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04-24-22 03:41:29 PM
Jul - Posts by Gazpacho146
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Gazpacho146
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Posted on 02-13-11 04:09:11 PM, in Mario 64 Level Importer (last edited by Gazpacho146 at 02-13-11 01:09 PM) Link
Originally posted by KDJewl
Don't worry about it. But what do you mean by "all the warps"? Every warp is accessible from every level, as long as you change them in the "warp destinations" list in TT64. Or do you mean all the warp IDs? I can understand how that would be useful, as it would allow way more warps to and from the levels we import.

yeah thats what i meant so we could have a lot more warps





Originally posted by messiaen
A nice screenshot . Red line shows the level bounds. Now I need to work on real-time scaling and some representation of Mario's size. Initially I think I'll just use his collision sphere to get an approximate size.

is that the new version of the importer?
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Posted on 02-13-11 06:55:18 PM, in Mario 64 Level Importer (last edited by Gazpacho146 at 02-13-11 03:56 PM) Link
i made a red coin level and i set the place for the star to come out at and i pressed the Star# button and there was no list of star numbers on the side just blank and idk how to set it to star #4 does anyone know how?
i replaced bob-omb battlefield btw
object banks are: Peach and Yoshi, Ground Enemies, and bob-omb battlefield
whenever i get the 8 red coins it makes star #5 appear, so idk whats going on
and since there was no box for the star number, i just typed in a 4 in the star number box im really confused with this so any help is greatly appreciated
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Posted on 02-15-11 12:49:47 AM, in mml2m64: Music Macro Language importer for Mario 64 / Zelda 64 (last edited by Gazpacho146 at 02-16-11 04:22 PM) Link
my mml2m64 isn't converting my mml's to m64 i've fixed all the invaild parameters and its still not converting and it only does this with some certain songs
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Posted on 02-16-11 07:27:57 PM, in mml2m64: Music Macro Language importer for Mario 64 / Zelda 64 Link
Originally posted by RDX
Dude

http://jul.rustedlogic.net/thread.php?id=9612

does this work with the current version of the importer? (v15)
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Posted on 02-17-11 01:31:20 AM, in Help/Questions about Toad's Tool 64 and SM64 hacking Link
probably wrong thread to post in but how can i create my own custom objects? in my hack, i plan to make multiple yoshi colors but idk how to make custom objects or let alone get them into toads tool.. is there a thread that could possibly help?
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Posted on 02-17-11 01:38:01 AM, in Help/Questions about Toad's Tool 64 and SM64 hacking Link
Originally posted by Metal_Man88
This is the generic question thread--if you don't know where to ask it, you can ask it here, so don't worry.

If there's a more specific place, it'll be pointed out, but you won't be in trouble for not finding it first.

ok, so do you know anything about custom objects? because in dudaw's healing white shyguy video, he made the shyguy white while there were red shyguys around it, so if you don't thats fine too
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Posted on 02-17-11 07:13:53 PM, in Help/Questions about Toad's Tool 64 and SM64 hacking (last edited by Gazpacho146 at 02-17-11 04:42 PM) Link
Originally posted by BigBrain
Yeah, custom objects require some lower-level hacking of behavior/geometry scripts. These are kinda documented, but the docs in the stickies are somewhat outdated... Doubt you'd be able to create custom objects JUST from these docs. messiaen might have some more up to date info somewhere lying around, cellardwellar has some nice stuff as well.


ok because in my hack, its like a sequel of thousand-year door like you go back to all those levels, and i need to create my own boss and make multiple yoshi colors
@dudaw how do you set up an ASM hack exactly? im kind of new to more of this advanced stuff i can understand hex a little bit better but idk how to make an ASM hack
-edit-
i read over the ASM page and i still don't understand it too well
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Posted on 02-17-11 07:40:53 PM, in mml2m64: Music Macro Language importer for Mario 64 / Zelda 64 (last edited by Gazpacho146 at 02-17-11 04:41 PM) Link
Originally posted by RDX
yes, yes it does.

ok i downloaded all the programs i need for music hacking! thanks!
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Posted on 02-17-11 08:02:52 PM, in Mario 64 Level Importer (last edited by Gazpacho146 at 02-17-11 05:05 PM) Link
with the level importer, is there a way for you to replace levels within levels? i mean as in like in the inside castle, there is 3 areas, if there a way to replace all three of them with a different model? or will this ever be a feature or is it not possible?
(sorry if this a topic thats already been covered)
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Posted on 02-17-11 11:32:08 PM, in Mario 64 Level Importer Link
Originally posted by messiaen
Area support is something that has been requested multiple times. This is something that eventually will be added, but I have to test how TT64 handles it. Even if that works, levels will have to imported, for instance, replacing Tall-Tall Mountain and then be copied to another slots (in which areas will be inaccessible in TT64).

