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

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Originally posted by Skilllux
Lol frauber is pretty much disappeared from earth.


Frauber appears once in a blue moon, but you're right for the most part lol. He's long gone from the internet. Skelux is the only active person who knows anything about the Importer's code.
Okay, I`ve lost about 20x TIMES too much time on what this BS worth, again because I'm SURE I read it somewhere but can't find it anymore:

HOW THE F___ CAN I RECALCULATE THE CHECKSUM????????????

Almost all the best hackers did this, but Google is of no F**KING help!!!!

I used a generic checksum calculator ( CRC32 format ) and -you guessed it- it didn't work for S***!

And now with the new Project 64 v2.1 I can't imagine a player trying something hard by continuously reloading a savestate and the save crap happens...

My hack would have been online three days ago if it weren't because of such CRAP always happening at the very VERY end!
Uber Mario 64 Demo released, 16 awesomely challenging stars awaits YOU!
  
Originally posted by ArchangelGabriel
Okay, I`ve lost about 20x TIMES too much time on what this BS worth, again because I'm SURE I read it somewhere but can't find it anymore:

HOW THE F___ CAN I RECALCULATE THE CHECKSUM????????????

Almost all the best hackers did this, but Google is of no F**KING help!!!!

I used a generic checksum calculator ( CRC32 format ) and -you guessed it- it didn't work for S***!

And now with the new Project 64 v2.1 I can't imagine a player trying something hard by continuously reloading a savestate and the save crap happens...

My hack would have been online three days ago if it weren't because of such CRAP always happening at the very VERY end!


Level importer v16 has a "chksum64.exe" in its folder, just drag & drop your file in the executable.

    See my hack development here!: Super Mario and the missing memories.
Originally posted by Mariohacker14
Level importer v16 has a "chksum64.exe" in its folder, just drag & drop your file in the executable.


OMG, I know, I've just realized that and came to this forum to tell everybody about this. :blush: #smw{-_-2}

I SWEAR I don't intend this to happen but I know it happens SOOOOOOOOOO incredibly often!!! ... Like statistically IMPOSSIBLE often... almost everytime I waste days stuck on something I resign to ask questions to u guys, AND THEN, just after, by some f__king magic, a bright light lit up in my mind. Sorry again, everytime I intend to stay longer on the problem and it takes just that ever so little much longer to find out what to do. Thanks anyway.#smw{^_^;}
Uber Mario 64 Demo released, 16 awesomely challenging stars awaits YOU!
  
Originally posted by ArchangelGabriel
Originally posted by Mariohacker14
Level importer v16 has a "chksum64.exe" in its folder, just drag & drop your file in the executable.
Sorry again, everytime I intend to stay longer on the problem and it takes just that ever so little much longer to find out what to do. Thanks anyway.#smw{^_^;}


No problem, we are here for solve problems of anyone! :D

    See my hack development here!: Super Mario and the missing memories.
Originally posted by ArchangelGabriel

OMG, I know, I've just realized that and came to this forum to tell everybody about this. :blush: #smw{-_-2}

I SWEAR I don't intend this to happen but I know it happens SOOOOOOOOOO incredibly often!!! ... Like statistically IMPOSSIBLE often... almost everytime I waste days stuck on something I resign to ask questions to u guys, AND THEN, just after, by some f__king magic, a bright light lit up in my mind. Sorry again, everytime I intend to stay longer on the problem and it takes just that ever so little much longer to find out what to do. Thanks anyway.#smw{^_^;}

eh eh, I think it would be considered a new murphy's law #ab{:P}

now this is my problem, depending on the number of textures in my level model a different number of textures doesn't show up on the star door. the image below shows how the doors look with decreasing number of textures.

imagebam.com

with more than 11 textures the doors are completely black (without any textures), whit less than 8 textures the doors look fully textured. I have also tried many combination of textures to see if the problem is caused by a particoular one but the result is always the same. any idea?

