©2007 By VL-Tone @ Qubed Studios

Email:qubedstudios@mac.com

Main Website: http://homepage.mac.com/qubedstudios/

Toad's Tool 64 page: http://homepage.mac.com/qubedstudios/ToadsTool64.htm

Blog: http://web.mac.com/qubedstudios/iWeb/Site/Blog/Blog.html


First I want to thank Guy Perfect (aka. BGNG) for cracking the MIO0 compression format, because without him, TT64 wouldn't exist. Big thanks also to Cellar Dweller for his precious help on low-level n64 stuff and asm, Hyperhacker for starting the original SM64 hacking thread on the old acmlm board. There are also many others from this era I'd like to thank for their support and contributions, more importantly Chickenlump, rstewart215804, Someguy and Stag019. If anyone feels left out, just contact me, I probably just forgot you :) Thanks also to everyone leaving encouraging comments and bug reports on my blog! Lastly I want to thank BooUrns for doing some private Beta testing.



Please keep in mind that this is a Public Beta program. It has bugs and issues. It shouldn't screw up your computer, but I'm not responsible if it happens.

To use Toad's Tool 64, you need to provide your own Super Mario 64 ROM file. This ROM file must be "Extended" using the SM64 ROM Extender tool. What this tool does is decompress data found inside the ROM and makes a new ROM that's much more easy to edit.

The SM64 ROM Extender 1.2b can be found at this address: http://homepage.mac.com/qubedstudios/Mario64Tools.htm


After you click on the splash-screen, the first thing that happens when you start TT64 is that you'll be asked to open an Extended Super Mario 64 (US) ROM file. If you cancel or provide an unusable ROM, the editor will send you to an error page, where you can try again by pressing the Open ROM button.

If all goes well and you open the right file, you'll get to see a progress bar on the top of the screen, and various loading/decoding processes happening.

When the ROM Loading phase is over, the editor will load the "Castle Ground" level by default. You'll be able to change this default level in the preference pane.

Note for Windows Vista users: There is a possibility that you will see an error about permissions and the file being in use when you try to open a ROM. This can be solved by right-clicking on TT64's icon and choosing "Run as Administrator" from the context menu. If you don't want to have to do this every time you run the program, you can right-click on TT64's icon and choose Properties. In the Compatibility tab, check the "Run as Administrator" box. Another thing to note is that in Vista, hardware acceleration doesn't work in TT64 and the software renderer will cause some objects to be displayed incorrectly. This should be fixed when Adobe releases a Vista and intel-Mac version of Director MX later this year.



Top Bar:


Open ROM...: Enables you to open another ROM for editing.
Save: To save changes to level data. Will turn red when any changes are made.
Launch ROM: Will launch the currently opened ROM just like you double-clicked the ROM file, presumably opening it in your favorite n64 emulator.
Edit Textures: Switches to the texture importer/exporter, where you can also edit Mario's colors.
Preferences: Opens the preferences panel.
Quit: Use to quit the editor.

Refresh: Redraws the current level.
Course: Displays the current level name
Area: Displays all sub-areas in that level, clicking on a number will load the appropriate area.
Acts: Click on a star to see only 0x24 objects found in this particular act (star goal). Invisible objects will be grayed out the object menu. You can use the shift key to select multiple acts to be displayed. Click "All" to select all acts at once.

Level Menu:


If you want to load another level, at any time, click the white arrow on the left of the "Course:" label. This will bring up the Level Selection Menu.

If you simply click on the name of the level, you'll load this particular level. You can also jump to a particular sub-area by clicking a number that's on the right of the level name.

Camera And View Controls:


Front,Back, Top, Bottom, Left, Right buttons do what you expect them to do, changing the camera view to see the top, front, back etc. of the level. In these camera mode you'll be in "Select Object" mode, meaning that you can left-click on the 3D view to select an object.

The Follow Selection button enables you to have the selected object centered in your view. If you select another object, the view will move accordingly. If you deselect the "Follow Selection" feature manually, this particular view will retain its position.



To move the camera manually you can use the "Move Camera" widget.

There are two modes for this widget. Relative and Absolute.

In Relative mode, click and hold the mouse on the squarish part of the widget. The camera will move left/right, up/down at a speed relative to the distance between your cursor and the center of this square. The other part of this widget, which is vertical, controls the movement forward and backward. In the Relative mode, the camera continues to move until you release the mouse button (or center your cursor).

The Absolute mode, camera movements are directly connected to mouse movements. Click and hold anywhere on the widget square and then drag around, you'll see that the camera moves with your mouse. If you stop moving the mouse, the camera stops moving. Same goes for the forward/backward vertical control.

The Drag Speed slider enables you to change the speed/movement in both the Relative and Absolute mode.

If one of your camera views gets lost somewhere where you don't see anything, you may use the "Reset Cam" button to reset camera views to their centered defaults.

