Stevoisiak
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Originally posted by Treflex yeah, I noticed how the castle tower was part of the map when I checked the collision map box. BTW, the spinning hexagon thing in Lethal Lava Land works just fine if you add another, Stevoisak.
Ooops, It must have been a different object. But I know there are other hardcoded objects. |
Stevoisiak
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Originally posted by Boing I like how stevoisiak acts like he knows what he's talking about when he probably doesn't.
Well, it's kind of a bit of a talent. Even though most of this is really confusing, I have a knack for being able to figure things out. This talent led me to emulators and hacking in the first place!
On Topic: I still find it hard to believe that swapping 1 file actually changed all the objects with no problems whats so ever. Try that with other levels. I have a supspition that the Test level only worked so well since it was designed for experimentation. |
Stevoisiak
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Originally posted by Mega-Mario It seems SM64DS also had a multiplayer adventure mode, and Nintendo guys have also been stupid here.
I already said that there was a similar thing in SM64DS. And that's "Nintendo Logic" as YoshiElectron puts it.
Originally posted by Mega-Mario
I'm waiting for a NSMB2 or a NSMB hack where the multiplayer adventure mode would be re-implemented.
Wait, New Super Mario Brothers 2? |
Stevoisiak
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Originally posted by GlitchGuy2 I wonder if this is an idea to consider, but is it yet possible to move the 2D drawn images, not boards, but the things like the Life Meter, Lives, coins, ect.? I'd find it interesting to move them around and maybe even remove them completely for SM64 movies and stuff.
Yoshi electron made a code to remove the HUD. |
Stevoisiak
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Originally posted by Celux Thanks! So far now, Ive finished making a waterfall and ive added more of the canyon wall.Im about to start on the first star, it will probably involve climbing up the side of the canyon (see the slope in the pic I posted before) and having to fight enemy's on the way. I had an idea for another star in it; Having to go kill a boss who blocked the waterfall with a log, in this star the river will be gone. Well, thats all from me for now. Off I go then...
Note: As you can clearly see, I turned one today. Isn't that lovely? One. Yep, Im one.
Cool level idea! I see that this game is starting to incorporate some RPG elements, like a progressing time line. Also, lol, your one. |
Stevoisiak
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Originally posted by Treflex I was just messing around with editing a level and when I wanted to test it out but I couldn't find it in level select, SO...
I made this patch that makes each option more clear. here it is:
http://www.megaupload.com/?d=J6C9KUD0
Note that there are some glitches, like the letters V and X not displaying, but it's still a hell of a lot easier to read than what it was. Apply to a clean extended sm64 U rom
FINALLY! I've been waiting for somebody to do that for ages! Does this enable the level select by default, or do you still need the code. |
Stevoisiak
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Originally posted by Treflex It should automatically add the level select. If not, just open it up in toadstool and check the box. the edited names should still be there.
Ok. I think that TT should automatically do this when level select is activated! |
Stevoisiak
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Originally posted by Reimu I don't think this'd work at all with a format like the one blaster master or gradius have, for example. (the levels divided on screens, which are divided themselves into other pieces, which are also divided in groups of tiles.
Well, sure this teqnique may not work for EVERY game, but it seems it may be as close to a universal NES level editor as it's gonna get. |
Stevoisiak
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Originally posted by Reimu Well, what I am trying to say is that it will work with very few of them...
But now that I think of it it might be still useful for still editing many aspects of levels or other stuff graphically...
Well most editors work with 1 game, so this is a pretty big step ahead. Plus, like you said, if it cannot edit the level, it can change the textures. |
Stevoisiak
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Originally posted by Me-me As for the progress, i've decided to continue this project.
I already have a patch ready with 3 ''new'' levels 
FINALLY! This was, and still is my favorite hack of Mario 64! (Unless you count those ASM and Team hacks from Meissan, but he knows this games coding pretty well) Glad to see progress. Speaking of Meissan, maybe he caqn port a crude remake of some other music, like the one from luigi's mansion! |
Stevoisiak
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Originally posted by Omnimario I want to help record & mod i have a WIP of a Super Mario sunshine "secret" styled level i want to add.
Well then, send a link to the PPF patch to Meissan, and if posible, post screenshots or a video showing your level. |
Stevoisiak
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Originally posted by Omnimario I can't it still is a WIP and it's unstable.
It may be unstable and a work in progress, but so is this entire mod, yet there are still screenshots, videos, and PPF patches. Just show an image of what you have done. |
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| Ok. This suggestion is actually for the ROM extender. I'd Like to be able to drag and drop Mario 64 ROMS into the window. |
Stevoisiak
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Originally posted by Omnimario OMG the Rom is not playable in my emulator sixtyforce.
What the heck!?
It crashes when i'm near the castle
You know what, there may have been some truth to what he said. I'm getting graphics errors on the castle grounds in Project 64! They go away once I enter the castle, but on the main menu and castle grounds, I get annoying errors.
