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12-15-17 11:50:48 AM

Jul - SM64 Hacking - Help/Questions about Toad's Tool 64 and SM64 hacking New poll - New thread - New reply
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Weapon Master
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Posted on 05-18-08 10:48:40 PM Link | Quote
I really don't have a problem with TT, I have a problem with your extender you provided. It's saying it can't find MIO0 files. I have the debug log to explain my problem.

M64 ROM Extender v1.2b Debug Mode
Currently running on Windows
File Open dialog box.
Opening ROM...
ROM opened.
ROM Checksum is valid.
This ROM doesn't need to be Byte-Swapped
Shell command: swapper.exe "C:\Documents and Settings\me\Desktop\Super Mario 64 (U) [!].z64" -z "C:\Documents and Settings\me\Desktop\Super Mario 64 (U) [!].ext.z64"
swapper stdout:
Extending ROM, Current ROM size= 8388608
ROM extension successful.

Decompressing and Moving MIO0 data

Shell command: mio0dec.exe "C:\Documents and Settings\me\Desktop\Super Mario 64 (U) [!].ext.z64" 1083968 "C:\Documents and Settings\me\Desktop\M64ROMExtender1.2b\MIO0files\00108A40"
mio0dec stdout:
Could not write the file

Cannot open MIO0 files, MIO0files folder not present or files not written?

Please help this poor noob : )
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Posted on 05-19-08 11:49:06 AM Link | Quote
Weapon Master,
i have 3 suggestions,

A: Make sure you dont seperate the items in the extender folder.You know like when you extract the files from the compressed folder, it says "Extration Wizard" make sure you dont do something like extract them to desktop or somthing like that. Keep them in a foler.(not sure about this and if it matters).
OR
B: Make sure the rom is good.
OR
C: Just re-download the extender(from htp://homepage.mac.com/qubedstudios/Mario64Tools.htm)
it may be corrupted.
Weapon Master
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Posted on 05-19-08 03:33:52 PM Link | Quote
Nevermind, it was that my download didnt include the MIO0 folder that holds the rom data, all i really needed to do was create a folder with the name of MIO0files. You should really fix that in your windows download VL-Tone.
GhostMaster3000
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Posted on 05-20-08 09:36:24 PM Link | Quote
how do you scale objects, do you have to use a hex editor?
messiaen
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Posted on 05-22-08 03:20:18 PM (last edited by messiaen at 05-22-08 03:23 PM) Link | Quote
Some objects have scaling parameters you can access from the Toad's Tool interface, such as goombas. You may have to turn on the "expert" mode for that.

The scaling you can do by hex editing is to change behaviors which use the 0x32 scale command. This will affect ALL objects which use that behavior, unless you create a custom behavior, which will require a lot more editing.

Here is an example how to scale a object. First of all, get a copy of the behaviors.txt file at the Hacking Documents thread. Now search for the Racing Penguin behavior. After you found it, locate the 0x32 command.

ROM Addr: 0021F180 Hex Behav: 13005380
Description: Racing Penguin
[...] 21F1A8/0053A8 32 00 01 90 [...]

The last two bytes of the 0x32 command (in this case, 01 90) determine the scaling. Go to the windows calculator and convert Hex -> Dec, and you'll see that in this case it is 400%. The 21F1A8 is the offset address of that command in the ROM, so if you edit this one use your hex editor "Go To" function and type 21FA18. For instance, if you want 800% scaling, change 32 00 01 90 to 32 00 03 20.

To check the effects, load the ROM again, go to the level and watch the giant penguin race .
Weapon Master
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Posted on 05-22-08 08:47:26 PM Link | Quote
I never tried hexing, how exactly do I know which one is the 0X32 command? I'm trying to scale bob-ombs.
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Posted on 05-22-08 09:51:10 PM Link | Quote
The 0x32 is the one which starts with 32 00 XX XX , XX XX being the scaling factor. Here is one example how to find it. First, go to Toad's Tool and search the Chain Chomp. Now get his behavior number. Enable the "hexadecimal" option in the interface, so it will show as h478C.

Now look at the behavior file:

ROM Addr: 0021E58C Hex Behav: 1300478C
Description: Chain Chomp
21E58C/00478C 00 04 00 00
21E590/004790 11 01 20 C9
21E594/004794 1E 00 00 00
21E598/004798 27 26 00 00 06 02 51 78
21E5A0/0047A0 28 00 00 00
21E5A4/0047A4 30 00 00 00 00 00 FE 70 FF CE 00 00 03 E8 00 C8 00 00 00 00
21E5B8/0047B8 22 00 00 00
21E5BC/0047BC 2D 00 00 00
21E5C0/0047C0 0E 15 00 F0
21E5C4/0047C4 32 00 00 C8
21E5C8/0047C8 29 00 00 00 00 00 00 6B 13 00 48 1C
21E5D4/0047D4 08 00 00 00
21E5D8/0047D8 0C 00 00 00 80 30 0E 40
21E5E0/0047E0 09 00 00 00

There is the 0x32 command in bold. 21E5C4 is the offset in the ROM. Don't forget to convert C8 to decimal in the windows calculator, so C8 = 200% scaling. Change and see the effects. You can search the behavior file for other objects which use this command and change them. Sometimes you may get unpredictable effects.

