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12-15-17 11:56:50 AM

Jul - SM64 Hacking - Help/Questions about Toad's Tool 64 and SM64 hacking New poll - New thread - New reply
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AlexAR
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Posted on 12-06-07 08:44:04 PM (last edited by AlexAR at 12-06-07 08:45 PM) Link | Quote
I have another question. I have not touched the area warp commands. I want every door and warp leading to the same places as always. Yet when exiting the castle grounds into the castle interior, I sometimes end up in that wierd spot behind the door (Yet inside the castle)

Like I said I have not changed any warp, in fact I even went over every warp destination command(in Castle grounds and Castle interior 1) and clicked on the revert to original button on the bottom of the editor just in case I accidentally messed with them.

Still messed up. I have changed and modified a buncha objects in the castle grounds. Nothing that crashes the game or anything, but I do have some breakable boxes close to the castle entrance. Is that whats messing me up?

Are there some objects that change warp destinations when placed in a level?
Ebeb

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Posted on 12-07-07 08:06:20 PM Link | Quote
Originally posted by VL-Tone
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.

So maybe you should check the warp ID of the doors, maybe that's the cause of your problem.
Goldensunboy
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Posted on 12-17-07 04:35:06 AM (last edited by Goldensunboy at 12-17-07 07:13 AM) Link | Quote
Hey guys, I'm new to this forum, but not to the romhacking scene. I don't expect anyone to remember me, but hey I might be surprized.

I was wondering if anyone knew what's going on with the chain chomp in Bob-Omb Battlefield. Since we can't edit models yet through the editor, the closest thing to it for me is turning the blue "macro 3d" objects into objects that can build a sort-of landscape. I was experimenting with stuff like that, with the "pushable metal box" obj. #102, and found that when I changed chain chomp into one, it made the game freeze. I changed it back, and turned everything else into the boxes, and it worked fine.

Pics of a tower I made if anyone's interested. Took a while to make because I'm totally OCD and had to fine tune them perfectly, see how they fit together? The idea here is to climb it to the top, which is possible.




VL-Tone
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Posted on 12-20-07 12:28:13 AM Link | Quote
Originally posted by Goldensunboy
Hey guys, I'm new to this forum, but not to the romhacking scene. I don't expect anyone to remember me, but hey I might be surprized.

I was wondering if anyone knew what's going on with the chain chomp in Bob-Omb Battlefield. Since we can't edit models yet through the editor, the closest thing to it for me is turning the blue "macro 3d" objects into objects that can build a sort-of landscape. I was experimenting with stuff like that, with the "pushable metal box" obj. #102, and found that when I changed chain chomp into one, it made the game freeze. I changed it back, and turned everything else into the boxes, and it worked fine.

Pics of a tower I made if anyone's interested. Took a while to make because I'm totally OCD and had to fine tune them perfectly, see how they fit together? The idea here is to climb it to the top, which is possible.


Weird, I just changed the Chain Chomp into a pushable metal box and the game didn't crash... I guess it only occur in certain circumstances? Unfortunately, there are a few unpredictable instances where the game might crash when hacked in benign ways. I would venture to guess that the SM64 engine has a few bugs that were never eliminated because they didn't show up in the levels Nintendo created.

As for your tower: Wow, just wow... Nice work! I guess it did took you a while to build this and align the boxes like that. You should almost make a video to show how to build something similar. It could be a good tutorial on how to use cameras and other TT64 features.
nevum
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Posted on 12-22-07 02:20:05 AM Link | Quote
Hey guys, just wondering if there is going to be a Vista-compatible TT64 soon
VL-Tone
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Posted on 12-22-07 03:47:30 AM (last edited by VL-Tone at 12-22-07 03:50 AM) Link | Quote
Originally posted by nevum
Hey guys, just wondering if there is going to be a Vista-compatible TT64 soon


Ask Adobe...
http://www.adobe.com/products/director/special/crossproduct/faq.html



When is the next version of Director software expected to be released?

Adobe has not published an official time frame for the next release of Director and generally does not disclose details of new releases more than 30 days before a product is expected to ship. However, our current planning assumption is that the next major release of Director will be announced in January 2008.


