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05-04-22 05:36:03 PM
Jul - Posts by Mega Mario XD
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Mega Mario XD
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Posted on 12-07-07 04:06:12 AM, in Why a Peach 64 hack is not impossible, but would require a lot of work! (last edited by Matthew Coburn at 12-07-07 02:04 AM) Link
Thanks for the heads up on this, VL-Tone. The Glitch and I thank you for your post.

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Posted on 12-07-07 04:09:50 AM, in SM64 RSP Commands Link
Originally posted by VL-Tone

As for the guy that supposedly imported the Mario Party 3 Daisy model into SM64 and fixed the animations, I say it's complete bullshit. Tell him to come post here and show some proofs (and that means a video not some photoshoped screenshot).


I'll get a video of him as soon as he's available to show off some screen shots.

He knows what he's doing. I contacted him for some help on the Peachy64 Project.

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Posted on 12-07-07 04:13:53 AM, in SM64 Sound Bank Theory... Link
Well, you know your Luigi Mod? If we got the Sound Data from the Japanese ROM, and get it into the English ROM, It may sound like Luigi's SSB64 Voice (how they were high-pitched Mario ones).

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Posted on 12-07-07 11:53:27 PM, in SM64 Sound Bank Theory... (last edited by Matthew Coburn at 12-07-07 08:54 PM) Link
All I meant was that you could copy the sound bank's sound data when we've found it inside the ROM, and copy/paste into the English one.

Of course, it may need a few tweaks, but it would be a fine result none-the-less.

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Posted on 12-08-07 12:57:25 AM, in Super Mario 64.5 Link
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****Hmmm, I thought this was some silly random hack (No offense). Upon looking at the screenshots, I was wrong. It looks good, but I think it's a little random, like that Bomb-omb King magically "growing".

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Posted on 12-08-07 01:04:16 AM, in Be more creative, and less random. Link
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****It's just that us hackers look down on random hacks and mutter comments to ourselves. I'll not going to post any examples of the comments here, but it's no use making a Goomba GIGA-sized that is using Bowser's behaviour, for instance.

At least use some brains, when hacking. Sure, you can show off your vid of the random hack, but don't expect it to be getting thumbs up when it's like a edited level stuck together with chewing gum.

I'm just stating my point of view.

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Posted on 12-13-07 05:32:57 AM, in Defining unknown behaviors and triggers Link
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Hi there, +c0! I didn't see you there.

Interesting Finds! This may be a interesting concept for a hack, that the worlds are flooded. Perhaps SM64: The Lost Under Water Levels?

This well greatly help VL-Tone with expanding TT64's feature list. I can't believe that you found this, as it opens a new door into SM64 Hacking.

Keep your finds coming!

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Posted on 12-13-07 05:36:08 AM, in PixelScrambler: A fortran program for automized texture modding Link
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The thing is, can the N64 still read the correct texture for the paintings? Eg. Willl the ROM display Bomb-omb Battle Field's painting correctly, or just display garabage?

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Posted on 12-14-07 01:11:59 AM, in PixelScrambler: A fortran program for automized texture modding Link
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Originally posted by Apophis
Wow! You've made a program that makes the graphics look like they were done by someone tripping on acid! Way to fail!


Hey! Bonifarz has done a wonderful job at making this tool, and you stab him with a "Way to fail" comment?

This program is great if you want to make a "night-time" hack or something. It's also good because you can then replace the painting with your own custom one, eg. a SM64 Beta-like Painting.

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Posted on 12-15-07 02:18:44 AM, in Toad's Tool Error! Link
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Originally posted by Garth
Hey, I'm new here but I'm not new to hacking!

So I got toad's tool worked with it, figured it all out and then suddenly...POOF! It doesn't work...It shows the start-up screen and then goes black with the message...

List Expected for handler

#count

Script Error.ontinue?

Then the yes and no options of course...

I've re-downloaded it 13 times as of now....What's wrong???


Thanks for the help!!



Are you using the EXTended ROM?

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Posted on 12-15-07 02:24:40 AM, in SM64 RSP Commands (last edited by Matthew Coburn at 12-14-07 11:27 PM) Link
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Well, this is interesting. There is free space in the EXTended ROM that we *could* import data to.

