| Time: Now - Date: Today - Weather: What can be seen outside. - Mood: How it feels. Answer to the universe: 42 | Originally posted by Dark Mario
Originally posted by VL-Tone Dark Mario, send me the .ppf of your modified ROM so I can check what's the problem. (PM me about it)
Ya it was my modded rom i guess having a modded rom causes the messup.
(Note to people: roms edited with previous version mess up occasionally.)
Dark Mario You still didn't send be your .ppf patch... I'm waiting...
Since version 0.5.7b, every modified ROM I opened did NOT generate an error. So I absolutely need to open your modified ROM to know what happens, since you're the only one that had a bug like that since I updated from 0.5.5b to 0.5.7b.
And I don't understand the idea behind this "note to people:". You're the only one having this bug, and you didn't offer any proof of it.
fiercelink and Me-me, you have a different problem, where your ROM crashes when run in an emulator.
So you're saying that if you start with a totally clean unmodified ROM, just change a single texture and then the ROM will crash in an emu?
Or is this problem happening with a ROM that was previously modified?
If it's the case, it may not be the fault of TT64. Like I said before, and like it's explained in the Read-me file, some changes you make in a level may result in a crashing levels. SM64 is a complex game, and it's hard to predict how the game will behave when modified.
I tried to do my best to make TT64 prevent you from using crashy combos, but in some cases a modification may cause a crash, especially if you generate "undefined combos". Always try to keep track of changes you make, and try playing the ROM often in between changes.
If the game crashes just after the first game menu, the problem must be located in Castle Grounds. Use TT64 to try to find what change might have caused the problem. If you try weird combinations like using Bowser's behavior on a Koopa model, don't blame TT64 if your game crashes.
Version 0.6b will try to help you dealing with these problems, by providing you a way to revert an object or level to the original game data if you mess up, and also with ways to save and load individual levels as .txt files which can be used to move levels in between ROMs.
TommyPower: Don't listen to Count Drekken, you'll only get more confused
The texture folder is used when you want to EXPORT all textures at once, as images. It's normal that it's empty when you first get the program.
Same thing with the ROM extender, the MIO0 file folder is empty when you get the program, it's normal. It's content is generated once you extend a ROM, and is only needed temporarily.
BTW Count Drekken: It says below your name: "I'm back!". I don't remember seeing you here before. Did you have another name? If so, what was it?
Edit:
The Glitch:
Doh! I had this problem before, it's an "off-by-one" bug with the old texture-import function. The bug was fixed, and the new function is used when checking the "load custom textures" option is checked, or when using the "Revert From ROM" button. The problem is that the built-in textures were imported using the old buggy function by mistake. If you use the "load custom textures" option, it should fix the problem, at least temporarily, though levels will load more slowly. I'll try to upload version 0.5.8b (sigh!) soon with the fixed built-in textures.
The second bug is actually linked to the texture bug. Because of the bug, some textures have a one pixel hole in their alpha-mask. Because of that TT64 turns the transparency on for these polygons, and Shockwave 3d (Director's 3d engine) can get very glitchy when there's too many layers of transparent textures.
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