The Fly camera view enables you to fly around the level using the mouse. Selecting this mode will automatically uncheck the "Follow Selection" option, and switch to the "Rotate Cam" Screen control mode. In the fly mode, click and drag on the 3D view to rotate the camera, and use shift and ctrl (while holding the left mouse button) to go forward and backward, respectively. Holding alt/option will enable you to fly faster. While in the Fly mode, you can select objects by right-clicking, without having to switch to Select Object mode.

The Orbit camera view is very useful. Clicking on it will automatically enable the "Follow Selection" option, since by definition the Orbit view follows the selected object. If you switch from the Orbit to Fly camera view, the Fly cam will inherit the orbit cam position and rotation. To achieve the same effect going from Front,Back, Top, Bottom, Left, Right to Fly camera, hold the shift key.


The orbit cam will follow the curently selected object, and enable you to "orbit" around it, and zoom in and out on the selection.

Options buttons:


Cube buttons: Switches between Perspective/Orthographic projection. The magnifying glasses are only available for zooming in Orthographic projection.
Magnifiying Glasses: Used only with Orthographic camera, used to zoom in or out.


Culling:
Normally, the back of polygon faces may or may not be shown, depending on how the level is drawn. Clicking this checkbox will hide the back of polygon faces. It can be usefully to check this box for levels that have enclosed rooms, like inside the castle. Unfortunately, the process can take a few seconds in some levels. (I'll try to improve performance for this option.)


Wireframe: Shows the level in wireframe mode. Doesn't work using the software renderer.


Collision Map: Shows or hide the collision map. The collision map determines what's solid. While some objects, like boxes and some platforms are solid by themselves, some other platforms, particularly in Bowser's course rely on the collision map to be solid. Eventually, I'll add an editor for the collision map, but for now it's only used as a guide. Activating the collision map will automatically set the Wireframe mode, so that the normal level geometry can become transparent. Desactivating the collision map will put the Wireframe mode back to what it was before.


Activate Level Select: Activates the Level Select Menu in the ROM. This change is saved automatically when you click on the checkbox.


Selection Boxes: This is a pop-up menu containing 3 options. "Show all" will display selection boxes for all three 3d objects types, 0x24, 0x42 and 0x43 (Red, Blue and Green). "This Command Only" will only show boxes for the currently selected command type, while "Selection only" will show a box only around the selected object(s).


Drop To Ground: Clicking the button itself will drop the currently selected object to the ground.
Keep On Ground: Clicking the checkbox will make objects follow ground level as they are being moved.


Follow Selection: Will automatically move the camera to put the current selected object in the center of the 3d view. It's automatically checked when switching to Orbit cam mode, and cannot be used with the Fly cam mode.


Drag Speed: Affects dragging speed for the Object Move/Rotate and Camera widgets, as well as the flying speed.

Renderer: Displays the current 3d renderer. By default, the renderer will be chosen automatically. Possible values are openGL, directx7_0, directx5_2 and software. On the Mac platform, only openGL and software are available. On Windows, all options are potentially useable, but if you don't have openGL installed, this option will do nothing. Depending on your OS, video-card and drivers, there may be some situations where TT64 will fall back to software. It's not an ideal situation since the software renderer is slower, and doesn't support some shader effects. On Windows 98 and XP, OpenGL seems to give the best results, but that may vary depending on your machine configuration. On Vista, TT64 will more than probably switch to software, and you won't be able to switch to other renderer (you may try though).

Hexadecimal: When checked, TT64 will display most values using hexadecimal notation. Useful for power-users. Hexadecimal values must be preceded by an "h".


BG color palette: Enables you to switch the background color for the 3d view. Future versions of TT64 will optionally use the original sky texture as a background.


Screen Controls: These are to be used with the Fly cam. In "Select Object" mode, clicking on the 3d view will select an object. In "Rotate Mode", you'll be able to rotate the camera by dragging the cursor around in the 3d view. Note that right-clicking in the "Rotate Camera" mode will enable you to select an object without switching to the other mode. Switching to any other camera mode will put the screen controls in "Select Object" mode, while clicking the "Rotate Camera" button will switch to Fly cam mode.

Command Menu:


The commands menu, on the top left of the window, contains a list of commands types. Clicking the "Expert" button enables you to see more commands, though most of these expert commands are not editable for now.

Commands 0x24,0x42 and 0x43 are used to place 3D objects in levels. As for this version, you can only modify already existing objects, you cannot add new objects. These 3D objects are represented using colored wireframe boxes, corresponding to the color of the command, red for 0x24, blue for 0x42 and green for 0x43.

Clicking on the different commands in the menu will load a list of commands, to be displayed in the object menu, just bellow the command menu.

While all these three command types place 3D objects in the level, each of them have particular limitations. 0x24 is the most flexible and extensive command, for example its objects can be rotated around all three axis, while 0x42 objects are restricted to rotation around the Y axis, and only some 0x43 objects can be rotated, and that only around the Y axis. The difference between them will be explained in detail in the Parameter Bar section.


