| VL-Tone Member Super Mario 64 forum moderator Level: 53 Posts: 286/621 EXP: 1135504 For next: 21615 Since: 07-27-07 From: Montreal, Canada Since last post: 4.7 years Last activity: 1.2 years |
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| Jul - SM64 Hacking (Archive) - ToadsTool Suggestions | - - ![]() |
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| VL-Tone Member Super Mario 64 forum moderator Level: 53 Posts: 286/621 EXP: 1135504 For next: 21615 Since: 07-27-07 From: Montreal, Canada Since last post: 4.7 years Last activity: 1.2 years |
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| Deleted User Collection of nobodies ![]() |
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| Lasso selection boxes. Basically drawing a line around objects to select them. Would be handy if the objects are in a certain shape which makes a selection box select too much if your only trying to select a bit of the shape. |
| Stevoisiak Member Level: 38 Posts: 124/283 EXP: 345476 For next: 24971 Since: 11-22-07 From: New York, Long Island Since last post: 12.3 years Last activity: 5.6 years |
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| Hey, I noticed that there are a lot of unused files in TT that if deleted, do no harm. For example, some of the images can be safely deleted. Maybe you should get rid of them. |
| VL-Tone Member Super Mario 64 forum moderator Level: 53 Posts: 299/621 EXP: 1135504 For next: 21615 Since: 07-27-07 From: Montreal, Canada Since last post: 4.7 years Last activity: 1.2 years |
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| messiaen Catgirl Level: 68 Posts: 332/1085 EXP: 2594039 For next: 134761 Since: 11-20-07 Since last post: 8.1 years Last activity: 7.2 years |
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| I have a simple request if you are going to release a bug-fix version for 0.5.99b. I have been experimenting using the 0x10 unused level command to load ROM data into extended memory. This of course makes TT64 crash when processing the level scripts. I looked at the ASM and the only thing the 0x10 command does in the original game is to read the lenght byte and skip the number of bytes specified. I was wondering if you could implement this behavior, so whenever TT64 finds one of these commands it'll just skip according to the lenght byte. This would be very useful for experimenting stuff and variable-lenght custom commands. ____________________ Mario 64 notes @ http://sites.google.com/site/messiaen64/ |
| VL-Tone Member Super Mario 64 forum moderator Level: 53 Posts: 319/621 EXP: 1135504 For next: 21615 Since: 07-27-07 From: Montreal, Canada Since last post: 4.7 years Last activity: 1.2 years |
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| messiaen Catgirl Level: 68 Posts: 335/1085 EXP: 2594039 For next: 134761 Since: 11-20-07 Since last post: 8.1 years Last activity: 7.2 years |
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| Sorry, this was entirely my mistake. This was the command that I thought resulted in a script error: 10 0C 05 17 00 12 79 B0 00 12 A7 E0 -- experimental "conditional load" to load mario geo layout segment (main levels script) TT64 correctly skipped it, but of course a script error will occur later on, because TT64 needs this geo layout to decode Mario polygons. The solution will be pretty simple: include the original 0x17 commands and use the conditional after, so it works both in the game and in TT64. Shame on me .____________________ Mario 64 notes @ http://sites.google.com/site/messiaen64/ |
| VL-Tone Member Super Mario 64 forum moderator Level: 53 Posts: 325/621 EXP: 1135504 For next: 21615 Since: 07-27-07 From: Montreal, Canada Since last post: 4.7 years Last activity: 1.2 years |
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| messiaen Catgirl Level: 68 Posts: 337/1085 EXP: 2594039 For next: 134761 Since: 11-20-07 Since last post: 8.1 years Last activity: 7.2 years |
