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	<channel>
		<title><![CDATA[skelux.root.sx - Super Mario 64]]></title>
		<link>https://skelux.root.sx/</link>
		<description><![CDATA[skelux.root.sx - https://skelux.root.sx]]></description>
		<pubDate>Fri, 17 Apr 2026 15:38:39 +0000</pubDate>
		<generator>MyBB</generator>
		<item>
			<title><![CDATA[Changing the file names?]]></title>
			<link>https://skelux.root.sx/showthread.php?tid=924</link>
			<pubDate>Thu, 29 Mar 2018 00:07:16 +1100</pubDate>
			<guid isPermaLink="false">https://skelux.root.sx/showthread.php?tid=924</guid>
			<description><![CDATA[I've long since forgotten how to do this. How do you change the "Mario A B C D" on the file select? would like to change them simply to "File" as my hack does not star Mario.]]></description>
			<content:encoded><![CDATA[I've long since forgotten how to do this. How do you change the "Mario A B C D" on the file select? would like to change them simply to "File" as my hack does not star Mario.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Skybox showoff]]></title>
			<link>https://skelux.root.sx/showthread.php?tid=922</link>
			<pubDate>Sun, 18 Mar 2018 09:37:45 +1100</pubDate>
			<guid isPermaLink="false">https://skelux.root.sx/showthread.php?tid=922</guid>
			<description><![CDATA[Does anyone have some working skyboxes for Super Mario 64 that I could use? I'm good with the level designing, but I'm not good with skybox making. Can you guys post some that you made? Thank you.]]></description>
			<content:encoded><![CDATA[Does anyone have some working skyboxes for Super Mario 64 that I could use? I'm good with the level designing, but I'm not good with skybox making. Can you guys post some that you made? Thank you.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[How do you make a Super Mario 64 texture pack]]></title>
			<link>https://skelux.root.sx/showthread.php?tid=921</link>
			<pubDate>Sat, 17 Mar 2018 11:56:46 +1100</pubDate>
			<guid isPermaLink="false">https://skelux.root.sx/showthread.php?tid=921</guid>
			<description><![CDATA[How do you make a Super Mario 64 texture pack? I know it's simple to make the textures, but what about the location of the textures and their names? Also, can someone help me with getting the textures onto the game? I have spent hours searching Google and have found no tutorials on hi-res textures. Please help!]]></description>
			<content:encoded><![CDATA[How do you make a Super Mario 64 texture pack? I know it's simple to make the textures, but what about the location of the textures and their names? Also, can someone help me with getting the textures onto the game? I have spent hours searching Google and have found no tutorials on hi-res textures. Please help!]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Questions about Mupen, SM64 editor & toadstool....]]></title>
			<link>https://skelux.root.sx/showthread.php?tid=920</link>
			<pubDate>Thu, 15 Mar 2018 21:17:46 +1100</pubDate>
			<guid isPermaLink="false">https://skelux.root.sx/showthread.php?tid=920</guid>
			<description><![CDATA[Hi,<br />
I have multiple questions regarding SM64 hacking/TASing:<br />
<br />
1- Why doesn't Mupen64 rerecording record inputs at the end of a record ?<br />
For example, if I for 1000 frames (I take random numbers), the .m64 will only contain inputs for 100 frames. And so if I record less than 101 frames, the .m64 file will be "empty" (only contains the m64 header, no inputs at all).<br />
I don't know if it is intented. If not, how can I overcome it ?<br />
<br />
2- Why does SM64 editor (V2.2) kind of breaks the ROM ?<br />
Savestates no longer works on a "patched" ROM from SM64 editor.<br />
If I enable extended boudaries (as requested), Toadstools won't recognize it anymore. So I can't change items.<br />
And if I enable the others improvements, the game won't load in any emulator, crashing for various reasons even if I set the memory size to 8MB in the settings.<br />
<br />
3- How are continuous records/videos made ? I mean, how do you record and use savestates at the same time?<br />
When I load a savestate, the record file doesn't take it into account.<br />
I thought about stoping and restarting the record in another file each time I save/load a state, but the problem with recordings I talk about above prevents me from doing so since I will just end up with a bunch of "empty" records.<br />
<br />
Thanks in advance]]></description>
			<content:encoded><![CDATA[Hi,<br />
I have multiple questions regarding SM64 hacking/TASing:<br />
<br />
1- Why doesn't Mupen64 rerecording record inputs at the end of a record ?<br />
For example, if I for 1000 frames (I take random numbers), the .m64 will only contain inputs for 100 frames. And so if I record less than 101 frames, the .m64 file will be "empty" (only contains the m64 header, no inputs at all).<br />
I don't know if it is intented. If not, how can I overcome it ?<br />
<br />
2- Why does SM64 editor (V2.2) kind of breaks the ROM ?<br />
Savestates no longer works on a "patched" ROM from SM64 editor.<br />
If I enable extended boudaries (as requested), Toadstools won't recognize it anymore. So I can't change items.<br />
And if I enable the others improvements, the game won't load in any emulator, crashing for various reasons even if I set the memory size to 8MB in the settings.<br />
