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MAJOR UPDATE!
Sorry about the delay.
This version is a LOT better (or at least it should be )
Hope you enjoy these changes! |
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| The first texture is the reflection of light on metal mario |
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The ''Mario M (Again?)'' is the M letter on the cap when its on the ground, as
RJWaters2 said. |
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This is great!
Only one small thing....
3D objects are only visible when Mario is nearby.
This makes it impossible to ''hide'' red coins for
an example. In fact.... the whole level will
look empty if Mario isn't nearby.
I don't want to knock your ideas down,
but there must be some way to avoid this... |
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394 is the bottom of bowser's/koopa's shell?
19 is Mr, I's bullet.
52 is a snow particle or something like that.
72,73 are bullet bill's face.
76-80 is the Heave-ho enemy (the one who throws you high up in the air in wet-dry world.
83 is bully's eye (the enemy from lethal lava land).
97 is manta ray.
99-105 is the eel from jolly roger bay.
108-111 is klepto, the bird from shifting sand land.
136-140 is the penguins eyes.
147 is the ! switch ''!''
192-198 is lakitu
Hope you understood at least a little
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The camera anchors are in fact, static sound effects.
In castle grounds, the one close to the waterfall, for an example, makes the waterfall noise.
The other ones makes those insect and bird noises.
In shifting sand land there's one object wich makes the sandfall sound.
Well, uh, let's get back to the topic.
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There's only one ''sound object'' with that waterfall-like behavior in SSL
I renamed the name labels so all i have is
the behavior number wich is:
015524
The sound objects work perfectly in other levels,
like Whomps fortress, Bob-ombs battlefield and Shifting sand land.
With some work on this i bet we can make those objects
produce different sounds.
Hmm, if i remember correctly... doesn't the merry-go-round
play that wierd song if Mario is in the basement of Big boo's haunt?
Perhaps they (the sound object and the merry-go-round) use similar
behaviors?
Pehaps the SM64 Music Editing thread is better for this topic? |
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This require a hex editor right? 
____________________ Wow! SM64 is totally turned upside-down! |
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A function that sorts all various kinds
of objects into categories.
Like an ''enemy'' folder or an ''collectable objects'' folder.
____________________ Wow! SM64 is totally turned upside-down! |
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Does this mean that super complex
models (like the huge labyrinth in Rainbow Ride)
will make the game go very slowly or even crash?
And one other thing:
If you walk into a wall from a side
where you're not supposed to be, Mario
can walk through the wall.
How does the behavior know wich
walls should be solid?
____________________ Wow! SM64 is totally turned upside-down! |
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Making a cave level is not a very good idea... You would spend too much time to get mad because of the hard-coded camera movements that almost always interrupts you.
In those cases the camera won't obey you or the camera'll move out of the cave so you see the whole level.
____________________ Wow! SM64 is totally turned upside-down! |
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A small bug that i've seen in all versions of TT64 so far:
When an object is inactivated (all acts turned off) the name of the object turn grey, right?
Well, if you switch to alfabetical order instead of 123... the object name might turn red
and another object name'll turn grey. Like this:
---------------------------------------------------------------------------------------------------------
Number order:
[Red] Goombas (three) (0,0)
[Grey] Coin (0,0)
[Red] 1-up (0,0)
[Red] Bubbly tree (0,0)
Alfabetical order:
[Red] 1-up (0,0)
[Grey] Bubbly tree (0,0) <----- See? (this one is activated)
[Red] Coin (0,0) <----- This is inactivated
[Red] Goombas (three) (0,0)
----------------------------------------------------------------------------------------------------------
Did you get that?
The coin is still inactivated but it's name is colored red!
And now the bubbly tree is grey but it's activated!
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TT64 already have auto-save, but you'll have too
check that box in the prefences.
(This might slow the program down)
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Impressive mod, Celux!
One question: Did you change the position of the spawned star
from the boss or did you build the level to suit it's old position?
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Will the ''export texture'' function ever come back?
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Oops... i missed that. I'll read through all posts carefully next time.
____________________ Wow! SM64 is totally turned upside-down! |
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I've also noticed that some objects can't stand on the custom blocks.
When i say ''objects'' i mean stuff like the red coin star mark or the jumping box, not the enemies.
Does these objects use the same behavior for detecting collision like the enemies?
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I long while ago when i worked on my Luigi's mansion 64 mod, i somehow erased the Peach cutscene.
The worst part is that i don't even remember what i did.
My mod is somewhere in this forum (the project is starting to die) if you want to check it out.
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Well, thats too bad 'cause i don't know how to make a mac patch do'h!
As for the progress, i've decided to continue this project.
I already have a patch ready with 3 ''new'' levels 
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Wow, i didn't know that so many people still liked this mod!
Well, the new levels are, in case you're intrested:
Midnight flower patch
The dusty old clock
Piranha forest
You just made my day
I wont let you down.
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