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05-04-22 05:34:33 PM
Jul - Posts by Me-me
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Me-me
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Posted on 03-07-08 12:07:55 PM, in Mod project: Luigi's mansion 64 Link
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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Posted on 04-13-08 11:46:27 AM, in Naming the Textures Link
The first texture is the reflection of light on metal mario
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Posted on 04-16-08 06:47:04 AM, in Naming the Textures Link
The ''Mario M (Again?)'' is the M letter on the cap when its on the ground, as
RJWaters2 said.
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Posted on 05-05-08 06:31:11 PM, in Brainstorming ideas for Mushroom Battlefield Link
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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Posted on 05-12-08 07:16:03 PM, in Naming the Textures Link
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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Posted on 09-23-08 10:08:38 AM, in ToadsTool Suggestions Link
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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Posted on 10-01-08 06:14:30 PM, in Help/Questions about Toad's Tool 64 and SM64 hacking (last edited by Me-me at 10-02-08 01:26 AM) Link
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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Posted on 10-02-08 02:03:30 PM, in ASM hacking Link
This require a hex editor right?

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Wow! SM64 is totally turned upside-down!
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Posted on 10-02-08 02:06:58 PM, in ToadsTool Suggestions Link
A function that sorts all various kinds
of objects into categories.
Like an ''enemy'' folder or an ''collectable objects'' folder.

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Posted on 10-02-08 02:33:17 PM, in Experimental Platform Battlefield v0.4 RELEASED (Mac patch included) Link
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?

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Posted on 10-05-08 04:32:46 PM, in Super Mario 64: The Missing Stars RELEASED! (Download link on first post) (last edited by Me-me at 10-05-08 01:33 PM) Link
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.

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Wow! SM64 is totally turned upside-down!
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Posted on 10-05-08 04:52:05 PM, in TT64 Version 0.5.9b Released! Bug reports here. Link
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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Wow! SM64 is totally turned upside-down!
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Posted on 10-05-08 04:56:11 PM, in ToadsTool Suggestions Link
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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Posted on 10-05-08 04:59:52 PM, in Post your SM64 mods, patches and screenshots here! (NO ROM LINKS!) Link
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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Posted on 10-05-08 05:05:00 PM, in Releasing TT64 version 0.5.99b. Now fully Vista and intel Mac compatible! Link
Will the ''export texture'' function ever come back?

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Posted on 10-06-08 04:24:28 AM, in TT64 Version 0.5.9b Released! Bug reports here. Link
Oops... i missed that. I'll read through all posts carefully next time.

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Posted on 10-06-08 04:57:04 AM, in Experimental Platform Battlefield v0.4 RELEASED (Mac patch included) Link
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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Posted on 10-15-08 07:01:39 PM, in Super Mario 64: The Missing Stars RELEASED! (Download link on first post) Link
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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Posted on 11-08-08 10:21:46 AM, in Mod project: Luigi's mansion 64 Link
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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Posted on 11-08-08 10:00:14 PM, in Mod project: Luigi's mansion 64 Link
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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Jul - Posts by Me-me


Rusted Logic

Acmlmboard - commit 47be4dc [2021-08-23]
©2000-2022 Acmlm, Xkeeper, Kaito Sinclaire, et al.

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