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| Jul - Posts by KDJewl |
| Pages: 1 2 3 |
| KDJewl Member Level: 14 Posts: 21/47 EXP: 12724 For next: 347 Since: 07-11-10 From: Elnora, AB Since last post: 981 days Last activity: 942 days |
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| I was testing out the new importer today and stumbled across a couple bugs. 1. the list of levels for the Pause Menu Warp seems to be...messed up? whenever i selected a level, it would always lead to a different level. in the end, i had to select the Secret Aquarium to get the warp to send me to the Castle Grounds. 2. the music limit hack causes the ROM to freeze as soon as i open it in PJ64. Just wanted to let you know. The pause menu warp function is still helpful, even if the list is wrong. Thanks for integrating it in your importer! |
| KDJewl Member Level: 14 Posts: 22/47 EXP: 12724 For next: 347 Since: 07-11-10 From: Elnora, AB Since last post: 981 days Last activity: 942 days |
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Originally posted by messiaen No problem. And I'll try using the hack on another ROM and let you know the results. Oh, not to put any pressure on you, but have you found anything on the "extra" stars yet? Like a way to modify something to make them get added to the total? EDIT: I tried patching the music limit hack to another ROM, and it seemed to work fine, but when I apply to MY hack, PJ64 gives me an error whenever i load a file. |
| KDJewl Member Level: 14 Posts: 23/47 EXP: 12724 For next: 347 Since: 07-11-10 From: Elnora, AB Since last post: 981 days Last activity: 942 days |
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| Project 64 gives this message: "SP DMA WRITE SP_DRAM_ADDR_REG not in RDRam space" after clicking ok: "Unhandled Opcode RSP: Unknown 60 04 40 01 Stoping Emulation!" Then asks me if i wish to enter the debugger. |
| KDJewl Member Level: 14 Posts: 24/47 EXP: 12724 For next: 347 Since: 07-11-10 From: Elnora, AB Since last post: 981 days Last activity: 942 days |
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| Don't worry about it. But what do you mean by "all the warps"? Every warp is accessible from every level, as long as you change them in the "warp destinations" list in TT64. Or do you mean all the warp IDs? I can understand how that would be useful, as it would allow way more warps to and from the levels we import. |
| KDJewl Member Level: 14 Posts: 25/47 EXP: 12724 For next: 347 Since: 07-11-10 From: Elnora, AB Since last post: 981 days Last activity: 942 days |
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| hey messiaen, is it too late to suggest new features for the importer? I'm asking because i went back and played The Missing Stars yesterday, and i was wondering if you could possibly include your "star counter" as an option in the importer? You know, the one on the bottom of the screen showing how many stars are in each level? BTW, have you figured anything out about why PJ64 gives me that error when using the music hack? |
| KDJewl Member Level: 14 Posts: 26/47 EXP: 12724 For next: 347 Since: 07-11-10 From: Elnora, AB Since last post: 981 days Last activity: 942 days |
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Originally posted by Gazpacho146 Try typing a 3 in the box. if i'm correct, the star values begin at 0 (star 1) and go to 5 (star 6). Typing in a 3 should give the star the number 4. Thats odd that the choices don't show up, though... |
| KDJewl Member Level: 14 Posts: 27/47 EXP: 12724 For next: 347 Since: 07-11-10 From: Elnora, AB Since last post: 981 days Last activity: 942 days |
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| When i first modded my wii, all I did was screw around with emulators and wads. I got The Missing Stars running with Wii64, but i never did try it with a wad, I upgraded and now it won't let me install them. But the emulator does work with it. |
| KDJewl Member Level: 14 Posts: 28/47 EXP: 12724 For next: 347 Since: 07-11-10 From: Elnora, AB Since last post: 981 days Last activity: 942 days |
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Originally posted by Gazpacho146 Hey Gazpacho, if you're still having NPC problems, I have written a guide that could help you, but I won't be able to get it uploaded until Monday (I have terrible internet). I included a patch to show what the tutorial results in, and the guide should be fairly easy to follow. Once I get it uploaded, I'll post the link and you can try it. |
| KDJewl Member Level: 14 Posts: 29/47 EXP: 12724 For next: 347 Since: 07-11-10 From: Elnora, AB Since last post: 981 days Last activity: 942 days |
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| @Gazpacho- I'll upload the package to MediaFire and post the link, that way anyone who wants to take a look at it can do so. @KartMario- What do you mean by "normal"? |
| KDJewl Member Level: 14 Posts: 30/47 EXP: 12724 For next: 347 Since: 07-11-10 From: Elnora, AB Since last post: 981 days Last activity: 942 days |
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Originally posted by Metal_Man88 Is he really?? I've honestly never noticed that. Huh. I just got inspired to play the whole game through again! By the way, Metal_Man, is it alright if I post the link to my guide here, or should I just PM it? |
| KDJewl Member Level: 14 Posts: 31/47 EXP: 12724 For next: 347 Since: 07-11-10 From: Elnora, AB Since last post: 981 days Last activity: 942 days |
