Register - Login
Views: 99801770
Main - Memberlist - Active users - Calendar - Wiki - IRC Chat - Online users
Ranks - Rules/FAQ - Stats - Latest Posts - Color Chart - Smilies
05-03-22 06:57:05 AM
Jul - SM64 Hacking (Archive) - Help/Questions about Toad's Tool 64 and SM64 hacking New poll - New thread - New reply
Pages: 1 2 3 4 5 6 7 8 9 10 ... 13 14 15 16 17 18 19 20 21 ... 68 69 70 71 72 73 74 75 76 77Next older thread
gamekrazzy
Member
Level: 32


Posts: 102/199
EXP: 194614
For next: 11828

Since: 03-06-09


Since last post: 10.4 years
Last activity: 8.6 years

Posted on 05-17-09 07:08:35 AM Link | Quote
Originally posted by CF23
Originally posted by OniLink10
Originally posted by CF23
How do I change Koopas path in a race on flatbattlefield?

I think there's a program called "Koopa Trajectory Modifier" or something like that. Google it. Not sure though...


I've tried using that program, but after adding the patch to my rom, the rom won't open in TT64. In the "readme" file it says I have to delete the "M64GeometryDataFlat.m64" file from the TT64 folder, but I can't find it.

I get this error when opening the rom in TT64:

Director Player Error

Handler not found in object

#getProp

Script Error. Continue?

|Yes| |No|


I think I know what is going on. I was having problems with Messians hack, and it said the same thing. For the hack though some pointers were pointing to the wrong spot. I changed those and problem was solved. Maybe the same is for your problem. Try checking your level script pointers at 0x2AC098. Bob-omb will be 9th in list, and should point to where either bob-omb battlefield is, or flatworld. My guess is its the end level script pointer that is wrong, because the script is being edited with your program and has been enlongated.

____________________
Gamekrazzy*
VideoGuy
Member
Level: 22


Posts: 2/84
EXP: 53006
For next: 5344

Since: 05-10-09


Since last post: 12.0 years
Last activity: 9.9 years

Posted on 05-20-09 09:20:38 PM Link | Quote
I have a question about the Box objects. Is it possible to change a box's graphics without its contents? I've tried and it seems the content of the box also determines what texture is displayed. For example, could I have a metal cap come out of a wing cap box? And I'm looking for a way to do this without just using a texture hack.
gamekrazzy
Member
Level: 32


Posts: 105/199
EXP: 194614
For next: 11828

Since: 03-06-09


Since last post: 10.4 years
Last activity: 8.6 years

Posted on 05-20-09 09:52:31 PM Link | Quote
umm, I don't see the point in doing it this way, but the content in the boxes are their own behaviors, so you can make it so that objects when you touch them make you with that ability, but other then that, IDK how you would do this, I am sure it is probably a simple pointer change in the geometry layout. But I think if you want to do this simple and easy you should just switch the textures, because all that extra work sounds stupid to me.

____________________
Gamekrazzy*
ShyGuy301
User
Level: 11


Posts: 2/19
EXP: 5695
For next: 290

Since: 05-21-09


Since last post: 12.7 years
Last activity: 11.4 years

Posted on 05-22-09 06:09:57 PM Link | Quote
Hello, I have a Question about a TT64 Mod.


I Like the Tweesters ( Tornados ) of the Shifting Sand Land ( SSL ) so i made some Mods like changing the Size of the Tweester, that they can follow me over the whole map.

So now i had the Idea, to put a Tweester outside the castle, i have it managed, with changing the Behavior to Tweester Behavior. But the Problem is he is now Just Invisible, u see Just the Sand grains on bottom flying around and hear the sound.

My Question is: How can i make him Visible?????

Is there a Way?

Thanks.
gamekrazzy
Member
Level: 32


Posts: 111/199
EXP: 194614
For next: 11828

Since: 03-06-09


Since last post: 10.4 years
Last activity: 8.6 years

Posted on 05-22-09 08:51:53 PM Link | Quote
umm, ok... This probably has something to do with the Level terrain type, or the Level Geometry layout. If you were to set those to shifting sand lands values it might work. If not IDK what to tell you. You changed the Geometry layout pointer as well as the behavior right?