Edit: Works fine if I use Jabo's Graphic plugin 5.2. It still glitches on 6.0 though
Edit 2: Outside the castle, to the right side theres a glitched up luigi. If I punch it, I hear a bowser sound, and PJ64 crashes. Also, can you get rid of the "ow ow, that hurt" text outside the castle? It gets annoying with all the boos. And whats with the blue coin switch?
Edit 3: When I kill every boo and big boo apears, the star makes the game crash. I'm gonna play around a bit more and find other glitches.
Edit 4: In Air Fort, the goomba seems to be on the fence. Also, it says it's course #2.
Edit 5: The bookcase by the cannon keeps walking even when it hits the edge. Also, the hovering red coin that you must go on the rotating platform to grab, camera angles make it REALLY annoying to grab
Edit 6: One of the signposts in Lost Village talks about someone stealing the air fortress.
P.S. The characters still say mario instead of Luigi |
Stevoisiak
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I noticed the hack. I checked out your shared files on mediafire. Imagination Castle, right? Also, I'll make a video of the castle grounds in a minute. Also, the camera is hard to change on Whomps Fortress. And You mispelled triple on a sign in lost village. I'll take pics and recordings in a minute. Also, Meissan may be able to change level numbers.
Edit: Heres the boo star. Please note that I am only metal because it is convinient for me. I used a code since I didn't have the cap yet, but that shouldn't matter.
tinyshit/xmlkcx.jpg
Edit: Here are the errors. I'll post more later. Gotta do homework.
tinyshit/player.php?v=iz5lwx&s=4
Edit: HUGE glitch. In "unknown", when you fall down into the water area, you end up being stuck and unable to get back to the main area.
Edit: I LOVE what youve done to Lethal Lava Land! (Still wondering how to get in the volcano) but, for the puzzle in the sky, theres no way down except to jump, and you need to get there for a red coin. Also, the sence of urgency kind of goes away when you realize when you fall, you can still live.
Edit: The star "Reaching the top" Was way to easy! As I saw it, I thought, "is this for real?" Plys, it's not even the top
Edit: I think the 100 coin star in Lethat Laval Land needs to be checked. I dont think there are enough coins |
Stevoisiak
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Originally posted by AAA
Originally posted by luigi1995 I have a suggestion :
Add a mario voice editor.
If you did a little research on this you'd know that's not possible yet.
No one knows how to import the voices yet; no one even knows how to inport it and in what format.
Yeah, we are still decoding the music format. (Well, to be fair, Meissan is the one doing it. ) |
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Originally posted by Me-me The lethal lava land puzzle can't be placed anywhere else, so you'll have to jump.
Well, I think you could make the warp a 2 way. That way, you can get the red coin. Also, maybe you can try and add the numbered coins that they have to collect while on the platforms to make it harder.
Originally posted by Me-me It is possible to collect 100 coins in lethal lava land, but it's hard. The volcano is accessable on the 5th and 6th act.
I don't think that you should make it that you need to enter the volcano to get 100 coins, as then you can only get the star on the 5th/6th act, and it really doesn't seem like the best idea imo. Also, sealing the volcano until stars 5 and 6 kind of ruins the idea of being able to get most stars anytime you want. (Same thing for the red coins in Air fort)
Originally posted by Me-me I am currently removing glitches, so be prepared for a bugfix in the next version!
Sweet! Heres another glitch. If you go to the metal cap area, regardless of whether you fall or die, you loose a life and get trapped. (Although, being trapped when you get a star isn't too bad an idea!) And when you find the warp back to the metal cap area, your still stuck, and the snow land isn't modded at all, so I need to use exit course to escape.
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Stevoisiak
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Originally posted by Mega-Mario Everybody : I'm quite sure you would love playing what's called the Co-op mode. Well, it's not really a co-op, it's rather a race where the first player to reach the flagpole wins (afaik). I'm wondering why Nintendo left 5 beta levels if they wanted to delete the beta stuff. Maybe it hasn't been deleted and it's located in some file/folder entries that are "hidden" and can't be detected for some reason. Together we'll be able to re-create the Co-op mode. This may be long, but not impossible. If it's impossible, I eat Mario 
Well, I think a first step is to see if you can put a real 1 player level into the multiplayer. |
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Originally posted by Mega-Mario Yeah. I also mean removal of the star handling code which would be useless. And add code to handle correctly the flagpoles, the blue rings (checkpoints) (we would have to re-create them), the three-items ability, and others...
Well, the flagpole code is mostly done in the single player mode already, and theres no reason that the star handling cant be left in. Blue rings and checkpoints are mostly optional. I really dont see much of another way to revive this mode. |
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Originally posted by Mega-Mario Why are you saying "blue rings AND checkpoints" ? Blue rings ARE checkpoints and I think they're important, so if a player dies, he doesn't have to restart from the level start (if he's passed through a blue ring before).
Sorry, I ment to say blue rings. And I'm saying it is not 100% essential to the game. You start with the essentials, and then work on the extras |