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11-20-17 12:16:43 PM

Jul - SM64 Hacking - Help/Questions about Toad's Tool 64 and SM64 hacking New poll - New thread - New reply
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VL-Tone
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Posted on 08-05-07 05:46:06 PM Link | Quote
Originally posted by Dudaw
I need help, will someone please help me? when I replace the double-doors outside the castle with metal doors something happens. I enter the left metal door and I get stuck in that legendary test room. It also happens when I enter the right door inside the castle. How do I fix this? I already tried flip-flopping the doors in all possible combos, is there another way to fix it?



Dudaw:

Originally, the door on the right (from outside the castle) has a "Warp ID" of 1. When you replace an object, the behavior parameters (orange params) are set to zero.

Your problem can be fixed by setting back the Warp ID of the right door to 1 again, after changing it to a metal door.

The door on the left outside the castle should keep the Warp ID 0, since its connected to the one leading to the right door inside the castle.

HyperHacker:

There's definitely a height parameter in RAM, which for example is modified by the game in Wet Dry World. It's very possible that the water interaction trigger is set only by an Y check, but I know that the water polygons don't necessarily cover the whole level, and have a definite x/z size.

I just found the water polygon commands, I'll start a new thread about "Water hacking" where I explain the details, since I don't want to clog this thread with technical terms and hex hacking.
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Posted on 08-05-07 05:52:14 PM Link | Quote
Thanks VL-Tone!
I can't wait for the next version of TT64!
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Posted on 08-05-07 05:52:24 PM Link | Quote
Originally posted by VL-Tone
HyperHacker:

There's definitely a height parameter in RAM, which for example is modified by the game in Wet Dry World. It's very possible that the water interaction trigger is set only by an Y check, but I know that the water polygons don't necessarily cover the whole level, and have a definite x/z size.

I just found the water polygon commands, I'll start a new thread about "Water hacking" where I explain the details, since I don't want to clog this thread with technical terms and hex hacking.

If this helps you at all, the water in Super Mario 64 DS is not defined by a Y check. I've found this through the Get into Outside Cannon Early glitch that involves a nearby tree.
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Posted on 08-05-07 06:05:59 PM Link | Quote
Also, I have A warp pipe on it's side in the castle front. When I go in it, I get stuck in an endless warp (screen fades in, then warps out, fades in, warps out)
Mario can't seem to exit it, so I have to restart the game.
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Posted on 08-05-07 06:10:36 PM; last edit by Grey Mario on 08-05-07 09:11 PM Link | Quote
Originally posted by roger3245
Also, I have A warp pipe on it's side in the castle front. When I go in it, I get stuck in an endless warp (screen fades in, then warps out, fades in, warps out)
Mario can't seem to exit it, so I have to restart the game.

Then something tells me you didn't set the warp-to point correctly.

I should start fucking with TT64 and learn some answers
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Posted on 08-05-07 06:29:20 PM Link | Quote
Ok, I just found whats wrong

It was a Grow big/small warp pipe, and it was constantly warping because it was on its side.
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Posted on 08-05-07 07:03:45 PM Link | Quote
could anyone post a link to a site with a suiper mario 64 rom that works in the sm64 rom extender cause all the roms I get don't work it says "get a rom with abcd byte ordering usally ends in (U) [!]"

thanks
John2k4
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Posted on 08-05-07 07:07:10 PM Link | Quote
Um, no sorry, no one will.

It would be illegal, and none of us want to get in trouble.
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Posted on 08-05-07 07:08:06 PM Link | Quote
Originally posted by armytoad
could anyone post a link to a site with a suiper mario 64 rom that works in the sm64 rom extender cause all the roms I get don't work it says "get a rom with abcd byte ordering usally ends in (U) [!]"

thanks

Go away, dumbfuck
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Posted on 08-05-07 07:09:11 PM Link | Quote
Here's a link.
John2k4
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Posted on 08-05-07 07:16:12 PM Link | Quote
Ok, I guess thats ok

Its just illegal to post links that lead directly to rom sites
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Posted on 08-05-07 07:19:51 PM Link | Quote
armytoad: You are KingDude from VL-Tone's homepage, I told you NO!! You don't give people roms or ask for roms, it's illegal!! You should just find them on your own, or leaglly rip your roms, like me!
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Posted on 08-05-07 07:39:18 PM Link | Quote
Originally posted by armytoad
could anyone post a link to a site with a suiper mario 64 rom that works in the sm64 rom extender cause all the roms I get don't work it says "get a rom with abcd byte ordering usally ends in (U) [!]"

thanks


Hey there! Read this first: http://jul.rustedmagick.com/board/thread.php?id=427

Originally posted by Grey Mario
Go away, dumbfuck


Hey there! YOU should know better.
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Posted on 08-05-07 07:51:52 PM; last edit by roger3245 on 08-05-07 10:56 PM Link | Quote
Originally posted by Dudaw
armytoad: You are KingDude from VL-Tone's homepage, I told you NO!! You don't give people roms or ask for roms, it's illegal!! You should just find them on your own, or leaglly rip your roms, like me!