____________________
Gamekrazzy*
VideoGuy
Member
Level: 22


Posts: 4/84
EXP: 53006
For next: 5344

Since: 05-10-09


Since last post: 12.0 years
Last activity: 9.9 years

Posted on 05-23-09 11:14:12 AM Link | Quote
Even if you change the graphic pointer, wouldn't the graphic not load anyway, because its graphics aren't loaded into the castle grounds? Correct me if I'm wrong, but I think you would need to do some actual code hacking (I mean, outside of TT64) to have its graphics loaded.
ShyGuy301
User
Level: 11


Posts: 3/19
EXP: 5695
For next: 290

Since: 05-21-09


Since last post: 12.7 years
Last activity: 11.4 years

Posted on 05-23-09 11:40:16 AM (last edited by ShyGuy301 at 05-23-09 08:44 AM) Link | Quote
Ugh......... I dont know anything about Code hacking :/

Can u help me with that plz ?

Im Just a guy who mod Sm64 with TT64.

And it's hard work to hack graphic code or?

@ gamekrazzy:

I just modded the Behavior, i did nothing with Geometry Layout

I'm not so good with TT64 right now, i make SM64 Mods now like 2 - 4 Months, and only things like: SImple Level Editing, texture hack. But i will learn more
gamekrazzy
Member
Level: 32


Posts: 113/199
EXP: 194614
For next: 11828

Since: 03-06-09


Since last post: 10.4 years
Last activity: 8.6 years

Posted on 05-23-09 05:41:30 PM Link | Quote
Originally posted by ShyGuy301
Ugh......... I dont know anything about Code hacking :/

Can u help me with that plz ?

Im Just a guy who mod Sm64 with TT64.

And it's hard work to hack graphic code or?

@ gamekrazzy:

I just modded the Behavior, i did nothing with Geometry Layout

I'm not so good with TT64 right now, i make SM64 Mods now like 2 - 4 Months, and only things like: SImple Level Editing, texture hack. But i will learn more


OK, I'll PM you step by step instructions. First I must do it myself though.

____________________
Gamekrazzy*
ShyGuy301
User
Level: 11


Posts: 4/19
EXP: 5695
For next: 290

Since: 05-21-09


Since last post: 12.7 years
Last activity: 11.4 years

Posted on 05-23-09 08:46:26 PM Link | Quote
Ok,


Thank you!!!

I Will be Happy if it Work
gamekrazzy
Member
Level: 32


Posts: 114/199
EXP: 194614
For next: 11828

Since: 03-06-09


Since last post: 10.4 years
Last activity: 8.6 years

Posted on 05-24-09 05:05:12 AM Link | Quote
Bad news and good news. I think I know how to do this by hacking, but you don't want to do it that way. The bad news is, it's impossible to do so right now without coding. I tried my usual way by going to the level, replacing a common object in both levels (Inside Shifting Sand Lands) with Tweester, thus making the model availiable in Castle Grounds. Then you can give it the behavior. Just wait, i will PM you if it works, and Probably make a video of it.

____________________
Gamekrazzy*
ShyGuy301
User
Level: 11


Posts: 5/19
EXP: 5695
For next: 290

Since: 05-21-09


Since last post: 12.7 years
Last activity: 11.4 years

Posted on 05-24-09 08:20:16 AM Link | Quote
Ok Thank you very much


P.S: I Will do all Ways to make this mod. If i want anything do i get it any time
VL-Tone
Member
Super Mario 64 forum moderator
Level: 53


Posts: 491/621
EXP: 1136487
For next: 20632

Since: 07-27-07

From: Montreal, Canada

Since last post: 4.7 years
Last activity: 6 days

Posted on 05-26-09 06:06:33 AM Link | Quote
Time: Now - Date: Today - Weather: What can be seen outside. - Mood: How it feels. Answer to the universe: 42
Originally posted by gamekrazzy
Bad news and good news. I think I know how to do this by hacking, but you don't want to do it that way. The bad news is, it's impossible to do so right now without coding. I tried my usual way by going to the level, replacing a common object in both levels (Inside Shifting Sand Lands) with Tweester, thus making the model availiable in Castle Grounds. Then you can give it the behavior. Just wait, i will PM you if it works, and Probably make a video of it.


