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05-03-22 07:58:27 PM
Jul - SM64 Hacking (Archive) - Help/Questions about Toad's Tool 64 and SM64 hacking New poll - New thread - New reply
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Trifecta
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Posted on 11-28-08 08:58:30 PM Link | Quote
Yeah that did it. You're a genius.
Thank you.

And if it helps, I remember enabling flatworld before it flaked out like that. So I'm not sure if that's a bug or something. It could just be me, lol.
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Posted on 12-01-08 05:31:58 AM Link | Quote
Originally posted by ๖adrian
What is the easiest way for me to flatten a level's geometrics? I've read about a few, but I'm stuck.

If you mean enabling Flatworld (the flat square of land), go to the TT64 preferences and click "Enable Flatworld", then BOB will be replaced with the flat terrain. If that's not what you mean, then I don't think I can help you.
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Posted on 12-21-08 10:32:13 PM Link | Quote
Does any one know how to edit flat world?
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Posted on 12-21-08 11:13:18 PM Link | Quote
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Originally posted by Super Freez
Does any one know how to edit flat world?


I don't think anyone knows... sorry...

I'm joking, welcome to the forum

To edit Flat-world, you must first enable it (see the instructions a few posts before). Then, you choose Bob-Omb Battlefield in TT64, and start to edit! To "activate" an "empty" object (they appear grey in the menu on the left), you must click on the little stars at the bottom of the screen after you select the object. By doing so you'll choose in which "act" the object will appear. You also have to select the object type in the yellow menu after clicking on the little menu icon for "Object Combo". You can select multiple objects by holding the control key (or shift key to select a range) and then you can move/change them all at once.

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Posted on 12-31-08 01:14:52 PM Link | Quote
Hi I have a problem. If I move the green objects for change the course these ones became invisible and Mario don't pass over this object. In practice if I change the structure of the course the objects became invisible for mario.why?
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Posted on 01-02-09 11:57:35 PM Link | Quote
Hi... I want to insert the music in the game and I need .m64 file. I try mml2m64 but that programm does not work. I have converted mid to mml but from mml to m64 not convert. Why?
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Posted on 01-15-09 08:10:51 PM Link | Quote
(test)

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starius
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Posted on 01-16-09 05:03:23 PM Link | Quote
how do i open toads tool with the mario ROM?
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Posted on 02-07-09 11:58:10 AM Link | Quote
'Scuse me, but I'm a bit of a dumbass and a n00b: is there anyway to edit/replace stuff like file icons or HUD icons, Toad's Tool or no Toad's Tool? (Sorry if this has been adressed before )
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Posted on 02-08-09 04:49:26 PM Link | Quote
Originally posted by M. Bison
'Scuse me, but I'm a bit of a dumbass and a n00b: is there anyway to edit/replace stuff like file icons or HUD icons, Toad's Tool or no Toad's Tool? (Sorry if this has been adressed before )

This is possible, but may be tricky. Some textures like the copyright are in the Checksum Protected area. I'm not sure if your icons are in this area. If there not, it's easy. Open up a program like Tile Molester, look for the textures in the rom, and change them there. (This is an annoying process though) If it is checksum protected, when you try to start the game there will be an error. If this happens, you will need to recalculate the checsum using a program that I can't think of at the moment. I hope this helps.
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Posted on 02-11-09 06:33:33 PM Link | Quote
Originally posted by starius
how do i open toads tool with the mario ROM?



Eh, when you open Toad's tool 64 it asks for a extended ROM automaticly.
Extend your ''Super Mario 64 (U) [!].z64'' ROM with the SM64 ROM extender here:

http://homepage.mac.com/qubedstudios/Mario64Tools.htm

The file name should then be: ''Super Mario 64 (U) [!].ext.z64''
Hope this helps

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Wow! SM64 is totally turned upside-down!
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Posted on 02-14-09 08:42:12 AM Link | Quote
I got a pipe set up in Castle Grounds that takes me to Snowman's Land, and I put the failure and success exits outside as well. However, while the pipe works, whenever I collect a star or die the screen simply goes black and I have to reset.

