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StarPants
Posted on 05-12-18 10:25 AM Link | #94272
You need an r4 card. It's like a ds cartridge but you can put a micro sd card into it and play roms from it. Idk what's the best place to buy one nowadays though.

natnew
Posted on 05-12-18 01:51 PM Link | #94273
You would need a separate piece of hardware.

Some help.

____________________

[image][image][image]

Summoned_Blade
Posted on 05-14-18 08:13 AM (rev. 2 of 05-14-18 08:14 AM) Link | #94301
How do I make it so that this message, "The ROM header is invalid. The device size has been increased to allow for the provided file size", doesn't pop up every time I open the rom with an emulator?

Girl Hacking
Posted on 05-15-18 12:48 AM (rev. 4 of 05-15-18 02:19 AM) Link | #94326
hello good I have a doubt when importing a map this is what happens what happens is that when you imported a super mario 64 map it turns to the right as I fix that :C

mibts
Posted on 05-17-18 02:22 AM Link | #94341
You open the ROM in a hex editor and increment the byte at offset 0x14.

____________________
Current hack: Excerpt from Super Mario 256

Any map on a flat torus can be colored with at most 7 colors.

GlitchyTMKP
Posted on 05-25-18 04:56 PM (rev. 2 of 05-25-18 05:02 PM) Link | #94426
I wanted to replace the secret slide with bomb-omb battle field (because it's a hell lot better for battle maps In my opinion) and now matter what i do it doesn't apply the collision or the model, I have no idea why. (i also though to replace castle grounds but while the Collison did load the model will not)

and also this want mentioned in the editor (As far as i can tell)the super mushroom/red mushroom/big mushroom dosent work in V.S. mode it causes the player to stay still.

hack mario 64
Posted on 05-31-18 08:49 AM Link | #94492
jap rom error
An error occured while patching your ROM.
No changes have been made to your ROM.
Try using a different ROM. If the error persists, report it to Mega-Mario, with the details below:

インデックスが配列の境界外です。
場所 SM64DSe.NitroROM.Patch() 場所 C:\Users\Fiachra\Documents\Visual Studio 2010\Projects\SM64DSe Mono\SM64DSe\NitroROM_patch.cs:行 710
場所 SM64DSe.MainForm.LoadROM(String filename) 場所 C:\Users\Fiachra\Documents\Visual Studio 2010\Projects\SM64DSe Mono\SM64DSe\MainForm.cs:行 103

Pankake
Posted on 06-03-18 04:15 AM Link | #94512
How do I create stationary water in a level? I'm using Sketchup btw, and no, I won't switch to Blender, not yet.

____________________
Currently working on: Unnamed SM64DS hack

8BitGamer
Posted on 07-03-18 03:42 PM Link | #94923
I've made a .obj model to finally work in the editor but when I tested the level in game all the collisions were messed up and there invisible walls. How could I fix this problem?

Aryan 10
Posted on 09-21-18 11:44 AM Link | #95968
I am new, very new to SM64DS hacking, and so I have a few questions,
• Which rom verison should I pick? US1.1, EU or US1.0?
• How to skip the intro stuff?
• Is it possible to change who can use the Wing Feather or can perform Wall Jump and Luigi's Special Backflip? Or is it possible to have it avaliable for all four characters?

Thanks in advance :D

____________________
Hiya!

StarPants
Posted on 09-21-18 12:41 PM Link | #95969
1. If you want to make asm hacks, use other peoples asm hacks or make custom cutscenes then the european version is the best option. It doesn't have as much free ram as some other versions though.

2. You can skip the intro with that one "additional patch" in the editor

3. See this for the first thing. For the wall jumps, try this code i made

#include "SM64DS_2.h"

extern "C" bool wallSlideOrNot()
{
static short angle;

if ((unsigned)(PLAYER_ARR[0]->currState) != Player::ST_WALL_JUMP || PLAYER_ARR[0]->ang.y != angle)
{
angle = PLAYER_ARR[0]->ang.y;
return true;
}

PLAYER_ARR[0]->ang.y += 0x8000;
return false;
}

void nsub_020c1dbc()
{
asm
(
"push {r1-r12, r14} \n\t"
"bl wallSlideOrNot \n\t"
"pop {r1-r12, r14} \n\t"
"cmp r0, #0 \n\t"
"beq 0x020c1e28 \n\t"
"bne 0x020c1dc8 \n\t"
);
}

btw it prevents you from wall jumping from the same wall twice while staying in air because otherwise you could climb the walls infinitely with luigi

Idk about the luigi backflip thing, but it sounds possible

Aryan 10
Posted on 09-29-18 10:13 AM Link | #96051
I think I have got a few more questions with this.

• How can I change who can open Big Star Doors?

• How do I remove Bowser's text when entering the castle gor the first time and the text shown after entering Bob-omb Battlefield for the first time?

Btw I am going with the EUR version.

____________________
Hiya!

Aryan 10
Posted on 09-30-18 01:51 PM Link | #96062
Posted by mibts
You open the ROM in a hex editor and increment the byte at offset 0x14.


Was your answer for "The ROM header is invalid. The device size has been increased to allow for the provided file size"?

Sorry for the double post.

____________________
Hiya!

SolarZ
Posted on 02-06-19 03:42 PM (rev. 2 of 02-06-19 03:54 PM) Link | #97152
Posted by Aryan 10
Was your answer for "The ROM header is invalid. The device size has been increased to allow for the provided file size"?

Sorry for the double post.

Can't help with the Big Star door thing, but you can disable the entrance messages in he additional patches section of SM64DSE


can anyone tell me how to get transparent, animated water?

MicahdaPancake
Posted on 03-26-19 11:51 PM Link | #97474
Ive been trying to export a .dae model of the playroom in sm64dse but it keeps coming up with the error Nullable object must have a value. I have tried every thing i know but nothing works. please help me!

MicahdaPancake
Posted on 03-30-19 09:21 PM Link | #97490
I keep trying to export the playroom as a dae in sm64dse but it keeps telling me that nullable object must have a value. however it works when i export it as a obj but when i reimport it it is just a mess of polygons. can you tell me how to fix this or leave a link for a playroom dae download?

Summoned_Blade
Posted on 04-19-19 04:24 AM (rev. 2 of 04-19-19 04:25 AM) Link | #97635
Posted by Aryan 10
Was your answer for "The ROM header is invalid. The device size has been increased to allow for the provided file size"?

Sorry for the double post.

Yes, that is to remove the ROM header is invalid message.
(Sorry for the really late response)

SolarZ
Posted on 05-27-19 02:45 PM Link | #97758
So, I've bee trying to get the rabbit to work in Cool Cool Mountain (as a test before I use it in a custom level) for a while now. So far I know that the rabbit's parameters I'm using needs 8 stars, all rabbits spawn on their last node, and they are all placed on their second node. I added a rabbit to CCM, gave it all parameters 0000, made path 0 with 3 nodes, and placed him on the 1st node. the level doesn't crash, but the rabbit doesn't appear. Can anyone help with this?

trussive
Posted on 11-03-19 11:22 PM Link | #98281
Does anyone know why changing Yoshi's head model crash the game?

StarPants
Posted on 11-04-19 07:02 PM Link | #98283
unlike the other head models it's animated so it needs to have the right bone structure and stuff
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Main - General SM64DS hacking - SM64DS Editor Help Thread - Post your questions here Hide post layouts | New reply

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