Breegullbeak
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While my other Mod is at a stand still, I started working more on a side project I was doing in my spare time. I'm painting over all the textures in Super Mario 64 with Microsoft paint.
Note: that this is what happens to the coins when I edit them.
<object width="640" height="505"><embed src="http://www.youtube.com/v/3c6FxzrpOPI&hl=en_US&fs=1&color1=0x402061&color2=0x9461ca" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="640" height="505"></embed></object>
Link to the patch Apply to a clean extended rom. |
messiaen
Catgirl
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SORT OF two player mode in Mario 64 (controlling NPCs):
<object width="425" height="344"><embed src="http://www.youtube.com/v/_9Iwkfs3q0s&hl=pt_BR&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object>
Many practical problems, however the concept could work in a smaller scale.
Edit: Embed doesn't seem to be working Non-embed. |
Yoshi Party
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| Posted on 12-31-09 01:14:58 PM (last edited by Yoshi Party at 12-31-09 11:52 AM) |
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Hello
I wanted to show you my project: Super Mario 64(2)
->please watch some of the videos on
youtube
I'm actually very new to the modding scene
I've some knowledges in c & c++, which did not help me very much to create this game...
It's fully made with Toad's Tool->thx very much for this awesome application btw!
Super Mario 64(2) makes almost full use of TT's capabilities.
It contains:
-new texts + spelling mistakes(you know my English....)
-new textures( only those are changed, which are supported by TT)
-new levels( no flatmods, but I tried the hardest to give them a new athmosphaere)
-new missions( the stars are of course not the same + I added one extra star(121stars at all)
-new music( I mainly exchanged the existing music, but I also added three custom sounds(not made by me!)
The hack was actually made for Wii Virtual Console->that's why I refused to add texture packs which are only applied through project 64 plugins....
->are there now some new ways to add custom textures which are not yet supported by TT?
->I want to apply the textures directly into the rom....
->the levels do all have their own look. For example, I turned the dessert into a green jungle with a temple of lava in the middle
->Ghost house is now a colourfull mansion and so on...
All in all it is a bit harder than the original, but also includes some interesting features:
You start ie. as normal in front of castle. The difference is that the front doors are looked with Bowser's second key. So will have to find a way to get up on the castle's roof. There you will find a warp pipe which warps you into the cellars, where the FIRST Bowser will give you the key for the original main room....
For the music and texts is still much work needed. The texts are not primary issues but the music is a big problem for me. Exchanging works great with TT....but as menstioned I also used custom sounds which I found for free use somewhere on this hp some time ago.
At this time, when I found them, there were problems with the new sounds. ( For example it does not loop )
However, I'm still working on it and hope I can find a way to import textures and sounds like in "The missing stars"
regards Yoshi |
Breegullbeak
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Originally posted by Yoshi Party Long post
Loving the Kick me sign. How did you get that picture of the level for the Bomb-omb battle field portrait? That's the most impressive part IMO.
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Yoshi Party
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thx
the picture was not that hard:
I played with project64
->press start in game
->change the camera settings, so it does not follow Mario while R pressed
->after that you go far away and take a screenshot from it
-> and the rest is Photoshop  |
Doogie1012
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Originally posted by Celux 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 bobb to other levels because they're all too small, and i don't know how to hex it. Know how?
After using the Rom Extender on the SM64 rom, you can make your level data be elsewhere in the rom by editing the Level Start Address and Level End Address. To find where the 'spare' data is, open up a hex editor and scroll to the end, it will be all the data made up of just plain pointless 01's.
It starts around here, and ends here, plenty of room:
011A37A8-017FFFFE
(Approx. 6 megabytes)
So for example Bom-omb Battlefield could use:
011A37A8-11A97A8
(6000 bytes)
Cool-Cool Mountain could use:
11A97A9-11BB7A9
(12000 bytes)
Anywho I hope I helped, I'm actually surprised people are using my application
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Zeldaman
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| Posted on 01-02-10 09:18:12 PM (last edited by Zeldaman at 01-02-10 06:19 PM) |
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Originally posted by Celux Here's somthing 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.
sorry to be off topic but how did you move stuff around and change the color? |
Celux
 Red Cheep-cheep
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| I'm not completely sure what you mean, but i used Blender to import, edit, and export the WRL. I used Lemmy's 3D plugin to rip the model of the level first. |
Conte de Contis
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Ehi look what i made! I chiseled it!
Ok, seriously, those are some models i made.
I'll start from the less interesting one.
1- "Toilet":
I acutally made this for fun, and not for serious concept, but it looks like this in game.
2- "No, not into the pit, it buuuurns!":
I made this for fun either, but this is not as foolish as the one on the top (aside the title). Acutally, i made this only for the effect of gradient in the pit.
