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05-03-22 05:35:04 AM
Jul - Posts by Stevoisiak
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Stevoisiak
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Posted on 04-28-09 08:10:11 PM, in Post your SM64 mods, patches and screenshots here! (NO ROM LINKS!) Link
Is it just me, or is this turning into a "Post your 3D Models, OBJ files, and images here!" thread? I think someone should make a new thread for all of these 3D models.

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Stevoisiak
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Posted on 04-29-09 06:48:05 PM, in Post your SM64 mods, patches and screenshots here! (NO ROM LINKS!) Link
Originally posted by Metal_Man88
Or we could see that it's not Stevoisiak who decides when a topic should or should not be split off. :p

It was only a suggestion...

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Stevoisiak
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Posted on 04-29-09 07:01:05 PM, in Super Mario 64: The Missing Stars RELEASED! (Download link on first post) Link
I just realized something about the release date. ITS TOMORROW! Just joking. It's actually Pico Day on Newgrounds.

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Stevoisiak
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Posted on 05-01-09 11:54:34 PM, in Super Mario 64: The Missing Stars RELEASED! (Download link on first post) Link
I have sony vegas, which can render widescreen HD videos. Just send me the recordings, and I'll do the editing, and send it back to you for upload.

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Stevoisiak
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Posted on 05-02-09 12:11:05 AM, in Super Mario 64: The Missing Stars RELEASED! (Download link on first post) Link
Originally posted by messiaen
I haven't recorded the video yet, but maybe the problem is with encoding. After the capture, I use VirtualDub to compress the video with the DivX codec. The quality is ok, but once its uploaded it gets much worse, perhaps I should send the video uncompressed and it will retain more of its resolution? All I want to avoid is a blurry video.

Yeah, send it uncompressed to me, then I'll edit it however you want me to, render it in HD, then send it back.

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Stevoisiak
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Posted on 05-02-09 11:07:07 PM, in Super Mario 64: The Missing Stars RELEASED! (Download link on first post) (last edited by Stevoisiak at 05-02-09 08:07 PM) Link
Originally posted by messiaen
Originally posted by wwwarea
OK. =) I did also edit that thing. It also had another bug about the star select screen. The white turned into black and only a little white shows in the middle. Only happens when I go to the woods.


I know this one for ages, but I'm not sure what is causing it .

It has to do with night-time mode. When its night in the hack, the level select turns dark too! I told you that during beta testing, remeber? And I really don't see why Secret Woods needs a star select. The lava level, maybe, but Secret woods, no. Especially since I often climb up a hill or go to an area then figure out I was chasing the wrong star. Also, I see the cannon bug is still there. Oh well. A first release is nice. Cant wait to see the new boss fight!

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Stevoisiak
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Posted on 05-02-09 11:29:15 PM, in Super Mario 64: The Missing Stars RELEASED! (Download link on first post) Link
Originally posted by messiaen
I know it's related to the night stuff, but I still don't have a clue why it happens so I don't know how to fix it.
The cannon bug is another hard to fix bug, I tried increasing the pipe size but it didn't make a difference. Overall, the collision bugs are the worst, for instance, I had to change the way to get to Secret Woods because I couldn't solve the bug between Metal Mario and the underwater breakable boxes.

The problem about removing the act selectors in Secret Woods is the cannon in the middle. The first three stars would be much easier if the cannon was acessible, and if I remove it, the "Tree Tops" act would have to be changed. There's also the problem of possible slowdowns with all objects being showed at once.

I guess I'll try again and see if I can finally solve the problem with the act selector during nighttime. Strangely it doesn't happen in the Volcano level.

Well, for the cannon, just limit it's rotation like they did in the origional!

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Stevoisiak
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Posted on 05-03-09 03:01:56 PM, in Super Mario 64: The Missing Stars RELEASED! (Download link on first post) Link
Originally posted by zelda rocks
Having trouble getting the hack to start, I get an error every time: "In a permanent loop that cannot be exited" verify Rom and Rom settings

Did you use the ROM extender on the rom before you patched it?

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Stevoisiak
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Posted on 05-04-09 07:12:44 PM, in Super Mario 64: The Missing Stars RELEASED! (Download link on first post) Link
Originally posted by zelda rocks
and during the daytime he talks to me about how I shouldn't cheat in a really good game.


Thats like the 3rd Mario RPG refrence in this hack! Seiously, first the music, then the RPG style layout, and now a direct quote!

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Stevoisiak
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Posted on 05-04-09 09:26:51 PM, in Super Mario 64: The Missing Stars RELEASED! (Download link on first post) (last edited by Stevoisiak at 05-04-09 07:08 PM) Link
FATAL GLITCH 1: As you know, the intro movies are messed up due to the altered levels. Finding this funny, I decided to watch them. However, after about three or four gameplay clips, the game will freeze. I assume it's trying to go to a non-existant level or something. Add a blank level there or repoint a level if this is the case.

FATAL GLITCH 2: In the old house, with the platform to the roof, I got stuck in an infinate loop of sliding down the small edge of the platform, and crashing into the wall.

Major Glitch: I thought I already pointed out that at Koopa's house, eventually the music stops looping and you are left with silence.

Complaint 1: For the crates, seriously? That seems more like where a star should be hidden rather than a red coin! Just allow us to push the crates. Since when does metal smash and have wood cover the screen?

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Stevoisiak
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Posted on 05-05-09 10:47:59 PM, in mml2m64: Music Macro Language importer for Mario 64 / Zelda 64 Link
Sorry to bump this, but I have a problem.

