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05-03-22 08:20:19 AM
Jul - SM64 Hacking (Archive) - Help/Questions about Toad's Tool 64 and SM64 hacking New poll - New thread - New reply
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Friedslick6

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Posted on 05-27-10 09:35:50 AM (last edited by Friedslick6 at 05-27-10 07:12 AM) Link | Quote
Originally posted by Zero One
1) Is it possible to use pre-existing textures within TT64 to texture the models that I create?
Somewhat, yes. You could leave the model texture-less and have random SM64 textures placed over the imported model. You could also extract the original textures from SM64 using TT64, position those over your model and save them as a .mtl file.
Originally posted by Zero One
2) Is it possible to view and edit models in TT64? I want to create Super Luigi 64 to start off with. What I want to do is change Peach's colours into Daisy's colours to make it more authentic.
It's only possible to view models through TT64. Direct modifications of 3D objects is not possible yet.

Originally posted by Zero One
3rd, unrelated question: Why the HELL am I seeing a Blooper floating on the screen? I know it's part of this forum, but it's just... there...
But... It's Ikachan...

Don't worry, this is the help section so you're allowed to be annoying to a point. But you can be as brilliant as you like .
Zero One
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Posted on 05-27-10 01:22:03 PM Link | Quote
Thanks guys

This may be stretching it a bit, but if I was to (somehow) find a model of Princess Toadstool from SM64, open it in Blender, retexture it there, then overwrite (somehow) the real Princess Toadstool, would it work?

Also, how does TT64 read .mtl files? If it does, does that create extra textures, or can I choose to overwrite the original texture. If I can overwrite, all things with that texture will remain the same and then my Blender level with use those textures If not, then I'd have multiple copies of one texture, which would just be annoying.

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Me-me
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Posted on 05-27-10 05:20:50 PM Link | Quote
Not sure what you mean by the first Princess Toadstool, but if you were to overwrite the "real" Princess Toadstool, her behaviour would not work properly with the new imported model.

TT64 doesn't read the .mtl files, the wavefront importer does and then inserts the .obj + .mtl into the ROM. I think the textures are seperate from the original texture list, and are stored elsewhere in the ROM. So, yes you'd have more copies of the same texture, but you wouldn't notice it a bit.
That also means that if you want to change the textures in the already imported model you'd have to assign diffrent textures in blender and then re-import it.

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Zero One
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Posted on 05-27-10 06:10:26 PM Link | Quote
Ah, ok. What I meant by the 'real' Princess Toadstool was the one that ships with the game. My plan was to take the model, recolour it so it looks like Daisy, then overwrite the real Princess Toadstool, the one that ships with the game.

Blast! Foiled again!

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Me-me
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Posted on 05-27-10 07:15:52 PM Link | Quote
Well, you can just re-texture her from TT64. Peach's textures is in the texture editor somewhere, just search around a bit.
When you find them, export them, recolour them, and import them again.

No need to over-complicate things

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Friedslick6

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Posted on 05-28-10 04:03:22 AM (last edited by Friedslick6 at 05-28-10 01:13 AM) Link | Quote
Though, the polygon colours of her hair would still need changing if you were to remake Daisy. Wasn't VL-Tone going to add support for recolouring polygons? In the mean time, there's a gameshark code here that allows you to modify Peach's hair in the (U) version of SM64. You could modify the colour code to your liking and then patch it to SM64 using this guide.
messiaen
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Posted on 05-28-10 11:39:30 AM Link | Quote
People always overlook this part:

Warning: this conversion will only work for RAM addresses which range from 0x80246000 to about 0x80333000

So, you can't patch that hair modifier code using this method. Instead, one should use the more traditional method, that is, using a hex editor to search where/if those RAM values are found in the ROM and them modify them.
Zero One
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And as we fall the spirit carries on,
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As we call the ones we left below,
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Posted on 05-28-10 12:03:18 PM Link | Quote
Well, may as well forget about it then.

Plus: New hack! Super Luigi 64 is just too boring and obvious. So, I'm going to remake each world (excluding the castle areas) with my own models!

Does anyone know if you are allowed to have more than 120 stars? I'm thinking of adding a few new things.

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Me-me
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Posted on 05-29-10 11:37:46 AM Link | Quote
Every bonus level (such as The Secret Aquarium, Princess' secret slide + bowser levels and other similar levels) can contain 6 stars like the original levels.
This means around 50 unused stars can be used leading to a total of 170 stars available. I've heard that somewhere.

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Zero One
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And as we fall the spirit carries on,
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From: Delta Quadrant

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Posted on 05-29-10 12:31:23 PM Link | Quote
Ah, interesting. I probably won't USE 170 stars, but I will add in some extras.

