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Zero One
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Posted on 06-27-11 01:46:59 PM Link | Quote
Originally posted by KDJewl
I have a slightly annoying problem. I'm not sure if anyone else has posted this before, but whenever I use custom music in my hack (using the importer), my music fades out whenever I zoom into first person or talk to someone/something. Is there a way to fix this?


It's meant to do that.

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Gazpacho146
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Posted on 06-27-11 02:22:15 PM Link | Quote
posting this again since it got buried under the last page..
ok i got my hub imported.. it was just the object banks
but.. now how can i set it up? like warps and stuff. i watched the warp video and it says no success warps can be placed in castle grounds. does it work if the castle grounds is replaced? i'm really bad at using warps and stuff.. i can set up warps to go to another world but not set up other warps plz help

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KDJewl
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Posted on 06-27-11 03:04:14 PM Link | Quote
Sorry, I wasn't very clear. I know the music fades out when you zoom or talk, so it sounds like the background music is distant, but whenever I import a custom track and zoom in/talk, the music fades out COMPLETELY and doesn't come back. As for your issue, i'm not quite sure I understand what you mean by "other warps". Are you talking about Success and Failure warps, for acts? I don't really remember how to do that, but if thats indeed what you're talking about, I can dig out my old experimental hacks and make a quick tutorial.
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Posted on 06-27-11 07:34:07 PM Link | Quote
Originally posted by KDJewl
Sorry, I wasn't very clear. I know the music fades out when you zoom or talk, so it sounds like the background music is distant, but whenever I import a custom track and zoom in/talk, the music fades out COMPLETELY and doesn't come back. As for your issue, i'm not quite sure I understand what you mean by "other warps". Are you talking about Success and Failure warps, for acts? I don't really remember how to do that, but if thats indeed what you're talking about, I can dig out my old experimental hacks and make a quick tutorial.


I don't know if it's possible but basically, just using the same warps that are available inside the castle in the new hub. I'm also trying to figure this out, I just need to know how to make the same warps used inside the castle for my hub.

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Gazpacho146
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Posted on 06-28-11 12:46:12 AM Link | Quote
Originally posted by KDJewl
Sorry, I wasn't very clear. I know the music fades out when you zoom or talk, so it sounds like the background music is distant, but whenever I import a custom track and zoom in/talk, the music fades out COMPLETELY and doesn't come back. As for your issue, i'm not quite sure I understand what you mean by "other warps". Are you talking about Success and Failure warps, for acts? I don't really remember how to do that, but if thats indeed what you're talking about, I can dig out my old experimental hacks and make a quick tutorial.

i have the same warp problem with Success, Failure, dying, ceiling, etc

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dsx9069
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Posted on 06-28-11 09:09:45 AM Link | Quote
I made a new level replacing Whomp' Fortress, and I'm using Bowser's Third Course as one of the object banks. But when I assign one of the objects as Checkerboard Elevator 2 (I loaded the trajectory into the right B. Param) and try to access it in game, the game freezes as Mario approaches the elevator platform. What's up with this?

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KDJewl
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Posted on 06-28-11 07:13:25 PM (last edited by KDJewl at 06-28-11 05:18 PM) Link | Quote
Originally posted by juhiky
Originally posted by KDJewl
Sorry, I wasn't very clear. I know the music fades out when you zoom or talk, so it sounds like the background music is distant, but whenever I import a custom track and zoom in/talk, the music fades out COMPLETELY and doesn't come back. As for your issue, i'm not quite sure I understand what you mean by "other warps". Are you talking about Success and Failure warps, for acts? I don't really remember how to do that, but if thats indeed what you're talking about, I can dig out my old experimental hacks and make a quick tutorial.


I don't know if it's possible but basically, just using the same warps that are available inside the castle in the new hub. I'm also trying to figure this out, I just need to know how to make the same warps used inside the castle for my hub.



Thats right. The (i think) Success warp should read something along the lines of: (insert level here) 240-1, and the Failure warp should read something like: (insert level here) 241-1. I could be wrong, it could be the opposite. Check the Inside Castle level in a non-modified ROM, it will help you alot.


