Dudaw
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| Posted on 02-06-11 09:30:22 PM (last edited by Dudaw at 02-06-11 06:33 PM) |
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Come to think of it, I think that muting music bug actually only happened to me with a converted XML song.
It wasn't a custom track, either.
I assumed it was something that happened in levels which didn't originally have music, but that doesn't appear to be so...
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Gazpacho146
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yes i made a water box in my level and now when i go into my level the screen goes white and stays blank i set up my emulator correctly because my level ran fine b4 but idk now
any help is greatly appreciated |
KDJewl
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| I found another music-related bug. I inserted the Smb3.m64 that you provided with the new importer into the first custom slot, and it played just fine. But if I (while playing) talked to a toad, bob-omb, or sign, the music would disappear after reading the message. I tried replacing one of the original songs and it did the same thing. Any ideas what might cause this? |
messiaen
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Originally posted by Gazpacho146 yes i made a water box in my level and now when i go into my level the screen goes white and stays blank i set up my emulator correctly because my level ran fine b4 but idk now
any help is greatly appreciated
Need more details: how many waterboxes, what type and position? Which level did you replace? The only reason the program produces a log file is so that people can report bugs.
By the way, trajectories are broken on v14, so avoid this function until v15. |
Gazpacho146
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| Posted on 02-07-11 06:41:22 PM (last edited by Gazpacho146 at 02-07-11 03:48 PM) |
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i need some tips on replacing castle grounds, i made it so it skips the peach intro and lakitu bridge sequence but whenever i boot the level mario just dies instantly and i need some help with this please, btw i moved the mario start over a patch of ground and he STILL dies! any way i can fix it? and i read over the documentation on fraubers site and still...  |
KDJewl
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Originally posted by Gazpacho146 i need some tips on replacing castle grounds, i made it so it skips the peach intro and lakitu bridge sequence but whenever i boot the level mario just dies instantly and i need some help with this please, btw i moved the mario start over a patch of ground and he STILL dies! any way i can fix it? and i read over the documentation on fraubers site and still... 
Try importing Messiaens importer, and go to the Level Settings tab. There should be an option that lets you change Mario's initial position to the entered values. Open up toads tool, place an object where you wish to start the level, and copy the offsets over to the importer. Save and import your level and you should be good to go. I had the same problem, it seems that the "intial mario start" option is somewhat not noticed. |
Gazpacho146
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| Posted on 02-07-11 10:03:38 PM (last edited by Gazpacho146 at 02-07-11 08:33 PM) |
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ok thank you so much!
how do i set what selections of warps i want in the level? because i replaced castle grounds and i need a warp that takes you into the castle but all i can find are warps that take me out of the bob-omb battlefield painting so how can i set the collection of warpsin my level? |
messiaen
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Updated and improved the documentation. Some stuff is still missing, but everything is much more detailed now.
I'm open for suggestions on improvements and questions/topics to be added to the FAQ. |
Gazpacho146
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| Posted on 02-08-11 12:03:24 AM (last edited by Gazpacho146 at 02-07-11 09:29 PM) |
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Originally posted by messiaen Updated and improved the documentation. Some stuff is still missing, but everything is much more detailed now.
I'm open for suggestions on improvements and questions/topics to be added to the FAQ.
i have a question about warps, i replaced castle grounds, and i need to get a warp that takes me inside the castle through a warp but the only inside castle warp is out of a bob-omb battlefield painting and there it freezes the game if you could help i would greatful btw i went into the warp destination tabs on tt64 and tried messing with it and still nothing |
KDJewl
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Originally posted by Gazpacho146 ok thank you so much!
how do i set what selections of warps i want in the level? because i replaced castle grounds and i need a warp that takes you into the castle but all i can find are warps that take me out of the bob-omb battlefield painting so how can i set the collection of warpsin my level?
No problem. As for the warps, search youtube for "keeperofall", i believe he has a good video on setting up warps. If not, let me know and I will guide you through it as best i can. |
messiaen
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New version up! Many new features and tons of bug fixes.
- Major collision improvement: 6500 collision triangles are now supported, getting rid of the "invisible walls" glitch
on levels with more than 2300 faces.
- Experimental music hack to get rid of sequence size limitations (sequences 3x bigger than the previous limit can
now be imported)
- Camera hack to get rid of hard-coded Lakitu positions/turns can now be enabled/disabled on a level-basis
- Change the Warp settings when you use the "Exit level" function in the pause menu
- Every imported level will also contain these shared bank objects: Bubly Tree, Snowy Tree, Spiky Tree,
Metal Door, Hazy Maze Door, Castle Door (1, 2 and 3 stars) and Castle Door with Lock.
- Fixed problems when setting Bob-omb star position
- Corrected camera presets (the selection wasn't saved in the ROM correctly)
- Fixed broken trajectory function in v14
- Corrected false "nothing is selected" warning when setting Peach's Slide timer
- Improved documentation!
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KDJewl
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I was testing out the new importer today and stumbled across a couple bugs.
1. the list of levels for the Pause Menu Warp seems to be...messed up? whenever i selected a level, it would always lead to a different level. in the end, i had to select the Secret Aquarium to get the warp to send me to the Castle Grounds.
2. the music limit hack causes the ROM to freeze as soon as i open it in PJ64.
