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12-15-17 11:52:49 AM

Jul - SM64 Hacking - Help/Questions about Toad's Tool 64 and SM64 hacking New poll - New thread - New reply
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VL-Tone
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Posted on 08-24-08 09:48:04 PM Link | Quote
Ok, here's the 32-bit float converter:

I must warn you, it's extremely bloated for what it does.

Here's the normal version (6MB!)
http://homepage.mac.com/qubedstudios/FloatConverterWin.zip

Here's the Shockwave application version (3MB, but requires Shockwave).

http://homepage.mac.com/qubedstudios/FloatConverterWinSW.zip

I will only post the Shockwave application version for the Mac (6MB) because the "normal" version weights 16MB(!) because it has both the PPC and intel runtime code. Talk about bloatware... http://homepage.mac.com/qubedstudios/FloatConverterMac.zip

You can also try the online Shockwave version: http://homepage.mac.com/qubedstudios/FloatConverter.html which in contrast is only 16k!

Finally, you can download the online Shockwave version (16k) in a zip file, to be run locally. http://homepage.mac.com/qubedstudios/FloatConverterDCR.zip

Pretty complicated stuff for such a small task, but since it's the first time I publish something using Director 11, I wanted to try every options.
messiaen
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Posted on 08-28-08 12:14:45 AM (last edited by messiaen at 08-28-08 12:15 AM) Link | Quote
Thanks a lot for tooking the time to release this .

I used it a bit today trying to find King Bob-omb's star position. It uses the same function as Koopa to place the star. Here is what I found from Bob-omb:

C58CA000 (Z)
44FA0000 (X)

I got the "Y" from the Star's "RAM Object":

Hex: 07D0 1194 EE6C
Dec: 2000 4500 -4500

However I can't seem to find these on the ROM, any ideas on that?!
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Posted on 08-28-08 01:22:46 AM Link | Quote
Hey I need help again. Im having a major problem with toads tool 64. You see im trying to change a palletin behav. but when I change it like I want a up and down plat form but after im done I play the game. I see it go up and down BUT when I get near it the game crashes. Any help?
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Posted on 08-28-08 01:45:34 AM Link | Quote
Originally posted by wwwarea
Hey I need help again. Im having a major problem with toads tool 64. You see im trying to change a palletin behav. but when I change it like I want a up and down plat form but after im done I play the game. I see it go up and down BUT when I get near it the game crashes. Any help?

What is a palletin? And what level were you on when the game crashed? If this palletin is not an object, which objects behavour are you trying to change?
wwwarea
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Posted on 08-28-08 02:11:14 AM Link | Quote
Its a custom pallat thing I downloaded, Its prety cool but I think I know why its making errors I just figure out that you can only make it work in levels that allreddy have up and down move ments or somthing. I was testing a level that allreddy had it and then it diddnt have an error in there because im in the right level.
messiaen
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Posted on 09-23-08 08:39:19 AM Link | Quote
Me-me posted this on the suggestions threads and, as he pointed out, maybe this is a better topic for it:

"The camera anchors [Behavior 0x3C7C]" are in fact, static sound effects.
In castle grounds, the one close to the waterfall, for an example, makes the waterfall noise.
The other ones makes those insect and bird noises.
In shifting sand land there's one object wich makes the sandfall sound. "

Nice find! I looked at this object ASM, and there are three possible arguments (Param 2): 0, 1 and 2. Each one will play a different "bird-related" sound..

Try this code for a different sound (enable it in the title screen):

812F08FA 2028
812F090E 2028
812F0922 2028

Actually, the waterfall noice isn't produced by this behavior, it's probably something more complex because it takes in account mario distance's to set the volume.

Also, I don't know how much has been experiented with this, but if you disable "Warp (Mario Start 1)" for some act and enable this act for "Warp (Mario Start 2)" you can set different starting points in the same level.

Me-me, what are the behaviors of the objects in the Shifting Sand Land level? I might as well take a look at those.
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Posted on 09-23-08 09:04:34 AM (last edited by Blaster at 09-23-08 09:16 AM) Link | Quote
Originally posted by messiaen
Me-me posted this on the suggestions threads and, as he pointed out, maybe this is a better topic for it

Well, this is the SM64 help thread, and this is not asking for help. It's a better topic, but it's still off topic however I guess there isn't anywhere else to put it. If a new thread was made about it, it would probably get deleted anyway (even if it wasn't breaking the rules).
wwwarea
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Posted on 09-27-08 11:05:49 AM Link | Quote
Thanks messiaen but I wanted to reply again but it diddnt let me. So I just figure out that some behavores freeze the game because I loaded a Behavor in the wronge level. As you can see some behavors are supost to be in some levels, not all.
Me-me
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Posted on 10-01-08 03:14:30 PM (last edited by Me-me at 10-02-08 01:26 AM) Link | Quote
There's only one ''sound object'' with that waterfall-like behavior in SSL
I renamed the name labels so all i have is
the behavior number wich is:

015524


The sound objects work perfectly in other levels,
like Whomps fortress, Bob-ombs battlefield and Shifting sand land.

With some work on this i bet we can make those objects
produce different sounds.

Hmm, if i remember correctly... doesn't the merry-go-round
play that wierd song if Mario is in the basement of Big boo's haunt?
Perhaps they (the sound object and the merry-go-round) use similar
behaviors?

Pehaps the SM64 Music Editing thread is better for this topic?
wwwarea
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Posted on 10-06-08 07:30:38 PM Link | Quote
Hello again, I have a weard problem with toads tool again. I was using windows xp and I can see the behavors list but when I use windows vista that ID and behavor list doesnt show. You know at the bottom of the tool screen?

