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Posts by Myriadis
Myriadis' Profile - Posts by Myriadis
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Hello guys, first post here and I just decided to register since I am absolutely stuck for a ROM Hack I'm currently creating.

Long story short, I can't use these Sliding Star Doors, which require several stars to open.
I'm currently using Toads Tool 6.1S and the Level Importer 1.9.2S.
For this particular level I'm using the "Inside Castle" for the Object Bank 0E.

Whenever I place a sliding star door, everything looks fine. However, as soon as I test the level and approach that door, the following error appears:

UNKWOWN x86 OPCODE 66
LOCATION
17211A7
LOC: FFFFFA
FGH2

I have no clue - I even got a fresh rom, updated it properly and just imported the level again with the star door added in, the same error popped up. Are there some special requirements for star doors? The strange thing is that the star doors in the unchanged levels (e.g. Inside Castle) all work, so I don't think it has something to do with the emulator.
So, a few months have passed and I'm still stuck at this point. Which is a pity, since the project is 95% complete and the star doors are fairly critical for the progression. I tried it a few months ago on the faq thread but no help, so this here is basically my last chance.

Long story short, I can't use these Sliding Star Doors, which require several stars to open.
I'm currently using Toads Tool 6.1S and the Level Importer 1.9.2S.
For this particular level I'm using the "Inside Castle" for the Object Bank 0E.

Whenever I place a sliding star door, everything looks fine. However, as soon as I test the level and approach that door, the following error appears:

UNKWOWN x86 OPCODE 66
LOCATION
17211A7
LOC: FFFFFA
FGH2

I have no clue - I even got a fresh rom, updated it properly and just imported the level again with the star door added in, the same error popped up. Are there some special requirements for star doors? The strange thing is that the star doors in the unchanged levels (e.g. Inside Castle) all work, so I don't think it has something to do with the emulator.
Also, it's not the model itself, but the behavior that causes the error. It also works with earlier versions (where the ROM size was about 48MB), so could it be that the Sliding Star Door Code was screwed with in the newer versions?


Maybe someone could even give me the offset for the star door behavior so I can look it up myself and see if any changes are made? And what are other options if nothing works?
Is it possible to change that grill that disappears at 120 stars to get removed at, lets say 60 stars?

Thanks in advance!








---------------------------------------------------



And of course, as soon as I make the thread I stumble upon the solution, given by kazeshin:

Originally posted by Kazeshin
Originally posted by XerX
Originally posted by Kinopio
@XerX: for the star door freeze, when you imported the level do you selected the "inside castle" object bank?


Yes I did.


wow, something seems to mess with it's collision data.
however, the collision data for the star door and a normal door are (nearly, maybe 100%) the same, so just change the collision pointer of the star door. If the game crashes, if you come near to an object, it's most of the time the collision pointer or the geo layout (but you can see the objects, so it's the collision pointer!)

in other words:
at 219E08 write 2A 00 00 00 03 01 CE 78
instead of 2A 00 00 00 07 07 8E 14. After that it should work
you will need a hex editor for this!



Thanks kazeshin, and I think that since a lot more people would have this problem (it seems to be a global one), I think that thread can have some purpose.
Or this way. Thanks a lot! You can't imagine how relived I am that I can finally continue on this project.
I think it's finally time to present what I have so far for my Super Mario 64 project, called Toad Town Saga.

This is the general breakdown of the contents found in this mod:
- 10 Levels with 8 Stars each
- 4 Bonus levels
- 2 Bowser Levels
- 2 Hub Worlds
- A total of 100 Stars

You might wonder why you can find 8 stars each for any of these levels instead of the usual 7. This is easily explained: In each of the level you can find a warp pipe that takes you to one of the 10 secret challenge missions (in a fairly retro artstyle, even!) that, as the name implies, truly test your platforming skills. Two of these challenges also allow you to get 100 coins and have a star hidden somewhere.
There's also some talk of some other secret level, but so far I can't tell more about it...

Creating new Textures for this mod is, quite honestly, a teritary goal for me at most. In fact, I still think that mostly using the original textures is still a good way to go - after all, these textures were made for this game, and other textures can be easily clashing with this style. Of course, I'm open for other textures here that work well.


I'd like to show you some more pics of the stuff you can expect in this mod:

The hub world, as you might guess, is Toad Town. A large, sprawling area, where most entrances to the levels can be found in the residences.



The first Level, a lovely lake area.


