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

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Correct me if I am wrong, but isn't the purpose of that tool to replace the actual instruments themselves? I've been looking at it, watched a tutorial or two, and I dont see any way of simply rearranging which instruments are in each set?
Originally posted by Doctor_Fail

I do want to use the instruments present in the game, just organized into different, more convenient sets.

I'm not trying to import new sounds into the game, just make better use of the ones that are already in it?
https://www.youtube.com/watch?v=UZR64J5PiA0
this tutorial shows this gentleman replacing the sound of the brass in SM64 with a new one. To clarify, this is by no means what I am looking to do. Neither (just to reiterate) is using one of the arrangements of instruments already in the game, such as the set predefined for use in one of the levels.

Terribly sorry for any misunderstandings.
Originally posted by Doctor_Fail
...


you can export+reimport the raw data of the original instruments or learn on how instrument banks work (i dont think there is any data of that, atleast i didnt find any/dont know about it myself either).
Hello All,
Could some of the more experienced ASM hackers out there perhaps give some advice on how a beginner should go about finding the memory addresses of useful things in-game? For Example: I have been using Nemu64 trying to figure out what memory address contains Mario's actual coin count, so that I can change it programmatically, however, I have not been able to figure it out.

On a side note: I would also like to know what memory location I am looking for, because I am sure someone knows. It would also be nice if I could be pointed to where they got it.
Originally posted by Doctor_Fail
Hello All,
Could some of the more experienced ASM hackers out there perhaps give some advice on how a beginner should go about finding the memory addresses of useful things in-game? For Example: I have been using Nemu64 trying to figure out what memory address contains Mario's actual coin count, so that I can change it programmatically, however, I have not been able to figure it out.

On a side note: I would also like to know what memory location I am looking for, because I am sure someone knows. It would also be nice if I could be pointed to where they got it.


collect coins, ramsearch for coincount, note values down, repeat&keep doubles

coin count is at 8033b170+a8 (halfword)
Does an .M64 music can have effect events(like volume changes, pitch bend or velocity)??
Also this will improve a lot the quality of the music.
In the original musics there were those effects
Working on SM64: A New Adventure
https://www.youtube.com/watch?v=ZxVwAPAQdnc
http://i.imgur.com/qblZTfb.png
Originally posted by lezg_g
Does an .M64 music can have effect events(like volume changes, pitch bend or velocity)??
Also this will improve a lot the quality of the music.
In the original musics there were those effects

It does have pitch bend (But which is necessary to reach all notes, actually its more proper to call this a transposition event)
And note velocity is included in the note command (all 3 types actually). But no channel volume changes, if you mean like how it works in midi.

I was pretty surprised but m64 doesn't have any cool midi like features, only note velocity. So besides note velocity (which isn't put into xml format for some reason) there is no other event

frauber made a documentation https://sites.google.com/site/messiaen64/mario-64-sequenced-music-specification
Ohh, I see, thanks #w{:>}

But I found a song that uses Pitch Bend for each note. Listen:

https://www.youtube.com/watch?v=JUJ_cr11PSY

There might be a Pitch Bend modifier somewhere...

Another sample that confirms this:

https://www.youtube.com/watch?v=8dSk-flPA9M
Working on SM64: A New Adventure
https://www.youtube.com/watch?v=ZxVwAPAQdnc
http://i.imgur.com/qblZTfb.png
I tried patching YE's Killer 1-up Mushrooms Code,(here: 812F3CA0 A1C0
812F3CA2 00AE), And the GS patcher would not work and make the game crash once I fixed the Checksum error. So I tried doing using Frauber's method, and I was able to get the game to run without crashing after the file select screen and all of that jazz, but the code didn't work properly. Instead of killing me, "as it should", the 1-UP simply had no effect whatsoever. Can anybody explain what I am doing wrong?
I promise to never cancel my hacks
Is there a way to put in a level the "wind sound effect" heard in Big Boo's Haunt ? You know, how when you're outside the level you can hear
some sort of blizzard...
Projects :

Ztar Attack 2 A Blast to the Past

Overworlds : 2/3 done
World 1 : 4/4 levels done
World 2 : 4/4 levels done
World 3 : 4/4 levels done
World 4 : 4/4 imported, 3/4 with objects
World 5 : 1/4 level done
World 6 (extra) : 2/3 levels imported, 0/3 with objectss

Youtube -
http://www.youtube.com/channel/UCiD6DYZSuu7N2302h83pLeQ

Allons, enfants de la paaaatrie ! :D
Well I effing give up. I tryed to port some of my compositions that I have made to SM64, and only 2-3 actually worked, (even though some were not that long at all and only used 1-2 instruments in some), and sounded quite bad. I guess 1 kinda sounded good, but I could find the right Instrument set. And yes, in case you were wondering, they were all originally created in MIDI format, but then, simply modified, edited, or converted to MP3 format to sound "real". So yeah like I said on the very first sentence...#w{>=(}
I promise to never cancel my hacks
Hey I'm new to sm64 hacking and I'm working on a rom hack, I've put a secret star in the Castle Courtyard level (custom imported level), but
when I collect it and warp back to the overworld, the game seems to not
know what star it is, it shows this:

if I press R it goes away, but it didn't save I collected the star, however, when I check the pause menu, it says that there was
a castle secret star collected. I'm confused, has someone experienced
this to and if so what can I do about it?
Hi, I'm new at SM64 Hacking, so I could need some help! :)

My first question is about Music Editing...
I did it like in a Tutorial Video (I can remember that it was once linked here) but when it plays on ROM, there's just a weird and somewhat spooky sound like the song started for a millisecond but didn't continue or something like that.

Idk :(
Make sure that there are NO tracks in your MIDI that have chords or harmony within the same track. Also, music in Super Mario 64 doesn't support speed changes in music or switching instruments without some ASM and whatnot (ASM stands for Assembly Code/Coding).
You can always a ask people in the community to help you if the problems still persist; just ask and sooner or later someone will help you (I can't though, stuck in school [sigh]. So until then, good luck!

And just so you know, MP3 and WAV files cannot be used!
OH YES.
Thank you! :)

I decided to use the files from here, they work perfectly and it doesn't take so much time to take them into the game
Does anyone happen to have the SM64 More Warps patch? I tried the link pilzinsel posted but it doesnt work for me .-.

EDIT: nvm I found it
My SM64 Hacks

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

Shining Stars 2: Mirror Madness
_________________________________________

lol
Originally posted by pieordie1
Does anyone happen to have the SM64 More Warps patch? I tried the link pilzinsel posted but it doesnt work for me .-.

EDIT: nvm I found it



https://mega.nz/#!5ZFHwC5L!dR3BpSz1lmoJOFntc83MwBswDsqOJKpXy1pczXUAosM

And i will integrate the MoreWarpsPatch in my toll SM64-Tweaker. But only in the Release-Version.

Closed

This thread is been replaced by this one: http://smwc.me/1243405
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