Originally posted by RDX
What do you mean by that? I'm pretty new to this whole thing (I had the program before but then it broke and school started up again so I forgot about it), so could you explain what you're talking about?
The Warp ID doesn't accept letters. Is that the behavior value you're talking about? And how do you access commands?
The commands list is at the upper-left of the window: It normally contains (in most levels):
0x24 3D Objects
0x42 Macro 3D Objects
0x43 Special 3D Objects
0x36 Area Music Track
0x26 Warp Destinations
0x22 Geometry Layout Pointer You can scroll down for more commands.
If you click on the "0x26 Warp Destinations" item in that list, you'll get a list of 0x26 commands used in this particular level.
I forgot that by default you don't have the "Hexadecimal" option checked, so "F1" will appear as 241 and "F0" as 240. So when I was talking about "F1" I meant 241, and "F0" meant 240.
Warps are certainly not the easiest thing to understand in Mario 64. So I'll try to make a guide about them.
There are four commands needed for a warp to work correctly:
1. An object command (0x24, 0x42 or 0x43, but preferably 0x24 since they are more flexible) which has a warp behavior that will serve as an entry point for this warp.
2. A 0x26 command that defines the destination level and ID of the warp.
3. Another 0x24/0x42/0x43 object command with a warp behavior that will serve as an exit to this warp.
4. Another 0x26 command found in the destination level that leads to itsef (if it's an exit only) or back to the original warp (if it's a two way warp).
Here's an example found in Castle Grounds:
0x24 command 
When a 0x24 object uses a warp-type behavior, the second orange B. Param (behavior parameter) will change into a "Warp ID" or "Warp Out" parameter. Take a note, in this example, the value of the "Warp Out" param is 5 (it could have been "Warp ID" it's the same thing).

The list of possible values provided by TT64 are taken automatically from the list of 0x26 commands warp destinations, to help you choose a valid value. After the level name, the numbers you see are respectively: the area number and the destination warp id.
Now if you list 0x26 commands for this level, you'll get that:

In the list, you'll see that one command has a Warp ID of 5 (You can quickly see that by looking at the number after the "i" in the list). Click on it, and you'll see the following in the parameter bar:
0x26 command 
The first parameter of all 0x26 commands is the Warp ID, it's a number you choose to identify your warp, and it's the number that you'll have to put in the "Warp Out" or "Warp ID" parameter of your 0x24 object. It can be any number, but it must be unique for this particular level (and 240 and 241 are special cases). The destination level is the level you want your warp to go. It can be the same as the current level if you want. The destination area is useful only for levels that have multiple sub-areas (ie. Cool cool mountain's slide is area 2).
The "Destination Warp ID" defines which 0x24 object to warp to in the destination level, in the example, its value is 10. There must be a warp object using warp ID 10 in the destination level or the game will crash. The list of possible values for this parameter are automatically taken by TT64 from the list of 0x26 commands of the destination level, so if you're creating a completely new warp, the destination value won't be available in the list until you go create a 0x26 command in the destination level with the ID you want.
If you go into the Vanish Cap level, you'll see that the first 0x24 object is indeed a "Mario Start" warp using ID 10.
0x24 command 
Another 0x26 command is also needed for this warp (in the destination level, in this case Vanish Cap), but since it's an exit only, the destination parameters leads to itself.
0x26 command 
If you wanted to make a warp that can work both ways (using two "Fade" warps for example) this 0x26 command would need to lead back to the entry point warp.
About Success and Failure warp exits.
These are special warps, as they don't need entry points in the level, the 0x24 objects in a level using "success" and "failure" warps are only used as exits, never as entry points.
Only three commands are needed to make them work (half of those needed for a normal warp).
1. A 0x26 command with the Warp ID of 240 (for success, F0 in hex) or 241 (for failure, F1 in hex), with destination parameters specifying where Mario will be warped when dying or finishing a level.
2. A 0x24 object using a "failure" or "success" warp behavior, with its Warp ID param corresponding to the one defined in the formerly defined 0x26 command (as Destination Warp ID).
3. Another 0x26 command that has this same warp ID and that leads to itself ("failure" and "success" warps are always exit only).
Essentially, it's the same process as normal warps, except that there's no 0x24 object entry point, as the game will warp Mario to warp 240 or 241 when he dies or finish a level.
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