Celux
 Red Cheep-cheep
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Originally posted by puddinpops Whenever I import a level, it keeps coming out like this:
http://img521.imageshack.us/img521/9062/snap0000.jpg
I've tried changing model offset X,Y and Z values, and change scaling. No matter how high the numbers, the level continues to be at the very bottom and doesn't appear to move or be affected at all my the numbers I put in. By the time Mario lands the camera moves away and won't let me see down there. What can I do so I can actually land on the level at the proper height?
Are you sure you are trying high enough scaling settings? Just adding one or two to the scaling does not make any difference, try setting it to 400 or 4000. |
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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Also, try moving Mario's spawn point within Toad's Tool.
____________________ "The last Metroid is in captivity."
And yet, the galaxy is STILL fucked.
Thanks Xkeeper, Bagel and Sanky for the help!
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puddinpops
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I think I figured out the problem. I've been importing other levels which apparently didn't get imported at all, and left what was in the level slot just as-is without going over it. So that strip of land at the bottom was from a previous import I'd chosen to forget about and replace, and all this time I've been thinking my new imports were replacing it.
I don't know if that was too complicated heh. But it explains why I changing the values for scaling and such did nothing, since the levels weren't being imported to begin with. I couldn't see the details of that land at the bottom and kept thinking it was each new level I tried to import.
I'm confusing myself just typing this... |
RDX
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To make part of your level grabbable, do you assign that texture a collision type, or do you just simply add a pole inside that portion of the level's geometry to make it climbable?
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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
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Originally posted by MarioErmando But in Toads Tool, Textures are wrong.
You can just ignore that. As long as the textures are correct ingame, you'll be fine.
____________________ "The last Metroid is in captivity."
And yet, the galaxy is STILL fucked.
Thanks Xkeeper, Bagel and Sanky for the help!
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Yoshi Party
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Hi,
I'm just learning about music hacking and got a question to you guys:
Is there a tool or a way to copy/extract the music from the game?
->Because I want to use the background music from Jolly Roger Bay as basic for two different custom musics :/
THANK YOU VERY MUCH
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DeathBasket
Random nobody
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Originally posted by Yoshi Party Hi,
I'm just learning about music hacking and got a question to you guys:
Is there a tool or a way to copy/extract the music from the game?
->Because I want to use the background music from Jolly Roger Bay as basic for two different custom musics :/
THANK YOU VERY MUCH
You can rip sequences from the game using one of messiaen's tools.
You won't really be able to use in-game sequences as a base without first converting them to a format that you could easily edit, such as MIDI. As far as I know there aren't any tools to do that at the moment. |
Yoshi Party
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too bad :/
I'll find a workaround....
thx |
Lyskar
12210          -The Chaos within trumps the Chaos without-
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| Stats | Time/Date
01-01-11 12:09:33 PM
Posts
7529
Days Here
1278
Level
127
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| | Metal_Man88's Post | Use a VGMusic.com midi of them, then convert them to sequences SM64 can use. Simple.
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Yoshi Party
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wouldn't be the same, because other levels use other instruments.
Another question:
Is it possible to change the menu music? Attention: not inserting a m64 file, but change it to idk Bob Omb background or whatever... |
User_name
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Hi there !
I'm new on these forums.
I need a header (animations.h) in order to compile the behaviour mod made by frauber a while ago.
Thanks in advance  |
bowsersbane
Random nobody
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| To get on topic I'm not sure if this is a "Acceptable" question to post but has anyone ever posted a "Legitimate" Hex editing tutorial for Sm64? I mean like ALL the basics like teaching me what and what not to edit and how to learn how find hex numbers from real numbers... Anyway I'm posting this because I'm having A HARD AS HELL TIME trying to figure out how to do this... I just need to know if anyone has covered how to do things like this so I can actually contribute by ACTUALLY DISCOVERING THINGS. anyway thanks and if this not the place to post this PLEASE move it =D |
messiaen
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Originally posted by RDX To make part of your level grabbable, do you assign that texture a collision type, or do you just simply add a pole inside that portion of the level's geometry to make it climbable?
Not a collision type, there's an invisible object that creates this effect (Check jolly roger bay for some examples). |
Meltfire
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| Posted on 01-14-11 12:48:55 PM (last edited by Meltfire at 01-14-11 01:53 PM) |
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Hello I have question.
I have played some hack roms like the ones Listed in the released SM64 hacks threads.
And I notice at the beginning Mario 64 title screen the bottom copyright part the screen where it usually say "1996 Nintendo" would be edit to say something else or to act as a sub title.
I like to know how to edit that part to so I can add my hack rom name as the sub title.
Thanks! |
Dudaw
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| Posted on 01-14-11 09:58:17 PM (last edited by Metal_Man88 at 01-14-11 09:35 PM) |
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Originally posted by Meltfire
And I notice at the beginning Mario 64 title screen the bottom copyright part the screen where it usually say "1996 Nintendo" would be edit to say something else or to act as a sub title.
I like to know how to edit that part to so I can add my hack rom name as the sub title.
The texture can be found at 0xAF8BB4.
Use the tool called (Tool name removed to prevent Meltfire from corrupting his graphics) to navigate to that offset and import a texture there, or do it some other way. If I remember correctly, there is some information about the program somewhere on this forum.
I just find it kind of disrespectful to Nintendo to replace any kind of copyright notices that were originally in the game, though.
____________________ "zOoM!"
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Vinnyboiler
Catgirl
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Originally posted by Joe
Originally posted by Dudaw The texture can be found at 0xAF8BB4.
Use the tool called TileMolester to navigate to that offset and import a texture there, or do it some other way. If I remember correctly, there is some information about the program somewhere on this forum.
Tile Molester is buggy and WILL mangle your graphics. Use these to replace graphics instead.
And how do you use this Joe?
____________________ Follow my SM64 hack here Alternate Reality Mario 64 because I say so
:Also click here for easy to understand SM64 tutorials, For those who wants to learn: |
ShenoxVII
 (in all seriousness, you're a prick)
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| Does anyone know how to translate assembly codes into gameshark codes? |
Joe
Common spammer 🍬
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Originally posted by vinnyboiler And how do you use this Joe?
Those are command-line programs. A typical command might look like:
export "Extended ROM.z64" "Graphic.bmp" 0x1234 16 32
That extracts the data at 0x1234 into a 16x32 bitmap image. Then to put it back in, the command would look like:
import "Extended ROM.z64" "Edited graphic.bmp" 0x1234 ____________________ |
RDX
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the #texture error is something that has long haunted me in toads tool. Whenever i reach some point in the creation of a level, when I try to open it in Toads Tool I'll get the #texture error and the level won't load at all. Why is that?
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