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

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Originally posted by KochiyaStar
Off topic for the moment, but.. don't duplicate accounts get perma-banned? That's usually the case where I go... unless a valid reason is given, and even then it's strictly forbidden..


"Don't register multiple accounts to evade bans.

If you are banned, registering a new account is a sure way of locking yourself out for good. "


Originally posted by KochiyaStar
Anyways, What about a sling star? has that ever been attempted? Or even gravitational effects that SMG used.. I am thinking of doing some toying around with that engine, see what I could make.. and if it works, possibly patch and release?


I don't know. But maybe it's possible in a very hacky way. (Talking about the gravitational things) The sling stars would be possible. Putting up the velocity to fuck Mario up into the sky wouldn't be a problem.
Your layout has been removed.
If that's the case, then I am sure everyone would spam "fucking" Mario into the sky. Hopefully not so glitchingly high though...
I believe messiaen/frauber showed a tech demo with gravitational environment/movement display -- to my recollection, it looks alike a prototype. Basically, a levitate-like velocity may be quite a good deal.

EDIT: He removed the video a very long while ago.
SUPER CRASH TIME YEAH!
I've finally imported something without it crashing. The problem is that Mario spawns floating off the side of the level (you can fall off) and when I open it in TT64 I get a blank blue screen, so I can't edit Mario's starting position.
Does anyone have a solution to this?
Be sure you are using the latest version of the level importer (1.8.1S) and follow the patching sequence with a clean rom. First import the level checking the "ignore material file" option. This should prevent TT64 from crashing. Place the warp and import again, this time without the option checked.
Hello, everyone.
I'm having a little problem and I'm not really advanced at this. So, we've got three binary files(MIPS R4300i Binary). Those are the missing GFX letters from the japanese ROM of SM64. Now, I want them into the US version. I'm not sure where exactly the addresses are, where the non-existing gfx letters are called. I call you Kaze or anyone who's familiar with ASM coding in MIPS and knows the exact addresses for it.

The three binary files are here:
Download here

Thanks in advance.
Greetz,
Tarek701.

Okay, I'm having a problem. I have what should be a perfectly fine ROM, Super Mario 64 (U) [!].z64, with "80 37 12 40" as the first four bytes. But when I try to extend it, after the first step, I get an error message. The window is labeled "Director Player Error", and the message is "Index out of range *bunch of blank space* Script Error. Continue?" Whatever I press, the resulting file cannot be opened with Toad's Tool. The checksum seems to come out okay, but the editor does not recognize it as a valid ROM. Is there something I'm doing wrong or missing here?

Also, while I'm on the subject of SM64 hacking, how many courses can you have in the game? I'm wondering how hard it would be to make a hack of the game that played in a similar fashion to Super Mario 3D Land, with more linear levels with a single goal each. That might also allow more detailed sprites and objects.

----------------

I'm working on a hack! Check it out here. Progress: 64/95 levels.
I got it imported and working. However, there are a number of problems:

1. The textures somehow changed to Haunted House textures.
2. Collision is EXTREMELY glitchy.
How, would i disable the intro to the game? I hear it will crash your game if you dont disable it if you change the map or so..
Originally posted by imamelia
Also, while I'm on the subject of SM64 hacking, how many courses can you have in the game? I'm wondering how hard it would be to make a hack of the game that played in a similar fashion to Super Mario 3D Land, with more linear levels with a single goal each. That might also allow more detailed sprites and objects.


without hex editing, there are 21 levels + 3 bowser fights+3 cap stages. however, with a little script editing, you can easily get up to 255 levels (while the cake picture or the title screen is allready a level)... with a bit more hacing, you can get an endless amount of levels. only restiction would be rom size.
Originally posted by SkyLuigi
I got it imported and working. However, there are a number of problems:

1. The textures somehow changed to Haunted House textures.
2. Collision is EXTREMELY glitchy.


1. It seems that the level importer didn't find the material (.mtl) file. On the level importer first tab, check that you don't have enabled "ignore material file". If not, than check that you have correctly exported the material file, in the same folder where you exported the level .obj file you should find a .mtl file with the same name of the .obj file. Check also that in that folder are the textures image files.

2. What do you mean for extremely glichy? can you make and example?
I sometime experience some collision glich, but nothing that I would define extreme. I suggest you to check that all external faces of your model are orientend by the white side (if you are using sketchup).

Originally posted by Dakras Hayashi
How, would i disable the intro to the game? I hear it will crash your game if you dont disable it if you change the map or so..

