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05-03-22 06:12:34 AM
Jul - Posts by VL-Tone
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VL-Tone
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Posted on 10-26-09 05:43:45 PM, in Toad's Tool 0.6.0 (On hiatus for an indefinite amount of time) (last edited by VL-Tone at 10-26-09 03:02 PM) Link
Time: One second ago - Date: Tomorrow - Weather: Sunshine - Mood: Moody Answer to the universe: Yes
Thank you very much cooliscool!

Do I have to add the commands in the same order as they appear in the .obj file?

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VL-Tone
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Posted on 10-27-09 05:13:50 AM, in Toad's Tool 0.6.0 (On hiatus for an indefinite amount of time) (last edited by VL-Tone at 10-27-09 09:00 AM) Link
Time: One second ago - Date: Tomorrow - Weather: Sunshine - Mood: Moody Answer to the universe: Yes
Ok I got the level in SM64. But the blending still doesn't work... furthermore, using these additional commands you provided disable vertex coloring everywhere.

This is using the cmb, gset, gclear, oml and omh commands from the .obj file:


This is using my own header and only the cmb command from the obj file.:


Here's what my standard "header" looks like now:

 E7 00 00 00 00 00 00 00

BA 00 14 02 00 10 00 00
B9 00 03 1D C8 11 30 78
F8 00 00 00 00 00 00 FF
BC 00 00 08 0E 49 F2 B7
B7 00 00 00 00 08 22 04
B6 00 00 00 00 02 20 00
FC from the obj file (cmb)
BB 00 00 01 FF FF FF FF
F5 10 10 00 00 01 40 50
F2 00 00 00 00 00 C0 7C
FD 10 00 00 09 00 58 00
E6 00 00 00 00 00 00 00
F3 00 00 00 07 3F F1 00
E8 00 00 00 00 00 00 00



The header used when all the other commands are used is the same, except with the 0xB6, 0xB7, 0xB9 and 0xBA command being replaced by the ones from the .obj file.

The previous screenshots were from SixtyForce on the Mac.

Here's what it looks on PJ64 1.6 on Windows:

With my header and only the setcombine from the .obj file.

One little difference with SixtyForce is that PJ64 applies vertex coloring where blending should've occured (look at the yellow paths).

Here's with the cmb, gset, gclear, oml and omh commands in PJ64:


Weird eh? PJ64 completely went bunkos with the textures, and seems to choose random textures from Mario and the Castle each time you start the level.

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VL-Tone
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Posted on 10-27-09 05:58:11 AM, in RSS feeds for the board? Link
Time: One second ago - Date: Tomorrow - Weather: Sunshine - Mood: Moody Answer to the universe: Yes
Was it ever considered to add RSS feeds for the board? Would it be complicated? Ideally there would be one feed for the whole board, one for each sub-forum and one for each thread.

I use Google Reader a lot, and I would love to have jul posts integrated with the rest of my RSS feeds. But then, maybe I'm one of the few here that likes RSS feeds.

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Posted on 10-27-09 07:05:49 AM, in RSS feeds for the board? Link
Time: One second ago - Date: Tomorrow - Weather: Sunshine - Mood: Moody Answer to the universe: Yes
Oh well, I didn't expect much anyway, at least I tried

I used to think that RSS was not useful, but obviously my opinion changed. I'm subscribing to a lot of different sites/blogs about tech/video-games/retro stuff, instead of having to visit each of them to see what's new, I can get all the up-to-date feeds aggregated in Google Reader and only read the articles I'm interested in.

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Posted on 12-01-09 04:30:09 AM, in Toad's Tool 0.6.0 (On hiatus for an indefinite amount of time) Link
Time: One second ago - Date: Tomorrow - Weather: Sunshine - Mood: Moody Answer to the universe: Yes
Hi,

Just dropping by to say that I'm still alive and well

I didn't work much on TT64 lately (the usual, too busy with my job, worked 6 days/week). I still plan to release it before the end of the year, but I don't promise anything.

There's not that much left to do:

-Fixing the 3d preview for the importer: it doesn't take into account the individual texture scaling values for now.
-Adding a Mario proxy box/sphere to get an idea of Mario's size relative to the level.
-Adding custom backgrounds skies to imported levels.
-Finalizing/fixing the sky bg swapper/importer/exporter.
-Fixing the new Align/Copy/Paste menu options.
-A lot of error checking routines to be added to prevent the user from crashing TT64 by doing dumb things.
-Debugging.
-Updated documentation.