Even before that, I would have to write a custom level manager function (export/import/copy) and totally change the ROM layout, doing major changes in the importer. So, lots of work for a feature that right now would only be used by very few people that are doing full-scale hacks.

There's always the option of simulating level areas using creative level design (ie, make a closed area below the ground).

ok plus theres alot of levels in sm64 anyway so i shouldn't have a problem
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Posted on 02-17-11 11:35:35 PM, in Beta Stuff Thread: Beta Trampoline and other stuff Link
how do you get the beta trampoline in tt64?
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Posted on 02-18-11 02:27:13 AM, in Beta Stuff Thread: Beta Trampoline and other stuff Link
Originally posted by messiaen
Do what this thread says or simply use the Level Importer and select the Cap Switches bank.

ok in tt64 is it just called Trampoline? (sorry if im frustrating you)
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Posted on 02-19-11 09:12:23 PM, in Help/Questions about Toad's Tool 64 and SM64 hacking (last edited by Gazpacho146 at 02-19-11 09:06 PM) Link
Originally posted by rezapeza
At the Castle grounds, where Mario start when you make a new file, i can't find that warp in the objects! So where do you find that?

that isn't a warp
its part of the Princess Peach cutscene
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Posted on 02-22-11 01:49:41 AM, in Mario 64 Level Importer Link
when designing a level in SU, how tall is mario? i saw a post that said he was 1" 9' or something like that and i designed my level and mario was bigger than the level
any suggestions?
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Posted on 02-22-11 09:37:51 PM, in Mario 64 Level Importer (last edited by Gazpacho146 at 02-22-11 06:44 PM) Link
Originally posted by Dudaw
I didn't implement the limit of the Y-axis here, but the plain tells you the basic limitations. The size of the model is 100% accurate when scaled at "1" in Messiaen's importer.
Of course, you can put some hills around the square edges or whatever, but that's where the invisible walls are going to be.
I threw some ripped models of the cannon, castle door, and Mario in there, too. The sizes on these are accurate as well, so feel free to use them in your levels. Another reminder is that the size of the door is only good for the gold-ish doors and locked ones used inside the castle. Any others will either be too big or too small for this frame.


i imported the MaxSize.obj file while it was scaled at 1, and this is what i got: http://www.freeimagehosting.net/image.php?44c0a05f0e.png (i replaced haunted house if that helps)
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Posted on 02-23-11 08:50:32 PM, in Help/Questions about Toad's Tool 64 and SM64 hacking Link
Originally posted by Metal_Man88
Answer: It seems difficult if it is possible. They have to be properly aligned and then injected into the WAD file or whatever it is, and no one has reported back with it working 100% on an actual Wii.

i know why! it just came to me but the WAD file is probably smaller in size than the extended rom, so if there is a way to delete some extended memory it may work but probably not
Originally posted by rezapeza
Somebody has telled me that it was working, but it was very glitchy and lagging. So if you wanna do it be preapered for a glitchy adventure!
or just use wii64 but to get the patched rom to be able to save, you need to open a hex editor and change the name to SUPER MARIO 64
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Posted on 02-24-11 02:59:02 AM, in Mario 64 Level Importer Link
Originally posted by DarkSpacer
Are you sure you scaled it at 1 and not .1 (zero point one)?

I guess I'll have to check and see if the object is actually as big as the guy said...

Edit: Or do you mean scaled at 1 in the 3D editing program? If so, then no. Scaled at 1 within Messiaen's level importer.

yes it is 1 not .1 and i scaled it at 1 in OBJImportGUI (the importer) and thats what i got
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Posted on 02-26-11 02:14:10 PM, in Mario 64 Level Importer Link
Originally posted by rezapeza
i use google sketchup, but how can i get the model too a obj?

you need the obj exporter plugin and triangulate plugin but before you export to an obj you triangulate, and texture it google these plugins
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Posted on 02-26-11 02:42:01 PM, in Mario 64 MusicXML Importer Link
Originally posted by messiaen
There is no easy correlation between the size of a MIDI file and the .m64 output, it depends how the data is laid out. As for the size problem (14k being the limit of a .m64 file currently), that's because bigger sequences overflow the destined area in RAM (not ROM) and end up corrupting nearby music data.

