![]() Register - Login |
||
| Main - Memberlist - Active users - Calendar - Wiki - IRC Chat - Online users Ranks - Rules/FAQ - JCS - Stats - Latest Posts - Color Chart - Smilies |
||
| Jul - SM64 Hacking - Help/Questions about Toad's Tool 64 and SM64 hacking | - - ![]() |
| Pages: 1 2 3 4 5 6 7 8 9 10 ... 54 55 56 57 58 59 60 61 62 ... 68 69 70 71 72 73 74 75 76 77 | Next newer thread | Next older thread |
| TheSuperMario64Hacker2 User Smells like a spammy rereggie Level: 9 Posts: 8/19 EXP: 3012 For next: 150 Since: 03-04-11 Since last post: 1272 days Last activity: 1216 days |
|
||
| Is it possible to expand the ROM to 100MB and more? It's just an simple question im asking... Because it would interess me alot. |
| Joe Common spammer Where's Tama? Level: 97 ![]() Posts: 2001/3167 EXP: 9146661 For next: 170664 Since: 08-02-07 From: Pororoca Since last post: 5 hours Last activity: 4 hours |
|
||
|
The largest games released used 64 MB cartridges, so emulators may not support anything larger than that.
The actual N64 hardware would typically have cartridge ROM mapped at (logical) 0xB0000000 to a (logical) upper limit of 0xBFC00000, so that's a maximum of 252 MB assuming reads from addresses that high are actually sent to the cartridge. There is additional space at 0xA6000000 for probably up to 32 MB, used by the 64DD but connected to the cartridge in the same way. There's some other address ranges that may be mapped to the cartridge, for a grand total of 332 MB. So, what exactly would you need that much space for? -------------------- |
| lambo666enzoh Random nobody Level: 6 Posts: 6/6 EXP: 529 For next: 378 Since: 03-27-11 Since last post: 1273 days Last activity: 1277 days |
|
||
| how do i make a custom title screen? |
| TheSuperMario64Hacker2 User Smells like a spammy rereggie Level: 9 Posts: 9/19 EXP: 3012 For next: 150 Since: 03-04-11 Since last post: 1272 days Last activity: 1216 days |
|
||
Originally posted by Joe Idk, but the way you said is exact. I got the ROM expanded up to 300 MB then after it got 500MB the ROM didn't work anymore. and now the anweser to your Question Joe: If we expand the ROM then we can find Empty Parts in the ROM? Am i right? If yes then we could use these Empty Parts to import own made Objects etc. Actualy im still in beginning of SM64 Hacking... But my progress goes up and up and sometime i will know alot of the basics of SM64 Hacking. |
| Joe Common spammer Where's Tama? Level: 97 ![]() Posts: 2006/3167 EXP: 9146661 For next: 170664 Since: 08-02-07 From: Pororoca Since last post: 5 hours Last activity: 4 hours |
|
||
|
If you expand the ROM further, anything past the 24MB mark is guaranteed empty space (until you put stuff there). You probably do not need that much space for right now. The N64 has very little system RAM, so you're more likely to be limited by free RAM space than free ROM space.
-------------------- |
| TheSuperMario64Hacker2 User Smells like a spammy rereggie Level: 9 Posts: 10/19 EXP: 3012 For next: 150 Since: 03-04-11 Since last post: 1272 days Last activity: 1216 days |
|
||
Originally posted by Joe Ah Ok thanks for help. |
| Vinnyboiler Catgirl Level: 59 ![]() Posts: 736/1018 EXP: 1619520 For next: 53608 Since: 12-27-07 From: London, England Since last post: 233 days Last activity: 4 days |
|
||
|
Sorry to be a nuisance but I really need to know this before May 7th; Where can I find the colour values for Stars, Coins and the Cap switches in a hex editor? -------------------- |
| gamax92 Member Level: 12 Posts: 1/34 EXP: 7070 For next: 851 Since: 04-24-11 From: Inside my Wii Since last post: 60 days Last activity: 35 days |
|
||
| Hello, I found a copy of Super Sonic 64 v3 and im currently attempting to improve it. I need an address that says if mario is off the ground A.K.A Jumping. And is there a way to make mario not have that metalic texture when metal? And is there a way to edit the position of some polygons in marios head perfer a program or a hex editor. Also ~~~~~~~~~~ D033AFA1 0020 8133B1BC 4220 D033B1BD 0020 8133B17C 0300 D033B1BD 0020 8133B17E 08AF ~~~~~~~~~~ Is there a way to turn this code in to something that doesnt moon jump. -------------------- Just in case I forgot to smile. |
| Lyskar 12190 ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() -The Chaos within trumps the Chaos without- Level: 174 ![]() Posts: 8879/12195 EXP: 69502833 For next: 1395034 Since: 07-03-07 From: 52-2-88-7 Since last post: 2 hours Last activity: 42 min. |
|
|||||||||
|
||||||||||
| Gazpacho146 Member Level: 22 Posts: 85/131 EXP: 55173 For next: 3177 Since: 02-01-11 From: USA Since last post: 745 days Last activity: 745 days |
|
||
| back a while ago i posted something about the bowser third battle warp about bowser not talking and not being the right color and never got an answer for it, so i'm posting it again. i changed the warp to the bowser third battle warp and got nothing! so how can i fix that? also on fraubers (messaien) channel he had a level viewer that shows the boundaries and everything is there any tool that shows the boundaries of a course? and when i import over cool cool mountain, i change the warp Bob-omb Battlefield>1>10 to Cool Cool Mountain>1>10 and when i enter the cool cool mountain replacemnet, i still get the, 'Wow! you're smack in the middle of the battlefield' message. how do i fix this also? -------------------- "Super Mario 64: Return to Rogueport" |
