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05-03-22 07:35:27 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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bambi8
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Posted on 11-07-08 04:41:19 PM Link | Quote
im havin trouble it says invalid Rom and i did the extender to the latest edition wat do i do?
Lyskar
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Posted on 11-07-08 06:44:13 PM Link | Quote

Time/Date

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Metal_Man88
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First, use proper English when posting here, as it sort of helps to be able to understand what you're saying.

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J.C
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Posted on 11-16-08 04:41:42 AM Link | Quote
how do i make castle towers a solid object? i can place them but i walk right through them...
VL-Tone
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Posted on 11-16-08 05:23:23 AM Link | Quote
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Unfortunately, the collision map for the castle tower is stuck to the main terrain collision map, so while you can move the tower (or duplicate it), the collision map won't follow.

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J.C
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Posted on 11-16-08 09:04:08 AM Link | Quote
one more question ( yes im a noob) is it possible to make a warp piipe, in the castle grounds take me to a specific level?
BigBrain
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Posted on 11-16-08 09:51:55 AM Link | Quote
Originally posted by J.C
one more question ( yes im a noob) is it possible to make a warp piipe, in the castle grounds take me to a specific level?


Somewhere in the team hack thread I saw a video where that was done, but I think it's not a very easy thing to do...

J.C
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Posted on 11-16-08 10:47:15 AM Link | Quote
god im a noob... dont hate me... how do i instal patches, iv downloaded platform battlefield, but im not sure whitch files im meant to replace...

and one more question: is there a gameshark code that draws all objects no matter the distance? or would it lag too much?
BigBrain
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Posted on 11-16-08 11:03:28 AM Link | Quote
Originally posted by J.C
god im a noob... dont hate me... how do i instal patches, iv downloaded platform battlefield, but im not sure whitch files im meant to replace...

and one more question: is there a gameshark code that draws all objects no matter the distance? or would it lag too much?


I guess you should better do some reading on these forums here, things like that have been discussed often enough (at least about how to install patches).
People like you get killed here quite fast (because we had way too many spammers earlier), so you'd better use google.
Anyways, spending an afternoon on reading all the forums in the SM64 Hacking section can be quite enjoying and you learn much about hacking the game (eventually you'll probably get your questions answered by that )
zelda rocks

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Posted on 11-20-08 01:43:28 AM Link | Quote
i seem to be having a problem with the latest version of TT64, Whenever I enable the level select from TT64, it messes up while in-game, more specifically, it goes into the intro cut-scene where Mario first arrives at the castle, but with a twist, Instead of the castle grounds, it takes place in the selected level, and most levels give me an error during the sequence and crashes...
Deleted User
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Posted on 11-20-08 02:13:40 AM Link | Quote
Originally posted by zelda rocks
i seem to be having a problem with the latest version of TT64, Whenever I enable the level select from TT64, it messes up while in-game, more specifically, it goes into the intro cut-scene where Mario first arrives at the castle, but with a twist, Instead of the castle grounds, it takes place in the selected level, and most levels give me an error during the sequence and crashes...

Make sure you have save data in all the files (if not, copy it to them), then the intro cutscene won't play when you choose a level on level select (this is from the deleted topic that you posted which was the same question).

Also, to my knowledge, this method is the only way around it unless you use the gameshark code which is A032D58C 0001.
VL-Tone
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Posted on 11-20-08 02:20:19 AM Link | Quote
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Originally posted by zelda rocks
i seem to be having a problem with the latest version of TT64, Whenever I enable the level select from TT64, it messes up while in-game, more specifically, it goes into the intro cut-scene where Mario first arrives at the castle, but with a twist, Instead of the castle grounds, it takes place in the selected level, and most levels give me an error during the sequence and crashes...


Well the level select activation in TT64 is pretty much a hack, meaning it's not the "real" way the level select should be activated. I couldn't activate it by "normal" means because it required changing a byte that's found in the checksum protected area of the ROM.

Now that messiaen found a way to disable the checksum, I might change the level select code so that it activates the real one, and also add the debug 1 trigger, which is found in the same area. I might also ask yoshiman (a.k.a. yoshielectron) to help me implement a ROM based debug 2 trigger.

In the mean time, to avoid the problems you have with the current level select, you have to get at least one star in your game, so that the cutscene doesn't appear.

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zelda rocks

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Posted on 11-20-08 02:31:03 AM (last edited by zelda rocks at 11-19-08 11:33 PM) Link | Quote
Collecting stars isn't really an option, since it goes straight to level select, bypassing the file select screen, stars aren't gonna make a difference...

P.S. What are debug 1 and 2 triggers, and how is the level select implemented different form the 'real' one?
VL-Tone
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Posted on 11-20-08 02:59:44 AM (last edited by VL-Tone at 11-20-08 12:00 AM) Link | Quote
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Originally posted by zelda rocks
Collecting stars isn't really an option, since it goes straight to level select, bypassing the file select screen, stars aren't gonna make a difference...

