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The SM64 Hacking Help/FAQ Thread (updated Nov 21)

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Originally posted by Blakeoramo
Is there a way to mirror models. like nintendo did with oot master quest?#w{=)}


Feed it more limes.
Originally posted by Skelux
Originally posted by Blakeoramo
Is there a way to mirror models. like nintendo did with oot master quest?#w{=)}


Feed it more limes.


And crackers.

Limes with Crackers...
who does that.
But forget it then, i was going to make a completly mirrored version of sm64, but...
never mind
I promise to never cancel my hacks
Originally posted by Blakeoramo
Limes with Crackers...
i was going to make a completly mirrored version of sm64


Easy make exact dead on replicas of SM64 levels and re import them and add everything back in. Still pretty time consuming but crackers will help.


Does anyone know the addresses of Bowsers laugh and the coin sounds for Subdrags tool?
Originally posted by Donaldthescotishtwin
Originally posted by Blakeoramo
Limes with Crackers...
i was going to make a completly mirrored version of sm64


Easy make exact dead on replicas of SM64 levels and re import them and add everything back in. Still pretty time consuming but crackers will help.


Does anyone know the addresses of Bowsers laugh and the coin sounds for Subdrags tool?


i dont mean replicas. i want to bacically make a sm64 master quest. but i can still see what you mean
I promise to never cancel my hacks
some sm64 models are uploaded to the google sketchup database.
youve got to recreate every other modell.
can someone explain me how to make a pole which mario can climb up?
if you want a good looking pole:
draw a pole in sketchup, use a non-solid collission for it.
then selct the object "Pole" in TT64.
thanks, that worked.
another question, how to get the "special 3D Objects" command in TT64 when editing a custom map?
Originally posted by Cramer
another question, how to get the "special 3D Objects" command in TT64 when editing a custom map?

that can't be done with TT64 - it would require more advenced hacking
Originally posted by Cramer
another question, how to get the "special 3D Objects" command in TT64 when editing a custom map?


You don't really need special 3D objects in TT64. All you really need are red 0x24 objects for custom levels. You make those by setting an object combo and ticking the tiny stars at the bottom (be sure you're on expert mode!). For bosses/level specific objects, you have to set object banks in the importer.
If somebody has the time could they make a tutorial or direct me to one in English for warp ids? I looked around you tube and there was not any good videos that I could find.
Originally posted by dustyporcbean
If somebody has the time could they make a tutorial or direct me to one in English for warp ids? I looked around you tube and there was not any good videos that I could find.

I'll make a whole hacking tutorial in the afternoon, when i got a mouse.
If you could wait ~2 Days, i'm probably at warp IDs.
Hello, I want to know if it is possible to replace the star model with the star sprites that spins around the big Mario's face in the PRESS START screen, and if somebody could explain how to do so. I think it would be useful to make the stars look different, as editing the sprites it's easier than editing the model. Thanks
Hey guys. I need help on an advanced topic: Replacing models over objects (without the model replacer) I tried to PM Skelux on YouTube about this, but he hasn't responded. Please send me your answers via PM.

So a while ago, Skelux uploaded a doc on how to import models over objects (or in this case, display lists). I can follow everything except the last two steps:

"-Copy your imported display list from the first 0xFD command to the second last 0xBF command" (second to last?)
"-Paste it where the first 0x06 command points to in the model you are importing over"

For the second to last step, do I copy each inividual 0xFD and 0xBF command, or do I copy everything starting from the first 0xFD command to the second to last 0xBF command? The notes also say that the last two 0xBF commands create glitched polygons, so I exclude those, right?

And on the final step, do I fill OVER the 0x06 command in the model I'm replacing, or do I start AFTER the 0x06 command? And by "points to" does it mean the address?

Pasting in the Script Dumps part of TT64 doesn't help either. I tried experimenting in a hex editor, but the game either gives me glitched polygons, or just crashes. On another note, when comparing the data in TT64 to a Hex editor, the order is different (at least I think it is). I'm very sure that the model I'm using hasn't exceeded the polygon count of the model I'm replacing, so what do I do?
Originally posted by Flame8765
much

sry for not asnwering the question but asking one more:
where did you get the display list for an object you imported and where did you imported it?
(i could never find one, that's why i could never import objects without the shitty model replacer.)
Originally posted by Kazeshin
I'll make a whole hacking tutorial in the afternoon, when i got a mouse.If you could wait ~2 Days, i'm probably at warp IDs.


sorry for the late reply, but if you could I would appreciate it. I'm pretty sure this help other people as well because there isn't any good English tutorials out there that I found at least.
Originally posted by dustyporcbean
Originally posted by Kazeshin
I'll make a whole hacking tutorial in the afternoon, when i got a mouse.If you could wait ~2 Days, i'm probably at warp IDs.


sorry for the late reply, but if you could I would appreciate it. I'm pretty sure this help other people as well because there isn't any good English tutorials out there that I found at least.



sry, but i won't make on ein the near future, because i made some mistakes.
Originally posted by Kazeshin
sry for not asnwering the question but asking one more:
where did you get the display list for an object you imported and where did you imported it?
(i could never find one, that's why i could never import objects without the shitty model replacer.)


It's okay, very few hackers know how to replace object models anyway. I wasn't expecting much.

You find the display list by importing a model over Haunted House. Then open TT64 and go to Preferences > Script Dumps > Polygon Data (by pos.) Scroll down and click on the very last line called "Unknown"
Originally posted by Flame8765

You find the display list by importing a model over Haunted House. Then open TT64 and go to Preferences > Script Dumps > Polygon Data (by pos.) Scroll down and click on the very last line called "Unknown"

that entry seems so wrong to me. it has so much more data, even if i only import a little square.
also, after following the steps, it was just glitchy.
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