ShenoxVII![]() (in all seriousness, you're a prick) Level: 21 ![]() Posts: 56/111 EXP: 44825 For next: 5118 Since: 10-09-10 Since last post: 546 days Last activity: 531 days |
|
||
Originally posted by gamax92 Okay how about this, how about you stick to serious questions that are thought out. 1. The address can be found using cheat engine and some common sense. 2. In Toad tools 64 or Rice video plugin make the metal texture transparent. 3. No, however Dudaw12 did replace mario's body with kirbys. You can see more information on that by messaging him. 4. It sounds like you want to know how to use that activator. Yoshielectron made a activator code generator for NTSC and PAL perhaps you can use that. |
| Vinnyboiler Catgirl Level: 59 ![]() Posts: 739/1018 EXP: 1619520 For next: 53608 Since: 12-27-07 From: London, England Since last post: 233 days Last activity: 4 days |
|
||
Originally posted by vinnyboiler I found a work-around for the coins and the cap-switches, but the vertex colours on some models is really getting annoying. Can someone please point me in the right direction as to how I can edit them (the vertex colours)? -------------------- |
| gamax92 Member Level: 12 Posts: 3/34 EXP: 7070 For next: 851 Since: 04-24-11 From: Inside my Wii Since last post: 60 days Last activity: 35 days |
|
||
Originally posted by ShenoxVII This issue has been resolved with a different cheat code. Originally posted by ShenoxVII Yeah i did that and that made him completly white. I want him to have to stay the same. Originally posted by ShenoxVII Thanks I'll go ask him for some support. Originally posted by ShenoxVII Not even close. I Know how the activator works I just dont want him to moon jump spin, I just want him to spin. -------------------- Just in case I forgot to smile.
|
ShenoxVII![]() (in all seriousness, you're a prick) Level: 21 ![]() Posts: 57/111 EXP: 44825 For next: 5118 Since: 10-09-10 Since last post: 546 days Last activity: 531 days |
|
||
Originally posted by gamax92 White isn't transparent. It's white. Transparent is transparent. Get Paint.net or a better program that has transparency feature. |
| Joe Common spammer Where's Tama? Level: 97 ![]() Posts: 2021/3167 EXP: 9146661 For next: 170664 Since: 08-02-07 From: Pororoca Since last post: 5 hours Last activity: 4 hours |
|
||
Originally posted by ShenoxVIIThat will not work. The metal texture is not just pasted over Mario's regular textures, it replaces the regular textures. If you don't want the metal texture to replace the normal textures, you will need to find the code that switches the textures and disable it somehow. -------------------- |
| gamax92 Member Level: 12 Posts: 4/34 EXP: 7070 For next: 851 Since: 04-24-11 From: Inside my Wii Since last post: 60 days Last activity: 35 days |
|
||
Originally posted by Joe Thank You Joe. You actually understand. I'll try looking at some debugging in nemu or pj64 debug and set a breakpoint when the cap status changes to (number for metal cap). Hopefully the textures get replaced after that. -------------------- Just in case I forgot to smile.
|
| Lyskar 12190 ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() -The Chaos within trumps the Chaos without- Level: 174 ![]() Posts: 8910/12195 EXP: 69502833 For next: 1395034 Since: 07-03-07 From: 52-2-88-7 Since last post: 2 hours Last activity: 42 min. |
|
|||||||||
|
||||||||||
| Gazpacho146 Member Level: 22 Posts: 87/131 EXP: 55173 For next: 3177 Since: 02-01-11 From: USA Since last post: 745 days Last activity: 745 days |
|
||
| i'm sorry if this has been posted a gazillion times but how do i fix that red coin star glitch? it's supposed to be above the star not under it -------------------- "Super Mario 64: Return to Rogueport" |
| Vinnyboiler Catgirl Level: 59 ![]() Posts: 744/1018 EXP: 1619520 For next: 53608 Since: 12-27-07 From: London, England Since last post: 233 days Last activity: 4 days |
|
||
Originally posted by Gazpacho146 Try putting the red coin star where you think the gold star should be (not the one under it). -------------------- |
| Gazpacho146 Member Level: 22 Posts: 99/131 EXP: 55173 For next: 3177 Since: 02-01-11 From: USA Since last post: 745 days Last activity: 745 days |
|
||
Originally posted by vinnyboiler k it worked, thanks! what would some good music suggestions be? and how many songs from one game would you recommend having? -------------------- "Super Mario 64: Return to Rogueport" |
| Pages: 1 2 3 4 5 6 7 8 9 10 ... 54 55 56 57 58 59 60 61 62 ... 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 | - - ![]() |
![]() |
Acmlmboard - 07/23/2013 b378.03 ©2000-2013 Acmlm, Xkeeper, Inuyasha, et al. |
| Query execution time: | 0.111602 seconds |
| Script execution time: | 0.088499 seconds |
| Total render time: | 0.200101 seconds |