They've just recently changed that tidbit in their FAQ page, previously they were talking about having Director 11 released by the end of 2007. It seems that it will be pushed back, but at least we know we'll have some official announcement this January. I don't think the actual release will be much later than March 2008.

Director was heavily neglected by Macromedia over the last few years, before they were bought by Adobe. Director 11 won't include many new features, even though the last release dates back to 2004. The reason is that most of the work they had to do first is cleaning the neglected and somewhat messy code base. They had to do that anyway mainly because of the fact that they had to port it to intel Macs. While moving Mac apps from PPC to intel was relatively easy for smaller apps, they had no choice but to get to know the program code inside and out, to get rid of the legacy code and hacks. Director 1.0 was released in 1988, and while I'm sure they've did some big rewrite at one point, there's probably a lot of old stuff found in Director MX 2004 (version 10).

They could've done a quick and easy port to Vista (kinda like they did with the Vista Shockwave plug-in) but in a way the intel Mac port forced them to clean up their code so they get a code-base that they'll be able to use to build new extensive features for the next big version (Director 12). So while the intel Mac port may have created a delay for the Vista version, in the end it will be a better thing for both Mac and Vista users.
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Posted on 01-08-08 04:43:03 PM Link | Quote
How do you edit mario like your "l is almost real 2007" video.
I giving up on my gomba and starting a Wario mod (just so i can start making changes to my new hack).
Wisoo
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Posted on 01-19-08 02:51:05 PM Link | Quote
Some of you might have seen my thread i posted, i didn't know i had to post my questions in here so sorry for the inconvenience.

I've downloaded the Super Mario 64 USA rom ver. 1.0 and i've extended it, then when i try to run the extended rom in Project64 it just gives me an error telling me it doesn't work.

Boing told me to try downloading the rom from different places and check if them works, i've now tried with 4 different super mario roms, everyone refuses to work.

I don't even edit the files, i just extend them and try to run them with project64/daedalus, they just tell me that the file failed to open.

Please tell me what to do, or where to download the rom that works properly.
I know it's not quite legal, but if my problem simply is that i'm using bad rom files, i would be more than thankfull if anyone could upload it somewhere and pm me with a link.

Thanks for your time.
IronManMario
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Posted on 01-19-08 04:33:20 PM Link | Quote
Hello, I'm new to this a bit, I have a problem with getting this koopa shell to work. I can't ride it, nothing happens if I jump on it or run into it. Can anyone help?
Picture
(sorry for the bad quality)
Joe
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Posted on 01-19-08 04:39:34 PM Link | Quote
Originally posted by Wisoo
I've downloaded the Super Mario 64 USA rom ver. 1.0 and i've extended it, then when i try to run the extended rom in Project64 it just gives me an error telling me it doesn't work.
If the ROM extender says it's okay, then it's a good ROM. I think the problem is with your computer. How much RAM does it have?
Wisoo
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Posted on 01-19-08 07:49:11 PM Link | Quote
2gb of ram.

The wierd thing is before i extend the rom it runs perfectly smooth and everything... its right after i've extended it it fails to run =\
VL-Tone
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Posted on 01-19-08 09:25:00 PM Link | Quote
Originally posted by Wisoo
2gb of ram.

The wierd thing is before i extend the rom it runs perfectly smooth and everything... its right after i've extended it it fails to run =\



The ROM Extender seems to have some weird behaviors on some systems (do you have a foreign language Windows version by any chance?), that's why I'm working with CellarDweller to make a better one (well he's doing all the work ).

In the mean time, maybe you could try the Japanese solution: images/photobucket.png#http://homepage.mac.com/qubedstudios/JapaneseM64ROMExtender.zip

Originally posted by IronManMario
Hello, I'm new to this a bit, I have a problem with getting this koopa shell to work. I can't ride it, nothing happens if I jump on it or run into it. Can anyone help?
Picture
(sorry for the bad quality)


I think that this Koopa shell is meant to go underwater, with it Mario swims faster (kinda like in Super Mario Galaxy). Koopa shells that you can ride on are found inside "!" boxes, or when jumping on a Koopa.
Rena

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Posted on 01-20-08 01:43:47 AM Link | Quote
My guess would be either some program hasn't closed the ROM, or it's giving PJ64 the filename in quotes, which I found it doesn't like.
Wisoo
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Posted on 01-20-08 05:08:49 AM Link | Quote
The japanese version didn't work either

