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09-19-17 02:46:59 PM

Jul - SM64 Hacking - Flat Lethal Lava Land v0.2 Released (with sample level included!) New poll - New thread - New reply
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messiaen
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Posted on 05-31-08 12:08:20 AM (last edited by Kles at 07-18-08 12:44 PM) Link | Quote
----------------------------------------------
FLAT LETHAL LAVA LAND V0.2 - by messiaen
----------------------------------------------


This patch is an adaptation of the Flatworld concept to Lethal Lava Land, it replaces the polygons/collision from the level with a flat plane. Besides it, some objects now have individual solidity, so you can move them around and replicate them as many times as you want. To make them solid, you must select the appropriate behavior (see list below). There is also a special set of behaviors which makes the objects collision detectable by the enemies and also make them visible all the time. Use them *VERY* sparingly, because they lead to severe slowdown. The volcano uses the same kind of behavior, so be careful when using it.

There is a sample 2-star level included, so you can get an idea how to use the custom objects. Area 2 doesn't work properly, so forget about it for now.

Screenshot of the Sample Level:


Playthrough of the first star (you may want to play it first before watching the video!):



Features of v0.2:
----------------

- One "Flat" Lethal Lava Area (second area doesn't work)
- All objects from Lethal Lava Land
- Individual collision for Volcano, Platform with Arrows and Octogonal Lava Platform
- A modified "flat" version of the Platform with Arrows (Model 0B), so you can build more interesting platforms.
- Solidity/Scaling Behaviors
- Descriptions files

Solidity Behaviors:
-------------------

56E4 - Solid Platform With Arrows (model 0C)
5714 - Solid "Flat" Platform With Arrows (model 0B)
56FC - Solid Octogonal Lava Platform (model 05)
577C - Solid Volcano (Normal scaling)
5758 - Solid Volcano (300%)
572C - Solid Volcano (200%)
576C - Small Inverted Pyramid (200% scaling)

Special Behaviors (enemies can detect its collision)
------------------------------------------------

Use these sparingly, especially if you already have one or more volcanos in the level.

5790 - Octogonal Lava Platform for Enemies
57A4 - "Flat" Platform With Arrows" for Enemies
57B4 - Solid Platform With Arrows for Enemies

Download here! Patch to an extended Super Mario (U)! ROM.

*** IF YOU USE THIS ON YOUR MOD/HACK/VIDEO, PLEASE GIVE THE APPROPRIATE CREDITS ***
RomanianGirl

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Posted on 06-01-08 06:22:41 PM Link | Quote
Wow, that looks awesome! Good job, now we have a second 'flat world' nearly done!

By 'compile a list of all objects', do you mean just name them, or do you want more about hex values? I can take a screenshot of the level, and circle all the objects that don't have individual collisions... If that would help you project.
messiaen
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Posted on 06-01-08 09:31:50 PM (last edited by messiaen at 06-11-08 07:03 PM) Link | Quote
The name of the object as listed in Toad's Tool interface plus the "Model ID" is fine, but if you also copy the respective Hex Data of the 0x22 Geometry Layout for those models that would be even better.

Edit: I worked a bit on the lava collision and now it works perfectly. Since there is now some empty space in Bank 0x07, I may use it for additional 0x24 command slots or, eventually, for behaviors. I also finished the volcano collision, but when I get near it the game halts .

I am also experimenting scaling some of the platforms and changing the movement (rotating/tilting/etc) by simple behavior edits. If you remember of some type of platform movement found in other level which you think would fit a platform model in Lethal Lava Land, we could experiment with creating hybrid behaviours to add yet more variety to this.

When scaling objects, the "intensity" of the movement is not altered, so for instance if you increase too much the size of the "Tilting Inverted Pyramid" object you won`t be able to climb it, because it will turn very fast and you will fall in the lava. Hmmm, maybe with the Koopa shell ? More moderate scalings values such as 200% work very nice for this one, so that will probably be a preset scaling value for this behavior.

