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05-03-22 06:15:53 AM
Jul - Posts by Celux
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Celux

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Posted on 05-27-11 09:10:54 AM, in Post your SM64 mods, patches and screenshots here! (NO ROM LINKS!) (last edited by Celux at 05-28-11 06:38 AM) Link
For anyone needing music imports for their hack, I am making many .m64 sequences and uploading them here free for anyone to use:
Link

Starting today there are already nearly 2 dozen high quality .m64 files available.

Edit:

SM64 Star Road - Retro Remix Castle (Preview 10)




This will probably be the last preview before release. There are now 101 stars in the master rom, 13 of 15 main levels complete. I also need to make 3 sections of the hub (1 section's model is complete), the Wing Cap level and the final boss (not Bowser course 3, that's complete. Just the stage where you have the fight).

For this preview I show you one of the levels with fancier object behaviors rather than loads of eye candy. This level is not recently made, I have made 2 main levels and 7 side levels since it. I'm quite proud of the train model. Enjoy!

<object width="480" height="385"><embed src="http://www.youtube.com/v/UMDHty6-n3k?fs=1&hl=en_US" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="385"></embed></object>

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Celux

Red Cheep-cheep
Level: 32


Posts: 113/202
EXP: 202421
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Since: 09-22-08


Since last post: 7.2 years
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Posted on 05-28-11 11:26:44 PM, in Help/Questions about Toad's Tool 64 and SM64 hacking Link
Originally posted by dVanDaHorns
Hello everyone
So I am working on an SM64 hack for a while now, and I have been experimenting with a few things with the level importer.

Anyways, I attempted to create a diamond platform (a type of platform used in-game, one good example is the pedestal with the warp pipe at the end of Bowser's first level) using Google Sketchup. Anyways, when I import said platform into SM64, the game sticks up a whole bunch of invisible walls around the platform... 3 of the 6 edges have invisible walls (and of the 3, only 2 are adjacent, the third one is on the other side.)
Here is a vid, if this helps,
http://www.youtube.com/watch?v=hJR8xWytJ3o

Can someone plz tell me what's going on, and how I can fix this?

Thanx!


In the obj importer, tick the box that says "enable death floor on bottom"
Celux

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Posted on 05-29-11 12:49:04 AM, in Help/Questions about Toad's Tool 64 and SM64 hacking Link
Originally posted by dVanDaHorns
Originally posted by Celux
Originally posted by dVanDaHorns
Hello everyone
So I am working on an SM64 hack for a while now, and I have been experimenting with a few things with the level importer.

Anyways, I attempted to create a diamond platform (a type of platform used in-game, one good example is the pedestal with the warp pipe at the end of Bowser's first level) using Google Sketchup. Anyways, when I import said platform into SM64, the game sticks up a whole bunch of invisible walls around the platform... 3 of the 6 edges have invisible walls (and of the 3, only 2 are adjacent, the third one is on the other side.)
Here is a vid, if this helps,
http://www.youtube.com/watch?v=hJR8xWytJ3o

Can someone plz tell me what's going on, and how I can fix this?

Thanx!


In the obj importer, tick the box that says "enable death floor on bottom"

Been there, done that. It's been ticked since I first imported the level, since I want the death floor :/


open the level in TT64 and see if the level overlaps the level boundary.
You can also check the model in google sketchup for any unused polygons underneath that spot.
Celux

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Posted on 06-04-11 12:58:00 AM, in Post your SM64 mods, patches and screenshots here! (NO ROM LINKS!) (last edited by Celux at 06-03-11 10:02 PM) Link
I made a new midi for course 15 in SM64SR. This is certainly my best so far:
<object width="480" height="385"><embed src="http://www.youtube.com/v/cefSqfPP1-o?fs=1&hl=en_US" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="385"></embed></object>
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Celux

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Posted on 06-05-11 04:56:03 AM, in Help/Questions about Toad's Tool 64 and SM64 hacking Link
Originally posted by RDX
Which hex editor do most of you guys use?

Madedit.
Celux

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Posted on 09-09-11 04:32:52 AM, in Mario 64 Level Importer Link
Originally posted by vinnyboiler
Originally posted by Kenshi
Originally posted by messiaen
It's almost done, I just lack the time to sort out a few details and finish some new features, so I can't tell you exactly when it's going to be released, but probably this month.


This is slightly off topic but thats a model from Banjo Kazooie or one of the RARE games for n64 right? Any place I could get these models or are you exporting them yourself? Thanks.


I'm almost certain that he's using this program to export the model. It's called Bottles' Glasses and it can rip models from Banjo Kazooie and (to a limited extent) Banjo Tooie, there's also plans to add support for Donkey Kong 64 though I don't think any new revisions will be out any time soon.


