gamekrazzy
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Well I don't really want to put out a release date yet, because I would feel I have to get it done by then. which in effect I still havn't finished all of the super Mushroom stuff in this hack. I mean I still have to edit and change Metal Mario's behavior as well as the cap so I can make the mushroom a texture.
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Celux
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| Posted on 08-05-09 07:57:19 AM (last edited by Celux at 12-09-14 10:34:17 AM) |
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| I haven't done any Super Mario 64 hacking for quite some time, but i;m very tempted to get back into it considering how much i love making video game hacks. But perhaps i should wait until the polygon importer is released. |
Stevoisiak
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Originally posted by Celux I havn't done any Super Mario 64 hacking for quite some time, but im very tempted to get back into it considering how much i love making video game hacks. But perhaps i should wait until the polygon importer is released.
Yeah, mario hacking seems to have gone to a standstill since the release of the Missing Stars, and the removal of the release date for the polygon importer...
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gamekrazzy
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Originally posted by Metal_Man88 Well, that'd be because the polygon importer will probably make older hacking things seem... incomplete.
It shall come out soon enough.
No... there are still stuff for instance as in what I am currently working on Metal_Man. Just because the polygon importer is coming doesn't mean thats it. We can still hack mario, his caps and everything.
Anyways I have an update. I was able to bilboard the super mushroom texture. I had read through the bilboarding and completely skipped the 0x14 command in the geo layout. Turned out that the 1 up and alot of other stuf didn't have that command because of the 0x21 command in there behavior. But because I couldn't find the behavior for the metal cap I had to use the 14 command. I basically made my own geo layout for the super mushroom. I am working on getting the texture right so that it looks more realistic(Using the 1-up mushroom texture it is halfway through the ground. I tried using a tree for it and replacing the texture but it was to big. My next task will be to change some behaviors. YAY!
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messiaen
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Forgot to post this one:
<object width="425" height="344"><embed src="http://www.youtube.com/v/dBwyqblfUJM&hl=pt-br&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object>
Davem314 suggested me to try something along the lines of Mario Kart green shells. Its still much simpler than that, currently the shells only protect Mario. An idea for the future is to make them (beta) red shells and once you throw them they will look for the nearest enemy and chase them. I already have an idea how to implement this, finding the nearest animated object is easy, but I have been lazy to look at the 1-up mushroom to get a proper "chase" effect.
By the way, the shells are just a modified Amp behavior. While looking at the amp behavior I found some possible cool effects, such as gradually increasing/decreasing the radius of the circular movement, or making the amps move. That could be exploited in future hacks. |
Devin175
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| Outstanding messiaen, you've done it again with your hacking skill. |
Aamelo
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| He is one of the best hackers of sm64 that i seen... |
Devin175
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Originally posted by Aamelo He is one of the best hackers of sm64 that i seen...
don't forget vl-tone. |
messiaen
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From theory to practice. Finally a good use for those beta red shells :
<object width="425" height="344"><embed src="http://www.youtube.com/v/pHa7bwV6-As&hl=pt-br&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object> |
Aamelo
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Originally posted by messiaen From theory to practice. Finally a good use for those beta red shells :
<object width="425" height="344"><embed src="http://www.youtube.com/v/pHa7bwV6-As&hl=pt-br&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object>
Why don't you do a "!" Box that gives you the shell powerup? |
I Love Ikachan!
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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.)
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Devin175
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| Posted on 08-28-09 08:04:21 PM (last edited by Metal_Man88 at 08-31-09 05:34 PM) |
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Why don't you do a "!" Box that gives you the shell powerup?
He just didn't want to do a graphic hack, and if I'm not mistaken he wants to create something that nobody has ever thought of.
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.)
I don't think he change it, but I do know he is using the 1-up behavior for the shells.
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gamekrazzy
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hey watsup. Anyways I know this has nothing to do with the super mushroom hack, but recently I have been studying the way other levels work with the help of VL-Tone's documents. I know I have found out how area 2, 3, and 4 work. This is to show that. It's Bob-omb Battlefield with 2 areas. They are practically the same in it, I just changed the backgrounds so that it looks like your switching from night to day. I also changed the music. The lulluby is perfect for Night time.
Anyways here is the video.
<object width="425" height="344"><embed src="http://www.youtube.com/v/K0EtCfxklok&hl=en&fs=1&color1=0x5d1719&color2=0xcd311b" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object>
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Devin175
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| Posted on 08-31-09 08:54:30 PM (last edited by Dopeboy175 at 08-31-09 05:55 PM) |
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| Nice job gamekrazzy. |
messiaen
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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 09-01-09 12:30:02 AM (last edited by gamekrazzy at 08-31-09 10:33 PM) |
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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.
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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.
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VL-Tone
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| Posted on 09-09-09 03:32:20 AM (last edited by VL-Tone at 09-09-09 12:33 AM) |
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| Time: One second ago - Date: Tomorrow - Weather: Sunshine - Mood: Moody Answer to the universe: Yes | 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.
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