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05-03-22 06:01:05 AM
Jul - SM64 Hacking (Archive) - Help/Questions about Toad's Tool 64 and SM64 hacking New poll - New thread - New reply
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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 06-15-11 01:21:10 PM Link | Quote
Yes, it can read the edited ROMs too.

____________________
"The last Metroid is in captivity."
And yet, the galaxy is STILL fucked.
Thanks Xkeeper, Bagel and Sanky for the help!

dsx9069
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Posted on 06-15-11 05:08:37 PM (last edited by dsx9069 at 06-15-11 02:09 PM) Link | Quote
Originally posted by dVanDaHorns

Thanks man! I found the problem...apparently angled shapes that are textured on the inside tend to glitch (I discovered another similar spot, the rom is working perfectly now. ) Thanks a lot!



Yeah, I noticed that too. For example, I import a completely flat model into sm64, and there are no invisible walls. But for some reason, when polygons are added vertically to the flat model, the coordinates of the center of the model are shifted. The invisible walls are a result of the model extending past the +/-8192 pixel limit on the X and Z axes. And here I thought that my simple house on a lawn model exceeded the 6500 polygon limit'

____________________
H4x0rz 4 lief!
Meltfire
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Posted on 06-17-11 05:28:50 AM Link | Quote
Greeting everyone

I have a rather off topic question. I like to know if there is a better game recording program them fraps? The videos I record usually turn out very laggy. I'm sure It because of my computer (WindowXP + 1 Gig ram). But if you know a better recording program or if my computer just slow I like to know.

Thanks

BTW: For anybody who like to know. I haven't stop working on Maestro Mario 64. The progress is going great!

____________________
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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From: Delta Quadrant

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Posted on 06-17-11 10:22:48 AM Link | Quote
Originally posted by Meltfire
Greeting everyone

I have a rather off topic question. I like to know if there is a better game recording program them fraps? The videos I record usually turn out very laggy. I'm sure It because of my computer (WindowXP + 1 Gig ram). But if you know a better recording program or if my computer just slow I like to know.

Thanks

BTW: For anybody who like to know. I haven't stop working on Maestro Mario 64. The progress is going great!


Personally, I use Hypercam 3, which works quite well, or Hypercam 2. I do recommend you try these. However, if you only have 1GB of RAM, then it's going to suck no matter what you do.

____________________
"The last Metroid is in captivity."
And yet, the galaxy is STILL fucked.
Thanks Xkeeper, Bagel and Sanky for the help!

Gazpacho146
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Posted on 06-17-11 05:36:42 PM Link | Quote
Work on my hack is halted because my laptop charger broke and i had to order a new one while i still had battery and now i'm running on our home computer which runs on windows 7 but has little RAM so sketchup, fraps, and project 64 aren't running too well...
if this needs to be posted in another thread mm88 then plz move it there

____________________
"Super Mario 64: Return to Rogueport"
juhiky
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Posted on 06-25-11 05:49:09 AM Link | Quote
Originally posted by juhiky
Originally posted by juhiky
Hey Guys,

I just picked up hacking myself and I've learned most basic things from videos and experimenting. I started a hack and managed to create a custom level import in and subsitute it for the first course, and successfully implement 6 fully workable acts. Now I am working on my second level and have run into a bit of a problem. The level is subsituted in, except even though I moved the beginning warp for Mario in tt64 to a different position it still spawns mario off the map. I later discovered that the starting warp was the same coordinates as the first world I created. After I changed the warp ID to the correct world, the problem still persisted. Any assistance would be awesome. I hope to learn much more from this forum.

Juhiky


Fixed it never mind. Now I just have a camera issue. The camera acts as if I am in the Haunted House, but the importer was not set to that. Any help is greatly appreciated!


