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Jul - SM64 Hacking (Archive) - ToadsTool Suggestions New poll - New thread - Thread closed
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The Glitch
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Posted on 09-26-07 02:56:22 AM Link
Well, I'm not sure it could be done, but the extended ROM does have alot of empty space in there...

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Posted on 09-28-07 12:14:24 AM Link
hi, i have a suggestion.

could it be possible for high resolution textures. i mean it doesnt have to be overly huge like todays standards, 1920 by 1080. maybe you could just add a 0 to the end of the current resolutions eg, insted of 32 by 32, you could have 320 by 320 etc. of coarse this would by an option, for those who wanna use "high" resolution textures, maybe some people find it easier for low, i dont know.
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Posted on 09-28-07 01:53:30 AM Link
320 would probably crash the game. in fact, I think the highest possible somewhere from 64x64-128x128. The game's resolution is only 640x480
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Posted on 09-28-07 03:13:59 AM; last edit by bweeno on 09-28-07 03:16 AM Link
"320 would probably crash the game. in fact, I think the highest possible somewhere from 64x64-128x128. The game's resolution is only 640x480"

well i have seen high resolution super mario 64 versions before, so its not impossible.
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Posted on 09-28-07 04:37:06 AM; last edit by VL-Tone on 09-28-07 04:37 AM Link
Time: Now - Date: Today - Weather: What can be seen outside. - Mood: How it feels. Answer to the universe: 42
Ok let's reply to these suggestions...

Originally posted by The Glitch
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.


1: I thought about it, maybe a Luigi preset will be included.
2: I don't know how/where to set this parameter in ROM, transparency seems to be controlled by ASM code (for warps, and the vanish cap).
3: Again, I don't know where this value is in ROM. Knowing about a GS code that does that doesn't necessarily means we can easily find the equivalent in ROM.

Originally posted by fiercelink
1 - jump hight editor


I have simply no idea where this value is in ROM. If someone can find it, I'll gladly implement it in TT64.

Originally posted by NintendoMasters
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)


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.


I don't think the level boundaries are set by the collision ground found in some level. The fact that this type of ground only is present in some levels goes to prove that they're not responsible for that. I think this special ground has something to do with the "death by falling" routine. My theory is that the level boundaries are set by a command similar to the water areas commands.

Originally posted by wowfunhappy
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.


It wouldn't be "that" hard, I would just need to know where is the pointer for the beginning of the text data so I could move the text at the end of its MIO0 bank, at a place where expansion would be easier. I'll try to keep that suggestion in mind and eventually implement it.

Originally posted by bweeno
hi, i have a suggestion.

could it be possible for high resolution textures. i mean it doesnt have to be overly huge like todays standards, 1920 by 1080. maybe you could just add a 0 to the end of the current resolutions eg, insted of 32 by 32, you could have 320 by 320 etc. of coarse this would by an option, for those who wanna use "high" resolution textures, maybe some people find it easier for low, i dont know.


The N64 hardware has a very small texture cache, and this is the real limitation.

At best we could replace 32x32 textures by 64x64 versions. That would be relatively easy for textures that are contained in "texture-only" MIO0 data bank, but it would be much more complicated for textures that are contained along polygon data in the same MIO0 banks, since it would require moving the polygon commands around and change all the pointers and jump commands.

The high-resolution SM64 textures you've seen are possible only in an emulator using a specially crafted plug-in called "Rice video". This plug-in doesn't read the high-res textures from the ROM but rather from a folder. As far as I know it doesn't really increase the n64 texture cache, but rather intercepts the low-res texture before they're drawn on screen and replaces them with the high-res version.

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Posted on 09-28-07 05:19:40 AM Link
"The N64 hardware has a very small texture cache, and this is the real limitation. "

is there a way of exanding it?

"At best we could replace 32x32 textures by 64x64 versions."

wait, so that means you could do insted of 64 by 64, you could do, 128 by 128, or just the 32 by 32 textures?

"The high-resolution SM64 textures you've seen are possible only in an emulator using a specially crafted plug-in called "Rice video". This plug-in doesn't read the high-res textures from the ROM but rather from a folder. As far as I know it doesn't really increase the n64 texture cache, but rather intercepts the low-res texture before they're drawn on screen and replaces them with the high-res version."

is there a way you could implament it into tt64? like it runs through a seperate folder that TT64 can access or something like that, i dont know.
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Posted on 09-28-07 11:23:25 AM Link
Originally posted by bweeno
is there a way you could implament it into tt64? like it runs through a seperate folder that TT64 can access or something like that, i dont know.

I see what you mean but the problem with that is, that TT64 would know what and where the folder is, but an emulator wouldn't know what OR where the folder is.
The only way to do higher res textures through TT64 would be to increase them to 64x64 like VL-Tone said.
Otherwise you'd need to create and use a texture pack.

