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05-28-18 02:07:57 AM

Jul - SM64 Hacking (Archive) - Post your SM64 mods, patches and screenshots here! (NO ROM LINKS!) New poll - New thread - New reply
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Marowak

Micro-Goomba
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Posted on 09-15-12 04:09:23 PM Link | Quote
Who doesnt love sm64?
Tamkis
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Posted on 09-23-12 11:26:17 AM Link | Quote
I just recently finished SMB64 V0.2a last Sunday !
SMB64 is a rather accurate, indirect port of the NES SMB into SM64. Star challenges are based upon the challenges in SMBDX's (GBC) "Challenge Mode."

This new update contains plenty of bug fixes and new stars, World 2, and some new ASM mods.

Features of V0.2:


  • SM64 Boundary Size expanded (via Skelux's patch)

  • World 2 finished

  • World 1 linearized

  • Koopa the Quick (W1-1) fixed

  • Various ASM hacks (via GS Codes for now, until I find a way to patch more GS code types)

  • HUB creation started

  • 26 stars in total

  • New textures

  • Storyline in development



Known Bugs:


  • Random crashes when near complex objects (due to bugs in Skelux's Boundary patch?)

  • "Talking" signposts

  • Some songs mute SFX (due to large songs)

  • King Bomb-Omb throws you the wrong way

  • Graphical corruption in World 2-1



Todo:


  • Make more levels

  • More mods and objects

  • Make a "Gameshark Code Interpreter"

  • Other things



---------------------

Media:

Pics:

Title and levels



HUB (in-progress)



World 1-1




Release Video (V0.2a)
(Not completely up-to-date to actual release, no in-game audio.)
---------------

Download the patch
(Read the readme in order to properly patch!)
MarioGame2222
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Posted on 11-18-12 03:50:09 AM (last edited by MarioGame2222 at 11-19-12 11:16:08 AM) Link | Quote
SM64 Star Zone ~ Goomba Harbour (Major Hack Preview 1)

<object width="480" height="360"><embed src="http://www.youtube.com/v/mJwEwbainz0?version=3&hl=de_DE" type="application/x-shockwave-flash" width="480" height="360" allowscriptaccess="always" allowfullscreen="true"></embed></object>

HUGE credits to Cpuhacka101 for making the RGB-Editor I used.

Hello everybody. This video shows you Goomba Harbour, which is the first level in SM64 Star Zone. Sadly, I haven't made Custom Objects for it (yet!). The music shown here is only a MP3, but thanks to DobieMeltfire, I also have it as m64 file in-game. I am still not sure which music I should use for the Boss-Fights but anyway. There are also some RBG-Edits in it, like diffrent Invisible-Star, Frog Coins and a Super Mario Galaxy Styled Pirahna Plant. Thanks for watching!

For those who wonder what happened to Grand Star, I hate how I made it. It's level design was bad, so I cancelled Grand Star. Star Zone will be much better and also have Custom Objects and that stuff.
cpuHacka101
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Posted on 12-09-12 07:14:40 PM (last edited by cpuHacka101 at 12-09-12 07:14:51 PM) Link | Quote
<object width="550" height="385"><embed src="http://www.youtube.com/v/QSnWNz0hBRw?fs=1&hl=en_US" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="550" height="385"></embed></object>

Level with vertex colouring & transparency, expanded RAM banks, and area 2 loaded. Also the small boat uses an animated geo layout.
hennahacker

Level: 25


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From: The Endless Cabal

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Posted on 12-11-12 07:05:24 AM Link | Quote
Hats off to you cpu, that looks fantastic
Donaldthescotishtwin

Micro-Goomba
Level: 8


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From: London UK

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Posted on 01-16-13 06:10:45 PM Link | Quote
Finally upgrading my old Luigi's Mansion 64 hack into a major hack.

currently its very n0obish.










It will all be outside and inside no open levels. Which i think will make it a uinque hack.
MarioGame2222
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Posted on 01-29-13 12:10:05 PM Link | Quote
Scary Boo Lake!