Object menu:


The object menu is just bellow the command menu, and will take the color and title of the selected command type. It contains a list of all objects that have this command type, for this particular area of this particular level.

The first number on the left of each object entries in the menu is a sequential number attributed from the order in which they are read in the level script.

with a description label. The two values between { } brackets are the two behavior params values, when applicable. A description for the behavior params is provided when they exist, if not, a numerical value is shown.

Clicking on a line will select this particular object. The line will turn yellow and will be underlined. If you hold the shift key you can select multiple objects, even from different command types.

The 123/ABC button enables you to toggle between numerical and alphabetical sorting.

Moving and Rotating Objects:

There are 3 types of objects that can be moved and rotated inside a level, 0x24, 0x42 and 0x43 and are shown as red, blue and green boxes respectively.

To move and/or rotate one or more object, you first have to select it. You can either use the Object Menu, or click directly on the 3d view while you are in Select Object mode. Using a right-click should select an object on the 3d view while in Rotate Cam mode. You can hold the shift key to select multiple objects.

Objects can be moved using 4 methods:

1. Using the positioning widget seen uphere. It works much like the camera control widget, but moves objects instead of the camera.
2. Using the keyboard. Look at the end of this document for a list of relevant key commands.
3. By dragging objects directly on the 3d view. This only works using the Front,Back, Top, Bottom, Left and Right camera modes.
4. By clicking on arrow buttons in the parameter bar for x, y, z values, manually entering coordinates or pasting them.

Objects can be rotated using 3 methods, but note that only 0x24 objects can be rotated on all 3 axis:

1. Using the rotation widget seen uphere. If you hold shift you'll rotate the object by 45° increments.
2. Using the keyboard. Look at the end of this document for a list of relevant key commands.
4. By clicking on rotation buttons in the parameter bar for x, y, z values, manually entering coordinates or pasting them.

Changing Object Types:

You cannot add objects in TT64 (yet), but you can change objects into another. You can, for example, change a butterfly into a Goomba.

To do that, first select the object you want to change in the object list, or by some other method like clicking on the 3d view.
By default, a yellow pop-up menu will appear containing a list of available object for this level. Not all objects are available in a level, you are restricted to a particular set, this is a limitation of the game engine. Click on the object in the list, and it will be applied to the current selection.


The yellow menu is a contextual menu, that means it's content and use will change depending on which parameter is selected. To make it easier for beginners, the "Object Combo" parameter and its pop-up menu is automatically selected when you select a 0x24 object and when the menu is closed.

This little icon: will turn yellow in the parameter bar below to show you that the current menu pertains to this parameter. As you can see, other parameters have similar icons, clicking on them will open the related yellow menu. Like for the object list, the 123/ABC button enables you to toggle between numerical and alphabetical sorting. The X closes the current menu. To prevent the menu from opening a default parameter each time you select an object, uncheck in "Auto-open default pop-up menu" option in the preferences.

About the 3d objects in SM64:

Each 3d object is defined by a Model ID and a Behavior number. The Model ID determines how the object look, and the Behavior number determines how it behaves. Manually matching Model ID's with their Behavior would be tedious, so TT64 provides a list of valid Model IDs/Behaviors combinations used in the game. These appear in the Object Combo menu, which is automatically opened by default when you select an 0x24 object. Selecting an "Object Combo" will actually set the Model ID and Behavior number accordingly, though you may not see it if you have the Parameter Bar set in "basic" mode. When in expert mode you can create new combinations, though it can be more risky, as some Model ID/Behavior combos can be incompatible and crash the game. 0x42 and 0x43 also provide a parameter that sets both the Model ID and Behavior for an object (called Macro and Special Presets), but these come from hard-coded lists in the ROM so you can't create new combinations.

Model ID zero means that the object is invisible. But the behavior code can sometimes produce an object in the game, even though the Model ID is set to zero. In the Object Combo, Macro Preset and Special Preset yellow menus, objects that have a * in front of their names have a Model ID set to zero. Be careful with some of them, as they can generate objects that will be incompatible with the current level. Warps though, don't generate objects and can be used everywhere.


Parameter Bar:


The parameter bar contains parameters and their values for the currently selected command/object. If multiple objects are selected, dashes ( ----) will indicate multiple different values. Parameters are color coded, here's what each color mean.

Green/Blue: Normal parameters, that have their values stored in ROM.

Red: Combo parameters. These are not stored in ROM, but rather represent "combos" or presets for multiple other values, from a list built by the editor. For example, the "Object Combo" parameter represents Model ID/Behavior parameter pairs. Modifying a combo value will affect multiple ROM parameters. To see which ones are affected by the combo, click on the parameter label. If you modify affected parameters (for example the Model ID) and end up creating a new combination, you'll see that the description label shows "Undefined Combo". By editing this description label and pressing enter, you can add this combination to the editor's list.

