Register - Login
Views: 99796050
Main - Memberlist - Active users - Calendar - Wiki - IRC Chat - Online users
Ranks - Rules/FAQ - Stats - Latest Posts - Color Chart - Smilies
05-03-22 05:35:11 AM
Jul - Posts by Stevoisiak
Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14
Stevoisiak
Member
Level: 38


Posts: 210/283
EXP: 345780
For next: 24667

Since: 11-22-07

From: New York, Long Island

Since last post: 12.4 years
Last activity: 5.6 years

Posted on 01-28-09 08:25:40 PM, in Changing a stage's sky texture Link
Originally posted by lookoverthere
Okay, looking through that old thread I found this.

Originally posted by VL-Tone
I've been working on the BG importer/exporter today, and I've built a more extensive version of the list messiaen posted there.

The list might be useful to those wanting to change backgrounds before TT64 v6.0 is released someday.

*Alot of code and tecnical stuff*



Now, if I understand correctly, if I change this.

*More code*

to this

*Still more code*

Then the game should load the blue sky instead?

If thats right, how would I go about changing those values? Would I use a hex editor or is it more complicated than that?


I'm no pro, but that looks like hex to me, but to be safe, make a copy of your rom before modifying it in hex.
Stevoisiak
Member
Level: 38


Posts: 211/283
EXP: 345780
For next: 24667

Since: 11-22-07

From: New York, Long Island

Since last post: 12.4 years
Last activity: 5.6 years

Posted on 01-29-09 01:34:57 PM, in Super Mario 64: The Missing Stars RELEASED! (Download link on first post) Link
Originally posted by Me-me
Why not use your own idea, Steviosiak?
Once you said:

''IDEA! You can have separate objects for different acts, right? Well, why not make slide battlefield Act 2? Each act can be a new path!''

Or maybe it doesn't fit in this hack? I dunno.
(I'm sure you remember! )

I forgot about that idea, remembered it (not realizing I had already thought of it earlier) in a way that there would be 6 seperate slides, then thought it wouldn't fit into the hack.
Stevoisiak
Member
Level: 38


Posts: 212/283
EXP: 345780
For next: 24667

Since: 11-22-07

From: New York, Long Island

Since last post: 12.4 years
Last activity: 5.6 years

Posted on 01-31-09 01:30:26 PM, in Original NSMB Hacking Thread (Archived) Link
Originally posted by Microworm
i've looked at these supposed "hidden" files. indeed, their data doesn't seem to represent anything. to me they're garbage files or whatever.

Yeah, i think its just extra data that was on the cartridge. See if a DS rom trimmer gets rid of the files. If it goes away, then you know its trash.
Stevoisiak
Member
Level: 38


Posts: 213/283
EXP: 345780
For next: 24667

Since: 11-22-07

From: New York, Long Island

Since last post: 12.4 years
Last activity: 5.6 years

Posted on 01-31-09 02:14:02 PM, in Original NSMB Hacking Thread (Archived) Link
Originally posted by Fajita-chan
it's called.
packing.
filler data.
crap bytes used to bring the ROM up to size.
what have you.


Thanks. I was trying to remember the name. But yeah, use a rom trimmer, and if the files are gone, then you know the files are completly useless.
Stevoisiak
Member
Level: 38


Posts: 214/283
EXP: 345780
For next: 24667

Since: 11-22-07

From: New York, Long Island

Since last post: 12.4 years
Last activity: 5.6 years

Posted on 02-05-09 10:03:22 PM, in mml2m64: Music Macro Language importer for Mario 64 / Zelda 64 Link
The new beta has a problem. It has the zelda and Mario Kart inserters, but not the mario 64 one. It took me 2 hours to figure out that the reason it kept thinking my ROM didn't have enough space was because I was using the Mario Kart inserter.
Stevoisiak
Member
Level: 38


Posts: 215/283
EXP: 345780
For next: 24667

Since: 11-22-07

From: New York, Long Island

Since last post: 12.4 years
Last activity: 5.6 years

Posted on 02-06-09 06:40:22 PM, in Stuff inside the checksum protected area (Title Screen, etc.) Link
Originally posted by Pinhead
When i try to change the "1996 Nintendo" in the first screen, but also "PRESS START" in the second screen, after use a tool to recalculate CRC, it only shows a black screen instead of the first one; after it runs normally. What can i do?

Try changing one at a time first. Maybe you made an error in changing one of them.
Stevoisiak
Member
Level: 38


Posts: 216/283
EXP: 345780
For next: 24667

Since: 11-22-07

From: New York, Long Island

Since last post: 12.4 years
Last activity: 5.6 years

Posted on 02-06-09 08:09:01 PM, in Stuff inside the checksum protected area (Title Screen, etc.) Link
Originally posted by Pinhead
Originally posted by Stevoisiak
Originally posted by Pinhead
When i try to change the "1996 Nintendo" in the first screen, but also "PRESS START" in the second screen, after use a tool to recalculate CRC, it only shows a black screen instead of the first one; after it runs normally. What can i do?

