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05-03-22 05:35:12 AM
Jul - Posts by Stevoisiak
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Stevoisiak
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Posted on 10-11-08 08:52:48 PM, in Super Mario 64: The Missing Stars RELEASED! (Download link on first post) Link
Well, TT doesn't seem to be liking me that much. I may be able to get used to it, but not only does it lag even when I have all the objects as blank objects, (To do the level from Scratch) I put Mario spawn over a mushroom platform, yet I fall and die anyway, and the object list is inconvinient. For now, don't expect anything from me.
Stevoisiak
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Posted on 10-13-08 03:03:21 PM, in The great Luigi 64 easter egg hunt. Link
I'm clicking the L Is Real sign, but nothing is happening. How can I guess the legendary words if I can't type them in? Am I supposed to change the description file or something?
Stevoisiak
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Posted on 10-13-08 03:06:10 PM, in ToadsTool Suggestions 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.
Stevoisiak
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Posted on 10-15-08 10:27:05 PM, in The great Luigi 64 easter egg hunt. Link
Is it just me, or has TT started to get a little bit glitchy and overly complicated?

Originally posted by VL-Tone
There's a little bug with that Luigi... Hatless, his head will be a huge squished Mario head


This also occurs in the mirror room. When running, marios head seems to glitch up in the mirror.
Stevoisiak
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Posted on 10-16-08 08:44:20 PM, in Super Mario 64: The Missing Stars RELEASED! (Download link on first post) Link
Originally posted by messiaen
That graphical exception error may happen anytime, it's sort of random, but it makes sense that it happens on Peach intro because it isn't supposed to happen in the "Inside Castle" level. Later on I will patch the "Skip Peach Intro" code to the ROM, I want first to look more close at what it does, it may lead to some other useful discoveries.


Actually, as I have stated a few times before, if you get an unextended rom, and use the level select cheet to go to a different level, the game will NOT get errors in Project 64.
Stevoisiak
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Posted on 10-16-08 11:30:54 PM, in The great Luigi 64 easter egg hunt. Link
Originally posted by Twilight
I need a straight answer on how to unlock Luigi with Toad's Tool 99b. You click on the "L is real" texture, but where do you type in the legendary words? Also, what exactly are the words? I'm using a friend's computer, so now I can do it.

Ok.

Step 1: Make Mario the smallest size
Step 2: Select the texture of the Plaque
Step 3: In the box where the size is listed, type "L Is Real"
Step 4: Hit enter.

Keep in mind that TT probably WILL glitch up, but it will work. Just be sure to hit yes when it asks to continue. Also, change the size so he isn't so tiny before you start the game.
Stevoisiak
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Posted on 10-18-08 05:31:11 PM, in The great Luigi 64 easter egg hunt. Link
Originally posted by VL-Tone
I just want to address this specific comment:

Originally posted by Stevoisiak
Is it just me, or has TT started to get a little bit glitchy and overly complicated?


I don't see how TT64 got overly complicated. It has the same basic interface since the beginning, some features were added, but they don't complicate the basic functionality. Maybe it feels to you like it's more complicated just because you began to dig deeper and want to do more complicated things?


No, the program itself! The older ones are faster. It's a common thing where features are added in sacrifice to speed. TT even lagged when looking at empty objects!
Stevoisiak
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Posted on 10-20-08 07:03:31 PM, in Toad's Tool 0.6.0 (On hiatus for an indefinite amount of time) Link
Originally posted by Tarek701
hello VL-Tone
I have 3d Studio Max I hacked this with 3d Studio Max Keygen
this program is cool this programm can OBJ.file exporting

Greetings Tarek701

We don't support piracy here.
(post in restricted forum)
Stevoisiak
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Posted on 10-27-08 08:50:45 PM, in Super Mario 64: The Missing Stars RELEASED! (Download link on first post) (last edited by Stevoisiak at 10-27-08 05:53 PM) Link
Originally posted by SecretGlitch
(it also affected some other graphics, including the stars' eyes.)


Yeah. I noticed that in certain areas the HUD, stars, and various objects got glitched up. However, this glitch CAN cause some effects with the star. I love when the star gets a shy guys graphics!



P.S. Theres a glitch with the tree in your mod. It took me 5 minutes to get out, even WITH moon jump.



Edit:

Originally posted by messiaen
I can get a different set of enemies for your second level (but I can't mix enemies from several different levels).


Well then just use the object set from castle grounds. They have practicly every object in the game.
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Posted on 10-27-08 08:58:23 PM, in The great Luigi 64 easter egg hunt. Link
Originally posted by machead253
Awesome took me a while to find it out though. If someone still needs help I can give another clue. Is that okay?


