KDJewl
Member
Level: 17
   
Posts: 1/47
EXP: 21163 For next: 3580
Since: 07-11-10
From: Elnora, AB
Since last post: 10.2 years Last activity: 10.1 years
|
|
| hi everyone. i am KDJewl, and i joined the forum to try and increase my sm64 hacking knowledge. i already know how to do lots, but i am in need of a little bit more to help me complete my first SM64 hack. |
KDJewl
Member
Level: 17
   
Posts: 2/47
EXP: 21163 For next: 3580
Since: 07-11-10
From: Elnora, AB
Since last post: 10.2 years Last activity: 10.1 years
|
|
| hi, im new to the forum and i was wondering if anyone could help me or tell me how to create NPCs like there is in The Missing Stars? what i tried was taking Toad or a pink Bobomb and changing its graphics to other characters but the graphics are always glitched. can anyone help me? i really want to complete my hack, but without NPCs it wont happen. thanks in advance. |
KDJewl
Member
Level: 17
   
Posts: 3/47
EXP: 21163 For next: 3580
Since: 07-11-10
From: Elnora, AB
Since last post: 10.2 years Last activity: 10.1 years
|
|
I already know how to use Text Wrangler, i've used it already in my hack. and i tried making the enemy or character behave like a signpost, but what i want is to make one like the goomba NPC in The Missing Stars, which has the Goomba animation but the bob-omb buddy or toad behavior. (i think that is what messiaen did, not sure, as you cant open the hack in toads tool) when you use the signpost behavior, the animations don't show and the character isnt in the correct spot.
EDIT: ok, i figured out the NPCs. all i had to do was go into the roms code and replace a behavior with the bobomb buddy behavior, then change the animation to the enemy i wanted to use. then i had to set up the graphics in tt64, then viola. but it bugs me that i had to replace another behavior in the ROM, is there a way to insert brand new behaviors instead of having to overwrite old ones?
PS if anyone else needs help setting up NPCs, i'd be happy to write a tutorial if needed. |
KDJewl
Member
Level: 17
   
Posts: 4/47
EXP: 21163 For next: 3580
Since: 07-11-10
From: Elnora, AB
Since last post: 10.2 years Last activity: 10.1 years
|
|
ok, i have an issue with a level that i created in sketchup and imported with messiaen's importer. when i first imported it, it worked fine with no errors or geo
screwups or whatever. then i went and edited it a bit, imported it again, and now whenever i try to play it, i can only go so far and hit an invisible wall that
seems to never end. any suggestions on how i could fix this? |
KDJewl
Member
Level: 17
   
Posts: 5/47
EXP: 21163 For next: 3580
Since: 07-11-10
From: Elnora, AB
Since last post: 10.2 years Last activity: 10.1 years
|
|
| yes, the edited form is a bit bigger than the original one, but what do you mean by holes? if you mean empty spaces, then no, there isnt. I found away around the problem for now, i just imported with a smaller scaling so that the invisible wall is outside of the model boundaries, but id like to be able to return it to the original scaling if possible. |
KDJewl
Member
Level: 17
   
Posts: 6/47
EXP: 21163 For next: 3580
Since: 07-11-10
From: Elnora, AB
Since last post: 10.2 years Last activity: 10.1 years
|
|
Originally posted by BigBrain
Originally posted by KDJewl yes, the edited form is a bit bigger than the original one, but what do you mean by holes? if you mean empty spaces, then no, there isnt. I found away around the problem for now, i just imported with a smaller scaling so that the invisible wall is outside of the model boundaries, but id like to be able to return it to the original scaling if possible.
The game's engine puts an invisible box around each level, spanning from [-32768;-32768;-32768] to [32768;32768;32768] (or something like that just with a different number)... since the player's coordinates can't get any bigger than these (16 byte coordinates), there's an invisible wall their.
So no way to fix that problem.. you can just scale the level down or move it a bit if there's still room to the other side.
ok, i guess i'll have to keep it like it is, then. strange, though...ive done the same thing to other levels, edited them and made them bigger and re-inserted them, and they work fine. ohhh i hope i didnt just jinx myself....thanks, though! |
KDJewl
Member
Level: 17
   
