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(Currently Outdated) Common SM64 Hacking Q&A's ***Please read here first before posting your question***

Originally posted by Guccifer
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.



Okay, sounds worth investigating. Where's the doc?
Can anyone point me to the address where the x/y coordinates of the mario cam hud icon are?
So I do have 3 questions/problems, sooooo...

1: so, i replace Bob-Omb Battlefield with my custom level, but i have a problem with the 2nd star (koopa the quick race) im not sure how to replace it, even as i added Koopa the Quick into my level, and the flag pole, when i select the 2nd star on the star selection screen, the game crashes....Can Anyone help?

2. Im also having trouble with the red coins, they dont register as red coins, instead they have the behaviour of Regular coins..

3. when i added the bob omb king, after the fight the star kinda....flys into the sky and never comes back...so...thats a thing??
Originally posted by lostworld
So I do have 3 questions/problems, sooooo...

1: So, I replace Bob-Omb Battlefield with my custom level, but I have a problem with the 2nd star (Koopa the Quick race) I'm not sure how to replace it, even as I added Koopa the Quick into my level, and the flag pole, when I select the 2nd star on the star selection screen, the game crashes....Can Anyone help?

2. I'm also having trouble with the red coins, they don't register as red coins, instead, they have the behavior of Regular coins.

3. When I added the Bob-Omb King, after the fight the star kinda....flys into the sky and never comes back...so...thats a thing??

1. You need to set up all the individual coordinates of where he runs into his path in the SM64 Editor.

2. That's quite odd, be sure to check what behavior it has in TT64 or Quad64 (the latter program being more recent).

3. You need to set up the coordinate for where the star goes after defeating the Bob-Omb King.

Hope that helps!
i used the sm64 editor 2.0.7 to import a custom mario head and a torso but when i imported the torso the textures on the head turned weird(view 2nd pic).The First Picture is the original Custom Mario Head. Please help me fix the texture thing.




1st Pic https://pbs.twimg.com/media/DIlZ-ApXgAEXK5L.jpg:large
2nd Pic https://pbs.twimg.com/media/DIhEBOiV4AEfZzp.jpg:large
Hi, everyone, I'm having a problem with my checkerboard elevator trajectory... Every time I get close to it, the game freezes.
Here are some details:
I've set the trajectory by loading a .txt trajectory file, (Following the SampleTrajectoryFile format) checking the set trajectory box, selected "Platform on Tracks - B.Param 2 = 00 and saving the selected changes. I'm using SM64 Editor 2.0.6.
In Toad's Tool 64 0.6.7S I've placed a Checkerboard Elevator 2 down; B. Param 1 = 8, (It seems to mean that the elevator track doesn't loop) Track# = 00, (The same track number I replaced in SM64 Editor) and it's supposed to show up on all stars.
I can't think of anything I'm missing. Thanks for your time!
So i modified the coordinates of the King Bob-Omb Star Position, However the thing is that....

When i launch the ROM on Project64 1.6 the emulator crashes instantly, however it opens up normally in TT64 and Quad64

The weirdest part is that the level and music names show up blank in SM64 Editor too (I even tried redownloading it but still shows up blank)!
Originally posted by Polaris
Does anybody have a good guide on importing custom player models? I keep getting an error where I can't import it and that I should lower the amount of textures. The model I'm using, Smash 64 Mario, uses 5 textures.

5 textures is probably WAY too many. I'd recommend putting all of the texture images (and flat colors, those count too) together into one image. Apply this on every face of the model.

After this, you want to:
Right-click face > Texture > Position

Now you can position the image so the texture you want is in the right place :)

It's frustrating, but it should work.
we just don't know
So, i have made a castle grounds, and the inside castle areas. However, when i attempted to make a warp between the two it did not work. Any suggestions?
I've been using toads tool 64 and every time I collect a star or die in the level I used to replace cool cool mountain it just sends me out of the bob-omb's battlefield painting. Does anyone know why it's doing this and how to fix it?
Hello.

I have been trying to create a custom Koopa the Quick race, but when I apply koopa_trajectory.ppf, it makes it impossible to open the rom in Project 64 or Toad's Tool. Any help would be appreciated.