Oh, and does anybody know of a good midi (available on VGMusic) that would suit a city-themed level? I've been looking and looking and looking but I haven't found any good ones yet.
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Posted on 06-28-11 09:33:07 PM Link | Quote
dsx, your level looks like it belongs on the Sega Saturn :p

Do any of your objects have undefined models or behaviors? And remember to have your normals facing the right way...

BTW I know why your textures look that way...I don't know how to fix it, though...
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Posted on 06-28-11 10:07:08 PM Link | Quote
Originally posted by KDJewl
Originally posted by juhiky
Originally posted by KDJewl
Sorry, I wasn't very clear. I know the music fades out when you zoom or talk, so it sounds like the background music is distant, but whenever I import a custom track and zoom in/talk, the music fades out COMPLETELY and doesn't come back. As for your issue, i'm not quite sure I understand what you mean by "other warps". Are you talking about Success and Failure warps, for acts? I don't really remember how to do that, but if thats indeed what you're talking about, I can dig out my old experimental hacks and make a quick tutorial.


I don't know if it's possible but basically, just using the same warps that are available inside the castle in the new hub. I'm also trying to figure this out, I just need to know how to make the same warps used inside the castle for my hub.



Thats right. The (i think) Success warp should read something along the lines of: (insert level here) 240-1, and the Failure warp should read something like: (insert level here) 241-1. I could be wrong, it could be the opposite. Check the Inside Castle level in a non-modified ROM, it will help you alot.


Oh, and does anybody know of a good midi (available on VGMusic) that would suit a city-themed level? I've been looking and looking and looking but I haven't found any good ones yet.


I've discovered something interesting. As you all know the inside of the castle has 3 areas correct? Well, the warp destinations is limited to 14 items, meaning there is no way to fit all the levels in one section of the hub. Basically, more than one "area" is required for the hub. Hence having 42 warp destinations rather than 14. So, in order to make the hub functional, you have to divide it out in order to fit all the warps for all the worlds. This means not only use the inside of the castle but also misc. stages such as castle courtyard. If there are direct warp connections to all 3 parts of the hub and all the worlds are connected then it will work! This is just a theory; if you all already know this and I'm wasting my time well then sorry. This is what I see.

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dsx9069
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Posted on 06-28-11 11:58:13 PM (last edited by dsx9069 at 06-29-11 01:44 AM) Link | Quote
Originally posted by DarkSpacer
dsx, your level looks like it belongs on the Sega Saturn :p

Do any of your objects have undefined models or behaviors? And remember to have your normals facing the right way...

BTW I know why your textures look that way...I don't know how to fix it, though...


My problem with the platform is probably the undefined thing...There isn't a checkboard platform on tracks in Bowser's Third Course, from what I remember (like 4 or 5 years ago). I switched the last object bank to Hazy Mazy Cave (which fixed this problem) and added the other platforms by editing my model. I'm almost done with editing this new level and I'll post on it on Youtube.

Yeah, I can fix choppy textures by manually triangulating certain stuff. I'm just too lazy to go through my model and do it manually though, so I just let the triangulation plugin go nuts.

EDIT(on the texture thing):I should probably use textures that are symmetrical, especially for surfaces like rock and lava. It's not much work to do this though, simply cut out a part of the texture and flip it around, pasting together all the transformations into one new texture. I'll definitely do this for the new level.

SERIOUSLY though, when I load a new trajectory (.txt) into the Mario 64 Importer, Windows 7 gives me an error that there was an invalid input string or something like that. Here's the screenshot:



My level will shortly be complete after solving this issue.

EDIT2:This problem was fixed (as well as the #texture issue in TT64). Simply rebooting my laptop did the trick. Who would've guessed, eh?

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DarkSpacer
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Posted on 06-29-11 06:30:37 PM Link | Quote
never heard of computer memory being an issue...

Maybe the pros are scared of telling us that because it's frickin' embarrassing...

