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04-23-22 11:52:27 PM
Jul - Posts by messiaen
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messiaen
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Posted on 12-24-10 12:00:50 AM, in List of released SM64 hacks Link
Figured out this was needed due to the number of cool hacks now reaching at least demo stage and because unfortunately not all the authors are active in this forum.

The Missing Stars [Jul thread]:
Author: messiaen (aka frauber)
Released: 05/2009
Lenght: 38 stars
Download
Video:
<object width="480" height="385"><embed src="http://www.youtube.com/v/UgLc0rPRs3U?fs=1&hl=pt_BR" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="385"></embed></object>

Super Mario 64: Wacky Worlds V2 DEMO
Author: dudaw12
Released: 03/2010
Lenght: 13 stars

Video:
<object width="480" height="385"><embed src="http://www.youtube.com/v/PUk1tvuPeYk?fs=1&hl=pt_BR" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="385"></embed></object>

Super Mario 74 Demo 1
Author: Lugmillord
Please someone make a PPF patch of this hack, right now it can only be obtained directly from the author
Releasd: 11/2010
Lenght: 40 stars
Video:
<object width="480" height="385"><embed src="http://www.youtube.com/v/XEFSum3_D9k?fs=1&hl=pt_BR" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="385"></embed></object>

Super Mario 64: Christmas Carnival Special (mini-hack)
Author: celux
Releasd: 12/2010
Lenght: 3 stars
Video:
<object width="480" height="385"><embed src="http://www.youtube.com/v/z3zMQAu8Xy8?fs=1&hl=pt_BR" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="385"></embed></object>
Download (needs a more stable download link)

As you can see, the quality is quickly improving .
messiaen
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Posted on 12-25-10 10:51:13 AM, in Mario 64 Level Importer Link
My christmas gift to the SM64 community .

Level Importer v13


Changes:
- Totally Redesigned GUI
- Fixed some .obj issues which prevented textures from importing correctly
- Set Mario start position feature (even on levels such as the Castle Grounds)
- Fixed false "vertex out of range" warnings, now it should to take advantage of the entire level boundaries
- Option to switch act selectors on/off in each regular level
- Trajectories for racing penguin and snowman's bottom
- Collision mapping now has an interface, including a preview for resized textures
- Fixed "hardcore" fog setting
- Background parts (bg00.bmp files) are now correctly deleted after conversion
- Multiple water boxes
- Support for extra collision parameters (wind and sand direction)

Multiple water boxes is buggy and still has to tested a lot. In the next version I'll focus on adding trajectories and star positions, as well as some other tweaks.
messiaen
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Posted on 12-25-10 04:28:11 PM, in Mario 64 Level Importer Link
Probably not in the next version, but eventually it will include an integrated sequence inserter (producing the music files will still be done by standalone applications such as mml2m64 or the alpha MusicXML importer).
messiaen
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Posted on 01-04-11 12:03:51 AM, in Mario 64 Level Importer Link
Originally posted by puddinpops
New here, hopefully it's OK to ask questions in this thread. I tried opening the OBJ file for my level in this program and it gave me the error "Index was outside the bounds of the array." Can anyone tell me if it's a problem with my OBJ file not being properly prepared, or is it something else? Here's what appears under Details:


Can you send me the .obj + .mtl file? It's most likely some exception I haven't handled when opening material files to gather texture/collision data.

Originally posted by vinnyboiler
Messiaen, I was wondering if you could please include a button in your next OBJ inporter that will allow you to refresh mtl files (aka update texture list)


Hmm, I can see why you are requesting that, but I'm not sure if I should bloat the interface with another button just for that. You can either restart the importer (use a settings file to save your options) or use this trick: open a different .obj file, then reload again the previous one, then the material list will be updated.
messiaen
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Posted on 01-04-11 12:35:37 PM, in Toad's Tool 0.6.0 (On hiatus for an indefinite amount of time) Link
Nice to see you working on it, I also recently returned working on my importer after months without time to even glance at the code.

Eventually we'll have to test some compatibility issues. My importer actually uses an ugly method of allocating fixed regions of the ROM (0xE0000) for each level. That's more than enough for any level (not even half of it is used in levels that push textures/polygons to the limit), but that may not be the case in a complex level with 4 areas. At some point I thought of having a more dynamic method, but then there's so much free space in the ROM I'm not sure if it's worth it. If we expanded the ROM to 64MB and set some conventions as far as ROM usage is concerned, then compatibility will be easier.

