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05-03-22 06:02:22 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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Vinnyboiler
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Posted on 01-16-12 06:08:12 PM Link | Quote



VL-Tone hasn't and wont release his source code, as for all intents and proposes his program is pretty much complete. Everyone else managed to save him to trouble and released programs that run alongside PJ64 which pretty much makes completes any SM64 modding program.

And plus, if you want Copy/pasting in a SM64 editor so bad, go make one yourself. There is enough SM64 docs nowadays to cover all the basics.

____________________




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Lukeme99
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From: Possibly developing the next TT64 0_0

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Posted on 01-16-12 06:49:10 PM Link | Quote
Originally posted by vinnyboiler
VL-Tone hasn't and wont release his source code, as for all intents and proposes his program is pretty much complete. Everyone else managed to save him to trouble and released programs that run alongside PJ64 which pretty much makes completes any SM64 modding program.

And plus, if you want Copy/pasting in a SM64 editor so bad, go make one yourself. There is enough SM64 docs nowadays to cover all the basics.


An even better idea, I will work from scratch!

____________________
I will continue to develop TT64. It will be my X project.
This is in the near future, so don't PM me with:
Wen iZ uRr TodsTul 6ty f0r CuMENg OWt??
Lyskar
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Posted on 01-16-12 07:44:21 PM Link | Quote
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Metal_Man88's Post
It's all in good to be gung-ho about this, Lukeme, but in the end it comes down to whether you know enough of programming to have even a remote chance of releasing anything.

Most of the big names skipped the pre-release "I WILL DO IT" and instead just made the tool they had in mind.

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Eisnaught - SSQ² - Mobius Roleplay - SSS
Lukeme99
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Posted on 01-17-12 04:51:35 PM Link | Quote
Originally posted by Metal_Man88
It's all in good to be gung-ho about this, Lukeme, but in the end it comes down to whether you know enough of programming to have even a remote chance of releasing anything.

Most of the big names skipped the pre-release "I WILL DO IT" and instead just made the tool they had in mind.


Well, I will try an exe decompile of TT64 which might help, and I will have a look at all the hacking docs out their, and might even try a non-release merge of two tools, one which deals with the model groups and the copy and paste aspect and the other will be the one and only TT.

I have the influence that if I start from scratch I will be using hex values to translate to origins of objects on a 3D view pane, and just hex, hex, hex for everything, (is that not wrong?)

Thanks for feedback and advice etc,
L99

____________________
I will continue to develop TT64. It will be my X project.
This is in the near future, so don't PM me with:
Wen iZ uRr TodsTul 6ty f0r CuMENg OWt??
Lyskar
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Posted on 01-17-12 05:46:39 PM Link | Quote
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Metal_Man88's Post
Part of the issue with TT64 was it was made in some bizarre system of programming which started out when we had little understanding of SM64. Trying to reverse engineer it is going to take you more time than just making it from scratch.

Unless there's something I'm missing, you only know enough to make wild decisions without knowing the implications of them. Programming a software tool that comprehensively edits SM64 is not something you can just summon from thin air. It will require hundreds of hours of programming to get right. TT64 had the benefit of years of updates and even then it was crippled from the platform it was developed from and limited knowledge of SM64.

By reverse engineering it you would just recreate the same situation which caused VL_Tone to stop developing it--the way that TT64 sort of painted into a corner and left him stuck/having great difficulty just adding new features other people casually made small standalone apps for.

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LucarioIsMyPokemon
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Posted on 01-19-12 12:16:42 AM Link | Quote
Question!... actualy multiple... lol... so 1. how do you edit the title screen, 2. how do you edit the HUD, 3. how do you edit in game models, 4.how do you add more objects, and 5. how do you find hidden textures? (like the sky or the hud or title screen textures?)

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ShenoxVII

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Posted on 01-20-12 08:03:47 PM Link | Quote
Originally posted by LucarioIsMyPokemon
Question!... actualy multiple... lol... so 1. how do you edit the title screen, 2. how do you edit the HUD, 3. how do you edit in game models, 4.how do you add more objects, and 5. how do you find hidden textures? (like the sky or the hud or title screen textures?)


