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11-21-17 11:18:52 PM

Jul - SM64 Hacking - Help/Questions about Toad's Tool 64 and SM64 hacking New poll - New thread - New reply
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EthanGames
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Since: 05-19-14
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Posted on 05-19-14 05:07:31 AM Link | Quote
Hello! I have a problem with a level that I created.
I try to import the level with the importer levels Skelux but they say that the limit of the model size has been exceeded. My level looks like this:

Yet I put on my ROM Boundary Patch Skelux.
BMF54123

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Slightly frazzled...
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Posted on 05-20-14 12:30:42 AM Link | Quote
Yeesh...how many polygons do those stars have?
benedanika
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Posted on 05-27-14 01:33:22 PM (last edited by benedanika at 06-05-14 12:12:18 PM) Link | Quote
Can someone help me with Mario 64's sounds? Sounds are in this format: Instrument, sound. I just wanna add a bit Super Mario Sunshine feeling to the game with N64 Sound List Tool, the first thing I wanted to replace is Mario's lava sound, then I choose a voice that sounds like Mario's lava sound, and replace, but it does nothing in the new rom...
Lyskar
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Posted on 06-01-14 05:14:17 PM (last edited by Lyskar at 06-01-14 05:15:08 PM) Link | Quote
You'll want to do some more specific questioning if you want sound help, bene. It's... rather complex for people to explain all of it, and your problem probably involves some steps you already did. People will need to know those steps in order to reproduce those.
Yoshimaster96

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Posted on 06-17-14 08:59:53 PM (last edited by Yoshimaster96 at 06-17-14 09:02:55 PM) Link | Quote
Hello once again! I have a question:

#include <stdio.h>
#include <math.h>
#include "glut.h"
#pragma comment (lib,"glut32.lib")

unsigned char redfr,greenfr,bluefr,alphafr;
float redfo,greenfo,bluefo,alphafo;
float redenv,greenenv,blueenv,alphaenv;
float redbl,greenbl,bluebl,alphabl;
float redpr,greenpr,bluepr,alphapr;
float cr,cg,cb,sr,sg,sb,wr,wg,wb;
short k0,k1,k2,k3,k4,k5;

