP: 157634
For next: 8235

Since: 02-14-09


Since last post: 6.0 years
Last activity: 6.0 years

Posted on 05-29-09 03:33:36 AM Link
Does the "launch rom" button work for anyone?

Cause it's never worked for me. Not sure why.
Breegullbeak
Member
Level: 25


Posts: 1/135
EXP: 87174
For next: 2446

Since: 06-06-09


Since last post: 6.0 years
Last activity: 5.0 years

Posted on 06-06-09 05:28:46 PM (last edited by Metal_Man88 at 07-18-09 02:40 AM) Link
I changed the coin textures and now there covered in black dots. I change them back and it adds the dots again.
(Four broken photobucket images were here -MM88)
Pages: 1 2 3Next newer thread | Next older thread
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.

31 database queries, 7 query cache hits.
Query execution time: 0.212984 seconds
Script execution time: 0.028994 seconds
Total render time: 0.241978 seconds