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Posts by JakoNintenCraft
JakoNintenCraft's Profile - Posts by JakoNintenCraft
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Open Toad's Tool 64. See the spawn point for Mario? Click it and then go to an option roughly called " Change Warp Destinations". Among those you should find two warps listed with the others. One has a destination of 240 and says "Success" , which is for warping you back to the castle when you get a star, the other being an ID of 241 and saying it is the "Failure" warp, which should be self-explanatory for all people who have a piece of a brain, is for when you die/exit a level. Make sure these are correct like this, otherwise I have absolutely no idea.

Good luck!

EDIT: Now, I would like to ask my question: I have made a custom model and imported it over the Rainbow Path Parts Spiral to assign it the behavior "Rotation 2" as it is called in Toad's Tool 64 to make a rotating platform with fire. It imports fine, but it isn't solid. Here is what I did:

1) Made model.
2) Opened Level Importer.
3) Assigned scale and collision values.
4) Opened Custom Importer.
5) Ticked check box for "Import Collision".
6) Imported model.
7) Added model to level in Toad's Tool 64.
8) Assigned it behavior "Rotation 2".
9) ???
10) No profit (yet)...

Any help would be appreciated very much.)

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OH YES.
Hello World! This forum used to have a help thread, but it was shut off and rampaged with thousands of "HELP ME." threads. Hopefully to erase [some] of the clutter, an actual help thread will suffice. Please keep this thread moderators. EDIT: Nevermind. Turns out there is a thread for this purpose, however if it is helpful, keep it.

As of now, I would like to post the first question: I have made a custom model and imported it over the Rainbow Path Parts Spiral to assign it the behavior "Rotation 2" as it is called in Toad's Tool 64 to make a rotating platform with fire. It imports fine, but it isn't solid. Here is what I did:

1) Made model.
2) Opened Level Importer.
3) Assigned scale and collision values.
4) Opened Custom Importer.
5) Ticked check box for "Import Collision".
6) Imported model.
7) Added model to level in Toad's Tool 64.
8) Assigned it behavior "Rotation 2".
9) ???
10) No profit (yet)...

Any help is appreciated (this is the help thread after all. #tb{^V^})

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OH YES.
YES, I KNOW THIS IS A "HELP ME" THREAD, BUT IT SEEMS I GOT NO OTHER OPTIONS HERE. (AND IF YOU'RE GOING TO SAY ABOUT THE SECOND "SM64 HACKING/FAQ THREAD", No one has responded to my question there, so I'm going to keep this request short and simple.)

Now, I would like to ask my question: I have made a custom model and imported it over the Rainbow Path Parts Spiral to assign it the behavior "Rotation 2" as it is called in Toad's Tool 64 to make a rotating platform with fire. It imports fine, but it isn't solid. Here is what I did:

1) Made model.
2) Opened Level Importer.
3) Assigned scale and collision values.
4) Opened Custom Importer.
5) Ticked check box for "Import Collision".
6) Imported model.
7) Added model to level in Toad's Tool 64.
8) Assigned it behavior "Rotation 2".
9) ???
10) No profit (yet)...

Any help would be appreciated very much.

[To any Moderators, once this is solved, I'll delete the thread so there's one less piece of clutter to deal with. #tb{^V^}]

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OH YES.
I already posted there, but no one answered my question, that's why I wrote a help thread here. Also, according to what I see, the question isn't in the help thread there.
Anyways, thanks for the information. I'll wait for other people to reply, then delete it if no one does.

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OH YES.
Thank you dude. I'll delete this thread now. Goodbye!

EDIT: Shoot. You can't delete threads.

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OH YES.
I believe so dude. Ask someone like Kazeshin for help on that.

Also, does anyone know about how to fix my problem? I've been told that in order to put in custom objects with collision, you have to assign its collision pointer to the behavior of the object. I want to do this with Rotation 2. How do I do this?
Thanks in advance.

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OH YES.
[textwallofchina]
If you want to extract models themselves, use the Project 64 emulator and Rice's Plugin (search on google for both if you don't have them.). Open your file explorer and make a folder on the root of your C: drive named VRML. Now, go the emulator and before you choose your ROM, go to Options -> Settings -> Plugins and choose the graphics plugin as Rice's Plugin. Run the ROM and go to the level you want to rip objects from. Press F2 on Windows/MS-DOS or on Mac OS(-X) press Command+F2 (Command being the key with the squiggly marking) on your keyboard to pause emulation when the object you want to rip is near you in the game. Go into Options -> Configure Graphics Plugin and set the option “Export VRML” to on by clicking on the check box next to the option's entry in the list. Close the menu and press F2 or Command+F2 rapidly twice. Now go to the folder VRML you created a while ago and you should find a bunch of textures along with a file with the extension *.wrl. This is the model file. You'll have to find a program to convert it to *.obj format though. I use MeshLab, however Maya and Blender work just as well, though I'd convert it to a *.3ds file first for importing to Sketchup for editing.
To import back into the game, use the custom importer and set the scale to about 500. Hope this helps!
[/textwallofchina]

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OH YES.
Hello. I have 2 questions. Make that three.

1. Is there a way to change the speed of the behaviors Rotation and Rotation 2, as they are called in Toad's Tool 64? If yes, then how?

