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05-03-22 05:55:07 AM
Jul - SM64 Hacking (Archive) - TT64 Version 0.5.9b Released! Bug reports here. New poll - New thread - Thread closed
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Garth
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Posted on 12-22-07 01:08:13 PM Link
Yes it does.
If I run the file from my account it still doesnt work. Anytime I click on anything I just get an error. Only if I run it from the original admin account will it work. No other account works...
Like I said before my account is an adminastrator but will not work.
kingwhomp
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Posted on 01-01-08 04:30:40 PM Link
VL-Tone...,i just had a question...do u know when TT64 will be updated???
Lyskar
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Posted on 01-01-08 10:24:58 PM Link
01-01-08 04:24:58pm
1062 posts
182 days
I don't know why I put this here.
VL-Tone is currently away.

But I'm pretty sure he would know when it was updated, as it is his program, heh.

____________________
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VL-Tone
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Posted on 01-04-08 02:50:56 AM Link
Time: Now - Date: Today - Weather: What can be seen outside. - Mood: How it feels. Answer to the universe: 42
Originally posted by kingwhomp
VL-Tone...,i just had a question...do u know when TT64 will be updated???

Hello, I'm back from my vacation!

Well I can't blame you for asking, since I was supposed to update TT64 a while ago (even though I never gave any specific date).

I didn't work much on TT64 over the last couple of months. Mainly because I had less time. But another reason is that since I upgraded my Mac to OS X 10.5 (Leopard), Director MX (the program used to make TT64) has a big problem. Every other program I have work perfectly under Leopard, but lucky as I am, only Director MX has a problem. The worst part is that others seem to have no problem running Director under 10.5.

Everything works fine, except for one thing: keyboard shortcuts (for menu etc.) stopped working. And it's a pain, since I'm really used to them.

I was waiting for Director 11, the next version (Vista and intel-Mac native) which was supposed to be released by the end of 2007, but the release has been pushed back, as I wrote elsewhere, the release date will be officially announced this month.

So I've been a little reluctant to work on TT64 since then, because it would require me to either dual-boot with Tiger (10.4) or fire up Parallels (Windows VM) each time I feel like working on it. And Parallels runs a little slow when it comes to some of the 3d stuff.

I may still release version 0.6b it before Director 11, because it's been a long time since I've released something, and some of the features of 0.6b were already in the work when I stopped working on TT64 (saving/loading individual levels, reverting to original ROM data)

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Posted on 01-04-08 11:55:52 PM Link
Little Quirk: Redering issues under Vista. A director update should be the fix, I'm guessing.
nevum
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Posted on 03-29-08 03:24:56 AM (last edited by nevum at 03-29-08 12:26 AM) Link



Hey guys, it's been a while, I'm the Nes Mario 64 guy, remember?

Sorry to deliver some bad news on v0.5.98b.

If there is an "Openable Grills" in the flatworld (which is a great idea, btw) the game will freeze once you pick a star.

I was using XP when I found this out...

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messiaen
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Posted on 04-08-08 11:55:27 AM (last edited by messiaen at 04-08-08 06:46 PM) Link
Two bugs related to the "Save" button trigger in 0.5.9b.

When you move 0x24 objecst X,Y,Z positions using the keyboard, it won't trigger the Save button. The same applies when you change "Mario Size" in the "Edit Texture" window.

However, Mario's bug is of a different order, as it actually SAVES the value in the ROM without asking.

Edit: Ops, Mario Size auto-save is not a bug, just the way it is designed (see TT64 Read Me!).
GhostMaster3000
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Posted on 04-12-08 12:36:23 AM Link
sometimes, the textures dont show on the emulator. So I have to go back to toads tool and hit the save button quite a few times to get them to show

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messiaen
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Posted on 04-27-08 01:37:28 PM (last edited by messiaen at 04-27-08 10:40 AM) Link
I don't know if more people are getting this error on 0.5.98b, but it has happened to me on two different computers a few times, both running Windows XP. One has 256MB RAM (yeah, not very good for toad's tool) and the other is a notebook with 512 MB (some of it go to the video card).

