Stevoisiak
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| I think for the SM64 blocks, they wont be too hard. I may be a noob, but I think thhese ideas may work. The wing and metal caps are practicly premade! For flying, mod how the wing feeather comes out and maybe how it flys. Make the sprites with a cap, not a cape. And maybe add a triple jump. (Ive seen it done in an unreleased SMB3 hack, along with air bars, and more) For metal mario, Mod the invincibility star. Make it move differently and change the bright colors to dark. Make it walk underwater, and last longer. Ivisibility will be tricky. I believe there is a block on Sthe SMW hacking club that only lets you pass with something. Another idea, a modded version of the block that wont let a star through. Also, maybe the colision data will be like micro mario, but the sprite is still large. A HEAVILLY modded version of the thing that wont let yoshi through. Also, if the invisibility block lets you pass the end gate, a mod on how if you're way above the end gate, you pass it. And so the bad guys cant hurt you, mod the star so it can't kill by touch. Also, Idea! A POW block can open a door to the "Dreamlands" like they do in SMB2. |
Stevoisiak
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| I'd like to kow why it's so hard to replace music in SM64, and yet it's simple in Super Mario World? |
Stevoisiak
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| I know, but I thought that the problem with replacing music was space, and I was thinking that if space were a problem, then it would be similar. If space is an issue, then maybe the ROM can be extended more to make room. Actually, why DO you need to extend a ROM anyway, and what does it do? |
Stevoisiak
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| Actually, I downloaded a level for some program (MUGEN) and it came with a miniusf file for music. I tried audacity, but it has no idea what it is, and thinks it's raw data. Can anyone tell me what a miniusf filee is, and how to convert it to an MP3? |
Stevoisiak
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Originally posted by HyperHacker "Extending" the ROM in this case just decompresses a lot of the resources and stores them uncompressed for easier editing. Space isn't a big deal on N64 as the ROMs can be expanded to at least 32MB, probably 64MB, without any problems. (Unless some game stored ROM addresses as only 3 bytes...)
Ok, I understand. Although, I wonder why the extended file size is exactly 3 times the origional one. Also, This makes me wonder more about why a ROM De-extender is near impossible. And why is it that most games dont need extending to edit them, but SM64 does? And if space is the issue, I still dont know why importing music is too hard. |
Stevoisiak
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Originally posted by Metal_Man88 How many times do I have to link this before you will click it, Steve?
No, I don't think you understand what I mean. I have a miniusf file which is NOT used for a N64 game, and I need to CONVERT it into a format USABLE by WINDOWS, such as an MP3. II have no intention of using the file to edit an N64 game. |
Stevoisiak
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Originally posted by bonifarz (thanks to Stevoisiak for his detailed suggestions)
I'm just glad I could help! I always love a good hack!
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Stevoisiak
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I beleive that I have a texture mod with Rice's plugin that modifies the letters. I'll check on that. Also, how come you can modify mario's in-game colors, and no others? Why isn't there a gameshark code to make Yoshi red?
EDIT: Heres the image.
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Stevoisiak
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| Ohh! So, if you have a miniusf file, it could be easily added to SM64? If so, Ive got a Miniusf file to insert. |
Stevoisiak
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| Since some of us do not want to have the trouble to have to deal with the japanese and the veiwing time limits, maybe someone can use Hypercam to record thwhe vids, and upload them to YouTube or TinyPic. Also, maybe you can make a post on the Tads tool site for the japannese, and tell them about how we'd like to play their mods, and maybe tell them either to tell us how to use the exe files, or tell them how to use PPF. Maybe a site can be made that you can register as Japanese or English, and if you register as English, the posts are automaticaly translated to english, and vise versa. |
Stevoisiak
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Originally posted by roger3245 mumblemumble...stillcantbeatdemoworld...mumble...*sobs*
If you can't beat it, just use an invincibilituy code. XD |
Stevoisiak
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| So, nobody knows how I can make my MINIUSF file usable? Now that I think about it, why would someone even use that format for MUGEN stage music if it doesn't work? |
Stevoisiak
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Originally posted by gop_red_94
Originally posted by Boing
Originally posted by gop_red_94
Originally posted by xpCynic
Originally posted by gop_red_94 What's a coruppter?
A tool used to corrupt (scramble the bytes of) certain portions of...oh for Christ's sake it says right on the link he gave you.
I don't follow???
Use Google for god's sake. 
found one!
don't know how to use it.
plz help!
BTW, does anyone know how to hack the A-D menu text?
Ugh, search YouTube!!! Just searh "How to use a corruptor" |
Stevoisiak
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Originally posted by Metal_Man88 It works if you play it in Winamp with in_usf (the plugin) installed.
It may be possible to do that in MUGEN? I dunno, maybe I can poke my MUGEN friend and ask them.
No, no, I tried to use it for the pokemon stadium stage, and MUGEN crashed. All I want to do is translate it into an MP3, like I did with that OGG file I got with the PC stage. Unfortunatly, Audacity is clueless with a miniusf. |
Stevoisiak
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Maybe if someone could fully explain how we added music in SMW, and why it can't be done in SM64, it may make more sence to me.
Edit: MAN! I was a noob back then! What was I thinking! |
Stevoisiak
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I played a bit of the hack. Nice work! Here are some suggestions.
1. Too many times did I get hit with the mushroom, and the level became imposible.
2. I ocasionally ran out of shells to hit the boxes.
3. It's annoying that you cant touch spikes from the side.
4. An annoying thing in SMW was that you could only save after you beat a castle. Can it be changed so I can save after a level? |
Stevoisiak
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| Hmmmm. Does this mean that you can make it so objects colision data move with the image of the object when we move it? (Like the tilting platforms in Bowsers level) |
Stevoisiak
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Originally posted by S.N.N. Thanks for playing it, though this demo is rather outdated (even though it is still the most recent), so all of your points were fixed long ago. In regards to 4, I built in a sort of Save House where you can go to save your game whenever you want. I still include save points after castles and stuff, but the save house is there for primary saving now.
Sounds like you only played through world 1, as that is the only place mushrooms are really required. The need for them dies in world 2.
What save house? And I just downloaded this yesterday from SMWC! |
Stevoisiak
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There is life in this hack still. A glitchless, playable yoshi using gameshark!
http://www.youtube.com/watch?v=2kMtv7KNuh0
and the code he used in the description.
8134B89C 8019
8134B89E 4E28
8134B8C4 8015
8134B8C6 0B74 |
Stevoisiak
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Originally posted by Guy54123
Originally posted by Stevoisiak What save house? And I just downloaded this yesterday from SMWC!
He added the Save House in the version he's currently working on, which he hasn't released yet. Just because you downloaded the hack yesterday doesn't mean you automatically got the latest version straight from his hard drive.
Oh, I thought he meant it was released already.
Originally posted by S.N.N. Sounds like you only played through world 1, as that is the only place mushrooms are really required. The need for them dies in world 2.
Yeah, but in the fortress in World 2, you need a fire flower, which I was constantly loosing, so I used savestates for that level.
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