Register - Login
Views: 99798012
Main - Memberlist - Active users - Calendar - Wiki - IRC Chat - Online users
Ranks - Rules/FAQ - Stats - Latest Posts - Color Chart - Smilies
05-03-22 06:02:15 AM
Jul - SM64 Hacking (Archive) - Help/Questions about Toad's Tool 64 and SM64 hacking New poll - New thread - New reply
Pages: 1 2 3 4 5 6 7 8 9 10 ... 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77Next older thread
Celux

Red Cheep-cheep
Level: 32


Posts: 138/202
EXP: 202421
For next: 4021

Since: 09-22-08


Since last post: 7.2 years
Last activity: 3.7 years

Posted on 03-19-12 08:42:10 AM Link | Quote
Originally posted by Cajetan
Originally posted by Celux
I found it In nemu64. To change the coin amount instantly you must modify both 0x33B218 and 0x33B262, each of them being halfwords (2 bytes).

I plan to create a shop in Star Road 2, but coins are used for other purposes such as health and 100-coin stars, so lives will be the currency for purchasing some of my new power ups.


Thank you. Now i think i can create a working shop. I will release it on my website sooner or later as GameShark code. I will tell the downloader's then what correct value has to be changed. For example the coin amount you have to pay and what Item will be spawned if you have the correct amount of coin.




I should mention, for a nice effect, change only one of them for it to make a satisfying tingly sound while it evens out to the correct amount of coins.
Tamkis
Member
Level: 27


Posts: 6/148
EXP: 109573
For next: 6586

Since: 03-12-12


Since last post: 3.2 years
Last activity: 3.1 years

Posted on 03-20-12 07:03:44 PM Link | Quote
I'll edit in any other answers if I think of them. But for 3, have you tried following Celux in this video exactly? It's how how I got it.


I recently followed that tutorial, and got the new logo in! Thanks.


Two more questions:

1. Is there a flag or something that causes the game to force Mario to walk underwater whenever he has a Metal Cap? I need the RAM address where the game decides to cause Mario to walk underwater, so that I can force the game with a GS cheat to always cause him to walk underwater.

2. Where in the ROM does the game make random coordinates for the beta flower effect? I'm assuming that the game has a function to make the random coordinants; however, I can't find it. I tried looking at the function at 0x802761D0 but found nothing to my knowledge pertaining to param 0x0B (beta flower effect). Basically I want to find this code, copy and modify it, and use it to make randomizing jumping Cheep-Cheeps for my SMB remake hack.


To quote Messiaen from the Weather-effects thread:

Originally posted by messiaen
Here's some documentation about weather effects which hopefully can be added into the next Toad's Tool version (at least on imported levels).

I posted something similar into the "Checksum area" thread many months ago, but when looking at the beta flower stuff I figured out the missing parts to make it work in any level.

First, you need to load this segment into memory:
17 0C 00 0B 00 DA 27 85 00 DA 95 1D

This is where all texture/display list data for the weather effects is located. Note that segment 0x0B is only used for this purpose: this is the only ROM "bank" which uses this segment number. In the future, one could modify the textures, save it as a new bank and use it as "additional" effects by loading the alternate file instead of the original one.

Now, you need to find the function 0x802761D0 called from the level terrain Geo Layout through command 0x18:

18 00 00 [xx] 80 27 61 D0

The fourth byte is the argument passed to this function. Here are the valid values:

00 = no effect
01 = Snow. Used in Cool Cool Mountain (area 1) and Snowman's Land (area 1)
02 = used in Jolly Roger Bay (area 2) and Secret Aquarium
03 = Blizzard (unused?)
04-0A = ??
0B = Beta Flowers in the ground (unused)
0C = Lava effect. Used in Lethal Lava Land (area 1), Bowser's Fire Sea and Bowser Second Battle
0D = used in Dire Dire Docks (area 1)
0E = used in Jolly Roger Bay and Dire Dire Docks (area 2).

Well, the most interesting find surely is the beta flower, showed in the beta stuff thread. There's also a blizzard setting (argument 0x03) which isn't used in any level, though it may be triggered by something else, so I can't say for sure it's unused.

The lava will work only on terrains which use Collision Type 1 (Lava). I'm not sure what do arguments 02, 0D and 0E, but they are probably related to water.


