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12-16-17 07:22:15 PM

Jul - SM64 Hacking - Super Mario 64: The Missing Stars RELEASED! (Download link on first post) New poll - New thread - New reply
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GhostMaster3000
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Posted on 10-06-08 10:23:37 PM Link | Quote
I could help with the water because I had a lot of practice on it (See the water hex hacking thread). Also, I can help with vertex hacking to make islands with a water level. We could call it "The Barron Islands" or something like that.
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Posted on 10-06-08 11:11:42 PM (last edited by Blaster at 10-06-08 11:12 PM) Link | Quote
Originally posted by messiaen
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.

I think I need to make this clearer. When you say "adding new textures", does that mean you could have a level, for example, which has three blocks, which are the same shape and size, that all use different textures, and then you add a new texture so that means you could have four blocks, the same shape and size, but are all using a different texture, on the level, simultaneously?

If so, is this something you can do in the new base patch because as far as I know, in the current version of Platform Battlefield, you are limited to using the same amount of textures which are used by the platforms in the first two levels unless you modify the rom with a hex editor.
messiaen
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Posted on 10-06-08 11:42:27 PM Link | Quote
GhostMaster3000: That's a great idea! I looked at some 'water' functions a while ago so I can probably help with the water polygons. Perhaps a good option would be to have the entire Flatworld area "flooded" and build islands with the blocks. That would be a great setting for moving platforms with custom trajectories (ie, a simple canoe).

Blaster: Let me clarify. You'll still be restricted to 3 copies of each block with different textures, but I can make so that if you change one texture it won't affect other blocks which use the same texture. This way, you can have a lot of different textures on the level.

If it's really needed, I can make an extra copy of some of the blocks, but that will be done on a later stage, when levels are almost ready. In the beggining, I would like everybody to work with the restrictions of the patch and trying to get the most of it to create interesting gameplay.
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Posted on 10-06-08 11:58:58 PM Link | Quote
Originally posted by messiaen

Blaster: Let me clarify. You'll still be restricted to 3 copies of each block with different textures, but I can make so that if you change one texture it won't affect other blocks which use the same texture. This way, you can have a lot of different textures on the level.

If it's really needed, I can make an extra copy of some of the blocks, but that will be done on a later stage, when levels are almost ready. In the beggining, I would like everybody to work with the restrictions of the patch and trying to get the most of it to create interesting gameplay.

Oh, I get it now. Thanks for clarifying.
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Posted on 10-07-08 10:29:15 AM Link | Quote
Ok, here is the base patch! I changed my mind and decided to implement the automatic "collision distance" setting later, after more tests. It is basically Platform Battlefield v0.4, but now objects are visible all the time without slowing the game and the solidity for objects is reduced to three basic behaviors, instead of one behavior per object:

- "Universal Solidity": use it in any custom object and the right collision will be chosen.
- "Universal Solidity for bigger objects": same as above, but needed for the "huge" and "mushroom" platforms. I think the "rolling log" doesn't need it, but that has to be tested. Later on this behavior won't be needed.
- "Universal Solidity (enemies can walk on it)": can be used on any custom model. Used sparingly because this still can slowdown the level. I recommended this to be the last thing to do in your level.

The only working level is Bob-omb Battlefield, and there are two separate patches, one for the "flat" terrain and the other one for an empty terrain with "death at the bottom". There are 300+ objects available, however you can only use about 150 in the same act, but of course you can experiment with these limits.

Another major feature is that with the new solidity system you can assign whatever behavior you want to the custom objects and the game won't crash. Here is list of behaviors that will work 100% with the custom objects. Ignore the first line which says that the collision must be updated, this is handled automatically.

Here is a few guidelines for those who want to try a level. Read these carefully:

- You may post screenshots at this thread. Make sure they show the best of your level.
- When you finish (or get close to finish) your level with at least 5 stars, you can submit a link to me through a private message. I'll evaluate it and if it's good enough it may get in the hack. If it's not, I can give advices where to improve. Take your time to finish things right, we aren't in a hurry. I won't consider levels submitted before a week from now.
- Change the textures, either get something from another level or do your own.
- Keep the difficulty balanced and avoid extreme jumps. If you want a difficult act, coins works well to indicate the best place to jump or secret areas.
- Experiment with behaviors, but avoid glitchy stuff.
- There is no need to use the entire Flatworld area.
- Test your level. A lot. When it's done, play all acts in a row at least two times and see what can be improved.

