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Posts by Guccifer

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Not sure if you read my PM, Davideesk, but I might as well repost my suggestion list here again:

- Vertex RGBA Editor
- Correct visualization of objects that use 0x32 behavior scale command. (including some others)
- drag-and-drop interface for items and enemies (or a duplication tool), and a polygon tool with texture support. That would be kinda cool.
- An option to be able to see the level boundaries, so you can tell if you are making your level in the right place. (Like, for example, so you don't place objects past the level boundaries and are unable to get to them.)
- Integration of Skelux's SM64 Editor (also known as Skelux's Level Importer)
- Quick level preview feature (in-game). This would mean to skip the logo, intro, file select, and castle and just jump straight into a level of your choosing.

For skipping, I thought I would paste this ASM code here:
Code
// peach skip
.orga 0x6bd4
addiu r0, r0, $0009

// lakitu skip
.orga 0x6d90
addiu s0, r0, $0000

// skips mario head screen at begining of the game (but not after a game over)
.orga 0x9114b8
tgei t0, 0x0000
bnez r0, 0x00911cf0

// level intro text skips
.orga 0x4b7c
addiu r0, r0, $4b3d
.orga 0x4924
beq r0, r0, $00004940
Originally posted by Davideesk

By the way, you don't need any ASM code to skip the logo, title screen, and file select. You can just modify 2 level script commands at 0x108A1C:

Code
At ROM address 0x108A1C:
13 04 00 10 // Select level to jump into (0x10 = Castle Grounds)
00 10 00 15 00 2A BC A0 00 2A C6 B0 15 00 00 00 // Load straight into the 0x15 segment for loading levels.


Oh right. I totally forgot about that! I never really had the chance to find a documentation on SM64 scripts, though I heard VL-Tone had ones, but then other rumors occured of them being out of date and all links seem to be broken too, so I gave up. Excuse me for the off-topic question, but might have a link to an updated documentation on SM64 scripts in general?

EDIT: Oh, I believe I found it. Nevermind.
I also strongly recommend checking out the Mono Project, given that you want a cross-platform level editor, like Toad's Tool 64.
It should let you cross compile your C# project for Mac, Linux and other supported platforms.
See more here: http://www.mono-project.com/docs/about-mono/supported-platforms/

EDIT: http://www.monodevelop.com/ (Cross platform IDE for C#, F# and more)
Originally posted by mortimermcmirestinks
Would it be possible to create a new enemy that works exactly like an existing enemy, but has a different model from the game and custom textures?

Specifically I'm interested in making evil Toads that behave like Goombas and have angry faces.

Would that be possible and if so how? I'm pretty sure that, if it is, then it's probably, like I said, far beyond my capabilities, but still, I'd like to know all the same.


In general, you can do this by going into TT64 and change the behavior of the selected object.



For instance, you could select "Goomba Walk" behavior, which would make Toad (or butterfly, as shown above) act/behave like a Goomba.
But the animation of the newly made "object combo" would be messed up, as the animation data (specifically, the skeletal structure data) of Goomba
does not match with the skeletal structure of the model "Toad". As result, Toad's animation and appearance will be messed up and he will look strange.

To fix this, you would have to go directly inside Goomba's or Toad's behavior and modify some behavior scripts in order to make everything work accordingly. If you don't want to touch the original behaviors, you could also make use of the unused behaviors. VL-Tone wrote a doc, in which he made a list of all behaviors and explained each of the behavior script commands.
Originally posted by mortimermcmirestinks

Okay, sounds worth investigating. Where's the doc?


http://qubedstudios.rustedlogic.net/Mario64_HackingDoc1.5.txt
(explanation of level scripts, behavior scripts and geo layout scripts)

http://qubedstudios.rustedlogic.net/SM64Behaviors.txt (List of all behaviors + addresses)
Originally posted by L is Here
Can someone help me with this?


Quad64 is a new level editor made by Davideesk and should soon be able to fully replace Toad's Tool 64, however Quad64 does not
yet have all features of TT64 (which will happen though in the near future).
There is no real difference, except that Quad64 uses a classical GUI layout and is less buggier than TT64 currently.

EDIT: Oh, and it's open-source. So, the community can help improve the level editor as well.
Since the release of SM64decomp, ASM Hacking kinda became redundant in the SM64 Hacking world (although ASM knowledge is still necessary in some aspects of SM64 Hacking). I recommend learning C and start hacking SM64 with the decomp.
This might come a bit late, but you did a great job with this.

Originally posted by Blakeoramo
Note that this only works for SM64 ROM Manager, and not SM64 Editor or Decomp. That said I may probably port this to Decomp and Bowser's Blueprints eventually.

I highly recommend porting it. SM64 ROM Manager will soon be replaced by Bowser's Blueprints anyway, so it's about time that the transition phase gets rolling.
Originally posted by Axolotlsauce
According to the Super Mario 74 readme I need it, but I can't find it anywhere online, it seems to have dissapeared
Can anyone help please?

Hello. You only need the Level Importer if you want to patch your SM64 ROM with the PPF patch. However, PPF patches have long been superseded by BPS patches, which no longer require the time-consuming process of preparing the ROM. Looking inside the SM74 folder, it also offers a BPS patch if you look inside the subdirectory "SM74 v1.4 English".

Just download Floating IPS (link: https://dl.smwcentral.net/11474/floating.zip ), apply the BPS patch to your fresh SM64 unextended 8MB ROM (US version) and you're ready to play.
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