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05-03-22 05:46:06 AM
Jul - SM64 Hacking (Archive) - ToadsTool Suggestions New poll - New thread - Thread closed
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VL-Tone
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Posted on 10-13-08 02:31:29 AM Link
Time: Now - Date: Today - Weather: What can be seen outside. - Mood: How it feels. Answer to the universe: 42
Originally posted by Blaster
Suggestions:

1. Drawable selection boxes, like dragging with the mouse or something to create a selection box to select a group of objects.

2. An option to be able to see the level boundries, so you can tell if you are making your level in the right place. (Like, for example, so you don't place objects past the level boundries and are unable to get to them.)


1. That would be useful, I'll keep this feature in mind.

2. This was already planned for the .obj importer since .obj files from different programs use different scaling values, and you'll have to manually scale your imported terrain so that it fits the boundaries of the level.

Originally posted by Me-me
A function that sorts all various kinds
of objects into categories.
Like an ''enemy'' folder or an ''collectable objects'' folder.


I'm not sure how I could integrate that in the current interface, it's already crowded.

Originally posted by Glitschen
Tabs, so more than one level can be edited by the user at once.
A auto-save feature that if TT64 crashed, it could be loaded back up as if nothing occured.
Preview animations for objects with moving behaviors and textures that move along geography.


Tabs with instant switching would be hard to implement, and would end up using a lot of memory. What I could do though is to save the camera position and selection so when you load another level it feels like you go back to the same place. I could also make the level loading process much faster in some cases because currently TT64 creates polygons for each object, even repeating ones, while I could just "clone" the first instance of a given model.

As for preview animations, we're not up to the point where we understand the universal mechanism that animates all objects. I could probably do it for Koopa the Quick and others that use a similar path format, but some are more complicated than that and require ASM routines to work.



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Posted on 10-13-08 02:40:35 AM Link
Lasso selection boxes. Basically drawing a line around objects to select them. Would be handy if the objects are in a certain shape which makes a selection box select too much if your only trying to select a bit of the shape.
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Posted on 10-13-08 03:06:10 PM Link
Hey, I noticed that there are a lot of unused files in TT that if deleted, do no harm. For example, some of the images can be safely deleted. Maybe you should get rid of them.
VL-Tone
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Posted on 10-13-08 05:55:29 PM (last edited by VL-Tone at 10-14-08 08:42 PM) Link
Time: Now - Date: Today - Weather: What can be seen outside. - Mood: How it feels. Answer to the universe: 42
Originally posted by Stevoisiak
Hey, I noticed that there are a lot of unused files in TT that if deleted, do no harm. For example, some of the images can be safely deleted. Maybe you should get rid of them.


Which files are you talking about? The ones in the images folder? Those are used by the .html read me file.

Edit:

Blaster, a lasso selection tool could be feasible, but too complex for my tastes. I'd rather make a selection box tool.

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Posted on 10-18-08 04:32:36 PM (last edited by messiaen at 10-18-08 01:33 PM) Link
I have a simple request if you are going to release a bug-fix version for 0.5.99b.

I have been experimenting using the 0x10 unused level command to load ROM data into extended memory. This of course makes TT64 crash when processing the level scripts.

I looked at the ASM and the only thing the 0x10 command does in the original game is to read the lenght byte and skip the number of bytes specified. I was wondering if you could implement this behavior, so whenever TT64 finds one of these commands it'll just skip according to the lenght byte. This would be very useful for experimenting stuff and variable-lenght custom commands.

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VL-Tone
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Posted on 10-19-08 02:30:02 AM Link
Time: Now - Date: Today - Weather: What can be seen outside. - Mood: How it feels. Answer to the universe: 42
Originally posted by messiaen
I have a simple request if you are going to release a bug-fix version for 0.5.99b.

I have been experimenting using the 0x10 unused level command to load ROM data into extended memory. This of course makes TT64 crash when processing the level scripts.