1. Read frauber notes, I think he posted a offset and range on editing title screen on here, also his importer might now have the ability to import custom title models, not sure or not.

2. Get Rice Video plugin, or Glide64, dump the textures, then find the hud textures.

3. Not sure, I know its somewhere on here though

4. Download toad tools 64, then youtube it, there is a tutorial for it, you got to press CTRL or ALT and hold them then click the empty object, grey text and add it. I'm not too sure how it works, I haven't been in sm64 hacking in a long time.

5. Once again, Rice video or glide64 gfx plugin, dump textures, find textures, edit textures.
Meltfire
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Posted on 01-29-12 09:59:32 AM (last edited by Meltfire at 01-29-12 07:18 AM) Link | Quote
Hi everyone I have a problem I been trying to figure out. I'm using TT64 and I trying know how can I start the wing cap level without Mario wearing the wing cap on? I'm trying to change the the wing cap level into a secondary hub area. I try differnt warps setting with TT64 but it doesn't help.

A quick reply would be nice I have to stop my current progress because of this.
thanks for you help.

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UED
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Posted on 02-04-12 10:18:31 AM Link | Quote
I want to release soon a Demo of my hack Super Banjo-Kazooie 64). Do you know, how to protect my ROM against opening in Toads Tool?
For example: The creator of SM64 Star Road did protect anyhow.
I hope, you know it.

____________________
Currently working on project "Super Banjo 64" (internal name "Croctus").
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NLTM
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Posted on 02-12-12 07:08:56 PM Link | Quote
I hope this is a simple enough question with a simple enough answer.

I see that the collision maps and the level geometry are different. This is great, because what I'm trying to do is delete all the level geometry, and see if I can play Mario 64 without any of the level geometry being visible. Think Sonic the Floathog but with Mario 64.

Problem: I don't know what the hell I'm doing.

Just a small pointer on how to select - and then delete - world geometry would be aces, and I'd love you forever.

Thanks!
messiaen
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Posted on 02-12-12 08:04:49 PM (last edited by messiaen at 02-12-12 05:07 PM) Link | Quote
Originally posted by UED
I want to release soon a Demo of my hack Super Banjo-Kazooie 64). Do you know, how to protect my ROM against opening in Toads Tool?
For example: The creator of SM64 Star Road did protect anyhow.
I hope, you know it.


Why would you want to protect it? This has never been effective. Are you sure Star Road can't be opened in TT64?

NLTM: Read the Mario hacking docs, you'll eventually be able to do this, but trust me, the results will be terrible, this won't work at all in a 3D game.
ploggy
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Posted on 02-13-12 04:05:18 PM Link | Quote
I'm trying to make a rectangle of water at the top of one of my levels, but for some reason the water is being drawn all the way to the bottom of the level.?

Is there a way to only have an equal sized amount of water with mario importer?
messiaen
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Posted on 02-13-12 05:49:00 PM Link | Quote
Originally posted by ploggy
I'm trying to make a rectangle of water at the top of one of my levels, but for some reason the water is being drawn all the way to the bottom of the level.?

Is there a way to only have an equal sized amount of water with mario importer?


It's always from the bottom to a max height value, no way to change that without modyfing the game engine.


Originally posted by SomeRussianMarioDude
Originally posted by messiaen
...Why would you want to protect it? This has never been effective. Are you sure Star Road can't be opened in TT64?...

Yes, messiaen. Super Mario Star Road can't be opened in TT64 Rom, it says:

Not a valid ROM.
Please, open a ROM that has been extended with the latest version of the Mario 64 ROM extender (currently 1.2b)

But SMSR can be opened in Level Importer and Text Wrangler.


Replace from 0x00 to 0x40 in the Star Road ROM with the usual content of a Mario 64 Extended ROM. Then, read the Checksum thread and apply the hack I posted to avoid CRC checking.
ploggy
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Posted on 02-13-12 06:03:06 PM Link | Quote
Damn, that's a shame But if that's the case I'll just try to work around it.