Just fixed camera. My next question (if anyone answers) is if I can use bowser behavior on a non bowser model and level. I want to have the model act similar but look different. Is this possible?
Gazpacho146
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Posted on 06-25-11 05:26:30 PM Link | Quote
Originally posted by juhiky


Just fixed camera. My next question (if anyone answers) is if I can use bowser behavior on a non bowser model and level. I want to have the model act similar but look different. Is this possible?

check out this thread http://jul.rustedlogic.net/thread.php?id=954

____________________
"Super Mario 64: Return to Rogueport"
juhiky
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Posted on 06-25-11 06:02:28 PM (last edited by juhiky at 06-25-11 07:11 PM) Link | Quote
Originally posted by Gazpacho146
Originally posted by juhiky


Just fixed camera. My next question (if anyone answers) is if I can use bowser behavior on a non bowser model and level. I want to have the model act similar but look different. Is this possible?

check out this thread http://jul.rustedlogic.net/thread.php?id=954


That's definetely the behavior scripts I was looking for. The 0x27 bank seems a little unstable to mess with according to VL-Tone. Well, I guess I can attempt to modify it. I'm not so great at hex editing but thanks, this helped a lot. Gave me the right place to look.

EDIT: I chose to use a goomba model with whomp king behavior. The goomba was floating and mutated with an unchanged animation command. I modded the scripts and put the goomba animation command into the whomp king behavior script. The goomba was still floating and mutated after I replaced the animation command. I did something wrong, but I just don't know what. I'm still looking for an answer. D:
Meltfire
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Posted on 06-29-11 02:45:35 AM Link | Quote
Hello again!

Not sure if this question been ask or not but Is it possible to change the names in the ending credits.

Thanks.

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Gazpacho146
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Posted on 07-05-11 11:51:07 PM Link | Quote
I made a video tutorial on how to fix the 'wall glitch'
here it is:
<object width="425" height="349"><embed src="http://www.youtube.com/v/d3R_Yrg3Zmo?version=3&hl=en_US" type="application/x-shockwave-flash" width="425" height="349" allowscriptaccess="always" allowfullscreen="true"></embed></object>

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"Super Mario 64: Return to Rogueport"
Phugolz
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Posted on 07-20-11 06:39:39 PM Link | Quote
Years upon years ago when ultraHLE first broke ground on N64 emulation, I came across a rom hack which was Mario 64, with a number of debug tools active. Since then I have sought this rom again, but I have not found it. I have attempted to reproduce it once or twice, but my N64 hacking skills are pretty tragic. I tend to stick to 16-bit consoles.

My question is, is there a hack available that someone is aware of, or working on? I'd really enjoy puttering with it again.

(I was told to post this here)
Ello
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Posted on 08-03-11 11:02:29 PM (last edited by Ello at 08-03-11 08:35 PM) Link | Quote
Hey there,

(I work with Toads Tool)
ive got a new question, cause i couldnt find the soltion by myself yet. I wanted that Mario is able to talk to a oomba so I changed his behaviour to a pink Bob-omb Buddy. There are two tings, that annoy me.

-First, when i start the game, the Goomba is always face down laying on the ground - no matter i rotated him or left him in his original position.

-Second thing is, there's this Buddy sound, when i talk to him, and it would be nice to change this to maybe another sound. Add to this, if i change his behaviour, to Toad or sth. the bubbling-pink-Bob-omb sound remains if i talk to him again.

Another thing i dont understand is, that i cant find a way to change the message, Bob-omb says, when you meet him, caus there is no Parameter to change. It would also be interesting to change the content of a Goomba, so that you get for example a star when you beat him, but theres no parameter too... Toads Tools options seem to be limited :/

Thanks for help
Zelda Immortal
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Posted on 08-23-11 11:30:14 AM Link | Quote
Can Anyone tell me the steps To Replace a sign with peach on the castle ground and have her animations instead of a sign Animation(?).
Lex
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Posted on 08-30-11 10:35:44 PM (last edited by Lex at 09-05-11 11:47 PM) Link | Quote
Hi everyone.

I'd appreciate some insight into changing the color of Castle Grounds mountains.

I've been searching to no avail. I've even stumbled upon the same question a couple of times, but no solution. Fortunately I've found how to change its texture, but its color seems to be a kind of obscure subject. I must say I'm no hacker, I'm just an artist, a curious one.
Ello
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Posted on 09-05-11 01:51:05 PM Link | Quote
Originally posted by Zelda Immortal
Can Anyone tell me the steps To Replace a sign with peach on the castle ground and have her animations instead of a sign Animation(?).