P.S. What are debug 1 and 2 triggers, and how is the level select implemented different form the 'real' one?


Well it does make a difference, try it. Deactivate the level select before getting the first star though. When you reactivate it, the cut-scene won't appear again. (I'm pretty sure that the TT64 level select will use Game A despite not showing the game select menu).

Debug 1 was first discovered as a Gameshark code, which displays some numbers and bars over your screen while you're playing. It's not really useful, but it's the kind of things that hackers like to try. I already know how to hardwire this code in the ROM.

Debug 2 was found by yoshiman, it displays a lot more numbers, variables and other stuff on the screen, showing x, y and z position for Mario and many other stuff. It's also triggered by a few Gameshark codes, but for this one I don't know how to put it in the ROM.

You can watch yoshielectron's video that will tell you more about it:

<object width="425" height="344"><embed src="http://www.youtube.com/v/Lu6rsl8HdaI&hl=en&fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object>

(There you can watch part 2 of this video: http://www.youtube.com/watch?v=zeZ6fSZLQKg)




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zelda rocks

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Posted on 11-20-08 03:18:07 AM Link | Quote
That's just it, I already had like 4 stars (without level select BTW) and then I activated level select and it showed the cut scene...
Deleted User
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Posted on 11-20-08 10:28:32 AM Link | Quote
Originally posted by zelda rocks
That's just it, I already had like 4 stars (without level select BTW) and then I activated level select and it showed the cut scene...

Copy that save data to all the file slots and then the problem will be solved.
zelda rocks

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Posted on 11-20-08 08:08:46 PM Link | Quote
Originally posted by VL-Tone
Originally posted by zelda rocks
i seem to be having a problem with the latest version of TT64, Whenever I enable the level select from TT64, it messes up while in-game, more specifically, it goes into the intro cut-scene where Mario first arrives at the castle, but with a twist, Instead of the castle grounds, it takes place in the selected level, and most levels give me an error during the sequence and crashes...


Well the level select activation in TT64 is pretty much a hack, meaning it's not the "real" way the level select should be activated. I couldn't activate it by "normal" means because it required changing a byte that's found in the checksum protected area of the ROM.

Now that messiaen found a way to disable the checksum, I might change the level select code so that it activates the real one, and also add the debug 1 trigger, which is found in the same area. I might also ask yoshiman (a.k.a. yoshielectron) to help me implement a ROM based debug 2 trigger.

In the mean time, to avoid the problems you have with the current level select, you have to get at least one star in your game, so that the cutscene doesn't appear.


Again, what is the difference between the real level select and the one in TT64?
VL-Tone
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Posted on 11-21-08 02:16:59 AM Link | Quote
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Originally posted by zelda rocks
Again, what is the difference between the real level select and the one in TT64?


The real level select is activated by changing a single byte somewhere in the ROM from 00 to 01 (Or in RAM, in the case of the Gameshark code). One or more ASM routines will act a little differently when this byte is set to 01.

First thing is that the main level loading routine will jump to the level select screen instead of the normal destination. Another thing is that temporary save game variables are initialized, and used instead of your currently saved games. The first cut-scene is also disabled.

The TT64 level select simply changes a command in the main level loading script, so that the level select screen replaces the standard menu. Aside from using one of your saved game data instead of temporary data like in the real one, and not disabling the cut-scene, one other difference is that when you exit a level with the TT64 level select activated,(by dying or completing it or using the exit level command), you won't go back to the level select menu like when using the real code, but rather go back in front of the painting (or in the castle lobby, if you exited the level using the pause/exit command). In some cases, Mario can get stuck because of this, because he doesn't have the necessary stars to move where he wants in the Castle.

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messiaen
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Posted on 11-23-08 10:28:32 AM Link | Quote
Hi!

I just wrote this simple guide about Patching Gameshark codes to the ROM, which shall be useful if you want to make some Gameshark codes permanent (ie, tweaked enemy's AI). To find gameshark codes, I recommend bsfree.org.

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Trifecta
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Posted on 11-28-08 04:23:00 AM Link | Quote
I'm getting an error when I open toad's tool.


I've had it working before, so I'm not sure what's going wrong. I've tried pretty much everything.
VL-Tone
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Posted on 11-28-08 03:28:09 PM Link | Quote
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Originally posted by Trifecta
I'm getting an error when I open toad's tool.


I'm guessing this happens after you clicked on the splash-screen? Considering this error and the fact that it worked before, I would think that you got a corrupted preference file. I'm not on my Mac currently so I couldn't say with certainty where it's located, but I think it's somewhere in ~/Library/Application Support/Adobe/Director 11/. If you find it, just delete it and try starting TT64 again.

Anyway, if you hold the option (alt) key for a few seconds while clicking the splash-screen, preferences should be reseted and it should fix this bug.


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Jul - SM64 Hacking (Archive) - Help/Questions about Toad's Tool 64 and SM64 hacking New poll - New thread - New reply


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