Purple: Like normal parameters, they are values from the ROM. The difference is that they represent combos/presets that are defined by a list found in the ROM. Changing them doesn't affect other parameters in the ROM, but gray parameters, which represent the equivalent Model ID/Behavior for this particular combo will be updated accordingly when a change is made.

Gray: These parameters are not in the ROM as is, and can not be modified. They're simply there to indicate the signification of a particular purple parameter preset.

Orange: The orange parameters are called "Behavior Parameters". They have a different meaning depending on the current behavior. For example, one behavior param can be used to determine the content of a [!] box, or the difficulty of an enemy. For warps, one of the behavior parameter will determine which warp destination will be used.

Parameter Bar buttons:


Basic/Expert: In basic mode, the parameter bar displays a minimum of parameters, hiding some of them. The expert mode enables you to see all parameters.
ROM address: Shows the actual location of the current command in the ROM. For experts, if you type/paste an address in this text field then press return/enter, TT64 will attempt to find the object from this location, and select it.
Copy Params: This will copy the currently selected params to an internal clipboard. You can select multiple params by using the shift key. Also, when you click a combo value, all related params are automatically selected.
Paste Params: Use to paste previously copied params. You don't have to select the params, they'll be automatically pasted where they belong.
Copy Hex Data: For experts, will copy the current command in hexadecimal form in the OS clipboard, enabling you to use it in an hex editor for example.
Revert Object: Reverts the selected object(s) to the previously saved state.

Modifiying Description Labels :

Some parameters show a description label such as "Level Exit Recovering Life" in the example below. These can be edited by clicking them while holding the alt or option key.
When hitting return, or deselecting the label text field by clicking elsewhere, the modified label will be saved in one of these three files: objects_labels.txt, bparams_labels.txt and main_labels.txt, depending on the label type. These files can be found in the program's folder. If you know what you're doing, you can also edit them using a text editor.

This feature can be useful if you create an "Undefined Combo" which happens when you create a new Model ID/Behavior combination.

Note that these files are replaced by default ones if you download a new version of TT64, so if you add a lot of new descriptions, you might want to backup the 3 modified label files from the old version and copy them in the new version's folder. If you add a lot of interesting new combos and want me to integrate them in the default files for subsequent releases, just send me the objects_labels.txt, bparams_labels.txt and main_labels.txt by email.

0x24 - 3D objects.
This 3d object command type is the most flexible, as it provides full control over position, rotation on all 3 axis, along with individual model and behavior selection.



•Act: This parameter indicates in which "act" (Star Goal) this particular object will appear. Click the little stars to turn on or off a particular act. Note that the sixth star has another meaning which I haven't found yet.
•Object Combo: This combo will affect Model ID/Behavior parameter pairs. Using it will ensure that a particular Model has the right Behavior. Clicking on the little menu icon will present you with a yellow menu list of possible combos for this particular level. Not all objects are available in each level. TT64 will try to provide you with a list containing only those that can be used in the current level. There are instances though where an object might crash the game when played, even if it's part of the list.
•Model ID (Expert mode only): the Model ID value represents which polygon object is displayed in the game. A value of zero means an invisible object. Some objects rely on the behavior code to display a polygon object, and will display something in the game even though they have a value of zero. A pop-up menu is available containing valid values for this particular level. Again, not all objects are available to each level. Available IDs are defined by 0x22 commands, which can be viewed and edited when the Commands: Expert mode is activated. Editing the Model ID parameter is not recommended unless you're an adventurous hacker, since the Behav value must be compatible with this particular Model ID. Using the Object Combo menu is a safer bet since it provides valid Model ID/Behav combinations.
•Behav (Expert mode only): This value represents how the object moves, react and behaves, including how animated characters body parts move. Many behaviors are meant to be used with a particular Model, assigning the Goomba behavior to a Koopa turtle for example, will have weird results. The Behav pop-up menu will provide a list of all possible behaviors, even some that may crash the game if used in a particular level or with a particular Model. Again, only edit if you know what you're doing, and use the Object Combo menu instead if you want to ensure the validity of the Model/Behav combination.
•B. Param 1 & 2: Just after Behav (or after Object Combo if in Basic mode), you'll find two orange parameters that are usually labeled"B. Param". These are behavior params. Their meaning changes depending on the current Behav value. TT64 includes custom labels and menus for some behavior params. For example, for the "Walking Goomba" behavior, the second B. Param will be labeled "Size" and the pop-up menu will provide you with valid values, for "Micro", "Normal" and "Giant" sizes. For warps, the label will be "Warp ID", and the pop-up menu will provide a dynamic list of possible warp destinations for the current level. For objects that include a dialog, the description label, and menu will correspond to original dialog text (for example, for Toad, or a wooden post sign). Note that in this version of TT64, modified dialog text won't appear in descriptions and menus.
•X,Y,Z, X rot, Y rot and Z rot: These are simply position and rotation values for the current object. For position you can use the little up/down arrows to modify the value, or enter an arbitrary value, or use the Object Move widget, keyboard controls or drag the object on the screen. For the rotation value, you can use the little circular rotation widget, or the Object Rotate widget. Holding shift will restrict rotation to 45° angles.

