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Yeah, now I remember. Well then, 180 is max.
BTW somewhere I saw a code that made you star count go up to 255! That was just for show though, it wasn't real. Too bad 
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Well, there isn't an existing star list but it's easy, it goes like this:
Star 0 = Act 1
Star 1 = Act 2
Star 2 = Act 3
Star 3 = Act 4
Star 4 = Act 5
Star 5 = Act 6
(You knew this already, but it was to clear things up.)
If you go even further, like Star 6 = Act 7, that star won't be in the act select screen + that star will be reduced of the next level:
I.e. Making Bob-omb's Battlefield have 7 stars render the first star in Whomp's Fortress unusable (not unusable, but It'll be counted as collected if you clear the new 7th star in BOB.) That 7th star and further more stars from that point'll be counted as the castle's secret stars whether you want it or not
EDIT:
Sorry TheMojopo, almost missed you
Welcome to this forum and as for changing the level layout, it has been explained a lot already so I suggest looking around a bit, but this time I'll answer it directly:
It can be done with messiaen's wavefront importer and a 3D model creator (I recommend Blender).
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Don't think so. It really sucks, I know. A way to prevent this in the future is to keep backups of your hack.
Another way is to try to figure out whats wrong of course.
If you've used any custom objects: A wrong pairing of behaviors and models can result in a crash.
"Empty objects" consists of no model and the "star door" behavior. It have made my hacks crash before.
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Yep. You could make a level with a max of 99 stars (excluding one object of 100 for mario start object).
The game'd lag a lot and the level itself with no enemies and coins would be quite boring in my opinion
Still... cool... I haven't thought much about it...
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Great! You've made backups right? It's soo important if you're gonna experiment a lot.
Anyways good for you I'll watch it the moment it gets to youtube.
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1) Can't. Doing so would require creating a new behaviour (something I also want to do). Unless you know a bit about SM64 coding it's not possible.
2) I'm sure it's included within the coin behaviour.
3) Just choose the coin as a model. The spinning animation is done from elsewhere in the ROM.
4) No idea.
5) Increasing the amount of stars needed for star doors makes the messages when you open them change.
The 1th,3th,8th,30th,50th and the 70th star door have a different message for each when you try to open them without enough stars.
If I wanted to make, lets say, a door which needs 25 stars, the message would change to "You need a key to open this door". Same goes for all other values other than 1,2,3,8,39,50 and 70. To change the stars needed, just change b.param 1 to the value you desire.
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I tried to import a level with custom textures, but they just didn't show up in the game. So I tested a lot and after a lot of tries,
I got so annoyed that I made a test level, which contained many small "paintings", each with a different image format.
I tested BMP, PNG, GIF and JPEG. Strangely enough, the only texture which worked was the one in JPEG format.
Here's my test level:
Notice the arrows?
Explanation below:
^ PNG
v JPEG <-- This is the custom texture that worked
< GIF
> BMP
The last image is an original, and is in BMP format.
Any idea why this is? I thought BMP and PNG were supported. They are right?
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It seems like JPEG doesn't work for me normally. I use photoshop to create new textures, then I must save them as PNG and the CONVERT them to JPEG.
As you all know, PNG is the only one with alpha, so to avoid my full images to get an unwanted alpha effect, I convert them to JPEG.
To sum it up, JPEG only works if it has been converted from a PNG image.
Zero One: I doubt that very very much. It will be static and be stuck at the first frame. You'd need to use flatworld battlefield and assign the "moving platform" behaviour to a pre-made model.
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SM64 draws all of the level polygons always. Messiaen did say that it's possible to create levels surpassing the originals by loads of polygons.
Strangely enough, the Wavefront Importer doesn't let me import a level with more than 10.000 faces (needs confirmation). It says that the level has been imported successfully but it hasn't.
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Never been to 4chan. I've only interacted with the meme's that have spawned from there like Rickrolling and Chocolate rain parodies. And no, my user name has nothing to do with internet meme's.
If I remember correctly, wasn't there a site called 2chan?
Whatever. To sum it up: 4chan = I don't get it
Answer: Me neither.
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I didn't get all my schoolwork done this term. It's because I'm lazy.
But do I deserve 9 weeks of absolute nothingness?
Absolutely.
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Welcome Setzer!
And don't worry. I'll manage to keep Setzer and Setz apart 
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Distance in any scale: 0
After all, I'm still not over 20 years.
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Impressive but, big cities make me sad. Except for Dubai. According to the posted pics, that place looks way better now.
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When i try to start up my old computer, it doesn't even show me the BIOS bootscreen anymore.
Makes me wonder how much crap i crammed in there.
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In front of my sisters MAYBE. But in public? NEVER!
Still, hilarious scene. Those Johnny Bravo crossovers were awesome.
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Sure, that's possible.
Create 6 different "Mario Start 1" objects and place them wherever you want.
Then actvate them each for a different act.
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I've started a big hack and when I make it I realise that the buggy Lakitu cam takes away a lot of the fun it'd be to find all secrets in it.
So I want to permanently change the camera to Mario cam until another solution is found.
Is this as easy as changing some values with a hex editor or is it more complex than that?
As for the FAQ, here's some questions I had in the beginning:
What's with the object lists?
How does the water boxes work?
You've probably already covered these questions, but there they are at least.
PS. The "Hardcore fog" option doesn't work for me.
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Originally posted by Gecko I think he means the normal in-game camera mode which you can toggle by pressing [Edit] R on the controller. He wants the Lakitu camera mode, which is used by default, to be disabled completely or alternatively have the Mario camera mode to be activated by default. 
Yep, thats right! The one in-game. Want Lakitu cam disabled completely. I just need the location in the ROM, then I can experiment by myself if it's to time-consuming to explain
As for the object lists question I meant these:

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That's because the death and success warps leads to respectively "Inside Castle>1>100" and "Inside Castle>1>50" right?
These destinations are those from which Mario exits the BOB painting. Change them to the wanted destination.
Also, notice that the warp ID of the "Inside Castle>1>100" is 241 and the warp ID of "Inside Castle>1>50" is 240.
These warp ID's is reserved for when Mario dies or get a star:
240 for successful exit
241 for death recovery exit
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