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05-04-22 06:11:38 PM
Jul - SM64 Hacking (Archive) - Help/Questions about Toad's Tool 64 and SM64 hacking New poll - New thread - New reply
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messiaen
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Posted on 02-02-11 01:03:38 AM Link | Quote
Originally posted by Gazpacho146
can i set the animation for just 1 specific object?


Only if you modify an existing behavior (ie, for an object you surely won't use) or if you add a new one (that's more complex and will require more hex editing).
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Posted on 02-02-11 01:31:59 AM Link | Quote
i typed in the ROM address of the item im editing in my hex editor and it said search string not found
the types of search i can do in hex workshop are Hex values, Text string, Bitmask, 8bit signed byte, 8bit unsigned byte, 16bit signed short, 16bit unsigned short, 32bit signed long, 32bit unsigned long, 64bit signed quad, 64bit unsigned quad, 32bit float, and 64bit double. which one do i use? im not quite sure how to locate just one specific object in my rom
Gazpacho146
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Posted on 02-02-11 02:01:32 AM Link | Quote
i tried scrolling down the row labels and i couldnt find the rom address for a koopa behavior i couldnt find it in the labels of the rows (the rom address is 0021E380) but am i supposed to look for the hex behavior? becuz those addresses are 8 characters long and my rom only goes up to 7 characters (not counting the zero at the beginning) i am just completely lost in this hex stuff
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Posted on 02-02-11 02:26:52 AM (last edited by Dudaw at 02-01-11 11:36 PM) Link | Quote
Originally posted by messiaen
(edit: Just a correction, you are not changing "frames", but rather using another animation type)


Whoops, not "frame."
I don't know, I haven't looked into the actual segmented pointers... Excuse me for that instance.
But yeah, that dirty trick does seem to work with behaviors that don't change animation very much.
I didn't notice any freezing when doing that with the talking Bob-Omb.

Gazpacho, remember I said the Bob-Omb script was at 0x0021CFDC?
That's the address I was talking about there... As for your display problem, maybe just continue toggling around in the hex editor's settings to get it how you want.
I think Hex workshop had some kind of option that let you choose between whether your offsets end in "0" or "1," no? If it does, change it to 0.
There should be something in there to change the length of the offsets, make sure that's set to 8, and that the data length is 16 (10hex) bytes per row.

Hm... I can't go into much more detail than that.
Hex editors are generally easy to get the hang of.
Glad to see you're actually trying.

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Gazpacho146
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Posted on 02-02-11 04:02:33 AM Link | Quote
i finally got it! but my animation frame is the koopa when they fall on the ground so they fall on the ground and get back up so i was successful but i didnt get the animation i was looking for, so how can you tell how many bytes are in a command
so how many bytes is 06 01 13 64
and how many bytes do they each amount to?
And to change your rom name so it shows up in PJ64 does that require a hex editor? Messiaen, Dudaw you guys have both helped me out lots Thank you guys so much now i think im ready to create hacks of my own (maybe if this is all the hex-editing thats necessary for a hack) but anyway thanks to you guys i finally learned the basics of hex-editing
and i think i might be able to finish my friends and My hack sooner
if i ever finish, do you guys think you could try it out?
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Posted on 02-02-11 04:53:36 PM (last edited by Dudaw at 02-02-11 02:04 PM) Link | Quote
Originally posted by Gazpacho146but my animation frame is the koopa when they fall on the ground so they fall on the ground and get back up so i was successful but i didnt get the animation i was looking for, so how can you tell how many bytes are in a command
so how many bytes is 06 01 13 64...[/quote



Well, as Mess said, it's not necessarily a "frame," but rather an animation pointer I was referring to.
Yes, that's a little problem when applying the Koopa animation to any behavior.
So add 4 bytes to the final byte "64," so then you get 68. Continue doing that in hex until you get the animation you're looking for.
Hm... I've only done this with one animation before, so I'm not 100% sure it won't crash the game.

To modify the ROM name, you can just do that in the ASCII column.
It's right there at the beginning of the ROM, so it's easy to locate.
However, when modifying stuff in the "checksum segments," you need to recalculate the checksum.
The patch required for Messiaen's importer to work installs a hack so that you don't have to recalculate each time.

I warn you, though, never modify anything if you don't know what it does, especially since you've barely done any kind of hacking like this.

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Posted on 02-02-11 04:55:40 PM Link | Quote
Originally posted by Dudaw
I warn you, though, never modify anything if you don't know what it does, especially since you've barely done any kind of hacking like this.


Or, if you want to experiment, make plenty of backups. This is also good to do at any major point in the development of your hack. You can never have enough backups.

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Person666
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Posted on 02-02-11 08:12:32 PM Link | Quote
Originally posted by Metal_Man88
Your computer has something wrong with it, Person666. We cannot fix that. A year won't fix it either. You should investigate why it can't download zips properly.


No not from trying to fix it I meant the forum while I was trying! I am back though Because I got success!
Hurray for download manager! (Also I was exaggerating a little bit)
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Posted on 02-02-11 09:32:21 PM Link | Quote
hey mess. and dudaw i increased 64 bytes by four bytes to 68 and it was just a koopa running, i increased that by four bytes, and at 72, they're all messed up again should i decrease by four bytes maybe?
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Posted on 02-02-11 09:46:31 PM Link | Quote
oh nvm i was increasing by numbers (forgot hexadecimal codes XD) If i wanted to create different colored koopas, would i copy a koopas hex data and paste it into the extended memory? and if so, how would i do it?
(idea from dudaws white shyguy vid)
Dudaw
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Posted on 02-03-11 02:34:51 AM Link | Quote
Originally posted by Gazpacho146
oh nvm i was increasing by numbers (forgot hexadecimal codes XD) If i wanted to create different colored koopas, would i copy a koopas hex data and paste it into the extended memory? and if so, how would i do it?
(idea from dudaws white shyguy vid)


What was said to Friedslick6...
Don't expect a direct answer all the time.

