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Super Mario 64 tips and tutorials.

-Always re size your textures to 32x32 and 62x32 before using it.

-Always proof read the texts you insert into Super mario

-Always test your patch before releasing it.

-Note down the scaling of your levels.

-Take time in constructing your level's model and be exponent on it.

-Make a copy of your rom before modifying it

-Don't steal level design cues from other SM64 hacks, and be original.

-Get a beta tester or beta test your game before releasing it.

-Remember to fix the check sum of your rom after editing it.

-Test your rom in various N64 emulators to see if anyone is incompatible.

-Always change the name of your rom in a hex editor so it doesn't use SM64's save data.

-Don't forget to skip peach's and lakitu's cut scenes for they can cause problems in new maps.

-Preview levels in the importer with selected scales to see which one is moderate.

-Always remember to change the RDRAM size your rom to 8MB.

-Once you get tired of drawing your maps, give it a break, or it could lack structure.

-Don't keep red coins carelessly.
The tips at the top of the site are all about Super Mario World due to the site primarily focusing on that. The tips here are nice though, a better idea would be to make a thread in the SM64 forum and have some moderator sticky it.

Since this thread exists, it would probably be best for this thread to be moved over to that forum and the parts of the post saying this as a suggestion to be removed (if this idea gets accepted of course).



testing - Ladida
A way not to over lap the scaling of your level is to do the following.

1)Start with a square box.



2)Apply any texture harmonious and ready to fit as a mario.



3)Draw around that square mario, a piece of land.




4)Import your level with different scales to see which one is commensurate to mario's size.
This is a smart idea for a thread, giving any useful advice relating to SM64 right? Although I cannot think of any SketchUp tips that already has been said as of now. For now here are some offests/codes peoples may find useful. Use the Level Importer 1.9 Hex Editor to find and change the offests.

---- Changeable Offset----
Faster Kooper the Quick (BOB)
81 2FD21A ????
OFFSET: B821A
DEFAULT: 40 80
(Increase 40 80 to make Kooper faster)

Faster Kooper the Quick (THI)
81 2FD202 ????
OFFSET: B8202
DEFAULT: 40 C0
(Increase 40 C0 to make Kooper faster)

Amount Of Time Invisible Caps Last Modifier
81 24FBF2 ????
OFFSET: ABF2
DEFAULT: 20 58
(Increase 20 58 for more time)

Amount Of Time Metal Caps Last Modifier
81 24FC0A ????
OFFSET: AC0A
DEFAULT: 02 58
(Increase 20 58 for more time)

Amount Of Time Wing Caps Last Modifier
81 24FC22 ????
OFFSET: AC22
DEFAULT: 70 80
(Increase 70 80 for more time)

----King Bob-Omb Offest---(Credit Kaze)----

King Bob-Omb Rotation Speed Modifier
812A74FA ????
OFFSET: 624FA
DEFAULT: 01 00

King Bob-Omb Health Modifier
812A72DA ????
OFFSET: 622DA
DEFAULT: 00 03

King Bob-Omb Running Speed Modifier
81 2A74DA ????
OFFSET: 624DA
DEFAULT: 40 40

King Bob-Omb Throwing Strength Modifier
81 2A723A ????
OFFSET: 6223A
DEFAULT: 42 48

----Whomp King Offest--- (Credit Kaze)----
(NOTE: This will also change the smaller whomp too)
(Sorry no codes)

Whomp King Size Modifier
OFFSET: 81DAE
DEFAULT: 3F BF

Whomp King Health Modifier
OFFSET: 81E32
DEFAULT: 00 04

Whomp King "Distance from mario, before he attacks" Modifier
OFFSET: 821DE
DEFAULT: 43 96

Whomp King "Smash Attack" Speed Modifier
OFFSET: 8227A
DEFAULT: 3F 80

Whomp King "Standing back up" Speed Modifier
OFFSET: 8227A
DEFAULT: 00 65

MeltFire's Youtube Channel
MeltFire's Sound Cloud Account

Originally posted by cackletta
A way not to over lap the scaling of your level is to do the following.

1)Start with a square box.
...



To avoid this problem i created .xls files with open office which contain the size of every object you can choose in ToadsTool

standard

0x0E (not finished yet)

- all units are in meters
- use model scale 100 when importing

and some basic tips for sketchup

- group EVERY object you make so you can easily change them
- make a component of every object which you used more then once so you can edit one of them and the changes apply to every other copy, too
- get the sketchup plugin "weld"

- try not to build your levels flat, go more into height e.g. towers, clouds, Tick Tock Clock ^^
I think the scale is one the most important factor in modelling a level. I have personally experienced a great improvement when I moved from a block with the size of Mario to the actual Mario 3D model.
This way I don't have to constantly check in-game proportions as the Mario model gives a pretty close idea of the actual size of the level when imported.

