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05-03-22 06:12:12 AM
Jul - Posts by VL-Tone
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VL-Tone
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Posted on 08-23-07 06:37:58 AM, in TT64: Sky Background Textures?; last edit by VL-Tone on 08-23-07 06:43 AM Link
Time: Now - Date: Today - Weather: What can be seen outside. - Mood: How it feels. Answer to the universe: 42
Dec1234: Welcome to the forum

Try to make a more descriptive title for threads next time. Yours was only "TT64". I changed it to "TT64: Sky Background Textures?". But don't worry too much, mistakes can happen

The next version of TT64 will mainly be bug fixes. It should be released in a few day. Importing and exporting sky background textures will be added in the version just after (0.7b?).

kingwhomp: Also welcome to the forum. Little tip, you can use the "url" BBcode tag to make an url address clickable. Check out the Rules/FAQ for more detail on the syntax. You can also use the "a href" html tag if you know how.

Thanks for the help about the offsets, but I already knew where to find these, since a long time ago. Sky textures are stored in their own MIO0 data banks. Since they're stored in a different way than other textures, I'm gonna create a new interface for this. The bitmaps themselves are stored in the same RGBA8888 format, but the whole texture image is built out of texture tiles.

Aside from importing and exporting sky textures, version 0.7b will (probably) also enable you to chose which one is used by which level.

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VL-Tone
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Posted on 08-23-07 06:53:01 AM, in Post your SM64 mods, patches and screenshots here! (NO ROM LINKS!) Link
Time: Now - Date: Today - Weather: What can be seen outside. - Mood: How it feels. Answer to the universe: 42
Johnnyaf: first, the (now) usual welcome!

Photobucket makes it easy for you to paste images in forums, look for the text inside the "IMG code" box under each image. Copy this text, and paste it in your post, which by the way you can edit.

Your screenshots are a little big though, so you might want to limit posting only one or two in a single post, or upload smaller versions to Photobucket.

I would recommend that you guys read the Rules/FAQ page more attentively, since it explains how to insert images and urls in posts. If you're still not sure how, you can go ask questions in the Help, Suggestions, Bug Reports forum.



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VL-Tone
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Posted on 08-23-07 08:47:13 AM, in SM64 Sound Hacking; last edit by VL-Tone on 08-23-07 08:50 AM Link
Time: Now - Date: Today - Weather: What can be seen outside. - Mood: How it feels. Answer to the universe: 42
Very interesting application you found Awwe! I remember someone ripping sounds from n64 games, but when I downloaded his SM64 rips, I found that they were corrupted or empty. It seems that the latest version of SRIP is the one to use with SM64.

Most of the sounds (Mario's voice) are sampled at 16Khz. You can use /s 16000 so that SRIP will produce 16Khz WAV files. It doesn't change the size, just the Khz setting in the WAV header so that your sound player will play the sound at that Khz setting. Peach's voice is meant to be played at 22.050 Khz.

For a moment I was like "OMG there an unused Yoshi Mount sound!", but then I remembered that this is the sound he makes when you meet him on the roof...

Here are some sounds that may be unused, or maybe it's just my memory failing again:

A000816: Mario saying Doh!?
A001007: Mario coughing?
A000512: Crickets?

You can click on them to play them.

There's tons of very interesting stuff in that CONTROL.H file that SRIP generates. That will be very useful to eventually add a sound import/export feature to TT64 (don't count on it soon though).

I had other things to post about SM64 sound hacking, but I'm tired... I'll add some stuff tomorrow.


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VL-Tone
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Posted on 08-24-07 06:32:48 AM, in Older bug reports (Version 0.5b) Link
Time: Now - Date: Today - Weather: What can be seen outside. - Mood: How it feels. Answer to the universe: 42
Originally posted by The Glitch
Yeah, I wish to report this one bug that has forced me to restart a project, twice.
For some reason, TT64 will just stop detecting certain objects in a level for me, the first time was with the star block in Bom-Omb Battlefield, all I did was change it's location, and save, next time I pulled TT64 up, it was just gone, I remembered where it was and it was just gone, yet it appeared in game for me, the second time happened in Whomp's Fortress, a Thwomp 2 and Small-Thwomp I had placed just disappeared as well, I have no clue was is making this happen for me, but it does happen.
Thing to take note of however, is that it doesn't happen all -that- often, but it does occur however for me.
My OS is Windows XP Home, Service pack 2, and I have 1GB of RAM, and with Microsoft .NET Framework 3.0 installed.


