| VL-Tone Member Super Mario 64 forum moderator Level: 53 Posts: 246/621 EXP: 1135552 For next: 21567 Since: 07-27-07 From: Montreal, Canada Since last post: 4.7 years Last activity: 1.2 years |
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| Jul - SM64 Hacking (Archive) - Help/Questions about Toad's Tool 64 and SM64 hacking | - - ![]() |
| Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 ... 68 69 70 71 72 73 74 75 76 77 | Next older thread |
| VL-Tone Member Super Mario 64 forum moderator Level: 53 Posts: 246/621 EXP: 1135552 For next: 21567 Since: 07-27-07 From: Montreal, Canada Since last post: 4.7 years Last activity: 1.2 years |
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| messiaen Catgirl Level: 68 Posts: 230/1085 EXP: 2594151 For next: 134649 Since: 11-20-07 Since last post: 8.1 years Last activity: 7.2 years |
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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?! |
| wwwarea Member Level: 21 Posts: 6/74 EXP: 45036 For next: 4907 Since: 08-10-08 Since last post: 9.7 years Last activity: 9.4 years |
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| 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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Originally posted by wwwarea 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 Member Level: 21 Posts: 7/74 EXP: 45036 For next: 4907 Since: 08-10-08 Since last post: 9.7 years Last activity: 9.4 years |
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| 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 Catgirl Level: 68 Posts: 263/1085 EXP: 2594151 For next: 134649 Since: 11-20-07 Since last post: 8.1 years Last activity: 7.2 years |
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| 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. ____________________ Mario 64 notes @ http://sites.google.com/site/messiaen64/ |
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Originally posted by messiaen 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 Member Level: 21 Posts: 8/74 EXP: 45036 For next: 4907 Since: 08-10-08 Since last post: 9.7 years Last activity: 9.4 years |
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| 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 340 ![]() ![]() ![]() ![]() ![]() ![]() Level: 41 ![]() Posts: 27/341 EXP: 461699 For next: 18446 Since: 08-05-07 Since last post: 9.7 years Last activity: 8.1 years |
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| 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 Member Level: 21 Posts: 9/74 EXP: 45036 For next: 4907 Since: 08-10-08 Since last post: 9.7 years Last activity: 9.4 years |
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| 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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Originally posted by wwwarea 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. |
| wwwarea Member Level: 21 Posts: 10/74 EXP: 45036 For next: 4907 Since: 08-10-08 Since last post: 9.7 years Last activity: 9.4 years |
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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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Originally posted by wwwarea Your welcome. |
| Boing 450 ![]() ![]() ![]() ![]() ![]() Level: 46 Posts: 104/458 EXP: 709700 For next: 2074 Since: 12-16-07 From: Michigan, US Since last post: 11.1 years Last activity: 11.1 years |
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| messiaen Catgirl Level: 68 Posts: 306/1085 EXP: 2594151 For next: 134649 Since: 11-20-07 Since last post: 8.1 years Last activity: 7.2 years |
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| 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? ____________________ Mario 64 notes @ http://sites.google.com/site/messiaen64/ |
| VL-Tone Member Super Mario 64 forum moderator Level: 53 Posts: 291/621 EXP: 1135552 For next: 21567 Since: 07-27-07 From: Montreal, Canada Since last post: 4.7 years Last activity: 1.2 years |
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| messiaen Catgirl Level: 68 Posts: 313/1085 EXP: 2594151 For next: 134649 Since: 11-20-07 Since last post: 8.1 years Last activity: 7.2 years |
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Originally posted by VL-Tone Just when the ROM is reloaded. ____________________ Mario 64 notes @ http://sites.google.com/site/messiaen64/ |
| VL-Tone Member Super Mario 64 forum moderator Level: 53 Posts: 302/621 EXP: 1135552 For next: 21567 Since: 07-27-07 From: Montreal, Canada Since last post: 4.7 years Last activity: 1.2 years |
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| Buu-Huu Level: 19 ![]() Posts: 54/56 EXP: 30427 For next: 5350 Since: 11-17-07 Since last post: 13.4 years Last activity: 10.3 years |
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| Treflex User Level: 9 Posts: 3/12 EXP: 2916 For next: 246 Since: 11-01-08 Since last post: 12.8 years Last activity: 1.4 years |
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| 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? |
| Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 ... 68 69 70 71 72 73 74 75 76 77 | Next older thread |
| Jul - SM64 Hacking (Archive) - Help/Questions about Toad's Tool 64 and SM64 hacking | - - ![]() |
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