Is there anyway to fix that?
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Posted on 10-06-08 11:17:10 PM Link | Quote
Originally posted by wwwarea
Hello again, I have a weard problem with toads tool again. I was using windows xp and I can see the behavors list but when I use windows vista that ID and behavor list doesnt show. You know at the bottom of the tool screen?

Is there anyway to fix that?

It sounds like your parameter bar is in basic mode. A little bit up from the bottom left corner of the window, it should say Basic and Expert, click Expert and you should be able to use the model ID and behaviour lists.
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Posted on 10-06-08 11:29:25 PM Link | Quote
OMG. lol thanks for the help I cant beleave I miss that. Im so stupid. Thanks anyway. For awile I falt it was my computer that wount load it.lol.
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Posted on 10-06-08 11:55:36 PM Link | Quote
Originally posted by wwwarea
OMG. lol thanks for the help I cant beleave I miss that. Im so stupid. Thanks anyway. For awile I falt it was my computer that wount load it.lol.

Your welcome.
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Posted on 10-12-08 09:04:12 AM (last edited by Boing at 10-12-08 12:02 PM) Link | Quote
Sorry for the stupid question, but how would I make a warp pipe from say, Castle Grounds to Lethal Lava Land? All of the warp IDs go to inside or outside the castle, and I don't know how to change them.

Edit: Nevermind, I just got it.

Edit 2: Alright, now I have a new question. I'm working with the flat Lethal Lava Land patch, and I turned all of the objects that I wasn't using into Empty Objects. But, now I can't select behaviors for the objects that aren't already in the level. (IE, since I changed the object that was a 2x scaled inverted pyramid into an Empty Object, now I can't choose its the 2x scaled pyramid behavior since its no longer in the list.) How can I put these behaviors back into the list?
messiaen
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Posted on 10-12-08 01:28:55 PM Link | Quote
This is a bug with the description system. The way to overcome it is to hold the "alt key" and click on the Behavior number. This way you can manually type the behavior (use the readme.txt included with the patch for reference). You'll probably have to type "h" before the number to indicate it's hexadecimal.

Now the behavior will show up again on the behavior list, and you can choose it from there. To avoid "losing it" again, always keep a object using it (it can be an obect which isn't activated).

I have a question also about hidden boxes activated by switches. I haven't experimented with them, so how exactly are they set? Which objects (behaviors) are responsible for doing that? Can other objects besides "boxes" be activated by these switches?
VL-Tone
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Posted on 10-13-08 01:54:35 AM Link | Quote
Originally posted by messiaen
This is a bug with the description system. The way to overcome it is to hold the "alt key" and click on the Behavior number. This way you can manually type the behavior (use the readme.txt included with the patch for reference). You'll probably have to type "h" before the number to indicate it's hexadecimal.

Now the behavior will show up again on the behavior list, and you can choose it from there. To avoid "losing it" again, always keep a object using it (it can be an obect which isn't activated).


Do the objects disappear from the list instantly when you remove the last one, or is it only happening after you reload the ROM?

Originally posted by messiaen
I have a question also about hidden boxes activated by switches. I haven't experimented with them, so how exactly are they set? Which objects (behaviors) are responsible for doing that? Can other objects besides "boxes" be activated by these switches?


The switch is object Combo 171 "Floor switch". The boxes are object combo 181, and are using behavior 0x0014BC. I actually never tried this behavior on other objects (or maybe I did and I don't remember the outcome).
messiaen
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Posted on 10-13-08 03:25:07 PM Link | Quote
Originally posted by VL-Tone
Originally posted by messiaen
This is a bug with the description system. The way to overcome it is to hold the "alt key" and click on the Behavior number. This way you can manually type the behavior (use the readme.txt included with the patch for reference). You'll probably have to type "h" before the number to indicate it's hexadecimal.

Now the behavior will show up again on the behavior list, and you can choose it from there. To avoid "losing it" again, always keep a object using it (it can be an obect which isn't activated).


Do the objects disappear from the list instantly when you remove the last one, or is it only happening after you reload the ROM?



Just when the ROM is reloaded.
VL-Tone
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Posted on 10-13-08 03:40:06 PM Link | Quote
Originally posted by messiaen
Originally posted by VL-Tone

Do the objects disappear from the list instantly when you remove the last one, or is it only happening after you reload the ROM?



Just when the ROM is reloaded.


Anyway, it's fixed now, and the fix happens while loading the ROM so it all makes sense.
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Posted on 10-14-08 09:53:42 AM (last edited by Buu-Huu at 10-14-08 11:09 AM) Link | Quote
Hello guys, this is my first attempt with TT64 so don't treat me bad if that question was asked before.
Anyways, I wanted to alter the graphics of the Bob-Omb Battlefield level picture. I exported the two parts to PNG formats and edited them as following:


(I put those parts into one image, makes it up to 128x64 - 128x32 one part)

And in-game, I get this:



The image is moved up by one pixel. I tried to move the image up and down by one pixel in both images, used different graphics plugins but nothing seemed to work. Either the border extends or the image stays like this. I didn't make any changes to the size of the images (as you can see in my image above), just changed and imported them.

So, what might be the problem? Anything special I have to do?

Edit: Nevermind, I got it working properly by adding the top pixel row of the bottom part to the bottom part of the top picture part. Seems like Jabo's 1.6 graphics plugin works best there. =)
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Posted on 11-02-08 12:15:40 PM Link | Quote
Made a topic on this, but i guess I should've asked here, so:

On the castle grounds, when I set an object as a "Castle Tower" it shows up fine but I can pass right through it. I know that it's collision data is part of the terrain, but is there any way to make it a solid, seperate object?
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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 - commit 2f1bc75 [2017-08-27]
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