Also, what exactly will be included in the .tt64 "level file"? I can probably do some "export" function in my importer.

messiaen
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Posted on 01-04-11 12:42:00 PM, in Mario 64 Level Importer Link
Originally posted by Zero One
Are we going to be able to import models into the sublevels at some point, such as the house in Cool, Cool Mountain?


That depends on the future developments of TT64, if it decodes acts on the fly then it would be possible, but still I would need to do some major changes on the importer core.
messiaen
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Posted on 01-04-11 11:15:12 PM, in Mario 64 Level Importer Link
Thanks for reporting that, indeed that function and also fog colors are broken in v13 due to some internal changes.

I started working on v14 yesterday and added some star positions: Eyerock Boss, Big Bully Boss, Chill Bully Boss, Giant Piranha Plants, Penguin Mother and Wiggler Boss.

I'm doing next the Princess Peach Slide and the Penguin Race. Any more hardcoded star positions I'm missing?
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Posted on 01-08-11 12:10:15 PM, in List of released SM64 hacks (last edited by messiaen at 01-08-11 09:10 AM) Link
New Super Mario 74 demo released. I made a PPF patch for it this time.

Super Mario 74 Demo 2 [download]
Author: Lugmillord
Releasd: 01/2010
Lenght: 100 stars
Video:
<object width="480" height="385"><embed src="http://www.youtube.com/v/toA_y3M2tQE?fs=1&hl=pt_BR" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="385"></embed></object>
messiaen
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Posted on 01-08-11 12:34:22 PM, in Mario 64 Level Importer (last edited by messiaen at 01-08-11 09:34 AM) Link
Welcome to the forum, I'm glad you finally joined. First thing you should do is to look at some threads and post any info you have that isn't there so we can discuss it. We only reached this point in SM64 hacking because all people involved were nice to share all their findings soon and often.

I never looked into how to disable the demos (Missing Stars doesn't actually change them at all AFAIR), feel free to post it. Perhaps there's more possible customization other than simply disabling/enabling it.
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Posted on 01-08-11 03:18:45 PM, in Help/Questions about Toad's Tool 64 and SM64 hacking Link
Originally posted by RDX
To make part of your level grabbable, do you assign that texture a collision type, or do you just simply add a pole inside that portion of the level's geometry to make it climbable?


Not a collision type, there's an invisible object that creates this effect (Check jolly roger bay for some examples).
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Posted on 01-08-11 06:49:26 PM, in List of released SM64 hacks Link
I contacted him before doing a patch, he was ok with it.
messiaen
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Posted on 01-09-11 11:04:31 AM, in Mario 64 Level Importer (last edited by messiaen at 01-09-11 08:08 AM) Link
When refering to data in the checksum area (first meg of the ROM) I think is better to use RAM offsets, since this is the kind of stuff its easier to explore with a disassembler/RAM viewer, not a hex editor.

Looked briefly into the title screen stuff, not sure if that function is really responsible for the demos, tried placing breakpoints but it didn't even get executed (?). The "press start" and some other stuff related to the title screen is covered in Nagra's Mario Resource (originally found at Dextrose, not sure if that place is still up).

Nice find about the camera settings, there is some interesting data there. But there's still dozens of hours of extensive experimentation and documentation before we can think of practical ways of modyfing it. Most likely they are general camera settings, not really paths. It would be nice to create a new thread to discuss that data and other camera related stuff, since that subject is very complex.

Getting back to the level importer, as stated in a previous post the fog has been fixed. Also, I have covered pretty much all boss star positions and trajectories for objects such as Metal Balls and objects that use the "Platform on Tracks" behavior (Wooden cablecar, checkboard elevators, magic carpets).
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Posted on 01-09-11 11:30:28 AM, in Exploring Camera Data (last edited by messiaen at 01-09-11 08:32 AM) Link
Decided to collect the camera-related data in this thread and post some stuff I have, since this is currently a
pressing problem with custom levels. Of particular practical interest is Dudaw finding on those general camera
settings used on a per-level basis.

0x8033CBD0: Current camera pointer. There are multiple cameras for a level, this is the one which will be
processed.

