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Posts by corywormhole
corywormhole's Profile - Posts by corywormhole
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Hello new guy here, I have been searching for hours and can't seem to find anything related to my problem.

I've tried patching an extended version of SM64 using different methods and none of them seem to launch properly in Project 64. I checked the 8MB size for the ROM and in the advanced settings, made sure it is the right ROM, checked extended boundaries in the Editor, but every launch ends in a black screen.

Opening the patched extended ROM in the Editor after closing it returns this warning: "Your ROM is not compatible with version 1.7S or later."

pls send help I dunno what to do D:
WOOWWW. Okay. So I figured it out, turns out I was using a ROM extender that was already built in, so when I ran it through SM64 Editor, it extended it again. This kills the ROM.

Thanks for all the help HAHAHAH not
I was wondering if there was someone who could briefly explain the process of setting up warps to different levels in Quad64? There isn't much online that covers anything related to Quad64, at least from what I've seen.

EDIT: I found a post in the Quad64 thread that helps explain it a little better.

Originally posted by David
Instant warps are completely different to the normal warps, so they can't be directly converted into them. Each normal warp takes up 8 bytes of memory, while each instant warp takes up 12 bytes of memory.

Normal warp connections have 4 parameters to them and are triggered by objects:
(1) Warp ID to jump from
(2) Level ID to jump to
(3) Area ID to jump to
(4) Warp ID to jump into


Instant warp connections have 5 parameters to them and are triggered by collision:
(1) Collision Trigger ID
(2) Area ID to jump to
(3) Teleport Mario in the X-direction after warp
(4) Teleport Mario in the Y-direction after warp
(5) Teleport Mario in the Z-direction after warp

The Trigger ID corresponds to the Collision Type in Skelux's SM64 Editor. A trigger ID of 0 will use the Collision Type 0x1B, ID 1 = 0x1C, ID 2 = 0x1D, and ID 3 = 0x1E.


if anyone would like to add to this that would be awesome, this is all I've found so far.

EDIT 2: Upon further investigation I've figured out enough to accomplish what I needed to get done.

Warps are activated through warp objects, whether it's a pipe, door, hole, etc.

The 2nd behavioral parameter of your warp object in 3D Objects must be equal to the Connect Warp 'From ID' of your choosing.


Here I used the value 42 at the 2nd behavioral parameter to assign to the warp pipe.


The 'From ID' refers to the Warp Pipe's 2nd parameter, which must both be 42 for this to work properly. The Level, Area, and 'To ID' values correspond to the level, area, and Warp ID you wish to start to. Here I have Level 5 to go to CCM, Area 1 to start in the first area, and 10 to spawn at the starting point of the level.

Hope this helps if anyone is having issues with this.
I am unable to locate the addresses for bully feet colors, I saw another thread about changing the colors of coins in a HEX editor and figured this would be similar, but I've ran into a few problems attempting this so far.

I found out that (supposedly) the SM64 RGB Editor provided in the SM64 Hacking Tools thread doesn't correctly display the addresses used for the color values when using a ROM expanded and patched by the current build of SM64 ROM Manager (v0.5.5.4b), and was wondering if anyone has these correct values.

Loading a ROM patched by SM64 Editor 2.2 into SM64 RGB Editor however correctly displays the RGB values for each object (Cap switches, Bob-omb feet, etc.).

I was hoping someone could explain how to find the addresses for these values, or at least find the bully feet color location, I'd be very thankful for your time spent.
Originally posted by pieordie1

Managed to download and save all of the tutorials, reuploaded to Drive!



You are absolutely wonderful for saving these, thank you!!!!
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corywormhole's Profile - Posts by corywormhole

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