I dont know much about the animations but you just have to change from "basic" to "expert" in toads tool, in the bar at the top on the left side where it says "commands" and then change the model to peach and the behaviour to a sign. Then you have a peach-sign. The only thing to mention is that peach can only be talked to by one side as if she was a sign.
Meltfire
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Posted on 09-15-11 09:53:00 PM Link | Quote
Hello everyone I started working on my game again. I'm already started on my 3rd level and I want to finish four levels before I release my 1st demo.

Recently I played a few hack roms that use transparent textures. I like to know how to add them in my game. I'm using Google Sketchup. Thanks

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Ello
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Posted on 09-16-11 12:03:03 AM Link | Quote
Hey people

Im working with toadstool 64 and the objLevelimporter for about two months now. Found out a lot of stuff and imported a lot of obj files to my ROM. I use google sketchup to create my .objs and the importer by messiean. Everything was fine till today, when i wanted to replayce "Secret Aquarium" with a random obj, just to test something. Since i have done that, i cant open that ROM anymore in TT64, cause i get:

Director Player Error
List expected for handler

#count
Script Error. Continue?

When I click on "Yes"
i get the next one

Object expected

Script Error. Coninue?

Sometimes i can see some of the put objects in toadstool for a few seconds, but then the screen f TT64 becomes black. cant edit anymore since today..
But I did the same as I did the last two months. When i choose another ROM, it works fine. No Errors, everything is loaded. There was a post in 2009 I think, where peole had a similar problem, but i couldnt find a solution there, it was just said, this will be fixed in 0.59, yeah... i have 0.5994b and i have no clou anymore.

Please help me, some others on the internet seem to have the same probem, but i cant find a solution that works and I want to go on editing...

I placed all the objects in the courses on this ROM, in the levels i made and dont have a copy of the ROM. So if wanted to change anything, i would have to place them again. That will be a lot of work. So it wold also be fine if i could solve this Error.

Thanks for your help

Ello
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Posted on 09-21-11 06:15:31 PM Link | Quote
I just put the objects in their original position manually.
Would still be interesting to know, how that bug appears.

Does anyone know how to create grabable wire meshes, where mario can climb at. For example in the pyramid in the shfting sand lands, you find one. But Toads tool doesnt give a hint how to create such a mesh. It cant be selected as an object. Has anyone found out something? It has to be possible cause frauber used one in the first level in "missing stars". I would really like to know how to do that.

Thanks for any help!

Ello
Ello
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Posted on 09-21-11 07:54:54 PM (last edited by Ello at 09-21-11 05:04 PM) Link | Quote
found it out again

In the level importer, you can assign each texture an own behaviour for example "mario hanging from he ceiling". You find it at the colum/row "collision" in the level-importer!

Ello


@Meltfire
You can create transparent textures with photoshop. You open it and create an Alpha channel. To do that, open teh texture in PS, press Strg A and select all. Then select -selection->save as. Dont type anything just press OK. Then go to channels ( in phototshop) You will see a new alpha channel now. If you choose a pencil and paint in this alpa chnnel with black, the black areas wont be displayed in your texture, if you use it in sketchup. If you choose a grey tone, it will be displayed less transparent. I think, but i havent tried it, that you can only work with colors from black to white in the alpha channel. Hope, that helps you ;-)
Apioeus
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Posted on 09-22-11 07:51:09 AM Link | Quote
Hello, recently I've discovered the Super Mario 64 Hacking. And I started my own complete hack of SM to make 64 (link to a demo video: http://www.youtube.com/watch?v=kyU-HW20NeI), I've already finished seven worlds and four bonus levels.
What interested me burning but how can I change the title picture, as some non-Does it work for me, it is true that in a functional object importer for it, but the non-folded. Can someone help me?

(PS.: My mother language is German, and I use Googel translator to write because I can not, unfortunately, no English, so wonder if there are mistakes ^ ^.).
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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

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

36 database queries, 9 query cache hits.
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Total render time: 0.465770 seconds