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09-21-17 12:11:19 PM

Jul - SM64 Hacking - TT64 Version 0.5.9b Released! Bug reports here. New poll - New thread - Thread closed
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VL-Tone
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Posted on 09-10-07 02:24:54 PM; last edit by VL-Tone on 09-13-07 06:43 AM Link
Ok, there you go. No new features, except that editing 0x22 commands is now more feasible, as this version will provide you visual feedback (changing all affected 3d objects) and change the names of related objects in menus.

The latest version of Toad's Tool 64 can be downloaded at the following address:

http://homepage.mac.com/qubedstudios/ToadsTool64.htm


Update! I just uploaded a new quick fix version of TT64, version 0.5.6b.

Update!! @!#?@! I had to upload version 0.5.7b to correct a stupid bug... I disabled saving to do some experimentation, and forgot to re-enable it in version 0.5.6b. So you couldn't actually save. It's obviously fixed now in 0.5.7b.



Bug Fixes in 0.5.7b

•Fixed a stupid bug where saving was actually disabled.

Bug Fixes in 0.5.6b

•Fixed a bug that was causing a script error when loading some ROMs that were already modified and were containing "Undefined Combos".

•Fixed a bug where a script error happened when trying to open a ROM after canceling the opening.

•Saving modified description labels should now work properly.

Here's the relatively long list of bug fixes for 0.5.5b.

•Fixed a bug where putting a 0x42 object that had a Macro Preset value of "1E" would cause all subsequent objects to become invisible and in-editable when reloading the ROM.

•Some previously missing 0x42 objects in Bowser course 3 are now visible and editable. (Related to the bug above).

•Previous versions of TT64 would only show you Object Combos and Behaviors used in the ROM that was loaded. That means that if you were to change the behavior that was only used by a single object in the game, the behavior wouldn't appear in the menu list the next time you'd load the ROM since it wasn't used by this ROM.

•TT64 0.5.5b will list all Behaviors and Object Combos from the original game even though the loaded ROM doesn't use them.

•Changing the text of a parameter label wont cause the yellow pop-up menu to switch to the parameter.

•Camera and move controls are now disabled when not in 0x24, 0x42 or 0x43 object mode, as they were supposed to be.

•Yellow pop-up menu should now update correctly when pasting params.

•Pasting params should not cause script errors anymore, as it did in some contexts.

•Editing 0x22 commands now updates the objects in the 3d view and object lists.

•Yellow pop-up menu for Destination Warp ID will update correctly while changing the destination level to reflect which warps are available there.

•Maximizing before the ROM is first loaded shouldn't cause an error anymore.

•Unnamed Behavior params won't show as "B. Param: B. Param" in the pop-up menu header.

•Yellow pop-up menu should now update correctly when reverting objects.

•Rotating in "relative" mode would cause a script error. Rotation with the widget is now only done in absolute mode. The "relative" and "absolute" options will only affect the move object widget.

•Reverting a 0x43 object that has a rotation parameter should now revert the rotation value, as expected.

•Reverting commands other than 0x24, 0x42 and 0x43 will only revert commands of the current command type.

•Sorting in the yellow pop-menu would fail in some context. It should now work correctly.

•When changing a coordinate value manually, or when pasting coordinates, the camera should now follow the object as expected, when in Orbit Camera mode or when the "Follow Selection" option is checked.

•In some cases, every item in the yellow pop-menu would become underlined. This shouldn't happen in this version.

•Exporting grayscale textures would cause the alpha mask to get inverted, and the gray depth would be severely reduced. This is fixed.

•The Export To Folder button in the Texture Importer/Exporter should now work as expected.

•Mario Colors interface had a few glitches that are now fixed.




For now I've closed and renamed the other bug fix thread, as 95%+ of the bugs found in there are now fixed. I'll decide what I'll do with the thread tonight.

If your submitted bug was not fixed or still cause some problems, please repost the bug here.

As always, when you report a bug, please provide the following details:

*What were you doing when the bug happened.
*What's your operating system (XP, Vista, Mac OS X intel or PPC).
*How much RAM does your computer have, and which video-card it has, if the problem is related to the 3d display.

