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10-17-14 07:53:39 PM
fortyfive-antelope

Jul - SM64 Hacking - Help/Questions about Toad's Tool 64 and SM64 hacking New poll - New thread - New reply
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TheSuperMario64Hacker2
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Posted on 04-22-11 02:09:16 PM Link | Quote
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
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Posted on 04-22-11 07:04:22 PM Link | Quote
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?

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lambo666enzoh
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Posted on 04-22-11 08:26:43 PM Link | Quote
how do i make a custom title screen?
TheSuperMario64Hacker2
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Posted on 04-23-11 03:24:35 AM Link | Quote
Originally posted by Joe
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?


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
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Posted on 04-23-11 02:03:22 PM Link | Quote
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.

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TheSuperMario64Hacker2
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Posted on 04-23-11 03:12:27 PM Link | Quote
Originally posted by Joe
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.


Ah Ok thanks for help.
Vinnyboiler
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Posted on 04-24-11 09:59:30 AM Link | Quote



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?

--------------------




We are worms, we're the best / And we've come to win the war / We'll stand, we'll never run / Stay until it's done / Though our friends may fall / And our world be blown apart / We'll strike with all our might / We'll fight for what is right - till the end

~ Wormsong (Worms, Team 17)

gamax92
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Posted on 04-24-11 07:02:25 PM (last edited by gamax92 at 04-27-11 10:32 PM) Link | Quote
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
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Posted on 04-24-11 07:28:52 PM (last edited by Metal_Man88 at 04-24-11 07:29 PM) Link | Quote
Stats
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Metal_Man88's Post
Do not double post or you will be banned. Edit your posts into one post and delete the extra one.

--------------------
Eisnaught - SSQ² - Mobius Roleplay - SSS
Gazpacho146
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Posted on 04-25-11 05:56:11 PM (last edited by Gazpacho146 at 04-25-11 09:35 PM) Link | Quote
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"
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Posted on 04-25-11 10:26:05 PM Link | Quote
Originally posted by gamax92
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.



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.
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Posted on 04-25-11 11:24:22 PM Link | Quote



Originally posted by vinnyboiler
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?


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)?

--------------------




We are worms, we're the best / And we've come to win the war / We'll stand, we'll never run / Stay until it's done / Though our friends may fall / And our world be blown apart / We'll strike with all our might / We'll fight for what is right - till the end

~ Wormsong (Worms, Team 17)

gamax92
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Posted on 04-26-11 08:46:06 PM (last edited by gamax92 at 04-27-11 10:31 PM) Link | Quote
Originally posted by ShenoxVII
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.


This issue has been resolved with a different cheat code.
Originally posted by ShenoxVII
2. In Toad tools 64 or Rice video plugin make the metal texture transparent.

Yeah i did that and that made him completly white. I want him to have to stay the same.
Originally posted by ShenoxVII
3. No, however Dudaw12 did replace mario's body with kirbys. You can see more information on that by messaging him.

Thanks I'll go ask him for some support.
Originally posted by ShenoxVII
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.


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

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Posted on 04-27-11 07:46:52 AM Link | Quote
Originally posted by gamax92

Yeah i did that and that made him completly white. I want him to have to stay the same.


White isn't transparent. It's white. Transparent is transparent. Get Paint.net or a better program that has transparency feature.
Joe
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Posted on 04-27-11 06:03:22 PM Link | Quote
Originally posted by ShenoxVII
Originally posted by gamax92

Yeah i did that and that made him completly white. I want him to have to stay the same.


White isn't transparent. It's white. Transparent is transparent. Get Paint.net or a better program that has transparency feature.
That 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
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Posted on 04-27-11 09:35:31 PM (last edited by gamax92 at 04-27-11 10:30 PM) Link | Quote
Originally posted by Joe
That 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.



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
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Posted on 04-27-11 10:08:48 PM Link | Quote
Stats
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Metal_Man88's Post
Shenox: Don't give out any more garbage advice like that or I'm going to delete all your posts in here. I'm tired of occurrences of 'blind leading the blind.'

--------------------

Eisnaught - SSQ² - Mobius Roleplay - SSS
Gazpacho146
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Posted on 04-28-11 07:34:17 PM Link | Quote
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
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Posted on 04-29-11 07:43:54 AM Link | Quote



Originally posted by Gazpacho146
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


Try putting the red coin star where you think the gold star should be (not the one under it).

--------------------




We are worms, we're the best / And we've come to win the war / We'll stand, we'll never run / Stay until it's done / Though our friends may fall / And our world be blown apart / We'll strike with all our might / We'll fight for what is right - till the end

~ Wormsong (Worms, Team 17)

Gazpacho146
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Posted on 05-11-11 01:22:24 AM Link | Quote
Originally posted by vinnyboiler
Originally posted by Gazpacho146
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


Try putting the red coin star where you think the gold star should be (not the one under it).