Using the 0x04 "jump" command, you can create many scaling behaviors using just a few bytes, so it won't be a problem to include about 3 different preset scalings for each object.

---

Yet another edit: I was checking what objects could be imported from Bowser Fire Sea. There are lot of interesting moving objects, however most of them don't use the 0x2A collision pointer I'm used to. Probably they use a hard-coded kind of collision (maybe a pointer in the ASM data?). My previous experience with this kind of object is that even if you import the polygons the game will crash if you use it on other level, probably because it can't locate the collision data.

Too bad, because these moving platforms would add a great deal of fun to the Flat Lava Land.

---

Update: I fixed the volcano problem. I really don't understand what was the problem, but moving the collision into another bank worked. I have already finished the collision for the Volcano, Octogonal Lava Platform and Platform with Arrows.

Since I don't want any kind of slowdown, I'm being very conservative regarding drawing/disappear distance. Maybe each object will feature also a special behavior with maximum distance settings, because otherwise you can't place enemies on it.
weckar
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Posted on 06-12-08 06:35:34 AM Link | Quote
I had a quick question about this: Is the level geometry completely separate form the object bank used? If so, does that also count for the lava surface? If so, would it be posible to use the CCM object bank in this? It'd be sweeet
messiaen
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Posted on 06-12-08 01:02:11 PM Link | Quote
Unfortunately, no. The bank which holds the level geometry/collision data also contains polygons/collision for some of the objects used in the level, so you can't use this space for other things. That is, unless you did some major editing, but I don't think it is worth it.

I'm not sure where are the lava polygons loaded from, but like water they aren't part of the regular level geometry.

Also, I still haven't decided what to do with the second area. Right now, I'm using the same flat terrain setting of area 1 (instead of the original inside volcano area), so that you can use another set of 0x24 objects.

I have also created a few remodeled versions of the "Platform with Arrows" for a little personal project which will be released along with the empty setting of this Flat Lethal Lava Land.
wowfunhappy
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Posted on 06-12-08 01:21:29 PM (last edited by wowfunhappy at 06-12-08 01:21 PM) Link | Quote
Originally posted by messiaen


Yet another edit: I was checking what objects could be imported from Bowser Fire Sea. There are lot of interesting moving objects, however most of them don't use the 0x2A collision pointer I'm used to. Probably they use a hard-coded kind of collision (maybe a pointer in the ASM data?). My previous experience with this kind of object is that even if you import the polygons the game will crash if you use it on other level, probably because it can't locate the collision data.


While there aren't very many, there are a few interesting platforms in Bowser's fire sea which don't use collision and aren't available in lethal lava land? Perhaps you could try making those available?
weckar
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Posted on 06-12-08 04:12:04 PM Link | Quote
I know I might be too imaginative, and I kdon't know much about this Hex editing stuff (which I regret), but still as I read what you said there, might there be a way to keep the base collision structures, and just have them act differently?

To give an example: would it be possible to take a normal piece of land you could walk on, and make it act like lava? It shouldn't be to hard to texture it like lava too, right? Hmmm... Tall Taal Mountain completely made out of lava would be sweet, no point denying that. It'd be a uber-hard course though...

well, I'm babbling, it probably isn't possible anyway :p
messiaen
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Posted on 06-12-08 05:31:51 PM (last edited by messiaen at 06-22-08 07:34 PM) Link | Quote
You're right about lava, unlike water it is a just a regular type of collision. I'm not sure if works on all kinds of terrains, as I have only tested this on Bob-Omb Battlefield.

So, it is possible to change each chunk of collisions commands to 0001 (Lava), retexture it and get a lava effect. The problem is that collision data is grouped in BIG chunks, so everything would turn into lava, making the level impossible .

A better option would be to create some kind of "lava block", so you can selectively place it as lava.