Ok, I'd like to help you, and hopefully fix that bug, but I need more details.

First, is this happening with 0x24,0x42 or 0x43 objects?

Second, when you say the objects are "gone", do you mean only visually in the 3d view? Are they also missing from the object list on the left? If so, does the number of objects in that list decreased compared with a fresh ROM?


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VL-Tone
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Posted on 08-24-07 10:14:20 AM, in Older bug reports (Version 0.5b) Link
Time: Now - Date: Today - Weather: What can be seen outside. - Mood: How it feels. Answer to the universe: 42
Originally posted by The Glitch
Well, The problem seems to be bigger then what I thought, compare these object lists:

These two TT64s have two different M64 ROMs loaded up, one with a unmodded WF, and one with the WF with the disappearing objects.
So yeah, it is Macro objects disappearing entirely from TT64's view.


Ok then, it pretty much confirms what I thought. It's (probably) the same bug that caused some 0x42 objects to be skipped in Bowser Course 3. The bug happens when Macro Preset 30 (0x1E) is found, which cause the level script loader to stop loading 0x42 objects. It's already fixed in 0.6b which should be released soon. Opening this ROM in version 0.6b should display all objects.

The fact that you had to restart your project twice, and other similar situations prompted me to add some new features, that I wanted to add anyway. It took me all night to implement them and they seem to work now, and now it's more a matter of debugging these to be sure they work correctly, and integrating them into the interface through a menu.

These features are:

Revert All From Original
Revert Level From Original
Revert Object(s) From Original


In version 0.6b, TT64 will now include all level scripts from the original game (that include all object commands etc.). That way you'll be able to revert to the original objects and commands if you screw up. You can do it for the whole game (I'll have to put a warning "Are you sure?" for that one), or on a level basis, or simply reverting the selected object. The latter is different from the "Revert Object" button which revert selected objects to the last saved version.

Other features I added:

Load All Levels From File
Load Current Level From File

Save All To Level File
Save Current Level To File


Something I wanted to add since a long time, and it was relatively easy since the editor was built with this in mind. TT64 0.6b will be able to save and load levels as a .txt file. You'll be able to decide to save only the current level, or all levels at once in the same file.

When loading a level file, you will be able to choose to load only the data for the current level, or all levels at once. That way you'll be able to mix and match levels from different projects (ROMs).

I also plan to add the possibility of choosing more arbitrarily which levels to load from or save to a level file, though I'm not sure this particular feature will be in 0.6b.

The level .txt files won't be intended to be edited manually, but experienced programmers/hackers may want to take a glimpse inside these.


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VL-Tone
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Posted on 08-27-07 03:35:56 AM, in ToadsTool Suggestions Link
Time: Now - Date: Today - Weather: What can be seen outside. - Mood: How it feels. Answer to the universe: 42
Originally posted by fiercelink
Im Making This Thread So We Can Post our suggestions so VL-tone can put the ones he likes in ToadsTool


(VL-Tone Plz Sticky)

EDIT:
Here's My Suggestions

1 A script editor (TO make stuff like a fire mario (shooting fireballs)

2 Model Importer/Exporter

3 if not the 1 above a model editor

Ill post more


1. No... You don't seem to understand how this works. While there are "behavior scripts", these are usually 3-10 commands that refer to ASM code. Editing the actual behavior would require a Dissasembler/Assembler, and some deep knowledge of the variables/registers used. We're far from that point.

2. You're the 100th person to ask this! You win a prize! Click HERE to claim your prize.

3. Look for the link found in number 2.

So if you have other suggestions, please try not to ask for obvious things. It's obvious that everyone would like to import/export objects. It's obvious that everyone would like to at least edit the geometry. It's also obvious that people would like to make heavy modifications to behaviors. I would like these myself to happen someday, I don't need them to be suggested to me.