Thanks.
captnobvious
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Posted on 02-13-12 09:18:11 PM Link | Quote
Hello, I'm having a trouble with a level I'm working on. I'm doing my levels in Sketchup, always starting with a 10x10m square, to which I give a scaling of 1500 in the OBJ importer; this always work and I never go out of the boundaries.
By some strange reason, this level always has some parts out of boundaries, and if I try to change the position of the model, it still having those parts out and the level box becomes more little. I've tried removing every single part of the level but it didn't work. Here are some screenshots to show what I say.


I'm also attaching the links to the level files if somebody wants give a better look:
http://www.mediafire.com/?73h87skzhdubwhl
messiaen
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Posted on 02-13-12 09:38:52 PM (last edited by messiaen at 02-13-12 06:41 PM) Link | Quote
You are not using the Offset X,Y,Z functions to "fit" your model in the playing area, those will displace the model in any axis. Fill the values and click the "Set" button so you can see the results.

Also, the importer may give false warnings about vertexes being out of range, it's probably a bug I have to fix.
Ragin
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Posted on 02-14-12 12:48:52 PM Link | Quote
This is easy to fix with the offset feature.

Before this feature was implemented I used to "balance" my model vertices-wise, since the "mass centre" of all vertices seems to be the default middle-point of the level when importing a model. That is why the building-part of your first model is dragged to the middle.

If you adjust the offset of the level perfectly and use 10x10 m models, you can use scalings up to a little bit higher than 1620 for a maximum-sized level without anything being out of boundaries.
MarioGame2222
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Posted on 02-14-12 01:52:28 PM Link | Quote
I hope someone can Help me:
I replaced Bowser 1 Fight with an Stage, and in that STage, you should battle Big Boo Instead of Bowser. DOes anyone knows how to make the Boo Buddy dropping Bowser's First Key after Defating the Big Boo?
THANKS!

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Cajetan
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Posted on 02-22-12 07:06:24 PM (last edited by Cajetan at 02-22-12 05:38 PM) Link | Quote
So i have a little problem here, it's about the Cheats configuration file in Nemu64. Well, i coded a little Hello World example in C, compiled it and got the final.txt I also checked the Syntax again and yeah it was correct, so now i did copy and paste the code into the cheats.ini file. But when i start Nemu64 with normal SM64 file, then i can't the cheat name anywhere... Which is a big problem for me. How do i fix this? I know Nemu64 is very buggy, but it also worked for others, so it must work for me too.

EDIT:
This is what i used:

#include "mario64.h"

void main(void)
{

asm volatile(la, $gp, _gp);
PrintXY(50,50,"Hello World!");
PrintXY(25,25,"Hello World, again!");

}
messiaen
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Posted on 02-23-12 12:01:08 PM Link | Quote
Just take a good look how cheats.ini works. Make sure this is correct:


[SUPER MARIO 64.Cheats]
NumCheats=2 <-- number of cheats, NOT zero-indexed. If this number was 1, Nemu would ignore the second cheat code

CheatName0=Test cheat
CheatName0Code0=81256526 C116
CheatName0Code1=812566A2 C116
CheatName0Code2=812566BE C116
CheatName0Code3=81256726 C116
CheatName0Code4=81256742 C116
CheatName0Code5=812567FE C116
CheatName0Code6=8125681A C116
CheatName0Code7=812569B6 C116
CheatName0Code8=812569D2 C116
CheatName0Code9=812E451A C116
CheatName0Code10=812E4902 C116
CheatName0Count=11 --> again, NOT zero-indexed

CheatName1=Whatever
CheatName1Code0=812CB26C 0C10
CheatName1Code1=812CB26E 0000
CheatName1Code2=812CB278 1000
CheatName1Code3=812CB27A 0040
CheatName1Count = 4
Pages: 1 2 3 4 5 6 7 8 9 10 ... 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77Next older thread
Jul - SM64 Hacking (Archive) - Help/Questions about Toad's Tool 64 and SM64 hacking New poll - New thread - New reply


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