<br />
3- How are continuous records/videos made ? I mean, how do you record and use savestates at the same time?<br />
When I load a savestate, the record file doesn't take it into account.<br />
I thought about stoping and restarting the record in another file each time I save/load a state, but the problem with recordings I talk about above prevents me from doing so since I will just end up with a bunch of "empty" records.<br />
<br />
Thanks in advance]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Transcripting Hex to ASM ?]]></title>
			<link>https://skelux.root.sx/showthread.php?tid=915</link>
			<pubDate>Sat, 03 Mar 2018 02:00:01 +1100</pubDate>
			<guid isPermaLink="false">https://skelux.root.sx/showthread.php?tid=915</guid>
			<description><![CDATA[I know that you can create asm code and transcript them in to hex to put it in the rom but can it be possible to transcript hex code into asm because i want to pick up sm64 original codes and just modify them a little bit.]]></description>
			<content:encoded><![CDATA[I know that you can create asm code and transcript them in to hex to put it in the rom but can it be possible to transcript hex code into asm because i want to pick up sm64 original codes and just modify them a little bit.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Problem with Death Floor in SM64 Editor]]></title>
			<link>https://skelux.root.sx/showthread.php?tid=914</link>
			<pubDate>Fri, 02 Mar 2018 02:44:33 +1100</pubDate>
			<guid isPermaLink="false">https://skelux.root.sx/showthread.php?tid=914</guid>
			<description><![CDATA[I have a problem regarding the implementation of Death Floor in my levels. Sometimes it happens, that I can't enable Death Floor in a certain level anymore after importing it several times.<br />
<br />
<span style="font-weight: bold;">&#8203;Here's what I do:</span><br />
<ol type="1">
<li>&#8203;Importing my level over Bob-Omb Battlefield with Death Floor enabled.<br />
</li>
<li>&#8203;Trying the level and the Death Floor works as intended.<br />
</li>
<li>&#8203;I change certain aspects of my level in SketchUp and export the .obj file.<br />
</li>
<li>&#8203;Importing my level over Bob-Omb Battlefield with the exact same settings as before.<br />
</li>
<li>&#8203;Trying the level now I see my changed level ingame, meaning the level has been imported, but the Death Floor no longer works. There's invisible walls again on the ledges where Mario should fall off.<br />
</li></ol>
After this there seems to be no way to enable the Death Floor again, meaning I have to start building the level from scratch again with a vanilla rom. This seems to happen randomly and I really don't know why <img src="https://skelux.root.sx/images/smilies/undecided.png" alt="Undecided" title="Undecided" class="smilie smilie_83" /><br />
<br />
I also get an error message whenever I select my .obj file, this might be the reason why I have this problem. But this message pops up every time I select an .obj file.<br />
Here's a screenshot of the error message (Sorry that some parts are in german):<br />
<br />
<tag><div style="margin:20px; margin-top:5px"><div class="smallfont" style="margin-bottom:2px"><b>Spoiler</b>: Error Message <input type="button" value="Show" style="width:45px;font-size:10px;margin:0px;padding:0px;" onClick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = ''; this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }"></div><div class="alt2" style="margin: 0px; padding: 6px; border-top: 1px solid #999; border-left: 1px solid #999; border-right: 1px solid #ccc; border-bottom: 1px solid #ccc; "><div style="display: none;">
<img src="https://i.imgur.com/XR4lV31.png" border="0" alt="[Image: XR4lV31.png]" /></div></div></div></tag>I hope somebody can help me with this, because it's very frustrating! <img src="https://skelux.root.sx/images/smilies/blush.png" alt="Blush" title="Blush" class="smilie smilie_12" />]]></description>
			<content:encoded><![CDATA[I have a problem regarding the implementation of Death Floor in my levels. Sometimes it happens, that I can't enable Death Floor in a certain level anymore after importing it several times.<br />
<br />
<span style="font-weight: bold;">&#8203;Here's what I do:</span><br />
<ol type="1">
<li>&#8203;Importing my level over Bob-Omb Battlefield with Death Floor enabled.<br />
</li>
<li>&#8203;Trying the level and the Death Floor works as intended.<br />
</li>
<li>&#8203;I change certain aspects of my level in SketchUp and export the .obj file.<br />
</li>
<li>&#8203;Importing my level over Bob-Omb Battlefield with the exact same settings as before.<br />
</li>
<li>&#8203;Trying the level now I see my changed level ingame, meaning the level has been imported, but the Death Floor no longer works. There's invisible walls again on the ledges where Mario should fall off.<br />
</li></ol>
After this there seems to be no way to enable the Death Floor again, meaning I have to start building the level from scratch again with a vanilla rom. This seems to happen randomly and I really don't know why <img src="https://skelux.root.sx/images/smilies/undecided.png" alt="Undecided" title="Undecided" class="smilie smilie_83" /><br />
<br />
