Stevoisiak
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Originally posted by messiaen Perhaps with enough work on the main level scripts, it's possible to create a interactive title screen using warp pipes!
You mean like the one in the save file select screen in Super Mario Sunshine? |
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| To make some of these things clearer, can you post images for those of us who cannot do this ourselves? |
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Originally posted by VL-Tone
About that 0x14 command, it's a very interesting find! I managed to achieve billboarding in TT64 and was looking for a way to know which object use billboarding. I was a little disappointed to find that simple objects like trees and coins don't use the 0x14 command. But what I just found solves the problem: the 0x21 behavior script command sets the whole object to billboarding!
Billboarding? In Mario 64? Do you mean that there are objects that use billboarding in SM64? Also, for the billboarding scripts, why not just make special cases for certain objects? |
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Originally posted by messiaen Trees, Mr. I and the flames are examples of objects which use this kind of effect. Since Mario64 is vey low-polygonish, this is a good trick to cut the number of polygons.
In the Goomba, it is used in the body. Rather than using a complex 3D structure such as the head, it's just a simple square (formed by two triangles) with a texture applied and the billboarding effect:
200FEC: 1400 0000 0000 0000 <-- Enable Billboarding for next
200FF4: 0400 0000
200FF8: 1504 0000 0801 B690 <-- Body (not animated). Uses texture #382.
Oh yeah. I forgot about the goomba. But the 2D objects also use billboarding? |
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Originally posted by Boing
Originally posted by Stevoisiak To make some of these things clearer, can you post images for those of us who cannot do this ourselves?
I don't particularly see how images would help hex editing...
I mean to see the effects of the editing. And I thought you hacked SMW. |
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| Wait a second. I thought High-res textures didn't work in Toad's Tool. |
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| Well there are plenty of moving platforms that may use paths. (From bowser 3, Magic Carpets, In the volcano, ect) Theres also the eel in jolly roger bay. Yoshi probably doesn't use a path, as I've seen him fall off the roof before. http://www.youtube.com/watch?v=0SF3zxZuVK4 |
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| Seriously, we NEED to get in contact with these guys. And, could you link to the golf ball hack. I have a name at the site now (Thank you bugmenot) but It's hard to find good videos. |
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Originally posted by Blaster I have been making a mod lately but I have run into a problem. The camera often won't turn the whole way round in lakitu cam mode.
This means that if the level goes in a certain direction, the camera can't be rotated to face the direction the level goes in.
I know this is normal in SM64, but in SM64, sometimes the camera will change, like for example, if you walk past the bridge in BOB (but under it), the camera will lower, it will turn slower when you turn it but will turn the whole way around.
I looked in TT64 for an object that might make the camera do that but there was none. Are there camera changing objects that you can't edit in TT64? If there are, and if I could edit them, I would put some in my modded level to make the camera change.
Actually, I think a may have seen an object like that in the main castle grounds. I think it was called "Camera Anchor?" or something like that. |
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Originally posted by messiaen I seriously need to organize the music data into a document , but I'm glad some of messy notes helped you.
I've updated the site mainly with some disassemblies of simpler collision rountines. Here is a product of this: a (crappy) custom collision terrain. It replaces the 0x0A (Death at the bottom) terrain, however it's possible to create new collision types with a bit more work.
It says video removed. |
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Originally posted by Blaster A way to edit the hard coded camera moves in TT64.
I think I said this before somewhere, but in castle grounds, theres a few objects titled "Camera Anchor?". Mybe those might do something?
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Since the new patch affects Whomps Fortress and Bomb-Ombs Battlefield, why not include the Lethal Lava Land one too? (Also, looks like the big thwomp in the sky landed on the Fortress. ) |
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Originally posted by messiaen That could be a problem, however Celux was quite sucessfull in the "cave part" of his "Star Legend" mod. If you leave enough space between walls the camera can adjust in a good pace, so I think the concept might work.
Star ledgend? What hack is that? Also, if you made the level arranged in such a way so the automatic camera would complement the level, it'd be fine. |
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Originally posted by VL-Tone There are some areas in Hazy Maze Cave where the collision type on the floor triggers a special camera mode that's ideal for narrow passages. (The tunnel leading to the chrome water puddle).
Really? I didn't know that. Why didn't you bring that up earlier? That's amazing! Maybe there IS a way to modify the camera WITHOUT changing the hard coded stuff. |
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| I like the idea of the DDR Level as being a bonus level. (Aka: Castle's secret stars) |
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| You should also add a few 1 star levels to the hack. You know, as bonuses. |
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Once again, It's time for me to list the best of the suggestions
-An undo button
-Objects organized into categories
-Integrate Text Editor, Rom Extender, and Toads Tool into one program
-Update Flatworld to Messiaen's Version
-Automatic texture resizing
-Ability to manually insert RGB values for Mario's color
-Combine the paintings into one texture
-Ability to set preferences before loading the ROM
-A "Save As" Button |
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I'll try to hack the game. I've never really done any real level design yet, just a little goofing around.. I'm better with planning and ideas, but I'll give it a shot. Hey, do you think you could rip a few pieces from Princesses secret Slide and the slide on Tall Tall Mountain for me? I'd like to try and do something with that.
Edit: I got your patch that you wanted us to use, and there are 2 of them. Which one do I use? You should have a readme included. |
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Originally posted by messiaen Sorry, it's pretty much impossible to do that, these are complex models.
As stated before, the idea is to work with the limitations of the patch and learn more about what kind of problems may happen on an extensive Mario 64 hack.
If you want to try something simpler, make a "intermediate" area, such as a tunnel of some sort, or some "dark forest area". My idea is that before reaching the levels, you must travel some intermediate areas, and if you explore them well you may find interesting stuff, such as the minigames.
Well, I didn't just mean mini games, there are other secret stars you can get. I think I'll try making an obsicle course. Maybe it can be a race with koopa through an obsicle course! I'll try to make due with what I have, but once again, I'm a complete noob with using TT. Heck, untill I got my new PC, I had to use TT on the school PC's! And I haven't touched TT in maybe 6 or 7 months! Hopefully I'll get used to it. Also, you never said which patch to use. |
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Originally posted by messiaen The 'base patch' (as I call it) is available a few messages ago. Don't forget to replace the description files (the .txt included in the zip file), these should go in the main TT64 folder.
I'm not sure if Koopa the Quick will be able to recognize the objects collision, but that you can test yourself. Koopa the Quick will crash your level for now, but I'll release pretty soon a modified version of the "Koopa trajectory modifier" which is compatible with this patch.
Yes, I have the zip file, but in the file are TWO ppf patches. |