messiaen
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| Posted on 03-27-09 01:31:17 AM (last edited by messiaen at 03-26-09 10:42 PM) |
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Unfortunately, my free time has been severely limited for the past two weeks and will remain so until the beggining of april, so I can't finish this hack still in March . On the other hand, besides the time constraints, I've managed to included a few nice surprises, including a final boss!
I have also decided to release all 'source code' (ASM and .c files) along with hack. Even though my code is amateurish and there are many possible optimizations/better design choices, I'll sure some of it will be very useful as reference and can be reused in other contexts.
In spite of the limitations imposed by the way levels were constructed (simple 'building block' platforms), I am sure it will be a while until there's some competition to this hack . With the latest ASM/C hacks I think I have pushed the bar up for Mario 64 hacking and I hope other people continue pushing it even further.
Edit: Some screenshots:
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gamekrazzy
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I like this, and find it really cool, if I knew how to code like you do, though I might look into it more, and add more features. I mean it is already amazing, but what about other stuff such as Switching between Luigi and Mario by entering a pipe. Dude I found that as an amazing idea. And I bet if you had more time you would look more into it, and that would be one feature you would work on.
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Stevoisiak
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Originally posted by gamekrazzy I like this, and find it really cool, if I knew how to code like you do, though I might look into it more, and add more features. I mean it is already amazing, but what about other stuff such as Switching between Luigi and Mario by entering a pipe. Dude I found that as an amazing idea. And I bet if you had more time you would look more into it, and that would be one feature you would work on.
I suggested something like that, and he said trying to switch between Mario and Luigi in-game crashed the game |
Bob-omb8194
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You should figure out a way to make the beta yellow cap switch work. You could put it in as a challenge of some kind. I don't know how, though. Here is proof that it exists:
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messiaen
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Originally posted by Stevoisiak I suggested something like that, and he said trying to switch between Mario and Luigi in-game crashed the game
Actually, I think there's a way to make this work, however that may be something to do for a future hack, not for "The Missing Stars". The yellow switch is probably also feasible, but we still need to understand better how the game saves/uses the EEPROM so we can have some variables saved to the file (otherwise you would need to enable the switch every time you start to play). |
gamekrazzy
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That would work for a 2D/3D Mario effect wouldn't it. For instance you could make a 3D version of SMB, of corse not side-scrolling like New SMB. But then you would have to give the same effect for the red, blue, and green switches too wouldn't you. That would be cool. Anyways were getting off subject. I agree with Bob-omb, if you could figure that out, then please add that.
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Bob-omb8194
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Originally posted by gamekrazzy That would work for a 2D/3D Mario effect wouldn't it. For instance you could make a 3D version of SMB, of corse not side-scrolling like New SMB. But then you would have to give the same effect for the red, blue, and green switches too wouldn't you. That would be cool. Anyways were getting off subject. I agree with Bob-omb, if you could figure that out, then please add that.
Somthing to add, if a box that contains yellow box contents has the non-solid box graphics, then it would be yellow and not solid. That is more proof that the secret slide was going to be a switch course. The behavior is actually in the game programming at adress 0x803319B0. Where the cap switches actual data is at is unknown at the moment. It may be in This document. |
gamekrazzy
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Messian, you know the idea of making the bob-ombs deal more damage gave me an idea, what if there was no health bar. Just think we could have a 3D mario bros game. Considering though we would have to find out how to change mario's size when he hits a mushroom and stuff, becomes fire mario when fire. If you keep up with expiramenting, we could as an entire group (This forum) work together on a 3D mario bros project. No health, and when you get hit you die, or you resize back to normal. I know this is off topic, but I mean when this project of yours is done, this could be an idea worth taking. XD! I can't do it, I have hardly any experiance in coding, except Byond and easy stuff like that.
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messiaen
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The mushroom is one idea I want to try someday, but of course for a future hack. *Sigh* Too bad I have been working a lot (just started recently on 2 jobs) so my free time has been very limited. I just hope this weekend I can work a few hours on the Missing Stars.
But the reason of this is post is to make a small poll. How do you people feel about me disabling the "Level Select" and the "Moon Jump" code for this hack? The idea behind the two alterations is to avoid people easily cheating the hack. Even though the hack is mostly non-linear, there are a few specific actions that must be done before getting into later levels and which can be easily avoided with Moon Jump. Overall, the hack is harder than the original game, but I'm trying my best to make sure everything is beatable and fair (I think it's natural to have a few difficult stars). I think its perfectly beatable without savestates. Sure there are other cheats that can still be used (by the way, color codes won't work), but the Moon Jump seems to be the most popular (and the most unfair) one.
