Register - Login
Views: 87833922
Main - Memberlist - Active users - Calendar - Wiki - IRC Chat - Online users
Ranks - Rules/FAQ - JCS - Stats - Latest Posts - Color Chart - Smilies
12-15-17 12:29:37 AM

Jul - SM64 Hacking - Super Mario 64: The Missing Stars RELEASED! (Download link on first post) New poll - New thread - New reply
Pages: 1 2 3 4 5 6 7 8 9 10 ... 18 19 20 21 22 23 24 25 26 27Next newer thread | Next older thread
messiaen
Catgirl
Level: 64


Posts: 280/1085
EXP: 2167293
For next: 46804

Since: 11-20-07


Since last post: 3.0 years
Last activity: 2.0 years

Posted on 10-04-08 08:22:33 PM (last edited by messiaen at 05-03-09 05:02 PM) Link | Quote
This is the first ever "complete" Mario 64 hack:

Main Features:
--------------

- 38 stars in about 10 levels
- A Day/night cycle replacing (most) act selectors
- Choose to play as Mario or Luigi
- Modified enemies, objects and bosses (too many to list!)
- Custom music, including one original song (the town "night" music).
- A new final boss fight

Those people have also contributed to this hack:

hanks to the people who have contributed to this hack:

Celux - Secret Woods level and major help on [the] underground area.
RDX - Some music ports made with mml2m64
VL-Tone - Luigi model, as available from TT64 v0.5.9 onwards.
ZZT32 - a pretty cool guy who helped me working with MIPS-GCC.
Darkdata - Title screen background and name suggestion.
Stevoisiak - Beta testing some early versions and suggesting some nice improvements
Kostecki - Correcting some text.

Trailer (a bit oudated):



Download at The Missing Stars v1.0b
Celux

Red Cheep-cheep
Level: 31


Posts: 7/202
EXP: 166691
For next: 18672

Since: 09-21-08


Since last post: 2.0 years
Last activity: 1.0 years

Posted on 10-04-08 10:29:26 PM (last edited by Celux at 12-09-14 05:27:32 AM) Link | Quote
Sounds good, Ill try my best to get any work done you ask of me!
Deleted User
Original user deleted
Level: NaN


Posts: 72/-8234
EXP: NaN
For next: 0

Since: 07-26-07


Since last post: 10.0 years
Last activity: 7.0 years

Posted on 10-04-08 10:56:19 PM (last edited by Blaster at 10-17-08 09:51 PM) Link | Quote
Yes, I like the sound of this. I will help !
Edit: Does anyone like the idea of recreating levels from other games? It would probably be possible to port block fort from Mario Kart 64. Another thing is, if we create a new hub, where are we going to put it? Castle grounds?

I think using different textures for the platforms would be good for different themed levels but then we would have to split the mod into parts for multiple themes unless Messian has a solution.

Edit 2: Actually, I don't think there are enough textured blocks to make the four colored forts, it would probably be best if it was made one color, that's if we decide we will make a block fort level (or if you guys want, I can make it myself) If you guys like the idea, and you want it to be made, say so and I will start working on it.

Edit 3: How about a new snow level? I could use textures on the platforms taken from the snow levels, but I don't know how to change object banks, so I would have to use the Platform Battlefield objects, maybe Messiaen could help with that.

Edit 4: How about a cave level? I wouldn't need really need any help with that, however it would be good to be able to use a lot of enemies from Hazy Maze Cave. It may require a lot of platforms and could potentialy slow the game down, but it will probably be alright. I would try to use the bigger platforms for the walls, ground and ceiling.

Edit 5: Some more ideas for levels: island, castle, fort, space station, outer space, desert, lava level.
messiaen
Catgirl
Level: 64


Posts: 282/1085
EXP: 2167293
For next: 46804

Since: 11-20-07


Since last post: 3.0 years
Last activity: 2.0 years

Posted on 10-05-08 02:12:34 AM Link | Quote
Celux: I would LOVE to incorporate the level you posted at the Screenshots/mods thread at this hack. What do you think about it? Also, your "jump" minigame could also be used, but with a timer so that if you survive for enough time you'll get a star.

Blaster: Textures won't be a problem, it's easy to customize them and even add more if needed for a level. Themes for levels will depend on how many levels and the storyline. I want to keep it simple (not so many themes) so this can be short but polished. I really like the cave idea, it might work well with the platforms.
Deleted User
Original user deleted
Level: NaN


Posts: 74/-8234
EXP: NaN
For next: 0

Since: 07-26-07


Since last post: 10.0 years
Last activity: 7.0 years

Posted on 10-05-08 02:17:19 AM Link | Quote
Originally posted by messiaen
I really like the cave idea, it might work well with the platforms.

Okay, do you want me to start working on it?
messiaen
Catgirl
Level: 64


Posts: 283/1085
EXP: 2167293
For next: 46804

Since: 11-20-07


Since last post: 3.0 years
Last activity: 2.0 years

Posted on 10-05-08 02:29:34 AM Link | Quote
You can start experimenting a few things, however I still need to release a better base patch (an improved version of Platform Battlefield) with the new collision settings as well as the "universal" solid behaviors. When that's released, people can work on individual levels and I'll integrate then to the main hack.