I think it's more likely he's using the better-known 3DXRipper or Rice's 1964 Video Plugin. Both of these can rip models and textures from any N64 game, as well as 3DXRipper being able to rip from any other program using DirectX.
Celux

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Posted on 10-10-11 03:45:56 AM, in Help/Questions about Toad's Tool 64 and SM64 hacking Link
Originally posted by Ragin
I am having problems with a levelmodell at the moment:
I tested it a few times during the modelling process and it worked without any problems in the game and in Toadstool. Today I finished modelling and imported the product, again without any errors, all changes are visible in the game. However, Toadstool cannot open it anymore, atempting to open it produces a "Property not found #texture" error.
The level is quite complex, it consists of more than 6000 Polygons, but it is still inside the save limitations of 6500.
I read about this error in this thread, but the solutions I found didn't work for me.

This is what I already tried:

- import OBJ into a new untouched ROM (this is why I think the model is the problem)
- Texture all faces, even those which are on the "outside" of the Level (My other models I imported also have the default texture from Sketchup in them, but they are working fine)
- reduce the amount of textures used (I've been using 20 textures from the original game, no custom ones)
- undo some of the final changes on the model, but not all of them
- delete like half of the polygons in the Level

It would be amazing if somebody knew a solution to this, since I put a ton of effort into this level.


Import the level with "Don't use textures from material file" checked, then edit the level in Toad's Tool and re-import it with textures when you are done. I have this problem all the time.
Celux

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Posted on 10-10-11 03:47:44 AM, in Mario 64 Level Importer Link
Originally posted by Megaman511again
I am having a problem playing the ROM, when I enter a place I made; It freezes saying something about micro stuff.


Sounds like the memory imploded. Change the 0x0E object bank to "Wing Cap" and see if it works.
Celux

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Posted on 11-07-11 06:09:06 AM, in Help/Questions about Toad's Tool 64 and SM64 hacking Link
Originally posted by Ello
Hey,

i got a little question about textures in TT64.
I know how to change textures for objects in TT64, but when i do, for example i changed the one of the breakable box, now all the breakable boces in the other levels are changed as well.
I thought that is normal, but! i noticed, that the tumbling bridge in Whomp's fortress and the tumbing bridge in Hauted house have diferent textures, but the same model & behaviour ID. Would be nice to know, how to do that for other objects

Ello


They may have the same model id in the original SM64 courses, but they have separate geo layout pointers, meaning their models and textures are stored in separate places. To create a model the same which uses separate textures, you would need duplicate its geo layout and display list to another place in the course's loaded banks, and update all the pointers. Then, you would need to change the 0xFD command so it points to a new texture somewhere else also within the course's loaded banks.

This is fairly complicated to understand in plain writing. I plan on attempting to make some tutorials for some of the more advanced hacks after I complete Star Road.
Celux

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Posted on 11-09-11 08:35:48 AM, in Help/Questions about Toad's Tool 64 and SM64 hacking Link
Originally posted by Cajetan
I have a question:
"What is a SM64 Bank?"
Is it something that stores object's? Or is it really something different? Also, why is its name: "bank"? I read somewhere in the archives of the acmln board that the name "bank" isn't correct.


Eh, I might not be using the correct terms, but I call it a bank. In SM64, they are sections of the Rom which are loaded into memory which are used by the course (or other places such as the title) to access models, scripts, sounds and many other things.

Lately I've been knuckling down to learn C++, I've almost learnt enough to make a simple-ish program which works along side frauber's obj importer to replace the object models in SM64. I've just been experimenting with it, but I'll get busy finishing it off after SR is finished.
Celux

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Posted on 11-10-11 04:15:35 AM, in Help/Questions about Toad's Tool 64 and SM64 hacking Link
Originally posted by Cajetan
Originally posted by Celux
Originally posted by Cajetan
I have a question:
"What is a SM64 Bank?"
Is it something that stores object's? Or is it really something different? Also, why is its name: "bank"? I read somewhere in the archives of the acmln board that the name "bank" isn't correct.


Eh, I might not be using the correct terms, but I call it a bank. In SM64, they are sections of the Rom which are loaded into memory which are used by the course (or other places such as the title) to access models, scripts, sounds and many other things.

Lately I've been knuckling down to learn C++, I've almost learnt enough to make a simple-ish program which works along side frauber's obj importer to replace the object models in SM64. I've just been experimenting with it, but I'll get busy finishing it off after SR is finished.


Are you going to release it? Just a short question. Dudaw did the same with the mario model, he released yesterday the sm64 patch which contains the Kirby player + all the coding and models.


Why would I go to the effort to make something like that If I did not plan on releasing it?
Celux

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Posted on 12-20-11 07:45:44 AM, in Post your SM64 mods, patches and screenshots here! (NO ROM LINKS!) (last edited by Celux at 12-20-11 04:46 AM) Link
Meltfire and Ragin, I've got to say, you two are really great! I look forward to seeing what you can do with my importer (If you can work out how to use it, It's not very friendly to anyone who is unfamiliar with editing behaviors unfortunately).
Celux

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Posted on 12-21-11 09:36:59 PM, in Help/Questions about Toad's Tool 64 and SM64 hacking Link
Originally posted by PIGEON1qwerty
Hi, I don't know if this is a pretty n00bish question, but can you change the number of stars needed to open the cannon outside the castle? I think one or two stars in my hack may be impossible to get...