Sorry if that sounded rude, but if you read the TT64 FAQ you'd know why number 2 and 3 are not planned anytime soon, and that these are frequently requested features.




I never said it was impossible to import objects, and the model format is known up to a point, because if I didn't find how, I wouldn't have been able to decode the level and object geometry that's displayed in TT64.

The SM64 model format is not simply a bunch of data fields, they are sequences of commands that control the RSP graphic chip. These commands include features that don't exist as-is in popular 3d model formats. For example, some command initialize the RSP chip, other set multiple parameters affecting how polygons are drawn, or reset them. Commands are used to jump all around the drawing script. Models like Mario's head with animated eyes have different entry points for each eye animation, setting a different eye texture, but then jumping back to a shared set of commands.

And this is only part of the problem. Importing new models would mean having to manage polygon data banks that can vary in size, and I'm sure there would be endless problems with trying to import certain models that happen to produce unsuitable n64 drawing code.

I'm a little tired of having to explain these things, especially since many people asking for it probably don't understand why it wouldn't be easy, despite my explanations. I while some smarter people might be able to tell me how to get around each of the issues I could have, the total amount of problems/issues I could run into just doesn't inspire me to do it.

I simply don't feel like working on this and no amount of begging will change a thing.


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VL-Tone
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Posted on 08-27-07 03:46:47 AM, in Help/Questions about Toad's Tool 64 and SM64 hacking Link
Time: Now - Date: Today - Weather: What can be seen outside. - Mood: How it feels. Answer to the universe: 42
There's actually a bug in TT64 regarding grayscale textures. The alpha mask is inverted, and TT64 will incorrectly reduce the number of grays in alpha channel when you export to ROM and in some cases creating black where white is supposed to be (or the opposite, I don't remember).

This bug is fixed in my working build. Seeing as you guys have problems that are fixed now in the unreleased version, makes me want to release it instead of completing the implementation of that new load/save levels feature.

A lot of bugs are fixed now in the "soon to be released" version 0.6b and I guess it would be a more pressing issue than waiting to have some new feature. That could wait for a quick 0.7b version.

And like The Black Parade mentionned, there's a LOT of empty space in the extended ROM, actually 6MB out of 24MB. There's also space that could be used where the original MIO0 banks are stored.

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VL-Tone
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Posted on 08-27-07 03:49:33 AM, in Older bug reports (Version 0.5b) Link
Time: Now - Date: Today - Weather: What can be seen outside. - Mood: How it feels. Answer to the universe: 42
Originally posted by Diglidi-Dude
There are absolutely no error message. It just doesn't save.
I do click "Save texture to rom" and "Save", but no.

And yes, I has 0.5b.


Actually you should only have to click on "Save texture to rom". The "Save" button only save the levels.

What happen when you click the "Revert From ROM" button after you saved your texture?


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VL-Tone
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Posted on 08-27-07 04:30:02 AM, in Is there a yoshi egg anywhere in the game? Link
Time: Now - Date: Today - Weather: What can be seen outside. - Mood: How it feels. Answer to the universe: 42
If you guys are interested about more SM64 Beta stuff (and I bet you are), this page http://z64.emedian.net/logo.php?id=sm64beta_v1 has just about every Beta screenshots ever found, and many beta videos in .avi or .mov format. The only thing is that it was a little slow to load when I tried, and everyone here jumping there at the same time won't help.

BTW it's not true that all levels have the same collision map, the outside of the early Beta Castle is different, and the inside is very different.

Another thing to note about the early Beta stuff is that despite the low-res of the videos and pictures, you can see that many textures are higher resolution, probably 64x64 instead of 32x32.

Also, Mario has a different triple-jump move, where he spins around, not unlike in Super Mario Galaxy. The same move can be achieved in the released version if you jump on a fly-guy. I wish that someday we'll be able to restore that triple-jump move.

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VL-Tone
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Posted on 08-27-07 04:31:40 AM, in Major Modding Project in Progress! Link
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Before going any further... Have you guys ever heard of something called "paragraphs"?