Sometimes when you load TT64, it will randomly present this error:

Property not found

#my color

Script Error. Continue?

This is not really a very serious issue, but it does happen for me about every 10 times or so I open Toad's Tool 64. It happens while TT64 is loading its graphical interface, after the intro but before showing the "select ROM" box.
kingwhomp
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Posted on 06-17-08 09:17:44 PM Link
Vl-tone...i know your busy but do u know when TT64 v0.6b will be realeased???

i am just asking
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Posted on 06-18-08 03:03:16 AM Link
Pestering programmers about release dates is a good way to get on their nerves. Stop asking.

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22:57
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Posted on 06-21-08 05:53:56 PM Link
A while ago, someone mentioned this, but nobody understood what they were saying.

You can edit the "y rot" label, to say whatever you want (by clicking on it.)

It looks like this, if you don't get it.

Also, music track 0x19 is currently called "unknown." It's the music for the third Bowser fight. 0x0A is actually the Big Boo's Haunt music.

The "fish in aquarium" object combo is actually a rising column of bubbles, and "aquarium glass" is actually the fish.

All of these are pretty minor though.
VL-Tone
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Posted on 07-21-08 12:57:56 AM (last edited by VL-Tone at 07-20-08 09:58 PM) Link
Time: Now - Date: Today - Weather: What can be seen outside. - Mood: How it feels. Answer to the universe: 42
Originally posted by 22:57
A while ago, someone mentioned this, but nobody understood what they were saying.

You can edit the "y rot" label, to say whatever you want (by clicking on it.)

It looks like this, if you don't get it.

Also, music track 0x19 is currently called "unknown." It's the music for the third Bowser fight. 0x0A is actually the Big Boo's Haunt music.

The "fish in aquarium" object combo is actually a rising column of bubbles, and "aquarium glass" is actually the fish.

All of these are pretty minor though.


I actually understood the first time, and though I may not have replied, the "y rot" bug is fixed, you'll have to wait until the next version to see the fix. Thanks for the corrections on the object labels, I'll change that.

messiaen: I'm really clueless about the "#my color" bug, it's been around for a while, but I can't pin point where it's coming from as I can't reproduce it and look at it thru Director's debugger, and there's no scrip that uses a "#my color" property.



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messiaen
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Posted on 08-02-08 02:48:09 PM (last edited by messiaen at 08-02-08 11:50 AM) Link
Ops, actually it's #mycolor (no spaces between my and color), but if it's hard to track down this, perhaps you could include some note in the documentation saying that if you get this bug simple opening TT64 again one or two times will do the trick.

There is also something strange in the way newly-added descriptions work. For instance, if I set some new behaviors and give them the appropriate descritions using the Alt Key, they will show up in the behavior listing, but only as long as I actually have objects which use them in the level. If I remove one of these objects, close TT64 and open the level again, TT64 won't show up this behavior in its list and I will have to manually type it again, unlike regular behaviors which are shown even in levels which don't use it.

Also, I know this is sort of a hidden funtionality, but I couldn't edit the 0x17 commands using the Alt Key. I tried to change 0x0A background banks, and while the "Save" button was triggered when I typed the new offsets for this command, no modification was made to the ROM when I saved it.
VL-Tone
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Posted on 08-09-08 12:54:02 AM Link
Time: Now - Date: Today - Weather: What can be seen outside. - Mood: How it feels. Answer to the universe: 42
I think I squashed the #mycolor bug!

Searching for #mycolor revealed that some scripts do indeed use it as a property. Though most of you might not care I'll explain the bug:

The mycolor property is used in one of the roll-over button highlight script, it's used to store the current color of the sprite when the cursor enters the area, so that it can be restored when the cursor leaves. When editing some commands, some of the controls get dimmed and disabled. I had to add an "if" statement that would exit the script when the cursor was over the dimmed area. The problem is that the if statement was before the command that sets the mycolor property. It wouldn't cause a problem in normal use, as the property would get initialized when the first non-disabled highlight happens. When starting up, after clicking on the splash screen and before the open dialog appears, there's a brief period where the controls are dimmed, and if your cursor enters then leaves the dimmed area, and the script tries to restore the color before the mycolor was ever initialized.