I also get an error message whenever I select my .obj file, this might be the reason why I have this problem. But this message pops up every time I select an .obj file.<br />
Here's a screenshot of the error message (Sorry that some parts are in german):<br />
<br />
<tag><div style="margin:20px; margin-top:5px"><div class="smallfont" style="margin-bottom:2px"><b>Spoiler</b>: Error Message <input type="button" value="Show" style="width:45px;font-size:10px;margin:0px;padding:0px;" onClick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = ''; this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }"></div><div class="alt2" style="margin: 0px; padding: 6px; border-top: 1px solid #999; border-left: 1px solid #999; border-right: 1px solid #ccc; border-bottom: 1px solid #ccc; "><div style="display: none;">
<img src="https://i.imgur.com/XR4lV31.png" border="0" alt="[Image: XR4lV31.png]" /></div></div></div></tag>I hope somebody can help me with this, because it's very frustrating! <img src="https://skelux.root.sx/images/smilies/blush.png" alt="Blush" title="Blush" class="smilie smilie_12" />]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Can it be possible to keep the same object placement after importing a model ?]]></title>
			<link>https://skelux.root.sx/showthread.php?tid=913</link>
			<pubDate>Sun, 25 Feb 2018 09:20:28 +1100</pubDate>
			<guid isPermaLink="false">https://skelux.root.sx/showthread.php?tid=913</guid>
			<description><![CDATA[Well the title speaks to himself, but to be more precise when i import a level, the object placement is gone  with only the warp and other minor things that remains but is it possible to keep the same object placement after importing a model and if it's possible, how ?<br />
<br />
<br />
<br />
<br />
Thanks in advance for a answer]]></description>
			<content:encoded><![CDATA[Well the title speaks to himself, but to be more precise when i import a level, the object placement is gone  with only the warp and other minor things that remains but is it possible to keep the same object placement after importing a model and if it's possible, how ?<br />
<br />
<br />
<br />
<br />
Thanks in advance for a answer]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[asm script works when placed at address 0x861C0, but not at address 0x7CC6C0]]></title>
			<link>https://skelux.root.sx/showthread.php?tid=911</link>
			<pubDate>Sat, 17 Feb 2018 17:22:03 +1100</pubDate>
			<guid isPermaLink="false">https://skelux.root.sx/showthread.php?tid=911</guid>
			<description><![CDATA[When I began working on custom asm scripting, I followed the moonjump sample script, which overwrites an unused function at ROM address 0x861C0. This worked excellently. I'm now working on a more complex mario behavior, and cannot fit the script in the unused space at address 0x861C0. According to LexAsm, there is a tremendous amount of unused space starting at address 0x7CC6C0. However, if I store my mario behavior at address 0x7CC6C0, it doesn't function, despite LexAsm verifying that it has indeed been written there. I know this is a simple question, but for the sake of my understanding, why does the behavior work at address 0x861C0, but not at address 0x7CC6C0? How can I take advantage of all that free space starting at address 0x7CC6C0? Is there another address I should be writing custom asm to? <br />
Thank you!]]></description>
			<content:encoded><![CDATA[When I began working on custom asm scripting, I followed the moonjump sample script, which overwrites an unused function at ROM address 0x861C0. This worked excellently. I'm now working on a more complex mario behavior, and cannot fit the script in the unused space at address 0x861C0. According to LexAsm, there is a tremendous amount of unused space starting at address 0x7CC6C0. However, if I store my mario behavior at address 0x7CC6C0, it doesn't function, despite LexAsm verifying that it has indeed been written there. I know this is a simple question, but for the sake of my understanding, why does the behavior work at address 0x861C0, but not at address 0x7CC6C0? How can I take advantage of all that free space starting at address 0x7CC6C0? Is there another address I should be writing custom asm to? <br />
Thank you!]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Can't seem to find Action value for sliding due to slope (not from a dive)]]></title>
			<link>https://skelux.root.sx/showthread.php?tid=910</link>
			<pubDate>Wed, 14 Feb 2018 17:57:22 +1100</pubDate>
			<guid isPermaLink="false">https://skelux.root.sx/showthread.php?tid=910</guid>
			<description><![CDATA[Hey guys,<br />
I just started playing around with custom ASM codes today, and decided to modify mario's dive mechanics to match super mario sunshine. I was able to allow 'hopping' while in the dive-sliding or dive-ending animation easily, but I can't seem to find the action code for when mario is sliding due to walking on a slope (it appears to be a different action from sliding after a dive). I checked the "Mario's Actions" page, but I couldn't find it there. Anyone happen to know the action code for this type of sliding?<br />
Thanks!]]></description>
			<content:encoded><![CDATA[Hey guys,<br />
