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05-03-22 05:57:00 AM
Jul - SM64 Hacking (Archive) - ToadsTool Suggestions New poll - New thread - Thread closed
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The Glitch
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Posted on 09-02-07 04:40:18 AM Link
Originally posted by HyperHacker
Originally posted by NintendoMasters
Ok, This is only a small suggestion, but is it possible to make all the model ID's appear in the geometry layout data so you can turn mario into almost anything. Cuz it could make it more funny, like monkey Mario lol.
(I know it'll look glitchy but still would be good fun)
Not much point. Swapping other models in place of Mario will just get you garbage, basically, since they aren't compatible with his complex animations and structures.


Originally posted by NintendoMasters

(I know it'll look glitchy but still would be good fun)


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Keeperofall
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Posted on 09-03-07 04:39:07 PM Link
The ability to insert GS codes in the ROM for added functionality would be nice.

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NintendoMasters
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Posted on 09-03-07 05:35:20 PM Link
Originally posted by Keeperofall
The ability to insert GS codes in the ROM for added functionality would be nice.

E.g save Small Mario code to ROM so it's used without the code on the ROM. Thats a really good idea!
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Posted on 09-04-07 07:17:47 AM Link
JL2 - Post #872 - 09-04-07 02:17:47 AM
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That'd take a lot of ASM work for most codes, or at very least manual comparisons of a RAM dump and a ROM. Gameshark doesn't work like Game Genie.

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Posted on 09-04-07 09:50:59 PM Link
I think that there should be a tool to read the texture number of a polygon or part of a polygon. Like a selector kind of tool. And the model Id thing is a great idea if it works out, but it should actually change the character number if there is one??? But I've seen it done. And to truly edit the levels, there needs to be some sort of a drag-and-drop interface for items and enemies (or a duplication tool), and a polygon tool with texture support would be nice.
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Posted on 09-05-07 12:44:34 AM; last edit by roger3245 on 09-05-07 12:44 AM Link

Originally posted by Super Yoshi
.... And to truly edit the levels, there needs to be some sort of a drag-and-drop interface for items and enemies (or a duplication tool), and a polygon tool with texture support would be nice.


These are going to be released soon, many people have asked VL-Tone this.

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Roger3245
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Posted on 09-10-07 06:56:02 PM Link
I've got a good idea
A double click feature to select an object so you dont have to switch to "select object" if you're in fly mode etc.

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VL-Tone
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Posted on 09-11-07 02:30:04 AM Link
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Originally posted by roger3245

These are going to be released soon, many people have asked VL-Tone this.


Released soon? Who said that? I didn't.

I've explained 100th of times why a polygon editing tool won't be added anytime soon.



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Posted on 09-11-07 07:56:25 PM Link
Is there a way to jusy make certain things actually Solid for thing like platforms because if not we need one.

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VL-Tone
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Posted on 09-12-07 03:37:38 AM Link
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Originally posted by NintendoMasters
Is there a way to jusy make certain things actually Solid for thing like platforms because if not we need one.


Unfortunately, the SM64 engine doesn't makes this as easy. You can't turn things solid just with a simple byte change, unlike when I thought when I started hacking the game. Objects need a collision map to be solid, which is in a different format than the textured polygon model.

Platforms in the Bowser courses and in Lethal Lava Land rely on the main level collision map to be solid, that's the problem we have. Moving the platforms without modifying the main collision map result in platforms that are not solid. Even if I make a collision data editor, it would be complicated to keep track of object movements and match the collision data changes. Furthermore, while some platforms can move individually, some of them are glued together in the collision map, and separating them in the collision map wouldn't be trivial, it would require adding new collision polygons.

You probably noticed that some platforms in other levels are solid by themselves, don't rely on the main collision map, and will remain solid if you move them.

Those have their own collision map, stored somewhere in the level data bank, or in the bank where their textured polygons are found.

