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11-01-24 03:34 AM
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Acmlm's Board - I3 Archive - ROM Hacking - Super Mario 64 Hacking discussion thread - READ THE FIRST POST BEFORE POSTING! New poll | |
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SuperLuigi64

Snifit








Since: 07-22-06
From: TN
My PC Specs

Last post: 6559 days
Last view: 6559 days
Posted on 08-30-06 08:25 PM Link | Quote
Off topic: What happened to the approval system?
Tanks

Spiny








Since: 06-19-06
From: Eagle Land

Last post: 6465 days
Last view: 6465 days
Posted on 08-30-06 08:46 PM Link | Quote
Originally posted by SuperLuigi64
Off topic: What happened to the approval system?


Approval system? You mean people have to be approved to post here or am i just way off here?
SuperLuigi64

Snifit








Since: 07-22-06
From: TN
My PC Specs

Last post: 6559 days
Last view: 6559 days
Posted on 08-30-06 09:07 PM Link | Quote
Yes, you must have approval to post here.

No more off topic, ask me about approval in PM's.
Sukasa

Birdo
Not quite as active as before.
Xkeeper supporter
Xk > ||bass
I IP Banned myself! Twice!








Since: 11-17-05
From: Somewhere over there

Last post: 6466 days
Last view: 6465 days
Posted on 08-30-06 09:24 PM Link | Quote
Not quite. Thsi forum isn't approval-only,
ajstal8

Red Goomba


 





Since: 07-11-06
From: The Land of EverLasting Boredome.

Last post: 6586 days
Last view: 6586 days
Posted on 08-30-06 10:23 PM Link | Quote
About VL-Tone and the editor: of course he's gonna release it, it wont be fake.

About approval: Only approval needed for SMW hacking and Pokemon hacking to stop n00bs from posting stupid hacks and asking stupid questions.

About my SM64 textures: Back to the topic of the candy land hack... about making the bridge chocolate, it cant be a whole bunch of little chocolate bars, it has to be one large one. Why? If I have 2 or more different colors on texture horizontally, they split and move to different positions. Dont ask me why. I've tried to find a way to overpass this little annoyence, but I cant. Either it's one large chocolate bar, or something else altogether. Another bit of bad news, which one of you might be able to help me with, is for some reason when I try to edit the bars caging the chomp star and the same kind in other areas, they dissapear alltogether, making a see-through invisible structure. Any info on this?
SirCadgoan

Bronto Burt








Since: 08-29-06
From: Dimmsdale/Dimmadome(canada,bc)

Last post: 6600 days
Last view: 6600 days
Posted on 08-30-06 10:38 PM Link | Quote
Maybe the palette for the cage bars hs only shades of silver, and everything else is transparent? That would goof up things.

edit: "see through invisible" is a bit redundant


(edited by SirCadgoan on 08-30-06 09:39 PM)
ajstal8

Red Goomba


 





Since: 07-11-06
From: The Land of EverLasting Boredome.

Last post: 6586 days
Last view: 6586 days
Posted on 08-30-06 10:39 PM Link | Quote
Thats a negative, Juga Juga changed the bars into green vines, and they are just fine.
SirCadgoan

Bronto Burt








Since: 08-29-06
From: Dimmsdale/Dimmadome(canada,bc)

Last post: 6600 days
Last view: 6600 days
Posted on 08-30-06 10:42 PM Link | Quote
Originally posted by ajstal8
Thats a negative, Juga Juga changed the bars into green vines, and they are just fine.


maybe you should ask juga juga if he encountered the same problem. If he has no idea it could be your emulator.
ajstal8

Red Goomba


 





Since: 07-11-06
From: The Land of EverLasting Boredome.

Last post: 6586 days
Last view: 6586 days
Posted on 08-30-06 10:55 PM Link | Quote
It cant be either of those for 2 reasons.

1: I was with Juga Juga when he made the vines.

2: He uses the same emulator as I do.

I still dont get it though.....
HyperHacker

Star Mario
Finally being paid to code in VB! If only I still enjoyed that. <_<
Wii #7182 6487 4198 1828


 





Since: 11-18-05
From: Canada, w00t!
My computer's specs, if anyone gives a damn.
STOP TRUNCATING THIS >8^(

Last post: 6465 days
Last view: 6465 days
Posted on 08-31-06 12:40 AM Link | Quote
I'm not sure if Mario 64 does it the same but in Mario Kart 64 the textures are 16-bit, which is 5 bits per colour plus an alpha channel. On polygons that use it, any pixel where the alpha channel is zero doesn't show up at all. Sounds like that may be happening to you.
ajstal8

Red Goomba


 





Since: 07-11-06
From: The Land of EverLasting Boredome.

Last post: 6586 days
Last view: 6586 days
Posted on 08-31-06 01:13 AM Link | Quote
I didn't understand everything you said, but your probally right about it.