I have been trying to get them to load into extended memory, which would overcome this limitation, however so far it has proven to be a very complicated task because there seems to be a specific memory pool for music data.

i saved a music xml in musescore and opened it in the xml importer and it says: Input string is not in the correct format and i made sure i saved it as XML and some other songs are working but not this and another one their file sizes are 3336KB and 6278KB so if you can help that would be great
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Posted on 02-26-11 07:10:55 PM, in Mario 64 MusicXML Importer (last edited by Gazpacho146 at 02-26-11 04:45 PM) Link
Originally posted by RDX
:o

dude, they're too big. 1200kb sounds pretty good for a relatively complex xml file. try to make them not so massive and see if it fixes anything.

it didnt work and the file size was only 1289KB i get the error: Input string was not in a correct format
idk wats going on
and i made sure it was saved as XML
here is a .zip of some of my xml's that aren't working and some of them are around or even below the limit
http://www.mediafire.com/?edk709gm1zf31h4
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Jul - Posts by Gazpacho146


Rusted Logic

Acmlmboard - commit 47be4dc [2021-08-23]
©2000-2022 Acmlm, Xkeeper, Kaito Sinclaire, et al.

24 database queries, 53 query cache hits.
Query execution time:  0.093669 seconds
Script execution time:  0.021499 seconds
Total render time:  0.115168 seconds


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line 650 column 162 - Warning: <img> lacks "alt" attribute
line 661 column 15 - Warning: <img> lacks "alt" attribute
line 677 column 22 - Warning: <img> lacks "alt" attribute
line 677 column 63 - Warning: <img> lacks "alt" attribute
line 677 column 112 - Warning: <img> lacks "alt" attribute
line 677 column 162 - Warning: <img> lacks "alt" attribute
line 688 column 15 - Warning: <img> lacks "alt" attribute
line 707 column 22 - Warning: <img> lacks "alt" attribute
line 707 column 63 - Warning: <img> lacks "alt" attribute
line 707 column 112 - Warning: <img> lacks "alt" attribute
line 707 column 162 - Warning: <img> lacks "alt" attribute
line 718 column 15 - Warning: <img> lacks "alt" attribute
line 750 column 25 - Warning: <img> lacks "alt" attribute
line 755 column 267 - Warning: <img> lacks "alt" attribute
line 147 column 138 - Warning: trimming empty <font>
line 149 column 303 - Warning: trimming empty <font>
line 735 column 17 - Warning: trimming empty <tr>
line 738 column 303 - Warning: trimming empty <font>
line 740 column 138 - Warning: trimming empty <font>
line 125 column 68 - Warning: <nobr> is not approved by W3C
line 141 column 68 - Warning: <nobr> is not approved by W3C
line 177 column 27 - Warning: <nobr> is not approved by W3C
line 211 column 27 - Warning: <nobr> is not approved by W3C
line 241 column 27 - Warning: <nobr> is not approved by W3C
line 267 column 27 - Warning: <nobr> is not approved by W3C
line 296 column 27 - Warning: <nobr> is not approved by W3C
line 322 column 27 - Warning: <nobr> is not approved by W3C
line 351 column 27 - Warning: <nobr> is not approved by W3C
line 382 column 27 - Warning: <nobr> is not approved by W3C
line 409 column 27 - Warning: <nobr> is not approved by W3C
line 436 column 27 - Warning: <nobr> is not approved by W3C
line 467 column 27 - Warning: <nobr> is not approved by W3C
line 493 column 27 - Warning: <nobr> is not approved by W3C
line 520 column 27 - Warning: <nobr> is not approved by W3C
line 548 column 27 - Warning: <nobr> is not approved by W3C
line 575 column 27 - Warning: <nobr> is not approved by W3C
line 606 column 27 - Warning: <nobr> is not approved by W3C
line 634 column 27 - Warning: <nobr> is not approved by W3C
line 666 column 27 - Warning: <nobr> is not approved by W3C
line 693 column 27 - Warning: <nobr> is not approved by W3C
line 723 column 27 - Warning: <nobr> is not approved by W3C
Info: Document content looks like HTML5
Info: No system identifier in emitted doctype
Tidy found 242 warnings and 0 errors!


The alt attribute should be used to give a short description
of an image; longer descriptions should be given with the
longdesc attribute which takes a URL linked to the description.
These measures are needed for people using non-graphical browsers.

For further advice on how to make your pages accessible
see http://www.w3.org/WAI/GL.
You are recommended to use CSS to specify the font and
properties such as its size and color. This will reduce
the size of HTML files and make them easier to maintain
compared with using <FONT> elements.

You are recommended to use CSS to control line wrapping.
Use "white-space: nowrap" to inhibit wrapping in place
of inserting <NOBR>...</NOBR> into the markup.

About HTML Tidy: https://github.com/htacg/tidy-html5
Bug reports and comments: https://github.com/htacg/tidy-html5/issues
Official mailing list: https://lists.w3.org/Archives/Public/public-htacg/
Latest HTML specification: http://dev.w3.org/html5/spec-author-view/
Validate your HTML documents: http://validator.w3.org/nu/
Lobby your company to join the W3C: http://www.w3.org/Consortium

Do you speak a language other than English, or a different variant of
English? Consider helping us to localize HTML Tidy. For details please see
https://github.com/htacg/tidy-html5/blob/master/README/LOCALIZE.md