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05-03-22 05:58:53 AM
Jul - SM64 Hacking (Archive) - ToadsTool Suggestions New poll - New thread - Thread closed
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Rena
I had one (1) message in Discord deleted and proceeded to make a huge, huge mess about how it was a violation of free speech and how moderators are supposed to be spam janitors and nobody should have the right to tell me not to talk about school shootings
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Posted on 03-25-08 06:39:09 AM Link
Jul - Post #2480 - 03-25-08 01:39:09am
Mind posting a link to the file formats? I might try to export MK64 levels to them.

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Plareon
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Posted on 03-25-08 07:29:27 PM Link
Toad's Tool is coming just great! I only have one request and it's more for enjoyment of the ears.

The only thing I suggest is a widget to the start of Toad's Tool to say "It's a me! Mario!" like on the youtube video.

I hope this isn't to much to ask. I know nothing about programming like this, and it could be extremely hard.

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SubDrag
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Posted on 03-25-08 11:14:44 PM Link
Sure, that'd be great to interface with!

The basic gist of it is you have a .obj file, which contains all of the vertices, all of the vertice texture coords, then all of the indices between the two. It reference materials in a .mtl file, which specify diffuse colors, and textures, for starters. My editor does *not* support vertex normals so don't write them out (prob mario kart doesn't use them anyways either)

Simple guides:
http://www.javaview.de/guide/formats/Format_Obj.html
http://www.royriggs.com/obj.html

Special to GE I'd like you to group rooms by g Room01, g Room02, g Room0A,..g Room0F, etc. That way when you import them they are imported into rooms, not as one glom that always loaded.

I think examples are the best way to learn, so here is one, a simple cube I randomly split into two rooms:
http://www.battlefieldforever.com/hackers/misc/obj/object004fmain.obj
http://www.battlefieldforever.com/hackers/misc/obj/object004fmain.mtl
(also you need to include every bitmap in the same folder, mentioned in the .mtl file) GE needs 32 x 32, 64 x 32, or 32 x 64 256-color paletted bitmaps, at least my convertor does.
Vinnyboiler
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Posted on 04-03-08 11:35:28 AM Link
An xyz size editer so that you can edit not just the hight but the width too.
messiaen
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Posted on 04-07-08 10:28:05 PM Link
Just one simple suggestion:

I *really* miss a "Save As" function! It would make backups and testing easier.
GhostMaster3000
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Posted on 04-07-08 11:55:26 PM Link
i would love it if you could organize the textures a bit like what goes to where
messiaen
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Posted on 04-08-08 11:50:01 AM (last edited by messiaen at 04-08-08 08:51 AM) Link
I'm not sure what you mean, by I also have some suggestion related to textures. The texture viewer is very nice, however it could show not just absolute hex values but also what textures are currently loaded in a level, in which bank, and what relative bank hex values they use.
GhostMaster3000
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Posted on 04-09-08 12:36:13 AM (last edited by GhostMaster3000 at 04-08-08 10:19 PM) Link
i mean saying which texture goes where. Like the castle wall texure can say "Castle Wall" instead of "M64_653" or whatever number it is. PS, you have not updated Toads Tool in a while
Rachel Mae

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Posted on 04-09-08 03:02:41 AM Link

Originally posted by GhostMaster3000
PS, you have not updated Toads Tool in a while
I'm sure he's well aware of that.

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messiaen
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Posted on 04-09-08 11:15:48 AM (last edited by messiaen at 04-25-08 11:17 PM) Link
GhostMaster: That is actually a good suggestion. I think TT64 could have customized labels for the textures, just like there are for Models/Behaviors/Combos. Just don't expect VL-Tone to categorize the textures for you, that would have to be done by the users themselves, and when we got a complete label list, this could be implemented as default in Toad's Tool. You could in fact start right away and get a few people to help you (start a thread) if you really want that feature to be in TT64.
GhostMaster3000
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Posted on 04-09-08 11:31:09 PM (last edited by GhostMaster3000 at 04-21-08 09:54 PM) Link
I will get started on the list, and when I get what I can, i will post a thread about it so the users can expand and help with it.

