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04-23-22 11:29:36 PM
Jul - SM64 Hacking (Archive) - Toad's Tool 0.6.0 (On hiatus for an indefinite amount of time) New poll - New thread - Thread closed
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Polygon model importer, how soon do you want it?
Please vote or be transformed into Walluigi!
Now! Even if it means it will be buggy and limited to a single untextured model!
 
11.4%, 14 votes
I could wait a month for more features and textured model import.
 
22.8%, 28 votes
I want all the features you can cram in, even if it means waiting indefinitely!
 
56.9%, 70 votes
You shouldn't have announced anything and released it when ready!
 
4.1%, 5 votes
Me don't care!
 
4.9%, 6 votes
Multi-voting is disabled. 123 users have voted.

jhon

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Posted on 09-12-10 05:37:57 PM (last edited by Metal_Man88 at 09-13-10 05:39 PM) Link

My post layout is a horrible abomination and has been destroyed to save everyone's eyes

Will the polygon importer in tt64 be like Messiaen's level importer?







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Lyskar
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Posted on 09-13-10 08:41:13 PM Link
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Metal_Man88's Post
cragworks: Yes and no. If it's in the right format, doesn't have doubled up faces, too many polygons, or other shenanigans it'll work.

jhon: Probably not. Programming is not like LEGO where you just pick up a program and stick it inside another one. It's got a lot of issues with dependencies and techy stuff you wouldn't understand.

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Rena
I had one (1) message in Discord deleted and proceeded to make a huge, huge mess about how it was a violation of free speech and how moderators are supposed to be spam janitors and nobody should have the right to tell me not to talk about school shootings
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Posted on 09-15-10 11:03:09 PM Link
09-15-10 06:03:09 PM
Post #3623
Well, that is kinda the idea behind object-oriented design. But it never works that way at all.

Programming is hard, and takes a lot of time and work, and it's not uncommon for big projects like this to go months at a time without any progress. I do the same with mine; I just don't usually mention them. They get finished, sooner or later... usually quite later.

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VL-Tone
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Posted on 09-19-10 05:10:25 AM Link
Time: One second ago - Date: Tomorrow - Weather: Sunshine - Mood: Moody Answer to the universe: Yes
Originally posted by Zero One
Originally posted by VL-Tone
(It seems that most of the "trusted" users I sent the alpha build are not very active around here and simply didn't reply to me).


What about using more or different alpha testers? Or is there a specific reason that only a few get it?



That's what I'm thinking of doing right now, I just sent the link to a few additional testers. I only chose a few "trusted" users because I don't want this buggy/unfinished version of TT64 to leak all over the internet.

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Gecko
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Posted on 09-19-10 10:18:59 AM Link
I'm getting script errors using the new alpha version.

When starting the editor: Director Player Error - Property not found #viewrect Script Error, next one is #foreColor.
When clicking on the obj importer, it tells me String expected .

I'm using XP home.
VL-Tone
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Posted on 09-19-10 05:12:24 PM Link
Time: One second ago - Date: Tomorrow - Weather: Sunshine - Mood: Moody Answer to the universe: Yes
Originally posted by Gecko
I'm getting script errors using the new alpha version.

When starting the editor: Director Player Error - Property not found #viewrect Script Error, next one is #foreColor.
When clicking on the obj importer, it tells me String expected .

I'm using XP home.



Hi Gecko

Since I didn't get any news from you I didn't send you the latest version where these things have been fixed. I'll give you the link.

Also I would rather discuss this in private, to avoid turning this thread into something full of "Can I be an alpha tester too?" or "How come he was selected and not me?". I'll make a thread when I release a more stable version publicly.

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Vinnyboiler
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Posted on 09-25-10 02:20:37 PM Link
I know it is too late for suggestions for this version of TT64 but for the next one, could you add a feature to change the size of the objects TT64 can edit to make them bigger or smaller

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VL-Tone
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Posted on 09-27-10 03:37:48 AM Link
Time: One second ago - Date: Tomorrow - Weather: Sunshine - Mood: Moody Answer to the universe: Yes
Originally posted by vinnyboiler
I know it is too late for suggestions for this version of TT64 but for the next one, could you add a feature to change the size of the objects TT64 can edit to make them bigger or smaller


TT64 is missing a long overdue object viewer/editor that was part of the original specification for the program. Such a module would enable you to choose through the list of all objects in the game and watch them individually, rotate and zoom on them. As far as editing, it could show a list of color values found in the object (so you could change Yoshi's color for example). It could also feature a list of all the texture settings found in the model, so you could swap a texture with another one found in the same bank. Another list could give you all geometry resources used in that model, and enable you to swap them with something else (Putting Peach's head on Mario for example).