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bweeno
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Posted on 09-28-07 12:22:02 PM; last edit by bweeno on 09-28-07 12:23 PM Link
"I see what you mean but the problem with that is, that TT64 would know what and where the folder is, but an emulator wouldn't know what OR where the folder is.
The only way to do higher res textures through TT64 would be to increase them to 64x64 like VL-Tone said.
Otherwise you'd need to create and use a texture pack."

exactly, people could download the rice's plugin, and tt64 could create a file in the folder, that the rice's plugin can understand. therefore you could copy the folder into the emulators plugins folder, or have 2 root folders where it saves in 2 places, 1 is the place tt64 can understnd and 2 is the place the emulator can understand. thats all i know about rice's, i know there are more steps to it, but someone could supply instructions on how to do it.
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Posted on 09-30-07 09:34:47 PM Link
Now this might be too similar to adding objects;

- The ability to add warp IDs

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Posted on 10-01-07 01:59:55 AM Link
There should be a function that allows you to save all edited textures at once. Sometimes it does get frustrating to save each texture one at a time.
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Posted on 10-01-07 06:24:30 PM Link
Originally posted by Vorton
There should be a function that allows you to save all edited textures at once. Sometimes it does get frustrating to save each texture one at a time.



You already do! When you click save texture to rom, you save all textures.
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Posted on 10-01-07 06:56:22 PM Link
Originally posted by JensTheComposer
Originally posted by Vorton
There should be a function that allows you to save all edited textures at once. Sometimes it does get frustrating to save each texture one at a time.



You already do! When you click save texture to rom, you save all textures.

I dont think it does. I had to click save on each texture i edited

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Posted on 10-01-07 10:14:04 PM Link
Yes indeed NintendoMasters, you have to manually save each texture one at a time. I never saw a function that allows you to save all textures to a ROM at once.
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Posted on 10-02-07 07:46:55 AM Link
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Originally posted by Vorton
There should be a function that allows you to save all edited textures at once. Sometimes it does get frustrating to save each texture one at a time.



It's a good suggestion Vorton, and welcome to the forum.

The main reason why I didn't do it is that my "saving to ROM" routine is relatively slow. Sure it can save a single texture in a fraction of a second, but saving all 850+ textures to ROM at once could take two or three minutes on slower systems. I guess it would be logical to only save changed textures, which would take less time. But still, when I'll implement the "Load all textures from folder" feature, you could still end up with a situation where all textures are changed.

I'll guess I'll have to implement these features anyway, hoping that users won't be often faced with a lengthy saving process.

BTW Vorton, I'm not sure your avatar image breaks any rules here, but personally I find it pretty disturbing. Also I don't think it fits well with the mood of this forum.

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Posted on 10-07-07 02:53:12 PM Link
Originally posted by nevum in another thread
Alright this is really neat;
When you are working with 0x24 and 0x42 cannons, rotating them with the usual X,Y, and Z Rot doesn't change the angle that they shoot you out of! You have to cange it manually by typing into the "Angle" parameter bar. But what most people don't know (or do know) is that the number you input is multiplied by 1.40625 and then used as the number of degrees to rotate the actual cannon.

Here's a guide to the Cannon Angles:

Use 0 for a 0° angle
Use 64 for a 90° angle
Use 128 for a 180° angle
And use 192 for a 270° angle (or select it from the pop-up menu)



How about a converter of this in the interface? No rush for my sake, but it might be an idea
VL-Tone
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Posted on 10-13-07 03:43:12 AM Link
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Originally posted by JensTheComposer
How about a converter of this in the interface? No rush for my sake, but it might be an idea


If you read the post carefully, you'll see that you can also select the values from a pop-up menu (with labels telling the angle in degrees). It's limited to 90° angles anyway, so a simple menu with 0,90,180 and 270 is enough.


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Posted on 10-13-07 05:37:26 PM Link
I like the idea of the width/height changer I've always wanted to play as Luigi.

@fiercelink: Most of that of that stuff is impossible.

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[Posted by DarkChef]
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Posted on 10-18-07 06:34:50 PM; last edit by Royal on 10-19-07 11:58 AM Link
it should be hard to make a option to save all the textures that u changed, but i don't think its impossible

a way to this is you put a CHECKBOX in each texture, so the moder just select all the textures he changed and put save or sothing like....


EDIT: another thing u ca change is the camera controls, make the default wayt to change position as the diferent option in the preferences. but u can add a way to + zoom and - zoom, u use the scroll....

EDIT2: outher one is the resize, like you did for mario, but to all objects... or some...
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Posted on 10-19-07 07:24:54 PM Link
Perhaps a polygon editor to make Mario into Luigi like in VL-Tone's Luigi mod.
Here's a link.

http://www.youtube.com/watch?v=fWKnQaTegNA&mode=user&search=

And here

http://www.youtube.com/watch?v=wBW4LtSi2QE&mode=user&search=

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Posted on 10-19-07 08:05:35 PM Link
Originally posted by Plareon
Perhaps a polygon editor to make Mario into Luigi like in VL-Tone's Luigi mod.
Here's a link.

Video 1

And here

Video 2



To make em look better, use this format
[url=*web address here*] Title Here {/url}

Replace { and } with brackets.

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Jul - SM64 Hacking (Archive) - ToadsTool Suggestions New poll - New thread - Thread closed


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