Language…
23 users online: Aclais,  Ahrion, Batata Douce, crm0622,  Eden_, Ekimnoid, Gamet2004, Golden Yoshi, Hidincuzimsmokin, koffe190,  MarioFanGamer, masl, Mischievous Marc, neidoodle, Rauf, RZRider, Scags, schema_tuna, shaoshao, sinseiga, StarWolf3000, sugarfish456, TheXander - Guests: 263 - Bots: 261
Users: 64,795 (2,376 active)
Latest user: mathew

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

Link Thread Closed
  • Pages:
  • 1
  • 2
  • 3
  • 4
  • 5
  • 44
  • 45
  • 46
  • 47
  • 48
  • 49
  • 50
  • 51
  • 52
  • 53
  • 54
  • 120
  • 121
  • 122
Originally posted by Beesafree
change the warp destination in the level you want to change to the location you want to end up in

address 240 for victory/success (grab a star)
address 241 for loss/death


I did not understand. What object should I use it and when I type the address? For cons, I know I need to use TT64.
SUBSCRIBE : http://www.youtube.com/user/darkethangames
_________________________________________________________

I currently working on a hack of SM64 is calling "Super Mario Origins". There will be hugely levels through a technique I've found to make more levels. The game is a remake of Super Mario Bros. on the NES. And if possible maybe Super Mario Bros. 3 or Super Mario Bros 2: Lost Levels.
Originally posted by EthanGames
Originally posted by Beesafree
change the warp destination in the level you want to change to the location you want to end up in

address 240 for victory/success (grab a star)
address 241 for loss/death


I did not understand. What object should I use it and when I type the address? For cons, I know I need to use TT64.


there are warp destinations in all maps, change the 240/241 for where you spawn after you are done with the level

match it up with a warp in another level
Originally posted by Beesafree
Originally posted by EthanGames
Originally posted by Beesafree
change the warp destination in the level you want to change to the location you want to end up in

address 240 for victory/success (grab a star)
address 241 for loss/death


I did not understand. What object should I use it and when I type the address? For cons, I know I need to use TT64.


there are warp destinations in all maps, change the 240/241 for where you spawn after you are done with the level

match it up with a warp in another level

ok. I understand what to do but what kind of warp should I use?
SUBSCRIBE : http://www.youtube.com/user/darkethangames
_________________________________________________________

I currently working on a hack of SM64 is calling "Super Mario Origins". There will be hugely levels through a technique I've found to make more levels. The game is a remake of Super Mario Bros. on the NES. And if possible maybe Super Mario Bros. 3 or Super Mario Bros 2: Lost Levels.
Originally posted by EthanGames
Originally posted by Beesafree
Originally posted by EthanGames
Originally posted by Beesafree
change the warp destination in the level you want to change to the location you want to end up in

address 240 for victory/success (grab a star)
address 241 for loss/death


I did not understand. What object should I use it and when I type the address? For cons, I know I need to use TT64.


there are warp destinations in all maps, change the 240/241 for where you spawn after you are done with the level

match it up with a warp in another level

ok. I understand what to do but what kind of warp should I use?


depends on what you want....
there are painting exits, if you just want to spawn in a level you can use a fading warp above an area, if you use a mario start warp you will see the star screen, you can use pipes or doors......
Originally posted by cackletta
Originally posted by MilleniumLuigi
I've tried using PPF Studio to make a .PPF of an older hack I made as a test, and it keeps giving me the error; ERROR! Files are not equal in size! How do I fix this? The rom was extended.

Don't pick the original Super Mario 64 8MB rom, extend and expand a normal rom, then use that one as the original.

Thats what i did for a normal rom. My hacked rom is somehow .9 megbytes larger than an extended and expanded rom :/. 64 megabytes (original), 64.9 megabytes (hacked)
New layout by RanAS!
Originally posted by Beesafree
depends on what you want....
there are painting exits, if you just want to spawn in a level you can use a fading warp above an area, if you use a mario start warp you will see the star screen, you can use pipes or doors......


It does not work. As soon as I die or I succeed a level, black screen and nothing happens. The emulator has not crashed.
SUBSCRIBE : http://www.youtube.com/user/darkethangames
_________________________________________________________

I currently working on a hack of SM64 is calling "Super Mario Origins". There will be hugely levels through a technique I've found to make more levels. The game is a remake of Super Mario Bros. on the NES. And if possible maybe Super Mario Bros. 3 or Super Mario Bros 2: Lost Levels.
Originally posted by EthanGames

It does not work. As soon as I die or I succeed a level, black screen and nothing happens. The emulator has not crashed.

For one-way warps like painting exits, destination ID has to be the same as the warp ID.
For example, a painting exit with warp ID: 50 must have destination warp ID: 50
Originally posted by Kinopio
For one-way warps like painting exits, destination ID has to be the same as the warp ID.
For example, a painting exit with warp ID: 50 must have destination warp ID: 50

Thank you! I managed what I wanted to do, but only at the Castle Grounds. So to make it work with other levels, I must establish a warp painting in other levels?