Regarding the Bob-omb, it doesn't have a 0x32 command, so you may try to replace one of the other 4-byte commands. This one is safe to edit:

21CF84/003184 1E 00 00 00

Change 1E 00 00 00 to 32 00 XX XX (scaling factor) and you can get effects like this:



GhostMaster3000
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Posted on 05-22-08 11:23:29 PM Link | Quote
Thank You!
Weapon Master
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Posted on 05-23-08 12:45:23 AM Link | Quote
Yea along with ghost, thanks!
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Posted on 05-28-08 12:15:08 AM Link | Quote
Originally posted by Weapon Master
Nevermind, it was that my download didnt include the MIO0 folder that holds the rom data, all i really needed to do was create a folder with the name of MIO0files. You should really fix that in your windows download VL-Tone.


Hmmm... The MIO0files folder is present in the M64ROMExtender1.2b.zip file found on my site. Maybe your unzipping program doesn't extract empty folders?
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Posted on 05-29-08 09:08:01 PM Link | Quote
I dont know, i use IZArc. It can unzip about 50 different files, and its free.
GhostMaster3000
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Posted on 05-29-08 09:17:31 PM Link | Quote
Originally posted by Weapon Master
I dont know, i use IZArc. It can unzip about 50 different files, and its free.


You can try WinRAR, thats what I use
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Posted on 06-03-08 05:10:05 PM Link | Quote
With the communites' current knowledge of the game, is it possible to, using a hex editor, change the song used during the intro. (When you start the game on a new file)

I ask because I want to remove Peach's voice. In the original game (as I'm sure most of you know) Princess Peach reads the letter she wrote out loud. Thus, if you edit the message using text editor, the message will say one thing, and Peach will say something different.

For that reason, I'd like to remove Peach's voice all together, and the most logical way to do this would be to edit the music track used. I know this can be done with a hex editor, but is it currently known how?
messiaen
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Posted on 06-03-08 05:32:05 PM Link | Quote
I tried it, and this is possible. Check the Sound Hacking thread.

What you have to do is erase (fill with 0 with a hex editor) the audio data for this particular sound effect. First, get
the N64 Sound Bank Ripper program (link in the sound hacking thread). After the program rips all the audio data, find the Peach voice. I did this by sorting by size, so it was easy to found it as "A001015.WAV".

Open the control.h file generated by that program and search for 1015. You will find this data:

NSound Sound1015 = { // Offset: 0x581980
NWaveTable Wave1015 = { // Offset: 0x581330
NLoop NLoop1015 = { // Offset: 0x5813A0
ALADPCMBook Book1015 = { // Offset: 0x581350 - This one is the important one

Open your ROM with your hex editor, go to offset 581350. I filled the whole region between 581350 to 5817A5 with 0's and it worked, but probably I should have stopped a few bytes earlier (or started a few bytes after 581350), because my emulator gave a small error (but continued working).
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Posted on 06-12-08 01:11:36 PM Link | Quote
Oh thanks messian! It worked!

BTW I managed to stop the emulator from giving the error as well, but I forgot exactly how I fixed it . I remember that you need to start a few bytes after 581350, though.
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Posted on 06-15-08 10:38:23 PM Link | Quote
could someone help me with this problem? I tried to put the Tilting Bridge from Bob-omb Battlefield into Flatworld by imputing both the 0x24 and 0x22 commands with my hex editor, but, it freezes the game when I enter flatworld! what am i doing wrong???
messiaen
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Posted on 06-18-08 06:39:49 PM Link | Quote
The problem is that the Tilting Bridge data (polygons/collision) is not loaded in Flatworld, it is in the middle of the Bob-omb level terrain bank. You would have to load the whole Bob-omb bank, which is a more complicated edit.

Also, when you say input, I hope you didn't inserted any bytes in the ROM, because if you do so it will probably crash. For now, think of replacing commands.

You might want do this little experiment:

Find a 0x22 command in TT64 which points to a model you surely don't want to use on Flatworld. See how TT64 displays the ROM Address of each command you are working with ? By now, may want to turn the "hexadecimal box" to make things easier.

Go to the ROM Address of the 0x22 command you chose and replace it with:

22 08 00 12 16 00 03 88

This is a pointer to the "Green Pipe". The polygon/collision is already loaded in Flatworld (and in Bob-omb), but since there isn't a 0x22 command to assign a model ID to it, you can't use it the level.

Open the ROM again in TT64 and the Green Pipe will be available for you .

You can try also going to the "Castle Grounds" Level and looking at which commands use "Bank ID h03", all these objects will work on Flatworld because the loaded Bank is the same. Example of objects are a variety of doors and trees.

For anyone else reading, if you want a little twist to your Bob-omb level, this simple edit you will get you a few different objects into the level.
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Posted on 07-07-08 07:09:02 AM Link | Quote
Does anyone know if it's possible to change the position of the Whomp King's star in Toad's Tool 64?
messiaen
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Posted on 07-08-08 09:41:33 AM Link | Quote
You can't edit these stars because they are objects spawned from the bosses, not regular objects generated by the level scripts (the ones TT64 can edit). But I think we may not be very far from discovering how to change this!

Also, I have some questions:

1 - What is the exact size of the MIO0 "wrapper" used in some banks (ie, texture banks) ? I ask this because sometimes I can't find the exact offset a Load Texture command (0xFD command) is pointing to. The MIO0 header is probably ignored, so that is not the start of a "wrapped" bank.

2 - How can I know which areas of the ROM are checksum protected?
GhostMaster3000
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Posted on 07-17-08 10:32:00 PM Link | Quote
Will the next version of TT64 edit water
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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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