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Jul - SM64 Hacking (Archive) - Updating Description Files New poll - New thread - Thread closed
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messiaen
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Posted on 09-24-08 04:50:52 PM Link
As you may know, Toad's Tool 64 saves all object, geo layout and behavior descriptions in three main text files. These are objects_labels.txt, main_labels.txt, bparams_labels.txt, found in your TT64 folder.

Any description can be changed inside Toad's Tool 64 interface by clicking on it while holding the "Alt" key [Screenshots will be provided later showing the process]. Changes are automatically saved.

I propose an update of the original files so we can integrate some of the things we discovered since Toad's Tool 64 was released. If you have better description for behaviors, discovered the meaning of some object param or what an "unknown" object does, post it here so that the descriptions can be updated.

I'm starting by providing a first update. I haven't added yet some behaviors from "Unused" objects because I still have to test the bug that happens when you add new behaviors.

Rev. 001 (24/09/2008) Change Log:
----------------------------------

- Behavior 0x3C7C renamed from "Camera Anchor?" to "Procudes Bird Sound when near it". Geo Layout Combo updated to "Bird Sounds". Valid Params also were added.

- Behavior 0x1F3C renamed to "Ridable Koopa Shell".

- All level meshes Geo Layouts are now labeled as Level Mesh (level area #) instead of Unknown, to make it easier when using the Script Dumper.

Download. Unpack into your main TT64 folder and overwrite the files.

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Posted on 09-25-08 01:55:50 AM (last edited by Blaster at 09-24-08 10:57 PM) Link
Originally posted by messiaen
I haven't added yet some behaviors from "Unused" objects because I still have to test the bug that happens when you add new behaviors.

Do you mean the bug where added behavours in TT64 that were unused dissappear off the behavour list? If so, I have already tested this and posted my findings in the bug reports topic (I edited my post).

This is what I put there:

Originally posted by Blaster
Originally posted by VL-Tone
I'll investigate the problem with behavior descriptions. I remember that I added something to avoid that, but I guess it doesn't function correctly. Does it happens only with behavior descriptions? Does it happen only on a level-basis? If the behavior is used in another level, will it show in a level that doesn't use it?

I have been researching this and I have found that TT64 only forgets behavours if they are not used by any object at all in the game. I have tested this with Platform Battlefield v004. (However I could only test BOB and WF as they are the only levels which contain the custom platforms with custom behavours).

What I mean is if the behavour is not used on the first level, for example, but is used on the second, TT64 will remember the behavour on both levels (the behavour will display on the list in both levels), but if the behavour is not used in any level throughout the whole game, and you save the rom, close TT64 and re-open it, TT64 will forget the behavour. It just won't display on the behavour list.

This problem affects object combos as well, but does not affect model ID's.

Edit 2: As Messian said, to use the behavours again, you have to manually type in the behavour number. Once you do this, save the rom, close then open TT64 again, the behavour you typed will be back on the list.
messiaen
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Posted on 09-25-08 02:19:27 AM Link
I didn't see you post, but this is the problem, if you don't use the behaviors they end up not showing up on the list.

Some interesting behaviors aren't used directly in the 0x24 objects and thus won't show up in TT64. This is the case for most "Unused" behaviors. For instance, the wing cap and metal cap are usually spawned by [!] Boxes, but if you assign the correct behavior you can have it directly on your level.



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gamekrazzy
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Posted on 04-10-09 01:22:19 AM Link
That's cool. XD! I noticed you can chang behavior and the way things look simply by switching to expert on TT64.

Anyways, the caps and stuff. Does this mean if I simply add to a level an empty object, change it's behavior to wing cap and it's geometry to star, would it stay in the air like a star if you placed it so high. That would be cool if you were aiming for a Galaxy Mario Effect.

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Stevoisiak
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Posted on 04-10-09 02:00:39 AM Link
Originally posted by gamekrazzy
That's cool. XD! I noticed you can chang behavior and the way things look simply by switching to expert on TT64.

Anyways, the caps and stuff. Does this mean if I simply add to a level an empty object, change it's behavior to wing cap and it's geometry to star, would it stay in the air like a star if you placed it so high. That would be cool if you were aiming for a Galaxy Mario Effect.

Uhhh, not to be a Mod or anything, but this thread was over a year old...

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Lyskar
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Posted on 04-10-09 02:12:33 AM Link

Time/Date

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Posts

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646

Level

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Metal_Man88
Local Moderator
...Thanks Stevo, I had a headache and didn't notice that.

Next time just PM me instead though. X_X

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Rusted Logic

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

31 database queries, 1 query cache hits.
Query execution time:  0.089173 seconds
Script execution time:  0.016179 seconds
Total render time:  0.105352 seconds


TidyHTML vomit below
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Info: Document content looks like HTML5
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Tidy found 145 warnings and 4 errors!

The alt attribute should be used to give a short description
of an image; longer descriptions should be given with the
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These measures are needed for people using non-graphical browsers.

For further advice on how to make your pages accessible
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You are recommended to use CSS to specify the font and
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compared with using <FONT> elements.

You are recommended to use CSS to control line wrapping.
Use "white-space: nowrap" to inhibit wrapping in place
of inserting <NOBR>...</NOBR> into the markup.

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