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Oh no..I totally forgot to bring the package with me on my flash drive >:O Sorry for the delay, Gazpacho, the guide will be up first thing tomorrow morning. ![]() |
| KDJewl Member Level: 14 Posts: 32/47 EXP: 12724 For next: 347 Since: 07-11-10 From: Elnora, AB Since last post: 981 days Last activity: 942 days |
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| OK, sorry about that. But I myself have a question. Is there a collision type that you can set a texture to to make it act like a breakable box? That is, when you punch it, it breaks apart? And one more thing...This question is more directed to messiaen. That Flexible Collision behavior command you have on your site allows you to have normal solid versions of objects, right? Or did I interpret it wrong? Anyway, how would i go about replacing a behavior with THAT behavior, if possible? EDIT: Ugh, ran into another importation(ish) problem. I made a level to replace the Haunted House, and it imported just fine, but no matter what USABLE camera setting I use, whenever I move Mario over a certain spot (near the starting point), the camera aims down, and spins around. (I don't know how else to explain it). It causes Mario to turn around and keep on running in the opposite direction. I can run outside of the small area and the camera works ok, but as soon as I step on the one little spot. Jeez, i'm having way too many collision-related problems. |
| KDJewl Member Level: 14 Posts: 33/47 EXP: 12724 For next: 347 Since: 07-11-10 From: Elnora, AB Since last post: 981 days Last activity: 942 days |
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| Alright, here is my NPC guide. This is the first PPF Patch I've ever made, and I can't test it because i'm on a different computer, but it should work correctly. If not, let me know and i'll reupload it. Here you go! http://www.mediafire.com/?1n7x27dpu92f67c If you have any questions, PM me. I don't have regular internet access, so I won't be able to reply right away, but yeah. I'll try ![]() EDIT: Tested patch, works fine but extend AND expand ROM first. |
| KDJewl Member Level: 14 Posts: 34/47 EXP: 12724 For next: 347 Since: 07-11-10 From: Elnora, AB Since last post: 981 days Last activity: 942 days |
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| You don't have to, it's just a quick patch I made to show the results you would get if you followed the tutorial. (in case you wanted to check the NPCs out beforehand) |
| KDJewl Member Level: 14 Posts: 35/47 EXP: 12724 For next: 347 Since: 07-11-10 From: Elnora, AB Since last post: 981 days Last activity: 942 days |
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Ooh..sorry about that, Dudaw . If it helps (is that the right word?) any, I can reupload it first thing tomorrow morning with your site URL included in the guide. But, exactly what words did I copy into it? I wrote everything from scratch, unless you mean the NPC data or animations list. I definitley didn't copy anything from your site, that i'm aware of. |
| KDJewl Member Level: 14 Posts: 36/47 EXP: 12724 For next: 347 Since: 07-11-10 From: Elnora, AB Since last post: 981 days Last activity: 942 days |
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| Metal_Man-Thats fine with me, however i'm still unaware of what exactly I copied. rezapeza-You should just be able to change the warps back to the original levels they pointed to. |
| KDJewl Member Level: 14 Posts: 37/47 EXP: 12724 For next: 347 Since: 07-11-10 From: Elnora, AB Since last post: 981 days Last activity: 942 days |
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| Rezapeza, it may take a while, but it DOES work. keep that in mind. However, if you happen to find a quicker way, for example, change them all at once, let me know. That'd be fairly useful for future hacks. |
| KDJewl Member Level: 14 Posts: 38/47 EXP: 12724 For next: 347 Since: 07-11-10 From: Elnora, AB Since last post: 981 days Last activity: 942 days |
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Metal_Man and Dudaw: Okey dokes then. ![]() Hennahacker: I've never thought about trying that. Wouldn't it act mostly the same as normal water or haze, as both substances cause Mario to lose health, correct? Unless it would speed up the health loss...Hmm. I'm definitely trying this when I get home. |
| KDJewl Member Level: 14 Posts: 39/47 EXP: 12724 For next: 347 Since: 07-11-10 From: Elnora, AB Since last post: 981 days Last activity: 942 days |
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My guide is geared more towards creating NPCs by replacing certain behaviors, but should be able to help replace any behavior, as long as the size guidelines are followed. Now for a bit of an odd question. Can anyone give me any tips on making better (I want to say more modular) levels in Sketchup? Even I myself feel like all my levels can hardly be called...well, levels. ![]() |
| KDJewl Member Level: 14 Posts: 40/47 EXP: 12724 For next: 347 Since: 07-11-10 From: Elnora, AB Since last post: 981 days Last activity: 942 days |
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| Can't you just place the beta red shell near Mario in whatever stage your are using for the battle? |
| Pages: 1 2 3 |
| Jul - Posts by KDJewl |
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