VL-Tone
Member Super Mario 64 forum moderator
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| Time: Now - Date: Today - Weather: What can be seen outside. - Mood: How it feels. Answer to the universe: 42 | Sorry guys for the lack of recent updates.
I've been a little taken by things such as Metroid Prime 3, and a weird schedule at work.
I promise that by Monday, Version 0.5.5b will be out.
It will only be a bug fix update, but a lot of bugs will be fixed, including most bugs found in the bug report thread. I know that new features would be nice, but I'm sure some of you will be more inclined to use TT64 if it's not as buggy as it is now.
That being said, new features are almost ready, just not for prime-time, they need a little more testing before I add them to the next public release after 0.5.5b, which will be 0.6b. There won't as much time between the 0.5.5b and 0.6b release.
Features that will be included in 0.6b:
-The ability to save levels as individual files, so you can mix and match levels between your different roms.
-The ability to revert objects, levels to the original game data (currently you can only revert selected object to the last saved version).
-A new "safe-edit" feature, which will restrict behaviors and object combos lists to safer combinations, meaning it will only show you object combos and behaviors that are used in the original level.
-Background (sky) texture import/export.
What I'm planning for 0.7b:
-The possibility of adding/deleting 0x24 object slots to an existing level.
-Water boxes editing.
-Editing the size parameter of some models (not all of them have this param).
If you have other suggestions, you should use the "TT64 suggestions" thread (in other words, don't post suggestions or requests here.)
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VL-Tone
Member Super Mario 64 forum moderator
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| Time: Now - Date: Today - Weather: What can be seen outside. - Mood: How it feels. Answer to the universe: 42 | Ok, there you go. No new features, except that editing 0x22 commands is now more feasible, as this version will provide you visual feedback (changing all affected 3d objects) and change the names of related objects in menus.
The latest version of Toad's Tool 64 can be downloaded at the following address:
http://homepage.mac.com/qubedstudios/ToadsTool64.htm
Update! I just uploaded a new quick fix version of TT64, version 0.5.6b.
Update!! @!#?@! I had to upload version 0.5.7b to correct a stupid bug... I disabled saving to do some experimentation, and forgot to re-enable it in version 0.5.6b. So you couldn't actually save. It's obviously fixed now in 0.5.7b.
Bug Fixes in 0.5.7b
•Fixed a stupid bug where saving was actually disabled.
Bug Fixes in 0.5.6b
•Fixed a bug that was causing a script error when loading some ROMs that were already modified and were containing "Undefined Combos".
•Fixed a bug where a script error happened when trying to open a ROM after canceling the opening.
•Saving modified description labels should now work properly.
Here's the relatively long list of bug fixes for 0.5.5b.
•Fixed a bug where putting a 0x42 object that had a Macro Preset value of "1E" would cause all subsequent objects to become invisible and in-editable when reloading the ROM.
•Some previously missing 0x42 objects in Bowser course 3 are now visible and editable. (Related to the bug above).
•Previous versions of TT64 would only show you Object Combos and Behaviors used in the ROM that was loaded. That means that if you were to change the behavior that was only used by a single object in the game, the behavior wouldn't appear in the menu list the next time you'd load the ROM since it wasn't used by this ROM.
•TT64 0.5.5b will list all Behaviors and Object Combos from the original game even though the loaded ROM doesn't use them.
•Changing the text of a parameter label wont cause the yellow pop-up menu to switch to the parameter.
•Camera and move controls are now disabled when not in 0x24, 0x42 or 0x43 object mode, as they were supposed to be.
•Yellow pop-up menu should now update correctly when pasting params.
•Pasting params should not cause script errors anymore, as it did in some contexts.
•Editing 0x22 commands now updates the objects in the 3d view and object lists.
•Yellow pop-up menu for Destination Warp ID will update correctly while changing the destination level to reflect which warps are available there.
•Maximizing before the ROM is first loaded shouldn't cause an error anymore.
•Unnamed Behavior params won't show as "B. Param: B. Param" in the pop-up menu header.
•Yellow pop-up menu should now update correctly when reverting objects.
