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Jul - SM64 Hacking (Archive) - Help/Questions about Toad's Tool 64 and SM64 hacking New poll - New thread - New reply
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Person666
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Posted on 01-29-11 04:58:55 PM (last edited by Person666 at 01-29-11 03:21 PM) Link | Quote
Header Header Header Header
Originally posted by Joe
Originally posted by Person666
I've already downloaded it many times and even from different websites. I think my computer is the problem...

Anymore ideas?
Try <a href="http://7-zip.org/">7-zip</a>.


Alright...

Darn! apparently I have to wait 18+ minutes. (It's currently downloading very slowly)

Also from my understanding this is similar to winrar but that doesn't work it says in the winrar diagnostic messages: (error triangle) C\Documents and settings\user\desktop\Toads Tool64betav05994b.zip:Unexpected end of archive

p.s. thanks for trying to help.

Edit: I used a zip recovery progam but the actual program is not full (some of the data was destroyed) and I can't extract it. Is there some place I can get just the application?

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Joe
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Posted on 01-29-11 11:11:57 PM Link | Quote
Originally posted by Person666
Unexpected end of archive
That means your download is corrupt. Try this link, and if it still doesn't work, you probably have a virus.

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Dudaw
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Posted on 01-29-11 11:33:12 PM (last edited by Dudaw at 01-29-11 08:37 PM) Link | Quote
Originally posted by Friedslick6
I had an idea to import Crash Bandicoot's PSX model parts over Mario's, using Mario's animations. On a scale of 1 to 10, how implausible is that? I've seen Dudaw's Kirby model import, and it seems flawless despite a total difference in shape and size. In any case, what could I do to achieve this?



This thread and many more on this forum is what you could do to achieve this.
Like I've said to too many people already, you need some basic knowledge about the geo layouts and Fast3D display lists in order to do something like this.
Have you ever worked with segmented pointers or moving stuff around in the game?
Won't really do you any good if you've never done much of that before.

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Lyskar
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Posted on 01-29-11 11:37:51 PM Link | Quote
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Metal_Man88's Post
As the many threads about Peach in SM64 said, unless you have serious knowledge, you shouldn't bother.

Thus was the death knell of Peachy 64, a project made up by two guys who are no longer here who thought that just because they had that idea, it could be done. Not so. :p

So, either research it up, or... not.

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Posted on 01-30-11 05:44:10 AM (last edited by Friedslick6 at 01-30-11 02:52 AM) Link | Quote
Hmm, no one gave me a number out of 10... I have been here for a while and fiddled with Super Mario 64 a bit on my own, but I don't think I'd be confident enough to try this...
Guess I'll assume it's a 10 and not bother. Thanks.

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Lyskar
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Posted on 01-30-11 06:43:22 AM Link | Quote
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Metal_Man88's Post
It's actually more of an 8 or 9. It's not impossible.

Just insanely difficult to do unless you've mastered the underlying code.

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Person666
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Posted on 01-30-11 12:04:58 PM (last edited by Person666 at 01-30-11 09:15 AM) Link | Quote
Header Header Header Header
Originally posted by Joe
That means your download is corrupt. Try this link, and if it still doesn't work, you probably have a virus.


Stupid antivirus doesn't pick it up! errrrrr!!!!!!
Alright I give up!
Unless the virus is my internet hmmm.....
(The download didn't work)

Edit: :O Even the mac version is corrupt!
I am leaving... I will be back in a year...

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Lyskar
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Posted on 01-30-11 06:17:08 PM Link | Quote
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Metal_Man88's Post
Your computer has something wrong with it, Person666. We cannot fix that. A year won't fix it either. You should investigate why it can't download zips properly.

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RDX

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Posted on 01-30-11 09:13:36 PM Link | Quote
I really doubt it, but can Koopa the Quick run on water? Common sense would say no, because water isn't a solid surface, but has anyone tried it?

