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Please chime in on a proposed restructuring of the ROM hacking sections.
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Main - Posts by CrashDance22


CrashDance22
Posted on 06-25-07 11:55 PM, in TT64 public beta it's here Link | Quote | ID: 49512


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Hey guys! I'm already working on a hack, but the door warps have completely screwed me over. I'm so confused! All I'm trying to do is make one door warp to another, and I used the 2 doors from the castle entrance inside the castle. VL-Tone, would you mind making a warp log or something, because I've been confused about this, and it's not becoming any clearer to me. It took me long enough to find out why one of my doors crashed the game when I opened it, and I eventually figured out that the key parameter was set differently thean the "first" param I saw. Viewing a warp door in expert mode shows 2 key params and 2 warp ID params. Do the 2 warp params represent the door's currently assigned warp and its destination warp? Presets have also confused me as I can't seem to change the warp other than the one in the preset.

So if you can make a log sometime after your vacation, that'd be great for me, and possibly some others. Thanks for posting here!

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CrashDance22
Posted on 07-01-07 03:09 PM, in TT64 public beta it's here Link | Quote | ID: 51210


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Well, I'm not sure. Texture 109 looks like a jellybean or something, but it would seem like it's supposed to look more like a lava texture, like in SMW.

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CrashDance22
Posted on 07-02-07 03:54 PM, in TT64 public beta it's here Link | Quote | ID: 51595


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I think I discovered another bug in TT64. VL-Tone, I've been having trouble with setting act stars for 3D objects. I know that if you click a dark star and it turns yellow, the object will appear for that star number in the level. But whenever I set certain objects to certain numbers, it doesn't turn out right. I've had cases where both the object appears when it's not supposed to and it doesn't appear when it's supposed to. I really hope this is a fixable bug, and not an impossible hack due to the scripting in SM64 not allowing acts to work correctly. I've seen this happen on 2 of my new missions I've created, and plan on finishing the hack, making a teaser video, and releasing it soon after your vacation.

I really hope this can be fixed, because I've worked a while on those missions, and am still fine-tuning things...

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CrashDance22
Posted on 07-05-07 02:04 PM, in TT64 public beta it's here (rev. 4 of 07-05-07 02:07 PM) Link | Quote | ID: 52496


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Oh ok. I'll give some details on that VL-Tone:
I'll describe the conditions of my Big Bomb-omb mission.
-He's standing at the base of the mountain near the cannon ball pool
-I have his star parameter set to the first star, but he apprears in all stars
-I changed his text (but that wouln't matter, right?)
-Immediatly after he starts fighting me he "lands" as if I threw him off the mountain because he's been off the mountain this whole time

But the strange thing is, his star parameter actually works in an unmodified ROM! It's set to the first star, and he doesn't appear in the others!

EDIT: Do you think this can be tested with a hex editor just to make sure it's not Toad's Tool? Because I've modified 2-byte values for star numbers before with a tutorial. I'm pretty sure Toad's Tool's not the problem, but just to be sure?

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CrashDance22
Posted on 07-05-07 08:19 PM, in TT64 public beta it's here (rev. 2 of 07-05-07 08:19 PM) Link | Quote | ID: 52544


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Well, I wouldn't know where to find that pointer in the rom... and I can't use Cheat Engine very well. I used to have a log of its offset, but I deleted it because I got Toad's Tool. I used it to change model IDs. Guess I shouldnt've done that... But I will tell you this, it's the 21st 0x24 command on the list, its behavior ID is 500, and its model ID is 86. That's about all the info I can get.

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CrashDance22
Posted on 07-06-07 02:45 PM, in TT64 public beta it's here Link | Quote | ID: 52702


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Well, I activated level select one time, but that was back when I first got it, possibly in an earlier version. So seeing that level select didn't do anything on my part, I unticked it and never ticked it since. What exactly does it do?

Oh and about converting all objects to 0x24 commands, that would be an awesome idea. You could put a lot of empty slots in for new object because of that generous 16MB of space at the end. But RAM usage could possibly be an issue if you're not careful.

And speaking of RAM, remember when I found the level's (geometry?) in one model? Well, I applied the model to an extra 0x24 command I had left over outside the castle, then went to its loading point, because I know objects get unloaded from RAM if you get a certain distance from them. I tried walking around that area, even gave it a behavior so I was sure it was there, but the model never loaded! I checked to see if it was a backface issue, because I know backfaces aren't show in-game. But I think I have an explanation... the other day I tried to add 2 clock pendulums in area 2 of the castle, and the one I added's model didn't load! It seems that some 3D models are restricted to only being loaded 1 time in a specific area, which is probably the case with the level model.

But I believe if the level was loaded twice it would crash the game, right? I know the N64 can hadle a maximum of 240 objects at once, but is it possible for it to crash before that 240 mark because of a high number of polygons?

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CrashDance22
Posted on 07-12-07 04:42 PM, in TT64 public beta it's here Link | Quote | ID: 54173


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Well this thread hasn't had a new post in a few days (surprisingly), but VL-Tone, do you think it's possible to map those textures to the Blargg some time in the future? It shouldn't be more than wrapping the "jellybean" texture around the model, then sticking the eye textures where they need to go. And do you know what might be causing the level's geometry model to not load? Like I said, I think there's some sort of "loading restriction" for certain 0x24 commands.