Remember you don't have to use the entire Flatworld area, the main terrain can be set to a smaller size.

A cave would be a very interesting place for some "quest" related stuff. I want to introduce some RPG elements, things such as "find Toad in the cave" and he will give you a key that unlocks some level.
Me-me
340
Level: 39


Posts: 31/341
EXP: 387390
For next: 17381

Since: 08-05-07


Since last post: 5.0 years
Last activity: 3.0 years

Posted on 10-05-08 01:32:46 PM (last edited by Me-me at 10-05-08 01:33 PM) Link | Quote
Making a cave level is not a very good idea... You would spend too much time to get mad because of the hard-coded camera movements that almost always interrupts you.

In those cases the camera won't obey you or the camera'll move out of the cave so you see the whole level.
messiaen
Catgirl
Level: 64


Posts: 284/1085
EXP: 2167293
For next: 46804

Since: 11-20-07


Since last post: 3.0 years
Last activity: 2.0 years

Posted on 10-05-08 03:00:21 PM Link | Quote
That could be a problem, however Celux was quite sucessfull in the "cave part" of his "Star Legend" mod. If you leave enough space between walls the camera can adjust in a good pace, so I think the concept might work.

Stevoisiak
Member
Level: 36


Posts: 114/283
EXP: 288615
For next: 19495

Since: 11-22-07
From: New York, Long Island

Since last post: 7.0 years
Last activity: 1.0 years

Posted on 10-05-08 03:47:55 PM Link | Quote
Originally posted by messiaen
That could be a problem, however Celux was quite sucessfull in the "cave part" of his "Star Legend" mod. If you leave enough space between walls the camera can adjust in a good pace, so I think the concept might work.



Star ledgend? What hack is that? Also, if you made the level arranged in such a way so the automatic camera would complement the level, it'd be fine.
VL-Tone
Member
Super Mario 64 forum moderator
Level: 51


Posts: 283/621
EXP: 953103
For next: 60835

Since: 07-27-07
From: Montreal, Canada

Since last post: 108 days
Last activity: 77 days

Posted on 10-05-08 06:33:42 PM Link | Quote
There are some areas in Hazy Maze Cave where the collision type on the floor triggers a special camera mode that's ideal for narrow passages. (The tunnel leading to the chrome water puddle).
Stevoisiak
Member
Level: 36


Posts: 115/283
EXP: 288615
For next: 19495

Since: 11-22-07
From: New York, Long Island

Since last post: 7.0 years
Last activity: 1.0 years

Posted on 10-05-08 07:22:42 PM Link | Quote
Originally posted by VL-Tone
There are some areas in Hazy Maze Cave where the collision type on the floor triggers a special camera mode that's ideal for narrow passages. (The tunnel leading to the chrome water puddle).

Really? I didn't know that. Why didn't you bring that up earlier? That's amazing! Maybe there IS a way to modify the camera WITHOUT changing the hard coded stuff.
messiaen
Catgirl
Level: 64


Posts: 286/1085
EXP: 2167293
For next: 46804

Since: 11-20-07


Since last post: 3.0 years
Last activity: 2.0 years

Posted on 10-05-08 08:35:32 PM Link | Quote
VL-Tone posted a list of collision commands on another thread, however these camera moves are a bit limited.
The "Star Legend" mod is on the Screenshots/mods thread, be sure to play it, it's great!

I'm finishing some ASM stuff to get a very simple behavior interface: one master solid behavior which won't require any kind of manual tweaks to work properly. With this, it will be easy to assign different actions to the platforms with minimal changes. This feature will be in the "base patch" I'll release soon.
Celux

Red Cheep-cheep
Level: 31


Posts: 8/202
EXP: 166691
For next: 18672

Since: 09-21-08


Since last post: 2.0 years
Last activity: 1.0 years

Posted on 10-05-08 09:29:02 PM (last edited by Celux at 12-09-14 05:29:02 AM) Link | Quote
I'm very happy about all the positive feedback for my mod! I don't see any reason why you shouldn't include my Secret Woods level, nor the DDR one, in fact it sounds like a pretty good idea to me. I have actually made a minor update to the DDR mod which I have not posted, seeing as how "minor" it is, just making Mario visible and a couple of other small details.
messiaen
Catgirl
Level: 64


Posts: 287/1085
EXP: 2167293
For next: 46804

Since: 11-20-07


Since last post: 3.0 years
Last activity: 2.0 years

Posted on 10-06-08 11:10:58 AM (last edited by messiaen at 10-06-08 11:18 AM) Link | Quote
Great! So, that's already 3 levels:

- Celux: "Secret Woods" (name will probably depend on storyline, but I like this one).
- Messiaen: "Flat Lava Land" (again, this is a temporary name).
- Blaster: "Cave level"

Probably another level with the same setting as "secret woods" would be interesting, for stars that will require you to complete tasks in more than one level.