How do I get the exits to work?
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Posted on 02-14-09 09:14:00 PM Link | Quote
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Originally posted by RDX
I got a pipe set up in Castle Grounds that takes me to Snowman's Land, and I put the failure and success exits outside as well. However, while the pipe works, whenever I collect a star or die the screen simply goes black and I have to reset.

How do I get the exits to work?


If I understand correctly the crash happens when you collect a star in Castle Ground?

You might want to check this Youtube video by Keeperofall that shows and explain how to deal with this problem.

The important part happens in the 0x26 commands. In Castle Grounds, there's already a "failure" exit warp command which leads to a 0x24 warp object on the bridge (it's object number 1, selected by default when loading the level). The "Warp ID" for this 0x26 command is "F1" which is a special ID reserved for the "failure exit", so when Mario dies, he's automatically warped to warp id F1.

"success" warps use the "F0" id, so you have to change one of the existing 0x26 commands warp ID to "F0", then use this ID in your 0x24 warp "success" exit object.




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Posted on 02-14-09 11:03:25 PM Link | Quote
My problem is with collecting a star in Snowman's Land.

Let's say I'm doing act 1. I go and I get the star on top of the giant snowman's head. Mario does his little dance and the screen goes to black like normal. But then after that I have to reset because the game crashes.
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Posted on 02-14-09 11:53:11 PM Link | Quote
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hmm... Did you set the star number parameter to at least 1?

Does your Snowman's land 0x26 command contains a warp with ID "F0"?

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Posted on 02-15-09 03:00:43 AM Link | Quote
Well, I managed to stop it from freezing just by switching up the destination IDs. Probably should've done that earlier, but oh well, I guess I got a little ahead of myself.

Anyways, I still can't get the Success and Failure exits to work, I just changed the star exit destination in Snow Man's Land to the Mario Start one in Castle Grounds.

Originally posted by VL-Tone
Does your Snowman's land 0x26 command contains a warp with ID "F0"?

What do you mean by that? I'm pretty new to this whole thing (I had the program before but then it broke and school started up again so I forgot about it), so could you explain what you're talking about?

The Warp ID doesn't accept letters. Is that the behavior value you're talking about? And how do you access commands?
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Posted on 02-15-09 04:49:57 AM (last edited by VL-Tone at 02-15-09 01:54 AM) Link | Quote
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Originally posted by RDX

What do you mean by that? I'm pretty new to this whole thing (I had the program before but then it broke and school started up again so I forgot about it), so could you explain what you're talking about?

The Warp ID doesn't accept letters. Is that the behavior value you're talking about? And how do you access commands?


The commands list is at the upper-left of the window: It normally contains (in most levels):
0x24 3D Objects

0x42 Macro 3D Objects
0x43 Special 3D Objects
0x36 Area Music Track
0x26 Warp Destinations
0x22 Geometry Layout Pointer
You can scroll down for more commands.

If you click on the "0x26 Warp Destinations" item in that list, you'll get a list of 0x26 commands used in this particular level.

I forgot that by default you don't have the "Hexadecimal" option checked, so "F1" will appear as 241 and "F0" as 240. So when I was talking about "F1" I meant 241, and "F0" meant 240.

Warps are certainly not the easiest thing to understand in Mario 64. So I'll try to make a guide about them.

There are four commands needed for a warp to work correctly:

1. An object command (0x24, 0x42 or 0x43, but preferably 0x24 since they are more flexible) which has a warp behavior that will serve as an entry point for this warp.

2. A 0x26 command that defines the destination level and ID of the warp.

3. Another 0x24/0x42/0x43 object command with a warp behavior that will serve as an exit to this warp.

4. Another 0x26 command found in the destination level that leads to itsef (if it's an exit only) or back to the original warp (if it's a two way warp).

Here's an example found in Castle Grounds:

0x24 command


When a 0x24 object uses a warp-type behavior, the second orange B. Param (behavior parameter) will change into a "Warp ID" or "Warp Out" parameter. Take a note, in this example, the value of the "Warp Out" param is 5 (it could have been "Warp ID" it's the same thing).



