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09-09-10 02:58:00 PM

Jul - SM64 Hacking - Post your SM64 mods, patches and screenshots here! (NO ROM LINKS!) New poll - New thread - New reply
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Dopeboy175
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Posted on 08-31-09 05:54:30 PM (last edited by Dopeboy175 at 08-31-09 05:55 PM) Link | Quote |
Nice job gamekrazzy.
messiaen
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Posted on 08-31-09 05:55:47 PM Link | Quote |
Originally posted by Metal_Man88
Originally posted by Aamelo
Why don't you do a "!" Box that gives you the shell powerup?

He has to be sure he can walk before he can run with this experimental hack, Aamelo. It'd be like me asking you why you aren't doing calculus already if you haven't finished trigonometry.


Yeah, that's the spirit. There's no much use getting it as a real power-up since it doesn't serve much purpose in the original game. The main idea is to eventually use it on a future hack, adjusting things to work the way I want (ie, for a specific purpose in a level).


Awesome work, messiaen! But isn't there a way you can make those red shells not get stuck at the wall? (Maybe you can make it explode or something.)


That's a good idea, I guess I'll just make them explode after some time, which will make things simpler for me.

Gamekrazzy: Interesting, I never looked much at areas because unfortunately you can't work with them yet in Toad's Tool 64, but you should try setting a few different areas for Flatworld (make sure you make two copies of the terrain polygons/collision and point to them respectively so they can be really independent areas).
gamekrazzy
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Posted on 08-31-09 09:30:02 PM (last edited by gamekrazzy at 08-31-09 10:33 PM) Link | Quote |
Originally posted by messiaen

Gamekrazzy: Interesting, I never looked much at areas because unfortunately you can't work with them yet in Toad's Tool 64, but you should try setting a few different areas for Flatworld (make sure you make two copies of the terrain polygons/collision and point to them respectively so they can be really independent areas).


If you set the level to a level that has more then one area, you can edit them that way. The last time I tried it with flatworld though it didn't work.
__________________________________________________________________________
Now that I think of it. I could make one big humungous level that uses multiple flatworlds, but the farthest I can get is 4 areas because the largest level has 4 areas. Do you think I should make a document on how multiple areas work. Kind of like an add on to VL-Tone's flat world document? I mean this would be usefull for people who want as much levels as they can fit into this game right. Also maybe VL-tone could use it for the next version of TT64.
VL-Tone
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Posted on 09-09-09 12:32:20 AM (last edited by VL-Tone at 09-09-09 12:33 AM) Link | Quote |
Nice to see you making that much progress in custom SM64 hacking gamecrazzy!

I was wondering, what's the problem with multiple custom areas in TT64? Is it that they create an error while loading the ROM or is it that you can't access them because of the hard-coded area selector numbers?

At this point unfortunately it would be complicated to add multiple-area support for the importer, as the whole system is based on the idea that there is 1 custom level file + 1 .obj file per level slot.
gamekrazzy
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Posted on 09-09-09 09:37:48 PM (last edited by gamekrazzy at 09-09-09 09:38 PM) Link | Quote |
Originally posted by VL-Tone
Nice to see you making that much progress in custom SM64 hacking gamecrazzy!

I was wondering, what's the problem with multiple custom areas in TT64? Is it that they create an error while loading the ROM or is it that you can't access them because of the hard-coded area selector numbers?

At this point unfortunately it would be complicated to add multiple-area support for the importer, as the whole system is based on the idea that there is 1 custom level file + 1 .obj file per level slot.


I don't know to be honest. Actually I was getting curious, and so I did modify the flatworld again, and this time I was able to load both areas in a multiple area level. I think, that I simply made a stupid mistake in the hex. Unfortunately even though the level loads in the editor, I guess I forgot to do something or another because the level won't load in-game. One last thing, do you know a way to change the 0x17 in a level? If I can do that I could Make this work better. Using the 06080000 jumps won't work for them. The level won't load in either the game or TT64.
Gecko
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Posted on 10-11-09 04:03:37 AM (last edited by Gecko at 10-11-09 04:06 AM) Link | Quote |
Not exactly Mario 64, but you will definitely see some other hi-res textures with my Mario64 mods, when the new version of TT gets released.

Metal_Man88
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Posted on 10-11-09 05:52:56 AM Link | Quote |
Wowza.

What happened with DK's stage and the weird lack of the forest background, though?
Gecko
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Posted on 10-11-09 06:01:07 AM Link | Quote |
I had trouble aligning the original boundaries' textures, so I decided to replace them with transparent ones fortunately giving the level a savannah-like look which released me from a difficult retexturing of the backgrounds.
Breegullbeak
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Posted on 10-15-09 09:16:57 PM (last edited by Breegullbeak at 12-05-09 09:08 PM) Link | Quote |



My Banjo Kazooie textures hack.
It's not finished, and I don't work on it all tha much.