Beside, making multiple copies of the Koopa is huge amount of space and time.
Unless you were to do something that could change the Koopa's textures according to some kind of preset, I wouldn't suggest making copies of such a massive model at all.

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Posted on 02-03-11 03:42:53 AM Link | Quote
ok, so is there a way to edit what textures are displayed in an object?
KDJewl
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Posted on 02-05-11 01:18:08 AM Link | Quote
Hi, sorry to interrupt the above conversation, but i have a problem. I ditched my old hack when messiaen released v14 of his importer, so i could start fresh with the new settings. I set the castle courtyard as the starting level, and imported a simple large square area to make sure it would import correctly. All went well until i tried to test it. I started the game, and all i saw was mario in an odd position floating in the air, and no level nearby. Well this happened before when importing levels, so i screwed with the level location offsets in the importer, and changed them all to many different settings that could of worked, but i was still not able to load and play the level. The same thing happens when i try and use the castle grounds as a starting level, having imported the same level over it. Any ideas how i could make this work, or what i can change the offsets to? Thanks in advance.
messiaen
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Posted on 02-05-11 01:53:17 AM Link | Quote
Hmmm, I need to test more the "Mario start position" function. However, have you modified the Warp: Mario Start objects in Toad's Tool? You need to deal with those also. If nothing works, please send me a zip file with the.obj + .mtl + textures + settings file (both, replacing castle grounds and replacing castle courtyards) so I can reproduce this.
Anthus
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Posted on 02-05-11 02:39:57 AM Link | Quote
Alright, I'll try to be as detailed, and brief as I can.

I must be missing something. I have a few different outcomes, and don't know what I did different. The first time, I exported an .obj (I use Sketch-Up, and used the exporter plug-in linked to on Messiean's importer page) the textures, and the .mtl file export to the specified folder, and all was good. Now, when I try to put it in the ROM it tells me that some of the textures can't be found (and in some instances, it will say none of them can be found) at which point it replaces the textures with random textures from whatever level you replace. Most recently, I tried exporting another level as an .obj, and now the .mtl is no where to be found. The textures themselves still export to the folder, but the game still uses its own textures cause the importer says the textures aren't there.

Basically, my .mtl file, and textures won't import. I know about the texture size limits, and all that. The textures are exported to the same folder at the .obj. Do you have to select the .mtl file separately or something?
KDJewl
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Posted on 02-05-11 03:50:21 AM Link | Quote
Originally posted by messiaen
Hmmm, I need to test more the "Mario start position" function. However, have you modified the Warp: Mario Start objects in Toad's Tool? You need to deal with those also. If nothing works, please send me a zip file with the.obj + .mtl + textures + settings file (both, replacing castle grounds and replacing castle courtyards) so I can reproduce this.


First of all, thanks for the quick reply. And yes, I did try changing the warp objects, as well, but nothing seemed to work. I'll get the zip ready and send it to you as soon as i can.
messiaen
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Posted on 02-05-11 04:13:45 AM Link | Quote
To Anthus:

You don't have to specify the .mtl file, it's already linked to the .obj file.

A few things:

1) As far as I remember, that .obj exporter plug-in has a small bug: you NEED to include the extension in the file name when you export (ie, "my_file.obj" instead of just "my_file"), otherwise for some reason it won't produce a .mtl file.

2) Open the ROM in the Level Importer and click on the "Collision" tab. Do textures show there or do you get an error message?
KDJewl
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Posted on 02-05-11 06:17:36 PM Link | Quote
Well now I feel really stupid. I realized you can set mario's initial position in the importer. That solved all my problems. Sorry to bug you, messiaen.
Anthus
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Posted on 02-05-11 08:05:51 PM (last edited by Anthus at 02-05-11 09:09 PM) Link | Quote
Awesome, that solved my texture issue. I just needed to put the .obj extension.

I have another small issue, and it may relate to the level being too big (I scaled it down since, and I'm going to test it then edit this post) but Mario will randomly die when touching certain parts of the level. Sometimes it will do the Bowser laugh, other times, it will have a black circle appear like a warp, but it will take me out of the painting.

And, it also appears that where ever the axis intersect in SU is where Mario enters the level. Is this the case?

Ill try to upload a video of my level, and issues for further clarification.

EDIT: Alright, it still tells me that some of the vertexes are out of bounds, but the level plays fine. I don't want to shrink it anymore cause it is already almost too small.

EDIT 2: I have one more unrelated question. Is is possible to have more levels than what is already in the ROM? I'm just wondering if it would be possible to have a higher number of smaller levels, or single-star levels (like SMG) as opposed to big courses, and six stars per course. There are already quiet a few maps in the game anyway, but is it possible to add more?

And one more question, this time about sketch-up. Does anyone happen to know the boundaries for a level in feet/ inches? That way, people can just make a square that size as a template, and keep within it.
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Posted on 02-06-11 04:59:38 PM Link | Quote
Hey is there a way to do either of these?

1. change a setting or object so that when you select "Exit Level" from the pause menu, you get transported back to a different level? For instance, my HUB level is imported over the castle grounds. Can I make it so I get transported back there instead of inside the castle?

2. disable the "Exit Level" option in the pause menu, so when people play the hack, they simply cannot select it.

Thanks
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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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