Fixing the 3d preview and adding a Mario proxy are not a priority, as the importer would still work without them, so I may drop these if I don't have enough time, and fix it in 0.6.1b. The sky bg swapper/importer and the possibility of adding them to custom levels are important features that are supposed to be included in 0.6b, but I may delay their inclusion in 0.6b if I have to.

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Posted on 12-01-09 04:38:38 AM, in Help/Questions about Toad's Tool 64 and SM64 hacking Link
Time: One second ago - Date: Tomorrow - Weather: Sunshine - Mood: Moody Answer to the universe: Yes
Originally posted by VideoGuy
This isn't technically a help question, but I wasn't sure where else to post this.

http://kotaku.com/5412516/mario-64-used-to-have-multiplayer
Mario 64 had multiplayer?

Knowing how Nintendo is with beta stuff, could this code still be in the ROM? Obviously we're quite a long way away from decoding it, but wild speculation is always nice.


I've seen this pop up a few times over the last few months, but I think that Miyamoto is getting old or something got lost in translation. What he did say many years ago is that he once had a prototype of Super Mario 64 2 running on his desktop with Mario and Luigi running on the same screen, and I think he's confusing this prototype with the development of the original game.

Even if they did experiment with a two player mode before the release of the first game, there's absolutely nothing that seems to be left of it in the released ROM, and as we've found a long time ago there's no trace of Luigi.

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Posted on 12-18-09 03:37:12 AM, in Help/Questions about Toad's Tool 64 and SM64 hacking Link
Time: One second ago - Date: Tomorrow - Weather: Sunshine - Mood: Moody Answer to the universe: Yes
You simply stumbled into a bug in TT64.

TT64 contains a temporary bitmap where texture are imported into before they're resized (and in the case of grayscale textures, changed into a grayscale bitmap) and copied into the real texture bitmap. The last texture imported before I saved version 0.5.994b happens to be the Luigi cap texture. In your case the TIFF importation somehow failed to work and to replace the built-in/default bitmap, so the "L" texture was copied into the target texture instead of what you wanted to import.

Note that TT64 can actually import texture from many more formats than the "Import from PNG" button implies (it can import JPG for example), but I guess that TIFF importation doesn't always work as it should.

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Posted on 12-18-09 03:50:25 AM, in Mario 64 Level Importer Link
Time: One second ago - Date: Tomorrow - Weather: Sunshine - Mood: Moody Answer to the universe: Yes
Originally posted by messiaen

The cheapo is that there aren't 64x64 textures, they have all been resized to 32x32.

The ROM won't open in Toad's Tool 64 since it uses a patch to enable extended memory. Also, for some reason even a modified ROM without the extended memory patch wouldn't work for some reason related to textures. TT64 just gave me a "#texture#" error I have never seen before. Maybe it's because the level uses a lot of textures?


Like I told you in a PM I unfortunately lost the exact version of the source code that became version 0.5.994b, so I can't simply release a 0.5.995b version with extended memory support, even if it would've been easy to do so. Anyway in about two weeks there may be a new version that will be released anyway

As for the "#texture#" error, can you tell me how many textures there are in the level you imported?


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Posted on 12-22-09 06:02:03 AM, in Toad's Tool 0.6.0 (On hiatus for an indefinite amount of time) Link
Time: One second ago - Date: Tomorrow - Weather: Sunshine - Mood: Moody Answer to the universe: Yes
Ok here's some little teaser:

The TT64 v0.6b splash-screen. It's not terribly different, but it shows some improvements/fixes that were made to the 3d renderer. For example, the current version was showing unintended coloring on some polygons, this has been fixed. You can play "spot the differences" if you want



For comparison, here's the 0.5.994b splash-screen



I might drop the Bob-omb Battlefield background completely and use a custom level instead (maybe Gecko's level) to show the main new feature, but I'm hesitant, I was using BoB because it's a familiar level and it clearly shows that TT64 can be used to edit SM64's existing levels (too).

Anyway these are purely cosmetic details for which I won't spend too much time.

As for the release date, I said "before the end of the year" but I also said that there was no guarantee that it would be released by then. Please don't wait by your computer december 31st for TT64 0.6b to be released My target is actually January 3rd, but it may be one week later or more.

