Zero One
5170       And as we fall the spirit carries on, That a hero'll come and save us all, As we call the ones we left below, We all dream of the day we rise above
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I've just had a brainstorm.
I want to create a special type of coin. It will be a green coin. I will hide one in each level in a certain act. When the player picks up the green coin, he gets a star.
Several questions:
1) How would I create this new object?
2) How would I assign it the green colour?
3) How would I assign it the coin animation?
4) Is there a way to colour the act star green without colouring any of the others? It'd be better than going over every pixel of land in every act.
5) How would I increase the amount of stars the doors/cannon need? Adding in more stars increases the completion rate.
Hope you guys can help! This would be a great way to put some use in the extra stars.
____________________ ~{Idiots are fun. No wonder every village wants one.}~ |
Me-me
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1) Can't. Doing so would require creating a new behaviour (something I also want to do). Unless you know a bit about SM64 coding it's not possible.
2) I'm sure it's included within the coin behaviour.
3) Just choose the coin as a model. The spinning animation is done from elsewhere in the ROM.
4) No idea.
5) Increasing the amount of stars needed for star doors makes the messages when you open them change.
The 1th,3th,8th,30th,50th and the 70th star door have a different message for each when you try to open them without enough stars.
If I wanted to make, lets say, a door which needs 25 stars, the message would change to "You need a key to open this door". Same goes for all other values other than 1,2,3,8,39,50 and 70. To change the stars needed, just change b.param 1 to the value you desire.
____________________ My name makes me look utterly selfish, but I assure you, that is not the case. |
Zero One
5170       And as we fall the spirit carries on, That a hero'll come and save us all, As we call the ones we left below, We all dream of the day we rise above
Level: 129
   

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| Posted on 06-01-10 06:59:58 AM (last edited by Zero One at 06-01-10 09:49 AM) |
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Oh. Well, if I can't do 1, then I can't do the entire green coin without overwriting the other coins. Nuts.
EDIT: Well, wouldn't it be possible to just copy the object and assign it the star behaviour? That should work.
____________________ ~{Idiots are fun. No wonder every village wants one.}~ |
0bsidianlink
Random nobody
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| I don't know it this question was asked already, but how do you change the message a object (say, a signpost) has? whenever i try to change it, it goes back to the way it was before... ps. whats with the squid o_0 |
Zero One
5170       And as we fall the spirit carries on, That a hero'll come and save us all, As we call the ones we left below, We all dream of the day we rise above
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| Posted on 06-06-10 11:57:50 PM (last edited by Zero One at 06-06-10 08:58 PM) |
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To change the signpost message, you need to use Text Wrangler, which is a seperate program from TT64, but works with it. Open Text Wrangler, choose the message that you want to change, change it and then hit the SAVE button. If you don't save, then it isn't changed on the ROM.
____________________ "The last Metroid is in captivity."
And yet, the galaxy is STILL fucked. |
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0bsidianlink
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| does it only work for mac? |
Zero One
5170       And as we fall the spirit carries on, That a hero'll come and save us all, As we call the ones we left below, We all dream of the day we rise above
Level: 129
   

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Originally posted by 0bsidianlink does it only work for mac?
I'm running XP and it worked for me.
Hey, that rhymes!
____________________ "The last Metroid is in captivity."
And yet, the galaxy is STILL fucked. |
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You_Call_That_A_Knife
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Hopefully this is in the right area, as it isnt JUST TT64 right?
I'm having trouble making a ppf patch, I've got the patch made "obj_import6.ppf" but it's 0 bytes and I can't seem to figure out what to do with it, as everything I do seems to give me an error.
I have a feeling it will be something blatantly obvious and I dont mean to waste peoples time.
____________________ ... this is a knife!
This is Madness!
THIS IS SPARTA! |
Breegullbeak
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Originally posted by You_Call_That_A_Knife Hopefully this is in the right area, as it isnt JUST TT64 right?
I'm having trouble making a ppf patch, I've got the patch made "obj_import6.ppf" but it's 0 bytes and I can't seem to figure out what to do with it, as everything I do seems to give me an error.
I have a feeling it will be something blatantly obvious and I dont mean to waste peoples time.
There was a thread about this. |
You_Call_That_A_Knife
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Originally posted by Breegullbeak
Originally posted by You_Call_That_A_Knife Hopefully this is in the right area, as it isnt JUST TT64 right?
I'm having trouble making a ppf patch, I've got the patch made "obj_import6.ppf" but it's 0 bytes and I can't seem to figure out what to do with it, as everything I do seems to give me an error.
I have a feeling it will be something blatantly obvious and I dont mean to waste peoples time.
There was a thread about this.
Im sorry, if i noticed I would have just went there for my answer, thanks for telling me.
____________________ ... this is a knife!
This is Madness!
THIS IS SPARTA! |
Lyskar
12210          -The Chaos within trumps the Chaos without-
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| Stats | Time/Date
06-12-10 03:12:03 PM
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| | Metal_Man88's Post | Better than posting your thread about it, at least. Those suck.
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Zero One
5170       And as we fall the spirit carries on, That a hero'll come and save us all, As we call the ones we left below, We all dream of the day we rise above
Level: 129
   

