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mario 64 fan Random nobody Level: 5 Posts: 2/3 EXP: 361 For next: 168 Since: 02-08-09 Since last post: 13.0 years Last activity: 13.0 years |
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| the title screen looks awesome
I can't wait for the game |
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| Jul - SM64 Hacking (Archive) - Super Mario 64: The Missing Stars RELEASED! (Download link on first post) |
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| Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 | Next newer thread | Next older thread |
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mario 64 fan Random nobody Level: 5 Posts: 2/3 EXP: 361 For next: 168 Since: 02-08-09 Since last post: 13.0 years Last activity: 13.0 years |
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| the title screen looks awesome
I can't wait for the game |
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Erika Catgirl 미안합니다 Level: 68 Posts: 494/1088 EXP: 2637879 For next: 90921 Since: 07-19-07 Since last post: 9.5 years Last activity: 9.3 years |
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| I'm not a big fan of the new music in the videos. It kind of sounds like you just stuck midis from VG Music in to the game (except for the OoT song, which you probably imported, and that one sounds fine...)...your Moo Moo Farms song for example even could be using the steel drum sample like the original, because Mario 64 does have a steel drum too. The hack itself is incredibly impressive, and its a great feat that you could put in new music at all, but to me it kind of takes away from the rest of the hack...just saying =\ |
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Sponty Part boy, part car; Boycar, Protector and King of Chilladelphia Level: 184 ![]() Posts: 2276/11098 EXP: 85651379 For next: 468031 Since: 08-24-07 Pronouns: he/him From: Canada Since last post: 7 days Last activity: 6 days |
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Erika Catgirl 미안합니다 Level: 68 Posts: 500/1088 EXP: 2637879 For next: 90921 Since: 07-19-07 Since last post: 9.5 years Last activity: 9.3 years |
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Its impressive of course, don't get me wrong it's just that like I said, with just a little more time spent I think they could sound even better really.. |
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Nikodude User Level: 9 ![]() Posts: 1/10 EXP: 2193 For next: 969 Since: 03-01-09 From: Denmark Since last post: 13.0 years Last activity: 12.4 years |
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| This thing looks good! |
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luigiman1928 Member Level: 17 ![]() Posts: 3/46 EXP: 21655 For next: 3088 Since: 02-23-09 From: Gscentral Since last post: 12.1 years Last activity: 11.3 years |
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| OMG!!!! This is /Flipin'\ cool!! |
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gamekrazzy Member Level: 32 ![]() Posts: 2/199 EXP: 194645 For next: 11797 Since: 03-06-09 Since last post: 10.4 years Last activity: 8.6 years |
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| I like it, good idea. I can not wait to play it. I am a NOOB on here which is kinda sad though. but trust me I am not a complete noob on TT64. Maybe I can help you with more ideas. Just PM me, and I will se what I can do, or I will check here more often to see what I can do. I hope I can help. (Good job with title, but I like Mario's Head there better then what you have. Maybe if you could add the title to the title. XD! like Super Mario 64 / undernieth it The Missing Stars. Just an Idea. |
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messiaen Catgirl Level: 68 Posts: 503/1085 EXP: 2596707 For next: 132093 Since: 11-20-07 Since last post: 8.1 years Last activity: 7.2 years |
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| I have been really busy these days, so I've barely touched the hack in the last week. The title screen is done (with a new background by Darkdata) and I'm experimenting some stuff to add more overall variety to the hack.