Mariocrash
Member
Level: 18


Posts: 7/61
EXP: 29055
For next: 842

Since: 02-25-12

From: Paris, France

Since last post: 9.1 years
Last activity: 9.1 years

Posted on 03-22-12 06:46:14 PM (last edited by Mariocrash at 03-22-12 03:46 PM) Link | Quote
Originally posted by Tamkis
Two more questions:

1. Is there a flag or something that causes the game to force Mario to walk underwater whenever he has a Metal Cap? I need the RAM address where the game decides to cause Mario to walk underwater, so that I can force the game with a GS cheat to always cause him to walk underwater.

2. Where in the ROM does the game make random coordinates for the beta flower effect? I'm assuming that the game has a function to make the random coordinants; however, I can't find it. I tried looking at the function at 0x802761D0 but found nothing to my knowledge pertaining to param 0x0B (beta flower effect). Basically I want to find this code, copy and modify it, and use it to make randomizing jumping Cheep-Cheeps for my SMB remake hack.


1. No, it isn't any. But I guess you can lock the code up inside the ROM in my opinion. Right...?

2. I don't think the beta flower would coordinate to be modified into a random enemy for the moment.
MarioGame2222
Member
Level: 17


Posts: 22/50
EXP: 21681
For next: 3062

Since: 01-15-12


Since last post: 9.2 years
Last activity: 9.5 years

Posted on 03-25-12 02:16:57 PM Link | Quote
Hey there, It's me, MarioGame. I have a Question.

In Star Road, the Vanish Cap and the Wing Cap have diffrent Themes. Can someone tell me how to do that?

-MarioGame2222

____________________
Check My YouTube Channle for Previews on My Major SM64 Hack!
mimiga1002
Random nobody
Level: 5


Posts: 1/4
EXP: 486
For next: 43

Since: 03-18-12


Since last post: 10.1 years
Last activity: 9.7 years

Posted on 03-25-12 04:07:20 PM Link | Quote
Originally posted by MarioGame2222
Hey there, It's me, MarioGame. I have a Question.

In Star Road, the Vanish Cap and the Wing Cap have diffrent Themes. Can someone tell me how to do that?

-MarioGame2222


Open the ROM in a hex editor and change the values at these locations however you want:

0xABFB: Vanish Cap music pointer (normally "0E")
0xAC13: Metal Cap music pointer (normally "0F")
0xAC2B: Wing Cap music pointer (normally "0E")
MarioGame2222
Member
Level: 17


Posts: 23/50
EXP: 21681
For next: 3062

Since: 01-15-12


Since last post: 9.2 years
Last activity: 9.5 years

Posted on 03-25-12 04:15:46 PM Link | Quote
Originally posted by mimiga1002
Originally posted by MarioGame2222
Hey there, It's me, MarioGame. I have a Question.

In Star Road, the Vanish Cap and the Wing Cap have diffrent Themes. Can someone tell me how to do that?

-MarioGame2222


Open the ROM in a hex editor and change the values at these locations however you want:

0xABFB: Vanish Cap music pointer (normally "0E")
0xAC13: Metal Cap music pointer (normally "0F")
0xAC2B: Wing Cap music pointer (normally "0E")


Sorry, but can you give me a Screenshot of the Location? I don't have a clue where 0xABFB is. XD

____________________
Check My YouTube Channle for Previews on My Major SM64 Hack!
mimiga1002
Random nobody
Level: 5


Posts: 2/4
EXP: 486
For next: 43

Since: 03-18-12


Since last post: 10.1 years
Last activity: 9.7 years

Posted on 03-25-12 05:01:06 PM Link | Quote
Originally posted by MarioGame2222
Originally posted by mimiga1002
Originally posted by MarioGame2222
Hey there, It's me, MarioGame. I have a Question.

In Star Road, the Vanish Cap and the Wing Cap have diffrent Themes. Can someone tell me how to do that?

