RSS Feed
  0 users browsing SM64DS hacking. | 1 bot  
Main » SM64DS hacking » Trouble playing my SM64 hack!
Pages: 1
Posted on 12-28-11, 06:04 pm (revision 2)

 

Posts: 1/5
Since: 12-28-11

Last post: 4490 days
Last view: 4432 days
Hi, I'm Hwd45

Today I downloaded and used SM64DSe, and I must say that it is one of the easiest hacking tools I have ever used.

I've been suffering from one problem, however. Whenever I start up the game, it plays fine. I can even play the minigames. Unfortunately, as soon as I start a new game, it freezes on a white screen.

Does is do this because I may have accidentally deleted an important item, because I added an item I shouldn't have, because of the Emulator I use or for another reason? Can someone please explain?

EDIT: Loading a save state from a non-patched ROM seems to work, but it doesn't allow me to go through doors, for some reason.

EDIT 2: Loading save states from other games seems to put me in the original map, rather than the edited one.
Posted on 12-29-11, 12:12 pm
Kuriboss

Posts: 116/138
Since: 05-05-11

Last post: 4337 days
Last view: 2759 days
You might want to provide more details, for example, which objects you added/removed... chances are that you removed a crucial object.
Or that you got the bank settings wrong-- if some objects in the list are in red, you gotta fix the bank settings (though, the editor should warn you when you try to save a level with wrong bank settings).

Also, some objects, like that FIRERING, can't be used-- they seem to be used as sub-objects by other objects and are usable only in those specific conditions.


As for save states... when hacking SM64DS, you should avoid taking a savestate in the level you're modifying. That's because when you are in the level, all the data are already loaded to RAM. If you modify the level and reload that savestate, the old RAM contents are restored, with the old level data. You should rather take a savestate right before entering the level in question, so that you're sure that the game will load the new level data from ROM.
Posted on 12-29-11, 05:12 pm (revision 1)

 

Posts: 2/5
Since: 12-28-11

Last post: 4490 days
Last view: 4432 days
Oh, okay. I tried not to add any red objects, and the only objects I remember adding were Princess Peach, a Mario hat block and I raised the water level in the Castle grounds. I originally added Bowser, as well, but even after I removes him the game continued to crash.
I'll try editing a fresh ROM, just incase I accidentally removed something important.

Also, what exactly are the bank settings? There's a possibility I was supposed to do something after adding an object, but I didn't.

EDIT: It's either the Sky colour, Bowser or Peach that have been causing the problems. I think it's fixed now.
Posted on 12-29-11, 05:47 pm
Kuriboss

Posts: 117/138
Since: 05-05-11

Last post: 4337 days
Last view: 2759 days
The sky color shouldn't cause any problems. Perhaps it was Bowser or Peach, or just raising the water level-- from what I heard, it causes the intro scene to not work right.
Posted on 12-29-11, 06:30 pm

 

Posts: 3/5
Since: 12-28-11

Last post: 4490 days
Last view: 4432 days
The game works fine now. I removed Bowser and Peach, although the water level is still higher than it should be. The only issue this causes is when Lakitu travels under the bridge, it also goes into the water, but that's nothing to worry about.
Thanks for the help!
Posted on 12-30-11, 12:53 pm
Kuriboss

Posts: 118/138
Since: 05-05-11

Last post: 4337 days
Last view: 2759 days
No problem.

However, I still think that raising the water level isn't a wise thing to do. When the player dries the moat, it won't be dry, and as such, how are they going to go to the secret level under the castle, or even use the door to the castle's basement?
Posted on 12-31-11, 02:09 pm

 

Posts: 4/5
Since: 12-28-11

Last post: 4490 days
Last view: 4432 days
That's a good point. I think I will change the water back to its original position, just in case. It would be interesting to have a flooded version of the castle as one of the levels, though.
Posted on 12-31-11, 09:29 pm
Kuriboss

Posts: 119/138
Since: 05-05-11

Last post: 4337 days
Last view: 2759 days
This could be done, I guess, if you can hack the act selector data to make a functional multi-star level in the castle grounds. Then, all you'd have to do is move the existing water to star 1, and create other water objects, one per star, at desired heights.
Posted on 01-03-12, 03:05 pm

 

Posts: 5/5
Since: 12-28-11

Last post: 4490 days
Last view: 4432 days
That sounds like a really good idea, too. I was actually thinking about adding stars to the Castle Grounds and making it look corrupted. Perhaps I could even replace Wet-Dry World with the Castle Grounds.
Pages: 1
Main » SM64DS hacking » Trouble playing my SM64 hack!