If this can't be done, can you change the time that you need to beat to get the secret star in The Princess's Secret Slide?

Sorry for being a n00b...


Go to 0xABA12 in a hex editor to change the amount of stars needed for the cannon.

Frauber's obj importer has an option for setting the peach's slide timer.
Celux

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Posted on 12-25-11 10:07:07 PM, in Super Mario Star Road RELEASE! (Download avaliable) (last edited by Celux at 07-13-13 03:39:37 AM) Link
My full SM64 hack 'Super Mario Star Road' is complete. See the trailer below.

Download

Feel free to give feedback.
<object style="height: 390px; width: 640px"><embed src="http://www.youtube.com/v/_JBdxcnyxeQ?version=3&feature=player_detailpage" type="application/x-shockwave-flash" allowfullscreen="true" allowScriptAccess="always" width="640" height="360"></object>
Celux

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Posted on 01-22-12 05:50:17 AM, in Mario 64 Level Importer Link
I made a simple program for replacing non-level models, download it here: http://www.youtube.com/watch?v=dLxwZ1g81ho
Celux

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Posted on 01-22-12 09:45:11 PM, in Mario 64 Level Importer Link
Originally posted by vinnyboiler
Originally posted by Celux
I made a simple program for replacing non-level models, download it here: http://www.youtube.com/watch?v=dLxwZ1g81ho


I've just been testing it now (The program is awesome by the way, I'm really grateful to you for making it),
*snip*
(Right is how it looks in my modelling program and left is how it comes out in-game)

I have limited my model to two 32*32 textures as per instructions in your model importer, though I don't think I can limit the textures any more than that. I don't suppose their is another way to overcome this?

(Though looking at the SM64 in game model, it seems that the game confused the green texture for two different textures. Maybe it's an error in Sketchup?)


I have not yet told the importer how to handle anything other than 32x32 textures, so when copying a 64x32 texture, it gets all the sizes and locations wrong. I intend to fix this at some point.

Not using the textures from MTL file in the A/ and B/ category causes problems. You will find that if you enter another level, Mario's head textures will change.

Messiaen, the reason I am not automatically altering behavior scripts (for collision) and geo layouts is so the user can manually do it themselves, changing the behaviors and layouts without it being wrecked every time they re-import.
Celux

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Posted on 02-09-12 04:33:49 AM, in Super Mario Star Road RELEASE! (Download avaliable) Link
NGamer Magazine contacted me and asked some questions for a magazine feature. It is rare for a rom hack to be publicized to this extent, so I'll be pleased to see it. I'm importing the magazine from the UK, so I'll post an image once I find the article.
Celux

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Posted on 02-10-12 04:19:42 AM, in Super Mario Star Road RELEASE! (Download avaliable) Link
Originally posted by vinnyboiler
Originally posted by Celux
NGamer Magazine contacted me and asked some questions for a magazine feature. It is rare for a rom hack to be publicized to this extent, so I'll be pleased to see it. I'm importing the magazine from the UK, so I'll post an image once I find the article.


If you want, I can scan the article here if it will be quicker. NGamer is sold at my local Tesco's (Walmart) so it will be pretty quick for me to pick up and upload


I have no idea which issue it will be in, but the editor implied that it will also be featured on the official website at the time. The news agent down here has been importing the magazine for years, which I pick up occasionally. If you are interested in reading it yourself, that would be helpful, in case I miss it.
Celux

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Posted on 02-14-12 10:50:42 PM, in Super Mario Star Road RELEASE! (Download avaliable) (last edited by Celux at 02-14-12 07:53 PM) Link
Originally posted by MarioGame2222
I JUST SAW THIS HACK IN A GERMAN GAME MAGAZINE?!?!?!?!?!?! O.O

Wow, You are getting Famous!


Magazine count: 3
Could you give a photo?

Hopefully the Star Road sequel and MKWii All-Stars will spread even further.
Celux

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Posted on 02-15-12 10:47:08 PM, in Super Mario Star Road RELEASE! (Download avaliable) Link
Originally posted by MarioGame2222
Originally posted by Celux
Originally posted by MarioGame2222
I JUST SAW THIS HACK IN A GERMAN GAME MAGAZINE?!?!?!?!?!?! O.O

Wow, You are getting Famous!


Magazine count: 3
Could you give a photo?

Hopefully the Star Road sequel and MKWii All-Stars will spread even further.


http://www.videogameszone.de/Super-Mario-64-DS-NDS-104840/News/Super-Mario-64-Fan-programmiert-Nachfolger-zum-JumpnRun-Hit-News-des-Tages-862265/

That's the Link to the Web Article of the Magazine. I don't have a Real Copy of it, Actually I am just Reading the Online Articles.

P.S. An Question: How did you Changed the ROM Name? (Not the File Name, I mean that it shows SUPER MARIO STAR ROAD instead if SUPER MARIO 64?

:3


Open the rom in a hex editor. Change the text near the start of the file.
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Jul - Posts by Celux


Rusted Logic

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

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