Just wanted to let you know. The pause menu warp function is still helpful, even if the list is wrong. Thanks for integrating it in your importer! |
messiaen
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Originally posted by KDJewl I was testing out the new importer today and stumbled across a couple bugs.
1. the list of levels for the Pause Menu Warp seems to be...messed up? whenever i selected a level, it would always lead to a different level. in the end, i had to select the Secret Aquarium to get the warp to send me to the Castle Grounds.
2. the music limit hack causes the ROM to freeze as soon as i open it in PJ64.
Just wanted to let you know. The pause menu warp function is still helpful, even if the list is wrong. Thanks for integrating it in your importer!
Ah, thanks for reporting the problem with levels, I forgot that level IDs are not the same as the list order. I'll also recheck the "Act Selector" and "Camera" settings for this bug.
About the music hack, have you tried applying it on another ROM? That's strange, I didn't have any crash with it. |
RDX
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Hey Frauber, I don't mean to be demanding but do you think it'll ever be possible for midi files to be imported into the game? Just curious.
I should really get back into doing actual level making...
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Lyskar
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| | Metal_Man88's Post | It already is, RDX, just convert them to MML first, IIRC.
Directly? It's probably possible, but I don't think that's Messiaen's main objective right now.
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KDJewl
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| Posted on 02-12-11 02:54:50 PM (last edited by KDJewl at 02-12-11 12:54 PM) |
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Originally posted by messiaen
Originally posted by KDJewl I was testing out the new importer today and stumbled across a couple bugs.
1. the list of levels for the Pause Menu Warp seems to be...messed up? whenever i selected a level, it would always lead to a different level. in the end, i had to select the Secret Aquarium to get the warp to send me to the Castle Grounds.
2. the music limit hack causes the ROM to freeze as soon as i open it in PJ64.
Just wanted to let you know. The pause menu warp function is still helpful, even if the list is wrong. Thanks for integrating it in your importer!
Ah, thanks for reporting the problem with levels, I forgot that level IDs are not the same as the list order. I'll also recheck the "Act Selector" and "Camera" settings for this bug.
About the music hack, have you tried applying it on another ROM? That's strange, I didn't have any crash with it.
No problem. And I'll try using the hack on another ROM and let you know the results. Oh, not to put any pressure on you, but have you found anything on the "extra" stars yet? Like a way to modify something to make them get added to the total?
EDIT: I tried patching the music limit hack to another ROM, and it seemed to work fine, but when I apply to MY hack, PJ64 gives me an error whenever i load a file. |
messiaen
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| Posted on 02-12-11 05:05:30 PM (last edited by messiaen at 02-12-11 02:20 PM) |
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RDX: Sorry, I'm not planning to work on MIDI anytime soon, even though it would be the best format to use. Originally I thought that MusicXML would solve the problem of polyphonic parts, which is the biggest problem I can think of when reading MIDI files, but unfortunately it didn't work that well.
KDJewl: That star issue sounds like something you can work out by experimenting in TT64, if you handle it correctly then you should be able to use the 120 stars (I don't see why you would need more than that anyway). Ask the guys who are working on full scale hacks, they should know more about it than me.
By the way, what was the error message you got with the music hack enabled?
Getting back to the importer, I'm working on some interesting features for v16:
- Swap X/Z coordinates feature: this will correct orientation problems in models exported in SketchUp (free version) using the .obj exporter plug-in I provided. Someone called my attention that the models looks sort of "mirrored", which happens because of right-hand / left-hand coordinate systems differences.
As far as I've researched, Blender on the other hand uses the right-hand system (the same used in N64 and OpenGL) while SketchUp to use the left-hand one, in which axis directions are a bit different.
- Rotate the level model around Y axis: That is, rotating the model around itself. Doesn't sound like a big deal, however this is very important to get around camera limitations. The practical effect of this feature is great!
- Adjust brightness / color intensity: basically, making the level darker (by reducing RGB values globally) or adding a few effects, such as some sort of "sepia-like" effect. This works by simple changing the values loaded from the Display List commands 0x0386 and 0x0388, instead of changing texture data.
I'm also experimenting with a 3D "preview" function, with a box indicating level boundaries (and maybe Mario's size). Recently I downloaded the XNA framework, and fortunately loading a 3D model is really easy. It's all a matter of changing a few parameters to make it match the limitations of Mario 64, this way you could spot problems before importing it. But that will probably be for v17. |
KDJewl
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Project 64 gives this message:
"SP DMA WRITE
SP_DRAM_ADDR_REG not in RDRam space"
after clicking ok:
"Unhandled Opcode
RSP: Unknown 60 04 40 01
Stoping Emulation!"
Then asks me if i wish to enter the debugger. |
Gazpacho146
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KDJewl im really sorry to interrupt but frauber in the current version of the importer, you made it so all levels are imported with bubbly tree, snowy tree, spiky tree, star doors, ETC ETC
do you think in the next version you could add all the warps to be imported with the level? i understand if it can't |
KDJewl
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| Don't worry about it. But what do you mean by "all the warps"? Every warp is accessible from every level, as long as you change them in the "warp destinations" list in TT64. Or do you mean all the warp IDs? I can understand how that would be useful, as it would allow way more warps to and from the levels we import. |