Other parameters for each object could be set, such as the size. Unfortunately not all objects contain the "scale" command in their geo layout script, some have it in their behaviour script, and some others in the asm part of their behavior code. One way to get around this would be to scale the polygon vertices data itself, but also the skeleton data coordinates in the geometry layout script. But then there's collision data. Sometimes collision mapping is generated automatically using a behavior command, where the scale of a spherical of box shaped collision is defined. Sometimes the collision data is polygonal and is referred to by either the geo layout script or behavior script, and I wouldn't be surprised if some objects didn't generate a collision map in their asm behavior code.

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ShenoxVII

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Posted on 10-27-10 11:03:39 AM Link
Features that would be nice to see.


-Almost all textures to edit and patch into rom (Like more then Rice Video plugins dumping if possible but try to make them as simple as possible because I suck at texture editing =P)

-A help menu for telling people how to use it. Because a lot of people ask how do you edit Terrain types, how do you add new objects / enemys in imported or flatworld. You need to tell people and list a thing for the CTRL or ALT then click things. It might be easier to just make it so you can directly edit it.

-Gameshark patcher? =P, Like mine only make it so it can directly patch to the rom. It's just using fraubers notes on it. Address - 245000 , If address is ≤ 245000 then flip it, common sense. IF you could give me some credit on it for idea =3 it would be awesome if you did.

-Visual Geo-layout editing? Maybe make it so you can visually see what you are replacing and put notes in the geo layouts to tell people which is which part of the enemy / object?

-Koopa the quick trajectory modifier, Like fraubers only make your in toad tools so the new hackers can do this too without use of other programs.

Just try to make it as user friendly and as many features as possible.
Lyskar
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Posted on 10-27-10 04:02:29 PM Link
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Metal_Man88's Post
Since those pretty much encapsulate the better suggestions I've seen for TT64, I'll leave those be, but no more suggestions please, as we had a whole topic for those and, uh, yeah. VL Tone has no time to even finish the current thing as it is, let alone a bunch of suggestions (especially some of the wacky ones people make.)

Those ones are cool though, if only as a list of things we can already do which could be implemented inside TT64 itself in order to save us time.

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Kenshi
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Posted on 11-07-10 09:52:43 PM (last edited by mortalkenshi2 at 11-08-10 03:10 PM) Link
Originally posted by cooliscool
VL-Tone, here's a new obj (this time it's Mumbo's Mountain, which uses similar blending techniques) with all necessary RDP commands exported (SET|CLEARGEOMETRYMODE, SETCOMBINE, SETOTHERMODE_H|L). This should fix everything up nicely, while giving you a good view of what to do in the future. Just inject them into your display list as they appear.


Mumbo's Mountain .obj

And here's a build of Bottles' Glasses which exports all of this data in its .obj files:

Bottles' Glasses TT64 mod


Link is Dead anyone have the file? And if you do could you upload it by any chance?

EDIT: Nevermind got it
VL-Tone
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Posted on 12-17-10 02:06:31 AM (last edited by VL-Tone at 12-16-10 11:10 PM) Link
Time: One second ago - Date: Tomorrow - Weather: Sunshine - Mood: Moody Answer to the universe: Yes
It's that time of the year where I post some update about v0.6's progress!

The last time I worked on TT64 was November 21st 2010. It's not that long ago but that doesn't represent how much I worked on it since 2008, which is... not much.

There was a time when I worked on TT64 a lot, but those days are gone. I don't wan't people to think that it's not out yet because it takes a lot of time (or worse, that I'm lazy). I simply lost motivation to work continuously on it, as I changed my priorities, and it doesn't help since each time I get back to it I have to remind myself of how it works in the details.

Maybe I should say that TT64 0.6 is cancelled and surprise you with a release someday? (didn't I already say that before? )

The problem is that when I post here, it's because I feel like working on it again, so it's hard for me to make a post saying that it's cancelled. It would also be silly to post here each time I "stop" working on TT64.