It was alrealdy revieled how to do it a few posts back
Stevoisiak
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Posted on 10-31-08 06:27:55 PM, in SM64DS in the SM64 hacking forum ? Link
Personally, I'd say no. However, I do feel there should be a subcategory in ROM Hacking for different games.
Stevoisiak
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Posted on 10-31-08 08:55:59 PM, in SM64DS in the SM64 hacking forum ? Link
The main reason there is so much Mario 64 activity is because VL Tone made this the offical form for Mario Hacking.
Stevoisiak
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Posted on 10-31-08 09:02:12 PM, in Super Mario 64 DS discoveries Link
This is probably a dumb question, but since Tile Molester can decode the graphics, why not use it to help decode the graphics?
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Posted on 11-01-08 03:28:06 PM, in Object Solidity (last edited by Stevoisiak at 11-01-08 12:28 PM) Link
The tower colision is part of the terrain, not part of the object. This was most likely another trick nintendo did to save memory. Another object that does the same thing is the spining circle in Lethal Lava Land.

Edit: Meissan may be able to help you. He knows how to do this kind of stuff,
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Posted on 11-01-08 03:32:01 PM, in SM64 Music Editing Link
Originally posted by messiaen
Eventually I want to try some very limited MIDI importer, the problem is condensating "Note On + Note Offs" commands into the Mario 64 format.

So, in other words, theres a problem with being able to tell when a note starts or ends? And also, for now, why not try something simpler, like a Mario Kart 64/Super Mario 64/Wave Race/Super Mario 64 DS music importer? You said the formats were extremely similar
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Posted on 11-01-08 04:00:52 PM, in Super Mario 64 DS discoveries Link
Originally posted by wowfunhappy
I've tried to do something similarity in the past- replace the "Castle_main" (Inside Castle, probably) stage with the "Koopa_1_map", or something similar (Bowser in the Dark World, probably). When ever I do so, when I go to test the game, the game starts and I can see the main menu and play minigames, but as soon as I choose adventure and load a file or start a new game, I get the white screen of death.



Well, I see a few reasons why you may have had trouble.

1. He used the test level, which is accesable by code, so messing with it probably doesn't affect the game too much
2. Maybe certain objects crashed it. Like The paintings in the castle
3. Could it have been the outside castle, where you start the game that you edited?
4. Or, maybe you just did something wrong. Rom hacking is a pretty comlex thing after all.
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Posted on 11-01-08 04:14:22 PM, in Original NSMB Hacking Thread (Archived) (last edited by Stevoisiak at 11-01-08 03:00 PM) Link
Originally posted by Mega-Mario
does anyone know where I could find a video showing a NSMB VS multiplayer beta ? It seems some objects are missing in these unused multi-player levels.


Do you mean the beta levels, or the beta video where there is adventure co-op. (Yeah, there was origionaly adventure co-op. Why it was removed, I have no clue.

Treeki found and made usable the beta levels first.

http://jul.rustedlogic.net/thread.php?id=2237

The beta multiplayer is shown below. (Has not been found in final version of game)

<object width="425" height="350"> <embed src="http://www.youtube.com/v/6cnZB7O-3Jg" application/x-shockwave-flash" width="425" height="350"> </embed> </object>


Why they took this out, I have no clue. Annoyingly, they did the same thing in Super Mario 64 DS.
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Posted on 11-01-08 04:55:44 PM, in Super Mario 64 DS discoveries Link
Originally posted by Sonicandtails
Originally posted by Stevoisiak
Originally posted by wowfunhappy
I've tried to do something similarity in the past- replace the "Castle_main" (Inside Castle, probably) stage with the "Koopa_1_map", or something similar (Bowser in the Dark World, probably). When ever I do so, when I go to test the game, the game starts and I can see the main menu and play minigames, but as soon as I choose adventure and load a file or start a new game, I get the white screen of death.



Well, I see a few reasons why you may have had trouble.

1. He used the test level, which is accesable by code, so messing with it probably doesn't affect the game too much
2. Maybe certain objects crashed it. Like The paintings in the castle
3. Could it have been the outside castle, where you start the game that you edited?
4. Or, maybe you just did something wrong. Rom hacking is a pretty comlex thing after all.

Or he used something like ndstool instead of nitroexplorer which tends to blow up pointers.

That would fall under #4 I believe. There are plenty of things that can go wrong in ROM hacking. These things weren't designed to be played around with.
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Posted on 11-01-08 05:58:38 PM, in SM64 Music Editing Link
Originally posted by messiaen
The problem is converting a track which uses simultaneous notes, that is easy to do in MIDI but a pain in the Mario64 format. That is, at least to my very limited programming experience, I don't understand yet more complex data represations which might be needed for such tasks.


Ohhh, so in other words you can't find an automated way to have two notes play at once!

Originally posted by messiaen

I was just experimenting some stuff and got another very important command! As stated in my WIP music format specification, there are three ranges of "playnote" events, which are alternated to get smaller music data (I guess an analogy could be drawn between this and the vADPCM format used for sounds, which compresses based on a 'table' of predictors to get optimum results).

Each of these ranges covers only 0x40 bytes, as oposed to the 0x7F (127) possible notes of a MIDI event (pretty much all the human high and low frequency hearing thresholds).

Anyway, all of this is to say that command 0xC2 is the tranposition factor (in semitones), usually used as mutiples of 0x0C (12 semitones, that is, an octave). It's needed if you want higher/lower notes than the usual range. The param read is just one byte.


Uhhh, in English? All Im getting from this is you found a way to edit pitch using a smaller amount of data.
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Jul - Posts by Stevoisiak


Rusted Logic

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

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