forgot to say that any other 3d object doesn't have this problem...
My demo hack is READY #smw{:D}, already in PPF format, I'm about to finish the ReadMe right now.
My question is;

What I am allowed to do on this forum to advertise it, can I make a new thread about it? ( It's going to be a full 120 stars hack and it's quite polished with all the particular bugs taken care of and resolved... )
Uber Mario 64 Demo released, 16 awesomely challenging stars awaits YOU!
Originally posted by ArchangelGabriel
My demo hack is READY #smw{:D}, already in PPF format, I'm about to finish the ReadMe right now.
My question is;

What I am allowed to do on this forum to advertise it, can I make a new thread about it? ( It's going to be a full 120 stars hack and it's quite polished with all the particular bugs taken care of and resolved... )


everyone is allowed to make such threads, as long as you got for example screens or a video.
Originally posted by Kinopio
now this is my problem, depending on the number of textures in my level model a different number of textures doesn't show up on the star door. the image below shows how the doors look with decreasing number of textures.

imagebam.com

with more than 11 textures the doors are completely black (without any textures), whit less than 8 textures the doors look fully textured. I have also tried many combination of textures to see if the problem is caused by a particoular one but the result is always the same. any idea?

forgot to say that any other 3d object doesn't have this problem...


I have that one issue who blasts out while making a HUB a very long time ago.

The star door textures are generally black or dark green because of the model textures you used (i think 10 or so). My own strategy when this occurred is to add two black textured walls and set its collision as non-solid, then hide the star doors inside them.

Not a very helpful trick to fix, but gets the best to follow.
SUPER CRASH TIME YEAH!
Originally posted by Mariocrash

I have that one issue who blasts out while making a HUB a very long time ago.

The star door textures are generally black or dark green because of the model textures you used (i think 10 or so). My own strategy when this occurred is to add two black textured walls and set its collision as non-solid, then hide the star doors inside them.

Not a very helpful trick to fix, but gets the best to follow.

yes, this is a pretty good work around, thanks!
If I have well understood, the result should be similar to the first boss room entrance in SM star road, like passing through a black wall.
I'm already back on track for the full version of UBER MARIO 64 since over a day and I appreciate every bit of attention an handful of people gave to it.

And now, it's STILL the same kind of problem: Can't find in the ROM or RAM where something is and can't perform a search because of no sufficiently distinguishable value.

And in this particular case, it's the function producing this overlay/HUD counting the coins:

screenshot utility windows

Because I couldn't, I also looked for what could possibly be the RAM address of the amount of coin amassed by Mario, to no avail ( I found the function spawning the 100th coin star, but climbing up to the previous functions calling their sub didn't lead far enough, I am now stuck with the function at 0x8024DB2C which clearly appears to be called from nowhere #smw{x_x})

Now what could I do, I really need to find it cause it currently crashes in a particular situation...#smw{:(}
Uber Mario 64 Demo released, 16 awesomely challenging stars awaits YOU!
i actually dont know, what function calls this, but maybe those ram addresses are suefull for you:
8033B218: amount of coins
802E3DB0,
802E3DC8,
802E3DE0,
802E3E18: related to HUD display
Originally posted by Kazeshin
i actually dont know, what function calls this, but maybe those ram addresses are suefull for you:
8033B218: amount of coins
802E3DB0,
802E3DC8,
802E3DE0,
802E3E18: related to HUD display


Thanks, but I just discovered the coin number addresses along with the lives and display of number of stars ( all in one struct at 8033B170 ), now the problem is that searching for that address in opcode gives no result because it is found by reading another address ( which is 8032D93C ). Then if I count the instances of that address in the opcode, I get hundreds of results #smw{._.}, and many of them are inserted in args registers ( A0-3 ) before calling another function calling another one calling another... with the same goddamn argument. So it just seems like it doesn't worth trying that way to find where is that damn function.

Update: nvm, I found it. Didn't solve the problem yet but it's mostly just a matter of time now ( discerning what's making the problem in it and fix it ).
Uber Mario 64 Demo released, 16 awesomely challenging stars awaits YOU!
Can someone tell me where is defined the fog in an already existing level... I suppose it might be in the geo layout of the level but where?