So, what do you peple think about it? Is this understandable or does this sounds just like an empty rant that should be taken no further? |
Bob-omb8194
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| I say, get rid of those horrid codes! You and a few others have done too much work to have people cheating their way to the end! |
Stevoisiak
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| Posted on 04-07-09 07:58:27 PM (last edited by Stevoisiak at 04-07-09 05:02 PM) |
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Originally posted by messiaen But the reason of this is post is to make a small poll. How do you people feel about me disabling the "Level Select" and the "Moon Jump" code for this hack? The idea behind the two alterations is to avoid people easily cheating the hack. Even though the hack is mostly non-linear, there are a few specific actions that must be done before getting into later levels and which can be easily avoided with Moon Jump. Overall, the hack is harder than the original game, but I'm trying my best to make sure everything is beatable and fair (I think it's natural to have a few difficult stars). I think its perfectly beatable without savestates. Sure there are other cheats that can still be used (by the way, color codes won't work), but the Moon Jump seems to be the most popular (and the most unfair) one.
So, what do you peple think about it? Is this understandable or does this sounds just like an empty rant that should be taken no further?
Hmmmm. Well, disabling codes on a hack... Interesting... Wait! I have an idea! People usually use codes like moon jump to goof off, play with glitches, and have fun, not to cheat, right? Extending on my idea of Beta stuff and behind the scenes areas being unlocked at the end of the game, why not give players the power of moon jump AFTER they beat the game! Also, no color codes? D: Oh well.
P.S. I actually ended up using moon jump a few times in the beta test in the Lethal Lava Land level. I even WITH moon jump, I spent at least 1/4 of my playtime in that level. I actually got 2 game overs in the level. (Which is how I discovered that mario head glitch. ) |
RDX
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That's a good idea, but for the sucky players (Me) add at least one 1-up mushroom in an easy to get to spot in the tough levels so that every time you die you can grab the 1-up and keep going without fear of a Game Over. Because Game Overs are annoying.
So yeah, go ahead and get rid of the Moon Jump Code. Both Yoshi Electron's A Moon Jump and the L Jump that can be found through Google.
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messiaen
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RDX: I'm adding a few 1up boxes near hard areas and improving object positions, so most likely there won't be any problem with game overs. By the way, the final boss is very challenging, but I guess that is an acceptable spot for frustation .
Stevoisiak: The color codes don't work because of the way Mario 64 handles memory allocation, but if someone wants very badly to use them there's probably some simple math (changing the addresses) that can be done to make them work.
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Bob-omb8194
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When are you planning to release this? Waiting for this to come out is harder than waiting for the Toad's Tool!
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gamekrazzy
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XD! Bob-omb has a point! I am getting restless, but Messian says he is having trouble with time because of him having 2 jobs or something li ke that.
Anyways, I have gotten started on my hack(There is one video on Youtube.). XD! I might be able to do this solo, but I will need help finding specific rom adresses and stuff. Anyone here know where the rom address is for Mario's Start location?
Oh, and I agree with you Messian, I have beaten every 3D Mario game I have. So yeah, get rid of moon jump and level select.
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messiaen
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| Posted on 04-15-09 04:35:28 PM (last edited by messiaen at 04-17-09 11:12 AM) |
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This weekend I had some time to improve many small things, now some levels feels more natural (ie, less need of the long jump). One of the hardest things to manage is avoiding slowdowns, though the day-night system has been very helpful for this as a replacement for the acts.
A new feature I worked on is that now most Luigi sounds are lower pitched than Mario's, so even though their physics are the same it feels more realistic. The pitch/sample of each individual Mario sound (as well as most individual sounds produced by objects) is controlled by the first sequence in the game, which has a very different structure compared to the regular ones.
Bob-omb: it will be probably finished till the end of the month. |
ShaDoWLaZeR
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Originally posted by messiaen This weekend I had some time to improve many small things, now some levels feels more natural (ie, less need of the long jump). One of the hardest things to manage is avoiding slowdowns, though the day-night system has been very helpful for this as a replacement for the acts.
A new feature I worked on is that now most Luigi sounds are lower pitched than Mario's, so even though their physics are the same it feels more realistic. The pitch/sample of each individual Mario sound (as well as most individual sounds produced by objects) is controlled by the first sequence in the game, which has a very different structure compared to the regular ones.
you are making a really great game keep it up frauber 
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Vinnyboiler
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| Posted on 04-16-09 02:21:14 PM (last edited by vinnyboiler at 04-16-09 11:26 AM) |
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| Have you changed Luigis physics to make him feel less like mario (e.g Give him higher jumps but less friction) because unless you have done some ASM hacks to include different paths for Luigi, there is no use in having in the game. |