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04-21-22 05:26:17 PM
Jul - SM64 Hacking (Archive) - Help/Questions about Toad's Tool 64 and SM64 hacking New poll - New thread - New reply
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VL-Tone
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Posted on 02-15-09 11:15:12 PM Link | Quote
Time: Now - Date: Today - Weather: What can be seen outside. - Mood: How it feels. Answer to the universe: 42
Originally posted by lucas92
No, I don't have that folder called MIO0files. It is supposed to be created by itself?

The rom extender directory: D:\N64\M64ROMExtender1.2b

The rom I want to extend is also in that directory. Project64 is in N64.

btw, I'm also from Québec, Montréal. :p

EDIT-I've got it to work by creating the folder.



Hey cool, bienvenue sur le forum

Just a question, what did you use to unzip the ROM extender?

It seems that some programs won't unzip empty sub-folders... I guess I could add some random text file in the "MIO0files" folder to ensure that all un-zip programs will produce a MIO0files folder.

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lucas92
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Posted on 02-15-09 11:25:35 PM Link | Quote
I've used Zip.

VL-Tone
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Posted on 02-15-09 11:29:13 PM Link | Quote
Time: Now - Date: Today - Weather: What can be seen outside. - Mood: How it feels. Answer to the universe: 42
Originally posted by lucas92
I've used Zip.




The program is only named "Zip"? Are you sure it's not "WinZip" or "Turbo Zip" or something similar?


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Posted on 02-16-09 04:25:20 AM Link | Quote
Originally posted by VLTone
3. Another 0x26 command that has this same warp ID and that leads to itself ("failure" and "success" warps are always exit only).

So, would I be making two more warp IDs? Or just one? And what would this be the same of?

Sorry, you're a really big help, but I'm a little slow sometimes
VL-Tone
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Posted on 02-16-09 05:07:27 AM (last edited by VL-Tone at 02-16-09 02:29 AM) Link | Quote
Time: Now - Date: Today - Weather: What can be seen outside. - Mood: How it feels. Answer to the universe: 42
Originally posted by RDX
Originally posted by VLTone
3. Another 0x26 command that has this same warp ID and that leads to itself ("failure" and "success" warps are always exit only).

So, would I be making two more warp IDs? Or just one? And what would this be the same of?

Sorry, you're a really big help, but I'm a little slow sometimes



It's ok, it's really not obvious, I had trouble understanding it myself at first.

In total, there's only two 0x26 commands involved in a single warp (and two 0x24 objects). One in the departure level, one in the destination level. If the warp exit in the destination level is only used one way, the 0x26 command there must lead to itself, that means for example, if the 0x26 command is in Vanish Cap, the Warp ID AND the Destination Warp ID would be the same, and the destination level and area would be Vanish Cap, area 1.

It goes like this:

                                                                        ___________________________________________

| |
v |
0x24 Warp Object (entry) ----> 0x26 Warp definition --------> 0x24 Warp Object (Exit) ----> 0x26 Warp definition __|
\_Departure level_/ Warping \_Destination level_/




If you want your warp to work both ways, so that the exit 0x24 object can serve to warp back to the departure point, then the 0x26 command must lead back to the other level.


           ________________________________________________________________________________________________________

| |
v |
0x24 Warp Object (entry) ----> 0x26 Warp definition --------> 0x24 Warp Object (Exit) ----> 0x26 Warp definition __|
\_Departure level_/ Warping \_Destination level_/



Note that not all types of warp can work both ways. Warp Pipes and Fade warps are among those that can.

If you still don't understand it all, don't hesitate to ask other questions, as it is a process that is not easy to understand.

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Posted on 02-16-09 05:08:33 AM Link | Quote
Just a slight FYI, [code] might be a better tag to use for those.
VL-Tone
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Posted on 02-16-09 05:30:58 AM Link | Quote
Time: Now - Date: Today - Weather: What can be seen outside. - Mood: How it feels. Answer to the universe: 42
Originally posted by Xkeeper
Just a slight FYI, [code] might be a better tag to use for those.


Oki-doki, I've changed them.

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Posted on 02-16-09 11:36:00 PM (last edited by RDX at 02-16-09 08:39 PM) Link | Quote
Hey it worked! Thanks for all your help.

I have a few more questions though:

1) How do you patch roms? (Mario 64 specifically). Is there a guide lying around for that?

2) Is there any way to make the original level portals (The paintings, the wall to snowman's land, etc) function as just part of the wall, and not as another entrance to the level?
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Posted on 02-16-09 11:51:26 PM Link | Quote
Originally posted by RDX
Hey it worked! Thanks for all your help.

I have a few more questions though:

1) How do you patch roms? (Mario 64 specifically). Is there a guide lying around for that?

2) Is there any way to make the original level portals (The paintings, the wall to snowman's land, etc) function as just part of the wall, and not as another entrance to the level?

1. That question is asked quite alot, and the answer is extremely simple. First, get an extended rom that hasn't been edited. Then, download a PPF patcher program. I use PPF-O-matic. (It was designed to patch Halo, but it works just fine for Mario 64) Then, open up the program, select your PPF patch, select your ROM file (remembering to change it to show all files instead of just ISO files) and hit apply.

