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05-03-22 05:35:08 AM
Jul - Posts by Stevoisiak
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Stevoisiak
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Posted on 04-10-08 08:07:58 PM, in Mod project: Super Mario 128 Link
Originally posted by pikmin 100
(its just too bad i don't know how to get patches to play on my emulator)

Here. I'll explain hoe to do this, even though it has been asked so much it is now a noob question. Although, eceryone is like that at one point. First, download a program to patch roms. Try PPF-o-matic. It was origionally designed for halo, but it works just fine for N64 hacks. Next, download the PPF Patch. Now, you must have an unedited extended SM64 rom. (it can be edited, but it might not work perfectly) Open up PPF-o-matic. Click the disk picture next to "patch" and browse for your patch. For ISO image, do the same thing, except you will have to select "all files" under the file types before you can load the rom. Hit apply, and in a few second you will have a patched rom.
Stevoisiak
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Posted on 04-10-08 08:17:39 PM, in FlatWorld Battlefield, Take Two (New flat empty level template! TT64 v0.5.98b!) Link
Ok. Messian, you have done what I have been hoping would happen ever since I saw that video where someone moved the level terrain as a whole object. (Man that sounded weird) Could these newly made objects be implemented automaticly in either the rom extendor or Toad's Tool itself?
Stevoisiak
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Posted on 04-21-08 04:51:02 PM, in FlatWorld Battlefield, Take Two (New flat empty level template! TT64 v0.5.98b!) Link
Originally posted by messiaen
Uh, perhaps you missed this?

This is the concept of "Platform Battlefield", a empty level (it contains no terrain like Flatworld, just death at the bottom of the level) where you can move solid custom objects around. See more in the dedicated thread.

--

Edit: Indeed there is a command the scales collision data! Check out the Behavior thread

Edit2: Also, I have been experiment with the 0x20 Geo Layout command, and indeed it determines drawing distance (how close you need to get to the object so that it is drawn). The range of values are 0000 - 07FF. Anything beyond hex 8000 (dec 32768) will make the object invisible (probably some negative/positive values issue).


Not what I ment. I meant that video made me think, "Hmm, maybe the terrain objects could be divided into individual physical objects" Which, is what you did.
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Posted on 04-21-08 04:58:21 PM, in Mod project: Super Mario 128 Link
Why are the two doors in the front of the castle facing the same way?
Stevoisiak
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Posted on 04-21-08 05:01:10 PM, in Experimental Platform Battlefield v0.4 RELEASED (Mac patch included) (last edited by Stevoisiak at 04-21-08 02:10 PM) Link
IDEA! You can have separate objects for different acts, right? Well, why not make slide battlefield Act 2? Each act can be a new path!

Edit: If I delete the polygon sheet and have it remake it from this rom, will Toads Tool work with other roms?
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Posted on 04-24-08 05:24:31 PM, in Experimental Platform Battlefield v0.4 RELEASED (Mac patch included) (last edited by Stevoisiak at 04-24-08 02:27 PM) Link
Originally posted by messiaen
vinnyboiler: I uploaded a video, check the first post.

Stevoisiak: The file you are going to delete is only used by TT64 when opening FlatWorld. You still will be able to load non-Flatworld enabled ROMs, but if you open a fresh Flatworld ROM, you may have problems viewing the geometry. So, keep a copy of the original file. Maybe it is a good idea to also keep backups of the "label files", which are updated because of the new 3d objects/behaviors in my level.


Ok. Also, what about my acts idea?
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Posted on 04-24-08 05:34:23 PM, in FlatWorld Battlefield, Take Two (New flat empty level template! TT64 v0.5.98b!) Link
Wow! It almost seems like you need a more flexable version of toads tool! You rock!
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Posted on 04-24-08 07:15:10 PM, in Mod project: Super Mario 128 Link
Originally posted by RJWaters2
By facing the same way, I can have them both lead to the same place (and be on the correct side of the door) with only using up one warp destination. Trick I use to free up a warp, useful for putting 3 levels in the castle grounds.


Why not just use a sliding door then?
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Posted on 04-25-08 02:42:06 PM, in FlatWorld Battlefield, Take Two (New flat empty level template! TT64 v0.5.98b!) Link
Originally posted by messiaen
TT64 is already a very flexible and powerful tool, and Flatworld Battlefield gives you a lot of freedom to experiment and learn.


Yeah, but sometimes, as like with the platform, ahhh, never mind. So, I have an idea! I think adding these new objects to the game should be a built in feture with toad's tool. It could be like the flatworld button, except it can add objects to the rom. (Posibly, it could also take care of some objects not working in other levels)
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Posted on 04-25-08 02:44:08 PM, in SM64 Water Hex Hacking (Geeky stuff) Link
Originally posted by blakerobinson2u
or the ice by the ice bully- it acts like lava but mario says "ha ha ha ha haaaa" in stead of "hot hot hot hot hot"

And even the regular lava it's self? We know a bit about regular water, but what about the water where you loose health, the lava, and the super cold "ice-lava"
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Posted on 04-26-08 03:49:45 PM, in Experimental Platform Battlefield v0.4 RELEASED (Mac patch included) Link
Originally posted by messiaen
I already explained that, please let's not get in circles (in this and other topics).