Imagine a level like Toad's Turnpike. Sure, the Cars and Truck whould be screwed, but if we had the basic layout (the track itself) we could have a "Shroom City" Level in SM64.

I may sound like I'm talking about something random, but could it be possible for something along those lines?

EDIT: Is the MK64 Kart and Driver two seperate models, or one object?

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Posted on 12-17-07 01:15:56 AM, in Defining unknown behaviors and triggers Link
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Interesting. I think the Inside Castle "controller" has something to do with the pillars area inside the castle (not outside).

I'll rig a coin to do that behaviour and see what happens.

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Posted on 12-17-07 11:37:39 PM, in PixelScrambler: A fortran program for automized texture modding (last edited by Matthew Coburn at 12-17-07 08:49 PM) Link
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Bonifarz, you have a great tool. I must add it to my hacking collection.

And I was thinking of a "midnight sleepwalk" concept for a SM64 Hack, with your new screenshot. Heh. '

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Posted on 12-18-07 12:03:57 AM, in Defining unknown behaviors and triggers Link
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Interesting. I think the behaviours require special models for them to work correctly.

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Posted on 12-18-07 06:10:04 AM, in What Now? A pickable Peach Object? (last edited by Metal_Man88 at 12-24-07 02:30 AM) Link
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Go to the Editing RAM objects thread to see more about this kind of stuff. -Metal_Man88

Yes, it's possible. I captured a screenshot of a code that I was using to experiment with. And the result?

Image Hosted by ImageShack.us

That's the result. Animated 100% Correctly at well. No stuffed up body parts. So, yeah. Peach can be worth 3 coins. Seriously, you kick her, and she'll explode into 3 coins.

Freaky, but nifty, eh?

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Posted on 12-18-07 10:22:05 PM, in What Now? A pickable Peach Object? Link
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@Xkeeper: I was in a rush to post it, so I'll post the code now.

The code for the pickable Peach object:



Start a file and when the game begins outside the castle turn the codes off by accessing your cheat devices' in-game menu (or deactivate the codes in your emulator's menu). Go to the castle front doors and you should bump into something invisible. Pick it up and it will turn into Peach (she will do a short animation). Now you can place her where you want but as she's actually a breakable box take care of her!

NTSC
81341C68: C216
81341C6C: 444A
81341C70: C52B
80341BDD: 0019
81341BDE: 4690
81341C04: 8013
81341C06: 9360
80341D47: 00FF
80341CF9: 0000
80341CFB: 0002
81341D96: F3B4
81341D9E: F3B4
80341D9B: 0001



There's more on http://james.boshikoopa.googlepages.com/game_codes .

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Posted on 12-18-07 11:10:46 PM, in Make-user-admin SQL Query? Link
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Hi.

And anyone please provide me with a query that I can run on my AcmlmBoard database to adminify a user? I've tried everything, but to no avail...

Thanks,
Matthew.

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Posted on 12-19-07 02:02:24 AM, in Make-user-admin SQL Query? (last edited by Matthew Coburn at 12-18-07 11:03 PM) Link
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Thanks for the howto, Acmlm!

And Xkeeper, it's Trial and Error.

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Posted on 01-04-08 11:55:52 PM, in TT64 Version 0.5.9b Released! Bug reports here. Link
Little Quirk: Redering issues under Vista. A director update should be the fix, I'm guessing.
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Posted on 01-13-08 04:49:46 AM, in Why a Peach 64 hack is not impossible, but would require a lot of work! Link
Originally posted by vinnyboiler
Have you started the project yet VL-tone. If you have may i see some screenshots of your best attempt you made to the hack. That would be much appreciated thank you


He was talking about me Peachy64 hack. VL-Tone may do his own hack, but I'm sure he won't even start the project sometime soon.
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Jul - Posts by Mega Mario XD


Rusted Logic

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

30 database queries, 26 query cache hits.
Query execution time: 0.076374 seconds
Script execution time: 0.030869 seconds
Total render time: 0.107243 seconds