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05-04-22 06:02:33 PM
Jul - SM64 Hacking (Archive) - Help/Questions about Toad's Tool 64 and SM64 hacking New poll - New thread - New reply
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Lyskar
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Posted on 07-29-10 11:18:37 PM Link | Quote
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Metal_Man88's Post
I'm actually trying to do a limited version of that--since people who have posted a couple times know better than to make dumb topics... usually.

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BigBrain
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Posted on 07-30-10 04:16:58 PM (last edited by BigBrain at 08-01-10 08:16 AM) Link | Quote
I just looked a bit into SM64 level script hacking a bit and read Cellar Dweller's SM64 docs and got few little questions:

From what I gathered, there are two level script command groups which deal with this stuff:
First group, doing memory pool stuff:
0x00 - Save memory pool and script stack state, load level script, and call script
0x01 - Roll back memory pool, load segment, and jump
0x02 - Restore memory pool and script stack state and return

second group, loading ROM data to RAM segments:
0x17 - Load data to the memory pool and and set segment table
0x18 - Load compressed data to the memory pool and set segment table
  0x1A - Load compressed data to 0x801c1000 and set segment table
0x1D - Ends a RAM loading sequence (for command 0x17, 0x18 and 0x1A)
Where does such a RAM loading sequence begin then? upon the 0x00 call or what? alright, 0x1b begins it.

segments are simple, those are just numbered chunks of virtual memory. I guess "set segment table" is a table which maps segment IDs to the virtual memory addresses. (I just need confirmation on this part).
So - what's the memory pool then? And what does the function PushPoolState/0x802783e8 (which is called by 0x00) do?
And what's a script stack state exactly?

Where's the difference between 0x16 and 0x17? As far as I interpreted this, 0x16 uses a virtual memory address (0x80xxxxxx) whereas 0x17 uses segment addresses (e.g. 0x14xxxxxx)... confirmation or correction?
EDIT: Oh well, and then there's 0x06 which is just a jump as well... seems like those devs duplicated their code wherever possible oO

Do 0x00/0x02 and 0x06/0x07 share the same call stack, i.e. if I call 0x06, then 0x00 and then 0x07, will it jump to the level script command after the 0x00 or after the 0x06?

A more general question about level scripts - are they run once (i.e. as an initialization script) or is the script engine processing stuff all the time? Or is the script engine running all the time BUT it halts to run the game logic function with one of those 0x11 or 0x12 calls?

Uhm.. hope this isn't too much of question flood (EDIT: tidied up some questions myself meanwhile)
Anyway, I appreciate any answers
jimbo390
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Posted on 08-01-10 07:30:38 PM Link | Quote
Can we change the position of the paintings in the castle? Because they don't appear in toad's tool.
Lyskar
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Posted on 08-01-10 07:33:31 PM Link | Quote
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Metal_Man88's Post
Interesting question. But in all the years of being mod here, I haven't seen anyone change the positions of the paintings.

It may be possible but definitely not something in Toad's Tool.

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messiaen
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Posted on 08-02-10 03:18:04 AM Link | Quote
Not really possible to change the paintings position, just like you can't change any of the existing level geometry/collision. But it might be possible to replicate those in imported levels using the right collision settings (never tried it though).

BigBrain: Will get back to your question later, probably I'll reply it in the "Level Editing" topic since that kind of stuff is too useful to get lost in this huge thread.
KradinArallan
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Posted on 08-09-10 09:15:24 AM Link | Quote
I want to know this because i read the read me and FAQ all over and didnt understand it.Ive played some hacked roms with the character's face and picture in the game changed.I want to know how to do that. i cant seem to figure it out! did i miss something in the read me?
VL-Tone
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Posted on 08-11-10 12:50:41 AM Link | Quote
Time: One second ago - Date: Tomorrow - Weather: Sunshine - Mood: Moody Answer to the universe: Yes
Originally posted by messiaen
Not really possible to change the paintings position, just like you can't change any of the existing level geometry/collision. But it might be possible to replicate those in imported levels using the right collision settings (never tried it though).

BigBrain: Will get back to your question later, probably I'll reply it in the "Level Editing" topic since that kind of stuff is too useful to get lost in this huge thread.


I don't know where the painting positions and parameters are stored, this would certainly be a useful thing to find someday. There are objects where the painting are, but these are the exit warps.

While there is something in the collision map related to paintings, as far as I know it doesn't set the coordinates for the painting themselves.



Paintings can lead to three different warp (that may not even be in the same levels). The collision attributes on the floor in front and behind the paintings are used to determine if Mario enters from the left, middle or right.

