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05-02-22 09:58:11 PM
Jul - Posts by Mariocrash
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Mariocrash
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Posted on 02-25-12 08:37:22 PM, in Introduce yourself here. DON'T ACT LIKE AN IDIOT IN THIS FORUM OR YOU WILL BE DESTROYED! Link
Greetings, I am Mariocrash. I am a rookie tester of game hacking/mods, and I am making a mod which is basically in the original SM64 game. I'd like to help stuff for someone if it is needed, and future mods to be released soon. Thank you for your time.
Mariocrash
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Posted on 02-25-12 08:47:16 PM, in Help/Questions about Toad's Tool 64 and SM64 hacking Link
I had a big problem on TT64 along with the Rainbow Ride stage.

I seriously don't know what happened. Everytime I entered the stage, a white screen appeared and then the stage doesn't show up, only thing that shows up is the music itself.

Did I do something wrong after adding too much objects? I keep removing more solid objects, but still it doesn't work at all.

If you have an idea how to fix it up, just let me know.
Mariocrash
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Posted on 02-29-12 06:28:30 AM, in Help/Questions about Toad's Tool 64 and SM64 hacking Link
Originally posted by messiaen
You have probably assigned the wrong behavior to some object. Behaviors will only work if you have the correct banks loaded (unless you manually modify them).


Ah, didn't figure that out. Thanks.

Therefore, is there a possible way to skip the opening cutscene? Obviously, two Mario warping spots on the castle grounds are barely effective without hex-editing.
Mariocrash
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Posted on 02-29-12 06:58:37 PM, in Post your SM64 mods, patches and screenshots here! (NO ROM LINKS!) Link
@Skilllux There's no "delete username" option yet. What messiaen said is true to find such a username that's quite confusing with Skelux.
Mariocrash
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Posted on 03-01-12 02:58:38 PM, in Help/Questions about Toad's Tool 64 and SM64 hacking Link
Ah, nevermind. I found the trick for removing the cutscene, all I got to do is combine an object with a non-related behavior, but that only works on the castle grounds.

For example: Mario behavior = Bowser behavior (crashes the rom if Bowser's invisible tail is grabbed).
Mariocrash
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Posted on 03-22-12 06:20:31 PM, in Post your SM64 mods, patches and screenshots here! (NO ROM LINKS!) (last edited by Mariocrash at 03-23-12 07:13 AM) Link
@Tamkis: Feels okay for a first try modding, and the implying title fits so well, though. However, I found 3 flaws after looking in the previews: the music, the courses and its scaling.


1. After listening to the SMB theme, it sounds awfully awkward, it's as if there's the same instrument note playing in a loop. I recommend using the BOB or the title theme instrument channels. Other music tracks are messed up too (high-pitched, fast-played), use another instrument sequence.

2. The courses are, you know, very high-detailed to the SMB style in this hack. Good thing you added some invisible walls to prevent the player passing through the stages, and SMB textures are needed in my opinion. Yet I can't wait periodically the incoming stages, so good luck.

3. Scale them much more larger, the later stages in World 1 and the HUB section are somewhat too small and hard to navigate through. Not to mention, using the camera everytime could be a nightmare.


As for the new features you are planning, like I said earlier, keep up making them best as possible. Looking forward to the final version very, very soon!
Mariocrash
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Posted on 03-22-12 06:46:14 PM, in Help/Questions about Toad's Tool 64 and SM64 hacking (last edited by Mariocrash at 03-22-12 03:46 PM) Link
Originally posted by Tamkis
Two more questions:

1. Is there a flag or something that causes the game to force Mario to walk underwater whenever he has a Metal Cap? I need the RAM address where the game decides to cause Mario to walk underwater, so that I can force the game with a GS cheat to always cause him to walk underwater.

2. Where in the ROM does the game make random coordinates for the beta flower effect? I'm assuming that the game has a function to make the random coordinants; however, I can't find it. I tried looking at the function at 0x802761D0 but found nothing to my knowledge pertaining to param 0x0B (beta flower effect). Basically I want to find this code, copy and modify it, and use it to make randomizing jumping Cheep-Cheeps for my SMB remake hack.


1. No, it isn't any. But I guess you can lock the code up inside the ROM in my opinion. Right...?

2. I don't think the beta flower would coordinate to be modified into a random enemy for the moment.
Mariocrash
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Posted on 04-17-12 02:32:18 PM, in Help/Questions about Toad's Tool 64 and SM64 hacking (last edited by Mariocrash at 04-18-12 04:18 PM) Link
I did a custom level today, sort of a random level test, and it turns out quite decent.