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VL-Tone
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Posted on 08-27-07 04:39:24 AM, in Restoring coins to their beta counterpart Link
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Editing the physics of the coins would require ASM editing. And even someone knowing n64 ASM would need to work on finding which registers, memory variables and functions are used by the behavior code.

While you may already work on the graphics for the coins, TT64 0.6b will fix a bug related to the importing of grayscale textures (and coins are grayscale).

I think that the main reason they changed the coins is that they decided to make them "star coins".

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VL-Tone
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Posted on 08-27-07 04:41:45 AM, in All Super Mario 64 Hacking Docs; last edit by VL-Tone on 09-11-07 04:33 PM Link
Time: Now - Date: Today - Weather: What can be seen outside. - Mood: How it feels. Answer to the universe: 42
No, as I explained in some other reply, while I know a few things about what I call "behavior scripts", these scripts are actually pretty basic and call ASM code routines which contain all the physics and actual behavior code.

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Posted on 08-27-07 04:59:45 AM, in TT64: Sky Background Textures? Link
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Woohoo! It's VL-Tone's temporary posting spree

The sky textures can vary in height. They're all 249 pixels wide.

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Posted on 08-27-07 05:02:52 AM, in SM64 Sound Hacking Link
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Well I'll probably work on sound importing/exporting someday. But like many other things of this nature, the problem will be that importing larger sounds will be impossible unless the data is moved around to free up space.

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Posted on 08-27-07 05:05:00 AM, in Signs and a little advice. Link
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TT64 can only edit which messages are shown, to edit messages, level names and act names (like "Footrace with Koopa the quick") you need the Super Mario Text Wrangler, found on this page: http://homepage.mac.com/qubedstudios/Mario64Tools.htm

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Posted on 08-27-07 05:25:18 AM, in Super Mario World hack plays itself Link
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Wow, just wow!

This is the kind of things that makes me say to myself "I wish I had thought of that!". And then, it's one thing about thinking about the basic concept, but what these guys have done is very complex and impressive.

Are there any similar "automatic Mario" things made for Super Mario 3? SMB3 also features note blocks, elevators on paths and hills, I guess it would be possible to do something interesting.

Now, how about doing an automatic SM64 level Obviously, doing it for SM64 will be much more interesting when in a year (or two) you can create and add new level geometry using TT64. Still, some clever stunts could be pulled with existing elevators, enemies, platforms and blocks.

As for the audio being out of sync, I read somewhere that more of these videos were originally found on nicovideo, which supposedly features a weird Flash video player and that converting videos for youtube often result in off-sync audio.

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Posted on 08-27-07 05:48:53 AM, in Build A Masterpiece #2 Link
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Originally posted by Drag
Just so you know, the original Build A Masterpeice was about *DRAWING*. In that you would contribute something small, but it'd be from you DRAWING it in, instead of just copypasting every video game-related sprite you can think of.

...just so you know.


Oops, well I didn't know that...

I couldn't resist putting the StarFox ship since that big angry moon reminded me of that special asteroid you have to shoot in the SNES StarFox to make the black hole appear... Maybe the ship was a little big though.



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VL-Tone
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Posted on 08-29-07 07:05:13 AM, in Help/Questions about Toad's Tool 64 and SM64 hacking Link
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Actually, the logical thing to do would be to release the bug fix as 0.5.1b and the one with the load/save level feature as 0.6b.

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Posted on 08-29-07 07:13:08 AM, in ToadsTool Suggestions Link
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Integrating the text editor was always in the plans. Currently it's not integrated. The menus for signs and Toad will show you the text from the game, but won't let you edit it. Actually it only shows the original text, it doesn't load it from the ROM.

The main issue is that the Text Wrangler shares some function names but the functions are sometimes different. Also, TT64 uses a different Binary I/O Xtra (Director Plug-in), so I'll have to change the code so it uses the same one (using both Xtras at the same time creates problems).

It won't be that hard, but the fact that it's not straightforward kept me from adding it sooner.

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Jul - Posts by VL-Tone


Rusted Logic

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

36 database queries, 39 query cache hits.
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