I know that the Level Importer can do that to new levels so I assume Skelux and maybe someone else already know the answer and can just tell me on a dare... like which command is it?

Thanks.

Update: just figured out that it's not related to the geo layout of the level exactly... I wanted to remove the fog effect on an object added in the level and by just changing the model ( for testing and figure out stuff ) it turned out that this new one haven't this undesirable effect. I'll probably just find out what is causing this in much less than an hour...
Uber Mario 64 Demo released, 16 awesomely challenging stars awaits YOU!
Hey guys! I'm new to SM64 hacking and I was wondering if there was anyway to do this:
I'm trying to make the central hub for my project over BOB, and I want to remove the mission select screen for BOB only.

If for what ever reason this can't be done, is there a way to change death warps to not go out of the BoB painting. When I look in Toads Tool I see all the warps go into BoB, expect for the castle courtyard, but when I import the level over the courtyard I get all the warps switched back to BoB. Thank you in advance for anyone who response to this problem!
  
Originally posted by Grandysong1
Hey guys! I'm new to SM64 hacking and I was wondering if there was anyway to do this:
I'm trying to make the central hub for my project over BOB, and I want to remove the mission select screen for BOB only.

If for what ever reason this can't be done, is there a way to change death warps to not go out of the BoB painting. When I look in Toads Tool I see all the warps go into BoB, expect for the castle courtyard, but when I import the level over the courtyard I get all the warps switched back to BoB. Thank you in advance for anyone who response to this problem!


Level importes has an option to do that in any level.
I do not reccomend make a Hub on a level, because when you start you hack, the first level will be level N°2 :P

    See my hack development here!: Super Mario and the missing memories.
Originally posted by Mariohacker14
Originally posted by Grandysong1
Hey guys! I'm new to SM64 hacking and I was wondering if there was anyway to do this:
I'm trying to make the central hub for my project over BOB, and I want to remove the mission select screen for BOB only.

If for what ever reason this can't be done, is there a way to change death warps to not go out of the BoB painting. When I look in Toads Tool I see all the warps go into BoB, expect for the castle courtyard, but when I import the level over the courtyard I get all the warps switched back to BoB. Thank you in advance for anyone who response to this problem!


Level importes has an option to do that in any level.
I do not reccomend make a Hub on a level, because when you start you hack, the first level will be level N°2 :P


Ok, I see what you mean. Than how do you change it so that when you die you don't spawn out of BOB?
change the warp ids.
warp id F0 is allways the star - get warp and warp id F1 is allways the death warp.
by looking to "0x26 warp destinations" you can change that. (it should be the 6th or 7th warp in the list)
Hello guys, my actual cluelessness for the next question is just absolute - it's over 9000... especially since I have never, ever saw any mention of this type of data throughout any of the notes I've read - and I've got a SHITLOAD of dem notes.

How do we create/edit underwater currents? #smw{o_O}

Thanks.

Update: ROFL, nevermind, guys! That was the fastest figuring out EVER!!!! It's very much boosting my self-esteem or something but I'm either gifted or a very lucky bastard!

The answer: Command 3B of level layout script!


[3B 0C] [?? ??] [XX XX] [YY YY] [ZZ ZZ] [II II]

?? ??: don't know yet, but the only examples found are [00 00] and [00 03]

X, Y and Z: Coordinates of the point defining the current source.

II II: Intensity, negative means repulsion, positive means succion ( "tweester" ).
Uber Mario 64 Demo released, 16 awesomely challenging stars awaits YOU!
  Hi guys, the problem i'm havin is the scale of the whomp king boss.
it looks like a small one #ab{:(} I even tried injecting a 0x32 command in its behavior that alterate the scale but nothing happens! #ab{>_<}

Please Help #ab{:(}

    See my hack development here!: Super Mario and the missing memories.
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