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The SM64 Hacking Help/FAQ Thread (updated Nov 21)
Forum Index - Non-SMW Hacking - Super Mario 64 Hacking - ASM & Data Repository - The SM64 Hacking Help/FAQ Thread (updated Nov 21)
Pages: « 1 2119 120 121 122 » Link - Thread Closed


This is the best post
Hi ! I was making two courses in my hack, but unfortunately I ran out of warps in TT64 and I've really need more (or else I have to edit heavily the models of them).
So, is there some way to add more warps than those already present in TT64 ?

(Also, I somehow tried to use Pilzinsel64's MoreWarpsPatch but for some reason I didn't understand how to use it. And I want to be able to reimport my levels, just in case :/)

--------------------
Projects :

Ztar Attack 2 A Blast to the Past

Overworlds : 2/3 done
World 1 : 4/4 levels done
World 2 : 4/4 levels done
World 3 : 4/4 levels done
World 4 : 4/4 imported, 3/4 with objects
World 5 : 1/4 level done
World 6 (extra) : 2/3 levels imported, 0/3 with objectss

Youtube -
http://www.youtube.com/channel/UCiD6DYZSuu7N2302h83pLeQ

Allons, enfants de la paaaatrie ! :D
Originally posted by TheGael95
Hi ! I was making two courses in my hack, but unfortunately I ran out of warps in TT64 and I've really need more (or else I have to edit heavily the models of them).
So, is there some way to add more warps than those already present in TT64 ?

(Also, I somehow tried to use Pilzinsel64's MoreWarpsPatch but for some reason I didn't understand how to use it. And I want to be able to reimport my levels, just in case :/)


Ok, so first go into toads tool, and go to the level you want more warps in. Then select one object (I usually choose from the last one) and look at the rom address. Now in the level importer, go to miscellaneous, and hex editor. In the text box at the top left of the hex editor paste the rom address you got from toads tool. Once you hit go it should highlight a 24. Change that 24 to a 26 and save. In toads tool you will have 3 more warps for every object you do this to. Hope this helps!

--------------------
Working on Super Mario 64 Blast Off along with 55supershadow

Courses 9/15
Secret levels 1/6
Bowser levels 1/3
Hub 1/3

Check out the preview latest preview https://www.youtube.com/watch?v=bHKKsnbbF3E
Originally posted by Eggs6131
This thread is where you can ask questions about SM64 hacking, TT64, OBJ importer, anything.

As ever please take a little look round the internet to make sure your question hasn't been answered already #ab{:)}

So, fire away...

Tutorials

Importing from Google Sketchup
Creating with Sketchup

FAQ

Q; Why does it say my ROM is invalid?
A; You need a USA SM64 ROM.

Q; Where do I get a USA ROM?
A; By searching this key word on Google "Super Mario 64 (U) [!]".

Q; My ROM won't open in TT64!
A; Open a regularly extended ROM and go into preference, and enable "Skip ROM Checksum".

Q; When I try to run my ROM I get a CIC chip error.
A; Just ignore it, when your rom is modified the checksum is mis-calculated.

Q; I get an error saying "In a permanent loop that cannot be exited" when trying to run my ROM.
A; Could be you modified the checksum and forgot to re-calculate it, try opening your ROM in the SM64 Level Importer and going into ROM settings and checking "Restore CRC and Checksum" and save selected changes. If it doesn't work then there must have been an error in the patching procedure of your ROM.

Q; Why does Mario die when I start my level?
A; Open your level in Toad's Tool 64 and move the object called "Warp Mario's Start" to where your level is.

Q; I get a black screen!
A; A result of an error in configuring the warps.

Q; Why is my level is too big or too small?
A; Mess around with the scaling in the Level Importer. Increase it if your level is too big, and vice-versa.

Q; I get a white screen I try to enter my level!
A; That happens as a result of changing the warp into something else or too much polygons seen on sight.

Q; Why are there invisible walls everywhere?
A; Enable Death Floor in the Level Importer.

Q; I imported a level into Peach's Castle Grounds and moved the warp but Mario still spawns at an unusual place.
A; Warps at Peach's Castle is hardcoded, now open your ROM in TT64, at the bottom of the screen, you see some parameters like;
X 1000 Y -1000 Z 100, now open that same ROM in the OBJ importer, go to the "Level Settings", you shall see a check box called "Initial Position", check it and copy those parameters into their expected places.