I just started playing around with custom ASM codes today, and decided to modify mario's dive mechanics to match super mario sunshine. I was able to allow 'hopping' while in the dive-sliding or dive-ending animation easily, but I can't seem to find the action code for when mario is sliding due to walking on a slope (it appears to be a different action from sliding after a dive). I checked the "Mario's Actions" page, but I couldn't find it there. Anyone happen to know the action code for this type of sliding?<br />
Thanks!]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Quad 64 or/and Toad's tool 64 painting warp problem]]></title>
			<link>https://skelux.root.sx/showthread.php?tid=908</link>
			<pubDate>Mon, 12 Feb 2018 09:49:03 +1100</pubDate>
			<guid isPermaLink="false">https://skelux.root.sx/showthread.php?tid=908</guid>
			<description><![CDATA[When i made the warps for the painting it doesn't work, instead mario just don't warp and i discover that there' the warps section of the editor but there isn't any warp cube in the editor so how can i edit i to make mario enter in the painting ?]]></description>
			<content:encoded><![CDATA[When i made the warps for the painting it doesn't work, instead mario just don't warp and i discover that there' the warps section of the editor but there isn't any warp cube in the editor so how can i edit i to make mario enter in the painting ?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Questions about areas and More Objects Patch.]]></title>
			<link>https://skelux.root.sx/showthread.php?tid=907</link>
			<pubDate>Mon, 12 Feb 2018 02:27:50 +1100</pubDate>
			<guid isPermaLink="false">https://skelux.root.sx/showthread.php?tid=907</guid>
			<description><![CDATA[First off, how do I import areas with the latest area importer when I can't find a suitable version of SM64 Editor?<br />
<br />
Regarding the MoP patch, when I apply the Piranha Plant fix, insert a Piranha plant into my level and then set the behavior ID to Dec. 3910/Hex F46, The game just crashes upon entering the level. What am I doing wrong?]]></description>
			<content:encoded><![CDATA[First off, how do I import areas with the latest area importer when I can't find a suitable version of SM64 Editor?<br />
<br />
Regarding the MoP patch, when I apply the Piranha Plant fix, insert a Piranha plant into my level and then set the behavior ID to Dec. 3910/Hex F46, The game just crashes upon entering the level. What am I doing wrong?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Problem with mario's head when imported]]></title>
			<link>https://skelux.root.sx/showthread.php?tid=904</link>
			<pubDate>Sat, 10 Feb 2018 07:22:07 +1100</pubDate>
			<guid isPermaLink="false">https://skelux.root.sx/showthread.php?tid=904</guid>
			<description><![CDATA[I'm currently working on a beta revival hack for sm64 and i'm currently working on the beta head restoration<br />
When i finished the head i have made several importations but every ones had the same issue,<br />
the head model have wierd colors <img src="https://cdn.discordapp.com/attachments/406560020961034250/411601845426061313/Capture_decran_118.png" border="0" alt="[Image: Capture_decran_118.png]" /><br />
<br />
<br />
<br />
<br />
<br />
Help pls.]]></description>
			<content:encoded><![CDATA[I'm currently working on a beta revival hack for sm64 and i'm currently working on the beta head restoration<br />
When i finished the head i have made several importations but every ones had the same issue,<br />
the head model have wierd colors <img src="https://cdn.discordapp.com/attachments/406560020961034250/411601845426061313/Capture_decran_118.png" border="0" alt="[Image: Capture_decran_118.png]" /><br />
<br />
<br />
<br />
<br />
<br />
Help pls.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Checkboard Elevator/Platform Track?]]></title>
			<link>https://skelux.root.sx/showthread.php?tid=895</link>
			<pubDate>Thu, 01 Feb 2018 12:44:27 +1100</pubDate>
			<guid isPermaLink="false">https://skelux.root.sx/showthread.php?tid=895</guid>
			<description><![CDATA[Hi, guys, anyone knows why after I added checkboard elevator, when mario approaches to it, the rom crashes?<br />
I selected obj bank lethal laval land<br />
i put platform on tracks bparm 2= 8 in level importer<br />
then I imported coordinates in txt<br />
in tt64 I put bparm 1= 8 and bparm 2= 8<br />
<br />
Anyone knows how to fix this issue? Thanks in advance <img src="https://skelux.root.sx/images/smilies/wink.png" alt="Wink" title="Wink" class="smilie smilie_2" />]]></description>
			<content:encoded><![CDATA[Hi, guys, anyone knows why after I added checkboard elevator, when mario approaches to it, the rom crashes?<br />
I selected obj bank lethal laval land<br />
i put platform on tracks bparm 2= 8 in level importer<br />
then I imported coordinates in txt<br />
in tt64 I put bparm 1= 8 and bparm 2= 8<br />
<br />
Anyone knows how to fix this issue? Thanks in advance <img src="https://skelux.root.sx/images/smilies/wink.png" alt="Wink" title="Wink" class="smilie smilie_2" />]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[[Help] Mario spawn location]]></title>
			<link>https://skelux.root.sx/showthread.php?tid=891</link>
			<pubDate>Sat, 27 Jan 2018 23:14:14 +1100</pubDate>
			<guid isPermaLink="false">https://skelux.root.sx/showthread.php?tid=891</guid>