Ehm... The Tweester graphics and polygon models are only available in Shifting Sand Land. You can't put it in Castle Grounds simply by changing a 0x22 and a 0x24 command. You'll also need to swap two 0x17 commands so that the right geo layout and polygon data banks (0x05 and 0x0C) are loaded in Castle Ground. Note that you have no choice but remove Peach and Yoshi in the process, so you might run into other problems (such as the intro scene with Peach, which will probably crash).

Essentially, what you're trying to do is not much harder than putting Bowser in another level (with the difference that the Bowser bank is too big for most levels).


____________________
gamekrazzy
Member
Level: 32


Posts: 116/199
EXP: 194614
For next: 11828

Since: 03-06-09


Since last post: 10.4 years
Last activity: 8.6 years

Posted on 05-26-09 12:05:46 PM Link | Quote
XD! no wonder I couldn't do it. I was only removing Yoshi!!! I thanks. Shyguy, I will PM you and tell you what to do in simpler terms.

____________________
Gamekrazzy*
ShyGuy301
User
Level: 11


Posts: 6/19
EXP: 5695
For next: 290

Since: 05-21-09


Since last post: 12.7 years
Last activity: 11.4 years

Posted on 05-26-09 12:53:48 PM Link | Quote
Ugh....... I Had not thought that its so hard :/

And i Know nothing about these 0x17 codes or other codes. The Same think as the FlatWorlds. I Saw some guys who made FlatWorlds, but i have no Idea how to do this or where i find the codes for the things, Like here in the Forum under Scrips hacking or other Hacking there were guys who hacked the ''Super Mario 64'' at the Beginning. I Have no idea where i can find this codes


@ gamecrazzy: Ok, Thank you very Much.
gamekrazzy
Member
Level: 32


Posts: 117/199
EXP: 194614
For next: 11828

Since: 03-06-09


Since last post: 10.4 years
Last activity: 8.6 years

Posted on 05-27-09 12:01:20 AM (last edited by gamekrazzy at 05-26-09 11:08 PM) Link | Quote
Ok.... I will PM you as soon as possible. I have alot of school issues to figure out though, so it might take a while. Coding is not that hard. the 0x17 thing stands for where in the rom it is. I still havn't figured those out, but I understand what he means. There are information documents and all in the forum rules if you look there. They will help with the Flat World and stuff. I'll get back to you as soon as possible ok.

Please don't continue this chat shyguy, because we're wasting... yeah... I'll get back to you via PM.

Edit:
Originally posted by VL-Tone
Ehm... The Tweester graphics and polygon models are only available in Shifting Sand Land. You can't put it in Castle Grounds simply by changing a 0x22 and a 0x24 command. You'll also need to swap two 0x17 commands so that the right geo layout and polygon data banks (0x05 and 0x0C) are loaded in Castle Ground. Note that you have no choice but remove Peach and Yoshi in the process, so you might run into other problems (such as the intro scene with Peach, which will probably crash).

Essentially, what you're trying to do is not much harder than putting Bowser in another level (with the difference that the Bowser bank is too big for most levels).


Major fault there... umm it does work, but because the 0C gets changed, the level won't load. After noticing this I changed the 0x0C back to the original, and the level loaded fine. Also in TT64 Peach was availiable, and Tweester replaced Yoshi. Shyguy. Let me make a video of this, and I will PM it to you as well as how I did it.

____________________
Gamekrazzy*
VL-Tone
Member
Super Mario 64 forum moderator
Level: 53


Posts: 492/621
EXP: 1136487
For next: 20632

Since: 07-27-07

From: Montreal, Canada

Since last post: 4.7 years
Last activity: 6 days

Posted on 05-27-09 02:31:51 AM Link | Quote
Time: Now - Date: Today - Weather: What can be seen outside. - Mood: How it feels. Answer to the universe: 42
gamekrazzy: I don't understand why you insist on using PMs for things that should be shared with everyone. I'm sure others are interested of doing similar things....