2. Well, unless you know how to manually edit the hardcoded behavior of the paintings, no. Plus, if you get rid of the paintings, there'd be no way to get from level to level. You could always block off the painting in TT.
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Posted on 02-17-09 12:23:29 AM Link | Quote
Ok thanks.

I think that's it.
VL-Tone
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Posted on 02-17-09 04:18:03 AM Link | Quote
Time: Now - Date: Today - Weather: What can be seen outside. - Mood: How it feels. Answer to the universe: 42
Originally posted by RDX
2) Is there any way to make the original level portals (The paintings, the wall to snowman's land, etc) function as just part of the wall, and not as another entrance to the level?


There's no easy way to do that, it would require some heavy hacking.

BTW, regarding painting, they use 0x27 commands to define their destination. 0x27 commands work exactly like 0x26 commands, except that they don't need any 0x24 objects to work (0x24 objects found where the paintings are are for level exits only).

The little particularity of 0x27 commands is that the first parameter "Warp ID" is linked to a special collision type found on the floor in front and on the behind paintings.



See the little color rectangles found in front and behind paintings?

I've explained the phenomenon before (in my old unupdated blog) but never here as far as I remember, but paintings for some weird reason, have 3 distinct entrances, which can lead to 3 different levels and/or areas. There's one entrance on the left of the painting, one in the middle, and one on the right.

You'll note that in the "Inside Castle" level, there are usually three 0x27 commands per level/painting, all set to the exact same destination. That's why whenever you enter the painting through the right, middle or left, you end up in the same place.

But you CAN change the 0x27 commands so that each painting can lead to 3 different levels and/or sub-areas of a level!

Obviously, considering that there are special collision areas defined in the level just for that, it's not a bug or a glitch, at one point in the development of the game, there was indeed 3 possible destinations for a single painting depending on where you entered, a little like in the final game where you can set the water height in Wet Dry Land depending on the height where you enter the painting.


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Bob-omb8194
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Posted on 02-23-09 06:51:51 PM Link | Quote
I need help with the N64sums.exe program that comes with the ROM Extender. I'm not quite sure how to properly use it...
messiaen
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Posted on 02-23-09 07:35:13 PM (last edited by messiaen at 02-23-09 04:36 PM) Link | Quote
Ops, I took a closer at the n64sums program and it doesn't save the corrected checksum. Use this one instead:

CHKSUM64 v1.2. Just drag and drop your ROM file into the program.

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Bob-omb8194
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Posted on 02-23-09 07:37:42 PM (last edited by Metal_Man88 at 02-26-09 08:31 PM) Link | Quote
Ok. Thank You!
How do you rescale a object without a offset of 0x32 in it's behaviour?
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Posted on 02-26-09 11:30:38 PM Link | Quote

Time/Date

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Try not to triple post, bob-omb. It's sort of wasteful of space.

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RDX

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Posted on 02-28-09 07:02:13 AM Link | Quote
Does anyone here have a working download link to Messiaen's Platform Battlefield v0.4? (You know, the one where you can add platforms and blocks and stuff to make full levels)?
messiaen
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Posted on 02-28-09 11:57:39 AM Link | Quote
Here.

I would recommend however trying this "Base patch" which I used as a basis for "The Missing Stars" levels. There are some hacks to make objects visible all the time and you can use almost any behavior on the platforms without crashing the game.

Just remember there are numerous problems that you may face, so it will take a lot of pacience to do something decent with it. The real fun on customs levels will start when VL-Tone's importer is released .

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RDX

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Posted on 02-28-09 07:17:41 PM Link | Quote
Whenever I patch a rom with base_patch_v01_flat, be it an unchanged one or a changed one, it says that the ROM is invalid.

Do you have a readme lying around for this? And do I patch the rom with both patches, or just the flat one?
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Posted on 02-28-09 07:28:29 PM Link | Quote
One of them has a "flat" terrain while other hasn't, just a "death at the bottom" collision. You'll have to go to TT64's preferences and disable the "check CRC/Checksum" (can't remember the actual option, but its something along these lines) option. You can't patch them at once.

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RDX

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Posted on 02-28-09 09:12:58 PM Link | Quote
Ok cool it works. Thanks.

But, is it supposed to...blow up Castle Grounds? Because whenever I patch a freshly extended ROM, Castle Grounds disappears and the doors inside of the castle simply lead to that empty box area behind it.

And it doesn't work with already edited roms, right?
Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 ... 68 69 70 71 72 73 74 75 76 77 Next older thread
Jul - SM64 Hacking (Archive) - Help/Questions about Toad's Tool 64 and SM64 hacking New poll - New thread - New reply


Rusted Logic

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

32 database queries, 6 query cache hits.
Query execution time:  0.092267 seconds
Script execution time:  0.044929 seconds
Total render time:  0.137196 seconds


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Validate your HTML documents: http://validator.w3.org/nu/
Lobby your company to join the W3C: http://www.w3.org/Consortium

Do you speak a language other than English, or a different variant of
English? Consider helping us to localize HTML Tidy. For details please see
https://github.com/htacg/tidy-html5/blob/master/README/LOCALIZE.md