Edit: I released version 0.1 of this. Read the first post for more information and download link. If you make a level with it, don't hesitate to post screenshots/patch here .
wowfunhappy
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Posted on 07-12-08 10:39:36 AM Link | Quote
Why did you delete the file from sendspace

I know you released a new version of your platform battlefield, but I'd very much like to use flat lethal lava land...
messiaen
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Posted on 07-12-08 03:54:22 PM Link | Quote
Ops, one can't trust these free hosting servers . I can't upload it right now because I don't have the file with me, but I will do so in the next few days. If anybody has a suggestion of a good host to upload it (besides Rapidshare and Megaupload), feel free to send me a PM.
Kles

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Posted on 07-12-08 08:50:33 PM Link | Quote
I can host the file on my personal space. It shouldn't disappear any time soon. Send me a PM with a link to the file on some crummy upload site like mediafire and I'll download it and mirror it.
Stevoisiak
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Posted on 07-12-08 10:02:41 PM Link | Quote
Originally posted by Kles
I can host the file on my personal space. It shouldn't disappear any time soon. Send me a PM with a link to the file on some crummy upload site like mediafire and I'll download it and mirror it.

Mediafire aint crummy. It's the best one there is. It got awardeed as one of the "Top 100 Undiscovered Web Sites" by PC Magazine, make regestration optional, never deletes your files, and more.
BMF54123

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Posted on 07-13-08 04:44:08 AM Link | Quote
Originally posted by Stevoisiak
Mediafire aint crummy. It's the best one there is. It got awardeed as one of the "Top 100 Undiscovered Web Sites" by PC Magazine, make regestration optional, never deletes your files, and more.
I'm sure that'll change once everyone discovers it. It always does.
messiaen
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Posted on 07-17-08 03:13:49 PM Link | Quote
Here you have v0.2 with a 2-star sample level! Release is on the first post.
Kles

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Posted on 07-17-08 11:38:45 PM Link | Quote
Originally posted by Stevoisiak
Originally posted by Kles
I can host the file on my personal space. It shouldn't disappear any time soon. Send me a PM with a link to the file on some crummy upload site like mediafire and I'll download it and mirror it.

Mediafire aint crummy. It's the best one there is. It got awardeed as one of the "Top 100 Undiscovered Web Sites" by PC Magazine, make regestration optional, never deletes your files, and more.


I used it for a while. It's great until it randomly decides to not let a large amount of people not download your file!
messiaen
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Posted on 07-18-08 10:43:45 AM (last edited by messiaen at 07-18-08 03:31 PM) Link | Quote
Sorry, the last uploaded file had a stupid last-minute edit bug (an empty object enabled on a few acts) which would crash the level at a certain point, so I uploaded the corrected version.

I changed a bit my behavior approach for this release. Instead of forcing the objects to be visible all the time, I let the game handle it and created a special set of behaviors which are to be used very sparingly, only on the objects which will have enemies on it. The volcano behaviour has this setting by default, because when using the 0x32 scaling command the game engine doesn't take in account the scaling to calculate drawing distances, resulting in awkward effects.

Hope you enjoy this one!

Edit: For version v0.3, expect the possibility to add more than 100 0x24 objects in the level! After a lot of testing, I finally found a solution, I made all the 0x24 objects linear and used a "pseudo" 0x80 command at the beggining of my level script (the same as in Flatworld) to point TT64 to the new level script entry-point.
ShaDoWLaZeR
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Posted on 06-25-09 04:58:53 PM Link | Quote
Originally posted by messiaen
Download here! Patch to an extended Super Mario (U)! ROM.

*** IF YOU USE THIS ON YOUR MOD/HACK/VIDEO, PLEASE GIVE THE APPROPRIATE CREDITS ***



Hum... the link doesnt work anymore can you fix it messiaen?
uberoe
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Posted on 06-25-09 05:33:39 PM Link | Quote
you can still download it at his website
Breegullbeak
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Posted on 07-01-09 05:43:06 PM Link | Quote
I haven't dared to touch the script dump. Where would I edit to get this.
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Jul - SM64 Hacking - Flat Lethal Lava Land v0.2 Released (with sample level included!) New poll - New thread - New reply




Rusted Logic

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