I think it could crash the game only if you replace the castle courtyard. However you can disable it in the ROM settings tab of the level importer.
I still can't get the scrolling textures to work. So I choose my texture and I enable scrolling textures. Then I choose the x axis scroll and the speed, but it still doesn't scroll. Can someone tell me how to do it?
My SM64 Hacks

Super Mario 64 Shining Stars (151-star hack) Release

Shining Stars 2: Mirror Madness
_________________________________________

lol
When i try to texture somthing with the same texture the castle uses,the white bricks,it just appears as a grey color,no bricks.. Help? D:
Originally posted by Dakras Hayashi
When i try to texture somthing with the same texture the castle uses,the white bricks,it just appears as a grey color,no bricks.. Help? D:


The texture is probably either too big, or the model itself is too small...
Originally posted by pieordie1
I still can't get the scrolling textures to work. So I choose my texture and I enable scrolling textures. Then I choose the x axis scroll and the speed, but it still doesn't scroll. Can someone tell me how to do it?

Try to increase the number of polygons
Originally posted by Flame8765
Originally posted by Dakras Hayashi
When i try to texture somthing with the same texture the castle uses,the white bricks,it just appears as a grey color,no bricks.. Help? D:


The texture is probably either too big, or the model itself is too small...

Im using the MaxSize map to make my level,so it must be to big of a texture.

I have a question.
I want to replace the shell model with the Yoshi model. I have this:

Beginning at 0x21BD3C:

00 06 00 00 \\ Load shell
11 01 00 01 \\ Load (OR) (for Koopa shell) 0x????????
1B 00 00 55 \\ Change to model ID 55 (aka Yoshi model)
30 00 00 00 00 1E FE 70 FF CE 03 E8 03 E8 00 C8 00 00 00 00 \\ Load gravity
27 26 00 00 05 02 41 E8 \\ Load animation (copied from Yoshi) 0x????????
28 00 00 00 \\ Animate
08 00 00 00 \\ Begin loop
0C 00 00 00 80 2B D6 80 \\ Call function (for Koopa shell) 0x????????
09 00 00 00 \\ End

So I tried the shell in Snowman's land, but the game crashed.

I figured Model 0x55 is not defined.

So, where are the models for the bank that contains the Koopa shell defined? Also, is there a way to translate from segment and offset to ROM address, because it seems to be different for every segment, and I had to trace to different documents to find what values to change.

The model ID for shell is 0xBE, so maybe I can define the shell model as:
Geometry
17 0C 00 (bank, 1 byte) (start of geometry data, 4 bytes) (end of geometry data, 4 bytes)
Polygon and Textures
17 0C 00 (bank, 1 byte) (start of polygon and texture data, 4 bytes) (end of polygon and texture data, 4 bytes)
Originally posted by Yoshimaster96
I have a question.
I want to replace the shell model with the Yoshi model. I have this:

Beginning at 0x21BD3C:

00 06 00 00 \\ Load shell
11 01 00 01 \\ Load (OR) (for Koopa shell) 0x????????
1B 00 00 55 \\ Change to model ID 55 (aka Yoshi model)
30 00 00 00 00 1E FE 70 FF CE 03 E8 03 E8 00 C8 00 00 00 00 \\ Load gravity
27 26 00 00 05 02 41 E8 \\ Load animation (copied from Yoshi) 0x????????
28 00 00 00 \\ Animate
08 00 00 00 \\ Begin loop
0C 00 00 00 80 2B D6 80 \\ Call function (for Koopa shell) 0x????????
09 00 00 00 \\ End

So I tried the shell in Snowman's land, but the game crashed.

I figured Model 0x55 is not defined.

So, where are the models for the bank that contains the Koopa shell defined? Also, is there a way to translate from segment and offset to ROM address, because it seems to be different for every segment, and I had to trace to different documents to find what values to change.

The model ID for shell is 0xBE, so maybe I can define the shell model as:
Geometry
17 0C 00 (bank, 1 byte) (start of geometry data, 4 bytes) (end of geometry data, 4 bytes)
Polygon and Textures
17 0C 00 (bank, 1 byte) (start of polygon and texture data, 4 bytes) (end of polygon and texture data, 4 bytes)


notice, that yoshi is only available in castle grounds, since his data is never loaded except their (when being in theoriginal game)
so in this case, model ID 0x55 might point to something, that is not a geo layout (which would crash the game) or the segmented animation pointer doesn't point to an animation, which would also crash the game. but your code should do perfectly well in castle grounds.

btw, with 0x17 level script commands, you can't define model IDs, you can just load data. if you'd copy the 17 0C 00 0C and the 17 0C 00 05 command from castle grounds and also the 0x22 command, that defines model id 0x55, you'd be able to get this in other levels too. only problemw ould be, that someof the other 0C objects wouldn't work in that level anymore.

Does anyone happen to know where the Yoshi model is stored in bank 0x0F?
Maybe I can copy that model over unused data and change the pointers to point to it. But I also don't know where the pointers are.

I'm just so confused I don't know what to ask.

Let's see:
~I wanted to somehow make the shell use the Yoshi model and animation.
~Approaches:
~~Export the Yoshi model from the game and import it back (redundant).
~~Change the behavior (done) and change the pointer to Koopa shell model to point to the Yoshi model (how do I do that?).

How does the game know what model to use for the Koopa shell? Can I just insert the address of the Yoshi model where it is stored?
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