NEWS FLASH: YOUR ROM BREAKS BECAUSE OF WINDOWS

Okay...I'm going to get sued for that probably...

Seriously, everyone who reads this, reboot your machine, it may fix some problems.
dsx9069
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Posted on 07-01-11 04:08:56 PM (last edited by dsx9069 at 07-01-11 05:48 PM) Link | Quote
Originally posted by DarkSpacer
dsx, your level looks like it belongs on the Sega Saturn :p

Do any of your objects have undefined models or behaviors? And remember to have your normals facing the right way...

BTW I know why your textures look that way...I don't know how to fix it, though...


Just out of curiosity, what do you mean by "normals facing the right way"? It seems that I'm experiencing the freezing again as I approach the checkerboard elevator. I'm using the object combo "Checkerboard Elevator 2", which uses the "Checkerboard Elevator Platform" model and the "Platform on Tracks" behavior. This combo is defined because I'm using Hazy Mazy Cave object bank on Whomp's Fortress...so the problem must either be the "normals" thing that you mentioned or maybe the camera preset (what camera preset, if any, is the correct one to use with the checkerboard elevator 2 combo?)

On another note, does anyone have a list of Warp ID's (ALL or MOST of them in the game, not just the first 36 that TT64 comes with)? ZeroOne, it seems that you've documented some of the success/death warps. Any help with warps beyond the regular level warps would be GREATLY appreciated

EDIT: Don't worry about documenting the rest on my behalf, Zero One. I just realized how warps work, and it's easy to spot/change all warps in the game. I can even warp from Castle Grounds to any of the regular levels without spawning the act selector screen. Life right now seems so much easier.

The default success/death warps for all the main levels are:
Area 1
Bom-omb Battlefield - 50/100
CCM - 51/101
WF - 52/102
JRB - 53/103

Area 3
LLL - 50/100
SSL - 51/101
HMC - 52/102
DDD - 53/103

Area 2
WDW - 50/100
THI - 51/101
TTM - 52/102
TTC - 53/103
SML - 54/104
THI - 55/105
RR - 58/108

Castle Courtyard
Boo's Mansion - 10/11

These values are pretty much arbitrary, as a lot of you probably know. For anyone making a hub level, just use one of the secret stars levels for now (until later updates to Messiaen's Mario 64 Level Importer). Each of these levels comes with 14 warps...2 or 3 stars is a good sacrifice for a functional hub level, IMO.





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Zero One
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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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Posted on 07-01-11 06:00:27 PM Link | Quote
Originally posted by dsx9069
On another note, does anyone have a list of Warp ID's (ALL or MOST of them in the game, not just the first 36 that TT64 comes with)? ZeroOne, it seems that you've documented some of the success/death warps. Any help with warps beyond the regular level warps would be GREATLY appreciated


Unfortunately, I've only documented the success/death warps for the lower 2 levels. However, I fully intend on finishing that off and then experimenting with the other warps. Should be soon, too!

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dsx9069
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Posted on 07-01-11 11:44:28 PM (last edited by dsx9069 at 07-01-11 10:12 PM) Link | Quote
Well, here is one of my successful levels (after failing with the tower level and my original hub lol). As you may notice in the beginning, a "3" displays when I collect my first red coin. How do I change this?

<object width="480" height="390"><embed src="http://www.youtube.com/v/lxj-yXDrSaw?version=3&hl=en_US&hd=1" type="application/x-shockwave-flash" width="480" height="390" allowscriptaccess="always" allowfullscreen="true"></embed></object>

EDIT:
Originally posted by DarkSpacer
Normals are the direction your level polygons are facing.

I don't want to eat up forum space, so if someone wants to shorten the following explanation that would be great.

Polygons have two sides, the frontfaces and the backfaces. You can choose to display only the front faces, or both sides (this is referred to in TT64 as the "culling"). The reason normals are important is that the exporter for Google Sketchup usually exports BOTH SIDES of every polygon. Therefore there are double the polygons that there is supposed to be. Or you could accidentally flip a normal and the level will appear to have a hole in it. Also, backfaces cause some problems in some programs. But we mainly worry about normals in the level itself, because we haven't figured out how to import our own models yet (although from what I get that shouldn't be too big of a problem...we can decode the models, seems like we could redo the poly layout without too much rewriting (compared to the level replacement, anyway)).