•Rotating in "relative" mode would cause a script error. Rotation with the widget is now only done in absolute mode. The "relative" and "absolute" options will only affect the move object widget.
•Reverting a 0x43 object that has a rotation parameter should now revert the rotation value, as expected.
•Reverting commands other than 0x24, 0x42 and 0x43 will only revert commands of the current command type.
•Sorting in the yellow pop-menu would fail in some context. It should now work correctly.
•When changing a coordinate value manually, or when pasting coordinates, the camera should now follow the object as expected, when in Orbit Camera mode or when the "Follow Selection" option is checked.
•In some cases, every item in the yellow pop-menu would become underlined. This shouldn't happen in this version.
•Exporting grayscale textures would cause the alpha mask to get inverted, and the gray depth would be severely reduced. This is fixed.
•The Export To Folder button in the Texture Importer/Exporter should now work as expected.
•Mario Colors interface had a few glitches that are now fixed.
For now I've closed and renamed the other bug fix thread, as 95%+ of the bugs found in there are now fixed. I'll decide what I'll do with the thread tonight.
If your submitted bug was not fixed or still cause some problems, please repost the bug here.
As always, when you report a bug, please provide the following details:
*What were you doing when the bug happened.
*What's your operating system (XP, Vista, Mac OS X intel or PPC).
*How much RAM does your computer have, and which video-card it has, if the problem is related to the 3d display.
And remember that the 3d display is glitchy under Vista, no matter what, and will stay that way until Adobe releases Director MX 11.
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VL-Tone
Member Super Mario 64 forum moderator
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| Time: Now - Date: Today - Weather: What can be seen outside. - Mood: How it feels. Answer to the universe: 42 | Drats... I just got back from my job.
Don't worry I'll try to fix these very quickly since it seems to be a very bad bug.
First thing:
I don't want to know about any bugs that happen after clicking "continue" when a script error first happens.
If a script error happens, you should NOT click continue, unless it's your only hope to try to save your modifications.
If you click continue, there is a 99% chance that other random bugs will happen because the function that first crashed didn't finish properly. These bugs wouldn't happen if the first error didn't show up, so don't tell me about them.
Second thing, does this "error while loading" also happens with an unmodified extended ROM?
I only tested TT64 with a clean extended ROM, and with some of my modified ROMs. Maybe something in your modified ROMs triggers the error.
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VL-Tone
Member Super Mario 64 forum moderator
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| Time: Now - Date: Today - Weather: What can be seen outside. - Mood: How it feels. Answer to the universe: 42 | Originally posted by wowfunhappy
...
So, imagine a feature like this. I select ALL of the water-mist's in a level at once by holding down CTRL while clicking on each of the Water-mist's listed in the sidebar. I then select "Three Goombas." Because all of the water-mist's in the sidebar were selected, all of the water-mist's will become three goombas. This gives me 27 goombas for 1/9 the time.
************************
Here is my other idea. It's more complex than the last one, and I can imagine it would take quite a bit of work to implement. For the far future however, this may be something to consider. It has been inspired by SM64DS as well as the concept that using 2-D is easier than working with a three-dimensional world on a 2-D screen.
When you play SM64DS what is on the bottom screen. Yeah, it's a map, but it's also a 2-d version of the game. That map would be much easier to edit than the 3-D world on the top screen.
Obviously, you couldn't always rely on a 2-D map, since there is no way to move an object up or down. However, if you were able to switch between editing in 2-D or 3-D, this would be a very nice feature indeed.
***************************
These are just suggestions. What is to be done with the suggestions is up to VL-tone. But I think they would be very nice.
First, there is a suggestion thread already...
Thanks for your suggestions anyway, but both of these are already implemented in TT64.
You CAN select multiple objects using the SHIFT key. When multiple objects are selected, you can chose the 3 Goombas combo and it will be applied to all selected objects.
You can even edit the coordinates of multiple objects at the same time. If you want to have multiple objects at the same height, select all of them (using the SHIFT key) then edit the Y coordinates. Every parameter can be edited while multiple objects are selected. Parameters that appear as "-----" means that they're not the same for all objects, but you can modify them so it applies to all the selected objects.