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Is it possible to get act-dependant spawn positions? I'd like to create several levels in one but have Mario spawn in different positions.
____________________ "The last Metroid is in captivity."
And yet, the galaxy is STILL fucked. |
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Me-me
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Sure, that's possible.
Create 6 different "Mario Start 1" objects and place them wherever you want.
Then actvate them each for a different act.
____________________ My name makes me look utterly selfish, but I assure you, that is not the case. |
Zero One
5170       And as we fall the spirit carries on, That a hero'll come and save us all, As we call the ones we left below, We all dream of the day we rise above
Level: 129
   

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Ah, cool. I would've tested it myself, but I've been messing around with water boxes.
I've imported a new level and over-written Whomp's Fortress. Now, for some reason, everytime I die I end up at the Bob-Omb Battlefield painting. What's wrong?
____________________ "The last Metroid is in captivity."
And yet, the galaxy is STILL fucked. |
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Me-me
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That's because the death and success warps leads to respectively "Inside Castle>1>100" and "Inside Castle>1>50" right?
These destinations are those from which Mario exits the BOB painting. Change them to the wanted destination.
Also, notice that the warp ID of the "Inside Castle>1>100" is 241 and the warp ID of "Inside Castle>1>50" is 240.
These warp ID's is reserved for when Mario dies or get a star:
240 for successful exit
241 for death recovery exit
____________________ My name makes me look utterly selfish, but I assure you, that is not the case. |
Zero One
5170       And as we fall the spirit carries on, That a hero'll come and save us all, As we call the ones we left below, We all dream of the day we rise above
Level: 129
   

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Uh... screenshot please? Because I've got no idea what you're talking about 
____________________ "The last Metroid is in captivity."
And yet, the galaxy is STILL fucked. |
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Me-me
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| Posted on 06-16-10 07:25:03 PM (last edited by Me-me at 06-16-10 04:27 PM) |
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Then I'll do my best:
I'm assuming you list looks something like this:
The warps of importance in your case is these:
Inside Castle>1>50 looks like this:
Change this to whatever location you want Mario to appear in when he gets a star.
Notice that Warp ID is 240? That ID is reserved for when Mario gets a star.
Inside Castle>1>100 looks like this:
Change this to whatever location you want Mario to appear in when he dies.
Notice Warp ID = 241? That ID is reserved for when Mario dies.
And there you have it.
____________________ My name makes me look utterly selfish, but I assure you, that is not the case. |
Vinnyboiler
Catgirl
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Is their a way to show this area in TT64?
If their is not currently a way to show this area in TT64, then is their a way to find the position co-ordernates in-game so I can just type it into TT64. This problem is case for all my levels and some are so bad I cant even see most of it in the editor  |
0bsidianlink
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Originally posted by Zero One
Originally posted by 0bsidianlink does it only work for mac?
I'm running XP and it worked for me.
Hey, that rhymes!
how do you use it with the game? =_=
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Zero One
5170       And as we fall the spirit carries on, That a hero'll come and save us all, As we call the ones we left below, We all dream of the day we rise above
Level: 129
   

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You open the ROM with Text Wrangler, edit the text, click the SAVE button and then all of the changes are in the ROM. Next time you play the game, it'll come up with the alternate text.
____________________ "The last Metroid is in captivity."
And yet, the galaxy is STILL fucked. |
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