Q; What is the limitations for channels on SM64?
A; 15.

Q; What is a .M64 file?
A; It's the Sequence file format SM64 uses or in general N64.

Q; Why does a part of my custom music sound weird?
A; Transpose the channel/track that sounds weird.

Q; Why doesn't the tempo of my track go above 255?
A; The tempo is one byte; the maximum value is 255 (0xFF).

Q; Is it possible to import WAV files and MP3 into SM64?
A; No.

Q; There was no Drum in the instrument list of NINST37 but it is heared in the original.
A; It's a percussion, the channel you want to have a drum change it to a "General Percussion".

Q; Where do I get a wavefront OBJ?
A; With google sketchup or blender, OBJ is a 3D model type. Note that the 2014/2015 versions of sketchup seem to have some compatibility issues with the OBJ exporter plugin for some people (trashing exports) so use with caution.

Q; How do I replace textures in the game?
A; By using N64 Rip and TT64, N64 rip is more convenient, you can get the addresses from TT64, make sure you are in Hexa-decimal mode.

Q; Why are my textures stretched?
A; A texture can't repeat more than 32 times, subdivide that face with a line.

Q; How do I change the textures on Mario's cloth?
A; Mario's clothes was colored, they didn't use an actual texture.

Q; I imported an Untextured model into Mario 64 and it's not white like in the 3D modeller, there are Random Textures applied.
A; Those are known as "Place Holder" textures, you should apply textures to it, it can't just be null.

Q; Why are my textures not showing up and are just replaced with random ones?
A; Resized BitMap Images(BMP) tend not to show up.

Q; How do I replace the Title Screen?
A; Make your model, export it to obj, load it in the OBJ importer 1.9s, open the "Custom Importer", look for the title screen and select "Import Model".

Q; Why is my polygon count size double?
A; Don't export two sided faces.

Q; Why are some faces in my level invisible?
A; Only white faces show up, reverse all purple faces.

Q; Why does Mario fall right through walls?
A; Don't export back and front faces.

Q; What is the safest polygon count for SM64?
A; 16,500 Polygons.

Q; Why does my level appear weird with some missing faces?
A; Your model needs to be triangulated and edges need to be exported as they are literally the building blocks of all 3D models.

Q; When I try to replace to an Object in the custom importer or import a title screen I get a "Maximum Model Size Exceeded" Error.
A; You might have to chop down some polygons and reduce the amount of textures used.

Q; Why do my textures look blurry?
A; Any textures with a height/Width more than 64x32 and 32x64 will get resized to fit with the N64 Texture Cache Size, resize them by yourself and sharpen them.

Q; Why do my textures always appear stretched after being subdivided?
A; Textures need to be resized to SM64 Resolution which would be 32x32, 64x32 and 32x64 and so on, they must be rectangles or squares. Textures with resolutions of Something like 32x31 or 24x32 will get the calculations wrong when Texture maps are being converted into F3D Microcode.

Q; Why are my textures upside down?
A; Try checking "Vertically Flip Textures".

Q; How do I make the empty part of a texture transparent, It's either Black/White?
Add an Alpha channel to your texture so it supports transparency then erase the black/white side and save it as a PNG.

Q; I'm trying to make a fence but when I look to the other side it is invisible!
A; The back face doesn't get exported. Push/pull it to the thinnest simple.

Q; Why does my model look weird and the triangles on faces are missing?
A; You need to export edges and check "Triangulate" in the OBJ exporter.

Q; Why does Mario keep going through everything?
A; Delete any unused faces at that area.

Q; Why does are there glitched collisions in my level?
A; Make sure there are any underlying unused polygons, these are prone to cause problems and place your model higher.

Q; What is the difference between “coin” and “coin-collectible”?
A; Both serve the same function.

Q; Can TT64 be ported to android?
A; It is a heavy program and even if it wasn't I doubt it could, it is programmed in Adobe's lingo, gets excuted with Adobe Director, it uses OpenGL, D3D9/11 as a 3D renderer.