Posts: 7/47
EXP: 21163 For next: 3580
Since: 07-11-10
From: Elnora, AB
Since last post: 10.2 years Last activity: 10.1 years
|
|
| Hi, sorry to interrupt the above conversation, but i have a problem. I ditched my old hack when messiaen released v14 of his importer, so i could start fresh with the new settings. I set the castle courtyard as the starting level, and imported a simple large square area to make sure it would import correctly. All went well until i tried to test it. I started the game, and all i saw was mario in an odd position floating in the air, and no level nearby. Well this happened before when importing levels, so i screwed with the level location offsets in the importer, and changed them all to many different settings that could of worked, but i was still not able to load and play the level. The same thing happens when i try and use the castle grounds as a starting level, having imported the same level over it. Any ideas how i could make this work, or what i can change the offsets to? Thanks in advance. |
KDJewl
Member
Level: 17
   
Posts: 8/47
EXP: 21163 For next: 3580
Since: 07-11-10
From: Elnora, AB
Since last post: 10.2 years Last activity: 10.1 years
|
|
Originally posted by messiaen Hmmm, I need to test more the "Mario start position" function. However, have you modified the Warp: Mario Start objects in Toad's Tool? You need to deal with those also. If nothing works, please send me a zip file with the.obj + .mtl + textures + settings file (both, replacing castle grounds and replacing castle courtyards) so I can reproduce this.
First of all, thanks for the quick reply. And yes, I did try changing the warp objects, as well, but nothing seemed to work. I'll get the zip ready and send it to you as soon as i can. |
KDJewl
Member
Level: 17
   
Posts: 9/47
EXP: 21163 For next: 3580
Since: 07-11-10
From: Elnora, AB
Since last post: 10.2 years Last activity: 10.1 years
|
|
| Well now I feel really stupid. I realized you can set mario's initial position in the importer. That solved all my problems. Sorry to bug you, messiaen. |
KDJewl
Member
Level: 17
   
Posts: 10/47
EXP: 21163 For next: 3580
Since: 07-11-10
From: Elnora, AB
Since last post: 10.2 years Last activity: 10.1 years
|
|
Hey is there a way to do either of these?
1. change a setting or object so that when you select "Exit Level" from the pause menu, you get transported back to a different level? For instance, my HUB level is imported over the castle grounds. Can I make it so I get transported back there instead of inside the castle?
2. disable the "Exit Level" option in the pause menu, so when people play the hack, they simply cannot select it.
Thanks |
KDJewl
Member
Level: 17
   
Posts: 11/47
EXP: 21163 For next: 3580
Since: 07-11-10
From: Elnora, AB
Since last post: 10.2 years Last activity: 10.1 years
|
|
| Oh, ok. Well, I guess i'll have to wait for the next version of the importer, then. |
KDJewl
Member
Level: 17
   
Posts: 12/47
EXP: 21163 For next: 3580
Since: 07-11-10
From: Elnora, AB
Since last post: 10.2 years Last activity: 10.1 years
|
|
| Thanks, i'll have to look into that. Messiaen, I can't seem to find the source, or do I have to look inside the ROM with a hex editor? Also, I found a bug with the level importer, i'll go post it now. |
KDJewl
Member
Level: 17
   
Posts: 13/47
EXP: 21163 For next: 3580
Since: 07-11-10
From: Elnora, AB
Since last post: 10.2 years Last activity: 10.1 years
|
|
| I found another music-related bug. I inserted the Smb3.m64 that you provided with the new importer into the first custom slot, and it played just fine. But if I (while playing) talked to a toad, bob-omb, or sign, the music would disappear after reading the message. I tried replacing one of the original songs and it did the same thing. Any ideas what might cause this? |
KDJewl
Member
Level: 17
   
Posts: 14/47
EXP: 21163 For next: 3580
Since: 07-11-10
From: Elnora, AB
Since last post: 10.2 years Last activity: 10.1 years
|
|
| Oh, and I recall once seeing a video on some hacker placing extra un-collected stars in the castle grounds and/or courtyard that counted as "castle secret stars", making it possible to have more than a total of 120 in the game. I tried placing some in both areas of my hack, but after collecting them, the game froze. Any thoughts on how to get this to work? |
KDJewl
Member
Level: 17
   