void execucode(unsigned char ucode[176])
{
switch(ucode[0]&0x3F)
{
case 0x00:
{
//NOOP
break;
}
case 0x08:
{
//TRI
float fucode[176];
for(int i=0; i<176; i++)
{
fucode[i] = ucode[i];
}
bool flip = (ucode[1]&0x80) ? true : false;
char mipmaps = (ucode[1]&0x38)>>3;
char tile = ucode[1]&0x07;
float yl = (ucode[2]&0x1F)*64 + (fucode[3]/4);
if(ucode[2]&0x20) yl -= 2048;
float ym = (ucode[4]&0x1F)*64 + (fucode[5]/4);
if(ucode[4]&0x20) ym -= 2048;
float yh = (ucode[6]&0x1F)*64 + (fucode[7]/4);
if(ucode[6]&0x20) yl -= 2048;
float xl = (fucode[8]*256) + (fucode[9]) + (fucode[10]/256) + (fucode[11]/65536);
if(ucode[8]&0x80) xl -= 65536;
float dxldy = (fucode[12]*256) + (fucode[13]) + (fucode[14]/256) + (fucode[15]/65536);
if(ucode[12]&0x80) dxldy -= 65536;
float xh = (fucode[16]*256) + (fucode[17]) + (fucode[18]/256) + (fucode[19]/65536);
if(ucode[16]&0x80) xh -= 65536;
float dxhdy = (fucode[20]*256) + (fucode[21]) + (fucode[22]/256) + (fucode[23]/65536);
if(ucode[20]&0x80) dxhdy -= 65536;
float xm = (fucode[24]*256) + (fucode[25]) + (fucode[26]/256) + (fucode[27]/65536);
if(ucode[24]&0x80) xm -= 65536;
float dxmdy = (fucode[28]*256) + (fucode[29]) + (fucode[30]/256) + (fucode[31]/65536);
if(ucode[28]&0x80) dxmdy -= 65536;
if(flip)
{
glBegin(GL_TRIANGLES);
glVertex2f(xh-(dxhdy*(yl-floor(yh))),yl);
glVertex2f(xl+(dxldy*(ceil(ym)-ym)),ym);
glVertex2f(xm+(dxmdy*(yh-floor(yh))),yh);
glEnd();
}
else
{
glBegin(GL_TRIANGLES);
glVertex2f(xh+(dxhdy*(yl-floor(yh))),yl);
glVertex2f(xl-(dxldy*(ceil(ym)-ym)),ym);
glVertex2f(xm-(dxmdy*(yh-floor(yh))),yh);
glEnd();
}
break;
}
case 0x09:
{
//TRI_Z
float fucode[176];
for(int i=0; i<176; i++)
{
fucode[i] = ucode[i];
}
bool flip = (ucode[1]&0x80) ? true : false;
char mipmaps = (ucode[1]&0x38)>>3;
char tile = ucode[1]&0x07;
float yl = (ucode[2]&0x1F)*64 + (fucode[3]/4);
if(ucode[2]&0x20) yl -= 2048;
float ym = (ucode[4]&0x1F)*64 + (fucode[5]/4);
if(ucode[4]&0x20) ym -= 2048;
float yh = (ucode[6]&0x1F)*64 + (fucode[7]/4);
if(ucode[6]&0x20) yl -= 2048;
float xl = (fucode[8]*256) + (fucode[9]) + (fucode[10]/256) + (fucode[11]/65536);
if(ucode[8]&0x80) xl -= 65536;
float dxldy = (fucode[12]*256) + (fucode[13]) + (fucode[14]/256) + (fucode[15]/65536);
if(ucode[12]&0x80) dxldy -= 65536;
float xh = (fucode[16]*256) + (fucode[17]) + (fucode[18]/256) + (fucode[19]/65536);
if(ucode[16]&0x80) xh -= 65536;
float dxhdy = (fucode[20]*256) + (fucode[21]) + (fucode[22]/256) + (fucode[23]/65536);
if(ucode[20]&0x80) dxhdy -= 65536;
float xm = (fucode[24]*256) + (fucode[25]) + (fucode[26]/256) + (fucode[27]/65536);
if(ucode[24]&0x80) xm -= 65536;
float dxmdy = (fucode[28]*256) + (fucode[29]) + (fucode[30]/256) + (fucode[31]/65536);
if(ucode[28]&0x80) dxmdy -= 65536;
float z = (fucode[28]*256) + (fucode[29]) + (fucode[30]/256) + (fucode[31]/65536);
if(ucode[28]&0x80) z -= 65536;