I finally made a patch. It's not done, and some of the textures aren't as pretty as I wanted, but it's a patch.
http://www.mediafire.com/?tymj5oow2t4

unintelligentgenius
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Posted on 10-17-09 06:14:13 PM (last edited by unintelligentgenius at 10-17-09 07:03 PM) Link | Quote |
These are current shots of my Mario Galaxy to 64 level: Star Festival Galaxy, AKA Peach's Castle. May sound weird to re-create a level, let alone one that's kinda already in the game, but I'd thought it'd be cool to see if Mario 64 could handle it. I've tried REAL hard trying to condense the level with minimum loss, but hey, it's the N64. However, I also did it because the N64 version felt... Isolated. It was empty and there wasn't much to do. Well, Here's two screens and one comparison shot to the original model.







It currently comes in at 1298 face, a good amount of them are not triangles. So when I start converting, try doubling the amount and minus about 100-200 faces.
This is still a work in progress. I'm also going to try to create a warp, for those to lazy to walk all the way there.
It'll be in the garden in the beginning and somewhere in the castle grounds.
VL-Tone
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Posted on 10-18-09 01:41:30 AM Link | Quote |
Nice work unintelligentgenius! I can't wait to see this textured.

BTW just a question, what is the face and/or triangle count on the original SMG model?
unintelligentgenius
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Posted on 10-18-09 01:03:33 PM Link | Quote |
Originally posted by VL-Tone
Nice work unintelligentgenius! I can't wait to see this textured.

BTW just a question, what is the face and/or triangle count on the original SMG model?


53,937 faces. Take in mind there's a bunch of stuff I didn't put in (Yet... Maybe) like lamp posts and the terrain out in the back. Houses also look nothing like their Wii equivalent. Here's a preview of it textured (Not finished, obviously.)



Also, I had a more considerable amount of triangles than I realized. It now (No quads) comes in at 2256 faces.
Bob-omb8194
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Posted on 10-18-09 07:57:49 PM (last edited by Bob-omb8194 at 10-18-09 09:20 PM) Link | Quote |
Looks very well made, unintelligentgenius! I'm still trying to work on some models for the new TT64. I'll get screenshots soon of them so far.

Edit: Here it is:



It's a plate, and I'm working on fixing it up. It looks pretty good right now, though.
unintelligentgenius
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Posted on 10-18-09 11:29:40 PM Link | Quote |
Cool, what's the plate for? Is it like an entire level on the plate or something? It also looks rather high poly.
Anyway, here's two more pics (Gonna link them so they can be bigger.).

http://i36.tinypic.com/2e3s7m1.jpg

http://i38.tinypic.com/6qcwu8.jpg
Bob-omb8194
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Posted on 10-19-09 08:31:14 PM (last edited by Bob-omb8194 at 10-19-09 08:32 PM) Link | Quote |
Originally posted by unintelligentgenius
Cool, what's the plate for? Is it like an entire level on the plate or something? It also looks rather high poly.
Anyway, here's two more pics (Gonna link them so they can be bigger.).

http://i36.tinypic.com/2e3s7m1.jpg

http://i38.tinypic.com/6qcwu8.jpg


Very nice! I'm looking foreward to seeing this finished. How did you get that area from the game?

I was going to make it big, and put foods in it, but that will take a lot longer. And the picture makes it look like that. It is lower poly than it looks.
messiaen
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Posted on 11-01-09 12:15:32 PM Link | Quote |
A music debug I'm working on:

VideoGuy
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Posted on 11-01-09 12:32:29 PM Link | Quote |
That's awesome! I'm sure something like this will make importing music much easier to test.
messiaen
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Posted on 11-03-09 03:27:25 PM Link | Quote |
That was the original idea. My current build can enable/disable specific channels as well as changing individual instruments, which makes it more useful. One thing that I discovered during the process is that it may be possible to use samples from all instrument sets in a single sequence by rewriting some code of the music player. That might be an interesting idea for the future, but right now it's not worth it because mml2m64 doesn't work very well.

There's a bunch of other cool stuff I'm working on for this hack, not just music related. I'm actually turning it into a super debug which will give control over some aspects of the game. Expect some fun from this .
messiaen
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Posted on 11-21-09 07:56:34 PM Link | Quote |
Proof of the concept "2D" level quickly done in Google SketchUp:



There's a hack that prevents any change in Mario's Z position, so it plays like a 2D platformer. Camera movement is free, though I could try doing a similar hack and make it a bit more distant.

I guess it would be a interesting concept for a hack .

One other thing I'm trying to hack is the collision bound system, which limits maps X and Z axis to be between +8192 and -8192 . I found some related functions and got Mario to work on a really huge Flatworld, however tests on imported maps with more complex geometry failed .
dirbaio
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Posted on 11-22-09 11:58:00 AM Link | Quote |
this is awesome!
it'd be nice to hack the camera to have it look at mario from one side always, and also have the goombas only move in one direction.
Nice! Maybe we could then make remakes of classic 2d marios in mario64!!
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Jul - SM64 Hacking - Post your SM64 mods, patches and screenshots here! (NO ROM LINKS!) New poll - New thread - New reply




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