I probably won't work much anymore on the music because it takes a lot of time, right now it isn't my priority. Perhaps after a first release, if I have enough motivation, I might work more on it. Also, unfortunately, I'm having a hard time trying to find proper instruments for the original song I have composed some time ago. It could fit as a night theme, however the instruments used in the Piranha Plant Lullaby, as well as the Eletric Piano from Jolly Roger Bay lack in reverb and sustain, so it doesn't sounds very good. And this is something I just worked on:
Since there aren't act selectors for most screens, you couldn't know how many stars were available in each area. So, there is an addition to the hub, telling you the total number of stars in each screen and how many of them you have already got. Let me share some stuff I have discovered in the process of doing this: At 0x8032DDF4 in RAM, there is an 16-bit integer which is the actual Save File (1 to 4). Depending on the current file, these are the addresses that corresponded to Bob-omb (first level) stars: File 1 = 0x8020770C File 2 = 0x8020777C File 3 = 0x802077EC File 4 = 0x8020785C Each level is a 8 byte integer starting from this address, and individual stars are saved as bits. The levels follow the order in the Checksum Thread list (not the LEVEL ID jump list used in level scripts and other hardcoded stuff, such as camera positions), so 0x8020770D are the stars for Whomp's Fortress in File 1, 0x8020770E for Jolly Roger Bay, and etc. ____________________ Mario 64 notes @ http://sites.google.com/site/messiaen64/ |
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Bob-omb8194 Still Explodin' Level: 80 ![]() Posts: 56/1654 EXP: 4671036 For next: 111933 Since: 02-19-09 From: NC, US Since last post: 10.8 years Last activity: 10.8 years |
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| Does the lives symbol for mario look like a M, of his head. Just Wondering.
By the way, nice HUD hack! |
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Hectamatatortron Member Level: 35 Posts: 117/232 EXP: 258253 For next: 21683 Since: 09-19-07 Since last post: 7.2 years Last activity: 5.3 years |
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| I don't usually play hacks, but I have an urge to play this.
I'd think either a Luigi face to go with a Mario face or an M to go with the L would be best for the lives counter; consistency is a virtue. I wonder if you could get creative and have the image cycle through all the letters in the names and perhaps the face as well. Spriting some spinning graphics for the coins collected icon and doing something similar would also be impressive. ____________________ ![]() |
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Stevoisiak Member Level: 38 Posts: 227/283 EXP: 345831 For next: 24616 Since: 11-22-07 From: New York, Long Island Since last post: 12.4 years Last activity: 5.6 years |
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Originally posted by Hectamatatortron The letter changes to an L or M depending on whether you're Mario or Luigi. |
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messiaen Catgirl Level: 68 Posts: 504/1085 EXP: 2596707 For next: 132093 Since: 11-20-07 Since last post: 8.1 years Last activity: 7.2 years |
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Originally posted by StevoisiakOriginally posted by Hectamatatortron That's it. It would be unfair to Luigi having Mario's face and just L for him .
Originally posted by Hectamatrorton Good idea for a future hack, but I would rather use my time to improve the gameplay. One thing I started doing last week (I've only done this in the first area yet) is that depending on the 'time' of the day there will be NPCs in different positions, saying different messages. Since you'll end up revisiting some areas many times, I thought this was a good idea to introduce more variety, even though it isn't nothing major. Doing this kind of thing is a breeze now that the 'C' header files are set . ____________________ Mario 64 notes @ http://sites.google.com/site/messiaen64/ |
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Bob-omb8194 Still Explodin' Level: 80 ![]() Posts: 69/1654 EXP: 4671036 For next: 111933 Since: 02-19-09 From: NC, US Since last post: 10.8 years Last activity: 10.8 years |
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| Is Koopa the Quick set to double/triple speed? The Goomba in the Most recent video of the hack makes it sound like he is. |
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gamekrazzy Member Level: 32 ![]() Posts: 3/199 EXP: 194645 For next: 11797 Since: 03-06-09 Since last post: 10.4 years Last activity: 8.6 years |
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| Hey, I saw what you say is the last preview, so is there any way I can help? |
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RDX Level: 32 Posts: 22/198 EXP: 193577 For next: 12865 Since: 02-14-09 Since last post: 10.8 years Last activity: 10.5 years |