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| It's still just a patchy solution for the specific case of loading Mario/Luigi banks. It justs checks one byte in memory and if it equals the parameter specified, the command is processed. What I'm working on is a conditional like this: [10 18 00 0A] [80 40 00 10] [00 00 00 03] [80 44 00 00] [00 C3 AF D5] [00 C4 F9 15] = if 0x80400010 equals 0x00000003, then load bank 0x0A into extended memory starting at 0x80440000. But this sort of thing will be better released as separate patches to make more advanced hacking easier, probably what could be implemented is just the extended memory loader, after it's tested more extensively. ____________________ Mario 64 notes @ http://sites.google.com/site/messiaen64/ |
| VL-Tone Member Super Mario 64 forum moderator Level: 53 Posts: 326/621 EXP: 1135504 For next: 21615 Since: 07-27-07 From: Montreal, Canada Since last post: 4.7 years Last activity: 1.2 years |
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| AAA Member Level: 15 Posts: 14/35 EXP: 14807 For next: 1577 Since: 04-23-08 Since last post: 13.3 years Last activity: 13.5 years |
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| 2 Suggestions: -Luigi's voice should be an octave higher -In TT64 where you set the Mario size, after you enable Luigi, his size should be set as 1.0 and not 1.8 |
| GlitchGuy2 Level: 10 Posts: 9/13 EXP: 3436 For next: 978 Since: 08-05-07 Since last post: 12.6 years Last activity: 8.5 years |
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| I have a suggestion for fitting extra features that may not be fit in the interface, I recall you had some trouble with that, is it possible to make it where right clicking the editor window (where 3D is rendered) to open a nice Windows menu to get to sided features (Perhaps moving the script editor there? As well as the Model importer/exporter in 0.7) Just a small suggestion, knowing my luck you already found a solution to interface space ![]() ____________________ Everything above is a lie. |
| VL-Tone Member Super Mario 64 forum moderator Level: 53 Posts: 330/621 EXP: 1135504 For next: 21615 Since: 07-27-07 From: Montreal, Canada Since last post: 4.7 years Last activity: 1.2 years |
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Originally posted by VL-Tone Or if it's possible, rip the Luigi voice samples from SM64 DS and put or port them into SM64. |
| Vinnyboiler Catgirl Level: 66 ![]() Posts: 37/1044 EXP: 2439777 For next: 22074 Since: 12-27-07 From: London, England Since last post: 7 days Last activity: 3 days |
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| can you add an invisible block above luigi because he walks thoue stars and make luigi faster so it dont seem like we playing as mario. |
| AAA Member Level: 15 Posts: 15/35 EXP: 14807 For next: 1577 Since: 04-23-08 Since last post: 13.3 years Last activity: 13.5 years |
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| A feature that allows you to add/delete objects in each level. |
| UnknownToaster Random nobody Level: 6 Posts: 2/5 EXP: 784 For next: 123 Since: 10-28-08 Since last post: 13.5 years Last activity: 5.0 years |
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| I would LOVE to be able to move the sidebars left and right, ae. extending them |
| AAA Member Level: 15 Posts: 21/35 EXP: 14807 For next: 1577 Since: 04-23-08 Since last post: 13.3 years Last activity: 13.5 years |
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| X, Y, Z position locks to be able to move an object freehanded but only one direction at a time (e.x: X locked, Y, Z locked or X, Y, Z locked). This feature would allow the person, editing the level, to be able to move objects with precision but a lot faster. |
| messiaen Catgirl Level: 68 Posts: 371/1085 EXP: 2594039 For next: 134761 Since: 11-20-07 Since last post: 8.1 years Last activity: 7.2 years |
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![]() ____________________ Mario 64 notes @ http://sites.google.com/site/messiaen64/ |
| GlitchGuy2 Level: 10 Posts: 10/13 EXP: 3436 For next: 978 Since: 08-05-07 Since last post: 12.6 years Last activity: 8.5 years |
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| I wonder if this is an idea to consider, but is it yet possible to move the 2D drawn images, not boards, but the things like the Life Meter, Lives, coins, ect.? I'd find it interesting to move them around and maybe even remove them completely for SM64 movies and stuff. ____________________ Everything above is a lie. |
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