And remember that the 3d display is glitchy under Vista, no matter what, and will stay that way until Adobe releases Director MX 11.
NintendoMasters
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Posted on 09-10-07 03:47:40 PM; last edit by NintendoMasters on 09-10-07 07:03 PM Link
I bet you hate bugs but here i go.
I open my rom as usual. when the castle ground is loaded...
"Index out of range

Script error. Continue?"

A new bug fixing version and theres a bug already
EDIT: actually just discovered its a problem with the 3D object because if you switch to 3D object from macro's or any other choice i get the "Index out of range" again.
EDIT2: WORSE THAN I THOUGHT! This means NOTHING in the object combo box! A.K.A: no transforming=no free editing! And when you open the combo box
"Object Expected

Script Error. Continue?"
wowfunhappy
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Posted on 09-10-07 05:56:44 PM Link
This is bug that was in the old version and hasn't been fixed, looking back it seems this bug hasn't been mentioned to you.

When you change the music of the castle grounds, it the music doesn't play. Instead, the original Castle ground "Music" plays.

Also, if you change the music for the castle grounds and then start a new game, the first two seconds of the music you selected will play during the opening sequence, but after those two seconds have passed the normal opening sound track will play, and the castle grounds plays the original "Music"

I'm using Windows XP.
John2k4
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Posted on 09-10-07 07:32:35 PM; last edit by roger3245 on 09-17-07 10:13 PM Link
Same Here.

Once it loaded the castle grounds (this error didn't happen before), it says

Script Error




Index out of range.
Continue?
Yes No

I run Windows XP

VL-Tone
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Posted on 09-10-07 11:06:58 PM; last edit by VL-Tone on 09-11-07 02:07 AM Link
Drats... I just got back from my job.

Don't worry I'll try to fix these very quickly since it seems to be a very bad bug.

First thing:

I don't want to know about any bugs that happen after clicking "continue" when a script error first happens.

If a script error happens, you should NOT click continue, unless it's your only hope to try to save your modifications.

If you click continue, there is a 99% chance that other random bugs will happen because the function that first crashed didn't finish properly. These bugs wouldn't happen if the first error didn't show up, so don't tell me about them.

Second thing, does this "error while loading" also happens with an unmodified extended ROM?

I only tested TT64 with a clean extended ROM, and with some of my modified ROMs. Maybe something in your modified ROMs triggers the error.




Dark Mario
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Posted on 09-11-07 08:14:45 AM; last edit by Dark Mario on 09-11-07 11:15 AM Link
IT BURNS AHH!!!
AND THE TIME OF SILLY COMMENTS IS OVER!!!
NintendoMasters
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Posted on 09-11-07 03:39:18 PM Link
Originally posted by VL-Tone
Second thing, does this "error while loading" also happens with an unmodified extended ROM?

I only tested TT64 with a clean extended ROM, and with some of my modified ROMs. Maybe something in your modified ROMs triggers the error.

Yep, unfortunately it only appears on my modified rom and not a clean one. (I keep a clean one for PPF making) (it had to be my major project this scrpit error shows up on as well )
Is there any way to fix this script error? This hasn't happened on previous "New" (at the time) versions.
VL-Tone
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Posted on 09-12-07 12:10:43 AM Link
Originally posted by NintendoMasters

Yep, unfortunately it only appears on my modified rom and not a clean one. (I keep a clean one for PPF making) (it had to be my major project this scrpit error shows up on as well )
Is there any way to fix this script error? This hasn't happened on previous "New" (at the time) versions.


Ok, just send me link to a PPF patch of your modified ROM in a PM. It's the only way I can debug this problem. Anyone that has the same problem can do the same, don't worry I'll keep them for myself. I'll try to locate what can trigger the error.
The Glitch
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Posted on 09-12-07 03:11:54 AM Link
Hey, I have found a small bug.
I had by mistake, selected a unextended ROM, it gave me the whole use a extended ROM message, I go to click the Open Rom button, a script error happens, and forced me to restart it.
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Posted on 09-12-07 05:12:07 AM Link
Hi,

I also found bug.

When you run Toad'sTool, and click Cancel on Open ROM window, then after that if you click Open ROM button you get:

Director Player Error

Object expected

Similar errors was happen on some previous versions of Toad'sTool, but not on last previous version (v0.5b).
Version v0.5.5b has again this kind of error.

Best Regards.