Sent to me via PM:
Originally posted by gamekrazzy
I was able to add a Tweester to the Castle Grounds. It was really simple, but I think I did something wrong when I did it because now I can't play it.

I mean I cannot play it by continuing a file. Are you sure you have to replace the 0x0C as well as the 0x05 for the banks? Because the Tweester is only 0x05 for the banks. Why did I have to replace 0x0C?


Bank 0x05 contains the polygon data, while the bank 0x0C contains the geo layout script.


17 0C 00 0C 00 15 1B 70 00 15 21 D0 

17 0C 00 05 00 8C 11 8C 00 8D 57 DC



Normally, the geo layout script for a given model is in a different bank than the polygon data.

Now, I guess you stumbled on a very rare case in the game for the Tweester, where the geo layout script is actually found inside the polygon bank (I wonder why they didn't do the same for all objects though...).

So, yes, in that case the Tweester can work with only the 0x05 bank. But if you only load you won't be able to use the other objects found in the same bank, that do use the 0x0C bank for geo layout scripts.

Other objects which can be found in the same bank:


57 Klepto

58 Eyerock
59 Eyerock2
54 Pokey Head
55 Pokey Part



Here's the 0x22 commands needed to have all the objects from the Tweester bank:


22 08 00 57 0C 00 00 00 

22 08 00 58 0C 00 05 A8
22 08 00 59 0C 00 05 E4
22 08 00 54 0C 00 06 10
22 08 00 55 0C 00 06 44
22 08 00 56 05 01 46 30



Note how how the last one, model id 56, which is the Tweester, exceptionally uses the 0x05 polygon bank instead of the 0x0C bank like the others.

Anyway, as I said, trying to change the 0x0C/0x05 banks in Castle Grounds will give you problems, because changing the 0x05/0x0C banks involve removing Peach, and unfortunately, she's hard-coded into the intro (and end) sequence. And, yes, that's why you could only play by continuing a game file, because that would skip the intro...

____________________
Lyskar
12210
-The Chaos within trumps the Chaos without-
Level: 192


Posts: 2686/12211
EXP: 99321086
For next: 552485

Since: 07-03-07

From: 52-2-88-7

Since last post: 7.4 years
Last activity: 7.3 years

Posted on 05-27-09 06:17:47 AM Link | Quote

Time/Date

&date&

Posts

&numposts&

Days Here

&numdays&

Level

&level&
Metal_Man88
Local Moderator
Yeah, this topic is supposed to be where all the random questions go. Taking it to PM defeats the purpose of this thread. :p

____________________
Jeez, not being Spontaneous Madness is gonna take some getting used to...
Original Layout © Tobias Kelmandia
mariofan128
Random nobody
Level: 5


Posts: 1/3
EXP: 356
For next: 173

Since: 06-08-09


Since last post: 12.9 years
Last activity: 12.9 years

Posted on 06-09-09 12:09:22 AM Link | Quote
Are the toad tool,text wrangler, and roms legal and free?This is urgent!
Xkeeper

Level: 263


Posts: 11133/25353
EXP: 297140916
For next: 1819537

Since: 07-03-07

Pronouns: they/them/????????

Since last post: 3 days
Last activity: 1 hour

Posted on 06-09-09 12:12:28 AM Link | Quote
Originally posted by mariofan128
Are the toad tool,text wrangler, and roms legal and free?This is urgent!

No. In fact, they're so illegal even thinking of them will get you arrested by the FBI.

____________________
mariofan128
Random nobody
Level: 5


Posts: 2/3
EXP: 356
For next: 173

Since: 06-08-09


Since last post: 12.9 years
Last activity: 12.9 years

Posted on 06-09-09 12:23:45 AM Link | Quote
No sarcasm,Please!
Pages: 1 2 3 4 5 6 7 8 9 10 ... 13 14 15 16 17 18 19 20 21 ... 68 69 70 71 72 73 74 75 76 77Next older thread
Jul - SM64 Hacking (Archive) - Help/Questions about Toad's Tool 64 and SM64 hacking New poll - New thread - New reply


Rusted Logic

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

32 database queries, 13 query cache hits.
Query execution time: 0.128497 seconds
Script execution time: 0.036882 seconds
Total render time: 0.165379 seconds