0x42 - Macro 3d objects.
This 3d object command type is more limited than the 0x24 command, as it's restricted to a list of "Macro Presets" that defined which model and behavior is used. Also, rotation is only possible around the Y axis.



•Macro Preset: This value represents a Model/Behav/B. Params combination, as defined by the game itself. Unlike the 0x24 command's Object Combo, this is an actual value in the ROM that can range from 0 to 511, and the related Model/Behav parameters cannot be modified. It provides a pop-up menu with objects that are available for this level.
•B. Param 1 & 2 (orange): Similar to the Behavior parameters in 0x24 commands, the difference here is that the orange parameters will override those defined by this particular Macro Preset value, if they're not equal to zero.
•Y rot: Just like the 0x24 command, the main difference here is that rotation in 0x42 commands is only possible around the Y axis.
•Model ID/Behav/B. Params (gray): These are for display purposes only, they are linked to the current Macro Preset value. You can though, copy these parameters and paste them in a 0x24 command, for which these parameters are modifiable. Gray B. Params are overridden by their orange counterparts if the latter aren't equal to zero.

0x43 - Special 3d objects.
This is the most limited 3d object command type, and the most complicated to deal with. It can vary in length, some parameters don't exist in certain instance, that depend on the "Special Preset" value. The game will expect the command to be a certain length depending on this value.

•Length: Indicates the length of this particular command. Dependent on the "Special Preset" value. Some commands are 8 bytes long, some 10 or 12 bytes.
•Special Preset: Similar to the Macro Preset parameter of 0x42 commands, but it uses a different preset list in the ROM, with values ranging from 0 to 255. You'll find that the pop-up menu often provide only a few choices, since it's limited to values used by commands of the same size.
•B. Param 1 & 2 (orange): These are not always present in 0x43 commands. Similar to the Behavior parameters in 0x24 commands, the difference here is that the orange parameters will override those defined by this particular Macro Preset value, if they're not equal to zero.
•Y rot: Just like the 0x42 command, but Y rotation is not present for some object commands.
•Model ID/Behav/B. Params (gray): These are for display purposes only, they are linked to the current Special Preset value. You can though, copy these parameters and paste them in a 0x24 command, for which these parameters are modifiable. Gray B. Params are overridden by their orange counterparts if the latter exist and aren't equal to zero.

0x36 - Level Music Track.
This is to set which music track plays in this particular level/area.



•Music Track: The only parameter for this command, provides a pop-up menu containing all tracks.

0x26 - Warps.
Sets how warps are connected together. The warp themselves are put in levels using 0x24 commands that have a warp behavior, and use a Warp ID value that refers to a particular 0x26 command.

•Warp ID: This is the value that will be referred by 0x24 warp objects, be careful if you edit those, make sure that all 0x24 commands referring to this particular warp command are modified accordingly. Keep in mind that commands in other levels can refer to this particular warp connection. Value -15 is used when Mario dies, and -16 when he completes a level.
•Destination Level: Sets the destination level for this particular warp.
•Destination Area: Sets the destination area for this particular warp.
•Destination Warp ID: Sets the destination Warp ID. The pop-up menu will provide a dynamic list of Warp IDs available in the Level and Area defined for this command.

0x27 - Warps (Paintings).
These only exist inside the castle. Sets the destination for painting and level warps. Interesting to note is that for paintings, there are 3 possible destinations, which are linked to the horizontal position of Mario when he enters the painting. If he enters the painting on the left side, the first warp destination is used. If he enters the middle part, the second warp is used, and the third for the right side. In the original game, they're set to the same value, but you can set them differently if you want. Keep in mind that painting level exits are normal warps placed using 0x24 and 0x26 commands, and unless you change their value in the level itself, Mario will exit the level through the original painting.

•Warp ID: I don't recommend editing this parameter, as it's linked to paintings values that cannot be changed.
•Destination Level: Sets the destination level for this particular painting warp.
•Destination Area: Sets the destination area for this particular painting warp.
•Destination Warp ID: Sets the destination Warp ID. The pop-up menu will provide a dynamic list of Warp IDs available in the Level and Area defined for this command.

0x22 - Geometry Layout Pointer. (Expert Mode only)

This command type defines which polygon object will be displayed when a particular Model ID is used in a level. The Geometry Layout data is a particular set of commands defining where and how polygons are assembled to make a model. The 0x22 command points to this data.