No, because As far as I know, You can't make two accounts here. Kingdude139 has already PM'ed me to see how I am doing.




Okay, enough of this asking aobut the rom thing.
Lets forget about it and post more important things here.
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Posted on 08-05-07 08:15:54 PM Link | Quote
roger3245: Oh, I messed up his name there, it was actually (Guy That Needs A Rom).
Alright, that's quite enough, we are going way off topic. CASE CLOSED!
Big Cheese Make Me
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Posted on 08-06-07 12:14:07 AM Link | Quote
Is there anyway that the DS version of the game, be it bits of it (characters, items, levels, etcetera), even all of it in it's entirety (a bit of a dreamer's stretch, yes, I know), could perhaps be imported into the game and/ or the editor itself?
Because things such as the blargg have been imported as well.
And if so would it be possible to completely replace the character via the editor?
Perhaps within the same section as the area where Mario's size is manipulated.
I am thinking for the most part it would be impossible because the ROM types would probably be different file types, so just curious about it.
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Posted on 08-06-07 12:39:07 AM; last edit by BooUrns on 08-06-07 03:41 AM Link | Quote
Big Cheese Make Me: It seems pretty clear to me that what you're suggesting will not be happening any time soon, if ever. Unless I'm severely mistaken, VL-Tone is more concerned about decoding Super Mario 64, the game the editor was designed for, than a completely different ROM.

Originally posted by VL-Tone's Blog
The next version should be released soon, but it will be mostly bug fixes. I never promised any new features in the next version, even though I talked about features in an “eventual” release (“eventual” doesn’t mean “next”). I’d rather focus on fixing bugs now, and I think most people will agree that it should be the priority. People should continue to experiment and have fun with TT64 instead of waiting for features.

Like he said, releases in the near future will be more bug fixes rather than model editing or importing.

Edit: After re-reading this post, I apologize if I'm acting too much like a moderator here or if I'm just saying things that are untrue.
VL-Tone
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Posted on 08-06-07 01:30:30 AM Link | Quote
Originally posted by Big Cheese Make Me
Is there anyway that the DS version of the game, be it bits of it (characters, items, levels, etcetera), even all of it in it's entirety (a bit of a dreamer's stretch, yes, I know), could perhaps be imported into the game and/ or the editor itself?
Because things such as the blargg have been imported as well.
And if so would it be possible to completely replace the character via the editor?
Perhaps within the same section as the area where Mario's size is manipulated.
I am thinking for the most part it would be impossible because the ROM types would probably be different file types, so just curious about it.


Super Mario 64 DS is a complete remake of the game. While they might have imported textures and some 3d models from the original game, and I'm sure they've look carefully at the source code of the original and loosely ported some little parts here and there, the overall structure of levels and model formats are completely different. Thank god for them, because the original structure is very patchy and not very modular.

In the original SM64, many different objects and data types are bunched together in MIO0 banks, and have dependencies on where they are located inside those banks. Moving an object out or in a MIO0 bank essentially requires recompiling part of the game. SM64 DS on the other hand, has everything neatly stored in individual sub-files. One file for each 3d model geometry layout, one file for each polygon model, one file for each collision data set, one for each texture etc. Everything is modular and easy to move around.

Anyhow, a SM64 DS level editor would be much easier to do, and would be much more flexible. But I don't plan on doing one until 2010

BTW the Blargg wasn't imported, it's part of the original data, and even defined as a valid object by a 0x22 command. It's only a matter of putting it in a level using a 0x24 command, and maybe someday we'll find its behavior pointer.

BooUrns: your comment was "ok" but I felt like telling that tidbit about the DS version.
Big Cheese Make Me
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Posted on 08-06-07 01:50:55 AM Link | Quote
Sorry to dwell upon the whole "importing of" topic again, but would it ever be possible at all to import your own music and/ or sounds within the ROM itself, as you can with textures and so forth already.
If so, what are the sound file types that are stored within the ROM itself, and where are they found at in the ROM also.
I believe that it would be interesting to import your own music/ sounds into the game
I.E. old school Mario tunes for instance, as well as the old jump and coin collect noises would be fun to play with, and goomba squash noises
Yes, sorry to talk about such things in an early stage of the editor, the bugs/ errors are indeed much more important than modification on such a degree, quality over quantity , but it is perhaps worth a thought
just thinking of... the texture files are replaced with a png type file...
could the sounds/ music also be replaceable, with say mp3, wav, etc., or is it maybe more complex than that?
Rena

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Posted on 08-06-07 01:57:39 AM Link | Quote
WAV, possibly, but not easily. MP3, maybe if you feel like coding an MP3 decoder into the game.
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Jul - SM64 Hacking - Help/Questions about Toad's Tool 64 and SM64 hacking New poll - New thread - New reply




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