			<description><![CDATA[i'm beginning with mario 64 hacking<br />
i imported my level and i moved mario start object to where i want, but everytime i start the level he still spawns in a unusual place and after dies when enter the level again he spawn in the right place i moved the object, just after die for the first time and enter again he get to the right place, i imported over bob-omb battlefield, can anyone help me with this please?<br />
<br />
also sorry for my bad english]]></description>
			<content:encoded><![CDATA[i'm beginning with mario 64 hacking<br />
i imported my level and i moved mario start object to where i want, but everytime i start the level he still spawns in a unusual place and after dies when enter the level again he spawn in the right place i moved the object, just after die for the first time and enter again he get to the right place, i imported over bob-omb battlefield, can anyone help me with this please?<br />
<br />
also sorry for my bad english]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Sound Sample Tuning (N64 Sound Tool)]]></title>
			<link>https://skelux.root.sx/showthread.php?tid=888</link>
			<pubDate>Wed, 17 Jan 2018 03:36:28 +1100</pubDate>
			<guid isPermaLink="false">https://skelux.root.sx/showthread.php?tid=888</guid>
			<description><![CDATA[In SM64, each sound has some parameters attached to it. <br />
Some of these parameters are labelled "ADSR" under the sound tool.<br />
More information on ADSR parameters are discussed in <a href="http://origami64.net/showthread.php?tid=482" target="_blank">this thread</a>.<br />
Furthermore, there are parameters for base keys and instrument looping. Here, I'll discuss everything I know about the subject.<br />
In most games, base key is given by a byte (0-127 or 0x00-0x7F) with a de-tune byte alongside.<br />
In SM64, the base key is given by a float, in which one can assign a fractional key without using de-tune.<br />
The following formula converts key to float: <br />
<div class="codeblock">
<div class="title">Code:<br />
</div><div class="body" dir="ltr"><code>&#8203;Float = 2^((60-key)/12)</code></div></div>
Here is a graph of the function:<br />
<img src="https://bin.smwcentral.net/u/15445/SM64KeyToFloat.png" border="0" alt="[Image: SM64KeyToFloat.png]" /><br />
And here is an entire table of floats for each key:<br />
<div class="codeblock">
<div class="title">Code:<br />
</div><div class="body" dir="ltr"><code>&#8203;<br />
Key: Float<br />
0: 32<br />
1: 30.20398<br />
2: 28.50876<br />
3: 26.90869<br />
4: 25.39842<br />
5: 23.97291<br />
6: 22.62742<br />
7: 21.35744<br />
8: 20.15874<br />
9: 19.02731<br />
10: 17.95939<br />
11: 16.95141<br />
12: 16<br />
13: 15.10199<br />
14: 14.25438<br />
15: 13.45434<br />
16: 12.69921<br />
17: 11.98646<br />
18: 11.31371<br />
19: 10.67872<br />
20: 10.07937<br />
21: 9.513657<br />
22: 8.979696<br />
23: 8.475705<br />
24: 8<br />
25: 7.550994<br />
26: 7.12719<br />
27: 6.727171<br />
28: 6.349604<br />
29: 5.993228<br />
30: 5.656854<br />
31: 5.339359<br />
32: 5.039684<br />
33: 4.756828<br />
34: 4.489848<br />
35: 4.237853<br />
36: 4<br />
37: 3.775497<br />
38: 3.563595<br />
39: 3.363586<br />
40: 3.174802<br />
41: 2.996614<br />
42: 2.828427<br />
43: 2.66968<br />
44: 2.519842<br />
45: 2.378414<br />
46: 2.244924<br />
47: 2.118926<br />
48: 2<br />
49: 1.887749<br />
50: 1.781797<br />
51: 1.681793<br />
52: 1.587401<br />
53: 1.498307<br />
54: 1.414214<br />
55: 1.33484<br />
56: 1.259921<br />
57: 1.189207<br />
58: 1.122462<br />
59: 1.059463<br />
60: 1<br />
61: 0.9438743<br />
62: 0.8908987<br />
63: 0.8408964<br />
64: 0.7937005<br />
65: 0.7491536<br />
66: 0.7071068<br />
67: 0.6674199<br />
68: 0.6299605<br />
69: 0.5946035<br />
70: 0.561231<br />
71: 0.5297316<br />
72: 0.5<br />
73: 0.4719371<br />
74: 0.4454494<br />
75: 0.4204482<br />
76: 0.3968503<br />
77: 0.3745768<br />
78: 0.3535534<br />
79: 0.33371<br />
80: 0.3149803<br />
81: 0.2973018<br />
82: 0.2806155<br />
83: 0.2648658<br />
84: 0.25<br />
85: 0.2359686<br />
86: 0.2227247<br />
87: 0.2102241<br />
88: 0.1984251<br />
89: 0.1872884<br />
90: 0.1767767<br />
91: 0.166855<br />
92: 0.1574901<br />
93: 0.1486509<br />
94: 0.1403078<br />
95: 0.1324329<br />
96: 0.125<br />
97: 0.1179843<br />
98: 0.1113623<br />
99: 0.1051121<br />
100: 0.09921256<br />
101: 0.09364419<br />
102: 0.08838835<br />
103: 0.08342749<br />
104: 0.07874507<br />
105: 0.07432544<br />
106: 0.07015388<br />
107: 0.06621645<br />
108: 0.0625<br />
109: 0.05899214<br />
110: 0.05568117<br />
111: 0.05255603<br />
112: 0.04960628<br />
113: 0.0468221<br />
114: 0.04419417<br />
115: 0.04171374<br />
116: 0.03937253<br />
117: 0.03716272<br />
118: 0.03507694<br />
119: 0.03310822<br />
120: 0.03125<br />
121: 0.02949607<br />
122: 0.02784058<br />
123: 0.02627801<br />
124: 0.02480314<br />
125: 0.02341105<br />
126: 0.02209709<br />
127: 0.02085687</code></div></div>
&#8203;<br />
<br />
So, if you wanted a 72-and-a-half key (mid-semitone), you would use 2^((60-72.5)/12) = 0.485766.<br />
<br />
Now, there are optional previous and secondary samples for instruments. Using the "splits/release" value in the sound tool, you can choose the ranges for the primary sample before it splits to the previous or secondary sample (min/max keys before switch).<br />