float dzdx = (fucode[28]*256) + (fucode[29]) + (fucode[30]/256) + (fucode[31]/65536);
if(ucode[28]&0x80) dzdx -= 65536;
float dzde = (fucode[28]*256) + (fucode[29]) + (fucode[30]/256) + (fucode[31]/65536);
if(ucode[28]&0x80) dzde -= 65536;
float dzdy = (fucode[28]*256) + (fucode[29]) + (fucode[30]/256) + (fucode[31]/65536);
if(ucode[28]&0x80) dzdy -= 65536;
if(flip)
{
glBegin(GL_TRIANGLES);
glVertex3f(xh-(dxhdy*(yl-floor(yh))),yl,0);
glVertex3f(xl+(dxldy*(ceil(ym)-ym)),ym,0);
glVertex3f(xm+(dxmdy*(yh-floor(yh))),yh,0);
glEnd();
}
else
{
glBegin(GL_TRIANGLES);
glVertex3f(xh+(dxhdy*(yl-floor(yh))),yl,0);
glVertex3f(xl-(dxldy*(ceil(ym)-ym)),ym,0);
glVertex3f(xm-(dxmdy*(yh-floor(yh))),yh,0);
glEnd();
}
break;
}
case 0x0A:
{
//TRI_TEX
break;
}
case 0x0B:
{
//TRI_TEX_Z
break;
}
case 0x0C:
{
//TRI_SHADE
break;
}
case 0x0D:
{
//TRI_SHADE_Z
break;
}
case 0x0E:
{
//TRI_TEX_SHADE
break;
}
case 0x0F:
{
//TRI_TEX_SHADE_Z
break;
}
case 0x24:
{
//TEX_RECT
float x1 = (ucode[1]*4) + ((ucode[2]&0xF0)/64);
float y1 = ((ucode[2]&0x0F)*64) + (ucode[3]/4);
char tile = ucode[4]&0x07;
float x2 = (ucode[5]*4) + ((ucode[6]&0xF0)/64);
float y2 = ((ucode[6]&0x0F)*64) + (ucode[7]/4);
float s = (ucode[8]*32) + (ucode[9]/8);
if(ucode[8]&0x80) s *= -1;
float t = (ucode[10]*32) + (ucode[11]/8);
if(ucode[10]&0x80) s *= -1;
float dsdx = (ucode[12]/8) + (ucode[13]/2048);
if(ucode[12]&0x80) dsdx *= -1;
float dtdy = (ucode[14]/8) + (ucode[15]/2048);
if(ucode[14]&0x80) dtdy *= -1;
glBegin(GL_QUADS);
glTexCoord2f(s,t);
glVertex2f(x1,y1);
glTexCoord2f(s,t+(dtdy*(y2-y1)));
glVertex2f(x1,y2);
glTexCoord2f(s+(dsdx*(x2-x1)),t+(dtdy*(y2-y1)));
glVertex2f(x2,y2);
glTexCoord2f(s+(dsdx*(x2-x1)),t);
glVertex2f(x2,y1);
glEnd();
break;
}
case 0x25:
{
//TEX_RECT_FLIP
float x1 = (ucode[1]*4) + ((ucode[2]&0xF0)/64);
float y1 = ((ucode[2]&0x0F)*64) + (ucode[3]/4);
char tile = ucode[4]&0x07;
float x2 = (ucode[5]*4) + ((ucode[6]&0xF0)/64);
float y2 = ((ucode[6]&0x0F)*64) + (ucode[7]/4);
float s = (ucode[8]*32) + (ucode[9]/8);
if(ucode[8]&0x80) s *= -1;
float t = (ucode[10]*32) + (ucode[11]/8);
if(ucode[10]&0x80) s *= -1;
float dsdx = (ucode[12]/8) + (ucode[13]/2048);
if(ucode[12]&0x80) dsdx *= -1;
float dtdy = (ucode[14]/8) + (ucode[15]/2048);
if(ucode[14]&0x80) dtdy *= -1;
glBegin(GL_QUADS);
glTexCoord2f(-s,-t);
glVertex2f(x1,y1);
glTexCoord2f(-s,-t-(dtdy*(y2-y1)));
glVertex2f(x1,y2);
glTexCoord2f(-s-(dsdx*(x2-x1)),-t-(dtdy*(y2-y1)));
glVertex2f(x2,y2);
glTexCoord2f(-s-(dsdx*(x2-x1)),-t);
glVertex2f(x2,y1);
glEnd();
break;
}
case 0x26:
{
//SYNC_LOAD
break;
}
case 0x27:
{
//SYNC_PIPE
break;
}
case 0x28:
{
//SYNC_TILE
break;
}
case 0x29:
{
//SYNC_FULL
break;
}
case 0x2A:
{
//KEY_GB
cg = ucode[4]/255;
sg = ucode[5]/255;
wg = (ucode[1]<<4 + (ucode[2]&0xF0)>>4)/255;
cb = ucode[6]/255;
sb = ucode[7]/255;
wb = ((ucode[2]&0x0F)<<8 + ucode[3])/255;
break;
}
case 0x2B:
{
//KEY_R
cr = ucode[6]/255;
sr = ucode[7]/255;
wr = ((ucode[4]&0x0F)<<8 + ucode[5])/255;
break;
}
case 0x2C:
{
//SET_CONVERT
k0 = (ucode[1]&0x3F)<<3 + (ucode[2]&0xE0)>>5;
k1 = (ucode[2]&0x1F)<<4 + (ucode[3]&0xF0)>>4;
k2 = (ucode[3]&0x0F)<<5 + (ucode[2]&0xF8)>>3;
k3 = (ucode[2]&0x07)<<6 + (ucode[3]&0xFC)>>2;
k4 = (ucode[1]&0x03)<<7 + (ucode[2]&0xFE)>>1;
k5 = (ucode[2]&0x01)<<8 + (ucode[3]&0xFF);
break;
}
case 0x2D:
{
//SET_SCISSOR
float x1 = (ucode[1]*16) + ((ucode[2]&0xF0)/16);
float y1 = ((ucode[2]&0x0F)*256) + ucode[3];
float x2 = (ucode[5]*16) + ((ucode[6]&0xF0)/16);
float y2 = ((ucode[6]&0x0F)*256) + ucode[7];
glOrtho(x1,y2,x2,y1,-128,128);
break;
}
case 0x2E:
{
//SET_PRIM_DEPTH
break;
}
case 0x2F:
{
//SET_OTHER_MODE
break;
}
case 0x30:
{
//LOAD_TLUT
break;
}
case 0x32:
{
//SET_TILE_SIZE
break;
}
case 0x33:
{
//LOAD_BLOCK
break;
}
case 0x34:
{
//LOAD_TILE
break;
}
case 0x35:
{
//SET_TILE
break;
}
case 0x36:
{
//FILL_RECT
glColor4ub(redfr,greenfr,bluefr,alphafr);
short x1 = (ucode[1]*4) + ((ucode[2]&0xF0)/64);
short y1 = ((ucode[2]&0x0F)*64) + (ucode[3]/4);
short x2 = (ucode[5]*4) + ((ucode[6]&0xF0)/64);
short y2 = ((ucode[6]&0x0F)*64) + (ucode[7]/4);
glBegin(GL_QUADS);
glVertex2f(x1,y1);
glVertex2f(x1,y2);
glVertex2f(x2,y2);
glVertex2f(x2,y1);
glEnd();
glColor4ub(255,255,255,255);
break;
}
case 0x37:
{
//SET_FILL_COLOR
redfr = ucode[4];
greenfr = ucode[5];
bluefr = ucode[6];
alphafr = ucode[7];
break;
}
case 0x38:
{
//SET_FOG_COLOR
redfo = ucode[4]/255;
greenfo = ucode[5]/255;
bluefo = ucode[6]/255;
alphafo = ucode[7]/255;
glEnable(GL_FOG);
float fo[4] = {redfo,greenfo,bluefo,alphafo};
glFogfv(GL_FOG_COLOR,fo);
glFogi(GL_FOG_MODE, GL_LINEAR);
glFogi(GL_FOG_START,-128);
glFogi(GL_FOG_END,128);
break;
}
case 0x39:
{
//SET_BLEND_COLOR
redbl = ucode[4]/255;
greenbl = ucode[5]/255;
bluebl = ucode[6]/255;
alphabl = ucode[7]/255;
break;
}
case 0x3A:
{
//SET_PRIM_COLOR
redpr = ucode[4]/255;
greenpr = ucode[5]/255;
bluepr = ucode[6]/255;
alphapr = ucode[7]/255;
break;
}
case 0x3B:
{
//SET_ENV_COLOR
redenv = ucode[4]/255;
greenenv = ucode[5]/255;
blueenv = ucode[6]/255;
alphaenv = ucode[7]/255;
glClearColor(redenv,greenenv,blueenv,alphaenv);
glClear(GL_COLOR_BUFFER_BIT);
break;
}
case 0x3C:
{
//SET_COMBINE
break;
}
case 0x3D:
{
//SET_TEXTURE_IMAGE
char format = (ucode[1]&0xE0)>>5;
char psize = (ucode[1]&0x18)>>3;
short size = (ucode[2]&0x03)<<8 + ucode[3];
long addr = ((ucode[4]&0x03)<<24) + (ucode[5]<<16) + (ucode[6]<<8) + ucode[7];
break;
}
case 0x3E:
{
//SET_MASK_IMAGE
long addr = ((ucode[4]&0x03)<<24) + (ucode[5]<<16) + (ucode[6]<<8) + ucode[7];
break;
}
case 0x3F:
{
//SET_COLOR_IMAGE
char format = (ucode[1]&0xE0)>>5;
char psize = (ucode[1]&0x18)>>3;
short size = (ucode[2]&0x03)<<8 + ucode[3];
long addr = ((ucode[4]&0x03)<<24) + (ucode[5]<<16) + (ucode[6]<<8) + ucode[7];
break;
}
}
}