<object width="420" height="315"><embed src="http://www.youtube.com/v/QRBPaOdC5iM?hl=de_DE&version=3" type="application/x-shockwave-flash" width="420" height="315" allowscriptaccess="always" allowfullscreen="true"></embed></object>

The second side level of my hack. 21% of Star Zone is now finished.
SomeRussianMarioDude

Micro-Goomba
Level: 9


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Posted on 02-05-13 06:20:24 AM Link | Quote
This hack is not mine, but I have decided to share it with you.

Remember this SM64 hack called Super Mario 74 by Lugmillord that was released in late June of 2011?
This is the trailer for it: http://www.youtube.com/watch?v=DaSMuON5-QU

Lugmillord has created a new hack based of his older levels that were redesigned, and they look so hard that people who prefer not to use savestates in gameplay of hard hacks will just give up on it, because the later levels will make you to savestate a lot.
It's SM74 Extreme Edition: http://www.youtube.com/watch?v=68DiXV9c1oc

Personally I have enjoyed playing this a lot
There are lots of stars that are very hard to get when playing without emulator features.
The only level I hated is the last main one, because the beginning there as well as some other parts suck. Other levels aren't that bad.

I would recommend checking it out. Also if you are stucked and can't find a star or something, MarioCrash64 made an excellent walkthrough for it, which can be found on his channel
MarioGame2222
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Posted on 02-09-13 06:30:09 AM Link | Quote
As I never get feedback from any of you, I've decided to quit Jul and switch to SMWCentral. If you want to keep staying updated, subscribe to my YouTube channel or go to SMWCentral's SM64 Forum.

This will be last update I'll post here. It's a gameplay trailer of my Super Mario 64 hack, Star Zone.

<object width="420" height="315"><embed src="http://www.youtube.com/v/NUQ7MgIUI-Q?version=3&hl=de_DE" type="application/x-shockwave-flash" width="420" height="315" allowscriptaccess="always" allowfullscreen="true"></embed></object>

Goodbye,
-MarioGame2222
Tamkis
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Posted on 03-04-13 02:25:20 PM Link | Quote
After much reflection, I am deciding to both cancel SMB64 and retire from Rom hacking. I do not have time nor interest anymore in neither anymore, and I need to grow up and take care of real-world responsibilities.
Lyskar
12210
-The Chaos within trumps the Chaos without-
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Posted on 03-05-13 03:50:43 AM Link | Quote
I guess it goes without much saying, but this is a mod thread, not "Goodbye" thread, so... *shrug.* Best if this thread concentrates on mods rather than "I'm not doing this anymore." Few people are, really.
Celux

Red Cheep-cheep
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Posted on 03-08-13 01:21:06 AM (last edited by Celux at 03-08-13 01:24:43 AM) Link | Quote
Just finished coding this, It is a flexible scrolling texture behavior which can be placed in a level in TT64 and configured to scroll any number of textures. There doesn't seem to be any relevant thread to post this in which isn't ancient and would cause metalman to violently dismember me.

Originally posted by
----------------NOTES----------------
Memory Position (Upper Half) = 0x8000 + ObjectX
Memory Position (Lower Half) = ParamAx16^2 + ParamB
Number of Polygons = ObjectY
Animation Speed = ObjectZ

Coordinate to Memory Position Table:
8 = 0x8041
32 = 0x8042
128 = 0x8043
512 = 0x8044
2048 = 0x8045
8192 = 0x8046

Number of Polygons/Animation Speed Table:
8 = 1
32 = 2
128 = 3
512 = 4
2048 = 5
8192 = 6

----------------SCRIPTS----------------
0x21D538 (13003738)
00 04 00 00
11 01 20 41
08 00 00 00
0C 00 00 00 80 2E C9 08
09 00 00 00

----------------CODE----------------
0xA7908:
//START
ADDIU SP, SP, $FFE8
SW RA, $0014 (SP)

//GET MEMORY POSITION
LUI T0, $8036
LW T0, $1160 (T0)
LUI A0, $8000
LB T1, $0020 (T0)
SLL T1, T1, $10
ADDU A0, A0, T1
LH T1, $0188 (T0)
ADDU A0, A0, T1