As for the SM64DS-style map, have you ever pressed the "TOP" camera button? This will give you a top-view that's exactly the same as the SM64DS maps, you can even drag objects around.
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VL-Tone
Member Super Mario 64 forum moderator
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| Time: Now - Date: Today - Weather: What can be seen outside. - Mood: How it feels. Answer to the universe: 42 | Originally posted by roger3245
These are going to be released soon, many people have asked VL-Tone this.
Released soon? Who said that? I didn't.
I've explained 100th of times why a polygon editing tool won't be added anytime soon.
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VL-Tone
Member Super Mario 64 forum moderator
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| Time: Now - Date: Today - Weather: What can be seen outside. - Mood: How it feels. Answer to the universe: 42 | (Blindlessly joins the fad, probably killing it in the process.)
Some people do it without me asking for it, but if you want to ask me stupid questions, this is the place to do it!!
I'll only give a serious answer if you ask me a very stupid question, if your question is not stupid enough, I'll give you a stupid answer.
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VL-Tone
Member Super Mario 64 forum moderator
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| Time: Now - Date: Today - Weather: What can be seen outside. - Mood: How it feels. Answer to the universe: 42 | Originally posted by Biospark how i hax mario sextyfor
You need an haxing tool, which can be found at the closest nothingness store (usually, it's found somewhere in a bottomless pit.). Make sure the tool is big enough to fit in the mario sextyfor cartridge.
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VL-Tone
Member Super Mario 64 forum moderator
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| Time: Now - Date: Today - Weather: What can be seen outside. - Mood: How it feels. Answer to the universe: 42 | According to the wikipedia the game gaem!!111!!!one!111eleventy!!111one was never released to the public, a beta is rumored to be owned by some smug collector, but it was never proven. Therefore, it cant be be haxed by you.
http://www.urbandictionary.com/define.php?term=blindlessly
1. blindlessly
Incorrect usage of the word blindly; popularized by a user on the Dragonblight WoW realm forums when he attempted to link to an inane defintion in order to justify his incorrect usage.
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VL-Tone
Member Super Mario 64 forum moderator
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From: Montreal, Canada
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| Time: Now - Date: Today - Weather: What can be seen outside. - Mood: How it feels. Answer to the universe: 42 | For anyone that cares, this is how VL-Tone looks like these days:
Note: I may remove this picture if I suddenly feel shy 
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VL-Tone
Member Super Mario 64 forum moderator
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| Time: Now - Date: Today - Weather: What can be seen outside. - Mood: How it feels. Answer to the universe: 42 | Originally posted by roxahris i wnet play mayrio 64 on mah psp tell me how plz
Hi wnet, welcome to the forum. Nice to hear that you can play mayrio 64 on yah psp, but I can't tell you how to play it, since i've never been to Rio, and especially not in the month of May.
P.S. my name is not "plz".
Originally posted by The Glitch GRAH!
VL, HELP ME!
EVERYTIME I DRINK FROM MY GLASS OF MILK, IT GETS SMALLER.
SOON, IT WILL BE GONE!
WWWAAAAAAAAAAHHHHHH!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
!!11111111111111111111111111111111111111111111
I think the reason your glass of milk gets smaller is that it's melting and dripping glass on your keyboard. As you can see, your capslock key is already stuck in glass, and now your W, A, H and 1/! key are also malfunctioning.
Next time, I recommend drinking directly from a cow or other milk producing animals (also known as mammals), to avoid the well known "glass-melting" problem.
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VL-Tone
Member Super Mario 64 forum moderator
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| Time: Now - Date: Today - Weather: What can be seen outside. - Mood: How it feels. Answer to the universe: 42 | Originally posted by Fat Catgirl Hydra HAY VL DU YUO LIEK FAT CATGIRLS ! !1 11 1 ?
I like somewhat voluptuous Catgirls. ie: not much bigger than Christina Ricci (before she became too skinny).
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VL-Tone
Member Super Mario 64 forum moderator
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| Time: Now - Date: Today - Weather: What can be seen outside. - Mood: How it feels. Answer to the universe: 42 | Originally posted by Clockworkz would you shoop da woop for a bag mudkipz that i herd u liek?