void display()
{
unsigned char inst[176];
inst[0] = 0x08;
inst[1] = 0x00;
inst[2] = 0x03;
inst[3] = 0x00;
inst[4] = 0x02;
inst[5] = 0x00;
inst[6] = 0x01;
inst[7] = 0x00;
inst[8] = 0x00;
inst[9] = 0x40;
inst[10] = 0x00;
inst[11] = 0x00;
inst[12] = 0x00;
inst[13] = 0x02;
inst[14] = 0x00;
inst[15] = 0x00;
inst[16] = 0x00;
inst[17] = 0x80;
inst[18] = 0x00;
inst[19] = 0x00;
inst[20] = 0x00;
inst[21] = 0x00;
inst[22] = 0x80;
inst[23] = 0x00;
inst[24] = 0x00;
inst[25] = 0x80;
inst[26] = 0x00;
inst[27] = 0x00;
inst[28] = 0xFF;
inst[29] = 0xFF;
inst[30] = 0x00;
inst[31] = 0x00;
execucode(inst);
glFlush();
}

int main(int argc, char ** argv)
{
glutInit(&argc,argv);
glutInitDisplayMode(GLUT_SINGLE | GLUT_RGBA);
glutInitWindowPosition(0,0);
glutInitWindowSize(256,256);
glutCreateWindow("UCODE");
glClearColor(0,0,0,0);
glClear(GL_COLOR_BUFFER_BIT);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0,256,256,0,-128,128);
glutDisplayFunc(display);
glutMainLoop();
return 0;
}