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Lyskar
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Posted on 01-30-11 09:15:44 PM Link | Quote
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Metal_Man88's Post
I don't know, but given that he uses a specific path to run, I'd guess he'll stick to his path, even if it requires floating off the ground. Physics isn't very well represented in SM64.

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Posted on 01-30-11 09:59:26 PM (last edited by RDX at 01-30-11 07:00 PM) Link | Quote
He could fall through the water's surface and run on the sea floor. Either that or he could just refuse to enter the water and run in place as if he's stuck at a wall. I dunno, I'll have to try it.

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Posted on 02-01-11 07:52:37 PM Link | Quote
Im making a major hack called Super Mario 64: Return to Rogueport and i made a level called petalburg (from paper mairo 2) and Koops from marios party in the game has two kids and i need to get them to be able to stand and set their behavior to talk because when if i made them like Koopa the Quick, they will race and i dont want to race them
In Super Mario 64 The missing Stars, Messaien made a Pirhanna Plant, goomba, and flyguy talk all while doing their appropriate Idle movements im trying to get the little Koopas to do a koopas idle movement while i talk to them, (standing still and looking around) any help is appreciated. If you get the chance: Pm me on Youtube with the info or reply to this Youtube.com/user/Gazpacho146
ShenoxVII

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Posted on 02-01-11 08:30:28 PM Link | Quote
Originally posted by Gazpacho146
Im making a major hack called Super Mario 64: Return to Rogueport and i made a level called petalburg (from paper mairo 2) and Koops from marios party in the game has two kids and i need to get them to be able to stand and set their behavior to talk because when if i made them like Koopa the Quick, they will race and i dont want to race them
In Super Mario 64 The missing Stars, Messaien made a Pirhanna Plant, goomba, and flyguy talk all while doing their appropriate Idle movements im trying to get the little Koopas to do a koopas idle movement while i talk to them, (standing still and looking around) any help is appreciated. If you get the chance: Pm me on Youtube with the info or reply to this Youtube.com/user/Gazpacho146



Set their behaviors to toads or pink bomb-ombs.

If necessary fix their animation commands, I believe dudaw has a tutorial on that.
Dudaw
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Posted on 02-01-11 09:26:31 PM (last edited by Dudaw at 02-01-11 11:31 PM) Link | Quote
Gazpacho, I strongly suggest the Bob-omb "NPC" behavior over the Toad, due to the hardcoded music pointer, availability time, and etc..

The script is @ 0x0021CFDC

00 04 00 00 -- Entry point
11 01 24 49
27 26 00 00 08 02 39 6C -- animation command; change last byte every 4 bytes to get the proper frame animation (may not always work right)
2F 00 00 00 00 80 00 00 -- "Collision sphere" thing; change last four bytes to get the one you want
1E 00 00 00
23 00 00 00 00 64 00 3C -- Collision sphere scaling
28 00 00 00
10 1D 00 00
2D 00 00 00
0C 00 00 00 80 2E 76 AC} --
08 00 00 00 |
10 05 00 00 |
0C 00 00 00 80 2E 7C 4C} -- Functions for the NPC
09 00 00 00 -- Return

Modify that script and copy it down wherever you want. Probably in the extended memory if you're not lazy to do it.
There's a list of animation commands and whatever else on my website, too.
But as Metal Man said to someone above, you have to be capable of executing the ideas you come up with...
So I don't know if I just wasted time there explaining the NPC thing.

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Gazpacho146
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Posted on 02-01-11 10:48:31 PM Link | Quote
Originally posted by Dudaw
Gazpacho, I strongly suggest the Bob-omb "NPC" behavior over the Toad, due to the hardcoded music pointer and availability time.

