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This is an add-on for Mario 64 Movie Maker 3 that offers numerous tweaks, which can save time and slightly improve the quality of your SM64 machinimas.
- Make sure you have the latest version of M64MM3 installed.
- Download the latest version of the add-on. It will be in a
.zip
archive. - Extract the downloaded archive's contents1 into the root folder2 of M64MM3. If it prompts you to replace files, then do it.
- That's all.
Click here to view
Implements sm64rise's and integerbang's GameShark code that fixes the camera being zoomed out. Intended to be a shortcut so that you don't have to reenter the code every time you use a new ROM.
Replaces the normal standing animations with the Reading/C-Up animation, which does not have the potentially unwanted head rotations. Can be toggled. Intended as a shortcut.
Implements a SM64 ROM Manager tweak that removes the black bars that can be seen in SM64 and a lot of ROM Hacks.
Marked as Work-In-Progress since I'm not completely sure if it will work everywhere with the way it's currently implemented. It did work for me perfectly fine any time I tried to use it.
Implements a simple GameShark code that removes Mario's shadow. Most likely won't work on custom models. Intended as a shortcut.
Implements a SM64 ROM Manager tweak that fixes the smoke texture being mistakingly set to be RGBA163 instead of IA164.
Straight-up erases textures, turning them into blank, completely transparent images. Right now supports removing shadows, dust, sparkles, bubbles, water effects, and water splashes.
Implements SM64 Save State Fixer, which fixes the textures being black in older ROM hacks when using newer graphics plugins like GLideN64.
Allows you to change the stars' models from collected to uncollected and vice versa. You need to pause the game before using it, otherwise it's likely to crash SM64.
Since ROM hacks often have different RAM addresses for storing these models, Tiny-Huge Tweaks allows you to add your own addresses for the star models in different ROM hacks (see TinyHugeTweaks/starAddresses.config
). You can find these addresses by using a tool like STROOP (I recommend using Mupen64 with that).
Implements a GameShark code that makes Mario's body invisible, but in a way that allows you to toggle it for each body part.
Marked as Work-In-Progress, because it doesn't support other body states (open hands, Wing Cap's wings, Metal Mario etc.), custom models, and LOD Mario models right now.
Click here to view
- Visual Studio 2022.
- M64MM3's repository in a folder called
M64MM
outside of where this repository is.- Example: if the
.sln
for BodyStates is inC:/projects/TinyHugeTweaks/TinyHugeTweaks.sln
, the whole M64MM3 repository must be inC:/projects/M64MM
.
- Example: if the
- If you're on Windows, then, before extracting the archives, make sure to right-click the archive, open Properties and see if you have an Unblock checkbox. If you do, tick it and press Apply. If you don't do this and the archive(s) remain blocked, you may run into issues.
- Depending on the circumstances, you may have to do the following: go to Menu > Tools > NuGet Package Manager > Package Manager Console and enter
Install-Package HtmlRenderer.WinForms
. After that, go to Menu > Project > Manage NuGet Packages…, and make sure that bothHtmlRenderer.Core
andHtmlRenderer.WinForms
are up-to-date.
- GlitchyPSI (his website) — a lot of help with how to make an add-on.
- This add-on is also based on XStudio MiNi, which is made by him.
- ToxicBalloonKid (YouTube) — icon for the add-on.
- LiquoricePie (Bluesky) — alternative add-on icon (hold Shift in the About window).
Credit is highly appreciated, but completely optional!
Footnotes
-
That means all the contents, including the
deps
folder. If it crashes when opening the About window, make sure that you haveHtmlRenderer.dll
andHtmlRenderer.WinForms.dll
in M64MM'sdeps
folder. ↩ -
That's the same folder where
M64MM.exe
is located. ↩ -
RGBA16 is a texture format where each pixel takes up sixteen bits (two bytes): one bit is used for the transparency (you can either have it opaque or fully transparent), while red, green, and blue use five bits each. ↩
-
IA16 is a texture format where each pixel takes up sixteen bits (two bytes): the first eight bits are used for grayscale intensity, and the other eight are for transparency (allowing partial transparency, unlike RGBA16). ↩