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CF23 Random nobody Level: 8 Posts: 6/8 EXP: 1567 For next: 620 Since: 03-11-09 Since last post: 13.0 years Last activity: 12.9 years |
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| How do I change the text on wooden signpost and the names of star acts and levels? |
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| Jul - SM64 Hacking (Archive) - Help/Questions about Toad's Tool 64 and SM64 hacking |
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| Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 ... 68 69 70 71 72 73 74 75 76 77 | Next older thread |
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CF23 Random nobody Level: 8 Posts: 6/8 EXP: 1567 For next: 620 Since: 03-11-09 Since last post: 13.0 years Last activity: 12.9 years |
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| How do I change the text on wooden signpost and the names of star acts and levels? |
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Me-me 340 ![]() ![]() ![]() ![]() ![]() ![]() Level: 41 ![]() Posts: 65/341 EXP: 462108 For next: 18037 Since: 08-05-07 Since last post: 9.7 years Last activity: 8.1 years |
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Originally posted by CF23 Download the Text Wrangler here: http://homepage.mac.com/qubedstudios/Mario64Tools.htm With it you can edit what the wooden signposts say and the level act names. ____________________ Wow! SM64 is totally turned upside-down! |
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gamekrazzy Member Level: 32 ![]() Posts: 26/199 EXP: 194627 For next: 11815 Since: 03-06-09 Since last post: 10.4 years Last activity: 8.6 years |
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Originally posted by HAKUO Sorry no one answered your question. Ok, it is rather simple use a warp that is not really needed (such as 1-8 if you do this you need to remove the pillars inside the castle in area 3, You also need to make another way for someone to get to the Vanish Cap Course.). This is under the options Warp Destinations, below all the objects. You would then replace the ID of the warp to 240. After so change the destination Warp ID to 240. Now all you have to do is add a Warp Mario Start #(I use 3). Change the warp ID of that object to 1-240 in Castle Grounds and you are done. Voila!!! ____________________ ![]() |
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Bob-omb8194 Still Explodin' Level: 80 ![]() Posts: 99/1654 EXP: 4670622 For next: 112347 Since: 02-19-09 From: NC, US Since last post: 10.8 years Last activity: 10.8 years |
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| How do you insert a object into another level's data via hex editing? For example, the rotating clock platform in Bob-omb's Battlefield. |
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M. Bison Level: 9 Posts: 3/11 EXP: 2536 For next: 626 Since: 02-07-09 Since last post: 8.6 years Last activity: 7.4 years |
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| Sorry for the bother, but what is Bowser's Model ID Number? |
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gamekrazzy Member Level: 32 ![]() Posts: 27/199 EXP: 194627 For next: 11815 Since: 03-06-09 Since last post: 10.4 years Last activity: 8.6 years |
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| Go to bowser fight and find out, don't post a question like taht in here. Sorry Bob-omb, hope someone answers you question as for me I have no clue. PM Messian. ____________________ ![]() |
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messiaen Catgirl Level: 68 Posts: 521/1085 EXP: 2596497 For next: 132303 Since: 11-20-07 Since last post: 8.1 years Last activity: 7.2 years |
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| There's no need to do this manually since the next version of Toad's Tool 64 will feature the bank selector for new levels. It won't edit loaded banks in the original levels, but then I don't think people will still want to edit them if they can create from scratch with much more flexibility. ____________________ Mario 64 notes @ http://sites.google.com/site/messiaen64/ |
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gamekrazzy Member Level: 32 ![]() Posts: 28/199 EXP: 194627 For next: 11815 Since: 03-06-09 Since last post: 10.4 years Last activity: 8.6 years |
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| Messian has a point, but it would still be good for those of us who have not had much xp when it comes to making 3D objects. Refering to me. Anyways I am going to ask my question here seeming as you Messian have not replied after trying to explain myself.
