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| Jul - SM64 Hacking - Help/Questions about Toad's Tool 64 and SM64 hacking | - - ![]() |
| Pages: 1 2 3 4 5 6 7 8 9 10 ... 12 13 14 15 16 17 18 19 20 ... 68 69 70 71 72 73 74 75 76 77 | Next newer thread | Next older thread |
| messiaen Catgirl Level: 61 Posts: 536/1085 EXP: 1795125 For next: 81471 Since: 11-20-07 Since last post: 197 days Last activity: 183 days |
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| Here is a Gameshark code that disables all act selectors: 8124BF3A 0000 Note that, in this case, the "current act" will be the last one selected, so if you use this and want to make sure objects will appear you'll have to enable them on all acts. By the way, as a proof of concept you can get the star selectors to show on levels that don't use it (ie, the Princess Slide) by using this code: 8124BF3A 0024. However, it will crash the game probably because there isn't enough data (act names, etc). |
| gamekrazzy Member Level: 28 ![]() Posts: 62/199 EXP: 127147 For next: 4191 Since: 03-06-09 Since last post: 1036 days Last activity: 380 days |
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| Thanks Messian. I have a question about the death at bottom floor. I have gotten rid of the texture layout for the Flatworld Battlefield level, and now I am wondering if someone can tell me how to set the colision data so that when Mario hits the floor, he dies. -------------------- ![]() |
| m4ck Member Level: 12 ![]() Posts: 2/27 EXP: 6301 For next: 1620 Since: 04-09-09 Since last post: 1991 days Last activity: 1188 days |
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| Do you have any idea how to create few, different height water bodies? Like one pond, waterfall, another pond, another waterfall, another pond. I am not sure if it is even possible now(or will be with the new version). |
| ShaDoWLaZeR User Level: 11 ![]() Posts: 10/24 EXP: 5325 For next: 660 Since: 03-05-09 From: Montreal Since last post: 1758 days Last activity: 1605 days |
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| what is the texture number of the king bob-omb's eyes and mustache? -------------------- ![]() ![]() |
| m4ck Member Level: 12 ![]() Posts: 3/27 EXP: 6301 For next: 1620 Since: 04-09-09 Since last post: 1991 days Last activity: 1188 days |
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| I'm asking about that water because i'd like to create at least a bit of a copy of BK - I do have some models created already - in Super Mario, and that info would come in handy in TTC or Spiral Mountain. |
| Vinnyboiler Catgirl Level: 59 ![]() Posts: 46/1018 EXP: 1619419 For next: 53709 Since: 12-27-07 From: London, England Since last post: 233 days Last activity: 3 days |
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| Is their a way to change the death floor to warp Mario to a different level? |
| gamekrazzy Member Level: 28 ![]() Posts: 67/199 EXP: 127147 For next: 4191 Since: 03-06-09 Since last post: 1036 days Last activity: 380 days |
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| Yeah. There should be an option on the upper left corner that says "Warp Destinations". Click on that and change the warp that has the ID 241 to the level you want to be warped to. You would then change the destination ID to where in that level you want to be warped. -------------------- ![]() |
| Vinnyboiler Catgirl Level: 59 ![]() Posts: 51/1018 EXP: 1619419 For next: 53709 Since: 12-27-07 From: London, England Since last post: 233 days Last activity: 3 days |
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| Thank you that was very helpful, BTW how do you put the level mesh from other levels into flatworld and is it even possible. |
| Zelda Immortal Member Level: 14 Posts: 6/43 EXP: 12713 For next: 358 Since: 03-24-09 Since last post: 208 days Last activity: 723 days |
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| Vinny boiler short answer: yes and no. Yes: if you are saying like mushrooms blocks there in the platform battlefeild. No: if you want a the whole level like bomb omb battle feild It's not ready yet not evan the polygon importer will do it unless you create a duplicate but that will be 1 texture (meaning model ing it not extracting the file) |
| gamekrazzy Member Level: 28 ![]() Posts: 68/199 EXP: 127147 For next: 4191 Since: 03-06-09 Since last post: 1036 days Last activity: 380 days |
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Messian placed mesh from other levels into flat world. That is where you got Yes for the mushroom blocks right? When the level is being loaded in TT64 and the emulator it uses pointers to locate the flatworld. You could, if you read VL-Tone's Flatworld document, copy and paste the obj parimeters from Bob-omb Battle field for the objects, and place them in the area reserved for Objects. But if you do this and go over the space provided, you would have to recalculate pointers, and you would have to change the pointers for flat world located somewhere after 0x2ac094 but before (0x2ac200 I think). There should be a document on that too. --------------------
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| OniLink10 User Level: 10 Posts: 5/21 EXP: 4290 For next: 124 Since: 05-08-09 Since last post: 1955 days Last activity: 1749 days |