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Posted on 01-04-10 02:46:53 AM, in Toad's Tool 0.6.0 (On hiatus for an indefinite amount of time) Link
Time: One second ago - Date: Tomorrow - Weather: Sunshine - Mood: Moody Answer to the universe: Yes
Hey there,

It will sound like something I made up, but I had a hard-drive failure on one of my HDD. Don't worry I did NOT lose the TT64 files, as they're on another HDD and I have multiple back-ups anyway. But I had to spend time reinstalling stuff, including Director 11.5 so it unfortunately took some of the time I had planned to use to work on TT64 while I'm not working.

Also, I found out that I broke something in the importer itself while experimenting with importing BK levels, and I have to fix this before I can work on finalizing the interface.

Like I said, that January 3rd date was a goal I gave myself considering it was my last day off from my x-mas vacation.

One thing I decided is that I will include the custom sky bitmap in the .t64 level files, meaning that the level file will contain everything needed to recreate a custom level. Doing so adds about 450k to the size of the level file, because it will be stored in a bloated ASCII 32-bit per pixel hexadecimal format. But it's not that bad, especially if you consider that zipped, the size of a level file will be something like 60k.

So I'll add another sky importer/exporter interface in the level importer module, so that you can import the sky bitmap before saving the custom level to the ROM, instead of after (and that will make it less confusing).

I won't give another pseudo release date, as I know I'm gonna be really busy at work in the following weeks (again), but I this point what's left to be done is mainly debugging and adding error-catching routines (ie. warn you if you try to import an .obj file that's too big instead of crashing).


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Posted on 01-04-10 02:52:30 AM, in Help/Questions about Toad's Tool 64 and SM64 hacking Link
Time: One second ago - Date: Tomorrow - Weather: Sunshine - Mood: Moody Answer to the universe: Yes
Originally posted by Zeldaman
fixed my last problem but... how do you place things you can walk where you want em to be, like I saw a feew things on youtube where the island in the sky is on the ground and such like that


The island in the sky in Bob-Omb Battlefield cannot be moved, it's part of the main terrain geometry (well you could move it but only by editing the polygons and collision map, which TT64 cannot do). Maybe what you've seen is the floating islands found in Whomp's Fortress, as those can be moved with TT64.

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Posted on 01-04-10 03:46:30 AM, in So what's your favourite programming language? (last edited by VL-Tone at 01-04-10 12:47 AM) Link
Time: One second ago - Date: Tomorrow - Weather: Sunshine - Mood: Moody Answer to the universe: Yes
As you might have guessed, my favourite programming language is Lingo (Adobe Director's scripting language) which I used to make TT64. I won't say it's the best/most powerful, but it's the one I know best.

What I like about it is how little initialization I have to do for my code, and how I don't have to care about memory management. I also love how I have access to relatively powerful 3d API's (again with much less initialization code than directly dealing with OpenGL) and can easily manipulate bitmaps offscreen, and on-screen, as "sprites". You can layout your interface directly on the screen using GUI tools and then control each item via scripting.

Of course it has its caveats. Aside from being expensive and closed-source, it's also neglected by Adobe. Also, you can't really deal with real OS-native widgets, and create things like custom dialog boxes. For example I had to code almost from scratch a scrolling text field widget because of limitations of the built-in ones. It's also much slower than C/C++.

I would love to learn more C/C++, but at this point, recoding TT64 in C/C++ would be too much work for me.



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Posted on 01-04-10 05:14:54 AM, in So what's your favourite programming language? Link
Time: One second ago - Date: Tomorrow - Weather: Sunshine - Mood: Moody Answer to the universe: Yes
Originally posted by Treeki
How does Lingo work anyway? I always thought it was one of those trigger/event/action drag-and-drop type scripting languages (Which are very simplistic and need a special UI to edit code in) but I don't think something like TT64 would be doable at all in one of those.

I guess I'm probably totally wrong


Well you are almost totally wrong

While Director comes with a small "Library" of buttons and "behaviors" that you can drag and drop, and it's possible to do simple stuff (like interactive animation) without writing a single line of code, Lingo is a full-featured programming language with hundreds of commands/functions, you can even do OOP with it.