No you didn't. You said that I should back up my Polygon file. I also said,

IDEA! You can have separate objects for different acts, right? Well, why not make slide battlefield Act 2? Each act can be a new path!
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Posted on 04-27-08 05:23:34 PM, in SM64 Water Hex Hacking (Geeky stuff) Link
I still dont get what makes flatworld "edit-friendly." Everything uses the same game coding, what makes flatword's coding different?
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Posted on 05-10-08 04:06:41 PM, in Brainstorming ideas for Mushroom Battlefield Link
So let me check out the ideas so far.

1. Run-away stars
2. Multiple area levels
3. Seasons in a level
4. Camera freeze minigames
5. A classic level recreation (Or a new one that looks old school)
6. Use mirrors/glass to keep people in a path or make a maze.
7. Shell surfing
8. Huge yoshi race involving flying, beating bosses, ect.
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Posted on 05-13-08 08:04:08 PM, in Behaviour Scripts Link
Originally posted by Fuzzyfreak
Originally posted by yoshiman
Modifing or adding new behaviours could only be done by those who know ASM so that would not be a good idea to integrate into TT64. Certainly choosing which 0x0c calls are used would allow for the custom behaviours using the existing coding.

Well I was thinking about some simpler things like adding new contents for the ! box. But yeah, why not learn ASM? I understand it's harder than SMW ASM, but it's definitely possible. And none of us are complete morons, are we?

1. Why not intrigrate ASM editing into Toad's Tool?
2. I've been trying to learn ASM for a while, but don't know where to start.
3. With all these complex features and things, a developers version of TT could be made. One that will add to the pollygon data if necesary, sacrifise user-friendliness for new features, an ability to desplay coding on behavior scripts, ect.
4. Watch what you say, there are some noobs who might be.
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Posted on 05-13-08 08:09:49 PM, in Brainstorming ideas for Mushroom Battlefield Link
Sweet! Also, I have an idea. How about using a 2.5 D styled level! You could use objects like walls to keep on a single path, create splits in the level, have certain areas in 3D (sorta like in Super Mario Galaxy how they have some 2D area's that may circle around, turn, go up, or stay stright, while having fully 3D area's too), and create one way boss battles!
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Posted on 05-14-08 10:16:50 PM, in Editing the RAM objects Link
Originally posted by yoshiman
I've already done a code to ride Yoshi but there are problems with it:

(1) Mario's animation needs correcting
(2) Yoshi shouldn't spin around when not riding (easily fixed with ASM patch)
(3) If Yoshi touches water it's bye, bye

Of course, ideally we need a new behaviour for a ridable Yoshi but we could base it on the Koopa shell.

James S.

You mean yoshi cant go in water. If he touches a wall, its bye bye.
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Posted on 05-18-08 08:18:42 PM, in Brainstorming ideas for Mushroom Battlefield Link
You ought to combine your hacking skills with others mod creating knowledge, (EX: Me-me, Bonifarz, RJwaters2) to create the ultamate hack! Also, nice idea with the mountain idea machead.
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Posted on 05-18-08 08:21:27 PM, in Behaviour Scripts Link
Originally posted by machead253
Just wondering but could you give a toad behavior to something like bowser or king bomb-omb or would it crash the game.


Actually, that might be a good video idea. Still, it's kind of obvious you could do it with king bomb omb and bowser. If you can play as bowser and race the bomb omb king, you can make them toads.
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Posted on 05-18-08 09:17:59 PM, in The size hacking craze Link
Apparently, VL-Tone isn't the only one with size modifier hacks. Others ave hacked Mario's size, many based on Yoshielectron's codes.

http://www.youtube.com/watch?v=3o7-iCAQslY
http://www.youtube.com/watch?v=OVewOHZ7ZjQ

Some of these hacks used gameshark, other's don't tell how they did it, and some even claim their hacks as real. Check it out.

http://www.youtube.com/watch?v=U3mKp8uIhRA
http://www.youtube.com/watch?v=Pj7amVf_9wc
http://www.youtube.com/watch?v=rYDhjytbpMQ
http://www.youtube.com/watch?v=kB0-ZN0KvS8
http://www.youtube.com/watch?v=czmyCkN4q4U
http://www.youtube.com/watch?v=0eZRIeAzyGk
http://www.youtube.com/watch?v=nnXyCFgGu38
http://www.youtube.com/watch?v=CPWgztRlY7w
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Posted on 05-19-08 12:24:40 AM, in The size hacking craze Link
Originally posted by yoshiman
Thanks to me looking at the coding to do the size mod hacks like Luigi size Mario; surely an ASM thread would be a good idea?

James S.

I gave credit to you. I said, thanks to Yoshielectron. And yes, an ASM thread seems nice. Also, I still need to know a good place to get started on ASM
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Jul - Posts by Stevoisiak


Rusted Logic

Acmlmboard - commit 47be4dc [2021-08-23]
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