<br />
The value goes something like:<br />
<div class="codeblock">
<div class="title">Code:<br />
</div><div class="body" dir="ltr"><code>&#8203;[00] [Min Key +- 0x15] [Max Key +- 0x15] [Release Time]</code></div></div>
<br />
Where each value is a byte. I'm not sure why 0x15 is added or subtracted from each, but it's consistent, as in for 3 samples, it'll always be subtracted, and for previous-primary, it's always added. (More testing needed)<br />
<br />
For instrument looping, having count set to 0x00000000 will DISABLE looping.<br />
Having count set to 0xFFFFFFFF will ENABLE looping.<br />
As for start and end, I haven't experimented enough with it, but the values seem time based.<br />
So having a larger value for end will wait longer for the loop.<br />
Let me know if you discover any more information on sound data!<br />
(Credit to shygoo for figuring out the float from key formula given correlated data)]]></description>
			<content:encoded><![CDATA[In SM64, each sound has some parameters attached to it. <br />
Some of these parameters are labelled "ADSR" under the sound tool.<br />
More information on ADSR parameters are discussed in <a href="http://origami64.net/showthread.php?tid=482" target="_blank">this thread</a>.<br />
Furthermore, there are parameters for base keys and instrument looping. Here, I'll discuss everything I know about the subject.<br />
In most games, base key is given by a byte (0-127 or 0x00-0x7F) with a de-tune byte alongside.<br />
In SM64, the base key is given by a float, in which one can assign a fractional key without using de-tune.<br />
The following formula converts key to float: <br />
<div class="codeblock">
<div class="title">Code:<br />
</div><div class="body" dir="ltr"><code>&#8203;Float = 2^((60-key)/12)</code></div></div>
Here is a graph of the function:<br />
<img src="https://bin.smwcentral.net/u/15445/SM64KeyToFloat.png" border="0" alt="[Image: SM64KeyToFloat.png]" /><br />
And here is an entire table of floats for each key:<br />
<div class="codeblock">
<div class="title">Code:<br />
</div><div class="body" dir="ltr"><code>&#8203;<br />
Key: Float<br />
0: 32<br />
1: 30.20398<br />
2: 28.50876<br />
3: 26.90869<br />
4: 25.39842<br />
5: 23.97291<br />
6: 22.62742<br />
7: 21.35744<br />
8: 20.15874<br />
9: 19.02731<br />
10: 17.95939<br />
11: 16.95141<br />
12: 16<br />
13: 15.10199<br />
14: 14.25438<br />
15: 13.45434<br />
16: 12.69921<br />
17: 11.98646<br />
18: 11.31371<br />
19: 10.67872<br />
20: 10.07937<br />
21: 9.513657<br />
22: 8.979696<br />
23: 8.475705<br />
24: 8<br />
25: 7.550994<br />
26: 7.12719<br />
27: 6.727171<br />
28: 6.349604<br />
29: 5.993228<br />
30: 5.656854<br />
31: 5.339359<br />
32: 5.039684<br />
33: 4.756828<br />
34: 4.489848<br />
35: 4.237853<br />
36: 4<br />
37: 3.775497<br />
38: 3.563595<br />
39: 3.363586<br />
40: 3.174802<br />
41: 2.996614<br />
42: 2.828427<br />
43: 2.66968<br />
44: 2.519842<br />
45: 2.378414<br />
46: 2.244924<br />
47: 2.118926<br />
48: 2<br />
49: 1.887749<br />
50: 1.781797<br />
51: 1.681793<br />
52: 1.587401<br />
53: 1.498307<br />
54: 1.414214<br />
55: 1.33484<br />
56: 1.259921<br />
57: 1.189207<br />
58: 1.122462<br />
59: 1.059463<br />
60: 1<br />
61: 0.9438743<br />
62: 0.8908987<br />
63: 0.8408964<br />
64: 0.7937005<br />
65: 0.7491536<br />
66: 0.7071068<br />
67: 0.6674199<br />
68: 0.6299605<br />
69: 0.5946035<br />
70: 0.561231<br />
71: 0.5297316<br />
72: 0.5<br />
73: 0.4719371<br />
74: 0.4454494<br />
75: 0.4204482<br />
76: 0.3968503<br />
77: 0.3745768<br />
78: 0.3535534<br />
79: 0.33371<br />
80: 0.3149803<br />
81: 0.2973018<br />
82: 0.2806155<br />
83: 0.2648658<br />
84: 0.25<br />
85: 0.2359686<br />
86: 0.2227247<br />
87: 0.2102241<br />
88: 0.1984251<br />
89: 0.1872884<br />
90: 0.1767767<br />
91: 0.166855<br />
92: 0.1574901<br />
93: 0.1486509<br />
94: 0.1403078<br />
95: 0.1324329<br />
96: 0.125<br />
97: 0.1179843<br />
98: 0.1113623<br />
99: 0.1051121<br />
100: 0.09921256<br />
101: 0.09364419<br />
102: 0.08838835<br />
103: 0.08342749<br />
104: 0.07874507<br />
105: 0.07432544<br />
106: 0.07015388<br />
107: 0.06621645<br />
108: 0.0625<br />
109: 0.05899214<br />
110: 0.05568117<br />
111: 0.05255603<br />
112: 0.04960628<br />
113: 0.0468221<br />
114: 0.04419417<br />
115: 0.04171374<br />
116: 0.03937253<br />
117: 0.03716272<br />
118: 0.03507694<br />
119: 0.03310822<br />
120: 0.03125<br />
121: 0.02949607<br />
122: 0.02784058<br />
123: 0.02627801<br />
124: 0.02480314<br />
125: 0.02341105<br />
126: 0.02209709<br />
127: 0.02085687</code></div></div>
&#8203;<br />
<br />
So, if you wanted a 72-and-a-half key (mid-semitone), you would use 2^((60-72.5)/12) = 0.485766.<br />
<br />
Now, there are optional previous and secondary samples for instruments. Using the "splits/release" value in the sound tool, you can choose the ranges for the primary sample before it splits to the previous or secondary sample (min/max keys before switch).<br />
<br />
The value goes something like:<br />
<div class="codeblock">
<div class="title">Code:<br />
</div><div class="body" dir="ltr"><code>&#8203;[00] [Min Key +- 0x15] [Max Key +- 0x15] [Release Time]</code></div></div>