You may notice, this is also good for "Lethal lava land" background. This looks like that too, but it's darker and the gradient is not so good :/
3- "Borough":
This is the most serious one, and i mean to make it as good as possible. This acutally comes from a homework which teachers in School of Comics gave me (and other coursemates or whatever is the term i am italian and i have not learnt english enough yet), so, credits go to Internetional School of Comics, at Florence (it's strange, but i attend both superior school and the Comics one) - This was the homework, i enjoyed making it, so i wanted to port this in 3D in the game - Since this, i could include it in my SM64 hack. I didn't start it yet, but with TT64 0.6, i will (but i can't promise anything). Making 3D models is acutally long, but we have to have patnence. BTW it's acutally incomplete.
I hope i'm doing things regularly.
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messiaen
Catgirl
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Nice! Keep up working on your 3d modelling skils . |
Gecko
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| Really nice idea for a level! |
Conte de Contis
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Oh thanks dudes. For the third, yeah, i acutally drawn it, but in 3D they are just SM64 texture modifications, i was too lazy to make new textures. This time i won't make a borough on a cliff, but on an acutal plain.
I made a video containing all three models
And the borough is complete (i need to fix a null edge that makes an annoying invisible wall, into the house)
<object width="445" height="364"><embed src="http://www.youtube.com/v/r7xncFyn9a0&hl=it_IT&fs=1&rel=0&border=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="445" height="364"></embed></object>
for the last song, i wanted to put a "serious music", but WMG didn't allow me, so i had to put videogame music (but Beethoven will allow me his beatuiful music ). I'm waiting the TT64 with the importer, and who knows, maybe we will be able to import sprite models either (i acutally don't demand collision 
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Gecko
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Great! Think about adding enemies etc.  |
Dark_fusionX
Tana~
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the houses are cool, exept all those windows just looks weird
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messiaen
Catgirl
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Just a few more tests with custom objects, this time making a Yoshi you can control with the second joypad:
YT video.
It doesn't use any of the original Yoshi code, just parts of my previous "two-player" hack, gravity functions borrowed from Bob-ombs and a few original effects (double jump on Yoshi and Mario will do the spin jump, stomp on him and he will spit a big fireball).
The interesting thing is that Yoshi isn't loaded on the levels by any level command and doesn't use any segmented pointer. I made a simple program to convert all pointers found in Yoshi's Polygon/Geo Layout bank to RAM addresses, so I simply DMA them from the ROM into extended memory and spawn a new object after Mario has been loaded.
Here is how the code that loads Yoshi looks:
if (*CreateYoshi == 0)
{
DmaCopy(0x80700000, 0x1700000, 0x1724200); /* copy yoshi/peach modified bank to 0x80700000 */
DmaCopy(0x80730000, 0x1730000, 0x1740000); /* layout/behavior */
Object *NewObject = SpawnObj( (*Obj), 0x01, 0x80730700); /* create Yoshi */
NewObject->animation_ptr = 0x807241E8;
NewObject->geo_layout_ptr = ProcessGeoLayout(0x80750000, 0x80730468); /* creates Yoshi layout struct */
NewObject->x_pos += 75; /* displace it from Mario */
int temp = *CurrentObject;
*CurrentObject = NewObject;
SetObjAnimation(1);
*CurrentObject = temp;
Yoshi = NewObject;
Yoshi->col_sphere_x = (float)0xa0;
Yoshi->col_sphere_y = (float)0x96;
Yoshi->_0xe4 = 0x02; /* gravity */
}
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Ubuntu

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| Posted on 01-29-10 11:43:25 AM (last edited by Ubuntu at 01-31-10 12:39 PM) |
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The picture in the left is the level. Of course xD
The last picture is a sand course. Itś like the pyramide Level in the "normal" SM64.
With a Teleport, you wll get there. It id the hole in the second picture.
€dit: sry for this little picture xD |
King Eye
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Ok people, I'm almost there! I have been working on the ultimate Mario 64 mod! I have completely remade this game, altering *all* dialogue, retexturing a crap load of stuff, and there aren't any of the original enemies! This is sure to be one of the funnest (is that a word?) and most challenging mods ever Anyways, you can visit my site to view pics, vids (none uploaded yet :'( ) and download the thing! You know, I was totally ready to upload my mod and all, but apparently I need it to be ppf or something or else its illegal, so if ur reading this, u may have to wait about half an hour from the time that I posted this so that I can convert the file and upload it! But in the mean-time, please visit the site, check out the pics, and read the new storyline! Here's the site address! www.kingeyeware.com |
Mr. Game
Keep practicing, kid.
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Originally posted by King Eye Ok people, I'm almost there! I have been working on the ultimate Mario 64 mod! I have completely remade this game, altering *all* dialogue, retexturing a crap load of stuff, and there aren't any of the original enemies! This is sure to be one of the funnest (is that a word?) and most challenging mods ever Anyways, you can visit my site to view pics, vids (none uploaded yet :'( ) and download the thing! You know, I was totally ready to upload my mod and all, but apparently I need it to be ppf or something or else its illegal, so if ur reading this, u may have to wait about half an hour from the time that I posted this so that I can convert the file and upload it! But in the mean-time, please visit the site, check out the pics, and read the new storyline! Here's the site address! www.kingeyeware.com
that site address don't works!  |