And i'm swedish, but i am running an english version of windows XP so i don't think thats the problem either. If someone could send me an extended ROM that would be good to narrow the problem down, although you might not want to since its illegal... if it's any help i own the original game.

anyways if you do want to help me by sending me the extended rom my email is
vvisoo[at]gmail.com (it's with two V and NOT a W)

Any other suggestion on what could be wrong would be greatly appreciated
Plageus
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Posted on 02-28-08 06:27:47 PM Link | Quote
Hi everybody, I'm obviously new here. I've been using Toad's Tool 64 for quite some time now, I just never signed up on any boards based on it. I just wanted to know if there was a way to add unused things into levels in Super Mario 64. So like putting a Bowser Bomb in Dire, Dire Docks or something. If it was a stupid question, call me stupid and dust me off your shoulder. Thanks.
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Posted on 02-29-08 07:54:09 PM Link | Quote
Originally posted by Plageus
Hi everybody, I'm obviously new here. I've been using Toad's Tool 64 for quite some time now, I just never signed up on any boards based on it. I just wanted to know if there was a way to add unused things into levels in Super Mario 64. So like putting a Bowser Bomb in Dire, Dire Docks or something. If it was a stupid question, call me stupid and dust me off your shoulder. Thanks.


It seems you can. Interesting.

Choose a 3D object and set its Model ID to 179(Bowser Bomb?) and set its behavior to 14316(Bowser Bomb Behavior)

Although for some reason they are much smaller.
Quite strange they even work there..
SubDrag
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Posted on 03-01-08 07:04:35 PM Link | Quote
Can the current Toad's tool export a level to a .obj file? If it can do rooms, then also preferably with a g Room01, g Room02, ... g Room 0A etc. Otherwise no big deal, just lump it all into one .obj, and export the images as 8-bit paletted bitmaps? I'd like to import them into the GE Setup Editor.
Rena

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Posted on 03-02-08 12:03:28 AM Link | Quote
AFAIK, no. Mario 64 doesn't really use an object-based format. It's more of a script, as I understand it.

I'm no expert on this game's innards, but I know Mario Kart 64 is similar in this regard. Its levels are basically a path, a collision map, 2D object/item box coords, and a bunch of RSP code. The game just calls a display list each frame depending where you are to draw the track around you. I believe Mario 64 is similar.

That said, it is possible to convert this to an object-based format. You render each display list and store the result along with the collision map. However it would require a lot of manual work to make the result usable in another game, as you get things like multiple versions of the same area with overlapping polygons (varying detail levels and so on).

My MK64 level viewer attempts to convert the level data to an object-based format before rendering. The main reason for the obvious graphical errors is really just because it's not done, but if you look around you can see places where polygons - especially in the grass - flicker as you move; this is because many different display lists draw that area slightly differently, so several overlapping objects get created.

Before anyone asks, converting an object-based format to a script-based one like these games uses would be almost entirely manual work.
Plageus
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Posted on 03-02-08 05:18:20 PM Link | Quote
Originally posted by +c0
Originally posted by Plageus
Hi everybody, I'm obviously new here. I've been using Toad's Tool 64 for quite some time now, I just never signed up on any boards based on it. I just wanted to know if there was a way to add unused things into levels in Super Mario 64. So like putting a Bowser Bomb in Dire, Dire Docks or something. If it was a stupid question, call me stupid and dust me off your shoulder. Thanks.


It seems you can. Interesting.

Choose a 3D object and set its Model ID to 179(Bowser Bomb?) and set its behavior to 14316(Bowser Bomb Behavior)

Although for some reason they are much smaller.
Quite strange they even work there..


Ah, thank you very much, Hyperhacker. I thought I once tried something like that but it didn't work. I'll have to try it though. Maybe it's smaller because they were small in courses in the beta version. I saw that in Dire, Dire Docks, they were smaller in the beta. Also, is it possible to add solidity to platforms and stuff like that? I have never seen that before and I need it.
Rena

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Posted on 03-02-08 06:25:26 PM Link | Quote
Originally posted by Plageus
Ah, thank you very much, Hyperhacker.
You're welcome?
Don't objects in this game have a scale setting you can change to make them bigger?
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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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