<br />
Where each value is a byte. I'm not sure why 0x15 is added or subtracted from each, but it's consistent, as in for 3 samples, it'll always be subtracted, and for previous-primary, it's always added. (More testing needed)<br />
<br />
For instrument looping, having count set to 0x00000000 will DISABLE looping.<br />
Having count set to 0xFFFFFFFF will ENABLE looping.<br />
As for start and end, I haven't experimented enough with it, but the values seem time based.<br />
So having a larger value for end will wait longer for the loop.<br />
Let me know if you discover any more information on sound data!<br />
(Credit to shygoo for figuring out the float from key formula given correlated data)]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Skelux SM64 Multiplayer Camera Toggle Help Question]]></title>
			<link>https://skelux.root.sx/showthread.php?tid=884</link>
			<pubDate>Tue, 02 Jan 2018 07:37:10 +1100</pubDate>
			<guid isPermaLink="false">https://skelux.root.sx/showthread.php?tid=884</guid>
			<description><![CDATA[Hello, quick question. In some circumstances it's way easier to have the camera focus on a specific player, but it's a pain to always have to hold the "R" button down the whole time. So is there a way to change the setting to having the camera toggle the focus on and off by just pressing "R" rather than holding it? Thank you.]]></description>
			<content:encoded><![CDATA[Hello, quick question. In some circumstances it's way easier to have the camera focus on a specific player, but it's a pain to always have to hold the "R" button down the whole time. So is there a way to change the setting to having the camera toggle the focus on and off by just pressing "R" rather than holding it? Thank you.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[I require a bit of help with n64split!]]></title>
			<link>https://skelux.root.sx/showthread.php?tid=879</link>
			<pubDate>Mon, 11 Dec 2017 04:05:00 +1100</pubDate>
			<guid isPermaLink="false">https://skelux.root.sx/showthread.php?tid=879</guid>
			<description><![CDATA[So, I am currently working on a translation for sm64 shindou edition. Once I have it recompiled I am going to see what I can do, but if I have issues I may ask for more assistance. But anyway lets get into the issue!<br />
<br />
So I have decompiled the rom of sm64 shindou edition with n64split, but I am having issues recompiling it. When using instructions bundled with n64split to recompile the rom with n64chain, it errors out saying i do not have some files that are required in order to recompile the rom. I tried changing some of the files it would look for, (sm64.ld to sm64.shindou.ld for example) but with only some luck. It accepted these new files I directed it to, but it failed to find an elf and bin file...<br />
<br />
If you are wondering how I was able to decompile shindou edition it took alittle bit of navigating the sm64tools git to find some config files that worked with the latest release.<br />
<br />
(I apologize for anything I might've done wrong in this post, I am new here and I believe I am following the rules from what I remember reading.)<br />
<br />
Any help with this issue would be highly appreciated!]]></description>
			<content:encoded><![CDATA[So, I am currently working on a translation for sm64 shindou edition. Once I have it recompiled I am going to see what I can do, but if I have issues I may ask for more assistance. But anyway lets get into the issue!<br />
<br />
So I have decompiled the rom of sm64 shindou edition with n64split, but I am having issues recompiling it. When using instructions bundled with n64split to recompile the rom with n64chain, it errors out saying i do not have some files that are required in order to recompile the rom. I tried changing some of the files it would look for, (sm64.ld to sm64.shindou.ld for example) but with only some luck. It accepted these new files I directed it to, but it failed to find an elf and bin file...<br />
<br />
If you are wondering how I was able to decompile shindou edition it took alittle bit of navigating the sm64tools git to find some config files that worked with the latest release.<br />
<br />
(I apologize for anything I might've done wrong in this post, I am new here and I believe I am following the rules from what I remember reading.)<br />
<br />
Any help with this issue would be highly appreciated!]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Need help with replacing Power Star model!!]]></title>
			<link>https://skelux.root.sx/showthread.php?tid=878</link>
			<pubDate>Wed, 06 Dec 2017 07:51:20 +1100</pubDate>
			<guid isPermaLink="false">https://skelux.root.sx/showthread.php?tid=878</guid>
			<description><![CDATA[I have a .obj model that I want to replace the original Power Star with. How do I do this? I'd prefer to use SM64 Editor for this, if possible.<br />
<br />
EDIT: Changed subject name since nobody has replied. Hopefully it'll draw more attention??]]></description>
			<content:encoded><![CDATA[I have a .obj model that I want to replace the original Power Star with. How do I do this? I'd prefer to use SM64 Editor for this, if possible.<br />
<br />
EDIT: Changed subject name since nobody has replied. Hopefully it'll draw more attention??]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Rom wont play after patched [FIXED]]]></title>