A Desert Temple, one of the later levels. Skillfull platforming is required to move past the traps.


Another one of the grassland areas, but these warp pipes scattered around the level lead to various caves underneath.


A swamp level. Watch your steps!


One of the Bowser levels require you to get to Bowsers Airship.


So far, I have every model finished. Most of the levels also have all their objects set. What has to be done is mainly improving the texture quality, and I think that I will change some textures if required.

That's it for now, I hope that the project will be finished soon. Since the pics really don't do the levels justice, I will try to post a youtube video within the next days, so stay tuned!
Originally posted by Kazeshin
it certainly looks interesting and i'll look forward to this hack's release, something that really bothers me though is that you dont use UV mapping.


UV Mapping is something I recently learned about and I actually used it in some places, but due to the process I know (right-click face, texture->position and position it manually) and the complexity of some models that will take some time. Or is there some quicker way with sketchup?
Thanks for the replies so far. It really may be a nice idea to replace the textures in most levels - I think it shuldn't take too much time since all the models are already fully textured anyway, so it's just mostly a case of swapping textures out.

I also will try to use some UV-Mapping at least for the most critical parts of the maps, since correcting all would be really time-consuming and given that I don't always have time for this (full-time job, friends and gym) it would take ages. I see what I can do.
I took the suggestions to use new textures to heart and replaced some of them. I mostly used textures from Super Mario Galaxy 2, since they fit wonderfully to the Mario 64 style, but there are also some textures from Super Mario Sunshine and Banjo-Kazooie within.

For now I don't have much time to post a youtube video, but at least here's a screen of Toad Town with new textures:



I'm also trying to use UV mapping where possible. But then again thanks to the complexity of most levels I will surely miss some faces.

Another bonus pic for now, showing you the second floor of Level 7, the big cave. There are 5 floors to explore and quite a few challenges to master. One of the levels I still have to do the UV mapping.
This actually looks very promising and the idea behind it is really interesting. For the stormy skies one, where you are in the room with the blue coins switch, it might be better to clearly mark where you have to stand to warp.
Guess you'll learn something new every day. Thanks a lot GreenThunder, I will see how much it can benefit the look.
Originally posted by Pablo's Corner
My personal recommendation for smoothing is around 75.5.

That's just my experience. It smoothens angles but not 90 degree angles, which is good.



I will give it a try, thanks!
Yeah, work on this project is going really slow now. Basically I have all levels finished, but as I playtest I find a good amount of bugs and stuff that could be improved. Currently the switch that should open the grills isn't working (the one that's used in Bob-Ombs Battlefield), or is it only working in the first level?

Plus my full-time job, gym and social stuff is pretty much eating my time away so there's only slow progression. Sorry for that, but know that I'm still on it!
So since it's encouraged to make a thread for a question instead of using a certain thread, might as well make a new one here.
So, the case is that I have one big bully already used. Which means that I have to use the "Big Bully and three small" object combo.

Problem is, I can't get the object to load at all. There's no error message when I get close or anything, there's simply nothing. I looked it up how it was it done on the original ROM and made it exactly like that, but it's not working. The object banks are also correctly chosen. Maybe it's some incredibly stupid thing I'm missing. Any ideas?

And while we're at it, I figured out that the hardcoded mario positions are about 26 bytes after the last warp data. I can edit that but I wonder if there's also a way to change the camera rotation, because when I start my game on my edited level on Castle Grounds the camera is facing Mario but I want to have the camera right behind Mario.
In my hack I did something similar, theoretically it does work. The problem is thatm from my experience, Bowser always tends to jump slightly towards the 0,0,0 Coordinates, and even jumps completely to that spot if he can't find the ground underneath him while jumping back, and with floating platforms it is way more common for him to do that. Also, the chance that he misjudges his jump back is also higher - if he jumps from the void right back into the void, he will not respawn.

What I would recommend is to have a complete path from start to finish so that there's always enough ground underneath, and add some obstacles around there, like a wall you have to throw him over or aome fire spewer.

And don't make that battle too long and frustating, and make the path broad enough to allow some room for error. After all, it's hard to get bowser exactly where you want him to be.

Edit: Since I decided to extend my mod to 120 Stars and that will take another few months, here is how I did that for the first bowser fight. You start at the south, get him, across the bridge, and the mine is over the gap. Short and simple, yet still with some challenge.

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Myriadis' Profile - Posts by Myriadis

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