Thanks.
Hi, i've been struggling a lot with the coins
i have an idea of making just one blue coin worth 100 so you don't have to
collect them all, of course the switch would be kinda hidden too.
So i need help with that and also the blue switch timer.
If someone can help, please! :(
Also, how do i make the enemies to not spawn coins?
Originally posted by SoDaftMn
Hi, i've been struggling a lot with the coins
i have an idea of making just one blue coin worth 100 so you don't have to
collect them all, of course the switch would be kinda hidden too.
So i need help with that and also the blue switch timer.
If someone can help, please! :(
Also, how do i make the enemies to not spawn coins?


I'm not sure how to make 1 blue coin count as 100 coins, but you could stack 20 hidden blue coins in Toad's Tool 64 or Quad64.
I also don't know how to change how long the blue coins last after hitting the switch.
As for making enemies not spawn coins what I did was use HxD, (a hex editor) and Kaze Emanuar's Behavior Scripts text file. I opened Kaze Emanuar's Behavior Script file and searched for the behavior for spawning the amount of coins that the enemy drops, copied the ROM address, went to the same address in HxD, and replaced the whole behavior with zeros. (This will also remove the coins from any other object that spawns the same amount of coins.)

HxD Download: https://mh-nexus.de/en/downloads.php?product=HxD
Behavior Scripts: https://my.mixtape.moe/ebrswk.txt
not sure where to post this, but when I was playing a rom hack called "temple explorer" everything went fine until I died or entered a level, where the game subsequently crashed, as in black screen for the death and no stars showing up in star select, but the mario head with "1" was still there. I made sure the 8 mb thing was set correctly but it didn't change much.

help? I saw videos of it working online so it should for me as well, except if I'm missing something.
ayo sometimes you don't think it be like that but it do
Hey,i want to know how do i make so that Mario starts the game without his Cap? i want to make a romhack where you are permanentaly without your cap,so you will always take more damage than usual,but i don't know how i do this
How would I add star doors to a level? When I set the RAM bank to "inside castle" it crashes when you enter the level.
Bup
I've seen others ask this, but it doesn't seem like they've found (or shared) their solutions.

How can I fix a custom title that won't display? I import my .obj with SM64 Editor 2.2 and it says it was successfully imported, but it doesn't show up when Itest it out. I just get a black screen

I've seen it suggested that it is related to an issue with scale, but I've changed the scale multiple times, from as high as 5000 to as low as 10 and it doesn't seem to make a difference.

Any insight or suggestions would be greatly appreciated.

Thanks
Okay I finally got the custom title problem under control. I'm going to explain how I got it to display properly that way if future people have similar issues, they might find this post and it may work with them.

My title not showing up was caused by a combo of things, primarily having some normals facing the wrong way and the model facing the wrong direction. In regards to the normals, everything looked like it was okay in blender, but when opened in Sketchup or previewed in SM64 Editor, they clearly were facing the wrong direction. I selected all, recalculated outside normals, and flipped any individual faces that ended up facing the wrong way. The rotation issue is embarrassing because I checked it out before, but i didn't know about the "preview level" feature. That helped me figure out which way to rotate the model in Blender.

There was one other issue that prevented the title from displaying and that had to do with the "Extend Bank 0x07 (title)" tweak. When I started this ROM hack, I followed some tutorials and one of them said to activate that tweak. When it was active, my title wouldn't load if I used the simple "Title" in the importer. I found that if "Extend Bank 0x07" is activated, then I *had* to upload the model as Title (ext.) I also found that if i accidentally tried uploading a regular title after activating the tweak, then I would have to reactivate the tweak to get it to work.

I don't know how it will get messed up as I continue to make more changes and adjustments for this ROM Hack, but I at least have a bit of an idea of what went wrong.
This has been asked before, but I haven't been able to find an answer yet, as I don't know my way around this forum yet.

I replaced castle grounds with my own level. When I die, it kicks me out of the Bob-omb Battlefield painting. I want mario to respawn at the start of the level instead. How can I do this?

I'm using SM64 ROM manager.