In super Mario 64, the pause screen has the option to exit level. I know what warp that the exit level warp leads to, but I do not know how to get change it to a different warp from the other levels (Levels that give option to Exit). I was wondering if anyone knows how to change a warp not noted as one of the warps in the selector for warp destinations. Messian if you want to try and figure this out, the warp that that option leads to is Inside Castle (area-1) (warp-31). I changed that warp to an unknown object, and it would instead cause a black screen. That is about the only way I know how to get rid of the option when you have [pre levels (levels before entering Castle)] ____________________ ![]() |
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HAKUO Random nobody Level: 5 Posts: 2/3 EXP: 359 For next: 170 Since: 03-19-09 Since last post: 13.1 years Last activity: 11.8 years |
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| wow thanks, its working!
but now i have another question, i want to make more than one castle tower, but when i make them, mario can simply walk through those and i dont know how to change that, can you help me? |
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RDX Level: 32 Posts: 34/198 EXP: 193560 For next: 12882 Since: 02-14-09 Since last post: 10.8 years Last activity: 10.5 years |
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| Without hex, you can't do that. And I know nothing about hex, so don't ask me.
Your best bet would be to just block off access to the castle roof. That way they could admire the castle from the bottom without finding out that the towers are actually hollow D: ____________________ ![]() |
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BigBrain Member Level: 22 Posts: 17/85 EXP: 55322 For next: 3028 Since: 09-10-08 Since last post: 8.9 years Last activity: 6.8 years |
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Originally posted by HAKUO AFAIK, you can't do that as the values for the castle collision geometry are hardcoded (messiaen or yoshielectron once made a video showing that). |
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gamekrazzy Member Level: 32 ![]() Posts: 29/199 EXP: 194627 For next: 11815 Since: 03-06-09 Since last post: 10.4 years Last activity: 8.6 years |
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| Ok what is the difference, i mean if it was like that when you get up there after getting 120 stars it will not have much an impact will it. I say do not worry about it, and note you do not have to make it no access. I really do not see that as a true problem here. I wish someone could answer my question. ____________________ ![]() |
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HAKUO Random nobody Level: 5 Posts: 3/3 EXP: 359 For next: 170 Since: 03-19-09 Since last post: 13.1 years Last activity: 11.8 years |
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| can someone tell me the texturenumber of the slide in "peachs secret slide"? |
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gamekrazzy Member Level: 32 ![]() Posts: 31/199 EXP: 194627 For next: 11815 Since: 03-06-09 Since last post: 10.4 years Last activity: 8.6 years |
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| Why don't you play the game and compare like everyone else does. Note: if I remember correctly should be in 500's But I might not remeber right, ecause I don't normally edit those textures. ____________________ ![]() |
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RDX Level: 32 Posts: 35/198 EXP: 193560 For next: 12882 Since: 02-14-09 Since last post: 10.8 years Last activity: 10.5 years |
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Originally posted by HAKUO The floor is 618. Next time don't be lazy and find it yourself. It took me maybe a minute to find that out. ____________________ ![]() |
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gamekrazzy Member Level: 32 ![]() Posts: 35/199 EXP: 194627 For next: 11815 Since: 03-06-09 Since last post: 10.4 years Last activity: 8.6 years |
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| I know I already asked this question, but I guess it is too hard to answer or something, Maybe there is no answer, Anyways I am going to ask again.