So the reason why the bug seemed to happen randomly is that your mouse has to be inside a specific area, and at a precise moment. Depending on the speed of your computer/OS, there can be only a very brief moment where that can happen before the open dialog appears.




I'll investigate the problem with behavior descriptions. I remember that I added something to avoid that, but I guess it doesn't function correctly. Does it happens only with behavior descriptions? Does it happen only on a level-basis? If the behavior is used in another level, will it show in a level that doesn't use it?

As for the "non-editable" commands not saving, I just remembered that these are not actually saved in the current version.

Here's the list of commands that are saved currently: savecmds=["22","21","24","40","43","36","26","27","31"]

I guess I'll add the others to the list, though I may make it optional at first, as saving those has not been tested thoroughly.

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Posted on 08-10-08 05:07:09 AM (last edited by Blaster at 09-27-08 11:25 AM) Link
1. If I choose the level Bob-Omb's Battlefield in Toad's Tool 64, then choose the Geometry Layout Pointer command, then in the Geometry Layout Pointer box, scroll down and select object 048 Breakable Box, then set the Breakable Box's Geo Layout Combo to 049 [!] Box, then save the rom, exit Toad's Tool 64 and load it back up again and then choose the same rom I was just editing, then set the course to Bob-Omb's Battlefield, Toad's Tool 64 will load it until the loading bar fills the O in Omb's and then will display an error message saying:

Director Player Error

Index out of range




Script Error. Continue?

Here are my specs:

O/S: Windows Vista Service Pack 1
RAM: 3.00 GB
Processor: Intel(R) Core(TM)2 Duo CPU T8300 @ 2.40Ghz 2.40Ghz
System Type: 32-bit operating system
Video Card: NVIDEA GeForce 8600 M GT

2. Double clicking on the move object widget with make an error come up saying:
Property not found


#x


Script Error. Continue?

3. The Activate Level Select check box doesn't work quite right in TT64. When you pick a level on the level select in SM64 the level loads up playing the intro cutscene. On some levels this will trigger a graphics exception error in Project 64. Sometimes it will work, but it's annoying. The gameshark level select code (A032D58C 0001) doesn't do this, and I have tested that it doesn't on an unextended and extended rom.

4. On the level select menu in TT64, Bob-Omb Battlefield is misspelt as Bob-Omb's Battlefield.

5. If you sort the 3d objects by alphabetical order, then select an object and turn it's act stars off, TT64 greys out the wrong objects. This doesn't happen if they are not sorted by alphabetical order.

6. If you click the restore down button then click it again before the window is properly restored down, then wait a few seconds, the Window will be maximized but all the graphics and menus and stuff will be a small square in the top left corner of the window.

7. If the objects are sorted by alphabetical order, and you hold shift and click another object in the 3d objects list, TT64 will select the wrong objects.

8. If you use shift to select a heap of objects, then turn there act stars off, save the rom, exit TT64, open TT64 again, load the same rom you were just editing, and load up the same level you were just editing, TT64 will turn the act stars back on for the objects that had there act stars turned off.

The act stars TT64 turns on though seem to be random, except they are the same act stars for all of the objects that had there act stars turned off.

9. If you make changes to a rom and then click Open ROM, TT64 will say there are unsaved changes, and will ask if you want to save before opening another ROM. If you click save an error comes up saying:

Property not found



#foreColor

Script Error. Continue?

10. If I set the default level to a level other than castle grounds and uncheck "Start with last opened level", when TT64 opens up, Castle Grounds always loads up as the default level.

11. When the object sorting order is set to alphabetical order, TT64 will show display some of the objects on the list as red, even if they have no act stars turned on.

Edit:

Originally posted by VL-Tone
I'll investigate the problem with behavior descriptions. I remember that I added something to avoid that, but I guess it doesn't function correctly. Does it happens only with behavior descriptions? Does it happen only on a level-basis? If the behavior is used in another level, will it show in a level that doesn't use it?