Q; Why are my textures corrupt?
A; Happens when you close the window when it's importing so the process is not finished and writing the textures gets interrupted, you have to re-import it this time completing it, no harm done to your ROM, just the display list.

Q; My background is corrupt.
A; Scale it to 248x248 in an image editing software like GIMP or Paint.NET so it wraps around the whole icospherical background.

Q; How do I remove the Nintendo copyright and TM sign at the title screen?
A; Open your ROM in a hex editor, go to(CTRL+G) 26A1EC and write 00 00 00 00 to remove them, NOPs the geolayout function that executes them.

Q; Why are my slopes collision glitchy?
A; You can either change it the collision in the collision tab to a "climbable hill" or alternatively draw a seperate model file for the collision, make the collision that of a cube by drawing a cube at the tree's position and exporting the OBJ as the collision file of your model.

Q; What is object with the highest polygon count to replace?
A; From an order of Biggest to the smallest-
-------------------------------------------
1. Castle in the sky: 382.
2. Vertical Maze: 281.
3. Pyramidal Platforms Anim 1/2/3/4/Assembly: 230.
4. Flying Ship: 118.

Q; My music cracks at some point when it's playing.
A; That is because there are too many notes that have to be played, your best solution would be to delete some channels.

Q; Why does all the objects position in my level reset when I re-import?
A; You have to uncheck the centered option in the obj importer.

Q; Why does Mario have backfaces?
A; Re-import your model with obj importer 1.9.3

Q; Why does the game freeze when I play through?
A; It's best not to use 0x0E objects, if the problem persists then reduce the polygon count.

Revision 4 by Mr. GreenThunder at 2015-06-08.
Added note regarding 2014/2015 versions of sketchup - shygoo 1/18/15







Oh and you forgot the Warp destination. I have that problem, I can't add more warp destination. I already used warp patch. Can you please help me with this? Thank you

--------------------
body {
font-family:'Super Mario 256'
}
body{
background-image:url(http://s18.postimg.org/ljeg0nvrt/11154690_101121593555516_6187379031955215504_o.jpg)
}
You don't have to quote the whole damn FAQ.
Originally posted by SmithJrBlaquaLuigi
Oh and you forgot the Warp destination. I have that problem, I can't add more warp destination. I already used warp patch. Can you please help me with this? Thank you



The damn answer is just above you ! (you don't even need that patch to do it)

Btw, it works great, thanks BigBoo32 :)

--------------------
Projects :

Ztar Attack 2 A Blast to the Past

Overworlds : 2/3 done
World 1 : 4/4 levels done
World 2 : 4/4 levels done
World 3 : 4/4 levels done
World 4 : 4/4 imported, 3/4 with objects
World 5 : 1/4 level done
World 6 (extra) : 2/3 levels imported, 0/3 with objectss

Youtube -
http://www.youtube.com/channel/UCiD6DYZSuu7N2302h83pLeQ

Allons, enfants de la paaaatrie ! :D
Why on earth are you cussing at me for? I told you "How to add warp destinations?" It's not in FAQ.

--------------------
body {
font-family:'Super Mario 256'
}
body{
background-image:url(http://s18.postimg.org/ljeg0nvrt/11154690_101121593555516_6187379031955215504_o.jpg)
}
I believe DobieMeltfire has made a warp tutorial

--------------------
Projects :

Ztar Attack 2 A Blast to the Past

Overworlds : 2/3 done
World 1 : 4/4 levels done
World 2 : 4/4 levels done
World 3 : 4/4 levels done
World 4 : 4/4 imported, 3/4 with objects
World 5 : 1/4 level done
World 6 (extra) : 2/3 levels imported, 0/3 with objectss

Youtube -
http://www.youtube.com/channel/UCiD6DYZSuu7N2302h83pLeQ

Allons, enfants de la paaaatrie ! :D
Hello everyone!
I'm new here, sorta... but that's just a formality.
More importantly, I think it would be great if someone had a list of all of Mario's relevant dimensions in game-units written somewhere that can be conveniently located, preferably somewhere that was stickied.
This would be a big help for newbies trying to make maps! Trial and error is a tried and tested method, but everyone shouldn't be spending 10 hours trying to get down a list of numbers they may only use a couple times in every level for reference. For those who have no idea what I am babbling on about:
- Mario's hitbox dimensions (both walking and crawling)
- Mario's Model dimensions(in standing position, maybe in crawling position)
- Mario's maximum jump heights and distances for all types of jumps, which would include the maximum height he can clear WITHOUT having to grab a ledge, WITH grabbing a ledge, and possibly diving(but diving's not that important) as well as the maximum distance he can clear in a straight long jump, or any standard permutation of the jump-dive.