That's basically it. In this stage, I'm interested to see how far each one can use the potential of this patch, while still being restricted by its initial features (but if you know how to, feel free to expand it). After we have candidate levels, we can try all sort of tweaks, including some custom ASM.

I will begin porting Celux "Secret Woods" to the new behavior system.

Download Link.
IMPORTANT: You must enable the "Disable CRC check (expert)" in the Preferences of Toad's Tool 64 otherwise it won't load. If you are using Toad's Tool 0.5.98b, you'll have to delete the M64GeometryDataFlat.m64 file.
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Posted on 10-07-08 11:53:12 AM Link | Quote
Thanks for the new version messiaen!
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Posted on 10-07-08 09:23:28 PM (last edited by messiaen at 10-07-08 09:25 PM) Link | Quote
Try and see if behaviors are working ok, some of them might need a few adjustments.

Some behaviors still use hardcoded collision settings and may crash, I recommend using my list as a guide but don't fell limited to it when experimenting with behaviors.

I'm thinking about starting the game inside Mario or Toad's house. From there, you'll have to wonder a while and talk to some NPCs before getting a task assigned. So, feel free to try "inside" areas, such as houses, tunnels, mazes, etc.

If anyone wants to share good textures, feel free to do it.
GhostMaster3000
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Posted on 10-07-08 09:55:32 PM Link | Quote
OK, I have a plan for my level, I am going to flood flatworld and make some islands on it. Then I am going to create some sort of beach house or surf shack or something like that. If possable I would make a door leading inside the shack. One of the stars could be "Red Coins Underwater". That's all I got For now, hoping to post some screens soon and a PPF Patch.
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Posted on 10-08-08 08:47:17 AM (last edited by messiaen at 10-08-08 08:53 AM) Link | Quote
Right, that seems cool. With some of the "slopes" you can make some sort of beach, perhaps you could use textures from the "beach part" of Tiny-Huge island. Try assigning "floating" behaviors to some platforms, I haven't tested those yet.

Play with this concept for a week (like I said, I won't even look at levels before this because I want to make sure they aren't quick jobs but polished work) and then send me a ppf patch by a PM or e-mail so I can help you with the water polygons, as it might requires some (in this case, simple) ASM work.

Looking forward to see your progress!
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Posted on 10-08-08 05:16:51 PM Link | Quote
I don't mind joining in. I dont know what I can do other than ideas, as my romhacking isn't really good since I stopped for about a year because of school. My friend is good with textures so if its Ok with you if he joins too I'll ask him.
messiaen
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Posted on 10-08-08 07:04:46 PM Link | Quote
The condition to join is to produce a nice level with the base patch.

Here is a video of an indoor area, which could be Mario's house. There is still a lot of work with textures, but just so you can see how the camera works in a closed setting. On some corners, it works perfectly but on others it isn't so good. I also composed a simple tune for this area, however it's not on the video yet.



To get the talking Goomba, I just used Pink Bob-omb behaviors and changed the animation pointer (see the animation thread). There isn't a background because at first it would be a pure indoor area, but afterwards I decided to add an outside area. I guess there could be a main "city" level, with individual areas (actually, levels without the select act screen) such as this one I'm working on. I can post a guide on how to work (swap or disable) backgrounds.

I haven't tested yet the collision type from Hazy Mazy Cave, perhaps it could be of help.

Hint: Most blocks have simple proportions (ie, 1000 x 1000, 2000 x 2000, 500 x 500). For the "Slopes", usually heights are multiples of 150. To build this level, I first selected a bunch of objects, configured the combo, and them set all of them to the same start position. After this, I just selected each and added X + 1000, X + 2000, X + 3000 and afterwards Z + 1000, Z + 2000, Z + 3000, etc.

Celux, I'm finishing converting your "Secret Woods" level. Fell free to work on another level, I'm really looking forward to see what can you do.
wwwarea
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Posted on 10-08-08 07:47:40 PM Link | Quote
Pretty cool messiaen. Hmm you could make a level in the main castle to make like a beta castle room. Just like in the beta game of super mario 64.

messiaen
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Posted on 10-08-08 08:03:47 PM Link | Quote
There won't be a main castle, the idea is to make a hack from scratch. In the base patch (link a few messages ago) you can't go to the Castle Grounds, and mostly levels will probably crash after a while because all behaviors are modified to the 'new' solidity system.