-MarioGame2222


Open the ROM in a hex editor and change the values at these locations however you want:

0xABFB: Vanish Cap music pointer (normally "0E")
0xAC13: Metal Cap music pointer (normally "0F")
0xAC2B: Wing Cap music pointer (normally "0E")


Sorry, but can you give me a Screenshot of the Location? I don't have a clue where 0xABFB is. XD


A screenshot won't really help. You should just learn how to use a hex editor, if you're serious about this kind of hacking. You can always just stick to what the current tools can do.
Tamkis
Member
Level: 27


Posts: 8/148
EXP: 109573
For next: 6586

Since: 03-12-12


Since last post: 3.2 years
Last activity: 3.1 years

Posted on 03-28-12 12:51:59 AM Link | Quote
Originally posted by MarioGame2222
Originally posted by mimiga1002
Hey there, It's me, MarioGame. I have a Question.

In Star Road, the Vanish Cap and the Wing Cap have diffrent Themes. Can someone tell me how to do that?

-MarioGame2222


Open the ROM in a hex editor and change the values at these locations however you want:

0xABFB: Vanish Cap music pointer (normally "0E")
0xAC13: Metal Cap music pointer (normally "0F")
0xAC2B: Wing Cap music pointer (normally "0E")


Sorry, but can you give me a Screenshot of the Location? I don't have a clue where 0xABFB is. XD


You could manually edit this feature in with a hex editor,
OR you can automagically patch a gameshark code using this tool. I recommend this method, because, by having a gameshark code, you could test the results (using your emu's GS feature) before making permanent changes to the ROM. I recommend patching cheats in last, before you make a release, and recommend backing up before doing so.

Anways, the GS codes for each cap are (taken from GSCentral.org):

Wing Cap (Default 0E): 8124FC2A 04??
Metal Cap (Default 0F): 8124FC12 04??
Invisible Cap (Default 0E) 8124FBFA 04??

Where ?? is the song in $hexadecimal. (Windows calculator utility in programming mode allows you to ezly convert from dec-hex). If you want to patch other cheats in check out GSCentral.org and Yoshiman/Yoshi Electron's site, both have an extensive list of unique codes
Mariocrash
Member
Level: 18


Posts: 8/61
EXP: 29055
For next: 842

Since: 02-25-12

From: Paris, France

Since last post: 9.1 years
Last activity: 9.1 years

Posted on 04-17-12 02:32:18 PM (last edited by Mariocrash at 04-18-12 04:18 PM) Link | Quote
I did a custom level today, sort of a random level test, and it turns out quite decent.

First of all, after all the tutorial and stuff I've been through, the level is not in the same place it supposed to be. Looks like it is mirrored or something.

Next up, the textures. They do show up in TT64, but the textures are swapped.

Have I done something wrong? Or else, I guess I'm not ready to customize a SM64 rom...
Skilllux
Member
Level: 18


Posts: 11/56
EXP: 25549
For next: 4348

Since: 02-28-12


Since last post: 9.5 years
Last activity: 9.4 years

Posted on 04-22-12 09:31:27 AM Link | Quote
Hey there. i've some question.

1. how can i fix the that the music stops if i use the custom places in fraubers importer?

2. how can i fix bowser after importing a new level?

3. it's possible to make a behavior for the beta blarrg?

____________________
Luxtra
ShenoxVII

(in all seriousness, you're a prick)
Level: 24


Posts: 71/111
EXP: 76001
For next: 2124

Since: 10-09-10


Since last post: 9.0 years
Last activity: 9.0 years

Posted on 04-22-12 02:22:11 PM Link | Quote
Originally posted by Skilllux
Hey there. i've some question.

1. how can i fix the that the music stops if i use the custom places in fraubers importer?

2. how can i fix bowser after importing a new level?

3. it's possible to make a behavior for the beta blarrg?


You can fix animations, there is a tutorial: http://www.youtube.com/watch?v=hmjEmxJ7Cqo

Here is animation list
http://dudaw.webs.com/sm64docs/sm64_animation_command_pointers.txt

This is may be useful as well
http://dudaw.webs.com/sm64docs/sm64_behavior_list.txt

Hope it helps, Also I have no idea about fraubers importer, I haven't used it in ages.
Skilllux
Member
Level: 18


Posts: 12/56
EXP: 25549
For next: 4348

Since: 02-28-12


Since last post: 9.5 years
Last activity: 9.4 years

Posted on 04-22-12 06:08:34 PM Link | Quote
Thanks^^

btw how can i change the time that the caps are activated?
i want change it to 1 minute for all 3

