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

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Hey guys! I've got a question: Is there any way to change the HUD and font textures without the use of Rice's Video Plugin? I can't find these textures in TT64, either.

Btw, Tile Molester doesn't support transparency and can cause corruption, so that doesn't count #ab{:)}
Originally posted by Vinnyboiler
Originally posted by Devann
Originally posted by Vinnyboiler
Originally posted by Devann
I personally wouldn't mind a whole "Importing from Google Sketchup for Dummies" tutorial or something, I've made some pretty good concepts in Sketchup, and I know it's possible to import them to SM64,
but I don't have the knowledge, and no tutorials on YouTube are simple enough for my tiny brain to comprehend.


Sure, I'll get right on to making one for you. What kind of tutorial would you like?


The kind that has pictures along with words, if you do not mind. I'm more of a hands-on type learner. I learn by being shown what to do instead of told.


Here you go, I hope this is what you wanted. Let me know if you want any more help.

Originally posted by KartMario
Is there any way for Bowser to appear normal looking in the final battle, like on the DS?


It's possible but their is really any easy solution to it at the moment. It's more high level hacking stuff, I'll try to help you out with that if you really want it though, but I personally think it will be too much of a hassle.



Skimmed through the tutorial, looks perfect. I'll definitely try it out after some settling down and stuff later today.
Thank you.
ADMINS PLEASE MAKE E-MAIL NOTIFICATIONS A THING I BEG OF YOU
Originally posted by Vinnyboiler
Originally posted by KartMario
Is there any way for Bowser to appear normal looking in the final battle, like on the DS?


It's possible but their isn't really any easy solution to it at the moment. It's more high level hacking stuff, I'll try to help you out with that if you really want it though, but I personally think it will be too much of a hassle.


I do have an interest in it.

VinnyboilerEdit: I just edited in the quote so people knows what he was referring to.
Originally posted by Flame8765
Hey guys! I've got a question: Is there any way to change the HUD and font textures without the use of Rice's Video Plugin? I can't find these textures in TT64, either.

Btw, Tile Molester doesn't support transparency and can cause corruption, so that doesn't count #ab{:)}


The best program for editing graphics is N64 Rip. It does support transparency but only if you edit the ripped textures as a BMP though GIMP. It's what I used to edit my Monochrome Mario 128 HUD.
It might be worth it to put that tutorial in the first post; it looks pretty useful.

Also, I don't suppose you'd consider creating a SM64-oriented Sketchup tutorial, would you? I've tried my hand at creating SM64 levels a couple of times, but have never really gotten far because I couldn't find a "good" way to work with Sketchup. You could go over common things like creating plateaus, slopes, floating platforms, holes, etc. Going over how to get textures working right (position, size, etc.) would also be helpful.
I should get a new layout.

Probably won't, though.
Originally posted by Kipernal
It might be worth it to put that tutorial in the first post; it looks pretty useful.

Also, I don't suppose you'd consider creating a SM64-oriented Sketchup tutorial, would you? I've tried my hand at creating SM64 levels a couple of times, but have never really gotten far because I couldn't find a "good" way to work with Sketchup. You could go over common things like creating plateaus, slopes, floating platforms, holes, etc. Going over how to get textures working right (position, size, etc.) would also be helpful.


Sure, I might as well make a series of these kinds of HTML based tutorials.
Would still like some help on my Bowser question.
Hey everyone. I have a question that has made me very curious: What type of methods are being used when ASM hacking Super Mario 64?
The only people I know of that can perform such tasks are Skelux and frauber.

Of course I won't be able to ASM hack myself, but I am curious as to what tools are being used when such tasks are being done.
I've only done some very simple ASM hacks, with some help from skelux, like scrolling textures. Skelux and I use lemasm, and frauber used MinGW to compile his codes in C to MIPS.
Help question

I got a problem with custom titles. When the game starts up, the custom title doesn't show up -- only greeted with the blanked black screen with Mario's voice.

I did everything correctly without trouble until this now. Any help please?
SUPER CRASH TIME YEAH!
Originally posted by Mariocrash
Help question

I got a problem with custom titles. When the game starts up, the custom title doesn't show up -- only greeted with the blanked black screen with Mario's voice.

I did everything correctly without trouble until this now. Any help please?


Do you mean when you make make a title screen in Skelux's model importer?
Originally posted by Vinnyboiler
Originally posted by Mariocrash
Help question

I got a problem with custom titles. When the game starts up, the custom title doesn't show up -- only greeted with the blanked black screen with Mario's voice.

I did everything correctly without trouble until this now. Any help please?


Do you mean when you make make a title screen in Skelux's model importer?


Yep. Since the model replacer is released, I'm fond of fan-making custom titles for future SM64 hacks.
Right now, this problem comes to me right out of hand. I still get greeted by the voiced black screen everytime I try to fix up the title replacement (the model is normally bigger at some point).
SUPER CRASH TIME YEAH!
Originally posted by Mariocrash
Yep. Since the model replacer is released, I'm fond of fan-making custom titles for future SM64 hacks.
Right now, this problem comes to me right out of hand. I still get greeted by the voiced black screen everytime I try to fix up the title replacement (the model is normally bigger at some point).


It's apparently bad to import over something you already imported over. For example if you imported a new title screen then decided to import another title screen over that one, it would cause problems.

If you want to avoid that, just make sure to backup the ROM before importing the title screen then use that backup if you want to change it (which is why it best to leave thing like this to the end).

Hope that helps.
Originally posted by Vinnyboiler
It's apparently bad to import over something you already imported over. For example if you imported a new title screen then decided to import another title screen over that one, it would cause problems.

If you want to avoid that, just make sure to backup the ROM before importing the title screen then use that backup if you want to change it (which is why it best to leave thing like this to the end).