2. Is there a way to change the directions of rotation on the behaviors described above?

3. I need to know where to insert my custom object's collision pointer in the "Rotation" behavior said above (the one that is used by the rotating platforms in Rainbow Ride) and, according to a behavior list made on the Internet, the behavior script is at 0x21ED78 in the ROM, however following MrGreenThunder's instructions:
Originally posted by MrGreenThunder
You also have to copy the collision pointer of your custom object to replace that one since it's a solid object.
Code
21D930/003B30  00 09 00 00
21D934/003B34  11 01 00 11
21D938/003B38  2A 00 00 00 XX XX XX XX // replace this with the collision pointer of your object
21D940/003B40  0C 00 00 00 80 2E FC D0
21D948/003B48  08 00 00 00
21D94C/003B4C  0C 00 00 00 80 2E FD 8C
21D954/003B54  0C 00 00 00 80 38 39 CC
21D95C/003B5C  09 00 00 00

The line where it says to write the collision pointer is nowhere to be seen. Where is it? This method worked with all the behaviors I have modified (which are at least 3), but this behavior doesn't seem to follow this routine.
Code
21EC70/21EC7F 00 00 00 00 00 00 00 00 00 09 00 00 11 01 00 01 
21EC80/21EC8F 0C 00 00 00 80 30 94 54 08 00 00 00 0C 00 00 00  
21EC90/21EC9F 80 30 94 D0 0C 00 00 00 80 38 39 CC 09 00 00 00

Thanks in advance.

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OH YES.
Thanks Kaze. Also, the behaviors Rotation and Rotation 2 are at the addresses as follows: 0x21EC78 and 0x21AED8 respectively. I would want to make these rotate at different speeds and/or different directions. Thanks in advance guys.

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OH YES.
After some thinking, I've decided that rather than give you some screenshots of what you'll probably never play, I've got something to keep you at bay until the final release…
TA-DA! Beta patch because why not?
READ THE README.txt FILE BEFORE PLAYING. IT CONTAINS IMPORTANT INFORMATION REGARDING THIS BETA PATCH AND ITS CURRENT PROGRESS.

*.PPF patch
https://drive.google.com/open?id=0B-Gfty22N0e5RXJoMnh2YjEtN0k

README.txt
https://drive.google.com/open?id=0B-Gfty22N0e5VlhsMzJoakx6SXM

There is a better link here: http://bin.smwcentral.net/u/26775/GAMESHARK.zip
As in the "readme", explore, comment and enjoy!

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OH YES.
So…how do you all like it?

--------------------
OH YES.
Sorry about that. Here's a better link:
http://bin.smwcentral.net/u/26775/GAMESHARK.zip
It has the patch and the readme.

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OH YES.
Huh, doesn't happen on my original ROM. I'll see what went wrong.

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OH YES.
I'll try to make a *.bps patch instead of a *.ppf. Maybe it's just PPF-Studio's fault and the *.ppf technology is too old to handle it.

EDIT: I used Project64 2.2 if that helps.

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OH YES.
Yeah, but they can also be used for the Microsoft Xbox, Nintendo 64, and SNES. It's been the de facto standard for SM64 patches since VL-Tone discovered it worked for Nintendo 64 games in 2009.

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OH YES.
Hi again! Is there a way to replace the model of the star? If I remember correctly, there are many different behaviors that use the star model and I want to replace that with a higher quality model (344 faces) that I will place in the stead of the Castle in the Sky. I would want my star model to be used in all the behaviors where the star model is supposed to be (in other words, have all the behaviors that use the star display list to use my custom model's display list), which I think are all the behaviors right here:
Code
0x0021A5F8
0x0021B514
0x0021C820
0x0021CD40
0x0021CE2C
0x0021D668
0x0021DC3C
0x0021DC64
0x0021DC8C
0x0021DCFC
0x0021E270
0x0021F36C


Sorry if this is quite a hassle. Any help is appreciated (as always#w{=P}.)

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OH YES.
I guess I have a tip to give as well.
This was buried under the weight of the original help thread, so let's resurface it!

When inserting custom models into a hack and assigning them behaviors in Super Mario 64, if the model is to be solid, you also have to change the collision pointer of the behavior to use the behavor properly with the object. For example (This is fake code by the way, just an example):

Code
0x210000  09 00 00 00 11 7B 12 CF
0x210008  2A 00 00 00 XX XX XX XX 
0x21000B  74 6E 99 16 09 00 00 00

Replace XX XX XX XX with the collision pointer of your model. Find this by opening the log file that the importer asks you to open if you want when you import the model. This number should always be placed right after the 2A 00 00 00.
For behaviors that don't follow this routine, go figure.


Courtesy of MrGreenThunder.

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OH YES.
[unused thread]

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OH YES.
Is it possible to just copy and paste microcode for geometry/models and animations? I have read that almost every game on the N64 uses the same engine, whether it be SM64 or Ocarina of Time or Banjo-Kazooie, so with that in mind, they all (or at least the first-party games) use the same model and animation codes with minor tweaks here and there to accommodate for game design.

So can it be done?

*I know that not all games are made of code that can just be rearranged to form a new game just like that, but this is just a legitimate interest.*

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OH YES.
Hello world. May I ask for help?
I have tried to make a custom level and I wanted to change the position of my objects in TT64, but it gives me this error:
Code
Index out of range.

Script Error. Continue?

I have no idea what went wrong.

I used Level Importer 1.9.5S to import a level that has (give or take) 2500 triangles. I also imported a music file I made and added RCVI hack, widescreen improvements, extended level boundaries and restore CRC and Checksum.

Thanks in advance.#smw{:TUP:}


Nevermind, this is fixed.
A mod can erase this now.

--------------------
OH YES.
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JakoNintenCraft's Profile - Posts by JakoNintenCraft

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