On the TRI_Z command, what X and Y coordinate is the z variable based on? I need to know so I can use it, dzdx, dzde, and dzdy to find the Z coordinate for each vertex.

What I mean is what X and Y coordinate would the depth be equal to the z variable?

It would also be helpful to know the X and Y coordinate of the texture and shading variables (not implemented yet).
Anthus
Random nobody
Level: 7


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Since: 02-04-11


Since last post: 3.0 years
Last activity: 3.0 years

Posted on 06-25-14 06:11:48 PM (last edited by Anthus at 06-26-14 02:17:11 PM) Link | Quote
I've been trying for a while now to get textures to appear correctly in the game. Every time I triangulate the level model, it screws up the textures in SketchUp, and in the game. I've tried subdividing them so each face has less than 32 repeating textures, and I've even used regular SM64 textures in the past, but they are still screwed up.

The level imports fine, but I do get the "Texture coordinates out of range" error, and then, when I look at the level in TT64, it is a mangled mess, showing random faces, with wrong textures. It plays fine in game though, using the obj importer alone, but I cannot add anything to the level this way. The level is within bounds, and has no collision errors, but the textures are not right. The model only has about 2,900 faces too (Pretty low-poly, even by SM64 standards, IMO.)

EDIT: I am using the Obj Impoter V 1.6, and I have it set to "guess which faces to export". Also, the faces that are shown in TT64 without the collision mesh have a green outline around them with it turned on. What does this mean? One more thing worth noting, I do not have SketchUp Pro. If you guys need any more info, please let me know.

Here is a screenshot of the level triangulated in SketchUp.


And here is how it looks in TT64:



Any help with correcting these issues would be greatly appreciated

Thanks.


EDIT: Okay, I am able to see the level if I turn on "view collision mesh" in TT64..


EDIT 5861: So I re-exported it, using the "front faces" option, and it looks a little better in TT64, but it is still missing faces. Is the model too high poly for TT64 (2809 Tris)?
Yoshimaster96

Shyguy
Level: 19


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Since last post: 1.0 years
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Posted on 07-01-14 06:21:36 PM Link | Quote
I highly doubt it. Maybe your ROM got corrupted somehow?

Does anyone know where in the ROM I could find the code that implements world gravity? That would be great.
Cackletta
Newcomer
;________;
Level: 6


Posts: 4/6
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Since: 02-19-14
From: los angeles, california

Since last post: 3.0 years
Last activity: 3.0 years

Posted on 07-06-14 06:44:59 AM Link | Quote
Originally posted by Yoshimaster96
I highly doubt it. Maybe your ROM got corrupted somehow?

Does anyone know where in the ROM I could find the code that implements world gravity? That would be great.

You've seen my reply right, half of your code doesn't make sense

LUI T3, $4080
ORI T3, T3, $0000



First you store $40800000 into T3, you do an ORI with T3 and $0000 and store it into T3. However, the result is still $40800000 and completely the same, Then why did you do an ORI if you are certain the result will be the same?

J
Why not use JAL? this is MIPSR400I.
devin

Wart
i'm mima irl
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Posted on 07-06-14 03:09:20 PM (last edited by devin at 07-06-14 03:09:52 PM) Link | Quote
What are you actually replying to (where's the code?) I can easily think of valid reasons for both of those things but I'd rather have some context first...
Yoshimaster96

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Level: 19


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Posted on 07-06-14 03:17:49 PM (last edited by Yoshimaster96 at 07-06-14 04:55:22 PM) Link | Quote
Originally posted by devin
What are you actually replying to (where's the code?) I can easily think of valid reasons for both of those things but I'd rather have some context first...
Cackletta's referring to my post at SMWCentral.

LUI T0, $0033
ORI T0, T0, $B1AC
LUI T3, $4080
ORI T3, T3, $0000
SW T3, $0000 (R0)
LWC1 F9, $0000 (R0)
LW T1, $0000 (T0)
BGTZ T1, $0001165C
BLTZ T1, $00011668
LW T1, $0004 (T0) ;$00256640
BGTZ T1, $00011674
BLTZ T1, $00011680
LW T1, $0008 (T0) ;$0025664C
BGTZ T1, $0001168C
BLTZ T1, $00011698
NOP
LWC1 F6, $000C (T0) ;$0001165C
SUB.S F6, F6, F9
J $00256640
LWC1 F6, $000C (T0) ;$00011668
ADD.S F6, F6, F9
J $00256640
LWC1 F6, $0010 (T0) ;$00011674
SUB.S F6, F6, F9
J $0025664C
LWC1 F6, $0010 (T0) ;$00011680
ADD.S F6, F6, F9
J $0025664C
LWC1 F6, $0014 (T0) ;$0001168C
SUB.S F6, F6, F9
J $002566A4
LWC1 F6, $0014 (T0) ;$00011698
ADD.S F6, F6, F9
J $002566A4
NOP ;$002566A4

Lyskar
12210
-The Chaos within trumps the Chaos without-
Level: 183


Posts: 12156/12211
EXP: 83122211
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Since: 07-03-07
From: 52-2-88-7