The list of possible values provided by TT64 are taken automatically from the list of 0x26 commands warp destinations, to help you choose a valid value. After the level name, the numbers you see are respectively: the area number and the destination warp id.

Now if you list 0x26 commands for this level, you'll get that:



In the list, you'll see that one command has a Warp ID of 5 (You can quickly see that by looking at the number after the "i" in the list). Click on it, and you'll see the following in the parameter bar:

0x26 command


The first parameter of all 0x26 commands is the Warp ID, it's a number you choose to identify your warp, and it's the number that you'll have to put in the "Warp Out" or "Warp ID" parameter of your 0x24 object. It can be any number, but it must be unique for this particular level (and 240 and 241 are special cases). The destination level is the level you want your warp to go. It can be the same as the current level if you want. The destination area is useful only for levels that have multiple sub-areas (ie. Cool cool mountain's slide is area 2).

The "Destination Warp ID" defines which 0x24 object to warp to in the destination level, in the example, its value is 10. There must be a warp object using warp ID 10 in the destination level or the game will crash. The list of possible values for this parameter are automatically taken by TT64 from the list of 0x26 commands of the destination level, so if you're creating a completely new warp, the destination value won't be available in the list until you go create a 0x26 command in the destination level with the ID you want.

If you go into the Vanish Cap level, you'll see that the first 0x24 object is indeed a "Mario Start" warp using ID 10.

0x24 command


Another 0x26 command is also needed for this warp (in the destination level, in this case Vanish Cap), but since it's an exit only, the destination parameters leads to itself.

0x26 command


If you wanted to make a warp that can work both ways (using two "Fade" warps for example) this 0x26 command would need to lead back to the entry point warp.

About Success and Failure warp exits.

These are special warps, as they don't need entry points in the level, the 0x24 objects in a level using "success" and "failure" warps are only used as exits, never as entry points.

Only three commands are needed to make them work (half of those needed for a normal warp).

1. A 0x26 command with the Warp ID of 240 (for success, F0 in hex) or 241 (for failure, F1 in hex), with destination parameters specifying where Mario will be warped when dying or finishing a level.
2. A 0x24 object using a "failure" or "success" warp behavior, with its Warp ID param corresponding to the one defined in the formerly defined 0x26 command (as Destination Warp ID).
3. Another 0x26 command that has this same warp ID and that leads to itself ("failure" and "success" warps are always exit only).

Essentially, it's the same process as normal warps, except that there's no 0x24 object entry point, as the game will warp Mario to warp 240 or 241 when he dies or finish a level.


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lucas92
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Posted on 02-15-09 08:43:09 PM Link | Quote
Hi there.

I've tried to extend the Super Mario 64 rom with the Mario 64 rom extender but it says this:

Cannot open MIO0 files. Make sure to use this program from inside its original folder.

What does that mean? I haven't moved the extender program folder location... Also, I do have the US rom. What's the problem?
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Posted on 02-15-09 10:26:08 PM (last edited by VL-Tone at 02-15-09 07:27 PM) Link | Quote
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Originally posted by lucas92
Hi there.

I've tried to extend the Super Mario 64 rom with the Mario 64 rom extender but it says this:

Cannot open MIO0 files. Make sure to use this program from inside its original folder.

What does that mean? I haven't moved the extender program folder location... Also, I do have the US rom. What's the problem?


Well a few people have had this problem, and I never was able to track down the exact cause. But let's try to find out:

First, inside the "M64ROMExtender1.2b" do you have another folder named "MIO0files"? If so, is there anything in this folder? If the MIO0 files were successfully uncompressed, you should find them there.

If it's empty, it's possible that the program didn't have the permissions for some reason to create the MIO0 files when uncompressing. Where is your "M64ROMExtender1.2b" folder located?


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Posted on 02-15-09 10:33:35 PM (last edited by lucas92 at 02-15-09 07:57 PM) Link | Quote
No, I don't have that folder called MIO0files. It is supposed to be created by itself?

The rom extender directory: D:\N64\M64ROMExtender1.2b

The rom I want to extend is also in that directory. Project64 is in N64.

btw, I'm also from Québec, Montréal. :p

EDIT-I've got it to work by creating the folder.
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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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