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04-24-22 03:05:18 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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messiaen
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Posted on 03-07-11 06:15:30 PM Link | Quote
Smiley: Please send me the .obj + .mtl + textures + settings file so I can take a look at it.
Gazpacho146
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Posted on 03-07-11 09:45:52 PM (last edited by Gazpacho146 at 03-07-11 07:03 PM) Link | Quote
i tried what shenoxVII said, but i want to make multiple npcs, if this should belong in a different thread i'm sorry
but anyways, if i copied the signpost behavior hex data and pasted it into the extended memory, therefore creating a custom object, how would i get the behavior into toads tool 64? because dudaw and messiaen both have made custom behaviors for their hacks and got them in the rom so would it just show up as 'Unknown' in tt64? pls tell me how to make copies of objects for multiple npc's and how to get them in tt64 and how to do it. or at least just setting a specific animation to one specific object tutorial, (3 goombas have a talking behavior and they have different animations or something like that) thanks!
plus, since VL-tone's site is down, how can i locate the scripts? because they were on a .txt on his site
(PS sorry to ask so many questions at once)
Lyskar
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Posted on 03-07-11 10:04:53 PM Link | Quote
Stats
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Metal_Man88's Post
Most if not all help belongs in here. In fact, at times I move help from specific threads to this one.

Mostly because no two people have the same problem within a few months of one another unless there's a bug in the program itself, therefore having the help questions fill up the threads for relevant tools is sort of pointless.

____________________

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CB

Flippitty Flip
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Posted on 03-12-11 01:13:07 AM Link | Quote


Apparently moving or rotating the tilting bridge in Bom-Omb Battlefield will automatically cause the game to crash when the bridge (or it's shadow) is touched. Not needing help, just a heads up.

____________________
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TheSuperMario64Hacker2
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Posted on 03-12-11 09:19:33 PM (last edited by TheSuperMario64Hacker2 at 03-13-11 06:42 AM) Link | Quote
Actualy i wanna learn some ASM Hacking for Super Mario 64 if someone has an Guide or Tutorial then i please wanna it.
Because i don't know an place where i could learn ASM Hacking for Super Mario 64.
KDJewl
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Posted on 03-13-11 12:29:34 AM Link | Quote
Originally posted by Gazpacho146
i tried what shenoxVII said, but i want to make multiple npcs, if this should belong in a different thread i'm sorry
but anyways, if i copied the signpost behavior hex data and pasted it into the extended memory, therefore creating a custom object, how would i get the behavior into toads tool 64? because dudaw and messiaen both have made custom behaviors for their hacks and got them in the rom so would it just show up as 'Unknown' in tt64? pls tell me how to make copies of objects for multiple npc's and how to get them in tt64 and how to do it. or at least just setting a specific animation to one specific object tutorial, (3 goombas have a talking behavior and they have different animations or something like that) thanks!
plus, since VL-tone's site is down, how can i locate the scripts? because they were on a .txt on his site
(PS sorry to ask so many questions at once)


Hey Gazpacho, if you're still having NPC problems, I have written a guide that could help you, but I won't be able to get it uploaded until Monday (I have terrible internet). I included a patch to show what the tutorial results in, and the guide should be fairly easy to follow. Once I get it uploaded, I'll post the link and you can try it.
Gazpacho146
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Posted on 03-13-11 01:49:03 AM (last edited by Gazpacho146 at 03-12-11 10:51 PM) Link | Quote
Originally posted by KDJewl
Originally posted by Gazpacho146
i tried what shenoxVII said, but i want to make multiple npcs, if this should belong in a different thread i'm sorry
but anyways, if i copied the signpost behavior hex data and pasted it into the extended memory, therefore creating a custom object, how would i get the behavior into toads tool 64? because dudaw and messiaen both have made custom behaviors for their hacks and got them in the rom so would it just show up as 'Unknown' in tt64? pls tell me how to make copies of objects for multiple npc's and how to get them in tt64 and how to do it. or at least just setting a specific animation to one specific object tutorial, (3 goombas have a talking behavior and they have different animations or something like that) thanks!
plus, since VL-tone's site is down, how can i locate the scripts? because they were on a .txt on his site
(PS sorry to ask so many questions at once)


Hey Gazpacho, if you're still having NPC problems, I have written a guide that could help you, but I won't be able to get it uploaded until Monday (I have terrible internet). I included a patch to show what the tutorial results in, and the guide should be fairly easy to follow. Once I get it uploaded, I'll post the link and you can try it.

okay thank you SO much! this info will help me a lot! by upload do you mean youtube? can u pm your youtube username if you have youtube?
KartMario
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Posted on 03-13-11 06:12:34 AM Link | Quote
Is there any way, either through Toad's Tool, hex editing, or Gameshark, to make Bowser appear normal in the final battle, like in Super Mario DS?
KDJewl
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Posted on 03-13-11 03:26:01 PM Link | Quote
@Gazpacho- I'll upload the package to MediaFire and post the link, that way anyone who wants to take a look at it can do so.