Here's what Lingo looks like, but it's just a small example, you can do much more complex things with it.

on mariopal

global source,filepath,mariocolz,colnum

--Set currently edited color variable to 1
colnum=1

--Reopen the ROM
source=bagetfile (filepath,"rw")

--Load 144 bytes from bank 54 (Mario's bank)
listo=loadlistdec (54,0,144)

--Create a blank bitmap instance
canvas=image (16*6,16*6,32)

--Create an empty list variable (global) to hold current Mario palette.
mariocolz=[]

--Reclose the ROM
baclosefile (source)

--Initialize color position variable
cpos=1

--Set variable tile to a black bitmap square
tile=member ("paltile").image

--Set the source rectangle
srex=tile.rect

--Loop through 36 colors
repeat with i=0 to 35

--Set the x and y positions for the palette bitmap
x=(i mod 6)*16
y=(i / 6)*16

--Create a color variable containing R, G and B
col=rgb (listo[cpos],listo[cpos+1],listo[cpos+2])

--Add the color to the palette list variable
add mariocolz,col

--Set the destination rectangle for the tile in the palette bitmap
drex= rect (x,y,x+16,y+16)

--Copy the tile in the palette bitmap, colorizing with variable "col"
canvas.copyPixels(tile, drex, srex, [#ink:0,#color:col])

--Increment the color position
cpos=cpos+4
end repeat

--Set the content of image member to canvas.
member ("mariopal").image=canvas

--Call the custom "editcolor" handle to reset editing position in interface.
editcolor colnum
end



This is a simple routine that loads Mario's palette from the ROM, then draw the palette bitmap.

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Posted on 01-24-10 03:40:04 AM, in Toad's Tool 0.6.0 (On hiatus for an indefinite amount of time) (last edited by VL-Tone at 01-24-10 12:41 AM) Link
Time: One second ago - Date: Tomorrow - Weather: Sunshine - Mood: Moody Answer to the universe: Yes
Originally posted by HyperHacker
I don't suppose that language of yours offers some way to deal with compressed files? De/compressing them within the program would help prevent n00bs distributing needlessly large files. (Maybe you can use MIO0? ) Base64 would also help.


It doesn't offer a built-in way of compressing files, but I could write my own compression routine. It wouldn't be that hard, but considering how little time I dedicate to work on TT64, and how lazy I got from working 10-12hrs a day over the last two weeks, this simply isn't a priority.

Besides, while I know that some of you guys like to work on small, efficient stuff and hate bloat, at worse we would end up with 1mb files... We're in 2010, you can put 100,000 of those files on a 100Mb HDD, and a million on a Tera-byte drive. Even on a 56,6k modem it would only take a minute or two to download. And that's only in the case that a n00b didn't zip the file to something like 40k.

Originally posted by messiaen

Noobs actually distribute the whole ROM . What could be done is an external utility (let VL-Tone focus on TT itself) that compresses the ROM after a hack its finished, so that the final ROM is smaller.

On the topic of compression, ZZT has managed some interesting regardings compression, which is to change the compression type used in the Zelda Debug ROM. Surely at this point it wouldn't be practical to do something similar in Mario 64, however if we ever rewrite parts of the engine to get something more like a filesystem, that would be interesting.

Once the new TT is released, I may post a bit more about some ideas I have to make it much easier to add imported models as 0x24 objects. The trick is to avoid using segmented pointers and instead acessing everything from RAM (Mario's uCode supports that, such as on the Mario's face at the title screen, which is a dynamic display list).


We were talking about compressing the level file (mainly the sky bg bitmap data). Simply using an external ZIP compressor negates the problem.

As for the ROM, it will indeed be twice the size of the old one after using the level importer in TT64 0.6b (48Mb vs. 24Mb) and most of the time this added space will be unused. But if you did release a compressor that recompresses the ROM segments using MIO0 and removes empty space, you'd end up with a ROM that's not useable with TT64 so you'd also need to have a "re-extender" to be able to do so. But again, if we do have to use an external tool, why not using ZIP?

I look forward to see what you have in mind concerning the addition of new polygon objects in the game, as it will be the next step after 0.6b is released.

Edit: oh and some update about TT64's progress... well I have nothing to show you now, but I'm gonna work on it tonight, and hopefully have something to show you tomorrow.

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Posted on 01-25-10 03:04:47 AM, in Toad's Tool 0.6.0 (On hiatus for an indefinite amount of time) Link
Time: One second ago - Date: Tomorrow - Weather: Sunshine - Mood: Moody Answer to the universe: Yes
Don't get too excited, it may take a few weeks or more.

I don't have much to show today, because I mainly had to debug the importer code which got broken when I experimented with importing Banjo levels.

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Posted on 02-14-10 04:24:09 AM, in Changing Weather Effects Link
Time: One second ago - Date: Tomorrow - Weather: Sunshine - Mood: Moody Answer to the universe: Yes
I haven't been looking too much at the forum lately, and somehow overlooked this thread.

