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11-21-17 11:24:54 PM

Jul - SM64 Hacking - Help/Questions about Toad's Tool 64 and SM64 hacking New poll - New thread - New reply
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Johnnyaf
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Posted on 08-23-07 12:12:37 AM Link | Quote
I'm new, read the the rules, and am hoping this is an appropiate question, but how do I make a PPF file?
KINGDUDE139

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Posted on 08-23-07 01:43:17 AM Link | Quote
Originally posted by Johnnyaf
I'm new, read the the rules, and am hoping this is an appropiate question, but how do I make a PPF file?


Welcome! You going to need to download a PFF patcher maker thingy, so asking where to do such in the right forum would be good. Sorry, but I don't know where to find one, or how to use one hope this helps
Johnnyaf
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Posted on 08-23-07 12:40:34 PM Link | Quote
Thanks, I found it a little before your post, and have the actual patch in post your sm64 patches thread.
John2k4
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Posted on 08-23-07 07:21:01 PM; last edit by roger3245 on 08-23-07 11:10 PM Link | Quote
Hey, just thought of something...
Once we can start adding things (instead of replacing them) into the rom, it will get bigger than an unedited extended rom, and then we won't be able to make patches, due to the differing filesize...
Johnnyaf
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Posted on 08-23-07 07:58:08 PM Link | Quote
That is brilliant(or at least smarter than me) I would have never thought of that, and yet it is so obvious. I hope that doesn't mean we will never be able to add objects
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Posted on 08-23-07 07:59:42 PM Link | Quote
Originally posted by roger3245
Hey, just thought of something...
Once we can start adding things (instead of replacing them) into the rom, it will get bigger than an unextended rom, and then we won't be able to make patches, due to the differing filesize...

Except there is a lot of empty space in an extended rom.
John2k4
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Posted on 08-23-07 08:10:15 PM Link | Quote
PHEW

Yeah, that makes sense now... I had just thought then that all that 24Mbytes of data was occupied with stuff.
bweeno
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Posted on 08-26-07 01:44:16 AM Link | Quote
hi, i'm new to this forum

i have a problem with coins. the sprites are inverted. can someone help. ive tried importing the texture back in again, but that didnt work

any ideas?

John2k4
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Posted on 08-26-07 09:54:34 AM Link | Quote
Okay, do the coin textures look normal in the texture editing window (they should look grey-the game adds color)
Ebeb

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Posted on 08-26-07 07:37:42 PM; last edit by Ebeb on 08-27-07 01:28 AM Link | Quote
That happened to me too. All I did was press Revert Texture To ROM, and it worked.
Hope this helps.
VL-Tone
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Posted on 08-27-07 12:46:47 AM Link | Quote
There's actually a bug in TT64 regarding grayscale textures. The alpha mask is inverted, and TT64 will incorrectly reduce the number of grays in alpha channel when you export to ROM and in some cases creating black where white is supposed to be (or the opposite, I don't remember).

This bug is fixed in my working build. Seeing as you guys have problems that are fixed now in the unreleased version, makes me want to release it instead of completing the implementation of that new load/save levels feature.

A lot of bugs are fixed now in the "soon to be released" version 0.6b and I guess it would be a more pressing issue than waiting to have some new feature. That could wait for a quick 0.7b version.

And like The Black Parade mentionned, there's a LOT of empty space in the extended ROM, actually 6MB out of 24MB. There's also space that could be used where the original MIO0 banks are stored.
bweeno
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Posted on 08-27-07 02:12:48 AM Link | Quote
Originally posted by Ebeb
That happened to me too. All I did was press Revert Texture To ROM, and it worked.
Hope this helps.


cheers, it worked, thank you, the problem is fixed.
Ebeb

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Posted on 08-27-07 09:59:05 AM; last edit by Ebeb on 08-28-07 08:18 PM Link | Quote
No problem, bweeno. I wonder why that works.
fiercelink
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Posted on 08-27-07 12:37:07 PM Link | Quote
How do you link 2 pipes together to make it warp from 1 to the other??
John2k4
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Posted on 08-27-07 10:57:14 PM Link | Quote
Dont think you can do that, unless it is the grow huge/shrink small pipe in Tiny, Huge Island (even then, you exit out of the same pipe....)
Rena

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Posted on 08-28-07 03:04:39 AM Link | Quote
Originally posted by VL-Tone
There's actually a bug in TT64 regarding grayscale textures. The alpha mask is inverted, and TT64 will incorrectly reduce the number of grays in alpha channel when you export to ROM and in some cases creating black where white is supposed to be (or the opposite, I don't remember).

This bug is fixed in my working build. Seeing as you guys have problems that are fixed now in the unreleased version, makes me want to release it instead of completing the implementation of that new load/save levels feature.

A lot of bugs are fixed now in the "soon to be released" version 0.6b and I guess it would be a more pressing issue than waiting to have some new feature. That could wait for a quick 0.7b version.
You could always release it as version 0.61.
VL-Tone
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Posted on 08-29-07 04:05:13 AM Link | Quote
Actually, the logical thing to do would be to release the bug fix as 0.5.1b and the one with the load/save level feature as 0.6b.
fiercelink
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Posted on 08-29-07 05:28:55 PM Link | Quote
Just A Question
wht Video Recording Software Does Everbody Use Fraps Stinks
Sry About The short post
The Glitch
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Posted on 08-29-07 09:09:00 PM Link | Quote
Fraps works fine, except maybe for FPS, but it is worth it since you don't get a logo somewhere on the screen, and good picture is gained from it.
Dylan Yoshi
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Posted on 09-03-07 07:05:27 PM Link | Quote
... Okay, everything worked perfectly until now. I load up my ROM in v.3 (since I didn't have .5 downloaded at the time) and everything started up normally until the "Building Object Databass" part, where it gave me the script error, "Index Out of Range". After getting the same error a few times, I decided to try out version .5... But it gives me the same error AGAIN. I last used it last night with no troubles. >_>
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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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