•Set Model ID: This is the value that's referred by 0x24 commands, and indirectly by 0x42 and 0x43 commands. I don't recommend editing this value, as many commands may rely on this particular value to exist.
•Geo Layout Combo: This is a combo value for Bank IDs/Geo Layout Pairs. It's pop-up menu provides a list of valid models that can be used in this particular level. The available models are limited to those that are part of a data bank loaded in memory by the game using the 0x17/0x18/0x1A commands. Note that if you are editing a shared 0x22 command (one that has an "s"), changes will affect other levels too, and the pop-up menu will restrict your choices to models that can be used in all levels sharing this command.
• Bank ID: This is the bank number where the Geometry Layout data is found. This value must be one of the available data bank for this particular level. It's not editable, use the Geo Layout Combo menu to set it.
•Geo Layout Pointer: Actual location of the Geometry Layout data inside this particular data bank. It's not editable, use the Geo Layout Combo menu to set it.

•Important: You will have to refresh the level to see the effects of changes made to 0x22 commands.

0x21 - Polygon ID and Pointer. (Expert Mode only).
It's similar to the 0x22 command, in the sense that a 0x24 command can refer to this command with it's Model ID parameter. The difference is that the 0x21 command points to polygon data directly instead of using a Geometry Layout script. Only a few objects use this. Not editable in this version of TT64.



•Set Model ID: This is the value that's referred by 0x24 commands, and indirectly by 0x42 and 0x43 commands. Not editable.
• Bank ID: This is the bank number where the polygon drawing commands are found. This value must be one of the available data bank for this particular level. Not editable.
•Polygoncmds Pointer: Actual location of the polygon drawing commands inside this particular data bank. Not editable.

0x17 - Copy Data to RAM Bank. (Expert Mode only).
Loads data from ROM into a RAM Bank. These are NOT editable for now.

These essentially define which object bank will be available for this particular level. In a Bowser battle level for example, the Banks containing its polygons and geometry layout data will be loaded in memory. Since the Bowser banks are not loaded in other levels, you cannot put Bowser in other levels. TT64 will try to ensure that only objects from available banks are provided in menus. These will be eventually editable in future versions of TT64, but the process is not as simple as you might think. Note that many of these 0x17 commands are 0x18 commands in the original, unextended ROM. The 0x18 command loads compressed MIO0 data. The ROM extender decompresses this data and put the uncompressed version at the end of the ROM, changing the commands to 0x17, and their pointers accordingly.

0x1A - Decomp MIO0 to RAM Bank. (Expert Mode only).
Not editable.

These are similar to 0x18 commands, but for some reason the related banks couldn't be simply decompressed and loaded with 0x17 commands. The solution was to decompress the data, but still put them in a MIO0 wrapper, still loading them with 0x1A commands.

0x39 - Load Macro Objects. (Expert Mode only).
Not editable for now. Defines the location of the 0x42 commands list, which is normally inside the level bank (originally compressed MIO0 data).

0x2E - Load Solidity. (Expert Mode only).
Not editable for now. Defines the location of the collision data, which is followed by the 0x43 commands list, which is normally inside the level bank (originally compressed MIO0 data).

0x31 - Terrain Type.
Defines how various parts of the terrain behave. Not editable for now, but may soon be.


Texture Importer Exporter:
Enables you to change textures used by the game. Also includes a tool to change Mario's colors.



By default, TT64 won't load textures from the ROM when you open it, but rather load the original textures, which are included in the program. If you want to load textures from ROM, check the appropriate checkbox in the preferences.

Display with Alpha: Only affects the editor's display, not the game, when checked will show the texture using the Alpha mask.

Export To PNG: Exports the currently selected texture to a PNG file. It's better to do this first and edit this file with a painting program when you want to modify a texture, to make sure you use the right size. Textures and masks are exported in the same file, side by side. If you export a 64x32 texture for example, the resulting PNG will be 128x32. Use the left half for the texture, and the right half for the mask.

Export To Folder: Will automatically export the currently selected texture to a PNG file in the "Textures" folder found in the same directory as TT64. Make sure this folder is present at this location.

Export All To Folder: Exports all textures to the "Textures" folder.

Import From PNG: Enable you to import a single texture from a PNG file. Even though TT64 will try to resize the imported texture, you're better off working on a previously exported texture, especially since the texture and mask needs to be side by side. Imported textures only replace those currently in memory, you'll have to click on the "Save Texture To ROM" to be able to see this texture in the game.

Import One From Folder: Currently disabled, it will enable you to directly import a texture from the "Textures" folder without having to select a file, but you'll have to make sure the filename wasn't modified.

Import All From Folder: Currently disabled, will enable you to import all PNGs from the "Textures" folder, provided that names were not changed.

Revert Texture From ROM: Reloads the current texture from the ROM.

Save Texture To ROM: Click to save the current texture to the ROM. You'll have to do that for every texture you imported to be able to see them in the game. Note that clicking on "Save" while in the Level Editor mode won't save textures, so be sure to do it while in the Texture Importer/Exporter. A button will eventually be added to save all modified textures at the same time.