Ah, that is what is meant by "normals". Yeah, it is better to design with "cubes" on level models so that only the front faces need texturing. I'm kind of new to the lingo, so thanks for clearing that up.

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DarkSpacer
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Posted on 07-02-11 12:55:11 AM Link | Quote
Normals are the direction your level polygons are facing.

I don't want to eat up forum space, so if someone wants to shorten the following explanation that would be great.

Polygons have two sides, the frontfaces and the backfaces. You can choose to display only the front faces, or both sides (this is referred to in TT64 as the "culling"). The reason normals are important is that the exporter for Google Sketchup usually exports BOTH SIDES of every polygon. Therefore there are double the polygons that there is supposed to be. Or you could accidentally flip a normal and the level will appear to have a hole in it. Also, backfaces cause some problems in some programs. But we mainly worry about normals in the level itself, because we haven't figured out how to import our own models yet (although from what I get that shouldn't be too big of a problem...we can decode the models, seems like we could redo the poly layout without too much rewriting (compared to the level replacement, anyway)).
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Posted on 07-03-11 10:37:23 AM (last edited by dsx9069 at 07-03-11 10:36 AM) Link | Quote
I'm trying to place Eyerok in a custom level that replaces Shifting Sand Land (area 1), but every time I approach him it freezes (for all acts). Is it that he belongs only in area 3? What camera preset does SSL area 3 use (if not the first preset)? If he can only be loaded in area 3, how do I import my level to area 3 of SSL. Also, if I do this, can area 3 handle 155 objects as well as any normal world can?

EDIT: Okay, changing the last object bank to "Shifting Sand Land" apparently fixed it. And I know that I can only import to area 1.

EDIT2: But Eyerok is not behaving properly. When the battle starts, he pounds on the ground first, then when you go in front of one of his fists, he seems like he's going to do an attack but stays stuck in motion.
Also, I'm trying to use Toad as a model for something else, but whenever he's in an undefined combo, he's invisible. Anyone know a workaround for this?

EDIT3: I have a theory about Toad being invisible. When you are distant from him, he's invisible, and then as you approach him he becomes more visible. Somehow, I think Toad's original model is somewhere between transparent and invisible. But if used with the Toad combo, the Toad model is scripted to become more visible to Mario based on Mario's coordinates from Toad. Is anyone fairly adept at ASM coding to show me which code makes Toad's model invisible, so that I can tack a "NOP" in that address?

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Posted on 07-03-11 04:51:07 PM Link | Quote
Eyerok is a weird object to tell you the truth...I haven't messed with him at all, but odds are he requires a flat surface to operate properly, and quite possibly another manager object or a boss platform the same size as the original...

As for Toad...It's my belief that you can just change the model of Toad to another object and it will run the visible/transparent code as normal...

Seems that if I'm going to help you guys I'll need to go on more than serious fact Who'da thunk it?

I shall screw with TT64 until the ROM begs me to stop.
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Posted on 07-03-11 10:05:45 PM (last edited by dsx9069 at 07-03-11 11:20 PM) Link | Quote
Originally posted by DarkSpacer
Eyerok is a weird object to tell you the truth...I haven't messed with him at all, but odds are he requires a flat surface to operate properly, and quite possibly another manager object or a boss platform the same size as the original...

As for Toad...It's my belief that you can just change the model of Toad to another object and it will run the visible/transparent code as normal...


Well, I tried to look for that object that looks like a grayed out chest or something (for Eyerok), but I can't seem to find it in the SSL object bank (it's an area 3 object, so maybe that's why?).

No, what I'm saying is that the visible/transparent code is hard-coded into Toad's model. If someone wanted to use Toad's model on a different behavior, what would happen is that Toad would stay invisible and NEVER become visible. There has to be a way to change the code that originally makes Toad's model invisible so that Toad's model will always be visible. The only behaviors besides Toad's that does become visible are the Boo's/Boo Buddy's/Boo Patrolling behaviors, but that's because their original models also have a transparent/visible code.