So what can I say... TT64 0.6 is progressing veeeerrrry slooooowly, so for now do the best you can with the tools you do have (TT64 0.5xx, messiaen's level importer and other tools).

And there's also a lot of stuff that is still undiscovered in the SM64 ROM. For example how the camera presets work, or how the character animation data is stored, the latter is not that hard to crack, with good old ROM hacking (if you read my docs and understand them you can get to this data pretty easily). It would be nice to see some progress in those areas...

Anyway have fun and don't depend on the unreleased

Edit: (Obviously billybobmario64's got me to post now, but I was about to post something anyway, since I usually work on TT64 around Christmas time each year So anyhow don't you guys think you can post annoying threads to get me to post! )

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RDX

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Posted on 12-17-10 02:32:08 AM Link
hey vl-tone, why don't you release what you have already? i mean i doubt noobs bothering you with questions would be THAT hard to dodge. at the very least, put up a fake email address on your website so that you dont get flooded with questions.

it's just an idea, i know someone has suggested it before. but i suppose a buggy release would be better than nothing for some people. personally i'm perfectly fine with messiaen's importer, but i dunno about everyone else.

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Lyskar
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Posted on 12-17-10 02:36:04 AM Link
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Metal_Man88's Post
The grief from idiots erasing their stuff would be too much, mostly. Also VL Tone may not be in a position to just release what he has, even, it may be half-way through and require additional work just so that half-made broken features aren't left in to corrupt people's hacks with.

To be honest, what he has probably isn't much to miss out on--until it is done, it probably won't be much better than what we already have.

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RDX

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Posted on 12-19-10 01:14:26 AM (last edited by RDX at 12-18-10 10:15 PM) Link
if i were vl-tone i'd just want the thing out of my life (if it's about something i dont care about anymore). knowing in the back of my head that some little 13 year old is out there cussing me out because i wont give him his hacking tool is not only stressful but also annoying. but that's just me...

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Lyskar
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Posted on 12-19-10 01:18:27 AM Link
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Metal_Man88's Post
Some day you might realize this is a small hobby project VL Tone does for fun, and not something he hates.

Indeed, people like me are the reason he hasn't abandoned it--I slay the 13 year olds with the pickaxe of bannination. Therefore they don't come into the equation.

On that note, this is about the new TT64, not hypothetical situations, so could we get back on topic with future posts, please?

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ShenoxVII

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Posted on 01-02-11 05:03:16 AM Link
A good tip for toad tools 64 0.6.0 would be so that when you import custom levels you can right click the blank object list and click "add object" or "delete" object so you can grey or red it out or in. This will help the people who dont know how to use the ALT and CTRL keys and i find my self personally just highlighting it click random stars holding alt and ctrl down hoping for the best. although I don't really mess with it that much
VL-Tone
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Posted on 01-04-11 03:56:28 AM (last edited by VL-Tone at 01-04-11 12:56 AM) Link
Time: One second ago - Date: Tomorrow - Weather: Sunshine - Mood: Moody Answer to the universe: Yes
Happy New Year everyone

No it's not an actual release, but rather a screenshot, showing that TT64 0.6b is still progressing, and will be indeed a major upgrade that will include a revamp of the main interface and that aside from the level importer, it will contain some other new major features.



I have to go to bed now, but I'll tell you more about my plans tomorrow evening.

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BigBrain
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Posted on 01-04-11 09:45:15 AM Link
Nice to see you still working on tt64, looks pretty nice!
messiaen
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Posted on 01-04-11 12:35:37 PM Link
Nice to see you working on it, I also recently returned working on my importer after months without time to even glance at the code.

Eventually we'll have to test some compatibility issues. My importer actually uses an ugly method of allocating fixed regions of the ROM (0xE0000) for each level. That's more than enough for any level (not even half of it is used in levels that push textures/polygons to the limit), but that may not be the case in a complex level with 4 areas. At some point I thought of having a more dynamic method, but then there's so much free space in the ROM I'm not sure if it's worth it. If we expanded the ROM to 64MB and set some conventions as far as ROM usage is concerned, then compatibility will be easier.

Also, what exactly will be included in the .tt64 "level file"? I can probably do some "export" function in my importer.

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Jul - SM64 Hacking (Archive) - Toad's Tool 0.6.0 (On hiatus for an indefinite amount of time) New poll - New thread - Thread closed


Rusted Logic

Acmlmboard - commit 47be4dc [2021-08-23]
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