I have been researching this and I have found that TT64 only forgets behavours if they are not used by any object at all in the game. I have tested this with Platform Battlefield v004. (However I could only test BOB and WF as they are the only levels which contain the custom platforms with custom behavours).

What I mean is if the behavour is not used on the first level, for example, but is used on the second, TT64 will remember the behavour on both levels (the behavour will display on the list in both levels), but if the behavour is not used in any level throughout the whole game, and you save the rom, close TT64 and re-open it, TT64 will forget the behavour. It just won't display on the behavour list.

This problem affects object combos as well, but does not affect model ID's.

Edit 2: As Messian said, to use the behavours again, you have to manually type in the behavour number. Once you do this, save the rom, close then open TT64 again, the behavour you typed will be back on the list.
Me-me
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Posted on 10-05-08 04:52:05 PM Link
A small bug that i've seen in all versions of TT64 so far:

When an object is inactivated (all acts turned off) the name of the object turn grey, right?
Well, if you switch to alfabetical order instead of 123... the object name might turn red
and another object name'll turn grey. Like this:

---------------------------------------------------------------------------------------------------------

Number order:

[Red] Goombas (three) (0,0)
[Grey] Coin (0,0)
[Red] 1-up (0,0)
[Red] Bubbly tree (0,0)


Alfabetical order:

[Red] 1-up (0,0)
[Grey] Bubbly tree (0,0) <----- See? (this one is activated)
[Red] Coin (0,0) <----- This is inactivated
[Red] Goombas (three) (0,0)

----------------------------------------------------------------------------------------------------------


Did you get that?

The coin is still inactivated but it's name is colored red!
And now the bubbly tree is grey but it's activated!

____________________
Wow! SM64 is totally turned upside-down!
Deleted User
Collection of nobodies
Posted on 10-06-08 01:04:15 AM (last edited by Blaster at 10-05-08 10:05 PM) Link
Originally posted by Me-me
A small bug that i've seen in all versions of TT64 so far:

When an object is inactivated (all acts turned off) the name of the object turn grey, right?
Well, if you switch to alfabetical order instead of 123... the object name might turn red
and another object name'll turn grey. Like this:

---------------------------------------------------------------------------------------------------------

Number order:

[Red] Goombas (three) (0,0)
[Grey] Coin (0,0)
[Red] 1-up (0,0)
[Red] Bubbly tree (0,0)


Alfabetical order:

[Red] 1-up (0,0)
[Grey] Bubbly tree (0,0) <----- See? (this one is activated)
[Red] Coin (0,0) <----- This is inactivated
[Red] Goombas (three) (0,0)

----------------------------------------------------------------------------------------------------------


Did you get that?

The coin is still inactivated but it's name is colored red!
And now the bubbly tree is grey but it's activated!

I already found this bug, it's on my previous post, though you explained it a lot better than I did.
Me-me
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Posted on 10-06-08 04:24:28 AM Link
Oops... i missed that. I'll read through all posts carefully next time.

____________________
Wow! SM64 is totally turned upside-down!
Deleted User
Collection of nobodies
Posted on 10-06-08 04:35:41 AM (last edited by Blaster at 10-08-08 01:23 PM) Link
Originally posted by Me-me
Oops... i missed that. I'll read through all posts carefully next time.

Actually, with the bug you found, you did it a slightly different way to me (though it's probably the same bug). I turned the act stars off while I was in alphabetical order, while in your explanation you say to turn the act stars off in numerical order and change to alphabetical order. If it's a different bug then sorry.

Edit:
1. Go into orbit camera, select an object, set a different object combo for it, and then quickly double click on the move object widget before TT64 changes the object combo for the object and then TT64 will display the error message:

Property not found



#x

Script Error. Continue?

Here are my specs:

O/S: Windows Vista Service Pack 1
RAM: 3.00 GB
Processor: Intel(R) Core(TM)2 Duo CPU T8300 @ 2.40Ghz 2.40Ghz
System Type: 32-bit operating system
Video Card: NVIDEA GeForce 8600 M GT
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Jul - SM64 Hacking (Archive) - TT64 Version 0.5.9b Released! Bug reports here. New poll - New thread - Thread closed


Rusted Logic

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

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