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09-23-17 01:19:25 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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Me-me
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Posted on 10-15-08 04:01:39 PM Link | Quote
I long while ago when i worked on my Luigi's mansion 64 mod, i somehow erased the Peach cutscene.
The worst part is that i don't even remember what i did.
My mod is somewhere in this forum (the project is starting to die) if you want to check it out.
Kenshi
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Posted on 10-15-08 05:21:49 PM Link | Quote
Messiaen, basically you have the mario and luigi characters loaded right? Wouldn't that mean you can make it like mario 64 ds and have it so that you pick up a cap and you turn into the other character. Maybe somewhere in the rom data you can change it so that it doesn't edit him metal or wings but instead edit his polygons. Another thing is that you can make a cap that changes his geometry like makes his size a lot bigger. That would be like a mega mushroom.
wwwarea
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Posted on 10-15-08 05:33:58 PM Link | Quote
Hey, is it ok if you can release your patch the one you just made? You know when you start the game, you start in a small house. I think you know that we can make it are self but its inposseble.

I dont know how to resize the ground and put a select mario and luigi thing. I found the file but I dont know how to put it in mario 64.
Twilight
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Posted on 10-15-08 07:05:28 PM Link | Quote
I'm just announcing that I'm just now beginning to work on my swamp level. I was thinking of calling it Surreal Swamp, but I think I've decided on the name Shroom Swamp. I'll post screenshots as soon as I make a good amount of progress. With the base patch, are the castle grounds supposed to be replaced with the inside of the castle? It's weird, because I get the opening cutscene in there. With Jabo's Direct 3D 1.5 plugin, it gives errors during the cutscene. With Jabo's Direct 3D 1.6 plugin, it works just fine. Also, with the 1.5 plugin, if I use it there are graphical errors with the Platform Battlefield.
messiaen
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Posted on 10-15-08 07:41:26 PM Link | Quote
mortalkenshi2: I got both Mario/Luigi data in the ROM, and depending on your title screen option the game loads one bank or another. I tried also a ingame swap, but the game crashes for some reason (mario bank is massive, about 400k).

What I want to try later on is a "float powerup" along the lines of the SWM one. Mario can be stretched without touching in the polygon data, so I could get a similar effect.

wwwarea: the Mario/Luigi selector may be on the hack, so just wait for it . If it isn't included, I will release it as a separate patch. The house area is just a test, there are still many problems with it.

Twilight: You can't access Castle Grounds because it would crash after a while (just like it happens if you try to play another level). I left the Peach cutscene because it's fun to watch the camera intro inside the castle , but this will be removed. I can't do much about other graphical errors.

Nice that you are working on a level, and remember to use different textures/backgrounds for variety. If the result looks good, we can work on getting different objects (ie, a different set of enemies) into it.
wwwarea
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Posted on 10-15-08 07:46:20 PM Link | Quote
Oh ok. Hmm I saw a snap shot of your hack you were working on. You know the one with a map with a bunch of levels in it? Sort of looked like paper mario alittle bit. Is that going to be realease?
SecretGlitch
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Posted on 10-15-08 09:32:29 PM Link | Quote
Well, messiaen, you liked my sky cage level. I could do a level for this, if you want. Do the levels have to go by a set theme?
messiaen
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Posted on 10-15-08 09:45:10 PM (last edited by messiaen at 10-15-08 09:46 PM) Link | Quote
The "theme" is to avoid overuse of the same textures, but I'm ok with a classic platform-theme level, especially since you have done some nice work with the "Platform Battlefield" patch before.

If you want to use your "Sky Cage" level as a starting point, I can "port it" to the base patch, just send a ppf patch in a personal message. Now with the new behaviors possibility, you can do a lot of cool stuff.
SecretGlitch
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Posted on 10-15-08 10:06:09 PM Link | Quote
I thought you said there was some problem with the tilting platform, and it couldn't be ported into the new platform battlefeild. Can you make it work now?
Celux

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Posted on 10-16-08 12:40:39 AM (last edited by Celux at 12-09-14 05:33:18 AM) Link | Quote
Originally posted by messiaen
Celux: Could you send me a PPF patch of your updated "DDR" mod? I want to see how can I include it in the hack.

Sure, but first I'll have to fix a horrible glitch in the mod which I encountered. Won't take long .
messiaen
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Posted on 10-16-08 07:21:59 AM Link | Quote
SecretGlitch: Yes, now I can make it work.