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Originally posted by Erika Well, you have to use midis, and vgmusic is the best place to get them. To make them yourself (through either an midi making programming or hex), for every track in the game, would take a very, very long time. Besides the Moo Moo Farms track, which is simply ok and not amazingly awesome, the rest of the songs I've seen work incredibly well. EDIT: Also, the steel drum as far as I know, is only in the Title Screen instrument set. So, unless if he's found a way to use the same set twice for different songs, he technically can't fix the Moo Moo Farms track because the Good Egg Galaxy song is using the title screen instrument set. ____________________ ![]() |
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wwwarea Member Level: 21 Posts: 29/74 EXP: 45083 For next: 4860 Since: 08-10-08 Since last post: 9.8 years Last activity: 9.4 years |
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| I like the HUD messiaen, do you think you can try to recolor the L to green and the M to red? That mite go good with the 2 players you select. xD |
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Erika Catgirl 미안합니다 Level: 68 Posts: 509/1088 EXP: 2637879 For next: 90921 Since: 07-19-07 Since last post: 9.5 years Last activity: 9.3 years |
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Originally posted by RDX Honestly? It's not that hard to make your own tracks or even fix existing ones to sound good with a midi editor. It doesn't take a "very, very long time" and it certainly would show a bit more effort (not that effort wasn't put in to edit the music in the first place, but you get what I'm saying)...also the instrument sets are simply using general midi, I garuntee its probably not that hard to edit them...might take a little work but in the end it'll be really worth it, you know take it from someone who's been dabbling with midi-based sound engines for a while now. |
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RDX Level: 32 Posts: 23/198 EXP: 193577 For next: 12865 Since: 02-14-09 Since last post: 10.8 years Last activity: 10.5 years |
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Heh, all right then. Hacking wise I'm fairly clueless, so I'll take what you're saying as true
(I'm just going by experience, and adjusting a particularly messed up song track by track can take me quite some time depending on how many tracks there are in the song. I'm probably doing it the slow way, but never mind about that). ____________________ ![]() |
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messiaen Catgirl Level: 68 Posts: 506/1085 EXP: 2596707 For next: 132093 Since: 11-20-07 Since last post: 8.1 years Last activity: 7.2 years |
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Originally posted by RDX I have found that data (which instrument set to use for each sequence) a while ago, so this limitation is gone. When I first used the the "Moo-Moo Farm" song, it actually used the steel drum, and it sounded terrible. By the way, I'm not a fan of the original instrumentation, I actually find it more pleasant with the current instruments used in Mario 64, though I have to fix the bass which almost doesn't comes out. Originally posted by Erika You are a bit misinformed, the instrument sets aren't general MIDI. While some Nintendo 64 games use straight MIDI or the 'compact MIDI' format, which are much easier to deal with, first-party games do not. They use simply a index which refer to the current loaded 'sample collection'. In the case of a direct port, even if you find similar sounding instruments, properties such as the pitch, the envelope and volume of the sample will differ so, even if you do incredible anal work with the straight binary commands it's still no garantee it will actually sound good. Most sample collections contains from 5 to 10 instruments at most, so its rather limited. Perhaps some months from now we may be able to assemble our custom instruments sets (using the samples from the game) by rewriting all sound structs, but that is for the future. ____________________ Mario 64 notes @ http://sites.google.com/site/messiaen64/ |
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Erika Catgirl 미안합니다 Level: 68 Posts: 511/1088 EXP: 2637879 For next: 90921 Since: 07-19-07 Since last post: 9.5 years Last activity: 9.3 years |
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Well I don't mean it exactly uses general midi, what I meant was that the index is generally in GM order...for instance drums at 127 is kind of a standard for that sort of thing~ It likely uses an index table not dissimilar to AGB Music Player 2000...I remember the multiregion instruments having their own individual envelopes and keymap tables and the like. It gets a little tricky but with enough fooling around they make more sense over time, I've found ![]() |
| Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 | Next newer thread | Next older thread |
| Jul - SM64 Hacking (Archive) - Super Mario 64: The Missing Stars RELEASED! (Download link on first post) |
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Acmlmboard - commit 47be4dc [2021-08-23]
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