I also think that it's better to always use the default value for the level scale on the importer and change the scale directly of your level model in sketchup.
This will help you to get used with distances as there will be a fixed relation between your model measurements and in game measurements.
Also you don't have to remember the scale of your levels.

Lastly, when modelling your level, don't judge it entirely from the far top view you have in sketchup, instead place the camera closer as it would be if you were playing.

Super Mario sketchup model: download
(to be used with level importer scale set to 500)
Okay, I never gave out an example, let's see.
NOTE THE RED ARROW!
Originally posted by Kinopio
I think the scale is one the most important factor in modelling a level. I have personally experienced a great improvement when I moved from a block with the size of Mario to the actual Mario 3D model.
This way I don't have to constantly check in-game proportions as the Mario model gives a pretty close idea of the actual size of the level when imported.

I also think that it's better to always use the default value for the level scale on the importer and change the scale directly of your level model in sketchup.
This will help you to get used with distances as there will be a fixed relation between your model measurements and in game measurements.
Also you don't have to remember the scale of your levels.


you're absolutely right! This will help allot modelling some nice levels.
Btw i forgot to upload my template in my other post so here is it
template

there's a mario model just like in Kinopio's template (unfortunately without textures),
the height and width mario can jump and
all 0x0E objects from Tick Tock Clock
(and a door).
Awesome! A new sticky #w{=)}

This is how I deal with model scaling: In Google Sketchup, Mario is about 1ft tall and 0.6ft wide. Keep in mind that you have to use the feet template, and just leave the scaling at 500 in the importer. Here's a component for that: download

I've also measured almost all of Mario's jumping hights and distances along with 'comfort zones' in Sketchup w/ the feet template. Here's a link to my txt file: download

In the future, I'll give out a tutorial on how to make models look nicer
While drawing stages, listen to the soundtrack you tend to insert into it and ideas of the scenario of that level will bumb into your head in a heartbeat.
Here's the easy way to make .m64 files.

You need:
Anvil Studio
SM64 Level Importer 1.9S
Musescore or something to change .mid to .xml
Midi files (vgmusic.com)

1. Download Midi file you want (vgmusic has tons, especially the new files section)
2. Open in Anvil Studio
3. Edit what tracks you want (Drum Tracks must be separated into different tracks to hear percussion in SM64)
4. Save midi and open in musescore to change midi to xml
5. Open SM64 Level Importer 1.9S
6. Open rom, go to Music tab and select "create sequence"
7. Use the xml file and choose instruments, volume, tempo, etc.
8. Create the .m64 and import it into File Screen to test it.

Heres the Video Tutorial by Meltfire to help as well.
My SM64 Hacks

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

Shining Stars 2: Mirror Madness
_________________________________________

lol
Its a thread for tips and not tutorials
-------------
PENIS
Originally posted by pikachu101
Its a thread for tips and not tutorials
He is on-topic and contributing. You, however, are not, and you are not the OP so you can't really define the standards of this thread. I, however, leave you with a slap on the wrist and warn you that the next time you're backseat moderating without being informative and helpful or seen being rude to other users, you will be banned again.

Just look above you...
If it's something that can be stopped, then just try to stop it!
Oh I have tip.

When inserting texts into your rom be serious about it and don't just insert texts for the fun of it like in some rom hacks "I'll smash your fat a**" or "F*** off from here faggot" (super sonic 64)
When replacing textures in the game, be careful of the ones you replace and play through the game thoroughly.


Another tip.

Rather than original Super Mario 64 textures, try using other textures as long as your level meets your standard.

Check out my Facebook page!
And also Twitter!
Official site of SM64 - Legend of the Stars




SM64 - Legend of the Stars currently in progress.
Originally posted by MariosHub
Another tip.

Rather than original Super Mario 64 textures, try using other textures as long as your level meets your standard.


do you have some tips where to get such textures? maybe a site or a game that fits the style of mario 64
Originally posted by Cramer
Originally posted by MariosHub
Another tip.

Rather than original Super Mario 64 textures, try using other textures as long as your level meets your standard.


do you have some tips where to get such textures? maybe a site or a game that fits the style of mario 64

Textures-resource.com ,the name is pretty self explanatory, you can't always rely on it, I also severely recommend ripping textures by your self.
Originally posted by BS187
Also a good tip:
Use the create polygon tool instead of the circle tool in sketchup.

No! The circle tool can be used if desired, don't give out wrong information, for christ sake, why would you even say that?
Because the circles always glitch at me... :c
Well I am sorry. Sheesh.