Only if you tell me using exactly 5 words what mudkipz means.
Originally posted by Reimu Hakurei lulz u're tuune zoksiee r funnai i puts spekar on teh kyebord but no is borken halp111???!?!?!?!1? and wut is a maroi 64 room i put te cartirge in teh extnetder but it dos no work an sais bot file format wut is dat sorri i no nub tnx plz hurr up u're not reply    :
Sorry to see you so sad about whatever you're talking, but unfortunately I can only provide software support in English or French. 
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VL-Tone
Member Super Mario 64 forum moderator
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| Time: Now - Date: Today - Weather: What can be seen outside. - Mood: How it feels. Answer to the universe: 42 | Originally posted by NintendoMasters
Yep, unfortunately it only appears on my modified rom and not a clean one. (I keep a clean one for PPF making) (it had to be my major project this scrpit error shows up on as well )
Is there any way to fix this script error? This hasn't happened on previous "New" (at the time) versions.
Ok, just send me link to a PPF patch of your modified ROM in a PM. It's the only way I can debug this problem. Anyone that has the same problem can do the same, don't worry I'll keep them for myself. I'll try to locate what can trigger the error.
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VL-Tone
Member Super Mario 64 forum moderator
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| Time: Now - Date: Today - Weather: What can be seen outside. - Mood: How it feels. Answer to the universe: 42 | Originally posted by NintendoMasters Is there a way to jusy make certain things actually Solid for thing like platforms because if not we need one.
Unfortunately, the SM64 engine doesn't makes this as easy. You can't turn things solid just with a simple byte change, unlike when I thought when I started hacking the game. Objects need a collision map to be solid, which is in a different format than the textured polygon model.
Platforms in the Bowser courses and in Lethal Lava Land rely on the main level collision map to be solid, that's the problem we have. Moving the platforms without modifying the main collision map result in platforms that are not solid. Even if I make a collision data editor, it would be complicated to keep track of object movements and match the collision data changes. Furthermore, while some platforms can move individually, some of them are glued together in the collision map, and separating them in the collision map wouldn't be trivial, it would require adding new collision polygons.
You probably noticed that some platforms in other levels are solid by themselves, don't rely on the main collision map, and will remain solid if you move them.
Those have their own collision map, stored somewhere in the level data bank, or in the bank where their textured polygons are found.
I recently figured out that these collision maps are referred by the 0x2A commands found in the behavior scripts. The 0x2A command includes the address where this collision map is found. For example, the rotating grass platforms in Whomp's Fortress rely on their behavior to be solid. If you apply their behavior to another object, you'll notice that it does rotate, but that it has the same round platform collision as the original platform.
What I'm thinking about doing, is generate individual collision maps for each platform in the Bowser courses and LLL, then create new behavior scripts for each of them that will refer to their own collision map.
That would solve a lot of problems at the same time. That way, platforms would be really solid, and you could move them, swap them, duplicate them without having to modify the main collision map each time. I'd probably have to eliminate the original collision map.
If I used the rotating grass platform as a template to create these new behaviors, you could even make all platforms in the level rotate at the speed you want, or if you'd set their rotation to zero, they would be static like they are in the original.
Doing that would require some heavy modification of the original levels and data. The ROM would need to be patched with these modifications before it would be loaded by TT64. Maybe the ROM Extender could do that automatically, or TT64 itself.
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VL-Tone
Member Super Mario 64 forum moderator
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| Time: Now - Date: Today - Weather: What can be seen outside. - Mood: How it feels. Answer to the universe: 42 | Originally posted by Clockworkz mudkips. /b/. 4chan. meme. liek.
There.
So then no, I won't shoop da woop.
Originally posted by The Glitch Does TT64 in fact have a secret and hidden folder that has your plans to use magic to make TT64 be able to mod this world instead of a video game so you can trigger world war 3 and come out winnin the war and being the overlord of the earth and ultimately the greatest modder in existance?
Damn! How did you find out?
Originally posted by Not Somecatboy R U IRN MAN?
CUZ I LIEK UR SONG ON GHII, THAT WAS THE SHIZ!1 LOL
My song is called Zoskii, and it's not on any GH.
