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05-04-22 05:34:53 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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messiaen
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Posted on 02-06-11 08:25:36 PM Link | Quote
When I was working on the "Missing Stars" I couldn't find how to change that specific warp and ended up doing some ugly hacks.

Anyway, I'm a much better hacker now and I just found how to change that specific warp, it's the only case of a hardcoded warp in the game. I'll include it as an additional option in the next version of the importer.
KDJewl
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Posted on 02-06-11 09:41:40 PM Link | Quote
Oh, ok. Well, I guess i'll have to wait for the next version of the importer, then.
Dudaw
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Posted on 02-06-11 09:42:17 PM (last edited by Dudaw at 02-06-11 06:44 PM) Link | Quote
Originally posted by KDJewl

2. disable the "Exit Level" option in the pause menu, so when people play the hack, they simply cannot select it.



At 802DCB8C is a jump to some of the displayed pause options.
I can't remember, but I think this will disable all of them, except you can still resume by pressing start.
You may need to look into the function being jumped to so more specific things can be disabled.

Simply zeroing the four bytes at the above offset will give you the results you're looking for, but I never checked to see if removing that jump was 100% safe.

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messiaen
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Posted on 02-06-11 10:18:39 PM Link | Quote
I wouldn't recommend messing too much with the pause functions because they are important if you get stuck in a place (yeah, that can happen). You can actually find a code in bsfree.org that disables the "Exit" button, or else you can look at the Missing Stars source (you can download it at the missing stars download subpage) for a more detailed hack, which disables the Exit button only on selected levels.
KDJewl
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Posted on 02-07-11 01:13:28 PM Link | Quote
Thanks, i'll have to look into that. Messiaen, I can't seem to find the source, or do I have to look inside the ROM with a hex editor? Also, I found a bug with the level importer, i'll go post it now.
KDJewl
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Posted on 02-07-11 01:20:58 PM Link | Quote
Oh, and I recall once seeing a video on some hacker placing extra un-collected stars in the castle grounds and/or courtyard that counted as "castle secret stars", making it possible to have more than a total of 120 in the game. I tried placing some in both areas of my hack, but after collecting them, the game froze. Any thoughts on how to get this to work?
Zero One
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Posted on 02-07-11 01:24:30 PM Link | Quote
Originally posted by KDJewl
Oh, and I recall once seeing a video on some hacker placing extra un-collected stars in the castle grounds and/or courtyard that counted as "castle secret stars", making it possible to have more than a total of 120 in the game. I tried placing some in both areas of my hack, but after collecting them, the game froze. Any thoughts on how to get this to work?


Each level can display 6 stars in the Act Select screen, but can hold as many as you want. The crash may be caused by giving the star an ID of a star that is already in use or has something special connected with it. Try giving the Star ID an ID of 150 and see what happens.

Star ID's start at 0 and should logically end at 119, so 150 should be safe.

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Me-me
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Posted on 02-07-11 01:45:41 PM Link | Quote
When I made Luigi's Mansion 64, I found out that star collecting work like this:

Bob-ombs Battlefield (The 1st level) uses star IDs 0, 1, 2, 3, 4 and 5
Whomps Fortress (The 2nd level) uses star IDs 7, 8, 9, 10, 11 and 12

As you can see, the star IDs continues to rise in the next levels
(I.eg placing a star with ID 7 in Bob-ombs battlefield will "steal" the first star in Whomps Fortress)

Star ID 6 for Bob-ombs battlefield is the 100 coins star.

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My memory might be tricking me! If you wish to be completely sure, try it yourself.

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KDJewl
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Posted on 02-07-11 06:39:27 PM Link | Quote
So if I set the stars to a different number, they'll work correctly in the grounds and the courtyard? I'm at school right now so I can't test this.
KDJewl
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Posted on 02-07-11 08:43:51 PM Link | Quote
I tried setting Star IDs to different numbers, and it would show them as uncollected, but it wouldn't add any stars to my total. Any thoughts?
messiaen
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Posted on 02-08-11 01:40:03 AM Link | Quote
Not that I have looked much at stars, but I'm not sure if Zero One and Me-me information are correct, really have to test that.

As far as I remember, but its one of those things I should recheck and document it better, both the Castle Grounds and Inside Castle levels are exception in that you can't really have stars there, or at least, they weren't designed to be saved in the EEPROM since there is no allocated space for that. All the other "mini-levels", such as Peach's, Secret Aquarium, Rainbow Clouds on the other hand have an entire byte in EEPROM so they can have 7 stars each (in theory 8, but then it wouldn't show on the menus), and that's where the "extra" stars come from.