Also, someone asked this in a PM and since this is important I will reply here: the hack won't use hi-res textures. Some emulators doesn't support the plug-in needed to do this and I hate the idea of having to install/configure something to play the hack, it should be simple Load ROM and play . The only exploit will be probably expanded memory, but I'm not sure to which extent its gonna be used.
wwwarea
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Posted on 10-08-08 08:27:07 PM Link | Quote
Oh. Hmm you mean just making custom objects in the castle? that wont work? Or just making it flat?
Stevoisiak
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Posted on 10-08-08 08:29:33 PM Link | Quote
You should also add a few 1 star levels to the hack. You know, as bonuses.
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Posted on 10-08-08 08:54:10 PM Link | Quote
If you guys want I could help out with textures sometime... usually when I'm on the computer I feel like I'm wasting my time anyways. And since graphics are more my area in any ROM hacking (I cannot design levels or code at all), I don't think it would be too hard for me to pitch in.
messiaen
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Posted on 10-09-08 09:34:47 AM (last edited by messiaen at 10-09-08 10:55 AM) Link | Quote
I could use some help with textures, it's hard finding good grass/wood/floors/ceiling 32x32 textures.

Something I realized bulding this area is that I need more copies of the "Flat Plaform" in the base patch. This specific block has perfect texture coordinates, so it's important to have more than a copy of it. I guess I'll also need to fix texture coordinates for the "huge platform", it's a very important build block so it should look better.

Stevoisiak: I like very much the idea of 'minigame' bonuses - such as the one Celux did - and I'm experimenting with a simple one which will probably use a fixed camera . Why don't you try building a one level star/bonus/minigame? I appreciate your ideas but I also would like to see something concrete coming from you, because if I don't get enough people to help on level design this hack won't work.

Edit: Another screenshot from the same area.



Mushrooms can be scaled and used for decorative purposes. The second shows one possibility (inspired on Super mario RPG) for connecting main "city areas". There's a warp in the end of the path, and the signpost says "This way to main city". This is one cool trick: give a different texture to model h34, assign the "Static and not solid" behavior, then place it somewhere in the terrain. It's height is 100, so place it at Y = -97 and it will override the ground texture.
Stevoisiak
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Posted on 10-09-08 02:44:45 PM (last edited by Stevoisiak at 10-09-08 03:17 PM) Link | Quote
I'll try to hack the game. I've never really done any real level design yet, just a little goofing around.. I'm better with planning and ideas, but I'll give it a shot. Hey, do you think you could rip a few pieces from Princesses secret Slide and the slide on Tall Tall Mountain for me? I'd like to try and do something with that.

Edit: I got your patch that you wanted us to use, and there are 2 of them. Which one do I use? You should have a readme included.
messiaen
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Posted on 10-09-08 03:26:36 PM Link | Quote
Sorry, it's pretty much impossible to do that, these are complex models.

As stated before, the idea is to work with the limitations of the patch and learn more about what kind of problems may happen on an extensive Mario 64 hack.

If you want to try something simpler, make a "intermediate" area, such as a tunnel of some sort, or some "dark forest area". My idea is that before reaching the levels, you must travel some intermediate areas, and if you explore them well you may find interesting stuff, such as the minigames.
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Posted on 10-09-08 03:36:59 PM Link | Quote
Originally posted by messiaen
Sorry, it's pretty much impossible to do that, these are complex models.

As stated before, the idea is to work with the limitations of the patch and learn more about what kind of problems may happen on an extensive Mario 64 hack.

If you want to try something simpler, make a "intermediate" area, such as a tunnel of some sort, or some "dark forest area". My idea is that before reaching the levels, you must travel some intermediate areas, and if you explore them well you may find interesting stuff, such as the minigames.

Well, I didn't just mean mini games, there are other secret stars you can get. I think I'll try making an obsicle course. Maybe it can be a race with koopa through an obsicle course! I'll try to make due with what I have, but once again, I'm a complete noob with using TT. Heck, untill I got my new PC, I had to use TT on the school PC's! And I haven't touched TT in maybe 6 or 7 months! Hopefully I'll get used to it. Also, you never said which patch to use.
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Jul - SM64 Hacking - Super Mario 64: The Missing Stars RELEASED! (Download link on first post) New poll - New thread - New reply




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