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






Rusted Logic

Acmlmboard - 07/23/2013 b378.03
©2000-2013 Acmlm, Xkeeper, Inuyasha, et al.

31 database queries, 10 query cache hits.
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line 543 column 951 - Warning: missing </font> before <hr>
line 544 column 1 - Warning: inserting implicit <font>
line 544 column 1 - Warning: missing </font> before <hr>
line 544 column 1176 - Warning: inserting implicit <font>
line 545 column 1 - Warning: inserting implicit <font>
line 547 column 15 - Warning: missing <td>
line 548 column 9 - Warning: <div> isn't allowed in <tr> elements
line 547 column 15 - Info: <tr> previously mentioned
line 550 column 9 - Warning: missing <tr>
line 564 column 13 - Warning: missing <tr>
line 565 column 27 - Warning: <nobr> is not approved by W3C
line 565 column 100 - Warning: unescaped & or unknown entity "&postid"
line 567 column 74 - Warning: missing </div>
line 572 column 15 - Warning: missing <td>
line 573 column 9 - Warning: <div> isn't allowed in <tr> elements
line 572 column 15 - Info: <tr> previously mentioned
line 575 column 9 - Warning: missing <tr>
line 589 column 13 - Warning: missing <tr>
line 590 column 27 - Warning: <nobr> is not approved by W3C
line 590 column 100 - Warning: unescaped & or unknown entity "&postid"
line 592 column 74 - Warning: <style> isn't allowed in <td> elements
line 592 column 9 - Info: <td> previously mentioned
line 599 column 15 - Warning: missing <td>
line 600 column 9 - Warning: <div> isn't allowed in <tr> elements
line 599 column 15 - Info: <tr> previously mentioned
line 602 column 9 - Warning: missing <tr>
line 616 column 13 - Warning: missing <tr>
line 617 column 27 - Warning: <nobr> is not approved by W3C
line 617 column 100 - Warning: unescaped & or unknown entity "&postid"
line 619 column 74 - Warning: missing </font> before <blockquote>
line 619 column 105 - Warning: inserting implicit <font>
line 619 column 105 - Warning: missing </font> before <hr>
line 619 column 165 - Warning: inserting implicit <font>
line 619 column 165 - Warning: missing </font> before <hr>
line 622 column 1 - Warning: inserting implicit <font>
line 626 column 15 - Warning: missing <td>
line 627 column 9 - Warning: <div> isn't allowed in <tr> elements
line 626 column 15 - Info: <tr> previously mentioned
line 629 column 9 - Warning: missing <tr>
line 643 column 13 - Warning: missing <tr>
line 644 column 27 - Warning: <nobr> is not approved by W3C
line 644 column 100 - Warning: unescaped & or unknown entity "&postid"
line 646 column 74 - Warning: <style> isn't allowed in <td> elements
line 646 column 9 - Info: <td> previously mentioned
line 646 column 1365 - Error: <z> is not recognized!
line 646 column 1365 - Warning: discarding unexpected <z>
line 646 column 1377 - Warning: discarding unexpected </z>
line 648 column 1409 - Error: <z> is not recognized!
588 warnings, 8 errors were found! Not all warnings/errors were shown.

The table summary attribute should be used to describe
the table structure. It is very helpful for people using
non-visual browsers. The scope and headers attributes for
table cells are useful for specifying which headers apply
to each table cell, enabling non-visual browsers to provide
a meaningful context for each cell.

The alt attribute should be used to give a short description
of an image; longer descriptions should be given with the
longdesc attribute which takes a URL linked to the description.
These measures are needed for people using non-graphical browsers.

For further advice on how to make your pages accessible
see http://www.w3.org/WAI/GL.
. You may also want to try
"http://www.cast.org/bobby/" which is a free Web-based
service for checking URLs for accessibility.

You are recommended to use CSS to specify the font and
properties such as its size and color. This will reduce
the size of HTML files and make them easier to maintain
compared with using <FONT> elements.

You are recommended to use CSS to control line wrapping.
Use "white-space: nowrap" to inhibit wrapping in place
of inserting <NOBR>...</NOBR> into the markup.

To learn more about HTML Tidy see http://tidy.sourceforge.net
Please fill bug reports and queries using the "tracker" on the Tidy web site.
Additionally, questions can be sent to html-tidy@w3.org
HTML and CSS specifications are available from http://www.w3.org/
Lobby your company to join W3C, see http://www.w3.org/Consortium