Me-me
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Posted on 09-12-07 01:50:29 PM Link
Um, hello...
I also found a music bug:
I changed the inside castle music to ''Crash'' (why did you call it that?)
and then when i started a new game i went into the castle and
the bowser message appeared. After the message the original
inside music track is played.

I don't even think it's a TT64 bug, i think it's the game but oh, well.

I'm happy to be back
VL-Tone
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Posted on 09-12-07 07:28:42 PM; last edit by VL-Tone on 09-13-07 06:46 AM Link
I just posted version 0.5.6b which should fix the following bugs:

•Fixed a bug that was causing a script error when loading some ROMs that were already modified and were containing "Undefined Combos".

•Fixed a bug where a script error happened when trying to open a ROM after canceling the opening.

•Saving modified description labels should now work properly.

The first fix should address the bug that NintendoMaster and roger3245 had when opening already modified ROM. (Thanks NintendoMaster for sending me the .PPF patch, it was very helpful!)

The second fix addresses the bug submitted by both unicode2CP and The Glitch.

The third one is related to a feature that most of you never used because it wasn't really described in the help file, but is now:

Modifiying Description Labels:

Some parameters show a description label such as "Level Exit Recovering Life". These can be edited by clicking them while holding the alt or option key.
When hitting return, or deselecting the label text field by clicking elsewhere, the modified label will be saved in one of these three files: objects_labels.txt, bparams_labels.txt or main_labels.txt, depending on the label type. These files can be found in the program's folder. If you know what you're doing, you can also edit them using a text editor.

This feature can be useful if you create an "Undefined Combo" which happens when you create a new Model ID/Behavior combination.

Note that these files are replaced by default ones if you download a new version of TT64, so if you add a lot of new descriptions, you might want to backup the 3 modified label files from the old version and copy them in the new version's folder. If you add a lot of interesting new combos and want me to integrate them in the default files for subsequent releases, just send me the objects_labels.txt, bparams_labels.txt and main_labels.txt by email (or send me a link via a PM).

Update!! @!#?@! I had to upload version 0.5.7b to correct a stupid bug... I disabled saving to do some experimentation, and forgot to re-enable it in version 0.5.6b. So you couldn't actually save. It's obviously fixed now in 0.5.7b.

The latest version of Toad's Tool 64 can be downloaded at the following address:

http://homepage.mac.com/qubedstudios/ToadsTool64.htm

John2k4
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Posted on 09-13-07 03:34:26 PM Link
Hey just a thought-

Maybe in the blank space in the lower right corner, you could put something about how this project is supported and hosted on the Justus 2 boards.
Dark Mario
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Posted on 09-13-07 11:48:51 PM Link
I cant load bob-bomb battlefield.
Kles

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Posted on 09-14-07 02:05:13 AM Link
Originally posted by Dark Mario
I cant load bob-bomb battlefield.


Okay, listen. You need to be HELPFUL with bug reports. You wouldn't just take your car to the mechanic and say "it's broken" and leave, would you? No, you have to give details to help them out. Same thing here.
John2k4
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Posted on 09-14-07 07:28:46 PM Link
Yes, exactly what Kles said.

specify any error messages, what your operating system is (Windows XP, Mac, etc...), and if it is graphics related, how much RAM you have.
Dark Mario
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Posted on 09-14-07 07:54:31 PM Link
Specs:
Windows Vista
TT64 0.5.7b
Cant load bob-bomb battlefield get script out of range message.
VL-Tone
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Posted on 09-15-07 12:36:55 AM; last edit by VL-Tone on 09-15-07 03:59 AM Link
Dark Mario, send me the .ppf of your modified ROM so I can check what's the problem. (PM me about it)
Me-me
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Posted on 09-15-07 04:08:16 PM Link
Sience i started using TT64 0.57 everything have went wrong.
If i change something the game crashes. I can just change a
texture and the game crashes.
I've remaked a mod 3 times but the same thing happens.
After the select file section the game crashes.

I am using Windows XP and i extend ROMs with M64 Romextender 1.2
fiercelink
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Posted on 09-15-07 04:17:58 PM; last edit by fiercelink on 09-16-07 08:43 PM Link
(same thing happened to me)

- im running on vista
- extended it with both and the same thing happened (but it only happens when i change a texture)
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Jul - SM64 Hacking - TT64 Version 0.5.9b Released! Bug reports here. New poll - New thread - Thread closed




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