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CrashDance22
Posted on 07-13-07 04:36 PM, in TT64 public beta it's here (rev. 3 of 07-13-07 06:59 PM) Link | Quote | ID: 54548


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Oh, I see. But I don't understand what you mean by editing a 0x22 object to point to the model ID. In fact, I don't even understand how 0x22 objects behave, load, etc., which got me stumped. And speaking of level objects, the case is quite different with actual level pieces, like in Tall Tall Mauntain. They're 0x24 objects to begin with, but then again probably just another 3D object... my point is that I have no problem applying level parts to those objects.

And about modifying collision data, I think that would be great for creating invisible mazes to crawl through and things like that, but would that allow us to apply a certain section of collision data from a level to a single model? For example, outside the castle you can move the castle spire, and it's collision data would still be in the same place, upon the castle. I'm wondering if there's a way to make it stick to the object realistically, but it's probably not possible since the collision data is in different groups?

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CrashDance22
Posted on 07-23-07 10:01 PM, in TT64 public beta it's here Link | Quote | ID: 57264


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I can't believe this thread hasn't gotten a new post since last week. XD
It's obvious that everyone is hanging out at your blog. Anyway, I sort of understand how 0x22 commands work now, but not completely. Thanks for explaining it though, maybe we can make that level mesh work sometime.

Also, I discovered a new bug in the texture editor (can I post bug reports here or does it have to be at the blog?). It has to do with using the alpha texture in the same png as a custom texture. With some textures like coins and flames, white alpha represents shown pixels, and black represents trasparency. With other transparent textures like the castle windows and trees, it's the opposite. Is this a bug or just the way the rom reads textures? Because it's annoying when I find out I have to invert my alpha colors when transparent/shown pixels are opposite in-game.

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CrashDance22
Posted on 07-26-07 12:21 AM, in TT64 public beta it's here Link | Quote | ID: 57962


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In addition to the texture alpha bug, some textures get their alphas inverted whenever I import a png, but the only one I've seen do this is the flame smudge/burn mark texture behind the flame sprites in the basement.

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CrashDance22
Posted on 08-05-07 02:46 PM, in TT64 public beta it's here Link | Quote | ID: 60013


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Ok this thread is obviously dead... which is why we have this!

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CrashDance22
Posted on 08-13-07 11:47 PM, in Justus 2 forum disaster Link | Quote | ID: 62237


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Something very terrible has happened at the Justus 2 forum... do you guys know Xkeeper? He's a mod over there. Anyway, I noticed ACMLM was an affiliate of Justus 2 so I was wondering if any mods/admins here could do anything about this... yesterday Xkeeper intruded Masky64's new forum, the Super Mario 64 Hacking Community, found here. He spammed, hacked, and senselessly botted the board to death until Masky had to shut it down. Not to mention randomly banning a few people from Justus for no reason, just because he's a jerk that doesn't care about anyone else.

If you guys don't believe me, I have plenty of proof. One, the forum is shut down and the shoutbox contains evidence to the situation. You can't view the shoutbox archive right now because the board is closed, but trust me, there's been some serious stuff going on over there. You can also contact Masky64 throught Justus PM, YouTube, or possibly email, but there's a chance he won't return to Justus because of the ban.

If ANY admin/mod can at least speak to Xkeeper about this, that would be of much help. He basically ruined the forum that Masky64 has been working weeks on to put up, and he really made us mad yesterday, and I doubt that many, if not ANY, member/admin over there knows what's been going on. Thanks...

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Where have all the good hackers gone these days? Maybe they'll be back...

CrashDance22
Posted on 08-13-07 11:53 PM, in Justus 2 forums disaster Link | Quote | ID: 62239


Micro-Goomba
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Since: 06-25-07

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Something very terrible has happened at the Justus 2 forum... do you guys know Xkeeper? He's a mod over there. Anyway, I noticed ACMLM was an affiliate of Justus 2 so I was wondering if any mods/admins here could do anything about this... yesterday Xkeeper intruded Masky64's new forum, the Super Mario 64 Hacking Community, found here. He spammed, hacked, and senselessly botted the board to death until Masky had to shut it down. Not to mention randomly banning a few people from Justus for no reason, just because he's a jerk that doesn't care about anyone else.

If you guys don't believe me, I have plenty of proof. One, the forum is shut down and the shoutbox contains evidence to the situation. You can't view the shoutbox archive right now because the board is closed, but trust me, there's been some serious stuff going on over there. You can also contact Masky64 throught Justus PM, YouTube, or possibly email, but there's a chance he won't return to Justus because of the ban.

If ANY admin/mod can at least speak to Xkeeper about this, that would be of much help. He basically ruined the forum that Masky64 has been working weeks on to put up, and he really made us mad yesterday, and I doubt that many, if not ANY, member/admin over there knows what's been going on. Thanks...

____________________
Where have all the good hackers gone these days? Maybe they'll be back...

CrashDance22
Posted on 08-13-07 11:56 PM, in Justus 2 forums disaster Link | Quote | ID: 62243


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There's no reason to delete this thread, it is an announcement, for crying out loud! We all care about what happened yesterday and we want to know what's going on.

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CrashDance22
Posted on 08-13-07 11:59 PM, in Justus 2 forums disaster Link | Quote | ID: 62245


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Ok mr IP, I did no such thing...
What's y'all's problem here??!

Ok go ahead, ban me. I don't want to see this place again.

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Where have all the good hackers gone these days? Maybe they'll be back...

Main - Posts by CrashDance22

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