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Time: Now - Date: Today - Weather: What can be seen outside. - Mood: How it feels. Answer to the universe: 42
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Ok let's reply to these suggestions...
Originally posted by The Glitch
I got a few ideas.
1:Mario Proportains Modder - With this you could change Mario's height and width.
2:Mario Transparency Modder - Use this to change his transparency.
3.Mario Speed Modder - Use this to make him run faster or slower.
Those are my ideas, a post explaining if these can be done or not, with some technical details will be welcome.
1: I thought about it, maybe a Luigi preset will be included.
2: I don't know how/where to set this parameter in ROM, transparency seems to be controlled by ASM code (for warps, and the vanish cap).
3: Again, I don't know where this value is in ROM. Knowing about a GS code that does that doesn't necessarily means we can easily find the equivalent in ROM.
Originally posted by fiercelink
1 - jump hight editor
I have simply no idea where this value is in ROM. If someone can find it, I'll gladly implement it in TT64.
Originally posted by NintendoMasters
A level boundary* editor. Used in the same way as cropping an image if possible (Click and drag)
* The invisible walls at the ends of a level (for anyone who didnt get what i meant)
Originally posted by The Glitch
I noticed in the collision geography that the invisable walls may be generated by some kind of ground at the very bottom of the level, I at least noticed this in Whomp's Fortress that the ends of the "ground" at the bottom seemed to match the invisable walls.
So sorry, Polygon editor is needed for that.
I don't think the level boundaries are set by the collision ground found in some level. The fact that this type of ground only is present in some levels goes to prove that they're not responsible for that. I think this special ground has something to do with the "death by falling" routine. My theory is that the level boundaries are set by a command similar to the water areas commands.
Originally posted by wowfunhappy
There is probably some reason that makes my suggestion hard to implement, but an unlimited amount of text in the Text Wrangler would be fantastic. We could turn SM64 into an RPG!
Well, at least in my opinion it would be fantastic. One talent I pride myself in is writing stories, so if I could combine my writing skills with TT64... well it would be a lot of fun for me and would add a lot of depth to my hacks.
It wouldn't be "that" hard, I would just need to know where is the pointer for the beginning of the text data so I could move the text at the end of its MIO0 bank, at a place where expansion would be easier. I'll try to keep that suggestion in mind and eventually implement it.
Originally posted by bweeno
hi, i have a suggestion.
could it be possible for high resolution textures. i mean it doesnt have to be overly huge like todays standards, 1920 by 1080. maybe you could just add a 0 to the end of the current resolutions eg, insted of 32 by 32, you could have 320 by 320 etc. of coarse this would by an option, for those who wanna use "high" resolution textures, maybe some people find it easier for low, i dont know.
The N64 hardware has a very small texture cache, and this is the real limitation.
At best we could replace 32x32 textures by 64x64 versions. That would be relatively easy for textures that are contained in "texture-only" MIO0 data bank, but it would be much more complicated for textures that are contained along polygon data in the same MIO0 banks, since it would require moving the polygon commands around and change all the pointers and jump commands.
The high-resolution SM64 textures you've seen are possible only in an emulator using a specially crafted plug-in called "Rice video". This plug-in doesn't read the high-res textures from the ROM but rather from a folder. As far as I know it doesn't really increase the n64 texture cache, but rather intercepts the low-res texture before they're drawn on screen and replaces them with the high-res version.
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