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| Not sure if this has been asked already(Don't want to read through 16 Pages of Questions), but can anyone teach me about the 1-6 Bit Floating Point S,T Coordinates used for storing the Texture Locations in ROM? What I mean is Bytes 9-12 of the Level Geo's Vertices. I've tried Googling and searching the documentation, yet can't find anything. |
| VL-Tone Member Super Mario 64 forum moderator Level: 48 Posts: 471/620 EXP: 793010 For next: 30533 Since: 07-27-07 From: Montreal, Canada Since last post: 197 days Last activity: 3 hours |
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| OniLink10 User Level: 10 Posts: 6/21 EXP: 4290 For next: 124 Since: 05-08-09 Since last post: 1955 days Last activity: 1749 days |
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Originally posted by VL-Tone Woah, I was just looking at that Wikipedia Article while trying to figure out the data format! So, if I did this correctly, 0x50DE(Used in Flatworld) translates to 0101000011011110 in Binary, which splits into 0 Sign, 10100 is 20, but the 5-Bit Bias is 15, so 20-15=5, so Exponent is 5, and 0011011110 is 2.22, and 2.22*10^5 is 222000. So, if the XYZ Coordinates are 0x2000,0x0000,0xDFFF(Used in Flatworld), then the S,T(I hear they are also known as U,V?) Coordinates are 0,222000, according to Flatworld. Hmm, I don't see how this relates to the X,Y,Z Coordinates. Maybe it has to do with the Texture Size? Hrm... |
| gamekrazzy Member Level: 28 ![]() Posts: 99/199 EXP: 127147 For next: 4191 Since: 03-06-09 Since last post: 1036 days Last activity: 380 days |
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| actually, i believe you are right. XD! read the documentation on Flatworld and you will understand. It specifically says, change these to change the texture size. Thats how I made the floor invisible just for the heck of it. I was bored. XD! -------------------- Gamekrazzy* |
| OniLink10 User Level: 10 Posts: 8/21 EXP: 4290 For next: 124 Since: 05-08-09 Since last post: 1955 days Last activity: 1749 days |
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Hrm, just tried loading my ROM(edited the Level by hand, may have missed something), and I get an error when it begins to render: Value out of Range. What do you think it could be? I have no idea what part of my code is causing this, so I'll just post it all:
I also changed the Level Script to have the Polygon Pointer, Level Start/End, and Collision Pointer correct, so I don't know what could be wrong. Also, the Level is at ROM Address 0x1203000. If I need to give any more info, I will! |
| VL-Tone Member Super Mario 64 forum moderator Level: 48 Posts: 473/620 EXP: 793010 For next: 30533 Since: 07-27-07 From: Montreal, Canada Since last post: 197 days Last activity: 3 hours |
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| OniLink10 User Level: 10 Posts: 9/21 EXP: 4290 For next: 124 Since: 05-08-09 Since last post: 1955 days Last activity: 1749 days |
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Originally posted by VL-Tone I had a feeling that 0x30 had something to do with it, but the Flatworld Battlefield Documentation had no Comment on it. Thanks so much! It loads correctly now, and all I need to do is research Texture Mapping before I can finish this 100%. ![]() EDIT: Oh wait, stupid Project64: Unable to detect Microcode settings Microcode ID $4D2AD3FF Rom > ![]() What is this?! |
| CF23 Random nobody Level: 7 Posts: 7/8 EXP: 1023 For next: 425 Since: 03-11-09 Since last post: 1981 days Last activity: 1945 days |
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| How do I change Koopas path in a race on flatbattlefield? |
| OniLink10 User Level: 10 Posts: 10/21 EXP: 4290 For next: 124 Since: 05-08-09 Since last post: 1955 days Last activity: 1749 days |
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Originally posted by CF23 I think there's a program called "Koopa Trajectory Modifier" or something like that. Google it. Not sure though... Question, will Empty Objects that aren't disabled glitch up the game in any way? Cause I kept getting an error with an unused function when they were enabled, but that went away after I disabled them. |
| CF23 Random nobody Level: 7 Posts: 8/8 EXP: 1023 For next: 425 Since: 03-11-09 Since last post: 1981 days Last activity: 1945 days |
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Originally posted by OniLink10 I've tried using that program, but after adding the patch to my rom, the rom won't open in TT64. In the "readme" file it says I have to delete the "M64GeometryDataFlat.m64" file from the TT64 folder, but I can't find it. I get this error when opening the rom in TT64: Director Player Error Handler not found in object #getProp Script Error. Continue? |Yes| |No| |
| Pages: 1 2 3 4 5 6 7 8 9 10 ... 12 13 14 15 16 17 18 19 20 ... 68 69 70 71 72 73 74 75 76 77 | Next newer thread | Next older thread |
| Jul - SM64 Hacking - Help/Questions about Toad's Tool 64 and SM64 hacking | - - ![]() |
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Acmlmboard - 07/23/2013 b378.03 ©2000-2013 Acmlm, Xkeeper, Inuyasha, et al. |
| Query execution time: | 0.103594 seconds |
| Script execution time: | 0.085943 seconds |
| Total render time: | 0.189537 seconds |