It also most likely has to do with the fact that I'm using TM with a Windows computer, not Mac.
bloodzero

Mumbies








Since: 06-08-06
From: Germany

Last post: 6560 days
Last view: 6465 days
Posted on 08-31-06 04:10 AM Link | Quote
Sorry if this is off-topic but can someone give me a link to the Tilemolster?
James Mcguire

Red Goomba








Since: 06-03-06
From: England

Last post: 6636 days
Last view: 6636 days
Posted on 08-31-06 07:07 AM Link | Quote
Continuing the thing with Kassad
Vl_tone already has done a very basic viewer for Peaches Castle and Bob-bomb battlefield, which can be found on his website. Doesn\'t show sprites or anything, but it\'s good, because you can fly around it and get stuck inside the back of the castle.

To texture editing:
I take a perfectly clean runnable Super Mario .z64 rom and extend it with Vl_tones Extender. I then play it to make sure it is working. It does.
I open it with Tile Molestor. I edit the textures. I save the file. The rom now doesn\'t run, it says bad rom in PJ64. Is this emulator trouble or rom problem?
Should I use a different emulator?

Thanks for the help.
SuperLuigi64

Snifit








Since: 07-22-06
From: TN
My PC Specs

Last post: 6559 days
Last view: 6559 days
Posted on 08-31-06 08:03 AM Link | Quote
Originally posted by bloodzero
Sorry if this is off-topic but can someone give me a link to the Tilemolster?


First post in the thread, can't miss it.
Tanks

Spiny








Since: 06-19-06
From: Eagle Land

Last post: 6465 days
Last view: 6465 days
Posted on 08-31-06 11:40 AM Link | Quote
Originally posted by James Mcguire
Continuing the thing with Kassad
Vl_tone already has done a very basic viewer for Peaches Castle and Bob-bomb battlefield, which can be found on his website. Doesn\'t show sprites or anything, but it\'s good, because you can fly around it and get stuck inside the back of the castle.

To texture editing:
I take a perfectly clean runnable Super Mario .z64 rom and extend it with Vl_tones Extender. I then play it to make sure it is working. It does.
I open it with Tile Molestor. I edit the textures. I save the file. The rom now doesn\'t run, it says bad rom in PJ64. Is this emulator trouble or rom problem?
Should I use a different emulator?

Edit: Why is my post underlined?

Thanks for the help.


Your probably a victim of tilemolesters glitches, Its a good editor that saves incorrectly, and its the only editor we can use now. So we just have to deal with its glitches and hope the rom saves correctly. I suggest just starting over, as you can see, people have gotten it to work, so you should be able to also.


(edited by Tanks on 08-31-06 10:41 AM)
Yoster

Red Koopa








Since: 02-03-06
From: Holland/The Netherlands

Last post: 6566 days
Last view: 6566 days
Posted on 08-31-06 03:13 PM Link | Quote
Originally posted by SuperLuigi64
Originally posted by bloodzero
Sorry if this is off-topic but can someone give me a link to the Tilemolster?


First post in the thread, can't miss it.

I understand why people didn't read the previous topic, but this was just plain... well, I'm not even gonna say it.

Onto topic:
If you want to make a texture hack, I'd prefer using Rice's video plug-in. It doesn't screw the textures and you can make them as high quality as you want. The downside however is, that there's no Rice's video plug-in for MAC users (Or so I've heard). And ofcourse you can't just make an IPS.
Lysol Pionex

Mini Octorok








Since: 07-12-06

Last post: 6474 days
Last view: 6468 days
Posted on 08-31-06 04:55 PM Link | Quote
I'm thinking perhaps, and I might be wrong, that you need to edit an alpha channel as well, when you're editing the bars, because you can see in between them. That is how the transparency is done, so you probably edited something that conflicted with the alpha channel.
FreeDOS +

Giant Red Koopa
Legion: freedos = fritos








Since: 11-17-05
From: Seattle

Last post: 6465 days
Last view: 6465 days
Posted on 08-31-06 08:28 PM Link | Quote
Probably, but it seems the game is much simpler, like a GIF or <=8-bit PNG, where only one color bit is completely transluecent.
HyperHacker

Star Mario
Finally being paid to code in VB! If only I still enjoyed that. <_<
Wii #7182 6487 4198 1828


 





Since: 11-18-05
From: Canada, w00t!
My computer's specs, if anyone gives a damn.
STOP TRUNCATING THIS >8^(

Last post: 6465 days
Last view: 6465 days
Posted on 09-01-06 04:36 AM Link | Quote
Originally posted by HyperHacker
I'm not sure if Mario 64 does it the same but in Mario Kart 64 the textures are 16-bit, which is 5 bits per colour plus an alpha channel. On polygons that use it, any pixel where the alpha channel is zero doesn't show up at all. Sounds like that may be happening to you.

jensthecomposer

Paratroopa


 





Since: 05-18-06
From: Norway

Last post: 6469 days
Last view: 6465 days
Posted on 09-01-06 01:04 PM Link | Quote
Originally posted by Yoster
Onto topic:
If you want to make a texture hack, I'd prefer using Rice's video plug-in. It doesn't screw the textures and you can make them as high quality as you want. The downside however is, that there's no Rice's video plug-in for MAC users (Or so I've heard). And ofcourse you can't just make an IPS.


I agree about that. It's much easier and gives much better results. But don't call it hacking, 'cause it's simply not hacking.
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Acmlm's Board - I3 Archive - ROM Hacking - Super Mario 64 Hacking discussion thread - READ THE FIRST POST BEFORE POSTING! |


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