0x8033C5A4: Camera distance pointer (32-bit float)

0x80290D90: Function to control camera using second player controller in the ending. (A0 is a pointer to the camera)

In Mario's struct, there is camera-related struct, however its mostly just copy of Mario's parameters that are used by other camera functions. Changing the "camera setting" will trigger a few camera actions.


typedef struct camera_data  /* Mario->Camera (0x8033C520) */

{
u32 mario_action; /* copied from mario->action */
float x; /* also copied from Mario struct */
float y;
float z;
s16 _0x10_mario_0x2c; /* 0x10 */
u16 rotation; /* again copied from Mario struct */
s16 _0x14_mario_0x30;
s16 _0x16_mario_0x32;
u32 _0x18;
u16 _0x1c;
u16 camera_setting; /* 0x06 = door opening 0x09 = triggers initial peach animation */

/* incomplete, many other members left ?? */
} Camera;



If I'm not mistaken, after that data there's also some structs containing values such as camera x/y/z rotation and speed.

Originally posted by VL-Tone
First discovery using the checksum less ROM:

With good old ROM corruption, I was able to find a table that seems to contain camera animation pointers.

The table is found at 0xEA4D4 and ends at 0xEA804. Each item in the table is 8 bytes long, the first 4 bytes are a RAM address (0x80xxxx) and the last 4 bytes are some parameters.

The item I first stumbled upon is at 0xEA554, it's the camera settings for when Mario opens (or close) the double doors of the castle lobby (it applies to both inside and outside the castle). By swapping around this item with others found in the table I was able to identify most of them, though some may just not have worked as expected while being used on the door transition.

The most interesting ones are labeled with **, these camera modes follow Mario in unusual ways, and these modes will usually remain active until you enter a painting. The rest are mostly static cameras or non-interactive camera animations. The most interesting camera animations are labeled with %%. The unlabeled items didn't do anything particular, except maybe a few that provided a normal Lakitu camera in the Castle lobby instead of the "stuck in the corner" camera normally found in that room.