I looked at the ASM and the only thing the 0x10 command does in the original game is to read the lenght byte and skip the number of bytes specified. I was wondering if you could implement this behavior, so whenever TT64 finds one of these commands it'll just skip according to the lenght byte. This would be very useful for experimenting stuff and variable-lenght custom commands.


Yes I'm going to release the bug fix soon. Maybe tonight or tomorrow. I'm just a little concerned about the version number... the .2041b is a good idea, but I may have to release another bug fix before 0.6b. I guess I'll call it 0.5.9.9.1b

As for the 0x10 command, TT64 behaves just like that, even for unused command. It once it reads the command it just skips ahead according to the length byte. I just tested it, I changed a 0x24 command to a 0x10 command and TT64 didn't have any problem when I loaded the ROM or the affected level. Could you post a specific example that makes TT64 generate an error? BTW I prefer when people use the verb "crash" when talking about a app-level crash (with a message from the OS), as opposed to a script error.

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messiaen
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Posted on 10-19-08 04:34:58 PM Link
Sorry, this was entirely my mistake. This was the command that I thought resulted in a script error:

10 0C 05 17 00 12 79 B0 00 12 A7 E0 -- experimental "conditional load" to load mario geo layout segment (main levels script)

TT64 correctly skipped it, but of course a script error will occur later on, because TT64 needs this geo layout to decode Mario polygons.

The solution will be pretty simple: include the original 0x17 commands and use the conditional after, so it works both in the game and in TT64.

Shame on me .

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VL-Tone
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Posted on 10-19-08 06:49:11 PM Link
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Originally posted by messiaen
Sorry, this was entirely my mistake. This was the command that I thought resulted in a script error:

10 0C 05 17 00 12 79 B0 00 12 A7 E0 -- experimental "conditional load" to load mario geo layout segment (main levels script)

TT64 correctly skipped it, but of course a script error will occur later on, because TT64 needs this geo layout to decode Mario polygons.

The solution will be pretty simple: include the original 0x17 commands and use the conditional after, so it works both in the game and in TT64.

Shame on me .



I could always implement this command in TT64, how does it work?

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Posted on 10-19-08 07:29:07 PM Link
It's still just a patchy solution for the specific case of loading Mario/Luigi banks. It justs checks one byte in memory and if it equals the parameter specified, the command is processed.

What I'm working on is a conditional like this:

[10 18 00 0A] [80 40 00 10] [00 00 00 03] [80 44 00 00] [00 C3 AF D5] [00 C4 F9 15]

= if 0x80400010 equals 0x00000003, then load bank 0x0A into extended memory starting at 0x80440000.

But this sort of thing will be better released as separate patches to make more advanced hacking easier, probably what could be implemented is just the extended memory loader, after it's tested more extensively.

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VL-Tone
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Posted on 10-19-08 07:35:42 PM Link
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Originally posted by messiaen
It's still just a patchy solution for the specific case of loading Mario/Luigi banks. It justs checks one byte in memory and if it equals the parameter specified, the command is processed.

What I'm working on is a conditional like this:

[10 18 00 0A] [80 40 00 10] [00 00 00 03] [80 44 00 00] [00 C3 AF D5] [00 C4 F9 15]

= if 0x80400010 equals 0x00000003, then load bank 0x0A into extended memory starting at 0x80440000.

But this sort of thing will be better released as separate patches to make more advanced hacking easier, probably what could be implemented is just the extended memory loader, after it's tested more extensively.


TT64 doesn't need the RAM addresses, but it needs to know where the stuff is in the ROM so it can decode levels and scripts.