Since last post: 2.0 years
Last activity: 2.0 years

Posted on 07-06-14 05:10:18 PM Link | Quote
For future reference, please post your conversations here or quote them if you're bringing them over; otherwise, others who might be able to help you won't be able to figure out what you're talking about.
Cackletta
Newcomer
;________;
Level: 6


Posts: 5/6
EXP: 544
For next: 363

Since: 02-19-14
From: los angeles, california

Since last post: 3.0 years
Last activity: 3.0 years

Posted on 07-07-14 05:02:25 PM Link | Quote
Every reply I post, there must always be a mistake in it and people here won't hesitate to judge me, this forum is way too strict. I'd rather take this conversation to Smwcentral.
BMF54123

Rhea Snaketail
Slightly frazzled...
Level: 133


Posts: 5618/5797
EXP: 27189423
For next: 663244

Since: 07-03-07
From: Neither here nor there.

Since last post: 32 days
Last activity: 16 hours

Posted on 07-08-14 01:18:08 AM Link | Quote
So SMWC has a higher tolerance for one-word and nonsensical posts? Sounds about right.
Cackletta
Newcomer
;________;
Level: 6


Posts: 6/6
EXP: 544
For next: 363

Since: 02-19-14
From: los angeles, california

Since last post: 3.0 years
Last activity: 3.0 years

Posted on 07-08-14 09:23:35 AM Link | Quote
No, SMWC doesn't have a dead forum full of dumb bullies, read my post and then read yours, then ask yourself which one is dumb and nonsensical.
Yoshimaster96

Shyguy
Level: 19


Posts: 27/91
EXP: 31744
For next: 4033

Since: 03-25-14


Since last post: 1.0 years
Last activity: 1.0 years

Posted on 07-09-14 05:09:14 PM Link | Quote
How do I use the 2D animated star (as seen in the beta)? What is its model ID and behavior value?
shyguyhex

Level: 14


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EXP: 11367
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Since: 01-03-14


Since last post: 2.0 years
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Posted on 07-10-14 10:46:01 AM Link | Quote
Originally posted by Yoshimaster96
How do I use the 2D animated star (as seen in the beta)? What is its model ID and behavior value?


I could be wrong but I don't think the images were left in the final game. You would have to add the images manually and write a geo layout script (which I imagine would be very similar to the 2D coin's script), and then edit the behavior's asm to make the object's frames animate.
Yoshimaster96

Shyguy
Level: 19


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Posted on 07-10-14 04:22:18 PM Link | Quote
Originally posted by shyguyhex
Originally posted by Yoshimaster96
How do I use the 2D animated star (as seen in the beta)? What is its model ID and behavior value?


I could be wrong but I don't think the images were left in the final game. You would have to add the images manually and write a geo layout script (which I imagine would be very similar to the 2D coin's script), and then edit the behavior's asm to make the object's frames animate.


If they aren't in the final game, then what is in the Mario head intro?
shyguyhex

Level: 14


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EXP: 11367
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Posted on 07-10-14 06:19:13 PM Link | Quote
Originally posted by Yoshimaster96

If they aren't in the final game, then what is in the Mario head intro?


My bad, completely forgot about those ones
Yoshimaster96

Shyguy
Level: 19


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Posted on 07-10-14 08:40:12 PM Link | Quote
Originally posted by shyguyhex
Originally posted by Yoshimaster96

If they aren't in the final game, then what is in the Mario head intro?


My bad, completely forgot about those ones


Do you know its model ID and behavior?
shyguyhex

Level: 14


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Posted on 07-10-14 10:12:43 PM Link | Quote
Originally posted by Yoshimaster96
Originally posted by shyguyhex
Originally posted by Yoshimaster96

If they aren't in the final game, then what is in the Mario head intro?

My bad, completely forgot about those ones

Do you know its model ID and behavior?


I think since the star is just used as a graphical entity for the starting screen, it wouldn't have a behavior. And I'm not familiar with the level commands so I'm not sure how it would be loaded in as a model ID.

I don't know if it helps but this is the area in ram with the commands used to draw the star - 801B1A80
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