EDIT: What is the offset used in TT64 for SM64. Like, since the game starts at 0x80246000, and I want to change the behavior of an object with an address of 22545464, what would 22545464 translate to? Would I convert 22545464 to hex, which is 1580438h, and then add 1580438h + 80246000h to get 817C6438h (or 1580438h + 80246000h - 1000h = 817C5438h because of header size of 4kb before the actual game code)?

EDIT2: Ok, just realized that I have to convert the TT64 address of an object to hex, and then I will have the correct address to use in LemAsm.

EDIT3: Does VL-Tone have a text file with all the model addresses? It seems that Toad's model is by default invisible, and I'd like to go to the address of Toad's model and change this.

EDIT4: It would seem that Toad's message behaviors and all the Boo's behaviors have a script which changes the model from transparent to visible. It's the behaviors that actually make Toad and Boo visible. I'll play around with this to see if I find out more.

Originally posted by DarkSpacer
I shall screw with TT64 until the ROM begs me to stop.


EEwwwww...But yes, I do hope that many good things come of it and we learn more about the way behaviors work. I will also do my part to try screwy things in TT64.

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Posted on 07-03-11 10:38:43 PM Link | Quote
Originally posted by dsx9069
Well, I tried to look for that object that looks like a grayed out chest or something (for Eyerok), but I can't seem to find it in the SSL object bank (it's an area 3 object, so maybe that's why?).


Object that looks like a greyed-out chest...I'm not sure what editor you're using...Messain's importer doesn't have a very graphical UI...

And I don't yet know if the area affects anything...stand by...

And believe it or not, I ran into a problem that I have no idea how to fix...

I'm using the act selector stars in TT64 to make the objects appear in Act 1, but TT64 doesn't appear to be saving that info...or if it is I'm not doing something right...I managed to get a single tree to work, and after that it broke and no other objects could do it...
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Posted on 07-03-11 10:54:25 PM (last edited by dsx9069 at 07-04-11 02:48 AM) Link | Quote
Originally posted by DarkSpacer
Originally posted by dsx9069
Well, I tried to look for that object that looks like a grayed out chest or something (for Eyerok), but I can't seem to find it in the SSL object bank (it's an area 3 object, so maybe that's why?).


Object that looks like a greyed-out chest...I'm not sure what editor you're using...Messain's importer doesn't have a very graphical UI...

And I don't yet know if the area affects anything...stand by...

And believe it or not, I ran into a problem that I have no idea how to fix...

I'm using the act selector stars in TT64 to make the objects appear in Act 1, but TT64 doesn't appear to be saving that info...or if it is I'm not doing something right...I managed to get a single tree to work, and after that it broke and no other objects could do it...


I had the same problem before. When this happens, point your cursor at the first star in the act selector, and leave it there for a few seconds (before clicking). The problem is just that the TT64 interface is not quick enough to keep up with your cursor. I'd recommended copying the act parameters from the tree and pasting them to whatever else is only in act 1.

EDIT: Worst case scenario, just go to the address of the object and change the 5th and 6th numbers (XX XX ?? XX) to any value between 00 and 3F. 00 is to activate act 1 only, while 3F activates all of the acts. I believe that 01 activates only act 2, and so on and so forth. Correct me if I'm wrong.

EDIT2: I meant that you want to edit the 3rd byte in the 0x24 command relating to the object, which has 24 bytes. For example, 24 18 3F XX XX XX XX XX XX XX XX XX XX XX XX XX XX XX XX XX XX XX XX XX says that the object will be in all 6 acts.

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Rusted Logic

Acmlmboard - commit 47be4dc [2021-08-23]
©2000-2022 Acmlm, Xkeeper, Kaito Sinclaire, et al.

32 database queries, 13 query cache hits.
Query execution time: 0.118642 seconds
Script execution time: 0.031683 seconds
Total render time: 0.150325 seconds