Posts: 15/47
EXP: 21163 For next: 3580
Since: 07-11-10
From: Elnora, AB
Since last post: 10.2 years Last activity: 10.1 years
|
|
| So if I set the stars to a different number, they'll work correctly in the grounds and the courtyard? I'm at school right now so I can't test this. |
KDJewl
Member
Level: 17
   
Posts: 16/47
EXP: 21163 For next: 3580
Since: 07-11-10
From: Elnora, AB
Since last post: 10.2 years Last activity: 10.1 years
|
|
| I tried setting Star IDs to different numbers, and it would show them as uncollected, but it wouldn't add any stars to my total. Any thoughts? |
KDJewl
Member
Level: 17
   
Posts: 17/47
EXP: 21163 For next: 3580
Since: 07-11-10
From: Elnora, AB
Since last post: 10.2 years Last activity: 10.1 years
|
|
Originally posted by Gazpacho146 i need some tips on replacing castle grounds, i made it so it skips the peach intro and lakitu bridge sequence but whenever i boot the level mario just dies instantly and i need some help with this please, btw i moved the mario start over a patch of ground and he STILL dies! any way i can fix it? and i read over the documentation on fraubers site and still... 
Try importing Messiaens importer, and go to the Level Settings tab. There should be an option that lets you change Mario's initial position to the entered values. Open up toads tool, place an object where you wish to start the level, and copy the offsets over to the importer. Save and import your level and you should be good to go. I had the same problem, it seems that the "intial mario start" option is somewhat not noticed. |
KDJewl
Member
Level: 17
   
Posts: 18/47
EXP: 21163 For next: 3580
Since: 07-11-10
From: Elnora, AB
Since last post: 10.2 years Last activity: 10.1 years
|
|
Originally posted by Gazpacho146 ok thank you so much!
how do i set what selections of warps i want in the level? because i replaced castle grounds and i need a warp that takes you into the castle but all i can find are warps that take me out of the bob-omb battlefield painting so how can i set the collection of warpsin my level?
No problem. As for the warps, search youtube for "keeperofall", i believe he has a good video on setting up warps. If not, let me know and I will guide you through it as best i can. |
KDJewl
Member
Level: 17
   
Posts: 19/47
EXP: 21163 For next: 3580
Since: 07-11-10
From: Elnora, AB
Since last post: 10.2 years Last activity: 10.1 years
|
|
| Ahh, so does that mean there is (so far) no way to make those extra stars added to the total? I'm only asking, because i've play Lugmillord's demo of SM74, and he used extra stars in the Courtyard, and they DID get added to your total when you collected them. But if there is absolutley no way to correct this, I suppose i'll have to import my courtyard level over another one. |
KDJewl
Member
Level: 17
   
Posts: 20/47
EXP: 21163 For next: 3580
Since: 07-11-10
From: Elnora, AB
Since last post: 10.2 years Last activity: 10.1 years
|
|
@messiaen-that would be appreciated, let me know if you figure anything out
@dudaw-those specific stars are linked to the messages that the toads say when you recieve them, aren't they? unless im an idiot, i couldn't seem to find those specific messages while using the text wrangler.
EDIT: Alright, i went back to the original, and using a save editor, found the messages that the toads use when they give you stars. I tried them in the castle grounds and courtyard, and they work fine. But success aside, there are only 3 stars that you can obtain like this. And let me be more clear on what happened when i tried placing normal stars in the grounds and courtyard. 1. when using stars 1 to 6, upon successfully collecting them, the game would either show me an error message, or mario would nod in place for a few moments, the screen would turn black, then after a few seconds, i could resume playing, but the stars weren't added to my total. 2. using stars 7 onwards, collected successfully, but still didn't get added to the total. Is there A) possibly a byte i could change in the rom to make those stars get added? B) a way to make other messages give you certain stars? not trying to pressure or push you ahead, messiaen, but if i can't figure this out, my hack pretty much stops dead  |