Anyone know how to edit the textures? Like the HUD textures. Can't seem to find it, oh and I believe that the code to remove the lives is broken. Thanks.
(04-20-2019, 06:41 AM)FinalL0ss Wrote: Anyone know how to edit the textures? Like the HUD textures. Can't seem to find it, oh and I believe that the code to remove the lives is broken. Thanks.
Here are the texture addresses for some of the elements:
Mario head icon(16x16): 00807756
Star icon (16x16): 00807956
Coin icon (16x16): 00807556
Power Meter (32x384): 00AD57EC
And the letters and numbers if you want:
Numbers graphic fonts (16x160): 00803154
Alphabet graphic fonts (16x384): 00804554
(04-20-2019, 06:41 AM)FinalL0ss Wrote: Anyone know how to edit the textures? Like the HUD textures. Can't seem to find it, oh and I believe that the code to remove the lives is broken. Thanks.
The texture editor is in the level editor, there you will find all the hud textures and current textures in the level.
Hi.
I am new to all this Romhacking-Stuff and thought that Rom-Manager would be a good starting point for me.
I already made two simple Romhacks (both for Simpleflips competitions), but I have problems with some of the more advanced stuff.
For example I can't figure out how to add Tweaks (Skip Opening), how to add the MOPs or how to change a Star spawn location (After defeating King Bob Omb). (I tried multiple times but I always get Errors in PJ64 and the Game won't start.)
I guess I am doing something wrong. Or are those features not fully implemented yet?
I hope somebody can help me.
Hey, I have a problem with the save function It gives the error codes below. Please help!
Object reference not set to an instance of an object.
at void SM64_ROM_Manager.General.SaveRom(RomManager rommgr)
at bool SM64_ROM_Manager.MainController.SaveRom()
at void DevComponents.DotNetBar.BaseItem.RaiseClick(eEventSource source)
at void DevComponents.DotNetBar.BaseItem.InternalMouseUp(MouseEventArgs objArg)
at void DevComponents.DotNetBar.PopupItem.InternalMouseUp(MouseEventArgs objArg)
at void DevComponents.DotNetBar.ButtonItem.InternalMouseUp(MouseEventArgs objArg)
at void DevComponents.DotNetBar.MenuPanel.OnMouseUp(MouseEventArgs e)
at void System.Windows.Forms.Control.WmMouseUp(ref Message m, MouseButtons button, int clicks)
at void System.Windows.Forms.Control.WndProc(ref Message m)
at IntPtr System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, int msg, IntPtr wparam, IntPtr lparam)
The SM64 ROM Manager is a brand new all-in-one tool for SM64 Hacking!
You can create wonderful SM64 Hacks with it. Using the onboard Level Manager, you can create and modify custom levels, edit text using the Text Manager, and many other tools which you can explore yourself!
I've spent a lot my of time in developing this program, which is very limited.
If you want to report a bug or make a feature request, you can either have a look in SM64 ROM Manager at "Help" menu, or you can check my website. There are two links to form that you can fill.
Bug fixes and small improvements I will publish ASAP as small updates (third number of version).
New features comes with big feature updates (second number of version).
Here is a list of things that are already finished:
Level Manager
Create and remove Levels easily.
Add and remove areas in your levels easily (with up to 8 areas per level).
Change the level ID easily (if the level is replacing level 1, you can easily change that to e.g. Level 2).
Set up many level dedicated settings every time.
Set up many area dedicated settings every time.
Select objects banks for your level (Optional).
Import and Replace Area Modes
Export Level Model & Collision
Export Object Models
One-0xE-Bank-Per-Area
This allows you to move the model size limit from per-level to per-area.
That means that now you have around 1.5 times as much space for a single area as you used to have for an entire level in the past.
Down in this post, I explained the system of it, so the developer can add support for Levels with this system.
Very fast Fast3D-Converter
Supports over 40 different 3D File formats
Very dynamically auto-generated levelscripts and Bank 0xE
Water and fog boxes
2D Camera per Area: Select Camera Preset 0xE and you can switch between 3D and 2D Camera.
Scrolling Textures
Choose Level BG: Custom, original Image or no background
Choose Area BG: Use Level BG or use a clear color
...