So, try ignoring the Castle Grounds / Inside Castle levels, you really don't need to mess up with them.
KDJewl
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Posted on 02-08-11 12:57:47 PM (last edited by KDJewl at 02-08-11 10:07 AM) Link | Quote
Ahh, so does that mean there is (so far) no way to make those extra stars added to the total? I'm only asking, because i've play Lugmillord's demo of SM74, and he used extra stars in the Courtyard, and they DID get added to your total when you collected them. But if there is absolutley no way to correct this, I suppose i'll have to import my courtyard level over another one.
Dudaw
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Posted on 02-08-11 07:11:50 PM Link | Quote
Wait, a few Toads originally gave you "secret stars" inside the castle. Can those stars not be used?

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messiaen
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Posted on 02-08-11 08:00:15 PM Link | Quote
LOL it's been some years since I last played the original Mario 64 (!) and it shows. Still, I'll run some tests some time to check how those star really works.
KDJewl
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Posted on 02-08-11 08:44:52 PM (last edited by KDJewl at 02-08-11 10:36 PM) Link | Quote
@messiaen-that would be appreciated, let me know if you figure anything out
@dudaw-those specific stars are linked to the messages that the toads say when you recieve them, aren't they? unless im an idiot, i couldn't seem to find those specific messages while using the text wrangler.

EDIT: Alright, i went back to the original, and using a save editor, found the messages that the toads use when they give you stars. I tried them in the castle grounds and courtyard, and they work fine. But success aside, there are only 3 stars that you can obtain like this. And let me be more clear on what happened when i tried placing normal stars in the grounds and courtyard. 1. when using stars 1 to 6, upon successfully collecting them, the game would either show me an error message, or mario would nod in place for a few moments, the screen would turn black, then after a few seconds, i could resume playing, but the stars weren't added to my total. 2. using stars 7 onwards, collected successfully, but still didn't get added to the total. Is there A) possibly a byte i could change in the rom to make those stars get added? B) a way to make other messages give you certain stars? not trying to pressure or push you ahead, messiaen, but if i can't figure this out, my hack pretty much stops dead
Anthus
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Posted on 02-12-11 03:06:05 AM (last edited by Anthus at 02-12-11 12:09 AM) Link | Quote
I have a quick question about a texture importing issue.

I have the model triangulated in SU, and the model looks like so:
http://img21.imageshack.us/img21/8711/metalcapfactory.png

However, when it is imported, the textures on the borders get messed up, and look like this:
http://img819.imageshack.us/img819/8901/snap0018p.jpg

My question is how do I fix this? The texture is a 16x32 .bmp file, if that helps.

I'm sure this is a common issue, but I simply don't have time to wade through 50+ pages. Any help is much appreciated, thank you.
Gazpacho146
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Posted on 02-12-11 07:05:06 PM Link | Quote
Originally posted by Anthus
I have a quick question about a texture importing issue.

I have the model triangulated in SU, and the model looks like so:
http://img21.imageshack.us/img21/8711/metalcapfactory.png

However, when it is imported, the textures on the borders get messed up, and look like this:
http://img819.imageshack.us/img819/8901/snap0018p.jpg

My question is how do I fix this? The texture is a 16x32 .bmp file, if that helps.

I'm sure this is a common issue, but I simply don't have time to wade through 50+ pages. Any help is much appreciated, thank you.

make sure your textures are .PNG that should work better i believe messiaen has a folder that has all mario 64 textures in it used for level design
messiaen
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Posted on 02-12-11 07:18:36 PM (last edited by messiaen at 02-12-11 04:18 PM) Link | Quote
Anthus: Do you get any "texture coordinate" out of range errors? You should try changing the texture scaling in the ground, it seems a bit over-stretched.

I really recommend you that you use 32x32 textures, especially in the ground/walls, and only use 64x32 or 32x16 ocasionally. Create a new material in SU and re-apply the texture.
Anthus
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Posted on 02-13-11 01:58:15 AM (last edited by Anthus at 02-12-11 11:00 PM) Link | Quote
I don't get any errors upon importing. The border texture in my above post was actually 32x16. I cropped it from the tox-box face texture.

Alright, I re-sized the border from 32x16 to 32x32. In SU, it looks normal, with the green hanging part of the border up on the edge (consult first image in first post). However, the new texture looks like this in game:
http://img62.imageshack.us/img62/2033/snap0022w.jpg

How do I keep to position of the texture in SU for when it imports into SM64?
messiaen
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Posted on 02-13-11 02:03:03 AM Link | Quote
You must use the "Flip textures vertically" option when importing from SketchUp.
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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

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