80 29 0F 8C 00 46 00 00 -- temporary top down view

80 29 0E 00 00 4B 00 00 -- Pointing somewhere else for a couple of seconds
80 29 0F 1C 01 82 00 00 -- Shows two other places with iris effect
80 29 11 08 00 8B 00 00 -- Crashes while pointing somewhere else
80 29 13 54 02 4E 00 00 -- Crashes while looking up to the sky
80 29 14 2C 00 5F 00 00 -- Shows somewhere else with iris effect
80 29 15 14 01 A9 00 00 -- Pointing somewhere else for a couple of seconds
80 29 15 D4 00 EC 00 00 -- Shows somewhere else with iris effect
80 29 17 74 00 F5 00 00 -- Pointing somewhere else for a couple of seconds
80 29 18 70 7F FF 00 00 -- Stuck 3/4 top down camera
80 29 19 24 00 00 00 00 -- Normal Lakitu cam?
80 29 1C D0 01 68 00 00 -- Zoom out and in on Mario animation
80 29 21 64 7F FF 00 00 -- ** Weird cam follows Mario from very high
80 29 0C 1C 00 01 00 00 -- Normal Lakitu cam?
80 29 0C 30 7F FF 00 00 -- Stuck and static
80 29 91 00 00 01 00 00 -- =======Double door opening======= (Hacked to make this list)
80 29 91 A8 7F FF 00 00 -- Normal Lakitu cam?
80 29 7B 84 7F FF 00 00 -- %% End camera zoom out castle animation with Lakitu flying around. (When everyone says goodbye at the end).
80 29 7C 40 7F FF 00 00 -- Static cam from way down, Mario controls not relative to cam
80 29 91 00 00 01 00 00 -- Double door opening
80 29 91 54 00 1E 00 00 --
80 29 91 F0 00 01 00 00 --
80 29 92 CC 00 32 00 00 --
80 29 93 60 00 00 00 00 --
80 29 91 00 00 01 00 00 --
80 29 91 54 00 14 00 00 -- Points somewhere else shortly
80 29 91 F0 00 01 00 00 -- Castle view when Mario first enters castle ( Bowser message 1?)
80 29 92 CC 00 32 00 00 -- Short zoom on Mario
80 29 93 60 00 00 00 00 --
80 29 91 00 00 01 00 00 -- Double door opening
80 29 91 54 00 1E 00 00 -- Points somewhere else shortly
80 29 94 04 7F FF 00 00 --
80 29 91 00 00 01 00 00 --
80 29 91 54 00 14 00 00 -- Points somewhere else shortly
80 29 94 04 7F FF 00 00 --
80 29 8F E8 00 01 00 00 --
80 29 8D 9C 00 79 00 00 -- Short zoom out animation
80 29 8D 44 00 00 00 00 -- ** Cannon POV cam! Walk slowly (backward) or crouching to move around, and don't jump!
80 29 3C 2C 7F FF 00 00 -- Stuck and static
80 29 3C B0 00 0F 00 00 -- Weird quick glitchy camera movement for a second
80 29 3D 5C 00 00 00 00 --
80 29 42 F0 7F FF 00 00 -- Crash
80 29 43 D4 00 00 00 00 -- Quick Zoom out
80 29 84 B4 7F FF 00 00 -- Zoom on Mario, then stuck and static
80 29 8A F8 00 76 00 00 -- Temporary view from down under
80 29 8C CC 00 00 00 00 --
80 29 8A F8 00 B4 00 00 -- Temporary view from down under
80 29 8C CC 00 00 00 00 --
80 29 8B A0 00 01 00 00 -- Close view from opening door
80 29 8C 2C 00 3C 00 00 --
80 29 8C CC 00 00 00 00 --
80 29 7A 64 7F FF 00 00 -- %% Peach letter!
80 29 7A 38 00 23 00 00 --
80 29 78 4C 03 34 00 00 -- %% Lakitu tour of the castle opening!!
80 29 79 08 01 0E 00 00 -- %% Ciao! Welcome message
80 29 76 2C 7F FF 00 00 --
80 29 4A 14 00 AA 00 00
80 29 4A 94 00 00 00 00 -- from under?
80 29 3E 7C 00 34 00 00 -- from far away for a second
80 29 3E D8 00 00 00 00 --
80 29 3F 70 00 49 00 00 -- from farther away
80 29 3E D8 00 00 00 00
80 29 59 30 00 5A 00 00 -- travels to top view for a second
80 29 3E D8 00 00 00 00 --
80 29 04 40 7F FF 00 00 -- Stuck on side view mario
80 29 57 C8 00 96 00 00 -- Weird fly over animation
80 29 58 94 00 00 00 00
80 29 4C 5C 7F FF 00 00 -- stuck wobbly lakitu cam POV
80 29 54 18 00 64 00 00 --
80 29 3E D8 00 00 00 00 --
80 29 4D B4 7F FF 00 00 -- stuck wobbly lakitu cam POV 2
80 29 4E E8 7F FF 00 00 -- stuck wobbly lakitu cam POV 3
80 29 4F EC 7F FF 00 00 -- **Drunk Lakitu cam follows mario from 3/4 top, controls not relative to cam
80 29 4F EC 7F FF 00 00 -- **same
80 29 52 70 7F FF 00 00 -- **Drunk Lakitu cam loosely follows mario from 3/4 top, controls not relative to cam
80 29 39 44 00 B4 00 00 -- static for a few seconds
80 29 38 6C 7F FF 00 00 -- Bowser message 2
80 29 38 C8 00 00 00 00 --
80 29 24 B8 7F FF 00 00 -- ** Camera circles around Mario
80 29 30 18 7F FF 00 00 -- Stuck drunk Lakitu cam cam from far away
80 29 2A 80 7F FF 00 00 -- **Fish-Eye Mario cam!
80 29 33 8C 7F FF 00 00 -- **Weird backward Mario cam, he always faces the camera, every joystick move will make him go forward in an absolute direction that is relative to the level.
80 29 6F A8 7F FF 00 00 -- Stepping on the wing cap switch message
80 29 83 B4 00 32 00 00 --
80 29 84 58 00 00 00 00 --
80 29 73 B0 00 C8 00 00 -- Goes behind mario for a second, then switches back to normal cam
80 29 84 58 00 00 00 00 --
80 29 67 10 00 BE 00 00 -- From far under when exiting the Castle
80 29 67 C4 00 00 00 00 --
80 29 69 F8 00 78 00 00 -- From far under when exiting the Castle 2
80 29 67 C4 00 00 00 00 --
80 29 68 A0 00 A3 00 00 -- From far under when exiting the Castle 3
80 29 67 C4 00 00 00 00 --
80 29 6B 30 00 78 00 00 -- From far under when exiting the Castle 3
80 29 67 C4 00 00 00 00 --
80 29 5E 8C 7F FF 00 00 -- crash from double door
80 29 5F B0 00 0C 00 00 --
80 29 5F D8 00 00 00 00 --
80 29 61 60 7F FF 00 00 -- stuck and static cam
80 29 62 C8 00 0F 00 00 --
80 29 62 F0 00 00 00 00 --