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AAA
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Posted on 10-23-08 12:26:31 AM Link
2 Suggestions:
-Luigi's voice should be an octave higher
-In TT64 where you set the Mario size, after you enable Luigi, his size should be set as 1.0 and not 1.8
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Posted on 10-23-08 05:03:51 PM Link
I have a suggestion for fitting extra features that may not be fit in the interface, I recall you had some trouble with that, is it possible to make it where right clicking the editor window (where 3D is rendered) to open a nice Windows menu to get to sided features (Perhaps moving the script editor there? As well as the Model importer/exporter in 0.7)
Just a small suggestion, knowing my luck you already found a solution to interface space

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VL-Tone
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Posted on 10-26-08 03:32:12 AM (last edited by VL-Tone at 10-26-08 12:33 AM) Link
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Originally posted by AAA
2 Suggestions:
-Luigi's voice should be an octave higher
-In TT64 where you set the Mario size, after you enable Luigi, his size should be set as 1.0 and not 1.8


Luigi with Mario's voice an octave higher would sound like a chipmunk The voice should be higher, but not by that much. Still I don't think it would sound like Luigi at all. The voices need to be replaced by real Luigi voices. Maybe we could call Charles Martinet and ask him to record all the SM64 Mario voices as Luigi

As for Luigi's size. I admit that he's way too big at 1.8x. I made him smaller than in the video, but not enough. I always felt he was too small on the screen when I was trying smaller sizes, and I didn't even try to make any comparison with Mario. On the other hand, 1.0 would make Luigi smaller than Mario. That's because I had to reduce his overall polygonal size because since the transformation made him taller, his feet and legs were going through the ground. Changing the scale of all vertices fixed the problem.

Now, I decided to make a real comparison with Mario to find the ideal value. I determined that it should be 1.5x.



Not that it won't fix the door knob problem. Luigi is taller than Mario, and unless I change the animation data, the hand won't grab the knob at the right height.

Originally posted by GlitchGuy2
I have a suggestion for fitting extra features that may not be fit in the interface, I recall you had some trouble with that, is it possible to make it where right clicking the editor window (where 3D is rendered) to open a nice Windows menu to get to sided features (Perhaps moving the script editor there? As well as the Model importer/exporter in 0.7)
Just a small suggestion, knowing my luck you already found a solution to interface space


The big problem is that with Director, the hardware accelerated 3d view will always appear on top of everything unless I switch to software rendering, which is ugly and slow.

That's why all interface elements are outside the 3d view. That's why the yellow menu is not a pop-up menu that appears where you click on the parameter bar (having it always visible as its advantages though). The exception would be using standard menubar menus, which would appear on top of the 3d view. I hesitated to use these before because in previous versions of Director I read something about memory leaks when changing the menu content but I think it's fixed in Director 11.

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Posted on 10-26-08 04:44:48 AM (last edited by Blaster at 10-26-08 01:48 AM) Link
Originally posted by VL-Tone
Maybe we could call Charles Martinet and ask him to record all the SM64 Mario voices as Luigi

Or if it's possible, rip the Luigi voice samples from SM64 DS and put or port them into SM64.
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Posted on 10-26-08 03:23:47 PM Link
can you add an invisible block above luigi because he walks thoue stars and make luigi faster so it dont seem like we playing as mario.
AAA
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Posted on 10-26-08 09:07:32 PM Link
A feature that allows you to add/delete objects in each level.
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Posted on 10-30-08 10:21:31 PM Link
I would LOVE to be able to move the sidebars left and right, ae. extending them
AAA
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Posted on 11-02-08 03:39:26 PM Link
X, Y, Z position locks to be able to move an object freehanded but only one direction at a time (e.x: X locked, Y, Z locked or X, Y, Z locked).
This feature would allow the person, editing the level, to be able to move objects with precision but a lot faster.
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Posted on 11-02-08 04:15:01 PM Link


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GlitchGuy2

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Posted on 11-02-08 07:13:39 PM Link
I wonder if this is an idea to consider, but is it yet possible to move the 2D drawn images, not boards, but the things like the Life Meter, Lives, coins, ect.? I'd find it interesting to move them around and maybe even remove them completely for SM64 movies and stuff.

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Jul - SM64 Hacking (Archive) - ToadsTool Suggestions New poll - New thread - Thread closed


Rusted Logic

Acmlmboard - commit 47be4dc [2021-08-23]
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