| messiaen Catgirl Level: 68 Posts: 30/1085 EXP: 2594029 For next: 134771 Since: 11-20-07 Since last post: 8.1 years Last activity: 7.2 years |
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| ----------------------------------------------- EXPERIMENTAL PLATFORM BATTLEFIELD V0.4 ----------------------------------------------- This patch adds a bunch of custom/imported objects to Flatworld Battlefield. Each custom model has a respective collision behavior, so you can move and replicate it as a 0x24 object. Enemies won't be able walk on most objects, unless you manually edit the behaviors. There are two templates to start from: the Bob-omb Battlefield level is replaced with the Flatworld terrain and Whomp's Fortress is replaced with an empty terrain with a "death at the bottom" feature. When you first enter the level, you'll see all the custom blocks available. These don't constitute a level, but are there so that Toad's Tool 64 can detect the new behaviors and create appropriate Object Combos. Be sure to explore all the objects available in the level. IMPORTANT: My recommendation is to use this patch on a second copy of TT64. You *MUST* delete the M64GeometryDataFlat.M64 file from your TT64 folder before opening the patched ROM for the first time in order to force the polygon decoding process, otherwise you won't see the custom objects/terrain. This file is used only on Flatworld-enabled ROMs. To add the descriptions, replace the descriptions (.txt) files in your TT64 folder with the ones included in this package. The patch is to be applied on an extended Mario 64 ROM, without Flatworld Enabled. There's a separate patch if you have extended your ROM with the MAC Version of VL-Tone's Rom Extender. PS: You can make enemies detect an object's collision by adding "0E 43 4B FF" to its behavior. Use this with caution, because it *WILL* slowdown your level. Download Link. Patch to an extended Super Mario! (U).z64 ROM, without Flatworld enabled. Video for v0.4!. --- Old release for 0.3 --- ----------------------------------------------- EXPERIMENTAL PLATFORM BATTLEFIELD V0.3 ----------------------------------------------- This patch is an "improved" version of Flatworld and hopefully you'll be able to create simple custom levels with it. Besides all the usual features from Flatworld, there are a lot of custom models which can be used as platforms and/or terrain modifiers plus a few other goodies. Each custom model has a respective collision behavior, so you can move and replicate it as a 0x24 object. There are two templates to start from: the Bob-omb Battlefield level is replaced with the Flatworld terrain and Whomp's Fortress is replaced with an empty terrain with a "death at the bottom" feature. When you first enter the level, you'll see all the custom blocks available. These don't constitute a level, but are there so that Toad's Tool 64 can detect the new behaviors and create appropriate Object Combos. Be sure to explore all the objects available in the level, I have included a few things such as the Green Pipe, the Spiky Tree and Castle door. IMPORTANT: You *MUST* delete the M64GeometryDataFlat.M64 file from your TT64 folder before opening the patched ROM for the first time in order to force the polygon decoding process, otherwise you won't see the custom objects/terrain. This file is used only on Flatworld-enabled ROMs, so don't worry if you have another projects on a regular extended ROM. For more information, read the readme.txt, models.txt and behaviors.txt files in the package. All numbers are in hexadecimal format. ** IF YOU USE THIS IN YOUR HACK/MOD/VIDEO, PLEASE GIVE THE APPROPRIATE CREDITS ** Here is an old video showing some of the custom models: <object width="425" height="350"> <embed src="http://www.youtube.com/v/WeK4cI4DedA" type="application/x-shockwave-flash" width="425" height="350"> </embed> </object> (The modified chomps aren't included and the 'lava' collision at the bottom was just an experiment). Features of v0.3 ----------------- - Two modified levels: Bob-Omb Battlefield (flat terrain) and Whomp's Fortress (empty terrain). - 17 Custom Models: there are three basic kinds of "blocks", each one available in three textures. There is also a "hanging object" and a wire box, which will work with any transparent texture. - Custom models have maximum drawing/disappear distances (experimental) and enemies will detect its collision. - New available objects: Tilting Bridge from Bob-Omb, Spiky Tree, Castle Door and Green Pipe. - Solidity behavior for the Green Pipe (without warp action) in two scalings presets (100% and 200%). The original warp pipe behavior is not modified, so you may still use it. Known Bugs and limitations ----------------------------- - TT64 may display wrong colors for some of the custom models (won't happen ingame). [fixed for v0.4] - Drawing distance/disappear settings may cause slowdowns. If you want a specific act with many enemies, try to disable some of the objects for that act. Remember, you can make the level absolutely modular! - The patch may not work on a ROM extended by the Mac version of ROM Extender. - Texture coordinates are far from perfect but much better than the last version . - Model 48 (the Tilting Bridge from Bob-omb) is misnamed as "Grills Door Half" (probably an easy fix). [fixed for v0.4] - Whomp's do not work correctly on the custom models. Download Link. Patch to an extended Super Mario! (U).z64 ROM, without Flatworld enabled. --- Old release for v0.2 and Slide Battlefield --- This is a simple 1-act platform level built from Flatworld Battlefield. All the level geometry is built from 0x24 objects with feature custom models and moveable collision data. It is 100% compatible with Toad's Tool, so you can change the level design or even start one from scratch. The only thing you have to do is erase the M64GeometryDataFlat.m64 file from your TT64 folder, in order to force the polygon decoding process. If you want, make a backup of Toad's Tool before this. Also, inside TT64, enable "culling" for correct visualisation. ![]() Download PPF Patch for Super Mario 64! (U) extended ROM, without Flatworld enabled. There are 3 custom models in this level. Here are the model IDs and theirs respective collision behaviors: ID/Behav - 54 / 56BC ID/Behav - 65 / 56E0 ID/Behav - 6A / 5704 Behavior bank is at 0x011B0000. Edit: A bonus! This is Slide Battlefield! No savestates allowed! ![]() Download PPF Patch Download UPS Patch Slide Battlefield video <object width="425" height="350"> <embed src="http://www.youtube.com/v/htNM9i_aL-w" type="application/x-shockwave-flash" width="425" height="350"> </embed> </object> |
























. Probably texture editing, or on last resource I may even use some space fom the 0x07 bank for extra textures. Since the level terrain/collision data will be vey simple compared to actual levels, space won't probably be an issue.