Originally posted by Dudaw
Hey, here's some good news.
I've found the solution to our camera problems!
@ 0x41C80 [0x80286C80] are some JAL instructions that load the hardcoded "paths" for each of the levels.
The search went exceptionally well; I was expecting something very similar to what I ended up finding.
When I was searching for the RAM offset to where the current camera option is stored, I was somehow led into finding the pointers to the paths.
I haven't checked yet, but I'm sure if we followed our way back from these instructions, we would probably find that camera paths are nothing more than a bunch of elaborate camera positions and rotations.

In case if you didn't notice, the Castle Grounds actually uses a different type of camera setting than every other level. Even when you import a new model into CG, you'll notice that it doesn't seem to follow a path, but instead smoothly rotates around any walls and slopes.
What I did was I took the instruction from 0x41D00 [0x80286D00] and replaced every other one with it.
Only problem I noticed is that the camera position is a little uncomfortable in levels other than CG.
It appears positions and a few other effects must be set somewhere else.

Not only that, but other camera settings such as when Mario comes out of water or goes through a door are in this function, too. Those ones are at 0x41D60.
Also, 0x41C00 [0x80286D00] seems to be for the different camera options that are set with the C and R buttons.

messiaen
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Posted on 01-09-11 08:12:20 PM, in Exploring Camera Data (last edited by messiaen at 01-09-11 06:08 PM) Link
Some more info on the function Dudaw's pointed out: the later part of it is basically a jump table for camera settings.

The current camera setting can be found at the (global) variable at 0x8033C6D4. Changing this value is the easiest way to mess with camera settings without having to change the tables itself.

0x8033C6D4 is the current camera (u8), 0x8033C6D5 is the previous camera setting.

These camera settings are copied to the current camera (pointer at 0x8033CBD0).

It seems there's a basic camera setting for each level, however a few parts of the levels force different camera settings. For instance, when you climb the stairs at the "Inside Castle" level (area 1), camera setting is forced to 0x0D by function 0x8028E298. Not sure what triggers it (more backtrack must be done).

So, it's quite complex, but hopefully we'll find at least some table with the basic camera settings for each level and a way to disable those forced presets.

Edit: A general list of those 'presets':

0x01 - Bob-omb, Whomps, Tall Tall, Wet-Dry,Tiny-Huge Island, SSL (mostly open levels).
0x02 - tick tock clock
0x03 - Used in the Aquarium
0x04 - Haunted House (0x0d when Inside Rooms)
0x08 - Forced on water
0x09 - Peach Slide
0x0b - Top of mountain in BOB and Bowser Battles
0x0d - Inside castle (When inside a room, 0x04)
0x0e - bowser levels (sort of side view, not many camera rotation changes), rainbow cruise, blue cap
0x10 - Ouside, Rainbow Clouds, metal cap, wing cap, Snow Man's Land, Jolly Roger Bay, Hazy Maze

Edit: After a very boring and long session of backtracking I think I found where the initial camera setting comes from. It's actually from the Level Terrain Geo Layout (function 0x8029AA3C)! Let's see what can be done with that (I'm not very optimistic since there's probably a bunch more hardcoded data involved).
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Posted on 01-10-11 12:46:21 AM, in Exploring Camera Data Link
Easiest way to test this is by changing one byte in the terrain Geo Layout:


|-----> these 3 bytes are actually drawing distance settings
|
0A 01 00 2D 00 [64] [75 30] 80 29 AA 3C 04 00 00 00 0F 00 00 [01] 00 00 07 D0
|
|--> camera "preset"


That will be included in next version of the Level Importer, of course .