Level Editor(included in the Level Manager)
Edit your custom levels using the area editor.
Open it from the Level Manager by double-clicking on the level or the area you want to open.
Add and remove objects to your current area (more than 300 objects per area, can be extendable)
Add and remove warps to your current area (more than enough for your needs)
Add unlimited number of new sequences (the game's maximum is 127)
Model Converter
Import over 40 different model formats
Select full colors instead of grayscale fror Shading
Scale your model using decimal values
Text Manager
Edit all texts and parameters in dialogs table
Edit all level names
Edit all act names
Edit Peach's dialogue and credits.
Custom Model Importer
Patches & Tweaks
Path Editor
Item Box Content Editor
Star Position Editor
HUD Options
RGB Editor
Coin properties
Tweaks
Global/Local Custom Model Bank
Global Behavior Bank
Custom Objects Manager
Custom ASM-Code Bank (for custom Behaviors)
...
FAQ and Information:
"Can I use my SM64 Editor made ROM with this tool?"
It isn't supported and never will be because there are too many bugs to solve in the ROM. Like the N64 compatiblity e.g.
But there is an experimental way to import your levels to a new ROM. Just open a new ROM and goto "Level Manager". Click the arrow on the left of "New Level" and click "Import Level ..". Then select your ROM (used by SM64 ROM Manager or SM64 Editor) and import any Custom Level that the ROM Manager is able to read. "What happens if I edit the levelscript, geolayout or displaylist?" Nothing. The SM64 ROM Manager reads the edited script and keeps the changes. Note: After you changed something on the ROM outside the ROM Manager, you need to reload your ROM . "Where are the Objects/Warps located"?
If the One-0xE-Bank-System is enabled, then the objects and warps are located in the "special" 0xE-Bank. This "special" 0xE-Bank will be loaded at parsing the levelscript and will be cleared at loading the first area. I can do that while the objects and warps will not be needed anymore after loading them. So, we have more space in the levelscript and for the area model, yeah!
If the One-0xE-Bank-System is disabled, then they are located in Bank 0x19 directly in the levelscript.
The One-0xE-Bank System explained:
In the Levelscript is an area table. The levelscript is mainly located in Segmented 0xE. So, the data for the current area is located at 0x19005F00 + AreaID * 0x10. The first four bytes shows the ROM address where the bank 0xE for this area starts. The second four bytes shows the ROM Address where the bank 0xE of this area ends. So, it is like a 0x17 levelscript command, but without the first four bytes of such command. But how do I know that the System is enabled? Easy. Just check the four bytes at 0x19005FFC. If they equal to 0x4BC9189A then the One-0xE-Bank-System is enabled. Otherwise, the 0xE Bank is per Level (as known from the SM64 Editor).
Please note: The One-0xE-Bank-System is not supported in SM64 Editor Levels (in converted ROMs).
"My Textures are offset a bit. Is it a bug?"
No, it isn't. The SM64 ROM Manager does everything right. The problem is your video plugin in your emulator. Many popular plugins does have this bug, such as GLideN64, Glide64, Jabos Direct3D, and some others. The texture is offset a half pixel then. But on a real N64 the textures are on the right place.
Read here an issue on GLideN64 plugin repository.
Any more questions? Any Errors/Issues? Any ideas or suggestions?
Let me know!
This tool is still in Beta, so don't expect that all is working 100% fine.
If you find bugs, please tell them me.
Also, there are many features missing, wich will come with updates from time to time.
Also, Converting SM64 Editor ROMs IS NOT SUPPORTED yet!
Just because it 100 times better to start with a clean ROM.
But if you try anyway, you will get some errors probably.
Updates will come nearly every day.
And now, enjoy it!
For developers:
If you want to support SM64 ROM Manager levels in your applications, you just have to add support for the One-0xE-Bank-System. It is explained in the main-post.
is there a tweak in this app where i can disable the double digits in the hud? im try to remake the Mario 64 1995 Demo, but i cant seem to figure out how to do it
09-07-2022, 09:36 AM (This post was last modified: 09-09-2022, 09:50 AM by baratas.)
Anyone know how to edit the textures with apk mod apps? Like the HUD textures. Can't seem to find it, oh and I believe that the code to remove the lives is broken. Thanks.