2 things:

1. I started naming the texturs (see my thread)

2. you could have a button to activate the snow falling like in cool cool mountain.

One more thing: why the long wait for an update to TT64

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AAA
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Posted on 04-25-08 11:16:13 PM (last edited by AAA at 04-25-08 08:18 PM) Link
I have a 2 suggestions for Text Wrangler:
1. Make the level select MARIO A, B, C, D text editable through text wrangler (it's a pain doing it through a hex editor)
2. Make the peach ending screen text editable (plus credits if possible)
messiaen
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Posted on 04-28-08 06:20:35 PM (last edited by messiaen at 05-11-08 09:58 AM) Link
- Sort Geometry Layout Pointers by ROM Banks they point to.
- Correct visualization of objects that use 0x32 behavior scale command.

"Dump" expert features:

- Dump 0x0E bank to file
- Dump selected/all 0x24 commands to a file
- Dump 0x22 geometry layouts commands
- Dump selected geometry layout/polygons for an object
wowfunhappy
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Posted on 05-16-08 09:39:45 PM (last edited by wowfunhappy at 05-16-08 06:42 PM) Link
Originally posted by GhostMaster3000


One more thing: why the long wait for an update to TT64


It's a bit rude to ask questions like this, but all the same, here's my very highly educated guess:

Because director 11 has come out. VL-tone wants to make a version which uses director 11 rather than the old director 10. By using director 11, VL-tone can my TT64 able to work on Vista without problems. First however, he must get used to the new version of director, and solve some issues involving plugins which aren't director-11 compatible.

That, and VL-tone is busy.
machead253
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Posted on 05-17-08 12:57:36 PM Link
Could you make mario transparent or maybe wider like wario.
messiaen
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Posted on 05-17-08 02:48:13 PM (last edited by messiaen at 05-17-08 12:26 PM) Link
These are (probably) RAM attributes which can't be changed with Toad's Tool ROM editing features. Read the Editing RAM objects thread and you will probably find there the information you need to create a Gameshark code that does that.

Now if you mean actually editing the polygons of Mario, then read the Mario Geo Layout Deconstruction thread and, if you still have motivation to do the manual hex editing, good luck!

If you are new here, the FAQ should not be missed.
machead253
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Posted on 05-17-08 07:22:23 PM Link
Originally posted by messiaen
These are (probably) RAM attributes which can't be changed with Toad's Tool ROM editing features. Read the Editing RAM objects thread and you will probably find there the information you need to create a Gameshark code that does that.

Now if you mean actually editing the polygons of Mario, then read the Mario Geo Layout Deconstruction thread and, if you still have motivation to do the manual hex editing, good luck!

If you are new here, the FAQ should not be missed.

Ok, but I know nothing about cheat codes because I use a mac and I don't know anything about hex editing.
Lyskar
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Posted on 05-18-08 01:03:24 AM Link

Time/Date

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Metal_Man88
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You may have to do some research yourself.

Also, keep your questions in topics like this. We don't need entire topics dedicated to 'which emulator'.

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machead253
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Posted on 05-19-08 11:32:49 PM Link
Maybe VL-Tone could combine TT64 with the text editor or make a simple drawing program to make textures.
AAA
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Posted on 05-19-08 11:51:34 PM Link
Originally posted by machead253
Maybe VL-Tone could combine TT64 with the text editor or make a simple drawing program to make textures.

No need to. People are already happy just using TileMolestor.
And besides, VL-Tone is way to busy just working on TT64 6.0 and other stuff; he just doesn't have the time.
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Jul - SM64 Hacking (Archive) - ToadsTool Suggestions New poll - New thread - Thread closed


Rusted Logic

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