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05-04-22 06:02:12 PM
Jul - SM64 Hacking (Archive) - Mario 64 Level Importer New poll - New thread - New reply
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Yogamoanyo

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From: Amerika

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Posted on 11-17-10 01:39:25 AM Link | Quote
Hi! I'm new to the whole hacking thing, and I'm having a issue.


I seem to be getting a "Unknown Cic Chip" issue whenever I open the ROM in project64. It's happened to multiple roms after importing a level.

It then gives me a message saying "Unhandled CicChip(-1) in first DMA". I've been trying to find how to solve this issue, but I cannot.

I then looked into ToadsTools to look to see if the ROM would open. It did open, so I went to Bob-Bomb Battlefield to see what the issue was. There wasn't even the map I modeled, it was just floating red/yellow squares, with a circular skybox.

Please, may someone help me find the issue?
RDX

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Posted on 11-17-10 02:19:34 AM Link | Quote
Originally posted by Yogamoanyo
Hi! I'm new to the whole hacking thing, and I'm having a issue.


I seem to be getting a "Unknown Cic Chip" issue whenever I open the ROM in project64. It's happened to multiple roms after importing a level.

It then gives me a message saying "Unhandled CicChip(-1) in first DMA". I've been trying to find how to solve this issue, but I cannot.
This is normal, you just have to ignore it.


I then looked into ToadsTools to look to see if the ROM would open. It did open, so I went to Bob-Bomb Battlefield to see what the issue was. There wasn't even the map I modeled, it was just floating red/yellow squares, with a circular skybox.

Please, may someone help me find the issue?

Try hitting the collision map checkbox in the lower right hand corner and see if anything shows up. If not, maybe your obj wasn't exported correctly?

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Yogamoanyo

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From: Amerika

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Posted on 11-17-10 02:32:11 AM (last edited by Yogamoanyo at 11-17-10 01:19 AM) Link | Quote

This is normal, you just have to ignore it.


Is it normal for the game to remain a black screen after that?



Try hitting the collision map checkbox in the lower right hand corner and see if anything shows up. If not, maybe your obj wasn't exported correctly?


I had it checked, and it didn't show up as anything, still.


EDIT: It appears I got another error;

"Executing from non-mapped space. Verify ROM and ROM settings."

Any help with that, too?
mariofanatic64
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Posted on 11-26-10 08:58:58 PM Link | Quote
Originally posted by Yogamoanyo

This is normal, you just have to ignore it.


Is it normal for the game to remain a black screen after that?


Did you ever try importing something into the title screen? I tried that once, and the results were the same.
Vinnyboiler
Catgirl
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Posted on 11-27-10 09:32:15 AM Link | Quote
Originally posted by mariofanatic64
Originally posted by Yogamoanyo

This is normal, you just have to ignore it.


Is it normal for the game to remain a black screen after that?


Did you ever try importing something into the title screen? I tried that once, and the results were the same.

Actually I just made a tutorial on getting your game to work


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Follow my SM64 hack here Alternate Reality Mario 64 because Steve says so
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messiaen
Catgirl
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Posted on 12-07-10 11:12:30 AM Link | Quote
Haven't touched this program or SM64 hacking in the last few months due to lack of time, but now things are calming down a bit so I'll try to finally finish v13 of the importer.

Here's what I have worked so far:
- redesigned GUI, much better interface
- fixed mapKd issue which prevented some .obj exporter plug-ins to work
- set Mario start position (even on levels such as the Castle Grounds)
- fixed false "vertex out of range" warnings
- hack to switch act selectors on/off in each regular level
- trajectories for racing penguin and snowman's bottom
- collision mapping now has an interface, including a preview for resized textures
- fixed "hardcore" fog setting
- background parts (bg00.bmp files) are now correctly deleted after conversion

Partially finished:
- multiple water boxes
- support for extra collision parameters

To do (someone has requested this):
- Eyerock star

If someone has another request, such a specific trajectory or star position, feel free to suggest it. Currently I'm stuck on the multiple water boxes function, which is giving me a lot of trouble, once that is done (unfortunately it will remain not very intuitive, though this time water box positioning will actually make sense).