//GET POLYGON COUNT
LB A1, $0024 (T0)
XORI A1, A1, $0040
ADD T7, A1, A1
ADD A1, A1, T7

//GET ANIMATION SPEED
LB A2, $0028 (T0)
XORI A2, A2, $0040
SLL A2, A2, $4
ORI T8, R0, $0000
ORI A3, R0, $0000

//MULTIPLY RESET
ADDI T8, T8, $0001
BNE T8, A2, MULTIPLY RESET
ADDI A3, A3, $0040

//LOAD LOOP COUNTER
LH S0, $0040 (T0)
SLTI S1, S0, $0040
BNEZ S1, STORE LOOP COUNTER
ADDIU S0, S0, $0001
ADDIU S0, R0, $0001

//STORE LOOP COUNTER
SH S0, $0040 (T0)

//CALCULATE TEXTURE POSITION
LH T2, $0000 (A0)
BNEZ S1, WRITE TEXTURE POSITION
ADD T2, T2, A2
SUB T2, T2, A3

//WRITE TEXTURE POSITION
SH T2, $0000 (A0)
ADDI A1, A1, $FFFF
BNEZ A1, CALCULATE TEXTURE POSITION
ADDIU A0, A0, $0010

//END
LW R31, $0014 (R29)
JR R31
ADDIU R29, R29, $0018

Dudaw
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Posted on 03-08-13 03:45:14 PM (last edited by Dudaw at 03-08-13 03:52:55 PM) Link | Quote
Celux,

here's something I wrote a long time ago. It may not be as compact as it is flexible but I remember it working OK.



#include <n64.h>
#include <explode.h>

void _start ( void )
{
asm volatile("la $gp, _gp");

int n = 6; // number of vertices to be manipulated
int i;

u16 *vertices[n] = { SegmentedToVirtual(0x0E000878), // coordinate addresses
SegmentedToVirtual(0x0E000888),
SegmentedToVirtual(0x0E000898),
SegmentedToVirtual(0x0E0008A8),
SegmentedToVirtual(0x0E0008B8),
SegmentedToVirtual(0x0E0008C8)};

for (i = 0; i<n; i++)
{
*vertices += 5; // speed/increment by what
}
}

Celux

Red Cheep-cheep
Level: 31


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Posted on 03-09-13 12:26:16 AM Link | Quote
Updated the code to fix a few issues. 64x32 textures will loop correctly, the memory position can now start at up to 0x804F, maximum polygons per object is 15, made the animation speed more subtle, and provided a brief example at the bottom.

Originally posted by

----------------NOTES----------------
Memory Position (Upper Half) = 0x8000 + ObjectX
Memory Position (Lower Half) = ParamAx16^2 + ParamB
Number of Polygons = ObjectY
Animation Speed = ObjectZ

//If Lower Half is >0x7FFF, subtract 0x10000
Coordinate to Memory Position Table:
8 = 0x8041
32 = 0x8042
128 = 0x8043
512 = 0x8044
2048 = 0x8045
8192 = 0x8046
8256 = 0x8047
8320 = 0x8048
8384 = 0x8049
8448 = 0x804A
8512 = 0x804B
8576 = 0x804C
8640 = 0x804D
8704 = 0x804E
8768 = 0x804F

Number of Polygons/Animation Speed Table:
8 = 1
32 = 2
128 = 3
512 = 4
2048 = 5
8192 = 6 (Max Speed)
8256 = 7
8320 = 8
8384 = 9
8448 = 10
8512 = 11
8576 = 12
8640 = 13
8704 = 14
8768 = 15

----------------SCRIPTS----------------
0x21D538 (13003738)
00 04 00 00
11 01 20 41
08 00 00 00
0C 00 00 00 80 2E C9 08
09 00 00 00

----------------CODE----------------
0xA7908:
//START
ADDIU SP, SP, $FFE8
SW RA, $0014 (SP)

//GET MEMORY POSITION
LUI T0, $8036
LW T0, $1160 (T0)
LUI A0, $8000
LB T1, $0020 (T0)
SLL T1, T1, $10
ADDU A0, A0, T1
LB T1, $0021 (T0)
SLL T1, T1, $10
ADDU A0, A0, T1
LH T1, $0188 (T0)
ADDU A0, A0, T1