I hope this isn't too tall of an order for someone to fill.
If it helps, I have some basic dimensions, they aren't ridiculously accurate as far as I know, but they will do fine for most people's scaling needs.
Copied from a text file I have sitting in my hacks directory:
Code
ALL DIMENSIONS ARE : (x,y,z)(where z is vertical axis in 3 dimensions)
Mario's hitbox has dimensions of:
37u X 37u X 160u 
Mario's Body, shoulder and arms not included is about:
60u X 60u X 150u
Mario's Body, shoulder and arms included is roughly:
100u X 60u X 150u
If you wanted to make a box that would roughly hold Mario's whole model in the center of it, even rotating around the y axis:
100u X 100u X 150u 

EDIT: Almost forgot, I should give credit to Kaze for giving me the hitbox dimensions. Thanks Kaze! :3
This is not asking for help so it goes here.
Does anyone know how one would go about changing the sound banks for each level? I cant seem to find a straight answer on the topic. Just to clarify, I need to change which instruments are available in different levels' instrument sets. I've been making due with the sets that exist already, but it's not exactly convenient. Is there an address in the ROM I can change to cherry pick the right instruments?
If there's a tool that can do this, that would be great, but if not, it'd be nice to be pointed in the right direction on how to do this?
Originally posted by Doctor_Fail
Does anyone know how one would go about changing the sound banks for each level? I cant seem to find a straight answer on the topic. Just to clarify, I need to change which instruments are available in different levels' instrument sets. I've been making due with the sets that exist already, but it's not exactly convenient. Is there an address in the ROM I can change to cherry pick the right instruments?
If there's a tool that can do this, that would be great, but if not, it'd be nice to be pointed in the right direction on how to do this?


you can do that with the obj importer, if your rom is expanded. (64MB)
if it is not expanded (24MB), you can change the instrument set in hex at 7CC672. the table basically says
song1: Ninst34
song2: Ninst17
song3: Ninst34
song4: Ninst14
song5: Ninst19
etc
Umm... Help?
http://www.youtube.com/watch?v=WwAqX5x1dlU

--------------------
I promise to never cancel my hacks
Do you mean Scrolling textures ??,
If it's that you should make groups for the different places you want to scroll(ex. a river, you select all the faces), then count how many triangles are in there, and use that number in the level importer

This may help you better: https://www.youtube.com/watch?v=xaLdhGhevww

--------------------
Working on SM64: A New Adventure
https://www.youtube.com/watch?v=ZxVwAPAQdnc
http://i.imgur.com/qblZTfb.png
Originally posted by lezg_g
Do you mean Scrolling textures ??,
If it's that you should make groups for the different places you want to scroll(ex. a river, you select all the faces), then count how many triangles are in there, and use that number in the level importer

This may help you better: https://www.youtube.com/watch?v=xaLdhGhevww

K. Thanks :-)

--------------------
I promise to never cancel my hacks
Hello everyone,

I have a problem with patching SM64 Hacks on my Daedalusx64 emulator on PSP.

I have the right ROM to patch (Super Mario 64 (U) [!].z64) but when I patch it and when I go to the ROM selection of my emulator and I select my hack, at first it looks like it works but after I select my file my PSP crashes!

I have this error code for every hack I try:

Exception details:
Exception - Address load/inst fetch
EPC - 088127D4
Cause - 10000010
Status - 60008613
BadVAddr - 096C586D

Register File:
zr:00000000 at:096A0000 v0:096C5869 v1:8935E590
a0:DD090020 a1:00008034 a2:803672D9 a3:08913680
t0:00008030 t1:000000B4 t2:08CA6C80 t3:000000BB
t4:00000000 t5:10000000 t6:0000000A t7:80247624
s0:00000009 s1:08913680 s2:08970000 s3:08910000
s4:08970000 s5:08913680 s6:08953B60 s7:00000001
t8:FFFFFF8A t9:0880AAF8 k0:0BABFF00 k1:00000000
gp:0891B2B0 sp:0BABFDB0 fp:0890BDB0 ra:0881AC8C