There is an option in the pause screen that allows you to exit a level. The warp that it is linked to is (Inside Castle; Area 1; Warp 31). I got rid of the warp so that when they exit a level they do not warp to castle. I needed to do that because I had the bowser fight before entering Castle. To get in, you needed the key gotten after beating Bowser. But then occured another problem that I knew would happen because there was no warp linked to the exit level option. So now I am wondering if anyone here knows how to set that warp to a different warp so that there is no black screen, after all no one wants one of those do they? Note: off subject; When I was messing with the warps for this I found a funny error. If Warp 1-31 keeps it's ID, but it's destination is changed. I think it might depend on where, but I set it to castle Grounds 1-31. Made by messing with warp destinations on TT64. Well anyways the error gave me the message "WTF!" Next line down "Error: something to do with a code not being equal to a code". Edit: the code equal to a code led me to believe that the warp from the option exit level is located in checksum. So that is why I brought up having the title included as a level that could be edited in TT64. [I brought it up in Toads tool suggestions if you are wondering] ____________________ ![]() |
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Bob-omb8194 Still Explodin' Level: 80 ![]() Posts: 104/1654 EXP: 4670622 For next: 112347 Since: 02-19-09 From: NC, US Since last post: 10.8 years Last activity: 10.8 years |
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| I have a question. I recently made a document that deals with unused and beta objects. I want to know if it is good enough to add to the hacking documents thread, since it is a turned-off thread, and I can't add it. The download is here:
http://www.mediafire.com/file/jw1zckmtzdz/Super%20Mario%2064%20Guide%20to%20unused%20objects.doc |
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gamekrazzy Member Level: 32 ![]() Posts: 41/199 EXP: 194627 For next: 11815 Since: 03-06-09 Since last post: 10.4 years Last activity: 8.6 years |
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| I saw a thread on here that I believe had to deal with stars and the act choosing not availiable. I was wondering if someone can either give me the link to it, because I am truly getting tired of searching, or if you know how, can you tell me how to get rid of the act choosing at the begginning of a level? I'll keep looking, at the same time hoping for an answer. ____________________ ![]() |
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messiaen Catgirl Level: 68 Posts: 530/1085 EXP: 2596497 For next: 132303 Since: 11-20-07 Since last post: 8.1 years Last activity: 7.2 years |
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| If you read the "checksum thread", there's a table which is (also) related to act selectors. If you change its values, you can get rid of act selectors, but since that data is also used to determine how the game saves the data, it won't save properly (ie, you will get a first act star and it will save as the first act star for another level).
For "The Missing Stars", I used an ASM Hack which gets rid of ALL act selectors except for two levels in which I wanted them on. This was the only solution I could find to get rid of them and still make the game save properly. So, the bottomline is, there isn't an easy and safe way to get rid of them. However, in the future we may modify the programming of the game for more flexibility on this, so this might be something you'll see in future versions of TT64. |
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gamekrazzy Member Level: 32 ![]() Posts: 47/199 EXP: 194627 For next: 11815 Since: 03-06-09 Since last post: 10.4 years Last activity: 8.6 years |
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| Yes, but if you edit the warps so that they do not take you to a star completion warp. (Castle Grounds 1-8 to Castle Grounds 1 - other #) for example it doesn't give the option to save. Because by doing this the game doesn't realise that the level was complete. This would be what I am planning on doing, a step by step game, warping from level to level by changing warp 240 to a different level warp. As for this, because it doesn't pertain to what I am going to do, I can get rid of the star selection and it won't effect a thing.
Edit: I got rid of act selecters, and guess what I noticed. First time I got rid of them I only got rid of it for Bob-omb battlefield. Turns out what happens is that it takes you to an act that is not an act. It thinks it is still in Castle Grounds, because stats are only availiable, but exit level and other options are not. What this leads me to believe is that it doesn't take you to an act, but rather to all the acts put in one. If something is not in all acts, it isn't there. I.E pink Bob-ombs in bob-omb battlefield. the third rolling ball in the thing. Because the ball generaters generate at random speed they are not always the same, so the ball generater isn't there. What I am curious is to why stars such as the one behind chain chomps gate disappear. But that is my theory. Also I noticed this in whomps fortress to. It gets rid of the bob-ombs, and it gets rid of tower at top as well as Whomp. Like I said. Only explanation I got here is that it doesn't take you to just 1 act, but rather all acts in 1. Also, by changing the level to 00 instead of 1b it goes to the last act. Well IDK, but at least after act 1. Now a question because I don't like to double post. Where is the warp that tells you where mario starts when you start a game. Where in Checksum? I found that the rom adress for warps and stuff only pertain to the location of where the warp is. because warp 1-4 and warp 1-40 are different warps with different rom adresses. But the first 8 bytes for there location are the same. ____________________ ![]() |
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| Jul - SM64 Hacking (Archive) - Help/Questions about Toad's Tool 64 and SM64 hacking |
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Acmlmboard - commit 47be4dc [2021-08-23]
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