//GET POLYGON COUNT
LB A1, $0024 (T0)
XORI A1, A1, $0040
LB T1, $0025 (T0)
ADD A1, T1, A1
ADD T7, A1, A1
ADD A1, A1, T7

//GET ANIMATION SPEED
LB A2, $0028 (T0)
XORI A2, A2, $0040
SLL A2, A2, $3
ORI T8, R0, $0000
ORI A3, R0, $0000

//MULTIPLY RESET
ADDI T8, T8, $0001
BNE T8, A2, MULTIPLY RESET
ADDI A3, A3, $0080

//LOAD LOOP COUNTER
LH S0, $0040 (T0)
SLTI S1, S0, $0080
BNEZ S1, STORE LOOP COUNTER
ADDIU S0, S0, $0001
ADDIU S0, R0, $0001

//STORE LOOP COUNTER
SH S0, $0040 (T0)

//CALCULATE TEXTURE POSITION
LH T2, $0000 (A0)
BNEZ S1, WRITE TEXTURE POSITION
ADD T2, T2, A2
SUB T2, T2, A3

//WRITE TEXTURE POSITION
SH T2, $0000 (A0)
ADDI A1, A1, $FFFF
BNEZ A1, CALCULATE TEXTURE POSITION
ADDIU A0, A0, $0010

//END
LW R31, $0014 (R29)
JR R31
ADDIU R29, R29, $0018

----------------EXAMPLE----------------
//This will alter 13 polygons starting from 0x8049531A at speed 4.
Object Behavior: h003738
ParamA: h53
ParamB: h1A
Coordinates: 8384, 8640, 512


Celux

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Posted on 03-16-13 11:22:03 PM Link | Quote
The first preview of Super Mario Star Road 2, enjoy.
<object width="640" height="360"><embed src="http://www.youtube.com/v/haWDxT2QG34?hl=en_US&version=3" type="application/x-shockwave-flash" width="640" height="360" allowscriptaccess="always" allowfullscreen="true"></embed></object>

YouTube Page

hennahacker

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From: The Endless Cabal

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Posted on 03-17-13 03:47:34 AM Link | Quote
Dude, I love your work
ShenoxVII

(in all seriousness, you're a prick)
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Posted on 03-17-13 09:34:23 AM Link | Quote
Originally posted by Celux
The first preview of Super Mario Star Road 2, enjoy.
<object width="640" height="360"><embed src="http://www.youtube.com/v/haWDxT2QG34?hl=en_US&version=3" type="application/x-shockwave-flash" width="640" height="360" allowscriptaccess="always" allowfullscreen="true"></embed></object>

YouTube Page





Wow looks so well modeled. And you got information on changing the begging screens like the file select.

Also the water is a different texture how is that? Does that water work as normal water, How did you change the texture of the water or did oyu just change the color?
Kinopio
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Posted on 04-02-13 01:56:48 PM (last edited by Kinopio at 04-02-13 01:59:21 PM) Link | Quote
I completed my first SM64 custom level and I would like to show it to you.

Actually it's a level / hub so if I manage to make other levels it will works as a warp room.

<object width="640" height="360"><embed src="http://www.youtube.com/v/4OhDZkZ4348?hl=en_US&version=3" type="application/x-shockwave-flash" width="640" height="360" allowscriptaccess="always" allowfullscreen="true"></embed></object>
Mariocrash
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Posted on 04-07-13 07:34:54 AM Link | Quote
Both of them looks great.

Especially yours, Kinopio. It steadily reminds me of DK64 and Super Mario RPG.
Kinopio
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Posted on 04-07-13 01:32:17 PM Link | Quote
I am glad you like it,
I really loved DK64, it was one of my favourite game on N64 and, you are right, it has influenced the design of my level. In particular, for the big tree area, I took ispiration from the Fungi Forest. ^^
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Jul - SM64 Hacking (Archive) - Post your SM64 mods, patches and screenshots here! (NO ROM LINKS!) New poll - New thread - New reply




Rusted Logic

Acmlmboard - commit 5d36857 [2018-03-03]
©2000-2018 Acmlm, Xkeeper, Inuyasha, et al.

36 database queries, 7 query cache hits.
Query execution time: 0.196997 seconds
Script execution time: 0.038004 seconds
Total render time: 0.235001 seconds
Memory used: 1310720