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05-04-22 05:59:14 PM
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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gamekrazzy
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Posted on 09-10-09 12:37:48 AM (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.

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Gamekrazzy*
Gecko
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Posted on 10-11-09 07:03:37 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.

<object width="480" height="385"><embed src="http://www.youtube.com/p/18C57F7D79C35307&hl=de&fs=1" type="application/x-shockwave-flash" width="480" height="385" allowscriptaccess="always" allowfullscreen="true"></embed></object>
Lyskar
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Posted on 10-11-09 08:52:56 AM Link | Quote

Time/Date

&date&

Posts

&numposts&

Days Here

&numdays&

Level

&level&
Metal_Man88
Local Moderator
Wowza.

What happened with DK's stage and the weird lack of the forest background, though?

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Gecko
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Posted on 10-11-09 09:01:07 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 10-16-09 12:16:57 AM (last edited by Breegullbeak at 12-05-09 09:08 PM) Link | Quote
<object width="425" height="344"><embed src="http://www.youtube.com/v/zedqtpyKunU&hl=en&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object>


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 09:14:13 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 04:41:30 AM Link | Quote
Time: One second ago - Date: Tomorrow - Weather: Sunshine - Mood: Moody Answer to the universe: Yes
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?

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unintelligentgenius
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Posted on 10-18-09 04:03:33 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 10:57:49 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.

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unintelligentgenius
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Posted on 10-19-09 02:29:40 AM 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.).

tinyshit/2e3s7m1.jpg

tinyshit/6qcwu8.jpg
Bob-omb8194
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Posted on 10-19-09 11:31:14 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.).

tinyshit/2e3s7m1.jpg

tinyshit/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.

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messiaen
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Posted on 11-01-09 03:15:32 PM Link | Quote
A music debug I'm working on:

<object width="425" height="344"><embed src="http://www.youtube.com/v/N7XOSccsdzI&hl=pt-br&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object>
VideoGuy
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Posted on 11-01-09 03:32:29 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 06:27:25 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 10:56:34 PM Link | Quote
Proof of the concept "2D" level quickly done in Google SketchUp:

<object width="425" height="344"><embed src="http://www.youtube.com/v/cKBS6s_1dcg&hl=pt_BR&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object>

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
For future reference, "Responsible disclosure" isn't "acting like a douche about an exploit and demanding compensation".
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Posted on 11-22-09 02:58:00 PM 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!!
Rena
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Posted on 11-26-09 02:47:31 PM Link | Quote
Post #2639 - 11-26-09 09:47:31 AM
unintelligentgenius, I'm going to want that model when you're done with it. I think I can find another use for it...

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why not?
Celux

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Posted on 11-28-09 07:14:57 AM (last edited by Celux at 12-09-14 10:35:02 AM) Link | Quote
Here's something a bit random i did while I've been gone... I ripped the wrl from the first level of Bomberman 64 and imported it into my FPS (After about 3 days of guesswork <.<). It also has music, by the way, but you obviously can't hear that coming from a picture. I'll be uploading a video on youtube once i've done more.

Anyway, now that i know blender fairly well, i can start making my own models ready for when the SM64 obj importer is released, as well as ripping them.
Celux

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Posted on 11-29-09 05:26:21 AM (last edited by Celux at 12-09-14 10:35:33 AM) Link | Quote
I've started working on a new complete mod of SM64. It will contain plenty new levels, all with the usual 7 stars, custom music, textures and plenty other minor hacks. I've been hunting around through the hacking notes and whatnot, so i have a good idea what im doing. I just have one problem: I can't use Doogie's level copier on bob to other levels because they're all too small, and i don't know how to hex it. Know how?
messiaen
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Posted on 12-02-09 02:26:54 PM Link | Quote
A map from Banjo:

<object width="425" height="344"><embed src="http://www.youtube.com/v/COcIiQq1DcY&hl=pt_BR&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object>

PPF Patch.

Patch to a clean extended ROM. You'll have to turn on extended memory on your emulator settings.
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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 47be4dc [2021-08-23]
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