I'm trying to import a song, but unfortunatly, it wasn't meant to loop, and one channel is shorter than all the others. I don't know the MML format, so how can I get it so a channel wont repeat early?

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Stevoisiak
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Posted on 05-06-09 06:58:35 PM, in mml2m64: Music Macro Language importer for Mario 64 / Zelda 64 Link
Originally posted by Th3 Lucky
I have a problem ! I can't write anything in the sequence importer.
Evrytime i try to write something, it close ! Did this happen to someone else ?

It needs to be run in DOS. Check out the following video for more info.

http://www.youtube.com/watch?v=6H0TH7m-2oQ

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Stevoisiak
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Posted on 05-06-09 08:09:30 PM, in mml2m64: Music Macro Language importer for Mario 64 / Zelda 64 Link
Originally posted by messiaen
Originally posted by Stevoisiak
Sorry to bump this, but I have a problem.

I'm trying to import a song, but unfortunatly, it wasn't meant to loop, and one channel is shorter than all the others. I don't know the MML format, so how can I get it so a channel wont repeat early?


If you want the entire song not to loop, open the .mml file with a text editor and add ?0 in the first line.

By the way, when a track is shorter than others, the loop won't start until all tracks are over, so you shouldn't worry about that.

Hmmm. In my port, it sounds like one track repeats early... Maybe it's just the instruments or something.

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Stevoisiak
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Posted on 05-20-09 07:45:48 PM, in Beta Stuff Thread: Beta Trampoline and other stuff Link
Looks like something taken straight out of Super Mario RPG...

Probably a beta object they started thinking of, then ditched it later on. Nintendo is known for stuff like that. AKA: Blargg, Bowser bombs underwater, working unused Super Mario RPG Bosses, 5 extra levels in NSMB, ect. It probably doesn't have a true function coded into the game.

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Posted on 05-20-09 10:40:50 PM, in Toad's Tool 0.6.0 (On hiatus for an indefinite amount of time) Link
Lookin sweet so far! Actually, I have an idea to help wade some dying fans over. (Don't kill me again if you don't like it. I couldn't bear the guilt) Since you have a few levels already imported, (Tubular Slide, Geko's Level, SMG level tests, ect), and a few other models premade by fans, why not release one of the levels every 3 weeks or so?

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Posted on 05-24-09 10:46:36 PM, in Toad's Tool 0.6.0 (On hiatus for an indefinite amount of time) (last edited by Stevoisiak at 05-24-09 07:48 PM) Link
Originally posted by VL-Tone

Originally posted by Stevoisiak
Lookin sweet so far! Actually, I have an idea to help wade some dying fans over. (Don't kill me again if you don't like it. I couldn't bear the guilt) Since you have a few levels already imported, (Tubular Slide, Geko's Level, SMG level tests, ect), and a few other models premade by fans, why not release one of the levels every 3 weeks or so?


It's a very good idea, but as Gecko said, there are other priorities.


That's true. But the tubular slide has 1 star, and even if they dont have stars and enemies, it'd still be fun to play around in, or possibly try to make our own acts and stars with in Toads Tool. After all, beta testing levels have no real objectives, yet people love to play around in them.

Edit: I just realized that I shouldn't be asking for these new levels, since I actually never finished The Missing Stars hack, even when I was beta testing! (Blame TF2)

Anyway, so far TT's looking sweet. Now to go start playing Missing stars again.

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Stevoisiak
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Posted on 06-01-09 12:11:20 AM, in Toad's Tool 0.6.0 (On hiatus for an indefinite amount of time) Link
Originally posted by VL-Tone
\
For example, in my first experiments for the level importer I imported a sphere, and I didn't make a death floor. Mario could walk fine on the sphere, but when he reached the edge he was stopped by this invisible collision wall. And I'm not talking about the maximum level boundairies (-8192 to 8192), this wall was around the sphere.

So disabling the death floor can be useful if your level has no pits and is smaller than the maximum level boundaries. By doing that you'll be sure that Mario cannot go outside your level, even by flying.



Wait a second. What about in whomps fortress when he jumps off. There are no objects, but mario isn't blocked off. Nor is he in the bowser levels.

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Posted on 06-04-09 08:18:41 PM, in ToadsTool Suggestions Link
Originally posted by Metal_Man88
The different stuff in the new version will be so dramatic that the old projects will probably be scrapped in part or whole due to being far less of a change to the game by comparison to what the new version will do.

I agree. The only scenario where someone would want to save old level data that I can think of is if it was made in a FlatWorld Level.

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Posted on 06-08-09 07:29:54 PM, in Post your SM64 mods, patches and screenshots here! (NO ROM LINKS!) Link
Celux, try also making a 2.5D level like in paper mario. Possibly with glass on the side of you to restrict movement?

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Posted on 06-09-09 09:34:39 PM, in Post your SM64 mods, patches and screenshots here! (NO ROM LINKS!) Link
Originally posted by Celux
Originally posted by Stevoisiak
Celux, try also making a 2.5D level like in paper mario. Possibly with glass on the side of you to restrict movement?

I would definatly do that if i knew how to fix the camera at a set position from Mario .

Well, even if the camera is rotatable, it'd still be fun.

Also, Sega did a 3D recreation of green hill zone in sonic adventure 2, so try looking that.

Also, VL-Tone did a mini 1-1 recreation as a demo before TT was released. Maybe you can use that as a base.
(Adding cliffs, goombas, no triple jump, a better scale, music mods, ect)

These are just my ideas though.

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Jul - Posts by Stevoisiak


Rusted Logic

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

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