For the new hub to launch levels (maybe acessible by pipes?), what about some sort of "city" with Bob-ombs, Goombas and all kind of enemies you can talk to? Like I said before, It would be cool to add some sort of RPG feeling to the game. For instance, the underground level could be some dirty "plumber work" .

I'm finishing the base patch, it will basically use two behaviors: "solid" and "solid which enemies can walk on" (experimental), as well as some "action" behaviors (rotate, lift, etc). It will only have the Bob-omb level modified with my improved Platform Battlefield. Textures and other features can be tweaked (ie, changing textures for a few blocks or adding new ones) depending on the needs of a specific level.

With that released, anyone who can provide good levels from this patch can join in. I'll try to release the base patch as soon as I can. It will use Expansion Pak memory, but for now only for custom code, not for level data. Also, instead of 150 objects it will have room for about 300 objects to get more variety on different acts. Keep in mind that only about 150 can be used at the same act, otherwise the level may crash.
Deleted User
Original user deleted
Level: NaN


Posts: 78/-8234
EXP: NaN
For next: 0

Since: 07-26-07


Since last post: 10.0 years
Last activity: 7.0 years

Posted on 10-06-08 11:39:28 AM (last edited by Blaster at 10-06-08 12:02 PM) Link | Quote
Originally posted by messiaen
It will only have the Bob-omb level modified with my improved Platform Battlefield. Textures and other features can be tweaked (ie, changing textures for a few blocks or adding new ones) depending on the needs of a specific level.

So, you are taking the Whomp's Fortress canvas out? If so, is there any reason why? I prefer to build my levels without the Flatworld terrain. Also, how will it be possible to add new textures for blocks? Will this require hex editing?

When you say you can add new textures, do you actually mean adding a new type of block with a new texture or do you mean replacing an existing texture used by the normal blocks with a new texture, or another one from the game?
messiaen
Catgirl
Level: 64


Posts: 288/1085
EXP: 2167293
For next: 46804

Since: 11-20-07


Since last post: 3.0 years
Last activity: 2.0 years

Posted on 10-06-08 01:00:52 PM Link | Quote
I'm taking out Whomp Fortress because it will be easier for me to manage just one level and then join everything in a final ROM. However, depending on individual needs I can do all sort of tweaks, for instance getting out the Flatworld terrain or setting a smaller area. These are quick changes and take less time to me than copying all the data I've modified also to Whomp's Fortress.

Regarding textures, it's possible either changing textures for one specific block and adding new textures. There are a lot of Bob-omb's Battlefield textures which are unused (in the patch) and can be modified, so most likely it won't be necessary to add new textures. Also, I've set the ground texture to a different one than the used by the "grass" platforms, so it's possible to change it without affecting other blocks.
Stevoisiak
Member
Level: 36


Posts: 116/283
EXP: 288615
For next: 19495

Since: 11-22-07
From: New York, Long Island

Since last post: 7.0 years
Last activity: 1.0 years

Posted on 10-06-08 04:14:03 PM Link | Quote
I like the idea of the DDR Level as being a bonus level. (Aka: Castle's secret stars)
Linkin800
User
Level: 10


Posts: 12/17
EXP: 4155
For next: 259

Since: 05-01-08


Since last post: 8.0 years
Last activity: 8.0 years

Posted on 10-06-08 05:28:50 PM Link | Quote
Hmmm I will join if you want... Ill help on custom graphics and level design if you let me help, I can't promiss you that the graphics will be really good looking but I can atleast make some that will work. Oh yea and I don't know anything about ASM so yea...
Deleted User
Original user deleted
Level: NaN


Posts: 21/-8234
EXP: NaN
For next: 0

Since: 07-26-07


Since last post: 10.0 years
Last activity: 7.0 years

Posted on 10-06-08 05:41:03 PM (last edited by Glitschen at 10-06-08 05:41 PM) Link | Quote
Anyone think a grand list of whos doing what would help organize this project a bit?
This looks like it could get a tad disorganized quickly.
messiaen
Catgirl
Level: 64


Posts: 289/1085
EXP: 2167293
For next: 46804

Since: 11-20-07


Since last post: 3.0 years
Last activity: 2.0 years

Posted on 10-06-08 08:07:25 PM Link | Quote
I still have to finish the base patch before I can start thinking about who's doing what .

When that's done, I'll post detailed guidelines for those who are truly interested. In a first moment, I'll just wait for a while to see what kind of levels people come with. Any high quality and creative work will be a candidate to get in the hack.
Pages: 1 2 3 4 5 6 7 8 9 10 ... 18 19 20 21 22 23 24 25 26 27Next newer thread | Next older thread
Jul - SM64 Hacking - Super Mario 64: The Missing Stars RELEASED! (Download link on first post) New poll - New thread - New reply




Rusted Logic

Acmlmboard - commit 2f1bc75 [2017-08-27]
©2000-2017 Acmlm, Xkeeper, Inuyasha, et al.

30 database queries, 10 query cache hits.
Query execution time: 0.144875 seconds
Script execution time: 0.015708 seconds
Total render time: 0.160583 seconds