Try changing one at a time first. Maybe you made an error in changing one of them.

Yes i tried just now; and so, using CHKSUM64.EXE to correct the CRC, it does nothing now (the emulator complains as i did not recalculate it). But i'm sure i did it well. Why me? -.-

Hmmmm. Make a PPF patch of the ROM file thats giving you problems and someone can see whats wrong.
Stevoisiak
Member
Level: 38


Posts: 217/283
EXP: 345780
For next: 24667

Since: 11-22-07

From: New York, Long Island

Since last post: 12.4 years
Last activity: 5.6 years

Posted on 02-08-09 04:49:26 PM, in Help/Questions about Toad's Tool 64 and SM64 hacking Link
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.
Stevoisiak
Member
Level: 38


Posts: 218/283
EXP: 345780
For next: 24667

Since: 11-22-07

From: New York, Long Island

Since last post: 12.4 years
Last activity: 5.6 years

Posted on 02-10-09 12:01:23 AM, in Polygon editor Link
The polygon editor is not yet released. Check the following forum for details.

http://jul.rustedlogic.net/thread.php?id=2768
Stevoisiak
Member
Level: 38


Posts: 219/283
EXP: 345780
For next: 24667

Since: 11-22-07

From: New York, Long Island

Since last post: 12.4 years
Last activity: 5.6 years

Posted on 02-12-09 06:25:21 PM, in Toad's Tool 0.6.0 (On hiatus for an indefinite amount of time) Link
Originally posted by VL-Tone
Note: this post happens to fall on a new thread page, so for those who missed it, I just announced on the page before that TT64 6.0 will be released April 1st 2009. http://jul.rustedlogic.net/thread.php?pid=74880&r=1#74880 (arghh I should've posted a new thread after all...)



Why not edit the first post of the thread? Also, YAY IMPORTER!
Stevoisiak
Member
Level: 38


Posts: 220/283
EXP: 345780
For next: 24667

Since: 11-22-07

From: New York, Long Island

Since last post: 12.4 years
Last activity: 5.6 years

Posted on 02-14-09 06:42:28 PM, in Toad's Tool 0.6.0 (On hiatus for an indefinite amount of time) Link
Originally posted by RDX
Wow, this is really cool...
But, I have a couple of questions. One, obvious, one not so obvious.

1. Since this is an object importer, we would be making objects in programs such as blend3r, correct?

2. You say that we can only add 3d objects to custom levels, and that the new version will automatically replace Bob-Omb Battlefield with...Flatworld Battlefield, I'm assuming. Would there be any way to replace all of the levels with Flatworld Battlefield, so that every level can be customized?

1. Yes. Blender, Wings 3D, or any other 3D program.
2. Only 2 flatworld templates have been made so far. Bomb-Omb Battlefield by VL-Tone, and Lethal Lava Land by Frauber. Programing a flatworld isn't an automatic thing, and since Lethal Flatland isn't officially supported by Toads Tool yet, I'd assume that it won't be compatable with it... Yet.
Stevoisiak
Member
Level: 38


Posts: 221/283
EXP: 345780
For next: 24667

Since: 11-22-07

From: New York, Long Island

Since last post: 12.4 years
Last activity: 5.6 years

Posted on 02-16-09 11:51:26 PM, in Help/Questions about Toad's Tool 64 and SM64 hacking Link
Originally posted by RDX
Hey it worked! Thanks for all your help.

I have a few more questions though:

1) How do you patch roms? (Mario 64 specifically). Is there a guide lying around for that?

2) Is there any way to make the original level portals (The paintings, the wall to snowman's land, etc) function as just part of the wall, and not as another entrance to the level?

1. That question is asked quite alot, and the answer is extremely simple. First, get an extended rom that hasn't been edited. Then, download a PPF patcher program. I use PPF-O-matic. (It was designed to patch Halo, but it works just fine for Mario 64) Then, open up the program, select your PPF patch, select your ROM file (remembering to change it to show all files instead of just ISO files) and hit apply.

2. Well, unless you know how to manually edit the hardcoded behavior of the paintings, no. Plus, if you get rid of the paintings, there'd be no way to get from level to level. You could always block off the painting in TT.
Stevoisiak
Member
Level: 38


Posts: 222/283
EXP: 345780
For next: 24667

Since: 11-22-07

From: New York, Long Island

Since last post: 12.4 years
Last activity: 5.6 years

Posted on 02-20-09 02:29:46 PM, in Behaviour Scripts Link
Originally posted by Doogie1012
I was wondering if anyone had checked to see if the speeches by Bowser, King Bom-Omb etc could be removed via the behaviour script, I'm hoping they used one 0C command for the speech so we could possibly remove it?