Celux: OK! I'll be waiting.
AAA
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Posted on 10-16-08 09:04:46 AM Link | Quote
I have a question for messiaen:
On the file select screen, you made an option to select either Mario or Luigi. How did you store the Luigi textures in the ROM?
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Posted on 10-16-08 10:13:10 AM (last edited by Blaster at 10-16-08 10:25 AM) Link | Quote
Here are some screenshots of the new cave level I am working on. It's pretty incomplete, because I haven't been working on it much. I used the cave ground texture on the walls because the texture mapping on the walls is set to tile vertically and horizontally and the cave wall texture from Hazy Maze Cave doesn't tile vertically very well because of the dark part on the top of the texture.

images/photobucket.png#http://i408.photobucket.com/albums/pp164/Blaster777/pic1.png

images/photobucket.png#http://i408.photobucket.com/albums/pp164/Blaster777/pic2.png

images/photobucket.png#http://i408.photobucket.com/albums/pp164/Blaster777/pic3.png

images/photobucket.png#http://i408.photobucket.com/albums/pp164/Blaster777/pic4.png
messiaen
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Posted on 10-16-08 12:15:35 PM Link | Quote
Looks nice!

I uploaded a patch that enhances the "huge platform" (models 45, 46, 47) texture coordinates. Now it looks less blurred:



The file is Huge_platform_fix.ppf.

It can be applied over any of the two versions ('flat' and 'empty') of the base patch. It won't change anything you did in your level, but as a precaution always make a backup. I recommend that everyone who is working on a level to apply this patch!

Try it and send some new screenshots so we can see the difference.
Stevoisiak
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Posted on 10-16-08 05:44:20 PM Link | Quote
Originally posted by messiaen
That graphical exception error may happen anytime, it's sort of random, but it makes sense that it happens on Peach intro because it isn't supposed to happen in the "Inside Castle" level. Later on I will patch the "Skip Peach Intro" code to the ROM, I want first to look more close at what it does, it may lead to some other useful discoveries.


Actually, as I have stated a few times before, if you get an unextended rom, and use the level select cheet to go to a different level, the game will NOT get errors in Project 64.
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Posted on 10-16-08 11:32:21 PM (last edited by Blaster at 10-16-08 11:48 PM) Link | Quote
Originally posted by messiaen
Looks nice!

I uploaded a patch that enhances the "huge platform" (models 45, 46, 47) texture coordinates. Now it looks less blurred:

*Snip*

The file is Huge_platform_fix.ppf.

It can be applied over any of the two versions ('flat' and 'empty') of the base patch. It won't change anything you did in your level, but as a precaution always make a backup. I recommend that everyone who is working on a level to apply this patch!

Try it and send some new screenshots so we can see the difference.

When I applied it over my mod, it shrunk one of the faces on the huge platform. I backed up my mod though.
SecretGlitch
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Posted on 10-17-08 06:09:16 PM Link | Quote
Originally posted by Blaster

When I applied it over my mod, it shrunk one of the faces on the huge platform. I backed up my mod though.


Something like this, I assume.


messiaen
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Posted on 10-17-08 06:33:07 PM (last edited by messiaen at 10-18-08 02:37 PM) Link | Quote
Thanks for the screenshot, I probably forgot to correct some of the vertexes. I will take a look and release a fix for this soon.

I'm almost done porting your "Sky Cage" level to the base patch, but I will probably only finish it by tomorrow. I took this opportunity to get rid of the hardcoded collision used by the whole "Moving & Solid" behavior, so not only the bridge behavior can be used on other models but the other params (which result in different movement patterns) will also work.

I will send a personal message with some specific suggestions to improve your level. I think it would work nice with a more 'darker' background and some menacing music. It could be one of the last levels in the game, before you get to Bowser.

Edit: Getting rid of the hardcoded pointer for the bridge was simple (technical reference here). The Param2 indicates the collision pointer, which is loaded from 0xEDA00 + (arg*4). I'm not sure if the params affect the movement in any way, I didn't notice any difference.

Edit2: I corrected the Huge Platform. Download it (huge_platform_fix_final.ppf). You can patch it over if you already applied the earlier fix. Make a backup before applying it, just in case something goes wrong.
wwwarea
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Posted on 10-19-08 07:56:26 PM Link | Quote
Hey theres somthing wrong that you mite not know. When I patch the sky cage patch and then go to whomps fortress then in a area where those walls push you off. The game starts to crash. It mite do the same thing with the base patch. I havnt checked.
messiaen
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Posted on 10-19-08 08:19:18 PM Link | Quote
That patch was just a temporary file for SecretGlitch. If you want to play it (the level will still change a lot) the level is in Bob-omb Battlefield, not in Whomp Fortress.
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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




Rusted Logic

Acmlmboard - commit 2f1bc75 [2017-08-27]
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