Hope that helps.


I did backup the ROM, and create a copy of the backup. But I have no idea what I've left or done wrong to get the title screen so empty. If this continues to matter, I'll send you the imported title model atm.
SUPER CRASH TIME YEAH!
I have a question about object/level importing. Would it be possible to extract levels from SM64DS and put them into SM64? I wanted to see if it was possible to get the Castle Grounds from the DS version into the N64 version.
ADMINS PLEASE MAKE E-MAIL NOTIFICATIONS A THING I BEG OF YOU
Originally posted by Devann
I have a question about object/level importing. Would it be possible to extract levels from SM64DS and put them into SM64? I wanted to see if it was possible to get the Castle Grounds from the DS version into the N64 version.


I did try that ages ago but it seems like their isn't a reliable way to rip models from NDS games (though feel free to Google search it and see for yourself). Though in theory, you can as long as you get a .OBJ for it (it's a 3d model format) you can import it to SM64.

Their are a few special programs that lets you rip models from some ROM's like Banjo Kazooie, but none for Super Mario 64 DS (or none that I heard off).
Originally posted by Vinnyboiler
Originally posted by Devann
I have a question about object/level importing. Would it be possible to extract levels from SM64DS and put them into SM64? I wanted to see if it was possible to get the Castle Grounds from the DS version into the N64 version.


I did try that ages ago but it seems like their isn't a reliable way to rip models from NDS games (though feel free to Google search it and see for yourself). Though in theory, you can as long as you get a .OBJ for it (it's a 3d model format) you can import it to SM64.

Their are a few special programs that lets you rip models from some ROM's like Banjo Kazooie, but none for Super Mario 64 DS (or none that I heard off).


Ah okay, thank you for clearing that up.

Honestly though, it'd be cool to see someone port Super Mario 64 DS to Super Mario 64, without the whole character switching thing. Probably highly impossible, but it would be interesting to say the least.
ADMINS PLEASE MAKE E-MAIL NOTIFICATIONS A THING I BEG OF YOU
Originally posted by Devann
Honestly though, it'd be cool to see someone port Super Mario 64 DS to Super Mario 64, without the whole character switching thing. Probably highly impossible, but it would be interesting to say the least.


Mariohacker14 did remake the Goomboss lead up roam in the hack he is making. I wouldn't mind seeing a full SM64DS>SM64 hack if DS model ripping becomes easier.
So, I can ask whatever I want about hacking Super Mario 64 on this thread? Great. I want a SkyPop level that works similar to StarFox 64 where I can fire bullets into a SMG2-sized version of Bowser for a final boss. How do I do that?

...Just kidding, but I do have a few questions. I already have SketchUp, but I'm still where I'm just planning things out before I start putting things together, and I don't want to spend forever working out a level just to find out that something important isn't possible, so I thought I'd ask around first. Anyways...

1: I've seen some really neat HD Super Mario 64 textures done in YouTube videos, but everything here says that the absolute highest texture size is 64x32. Were those videos done in that size, or is there some way to get higher resolution textures on there?

2: Can I set up the camera to follow a pre-defined path naturally through a linear section of a level? I'm thinking something along the lines of Spiral Mountain on Banjo-Kazooie, where the camera naturally rotates around the mountain in the center as Banjo walks up it, but you can still move it around if you want. The reason for this question is that I saw somebody fake a Sonic Generations style 2D section in a Sonic Adventure level by using a camera along a pre-defined path and two invisible walls to prevent Sonic from going towards/away from the camera. I thought something similar for a level or two would be a unique idea for a Mario game.

3: I read a comment about a patch that makes the possible level size much larger than the original limit. If it's not too difficult for a complete beginner to set up, where can I find it and is there anything I need to consider as a drawback or anything if I use it?

4: Finally, speaking of patches, are there any in particular that you guys would recommend using for a Super Mario 64 hack?
Current Projects: "Legend of Zelda: Balance of Power" (A Zelda Classic quest)
Originally posted by Kurt91
1: I've seen some really neat HD Super Mario 64 textures done in YouTube videos, but everything here says that the absolute highest texture size is 64x32. Were those videos done in that size, or is there some way to get higher resolution textures on there?


That I believe it's actually done by the emulators themselves and not though Super Mario 64, there's a graphic plugin called the Rice Plugin that stops textures loading from the ROM and loads them from your files instead. You can't actually edit the ROM's themselves to have HD textures.

Originally posted by Kurt91
2: Can I set up the camera to follow a pre-defined path naturally through a linear section of a level? I'm thinking something along the lines of Spiral Mountain on Banjo-Kazooie, where the camera naturally rotates around the mountain in the center as Banjo walks up it, but you can still move it around if you want. The reason for this question is that I saw somebody fake a Sonic Generations style 2D section in a Sonic Adventure level by using a camera along a pre-defined path and two invisible walls to prevent Sonic from going towards/away from the camera. I thought something similar for a level or two would be a unique idea for a Mario game.


The camera would be something that would be really awesome to hack in SM64, unfortunately despite all we know so far about camera hacking, it would still be a long way off to do what your describing.

Originally posted by Kurt91
3: I read a comment about a patch that makes the possible level size much larger than the original limit. If it's not too difficult for a complete beginner to set up, where can I find it and is there anything I need to consider as a drawback or anything if I use it?


The patch is here, you would apply the patch just like an other Super Mario 64 hack. Though I would warn you now, the patch has some side effects such as objects not working for some people along with other things. I would also suggest you read the readme.txt before using.

Originally posted by Kurt91
4: Finally, speaking of patches, are there any in particular that you guys would recommend using for a Super Mario 64 hack?


There's the one you have to patch to your ROM to use the OBJ import program, but apart for that there is none that I can think off that don't have some hidden bugs with them.
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