@KartMario- What do you mean by "normal"?
Lyskar
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Posted on 03-13-11 06:14:57 PM Link | Quote
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Metal_Man88's Post
I would guess KartMario means "Not all rainbow-colored" since he's kinda weird looking in the SM64 final battle.

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KDJewl
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Posted on 03-13-11 07:29:31 PM Link | Quote
Originally posted by Metal_Man88
I would guess KartMario means "Not all rainbow-colored" since he's kinda weird looking in the SM64 final battle.


Is he really?? I've honestly never noticed that. Huh. I just got inspired to play the whole game through again! By the way, Metal_Man, is it alright if I post the link to my guide here, or should I just PM it?
KartMario
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Posted on 03-13-11 07:53:00 PM Link | Quote
He wasn't rainbow-colored on the DS.
Lyskar
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Posted on 03-13-11 07:57:50 PM Link | Quote
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Metal_Man88's Post
Link your guide here, anything to help people with hacking is fine. The only thing I'm against is trying to poach people/resources for one's own forum--that's just rude.

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KDJewl
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Posted on 03-14-11 12:54:12 PM Link | Quote
Oh no..I totally forgot to bring the package with me on my flash drive >:O Sorry for the delay, Gazpacho, the guide will be up first thing tomorrow morning.
jaller
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Posted on 03-14-11 02:24:12 PM Link | Quote
I have a problem.When TT64 "draw" inside castle,i get a message error that say "Property not found : #texture".Could I have a hand?please
Gazpacho146
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Posted on 03-14-11 03:48:08 PM Link | Quote
Originally posted by KDJewl
Oh no..I totally forgot to bring the package with me on my flash drive >:O Sorry for the delay, Gazpacho, the guide will be up first thing tomorrow morning.

haha it's alright i can wait another day
but another question is i replaced the bowser final battle and i put bowser in my new level and he isn't rainbow and he doesn't talk when i get in the level, is there a way to fix this anyone?

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KDJewl
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Posted on 03-14-11 08:59:21 PM (last edited by KDJewl at 03-14-11 09:05 PM) Link | Quote
OK, sorry about that. But I myself have a question. Is there a collision type that you can set a texture to to make it act like a breakable box? That is, when you punch it, it breaks apart?

And one more thing...This question is more directed to messiaen. That Flexible Collision behavior command you have on your site allows you to have normal solid versions of objects, right? Or did I interpret it wrong? Anyway, how would i go about replacing a behavior with THAT behavior, if possible?

EDIT: Ugh, ran into another importation(ish) problem. I made a level to replace the Haunted House, and it imported just fine, but no matter what USABLE camera setting I use, whenever I move Mario over a certain spot (near the starting point), the camera aims down, and spins around. (I don't know how else to explain it). It causes Mario to turn around and keep on running in the opposite direction. I can run outside of the small area and the camera works ok, but as soon as I step on the one little spot. Jeez, i'm having way too many collision-related problems.
Breegullbeak
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Posted on 03-14-11 11:36:51 PM Link | Quote
I find it strange to be posting a question here after so long. In the Collision data it says that the Slide collision is the same as the solid detection. I know Peach's Slide is a slide, Cool Cool mountain's second room is a slide, and all but the first area of Tall Tall mountain is a slide. Problem is only one is available to import a level to at the moment.

Is there any way around this? Also I'm just guessing there is a byte or somthing that sets the collision to slide detection. Could this be implmented into a future release of the importer? It'd open up the Slide to be used as mabye an obstecal course instead of a race, or just another secret star. No rush though.
Gazpacho146
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Posted on 03-15-11 05:07:48 AM Link | Quote
i'm kinda stuck on my hack and i need a suggestion for music
what should metal cap and wing cap themes be?

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KDJewl
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Posted on 03-15-11 01:04:50 PM (last edited by KDJewl at 03-15-11 11:15 PM) Link | Quote
Alright, here is my NPC guide. This is the first PPF Patch I've ever made, and I can't test it because i'm on a different computer, but it should work correctly. If not, let me know and i'll reupload it. Here you go!

http://www.mediafire.com/?1n7x27dpu92f67c

If you have any questions, PM me. I don't have regular internet access, so I won't be able to reply right away, but yeah. I'll try

EDIT: Tested patch, works fine but extend AND expand ROM first.
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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]
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