The script is @ 0x0021CFDC

00 04 00 00 -- Entry point
11 01 24 49
27 26 00 00 08 02 39 6C -- animation command; change last byte every 4 bytes to get the proper frame
2F 00 00 00 00 80 00 00 -- "Collision sphere" thing; change last four bytes to get the one you want
1E 00 00 00
23 00 00 00 00 64 00 3C -- Collision sphere scaling
28 00 00 00
10 1D 00 00
2D 00 00 00
0C 00 00 00 80 2E 76 AC} --
08 00 00 00 |
10 05 00 00 |
0C 00 00 00 80 2E 7C 4C} -- Functions for the NPC
09 00 00 00 -- Return

Modify that script and copy it down wherever you want. Probably in the extended memory if you're not lazy to do it.
There's a list of animation commands and whatever else on my website, too.
But as Metal Man said to someone above, you have to be capable of executing the ideas you come up with...
So I don't know if I just wasted time there explaining the NPC thing.

Do you know where i can find a tutorial of animation commands? or could u tell me how to do it? is this in hex btw?
Dudaw
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Posted on 02-01-11 11:25:25 PM (last edited by Dudaw at 02-01-11 11:07 PM) Link | Quote
Originally posted by Gazpacho146
Do you know where i can find a tutorial of animation commands? or could u tell me how to do it? is this in hex btw?


There's really nothing specific about the animation commands that needs to be expressed in a tutorial.

Like I said,
http://sites.google.com/site/4thstudios/list-of-animation-commands

Under "Command" are the last four bytes you insert after the 0x2726 command.
Yes, this is in hex. If you've never used a hex editor before, go grab HxD or Hex Workshop.
Refer to my last post, too.

So either do the work, or don't bother.

Edit: I just read your email now... What "person" said to you is absolutely right; we don't know what kind of answer you're looking for, and these things aren't always as readily doable as you would like them to be.

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Gazpacho146
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Posted on 02-02-11 12:12:11 AM Link | Quote
can i set the animation for just 1 specific object?
messiaen
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Posted on 02-02-11 12:32:03 AM (last edited by messiaen at 02-01-11 09:32 PM) Link | Quote
Gazpacho: First post of this thread should help. Read also the behavior thread.
messiaen
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Posted on 02-02-11 12:40:48 AM (last edited by messiaen at 02-01-11 09:46 PM) Link | Quote
Originally posted by Dudaw
27 26 00 00 08 02 39 6C -- animation command; change last byte every 4 bytes to get the proper frame



(edit: Just a correction, you are not changing "frames", but rather using another animation type)

That's a good trick, however it may cause problems if used on other behaviors, or even with some animations in this one. This command is a segmented pointer to an array containing pointers to the animation data itself. The Pink Bob-Omb has only one animation entry, or at least, just one that is used. Let's say it uses entry 0, if you add 4 bytes, it will use entry 1 instead. Now if the new animation pointer contain a null pointer in entry 1 (yeah, it happens) the game crashes.



That's more likely to happen when exchanging animation pointers for more complex objects. For instance, if you use the Goomba animation on Bowser, it will look for some invalid entry which will crash the game.

Not sure if that's clear, still that's a good trick on very simple animated objects, simpler than tracking down the function that exchanges the current animation.

Ops: whoops, double post . Sorry!
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Posted on 02-02-11 12:48:55 AM Link | Quote
also, to locate one specific object in the hex editor (hex workshop), is it in the ROM address section of TT64
i clicked copy hex data and this what i got: 24 18 01 68 00 00 02 6B 0D 75 FF F2 00 00 00 61 10 00 00 00 13 00 2E F8
i dont know what this means but i think i have a clue
since each row has hexadecimal codes and each column ranges from 0-15 and A-F
and do those little blocks that have hexadecimal code are those wuut i need to edit?
im not quite sure what the ROM address means tho
Pages: 1 2 3 4 5 6 7 8 9 10 ... 44 45 46 47 48 49 50 51 52 ... 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.

33 database queries, 7 query cache hits.
Query execution time:  0.107362 seconds
Script execution time:  0.038135 seconds
Total render time:  0.145497 seconds


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