First of all, after all the tutorial and stuff I've been through, the level is not in the same place it supposed to be. Looks like it is mirrored or something.

Next up, the textures. They do show up in TT64, but the textures are swapped.

Have I done something wrong? Or else, I guess I'm not ready to customize a SM64 rom...
Mariocrash
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Posted on 04-23-12 07:44:15 AM, in Help/Questions about Toad's Tool 64 and SM64 hacking Link
I'm raising a question: I wonder if we can exchange the intro and ending cutscenes? That alone to customize the camera trajectory, edit the rest of the credits, enact the characters' behavior and animation...
Mariocrash
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Posted on 04-23-12 09:44:49 PM, in Help/Questions about Toad's Tool 64 and SM64 hacking Link
How do I add other textures than SM64? I tried to find a SMW texture tileset pack, and it seems I can't find any.
Mariocrash
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Posted on 04-25-12 09:17:09 PM, in Post your SM64 mods, patches and screenshots here! (NO ROM LINKS!) Link
Very well done, Eggs. I might also try raise the flat ground higher up next time.

This level has a clusterful piece of rooms, Ragin. Let me guess you have to start at the bottom to reach the tipping top.
Mariocrash
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Posted on 04-28-12 12:39:55 PM, in Post your SM64 mods, patches and screenshots here! (NO ROM LINKS!) Link
Thanks, Luxtra. And this custom model won't let me give a nap time. I had to re-ash the scaling a lot smaller (thanks to 3D review and RGB limit axis), remove other things on ground, fix the faces and textures. I'll bring up the remaked draft if everything is fine.
Mariocrash
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Posted on 05-01-12 07:44:19 PM, in Post your SM64 mods, patches and screenshots here! (NO ROM LINKS!) (last edited by Mariocrash at 06-15-12 05:57:56 PM) Link
Course models ripped from Super Mario 64 DS. First up is the Sunshine Isles stage, added clouds for some variety. The second is King Boo's battle stage, I hid the inside structure but you know what it looks like.





Mariocrash
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Posted on 05-05-12 07:19:49 PM, in Toad's Tool 64 now found at qubedstudios.rustedlogic.net Link
I suggest the Google site domain.

However, how long have you been? This SM64 mod expertizing stuff is hard a lot to handle (I'm a rookie, so I'm not complaining).
Mariocrash
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Posted on 05-05-12 08:09:43 PM, in Toad's Tool 64 now found at qubedstudios.rustedlogic.net Link
Originally posted by VL-Tone
Thanks for the suggestion.

However I have nothing to add about TT64 so please keep any comments/suggestions on topic (about the TT64 site moving and the implications) or I will have to lock this thread pretty quickly (or MetalMan will do it before me ).


Works for me. Thanks for replying. ^^
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Posted on 05-07-12 05:37:59 PM, in Post your SM64 mods, patches and screenshots here! (NO ROM LINKS!) Link
Nice, decent design you made there, Eggs! I'm not applied to name suggestions so I'm going to stack this one to you: Island Coast.
Mariocrash
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Posted on 05-11-12 02:23:35 PM, in Help/Questions about Toad's Tool 64 and SM64 hacking (last edited by Mariocrash at 05-11-12 08:28:16 PM) Link
This happened to me when I add any sort of objects. Have you get the object appearing in TT64, or something may have corrupt the game while adding the object? If this keeps loading up a white screen, just change the course to another to give a try.

Earlier on, I have imported a custom boss stage model. When I showed up in the level preview, I saw my model super-huge and cannot see it at whole. I have scaled a lot smaller in Sketchup then exported and previewed but again, it's still huge as it is. Nothing more, nothing less. I don't know how to get rid of this.
Mariocrash
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Posted on 05-18-12 10:09:51 AM, in Post your SM64 mods, patches and screenshots here! (NO ROM LINKS!) Link
Thanks. One thing I can't fix is the transparent textures, they don't have any transparency after it is imported.
Mariocrash
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Posted on 05-18-12 10:58:28 PM, in Help/Questions about Toad's Tool 64 and SM64 hacking Link
I have imported my model into Castle Grounds then add the objects on TT64. While I start the game, but the objects don't show up (all stars added). How do I correctly make them appear in the game?
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Posted on 05-19-12 02:26:13 PM, in Help/Questions about Toad's Tool 64 and SM64 hacking Link
Originally posted by ShenoxVII
Are the items grey? If they are grey they aren't actually there, you need to press CTRL ALT then click it or something, It's in the FAQ.


The items are in red. They are still in the map, but not in the game. Someone told me to copy/paste the object parameters to get them appear, but actually this is doesn't do stuff.
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Jul - Posts by Mariocrash


Rusted Logic

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