Mario Colors:

With this tool you can edit Mario's colors. Click on a color, and use the RGB slider to ajust the tint and brightness. You can duplicate a color by right-clicking or alt-clicking on the destination cell.

Save Colors To ROM: Like textures, Mario's colors are saved separately from the level data, don't forget to save them.

Revert Colors: Reloads Mario's colors from ROM.

Original Colors: Loads Mario's original colors.

Mario Size:

Enables you to change Mario's size in the game.

Click on the small or big Mario icons to cycle through size presets.

Click on the Reset Size button to set size back to 1x (normal size).

High-Poly Mario: Normally in the game, when Mario is at a certain distance from the camera, a low or very-low polygons version of his body is used.

Checking this option will ensure that the high polygon model is always used, which can be useful for when Mario is big, but is also nice for normal size.

Note that using the high polygon Mario may slow down the game a little, but I didn't see any difference.


Preferences:


Load textures from ROM:
When opening a ROM, will load custom textures directly from the ROM, instead of using the included original textures. This will slow loading individual levels the first time you load them in memory.

Auto-Save level changes: When this option is checked, every change made to level data will be automatically saved.

Alternate Orbit cam widget: Swap the vertical rotation and zooming functions of the Move Cam widget when in Orbit cam mode.

Start with last opened level: Next time you start TT64, it will open the last level you were working on.

Default level: To set the level that's loaded when opening a ROM. Overriden by the "Start with last opened level" option if checked.

Extra info in object lists: Will add two things to each item in the object list, in between the object number and its description.

First is a single letter to the right tells you if the object is either i=internal, s=shared or x=external.

Internal objects means that they are part of the level script, and exclusive to this level. Shared objects are not part of the main level script, and are used by multiple levels, and that means that changing it will affect these levels too. External objects are also not part of this level's script, but they're only used by that level. The next number is one of the object's parameter, this can vary depending on the command type.

Auto-open default pop-up menu: On by default, will make TT64 automatically open a default pop-up menu when you select an object and the yellow menu is closed. Uncheck to have the pop-up menu only appear when you click on a icon.

Skip checksum: If you're an expert hacker and have modified the checksum of the ROM after it was extended, the ROM will fail to open unless this option is checked.

Interface theme: Used to select one of four themes used to display the interface. Default is "Glossy". You can also click on the Toad's Tool 64 logo in the main interface to cycle between themes.


Keyboard Control:

When a 3d object is selected:

[A] [D] : Rotates the Orbit cam horizontally.

[W] [S] : Zoom Orbit Cam in or out.

[R] [F] : Rotates the Orbit cam vertically.

[U] [J] : Increase/decrease X position of the selected object(s)

[I] [K] : Increase/decrease Y position of the selected object(s)

[O] [L] : Increase/decrease Z position of the selected object(s)

[-] [=] : Select Next/Previous object in the object list.

In Fly cam mode:

[Shift] [Ctrl] : Flies forward or backward, respectively.

[Shift] [Command] : (Mac) Flies forward or backward, respectively.

[alt/option] : Flies faster.

To switch between camera modes :

[1,2,3,4,5,6,7,8] : Front, Back, Top, Bottom, Left, Right, Fly, Orbit

[&] (Shift+7) : Switches to Fly cam while keeping the current cam position.

Rotation widgets:

[Shift] : Hold while dragging the "Object Rotate" or rotation widgets in the Parameter bar to restrict to 45° angles. Can also be used when rotating the Orbit cam using the "Move Camera" widget.

When clicking on items in the object list or Parameter bar items:

[Shift] : Hold to select multiple objects/params.


New features and improvements in 0.5.9b:

•Mario's shadow is now resized to reflect size changes.

Bug Fixes in 0.5.9b:

•A very bad bug has been fixed, going to the texture editor and back would corrupt the ROM, and cause it to crash when run in an emulator.
•The issue had something to do with saving Mario's size, which is done automatically when quitting the texture editor.
•To fix a crashing ROM, open it with TT64, go to the texture editor, and then back to the level editor
.
•Opening a correctly extended ROM on a Japanese or other asian unicode Windows systems should now work.
•Note that for now, the ROM extender doesn't work on Japanese or asian Windows PCs. This issue is being worked on.

Bug Fixes in 0.5.8b:

•Some of the bundled default textures were corrupted and were causing some display problems, this has been corrected.
•Fixed some problems when editing 0x22 commands.
•Loading ROMs containing 0x22 pointing to non-existant banks shouldn't cause a script error anymore.
•Fixed a potential bug where in some context the box sizes wouldn't match the objects with some modified ROMs.
•Now includes an already generated M64Geometry.m64 file, so the first run should be much faster
.
•Generating the M64Geometry.m64 file from an already modified ROM could lead to potential problems so that's why I include it now.