Very interesting find messiaen! There are still a lot of a little commands in the level and geo scripts that I never even tried to find what they were for, so there is still a lot of room for new things to be found simply by experimenting with script commands.

I've just integrated the weather effect parameter in the TT64 0.6b level importer. It would be harder to integrate it seamlessly into the main level editing interface (so you can edit weather effects for original levels) as the commands that are edited are only those from the level script.

It was planned originally that TT64 would be able to edit geo layout commands using the same interface (so you could edit things like colors, scale and other model properties). I still plan to allow this eventually, though it may be in a different module that also act as an individual model viewer.

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Posted on 02-15-10 01:08:10 AM, in Samus Aran in OOT! (I'm completely kidding I swear!) Link
Time: One second ago - Date: Tomorrow - Weather: Sunshine - Mood: Moody Answer to the universe: Yes
Originally posted by HyperHacker
I was once told that hacking Mario 64 would be impossible, because it's 3D.


Ah... it reminds me of the good old days, when you started the legendary "Mario 64 - Amazing stuff" thread that inspired me do get into SM64 hacking (and unfortunately abandon Starfox and F-Zero hacking). http://acmlm.no-ip.org/archive2/thread.php?id=12971&page=0

It's been almost 5 years already. You'd think that we would already be able to replace Mario with Samus or Link. I guess I'm just too busy/lazy




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Posted on 02-15-10 06:00:44 AM, in Samus Aran in OOT! (I'm completely kidding I swear!) Link
Time: One second ago - Date: Tomorrow - Weather: Sunshine - Mood: Moody Answer to the universe: Yes
Originally posted by Tanks

I'm telling you Tone... You put Sonic in there and I might just throw the biggest funtastic party of your life right here on the board.


Well... if you can find me a nice low-poly Sonic model, I'll see what I can do (but don't spend too much time on this as I may end up never doing it for whatever reason.)

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Posted on 02-22-10 04:13:38 AM, in Toad's Tool 0.6.0 (On hiatus for an indefinite amount of time) Link
Time: One second ago - Date: Tomorrow - Weather: Sunshine - Mood: Moody Answer to the universe: Yes
Originally posted by messiaen
VL-Tone: a question about the bank selector. Is there any risk of having two objects with the same model ID when mixing banks from different levels? Or will this never happen due to the way layout + polygon banks are paired?


Model ID's tend to be attributed according to certain "ranges" that are associated with the target bank slot. For example, objects intended for bank slot 0x0C generally have model ID's ranging from 0x50 to 0x5F, while objects intended to be used with slot 0x0D have ID's ranging from 0x60 to 0x6F. These are not rigid rules however, for example Toad (using slot 0x0D) has 0xDD has a model ID. Model IDs for objects that are part of the main level geometry bank (0x0E) also generally respect a specific range (below 0x50).

As far as I remember, the only possible ID conflicts can happen within the original levels. For example the Castle Tower, which is part of the level geometry bank (0x0E) has an ID of 0x03. This ID happens to be used by the "Yellow spheres" found in the Bowser bank, which should be loaded in slot 0x0D. This ID is also used by clouds in the Flying Cap level. Using the Bowser bank in either level could cause an ID conflict.

These exceptions caused a few little problems for me while working on TT64 in the early days, because the object labels were associated by "Bank Slot Number/Offset in Bank", which worked well everywhere except in these few cases. Object labels are now associated using an internal Bank numbering scheme which refers to the bank's data as opposed to the bank slot.

There are also some exceptions to look for that can cause problems depending on how you build your bank selector: a few objects have their geo layout data inside the polygon data bank instead of in a separate bank.

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Posted on 03-13-10 05:50:31 PM, in Mario 64 Level Importer Link
Time: One second ago - Date: Tomorrow - Weather: Sunshine - Mood: Moody Answer to the universe: Yes
Originally posted by maczkopeti
I tried importing my new level, i opened in toad's tool and after loading the replaced level it gives an error:

Propety not found


#texture

Script Error, Continue?

I also tried it without using the mtl file, same result...

Can you help?


Unfortunately there's an unintended limitation in TT64 0.5994b when it comes to the number of additional textures that it can open. The maximum number is about 112 additional textures.

It's gonna be fixed in 0.6b but I'm thinking of releasing an intermediary version that fixes a few things including this (this version would have the level importer and the sky importer disabled).


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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.

28 database queries, 48 query cache hits.
Query execution time: 0.227703 seconds
Script execution time: 0.087312 seconds
Total render time: 0.315015 seconds