Rom Infomation:
Clockrate: 0x0f000000
BootAddr: 0x80246000
Release: 0x44140000
CRC1: 0x9e719614
CRC2: 0xe45b5f64
ImageName: 'SM64 SHINING STARS '
Manufacturer: 0x4e
CartID: 0x4d53
CountryID: 0x45 - 'E'

Settings:
DoubleDisplayEnabled: 1
DynarecEnabled: 1
DynarecStackOptimisation: 1
DynarecLoopOptimisation: 1
OSHooksEnabled: 1

Emulation CPU State:
zr:00000009 at:80330000 v0:802144B0 v1:005ACE1B
a0:00000000 a1:08430843 a2:43A00000 a3:00000009
t0:803672B9 t1:00000008 t2:00000009 t3:80207E88
t4:80207E90 t5:06000000 t6:00000000 t7:80207E88
s0:00000000 s1:00000000 s2:00000000 s3:00000000
s4:00000000 s5:00000000 s6:00000000 s7:00000000
t8:802144B0 t9:002144B0 k0:8033AA90 k1:00000001
gp:80402270 sp:80206D50 fp:00000000 ra:8027B680
PC: 803276ecDisassembly:

When I first had this error I was first trying Shining Star (which is a bps file) and after that I tried Star Revenge 6 (which is a ppf file) and I am sure I have sucessfully patched them.

Are there any solutions to fix this issue? Do I have to modify any things in the options of the emulator?

Thanks for your replyings. :-)
Originally posted by Kazeshin
Originally posted by Doctor_Fail
Does anyone know how one would go about changing the sound banks for each level? I cant seem to find a straight answer on the topic. Just to clarify, I need to change which instruments are available in different levels' instrument sets. I've been making due with the sets that exist already, but it's not exactly convenient. Is there an address in the ROM I can change to cherry pick the right instruments?
If there's a tool that can do this, that would be great, but if not, it'd be nice to be pointed in the right direction on how to do this?


you can do that with the obj importer, if your rom is expanded. (64MB)
if it is not expanded (24MB), you can change the instrument set in hex at 7CC672. the table basically says
song1: Ninst34
song2: Ninst17
song3: Ninst34
song4: Ninst14
song5: Ninst19
etc


I think you've misunderstood. I'm asking how one would go about changing which instruments were in those different instrument sets. So, for instance:
Ninst13 contains:
banjo,
something,
fiddle,
something,
whistle,
something,
etc.

I want to change it so that it instead Ninst13 contains(for instance):
banjo,
strings,
trumpet,
drums,
accordion,
steel drums,
etc.

To further clarify, I don't want to use the any instrument SET already present in the game, but I do want to use the instruments present in the game, just organized into different, more convenient sets. Using a set from a different part of the game is not what I am looking to do.

Can anyone tell me how I would go about doing this?

Thanks in advance
~ Doctor Fail
What's the maximum triangle count for importing over Mario's selective parts? I understand that they can have only 2 32x32 textures maximum but what about the polygons? Also, I once also saw an area in this thread that had a diagram showing all of Mario's parts and their respective addresses within the ROM; can you give me a link to that?

Thanks in advance.

--------------------
OH YES.
Originally posted by Doctor_Fail

Can anyone tell me how I would go about doing this?

Thanks in advance
~ Doctor Fail


you can use "subdrags sound tool" for that. make sure to get the newest verison.
http://www.goldeneyevault.com/viewfile.php?id=212

Yes, as kaze said, You can use N64Soundtool 1.2 (In that link), However you will have to check your imported sound many times to see if the pitch is correct. You can use the "Key" Parameter for the pitch.

--------------------
Working on SM64: A New Adventure
https://www.youtube.com/watch?v=ZxVwAPAQdnc
http://i.imgur.com/qblZTfb.png
Pages: « 1 2119 120 121 122 » Link - Thread Closed
Forum Index - Non-SMW Hacking - Super Mario 64 Hacking - ASM & Data Repository - The SM64 Hacking Help/FAQ Thread (updated Nov 21)

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