You might want to read my "article" about this unused feature of the painting mechanism in an entry on my old blog http://web.mac.com/qubedstudios/Site/Blog/Entries/2007/5/22_The_Mystery_Of_The_Painting_Warps_Triplets.html (I almost forgot about my defunct blog, it's interesting to go back and see all the comments )




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sarujo
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Posted on 08-18-10 09:25:52 PM Link | Quote
Is there a way to edit the hat and shirt into two different colors permanently? I want change the shirt but not the hat on Mario. I tried to edit Mario's colors in Toad's Tool 64. Yet when I change the shirt blue, the hat turns blue as well.
mariofanatic64
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Posted on 08-19-10 08:36:21 AM (last edited by mariofanatic64 at 09-03-10 07:04 PM) Link | Quote
I have a question to ask about Bowser in .obj imported levels. sorry if this is a n00bish question, but it's really a problem for my hack.

I have bowser in my level, but when i throw him into a spiked bomb, he will fall through the floor.
Now i've walked all over that area, but the floor is solid. I don't know what to do. help would be appreciated.

EDIT: Never mind, i found the solution, what happened was that bowser was too close to the bottom of the stage and started disappearing. So it was pretty easy to fix.
Crashman64

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Posted on 08-22-10 05:01:05 PM Link | Quote
How can I find the lost painting textures (SSL, LLL, TTM, TTC, WDW)? Did I need to look carefully at the textures sheet?
Me-me
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Posted on 08-22-10 05:33:07 PM Link | Quote
Unfortunately, these textures you speak of isn't available through TT64. You'd have to use TileMolester to change them.

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Crashman64

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Posted on 08-25-10 04:49:15 PM Link | Quote
Inside the Cool, Cool Mountain slide, why is there, actually, undefined special 3D combos? The objects names are bizzare, looks like
it's an error with the editor. Especially, they've been added more or casted aside in after saving the data.

However, another qusetion: If I removed a shortcut check or two in the slide, it'll cause the game editor to freeze?
Yoshi Party
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Posted on 08-27-10 11:56:10 AM Link | Quote
I have serious problems with some special objects in Dire, Dire Docks.

Bowser's sub, the door and the pillars, which you need to gain 8 red coins must be connected to each other.
They appearance after Toad's tool should be in stars 1 to 5. The 6th star is gray.
But in the game Bowser's sub and the door are only existing in the first star. The pillars appear in stars 2-6.

That's what I know....
If I change some other objects in this level the sub, door and pillars somehow get totally confused. Sometimes the pillars appear and no sub and door and sometimes it's the opposite. It also happened that I started a new gamesave and it changed again.


My question is: What are the requirements for this level that Bowser's sub, the door and the pillars work properly?
Has it something to do with collision maybe? Because even if I don't touch these three special objects, but only change something else they somehow get affected
Crashman64

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Posted on 08-27-10 04:07:52 PM Link | Quote
YoshiParty: Unfortunately, the sub door and the sub itself must disappeared after having the 2nd key from Bowser.
It has nothing with the collision type but, I don't even know for any to these objects.
Yoshi Party
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Posted on 08-27-10 04:47:59 PM Link | Quote
mhmm thx...

it's really annoying. Because sometimes I get Bowser's sub to work in all missions and the pillars are missing. So I change the red coin's positions that people can still reach them and what happens(?) The pillars come up again and Bowser's f*ckin' sub disappears.

I guess I won't touch this level anymore


Oh and by the way:
I would like to use some more custom music tracks. Maybe there is a site where everybody can offer his ones? I downloaded a few sample's, but they seem to be very old and have problems with looping.

I like the tracks from the missing stars But I think there is no way I can use them, is there?

regards
Yoshi Party
Super Mario 64(2) for Wii
Crashman64

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Posted on 08-28-10 05:28:57 AM Link | Quote
You should talk to messiaen because he made "mml2m64", a program with music specs/sequence importer for Mario 64 and Zelda 64.
You can download any unless you have their permission.
Yoshi Party
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Posted on 08-28-10 11:53:39 AM Link | Quote
thank you for your help
Lyskar
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Posted on 08-29-10 06:13:36 PM Link | Quote
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Metal_Man88's Post
No, they did not. Don't double post again.

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oaa
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Posted on 09-08-10 01:47:57 AM Link | Quote
I imported my model into the game but it's only dropped me into nothingness. The model isn't even rendered.

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mariofanatic64
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Posted on 09-08-10 06:44:11 AM Link | Quote
did you set the size of the model in the importer? the obj's are actually really small and the size needs to be increased.
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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.

37 database queries, 6 query cache hits.
Query execution time: 0.100690 seconds
Script execution time: 0.034631 seconds
Total render time: 0.135321 seconds