Once v13 is released, I'll focus on some music related stuff for v14: having a integrated music inserter, additional music slots and changing hardcoded music settings (ie, which track plays when you talk to Toad, get a cap, race Koopa, etc).
RDX

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Posted on 12-07-10 08:42:57 PM Link | Quote
i wouldn't worry too much about the multiple water boxes, there are always ways to work around that when making a level.

stuff like the koopa stars and the eyerock boss though are things you can't really dance around.

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Vinnyboiler
Catgirl
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Posted on 12-08-10 12:09:57 AM Link | Quote
This sounds great, the multiple water boxes will be useful but not that important as water collision is buggy as anything in SM64.

As for star positions, Wiggler and Klepto (the bird from Shifting Sand Land) would be extremely appreciated.

____________________
Follow my SM64 hack here Alternate Reality Mario 64 because Steve says so
:Also click here for easy to understand SM64 tutorials, For those who wants to learn:
messiaen
Catgirl
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Posted on 12-09-10 11:25:53 AM Link | Quote
By multiple water boxes I also mean the possibility of having both toxic haze, mist and water boxes in the same level, which I guess would be very useful. I'll look into those stars.
wwwarea
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Posted on 12-10-10 12:11:15 AM Link | Quote
Oh, I got a star position request. The finish line in Peach's secret slide.

I remember making a sliding map and set some collision types on this one collision that starts the time and another collision type that ends it. But finishing it on time, the star goes into I guess the same spot where the secret slide star goes to.
John Smith
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Posted on 12-11-10 07:18:18 PM Link | Quote
This editing thing is ALMOST perfected!
Lyskar
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Posted on 12-11-10 07:56:51 PM Link | Quote
Stats
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Metal_Man88's Post
Thanks for the meaningless post. Try not to make it a habit, or you will be banned. You have been warned, John Smith, English Explorer.

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Yogamoanyo

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From: Amerika

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Posted on 12-15-10 02:22:44 AM Link | Quote
Finally, the level decided to work because of your tutorial, YB.

But now, the level itself isn't there. It's just a skybox.
messiaen
Catgirl
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Posted on 12-25-10 10:51:13 AM Link | Quote
My christmas gift to the SM64 community .

Level Importer v13


Changes:
- Totally Redesigned GUI
- Fixed some .obj issues which prevented textures from importing correctly
- Set Mario start position feature (even on levels such as the Castle Grounds)
- Fixed false "vertex out of range" warnings, now it should to take advantage of the entire level boundaries
- Option to switch act selectors on/off in each regular level
- Trajectories for racing penguin and snowman's bottom
- Collision mapping now has an interface, including a preview for resized textures
- Fixed "hardcore" fog setting
- Background parts (bg00.bmp files) are now correctly deleted after conversion
- Multiple water boxes
- Support for extra collision parameters (wind and sand direction)

Multiple water boxes is buggy and still has to tested a lot. In the next version I'll focus on adding trajectories and star positions, as well as some other tweaks.
TheDefault
Random nobody
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Posted on 12-25-10 02:07:26 PM Link | Quote
Originally posted by messiaen
My christmas gift to the SM64 community .

Level Importer v13


Changes:
- Totally Redesigned GUI
- Fixed some .obj issues which prevented textures from importing correctly
- Set Mario start position feature (even on levels such as the Castle Grounds)
- Fixed false "vertex out of range" warnings, now it should to take advantage of the entire level boundaries
- Option to switch act selectors on/off in each regular level
- Trajectories for racing penguin and snowman's bottom
- Collision mapping now has an interface, including a preview for resized textures
- Fixed "hardcore" fog setting
- Background parts (bg00.bmp files) are now correctly deleted after conversion
- Multiple water boxes
- Support for extra collision parameters (wind and sand direction)

Multiple water boxes is buggy and still has to tested a lot. In the next version I'll focus on adding trajectories and star positions, as well as some other tweaks.


will be there soon in the next Level importer version an Music Importer?
messiaen
Catgirl
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Posted on 12-25-10 04:28:11 PM Link | Quote
Probably not in the next version, but eventually it will include an integrated sequence inserter (producing the music files will still be done by standalone applications such as mml2m64 or the alpha MusicXML importer).
puddinpops
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Posted on 12-27-10 07:03:53 AM Link | Quote
New here, hopefully it's OK to ask questions in this thread. I tried opening the OBJ file for my level in this program and it gave me the error "Index was outside the bounds of the array." Can anyone tell me if it's a problem with my OBJ file not being properly prepared, or is it something else? Here's what appears under Details:



See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.IndexOutOfRangeException: Index was outside the bounds of the array.
at ObjImportGUI.CustomBackground.MtlFile_TextChanged(Object sender, EventArgs e)
at System.Windows.Forms.Control.OnTextChanged(EventArgs e)
at System.Windows.Forms.TextBoxBase.OnTextChanged(EventArgs e)
at System.Windows.Forms.Control.set_Text(String value)
at System.Windows.Forms.TextBoxBase.set_Text(String value)
at System.Windows.Forms.TextBox.set_Text(String value)
at ObjImportGUI.CustomBackground.objFile_TextChanged(Object sender, EventArgs e)
at System.Windows.Forms.Control.OnTextChanged(EventArgs e)
at System.Windows.Forms.TextBoxBase.OnTextChanged(EventArgs e)
at System.Windows.Forms.Control.set_Text(String value)
at System.Windows.Forms.TextBoxBase.set_Text(String value)
at System.Windows.Forms.TextBox.set_Text(String value)
at ObjImportGUI.CustomBackground.LoadObjButton_Click(Object sender, EventArgs e)
at System.Windows.Forms.Control.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ButtonBase.WndProc(Message& m)
at System.Windows.Forms.Button.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000)
CodeBase: file:///C:/WINDOWS/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
----------------------------------------
ObjImportGUI
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///C:/Documents%20and%20Settings/Bramsworth/My%20Documents/mar64/obj_import13/ObjImportGUI.exe
----------------------------------------
System.Windows.Forms
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Drawing
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
Lyskar
12210
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Posted on 12-27-10 07:05:51 AM Link | Quote
Stats
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Metal_Man88's Post
Yes, you may ask questions in this thread. Thank you for asking it here rather than making it its own topic.

____________________

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puddinpops
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Posted on 12-27-10 07:55:11 AM (last edited by puddinpops at 12-27-10 07:41 AM) Link | Quote
Well, I saw the "don't make new topics you idiots" thing at the topic, so figured asking in the thread for the program with the issues would be the right thing to do :p

I just want to add that in addition to that error, if I choose to ignore it and continue, nothing happens when I import. I chose to put my OBJ file in place of Bob-omb Battlefield. Once the import is complete and I play the game, nothing's changed, and Bob-omb Battlefield is just as it originally was still. Very confusing. The file is 2mb though, is it because it's too big?

FYI I'm trying to port a level from Sonic Adventure DX. Is it because there's probably too many more polygons or something? I tried changing the scale of the whole object in Blender, seems to consistently stay at 2mb though so I'm not sure what else I can do.
Celux

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Posted on 12-27-10 09:16:13 PM Link | Quote
Originally posted by puddinpops
Well, I saw the "don't make new topics you idiots" thing at the topic, so figured asking in the thread for the program with the issues would be the right thing to do :p

I just want to add that in addition to that error, if I choose to ignore it and continue, nothing happens when I import. I chose to put my OBJ file in place of Bob-omb Battlefield. Once the import is complete and I play the game, nothing's changed, and Bob-omb Battlefield is just as it originally was still. Very confusing. The file is 2mb though, is it because it's too big?

FYI I'm trying to port a level from Sonic Adventure DX. Is it because there's probably too many more polygons or something? I tried changing the scale of the whole object in Blender, seems to consistently stay at 2mb though so I'm not sure what else I can do.


Yes, a model from that game is far too much for SM64 to handle. It would simply freeze if the whole thing was imported. Shrinking the model does not change the file size at all, since no more space is used to change the positions each polygon is drawn at. The file size is based on how many polygons there are and texture mapping positions etc. You could try removing sections of the level you don't want, but by the time you've removed enough you probably will have little of the level left anyway.
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Jul - SM64 Hacking (Archive) - Mario 64 Level Importer New poll - New thread - New reply


Rusted Logic

Acmlmboard - commit 47be4dc [2021-08-23]
©2000-2022 Acmlm, Xkeeper, Kaito Sinclaire, et al.

34 database queries, 7 query cache hits.
Query execution time: 0.120028 seconds
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Total render time: 0.150442 seconds