Now, if only there was a way to make new areas, not just levels...

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Zero One
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And as we fall the spirit carries on,
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As we call the ones we left below,
We all dream of the day we rise above
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From: Delta Quadrant

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Posted on 05-29-10 01:27:07 PM (last edited by Zero One at 05-29-10 10:37 AM) Link | Quote
Is there an existing list of Star #? While messing around in TT64, I realised that I had to change the Star # to stop it from greying out. If I had a list of Star #, I could change it accordingly. Eventually, it'll get to the point where I'll collect a star from a level and it'll come up with 'One of the Castle's Secret Stars'. I'd like to avoid that, if possible.

EDIT: Just remember, how do you change the name of a star and a level? Is that in Text Wrangler? Because I've yet to download it.

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Me-me
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Posted on 05-29-10 05:40:32 PM Link | Quote
Yep, with textwrangler you can change the act names and level names and dialogs
Now for the rest of your post... If the "the" in your post meant the object list: it's greying out because the objects isn't in an act yet.
I activate the objects for all acts, and then i reduce the number of acts they'll be in if I want.
As for star #... can you explain further? Is it the act numbers or the number of stars in each level or what it is?

Also, unfortunately, all the 50 unused stars will be classified as "secret stars". Sometime, somewhere, someone maybe can fix that problem but it isn't me thats for sure Maybe you could just change the "You got one of the castle's secret stars!" message in textwrangler to something like "You got a star!"

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Breegullbeak
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Posted on 05-29-10 07:34:37 PM Link | Quote
By using a game shark code for 170 stars, I now have 180 stars. 75 secret stars. 7 stars on the 15 courses.
Me-me
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Posted on 05-29-10 07:39:16 PM Link | Quote
Yeah, now I remember. Well then, 180 is max.
BTW somewhere I saw a code that made you star count go up to 255! That was just for show though, it wasn't real. Too bad

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Zero One
5170
And as we fall the spirit carries on,
That a hero'll come and save us all,
As we call the ones we left below,
We all dream of the day we rise above
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From: Delta Quadrant

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Posted on 05-29-10 09:32:06 PM Link | Quote
Originally posted by Me-me
As for star #... can you explain further? Is it the act numbers or the number of stars in each level or what it is?


By star number, I mean:



Highlighted in red for you

Keeping 0 in that box comes up with King Bob-Omb when you collect the star, putting 1 in that box comes up with 'Footrace with Koopa the Quick' when you collect the star, and so on.

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TheMojopo
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Posted on 05-29-10 11:18:52 PM Link | Quote
first post!

how do you edit the level layout?
Me-me
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Posted on 05-30-10 12:04:39 PM (last edited by Me-me at 05-30-10 09:11 AM) Link | Quote
Well, there isn't an existing star list but it's easy, it goes like this:
Star 0 = Act 1
Star 1 = Act 2
Star 2 = Act 3
Star 3 = Act 4
Star 4 = Act 5
Star 5 = Act 6
(You knew this already, but it was to clear things up.)

If you go even further, like Star 6 = Act 7, that star won't be in the act select screen + that star will be reduced of the next level:
I.e. Making Bob-omb's Battlefield have 7 stars render the first star in Whomp's Fortress unusable (not unusable, but It'll be counted as collected if you clear the new 7th star in BOB.) That 7th star and further more stars from that point'll be counted as the castle's secret stars whether you want it or not

EDIT:
Sorry TheMojopo, almost missed you
Welcome to this forum and as for changing the level layout, it has been explained a lot already so I suggest looking around a bit, but this time I'll answer it directly:
It can be done with messiaen's wavefront importer and a 3D model creator (I recommend Blender).

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Zero One
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And as we fall the spirit carries on,
That a hero'll come and save us all,
As we call the ones we left below,
We all dream of the day we rise above
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From: Delta Quadrant

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Posted on 05-30-10 01:46:39 PM Link | Quote
So I could technically make a super level which has every single star?

...tempting...

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Me-me
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Posted on 05-30-10 04:42:48 PM Link | Quote
Yep. You could make a level with a max of 99 stars (excluding one object of 100 for mario start object).
The game'd lag a lot and the level itself with no enemies and coins would be quite boring in my opinion
Still... cool... I haven't thought much about it...

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Zero One
5170
And as we fall the spirit carries on,
That a hero'll come and save us all,
As we call the ones we left below,
We all dream of the day we rise above
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From: Delta Quadrant

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Posted on 05-30-10 10:25:16 PM Link | Quote
154 stars.

You're given the Mario Warp and 154 extra items.

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Jul - SM64 Hacking (Archive) - Help/Questions about Toad's Tool 64 and SM64 hacking New poll - New thread - New reply


Rusted Logic

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