If we achieve this, then we can make multiple bowser boss fights without the player having to speak to all of them. Though I guess the speech asm would end up triggering/turning on the boss fight anyway.

Have you tried making multiple bowsers? You only need to speak to one of them. The main problem is that the others wont activate until you spin their tails.
Stevoisiak
Member
Level: 38


Posts: 223/283
EXP: 345780
For next: 24667

Since: 11-22-07

From: New York, Long Island

Since last post: 12.4 years
Last activity: 5.6 years

Posted on 02-23-09 07:58:54 PM, in Green Coin Challenge #1: Killer Instinct (dead) Link
How do I get the Lua scripts to run, and what do they do?
Stevoisiak
Member
Level: 38


Posts: 224/283
EXP: 345780
For next: 24667

Since: 11-22-07

From: New York, Long Island

Since last post: 12.4 years
Last activity: 5.6 years

Posted on 02-23-09 08:14:10 PM, in Green Coin Challenge #1: Killer Instinct (dead) Link
Originally posted by Tina
It provides a timer for easier determination of your... well, time. It's under File.

Thanks. I actually figured it out after I posted this. I was confused because there were 2 scripts. Now, to figure out how to actually play Killer Instinct. Also, Nao, can you post the times with the rankings?
Stevoisiak
Member
Level: 38


Posts: 225/283
EXP: 345780
For next: 24667

Since: 11-22-07

From: New York, Long Island

Since last post: 12.4 years
Last activity: 5.6 years

Posted on 02-24-09 10:29:07 PM, in mml2m64: Music Macro Language importer for Mario 64 / Zelda 64 Link
Originally posted by messiaen
If you have problems using the sequence inserter, I will release a graphical interface in a few days, so this part will be much easier

1. It doesn't even need to be graphical. Maybe just make it so you can double-click the Exe.
2. The new beta package STILL doesn't include the Mario 64 importer.
Stevoisiak
Member
Level: 38


Posts: 226/283
EXP: 345780
For next: 24667

Since: 11-22-07

From: New York, Long Island

Since last post: 12.4 years
Last activity: 5.6 years

Posted on 03-06-09 08:06:49 PM, in Modifying Mario's voice Link
Well, why not just ask Dudaw12? He made the hack. Send him a PM.
Stevoisiak
Member
Level: 38


Posts: 227/283
EXP: 345780
For next: 24667

Since: 11-22-07

From: New York, Long Island

Since last post: 12.4 years
Last activity: 5.6 years

Posted on 03-07-09 05:06:26 PM, in Super Mario 64: The Missing Stars RELEASED! (Download link on first post) (last edited by Stevoisiak at 03-07-09 02:18 PM) Link
Originally posted by Hectamatatortron
I'd think either a Luigi face to go with a Mario face or an M to go with the L would be best for the lives counter; consistency is a virtue.

The letter changes to an L or M depending on whether you're Mario or Luigi.
Stevoisiak
Member
Level: 38


Posts: 228/283
EXP: 345780
For next: 24667

Since: 11-22-07

From: New York, Long Island

Since last post: 12.4 years
Last activity: 5.6 years

Posted on 03-25-09 09:24:24 PM, in BOSS CHARACTERS Link
Uhhh, first, why is this a poll? There are no choices! Second, there is no real Mario behavior, and if there was, there'd be no way to have him to be able to be controlled without a human imput. Third, there is a Help forum for questions like this.
Stevoisiak
Member
Level: 38


Posts: 229/283
EXP: 345780
For next: 24667

Since: 11-22-07

From: New York, Long Island

Since last post: 12.4 years
Last activity: 5.6 years

Posted on 03-27-09 09:40:26 PM, in Toad's Tool 0.6.0 (On hiatus for an indefinite amount of time) Link
Originally posted by VL-Tone
Originally posted by Gecko
The Mario Kart 64 engine is based on Mario 64 and should not be too different from the original one. Do you think you could develop an editor for this game also, based on Toad's Tool? Or am I wrong and the engine is completely different?

HyperHacker worked for sometime on a Mario Kart 64 editor, last time I saw him he had a basic level viewer working. You may want to google him to see if he got any farther than that.


Gotton further? He's made the first custom Mario Kart 64 EVER!!!

<object width="425" height="344"><embed src="http://www.youtube.com/v/rty8SDh0dwM&hl=en&fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object>
Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14
Jul - Posts by Stevoisiak


Rusted Logic

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

32 database queries, 44 query cache hits.
Query execution time: 0.103377 seconds
Script execution time: 0.021996 seconds
Total render time: 0.125373 seconds