I recently figured out that these collision maps are referred by the 0x2A commands found in the behavior scripts. The 0x2A command includes the address where this collision map is found. For example, the rotating grass platforms in Whomp's Fortress rely on their behavior to be solid. If you apply their behavior to another object, you'll notice that it does rotate, but that it has the same round platform collision as the original platform.

What I'm thinking about doing, is generate individual collision maps for each platform in the Bowser courses and LLL, then create new behavior scripts for each of them that will refer to their own collision map.

That would solve a lot of problems at the same time. That way, platforms would be really solid, and you could move them, swap them, duplicate them without having to modify the main collision map each time. I'd probably have to eliminate the original collision map.

If I used the rotating grass platform as a template to create these new behaviors, you could even make all platforms in the level rotate at the speed you want, or if you'd set their rotation to zero, they would be static like they are in the original.

Doing that would require some heavy modification of the original levels and data. The ROM would need to be patched with these modifications before it would be loaded by TT64. Maybe the ROM Extender could do that automatically, or TT64 itself.

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Posted on 09-12-07 03:37:05 PM Link
Ok thanks for that answer.
Its just i used the object combo to make the platform with the little plank (next to the collapsing bridge) to place a small extension at the top of WH but it wasnt solid so it wouldnt work Like i said, thanks anyway

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nevum
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Posted on 09-15-07 07:27:09 PM; last edit by nevum on 09-15-07 07:27 PM Link
As much as I hate to bring it up again after zach121 rudely demanded it in the first TT64 comments, I'm going to make the suggestion of making a Mario/Luigi switch (In the textures panel?) in TT64.

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Posted on 09-16-07 12:55:17 PM Link

What? Will that just involve the usual L on the hat, and green clothes?

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Roger3245
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Posted on 09-16-07 06:41:54 PM Link
Originally posted by roger3245
What? Will that just involve the usual L on the hat, and green clothes?

I think that's what he means. Like a sort of preset.

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The Glitch
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Posted on 09-16-07 08:09:05 PM Link
I got a few ideas.
1:Mario Proportains Modder - With this you could change Mario's height and width.
2:Mario Transparency Modder - Use this to change his transparency.
3.Mario Speed Modder - Use this to make him run faster or slower.
Those are my ideas, a post explaining if these can be done or not, with some technical details will be welcome.

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Posted on 09-16-07 08:56:26 PM Link
1 - jump hight editor
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Posted on 09-18-07 04:19:46 PM Link
A level boundary* editor. Used in the same way as cropping an image if possible (Click and drag)
* The invisible walls at the ends of a level (for anyone who didnt get what i meant)

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The Glitch
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Posted on 09-18-07 10:07:53 PM; last edit by The Glitch on 09-18-07 10:08 PM Link
I noticed in the collision geography that the invisable walls may be generated by some kind of ground at the very bottom of the level, I at least noticed this in Whomp's Fortress that the ends of the "ground" at the bottom seemed to match the invisable walls.
So sorry, Polygon editor is needed for that.

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NintendoMasters
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Posted on 09-19-07 08:02:53 PM Link
Originally posted by The Glitch
I noticed in the collision geography that the invisable walls may be generated by some kind of ground at the very bottom of the level, I at least noticed this in Whomp's Fortress that the ends of the "ground" at the bottom seemed to match the invisable walls.
So sorry, Polygon editor is needed for that.

Of course, if you use a code that makes mario fall fast he hits an invisible floor. Oh well. Would have been good if we could.

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Posted on 09-26-07 12:40:58 AM; last edit by wowfunhappy on 09-26-07 12:41 AM Link
There is probably some reason that makes my suggestion hard to implement, but an unlimited amount of text in the Text Wrangler would be fantastic. We could turn SM64 into an RPG!

Well, at least in my opinion it would be fantastic. One talent I pride myself in is writing stories, so if I could combine my writing skills with TT64... well it would be a lot of fun for me and would add a lot of depth to my hacks.
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Jul - SM64 Hacking (Archive) - ToadsTool Suggestions New poll - New thread - Thread closed


Rusted Logic

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