Originally posted by Dorito
WHEN CAN WE EDIT POLYGONS WAIT ILL MAKE A THREAD ASKING
Asking polygons? When we can edit a thread and I'll wait?
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VL-Tone
Member Super Mario 64 forum moderator
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| Time: Now - Date: Today - Weather: What can be seen outside. - Mood: How it feels. Answer to the universe: 42 | I just posted version 0.5.6b which should fix the following bugs:
•Fixed a bug that was causing a script error when loading some ROMs that were already modified and were containing "Undefined Combos".
•Fixed a bug where a script error happened when trying to open a ROM after canceling the opening.
•Saving modified description labels should now work properly.
The first fix should address the bug that NintendoMaster and roger3245 had when opening already modified ROM. (Thanks NintendoMaster for sending me the .PPF patch, it was very helpful!)
The second fix addresses the bug submitted by both unicode2CP and The Glitch.
The third one is related to a feature that most of you never used because it wasn't really described in the help file, but is now:
Modifiying Description Labels:
Some parameters show a description label such as "Level Exit Recovering Life". These can be edited by clicking them while holding the alt or option key.
When hitting return, or deselecting the label text field by clicking elsewhere, the modified label will be saved in one of these three files: objects_labels.txt, bparams_labels.txt or main_labels.txt, depending on the label type. These files can be found in the program's folder. If you know what you're doing, you can also edit them using a text editor.
This feature can be useful if you create an "Undefined Combo" which happens when you create a new Model ID/Behavior combination.
Note that these files are replaced by default ones if you download a new version of TT64, so if you add a lot of new descriptions, you might want to backup the 3 modified label files from the old version and copy them in the new version's folder. If you add a lot of interesting new combos and want me to integrate them in the default files for subsequent releases, just send me the objects_labels.txt, bparams_labels.txt and main_labels.txt by email (or send me a link via a PM).
Update!! @!#?@! I had to upload version 0.5.7b to correct a stupid bug... I disabled saving to do some experimentation, and forgot to re-enable it in version 0.5.6b. So you couldn't actually save. It's obviously fixed now in 0.5.7b.
The latest version of Toad's Tool 64 can be downloaded at the following address:
http://homepage.mac.com/qubedstudios/ToadsTool64.htm
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VL-Tone
Member Super Mario 64 forum moderator
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| Time: Now - Date: Today - Weather: What can be seen outside. - Mood: How it feels. Answer to the universe: 42 | Well well well, if it isn't rstewart215804, at last we meet Seriously, welcome to the forum! Feel at home here I know that you've done some pretty extensive SM64 hacking, your contribution will be needed!
So these are great findings! I'm currently trying to absorb all this new information...
Kles, you're right, it's not midi as is. But... Super Mario 64 uses the UltraLib libraries. UltraLib provides ways to play two music formats, one is midi, the other is what Nintendo calls "compressed midi". Since I couldn't find any midi header in the ROM, its presumed that SM64 uses the latter, "compressed midi".
While they call it compressed midi, i doubt the tracks are like a zip or MIO0 compressed midi file. I think it could be considered to be an entirely different format that has some fundamental similarity with midi, but with all the overhead removed.
The UltraLib tools included a command line called "midicomp" that was used to convert midi directly to the "compressed midi" format. I don't have this tool (and it would be even more illegal to distribute it than a ROM.), but if we had a midi file and its converted version it would probably be easier to reverse-engineer the format.
The UltraLib includes two basic commands to play music, one for uncompressed midi, and the other one is called "compressed audio player". Maybe we could change the latter command into the uncompressed audio player, and make it point to real midi files that we would insert into an extended ROM. That way we could use midi music in SM64, which could be edited with midi tools to insure that they use the right instruments etc.
blakerobinson2u: You should read more about the n64 development. Super Mario 64 was built on a Silicon Graphic workstation. The n64 is based on SGI hardware, and for a long time SM64 was running only in emulation/virtualization on SGIs, while the n64 was being designed. The first generation of n64 devkits were specially modified SGI workstations (SGI Indy with special boards).
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