Bug Fixes in 0.5.7b:

•Fixed a stupid bug that was preventing level changes from being saved.
•When entering hexadecimal values in fields, a script error would sometime occur, it should be now fixed.

Bug Fixes in 0.5.6b:

•Fixed a bug that was causing a script error when loading some ROMs that were already modified and were containing "Undefined Combos".
•Fixed a bug where a script error happened when trying to open a ROM after canceling the opening.
•Saving modified description labels should now work properly
.

Bug Fixes in 0.5.5b:

•Fixed a bug where putting a 0x42 object that had a Macro Preset value of "1E" would cause all subsequent objects to become invisible and in-editable when reloading the ROM.
•Some previously missing 0x42 objects in Bowser course 3 are now visible and editable. (Related to the bug above).
•Previous versions of TT64 would only show you Object Combos and Behaviors used in the ROM that was loaded. That means that if you were to change the behavior that was only used by a single object in the game, the behavior wouldn't appear in the menu list the next time you'd load the ROM since it wasn't used by this ROM.
•TT64 0.5.5b will list all Behaviors and Object Combos from the original game even though the loaded ROM doesn't use them.
•Changing the text of a parameter label wont cause the yellow pop-up menu to switch to the parameter.
•Camera and move controls are now disabled when not in 0x24, 0x42 or 0x43 object mode, as they were supposed to be.
•Yellow pop-up menu should now update correctly when pasting params.
•Pasting params should not cause script errors anymore, as it did in some contexts.
•Editing 0x22 commands now updates the objects in the 3d view and object lists.
•Yellow pop-up menu for Destination Warp ID will update correctly while changing the destination level to reflect which warps are available there.
•Maximizing before the ROM is first loaded shouldn't cause an error anymore.
•Unnamed Behavior params won't show as "B. Param: B. Param" in the pop-up menu header.
•Yellow pop-up menu should now update correctly when reverting objects.
•Rotating in "relative" mode would cause a script error. Rotation with the widget is now only done in absolute mode. The "relative" and "absolute" options will only affect the move object widget.
•Reverting a 0x43 object that has a rotation parameter should now revert the rotation value, as expected.
•Reverting commands other than 0x24, 0x42 and 0x43 will only revert commands of the current command type.
•Sorting in the yellow pop-menu would fail in some context. It should now work correctly.
•When changing a coordinate value manually, or when pasting coordinates, the camera should now follow the object as expected, when in Orbit Camera mode or when the "Follow Selection" option is checked.
•In some cases, every item in the yellow pop-menu would become underlined. This shouldn't happen in this version.
•Exporting grayscale textures would cause the alpha mask to get inverted, and the gray depth would be severely reduced. This is fixed.
•The Export To Folder button in the Texture Importer/Exporter should now work as expected.
•Mario Colors interface had a few glitches that are now fixed.

New features and improvements in 0.5b:

•Updated to Macromedia/Adobe Director MX 2004 10.1.1 (from 10.0) which reduced the size of the program by almost 50%!
•The update to 10.1.1 might also fix a few "crashing" bugs and some other issues.
•New feature to set Mario's size.
•A checkbox to force the high polygon Mario model to be used all the time.

Bug Fixes in 0.5b:

•Fixed a bug that caused a script error "#loch" when quitting.
•Fixed the "#forecolor" script error bug that would happen in certain circumstances when the ROM couldn't be open.
•The texture editor should now work correctly, it was broken in 0.4b, causing certain textures to be wrongly imported as 32x32.
•Also in the texture editor, saving the texture to ROM shouldn't cause a script error anymore.
•Reverting a texture from ROM should now update the thumbnail grid accordingly.

New features and improvements in 0.4b:

•TT64 can now display the collision map.
•The object list and pop-up menu can now be sorted by alphabetical order.
•New interface layout brings the positioning widgets closer to the middle of the screen.
•The little menu icons in the parameter bar light up when selecting.
•Better lighting in software renderer.
•Simpler object list, with an option to show the extra info found in previous versions.
•Auto-open default pop-up menus when selecting objects.
•Now uses the checksum to ensure the ROM is valid (can be disabled).
•Themes, if you get an overdose of glossiness, you can turn it off. Four themes are available.
•Some fixes and changes in the description labels.

Bug Fixes in 0.4b:

•TT64 will no longer generate a script error when activating the wireframe mode in areas greater than 1.
•You can now Quit TT64 using the standard close box.
•Zooming with the camera widget now works correctly when the "Follow Selection" option is checked.
•The pop-up menu won't close when opening another menu.
•Fixed a bug where the 3d view would get incorrectly sized if the window was resized when the level menu was open.
•No more script errors when clicking on the empty part of the area selector.
•When pasting params, the object list and pop-up menu are now correctly updated.
•If the Drop To Ground button is clicked and the camera is in Orbit mode, the camera will follow the object as expected.

Many other small bug fixes. If I forgot your pet-peeve bug, please contact me.