Apart from that, is to do the same thing when I leave a level?
SUBSCRIBE : http://www.youtube.com/user/darkethangames
_________________________________________________________

I currently working on a hack of SM64 is calling "Super Mario Origins". There will be hugely levels through a technique I've found to make more levels. The game is a remake of Super Mario Bros. on the NES. And if possible maybe Super Mario Bros. 3 or Super Mario Bros 2: Lost Levels.
Originally posted by EthanGames

Thank you! I managed what I wanted to do, but only at the Castle Grounds. So to make it work with other levels, I must establish a warp painting in other levels?

That's right, you have to create a warp exit object and edit the warp properties in the warp destinations panel so that warp ID and destination ID match.

Originally posted by EthanGames

Apart from that, is to do the same thing when I leave a level?

By leaving you mean when you press exit?
In that case, you have to create a 'warp 12128' object (I think it still need the same warp ID and destination ID), then load the rom in the level importer, go to rom setting, check 'pause menu warp' and, on the menu on the right, select the area and warp ID.
Does anyone know the address for the file select background? I know the ones for the hand, mario head, and the sound, erase, copy, and etc buttons, but I don't know the background address.
New layout by RanAS!
Originally posted by Meltfire
Originally posted by MilleniumLuigi
Does anyone know the address for the file select background?


file select woods (32x160): 00B22D1D

Textures address

Thanks

One other question, for my demo hub in my hack, I want Yoshi there. So I placed him in tt64, and I used tweak manager to set the number of stars required for him to 0. When I spawn in the hub, yoshi is ther for about 3 seconds, then disappears. How do I make it so he stays there?
New layout by RanAS!
How do I change the point of landing in Castle Grounds? I tried to put the warp mario start one but the landing point does not change.
SUBSCRIBE : http://www.youtube.com/user/darkethangames
_________________________________________________________

I currently working on a hack of SM64 is calling "Super Mario Origins". There will be hugely levels through a technique I've found to make more levels. The game is a remake of Super Mario Bros. on the NES. And if possible maybe Super Mario Bros. 3 or Super Mario Bros 2: Lost Levels.
Originally posted by EthanGames
How do I change the point of landing in Castle Grounds? I tried to put the warp mario start one but the landing point does not change.

You have to set Mario initial position in the level setting tab of the level importer.
Just copy in there the warp start coordinates.
What do I do in the Hex Editor so the ROM doesnt use SM64 save file?
I don't even give a shit about this website anymore
Originally posted by SuperZora
What do I do in the Hex Editor so the ROM doesnt use SM64 save file?

Don't worry about the hex editor. Go to the rom hacking tools section and download info64. Open your rom in it, and check off he rename button. Type your rom's name over SM64 and hit save. Your rom will have it's own save data.
New layout by RanAS!
Originally posted by MilleniumLuigi
Originally posted by SuperZora
What do I do in the Hex Editor so the ROM doesnt use SM64 save file?

Don't worry about the hex editor. Go to the rom hacking tools section and download info64. Open your rom in it, and check off he rename button. Type your rom's name over SM64 and hit save. Your rom will have it's own save data.

I'm glad that I don't have to use the hex editor x) Thanks #fim{:)}
I don't even give a shit about this website anymore
Originally posted by SuperZora
Originally posted by MilleniumLuigi
Originally posted by SuperZora
What do I do in the Hex Editor so the ROM doesnt use SM64 save file?

Don't worry about the hex editor. Go to the rom hacking tools section and download info64. Open your rom in it, and check off he rename button. Type your rom's name over SM64 and hit save. Your rom will have it's own save data.

I'm glad that I don't have to use the hex editor x) Thanks #fim{:)}

No problem. Much easier lol
New layout by RanAS!
Just have a couple questions.

1. In my hub, I wanted yoshi to be there. In my hub, he is standing there like normal for about 3 seconds, and then disappears. How do I make him stay there?

2. I was fast enough and able to talk to yoshi before he disappeard, and when I did, he gave me 100 lives after talking like he did in SM64. Afterwards, he walks right off the stage, hits the death floor, and continues walking infinitely. How do I make him not give me 100 lives and just talk like in star road?

3. Does anyone have the warp ids for:
Castle grounds
Bob-Omb's Battlefield
Whomp's Fortress
and Jolly Roger Bay?

4. And finally, is there any possible way for the cic chip errors to not come up? They are very annoying, and I saw skelux's SM64 star road did not have them. It's especially annoying as sometimes when they appear ingame audio gets turned off and I need to restart the rom. VERY annoying when you only booted up to rom to test a new soundtrack lol
New layout by RanAS!
I have the same problem on the new model of course 2! Mario is still going through the floor and walk on invisible floor! This time, I textured white faces, and the model only has 8493 faces. I'm really close to giving up. |-O
I don't even give a shit about this website anymore
  • Pages:
  • 1
  • 2
  • 3
  • 4
  • 5
  • 44
  • 45
  • 46
  • 47
  • 48
  • 49
  • 50
  • 51
  • 52
  • 53
  • 54
  • 120
  • 121
  • 122
Link Thread Closed