			<link>https://skelux.root.sx/showthread.php?tid=876</link>
			<pubDate>Wed, 29 Nov 2017 09:07:52 +1100</pubDate>
			<guid isPermaLink="false">https://skelux.root.sx/showthread.php?tid=876</guid>
			<description><![CDATA[What the title says, I'm puzzled I wanted to give hacking a try but I can't find a solution to this, I'm using SM64 Editor 2.1.4, I open the ROM on it and the moment it patches it the ROM will just refuse to play on the emulator, no level imported nothing I know this isn't much information to know what is happening but tbh I dont really know what to do...]]></description>
			<content:encoded><![CDATA[What the title says, I'm puzzled I wanted to give hacking a try but I can't find a solution to this, I'm using SM64 Editor 2.1.4, I open the ROM on it and the moment it patches it the ROM will just refuse to play on the emulator, no level imported nothing I know this isn't much information to know what is happening but tbh I dont really know what to do...]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[SM64Paint: A Vertex Painter for SM64]]></title>
			<link>https://skelux.root.sx/showthread.php?tid=875</link>
			<pubDate>Wed, 29 Nov 2017 01:23:09 +1100</pubDate>
			<guid isPermaLink="false">https://skelux.root.sx/showthread.php?tid=875</guid>
			<description><![CDATA[<img src="https://cdn.discordapp.com/attachments/356315343926329345/389151394147336205/unknown.png" border="0" alt="[Image: unknown.png]" /><br />
<br />
<span style="font-size: xx-large;">&#8203;<span style="font-weight: bold;">SM64Paint</span></span><br />
<br />
This program is a vertex painter for SM64 and is currently in an early beta stage.<br />
<br />
<span style="text-decoration: underline;">&#8203;It can currently:</span><br />
<ul>
<li>&#8203;Preview all levels within any uncompressed SM64 ROM (including mods)<br />
</li>
<li>&#8203;Attempt to force a geometry mode change from vector normal lighting to vertex RGBA shading and vice versa<br />
</li>
<li>&#8203;Colour vertices from a palette selection<br />
</li>
<li>&#8203;Save ROM with all edited vertices<br />
</li>
<li>&#8203;Allows texture editing including clamping, mirroring, formats, and bitsize (includes RGBA16, RGBA32, CI4, IA4, IA8, IA16, I4, and I8)<br />
</li>
<li>&#8203;Allows saving texture images by right clicking on the texture preview<br />
</li>
<li>&#8203;Show a table of previous vertex colours underneathe palette<br />
</li></ul>
<br />
<span style="text-decoration: underline;">&#8203;Upcoming plans:</span><br />
<ul>
<li>&#8203;Properly render environment mapping<br />
</li>
<li>&#8203;CI8 and YUV16 texture importing <br />
</li>
<li>&#8203;Optimisation and UI improvements<br />
</li>
<li>&#8203;Properly render light vectors in proportion to camera view<br />
</li></ul>
<br />
<a href="https://github.com/Trenavix/SM64Paint/releases/" target="_blank">&#8203;<span style="font-size: large;">You can download the program and the source here at GitHub!</span></a><br />
<br />
Let me know of any suggestions or bugs and I'll see what I can do for future renditions!<br />
P.S.: For those who just want to use the program, all you need is the exe on the main page. All other files are for the source.]]></description>
			<content:encoded><![CDATA[<img src="https://cdn.discordapp.com/attachments/356315343926329345/389151394147336205/unknown.png" border="0" alt="[Image: unknown.png]" /><br />
<br />
<span style="font-size: xx-large;">&#8203;<span style="font-weight: bold;">SM64Paint</span></span><br />
<br />
This program is a vertex painter for SM64 and is currently in an early beta stage.<br />
<br />
<span style="text-decoration: underline;">&#8203;It can currently:</span><br />
<ul>
<li>&#8203;Preview all levels within any uncompressed SM64 ROM (including mods)<br />
</li>
<li>&#8203;Attempt to force a geometry mode change from vector normal lighting to vertex RGBA shading and vice versa<br />
</li>
<li>&#8203;Colour vertices from a palette selection<br />
</li>
<li>&#8203;Save ROM with all edited vertices<br />
</li>
<li>&#8203;Allows texture editing including clamping, mirroring, formats, and bitsize (includes RGBA16, RGBA32, CI4, IA4, IA8, IA16, I4, and I8)<br />
</li>
<li>&#8203;Allows saving texture images by right clicking on the texture preview<br />
</li>
<li>&#8203;Show a table of previous vertex colours underneathe palette<br />
</li></ul>
<br />
<span style="text-decoration: underline;">&#8203;Upcoming plans:</span><br />
<ul>
<li>&#8203;Properly render environment mapping<br />
</li>
<li>&#8203;CI8 and YUV16 texture importing <br />
</li>
<li>&#8203;Optimisation and UI improvements<br />
</li>
<li>&#8203;Properly render light vectors in proportion to camera view<br />
</li></ul>
<br />
<a href="https://github.com/Trenavix/SM64Paint/releases/" target="_blank">&#8203;<span style="font-size: large;">You can download the program and the source here at GitHub!</span></a><br />
<br />
Let me know of any suggestions or bugs and I'll see what I can do for future renditions!<br />
P.S.: For those who just want to use the program, all you need is the exe on the main page. All other files are for the source.]]></content:encoded>
		</item>
	</channel>
</rss>