Probably there are more hardcoded camera settings than just the "collision type" ones (that might be a secondary reason for having multi-room levels maybe?), but still changing these camera presets has already pretty major effects when it comes to custom levels.
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Posted on 01-10-11 06:05:28 PM, in Mario 64 Level Importer Link
Updated the first post to avoid confusions (it described the first released version of the importer, which only replaced Bob-omb and didn't even support texture importing).

I did a lot of work on the program this weekend, v14 is almost done. Besides bug fixes, new star positions and trajectories, the two main new features are selecting the basic camera presets and custom music settings.

The custom music menu is basically an advanced version of the old sequence inserter. This time I actually expanded the music data - there is room for 53 sequences - and you can easily change instrument sets.
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Posted on 01-11-11 01:43:51 PM, in Mario 64 Level Importer (last edited by messiaen at 01-11-11 10:47 AM) Link
Have you tried Notation Musician/Composer? They seem very appropriate for MusicXML export because of the intelligent quantization setings. There's also the option, if you understand music notation, of manually adjusting things in MuseScore after the MIDI is imported.

Also, the Recordare website has a (frequently updated) list of software that supports MusicXML (free and proprietary): http://www.recordare.com/musicxml/community/software".

Another good read: http://www.skytopia.com/project/articles/notation.html
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Posted on 01-12-11 04:54:28 PM, in Exploring Camera Data Link
The level importer will just change that specific byte so that different camera presets can be used.

I am also thinking of writing a custom collision type that changes this camera setting in-game, this way it would be possible to have specific parts of the level with different camera settings. So far, the only level that I found that does that is Bob-Omb Battlefield, actually the Bowser's levels don't use this.

Also, in the Inside Castle, these camera setting changes are probably related to the multi-room system, not to the collision (though this must be checked further).
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Posted on 01-13-11 01:51:49 AM, in Post your SM64 mods, patches and screenshots here! (NO ROM LINKS!) Link
Very impressive, I really appreciate your detailed effort on each level. Certainly this hack will set a new standard for SM64 hacking.
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Posted on 01-19-11 11:41:27 PM, in Help/Questions about Toad's Tool 64 and SM64 hacking (last edited by messiaen at 01-19-11 08:43 PM) Link
Originally posted by RDX
the #texture error is something that has long haunted me in toads tool. Whenever i reach some point in the creation of a level, when I try to open it in Toads Tool I'll get the #texture error and the level won't load at all. Why is that?


I think it's a TT64 issue with too many textures being used. Try to import your level without using the textures from the material file and see if the level can now be opened in TT64.

Originally posted by Me-me
Can't say I've gotten exacly that error, but it is similar in nature. Whenever I open one of my ROMs, there's a few levels that generates a script error
if you try to access them. It says e.g. Draw: Bob-ombs Battlegfield, but never finishes loading and instead causes a script error (Index out of range).
The only special about the ROM is that it's manually Hex-edited by me in some places.


Are you sure the importer caused this? Did this problem happen with the last two versions (v12 and v13) ? If so, can you send me the ROM and tell me which levels so I can take a look?

Originally posted by Meltfire
I completed my second level and I decide to add music with MusicXML Importer instead of using MML file.

And It work. But there no sound sfx coming from the game. I try again with a much simpler midi file that only have three channels but still no sound. Thanks again.


Is the file bigger than 13k (the size of the biggest sequence in the game)? If so, that may be the problem (though I'm not sure about it, I need to test this more).
Pages: 1 2 3 4 5 6 7 8 9 10 ... 43 44 45 46 47 48 49 50 51 52 53 54
Jul - Posts by messiaen


Rusted Logic

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

25 database queries, 52 query cache hits.
Query execution time:  0.078535 seconds
Script execution time:  0.027827 seconds
Total render time:  0.106362 seconds


TidyHTML vomit below
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line 986 column 17 - Warning: trimming empty <tr>
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line 991 column 135 - Warning: trimming empty <font>
line 125 column 68 - Warning: <nobr> is not approved by W3C
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line 177 column 27 - Warning: <nobr> is not approved by W3C
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Info: Document content looks like HTML5
Info: No system identifier in emitted doctype
Tidy found 309 warnings and 0 errors!


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escape the URI on your own. For more information please refer to
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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.

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