____________________
Luxtra
Summerknight666
Random nobody
Level: 5


Posts: 1/3
EXP: 314
For next: 215

Since: 04-22-12


Since last post: 10.0 years
Last activity: 10.0 years

Posted on 04-22-12 09:22:42 PM Link | Quote
So... I made an entirely new level with Google Sketchup. I imported it, opened it in Toad's Tool and most of the level was missing. Any suggestions on what I might be doing wrong?
Ragin
User
Level: 12


Posts: 18/23
EXP: 6851
For next: 1070

Since: 10-09-11


Since last post: 8.3 years
Last activity: 8.2 years

Posted on 04-22-12 09:29:32 PM Link | Quote
The number of faces Toad's tool can display is limited.
If you check "view collision map" in Toad's tool you will be able to see your whole level, TT won't display textures in this mode though.
Summerknight666
Random nobody
Level: 5


Posts: 3/3
EXP: 314
For next: 215

Since: 04-22-12


Since last post: 10.0 years
Last activity: 10.0 years

Posted on 04-23-12 12:45:28 AM Link | Quote
Oh okay. Everything makes sense now. I thought there was something wrong with my textures or my level.
Mariocrash
Member
Level: 18


Posts: 12/61
EXP: 29055
For next: 842

Since: 02-25-12

From: Paris, France

Since last post: 9.1 years
Last activity: 9.1 years

Posted on 04-23-12 07:44:15 AM Link | Quote
I'm raising a question: I wonder if we can exchange the intro and ending cutscenes? That alone to customize the camera trajectory, edit the rest of the credits, enact the characters' behavior and animation...
ShenoxVII

(in all seriousness, you're a prick)
Level: 24


Posts: 72/111
EXP: 76001
For next: 2124

Since: 10-09-10


Since last post: 9.0 years
Last activity: 9.0 years

Posted on 04-23-12 09:03:55 AM Link | Quote
Originally posted by Skilllux
Thanks^^

btw how can i change the time that the caps are activated?
i want change it to 1 minute for all 3


I believe someone posted this before check around here
http://viper.shadowflareindustries.com/antigsc/index.php?codes&dev=gs&system=n64&game=mario64

There is a code somewhere for the time of caps being activated, you could use my Gameshark patcher to get the offsets of the code in the rom so you can change the value inside the rom it's self.
Mariocrash
Member
Level: 18


Posts: 13/61
EXP: 29055
For next: 842

Since: 02-25-12

From: Paris, France

Since last post: 9.1 years
Last activity: 9.1 years

Posted on 04-23-12 09:44:49 PM Link | Quote
How do I add other textures than SM64? I tried to find a SMW texture tileset pack, and it seems I can't find any.
TheMojopo
Random nobody
Level: 4


Posts: 2/2
EXP: 186
For next: 93

Since: 05-29-10


Since last post: 10.0 years
Last activity: 11.9 years

Posted on 04-23-12 11:41:28 PM Link | Quote
Alright, I have HAD IT. So, I've made a small map with the native mario 64 textures on it in GSU, Exported it to an .obj
file, And imported it into my M64 extented, expanded, PPF'd (IN THAT ORDER!)Rom, and I still get
This error with in PJ64 with the scale on the OBJ importer at 50.

Indeed, WHY? I've tried to fix it, but to no avail.
Joe
Common spammer
🍬
Level: 111


Posts: 2529/3392
EXP: 14501103
For next: 367257

Since: 08-02-07

From: Pororoca

Since last post: 12 days
Last activity: 7 hours

Posted on 04-24-12 12:55:49 AM Link | Quote
That means there's corrupt code in the ROM.

This could have been introduced at any of the steps you mentioned. Try going through one step at a time, and see where the emulator stops running the game.

By the way, you might be using the wrong extended ROM. There are two ROM extenders; they are not compatible with one another.

____________________
Pages: 1 2 3 4 5 6 7 8 9 10 ... 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


Rusted Logic

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

37 database queries, 8 query cache hits.
Query execution time: 0.122024 seconds
Script execution time: 0.026788 seconds
Total render time: 0.148812 seconds