Register - Login
Views: 99796039
Main - Memberlist - Active users - Calendar - Wiki - IRC Chat - Online users
Ranks - Rules/FAQ - Stats - Latest Posts - Color Chart - Smilies
05-03-22 05:35:02 AM
Jul - Posts by Stevoisiak
Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14
Stevoisiak
Member
Level: 38


Posts: 187/283
EXP: 345780
For next: 24667

Since: 11-22-07

From: New York, Long Island

Since last post: 12.4 years
Last activity: 5.6 years

Posted on 12-16-08 07:53:23 PM, in Super Mario 64: The Missing Stars RELEASED! (Download link on first post) Link
Originally posted by messiaen
I remind seeing a Yoshelectron's a code that makes the water level continously rising. I think an interesting idea would be to make the level water gradually rise to the middle of the level and then go back. It would be much easier to do this than having to create separate areas for flooded/non-flooded.

A problem with that is, what happens if your in a cave, and the water rises up to the ceiling? Also, maybe there can be triggers for the watter. Like, you hit the switch, a star appears, but the water starts rising. (Actually, that'd be better for a lava level.)

Also, for the hack, should I add multiple acts for a sort of time-line feel or not?
Stevoisiak
Member
Level: 38


Posts: 188/283
EXP: 345780
For next: 24667

Since: 11-22-07

From: New York, Long Island

Since last post: 12.4 years
Last activity: 5.6 years

Posted on 12-18-08 07:50:23 PM, in Super Mario 64: The Missing Stars RELEASED! (Download link on first post) (last edited by Stevoisiak at 12-21-08 02:17 PM) Link
Originally posted by AAA
Originally posted by BigBrain
By the way, it would be cool if one level could be entered like the one with the boos, where you touch an object and get teleported to the level.


Isn't that already possible?
You can just set an object as a warp, or if you want the object solid, just make a seperate warp.

I remember in Luigi's Mansion 64, there was a level where if you died, you got trapped in the mirror room, find a way to get out of the room, and get a forced retry at the level.

Edit: Um, how do I make "secret text"?

Edit 2: Here are 2 images of my level so far. I haven't really worked on it much yet, but expect a lot more over the X-Mas break. Also, ignore the big flame. It's only multiple flames in the same spot.



Stevoisiak
Member
Level: 38


Posts: 190/283
EXP: 345780
For next: 24667

Since: 11-22-07

From: New York, Long Island

Since last post: 12.4 years
Last activity: 5.6 years

Posted on 12-22-08 08:54:00 PM, in SM64 Music Editing (last edited by Stevoisiak at 12-22-08 07:59 PM) Link
Originally posted by messiaen
Here's a Sequence Repository with files that can be used with the Sequence inserter. All of them except smb3.m64 were produced by the importer.


Wait. Does the importer add m64 files, or create them?
Stevoisiak
Member
Level: 38


Posts: 191/283
EXP: 345780
For next: 24667

Since: 11-22-07

From: New York, Long Island

Since last post: 12.4 years
Last activity: 5.6 years

Posted on 12-23-08 11:09:12 PM, in SM64 Music Editing Link
Originally posted by messiaen
I got the loops to work correctly, so I am pretty close to a first release. Perhaps as a Christmas gift ?


How ironic. The first MIDI file I converted (Using a program that doesn't have all the translation errors titled MID2MLL) was the 12 days of Christmas!
Stevoisiak
Member
Level: 38


Posts: 192/283
EXP: 345780
For next: 24667

Since: 11-22-07

From: New York, Long Island

Since last post: 12.4 years
Last activity: 5.6 years

Posted on 12-24-08 06:53:48 PM, in SM64 Music Editing Link
Originally posted by messiaen
I'm using tinymm, as it seems to be the most usual choice. Did you got mid2mml from SMW Central? I think I may have tried it, but it was in japanese and the output was a bit strange.

Along with the importer, there will be a simple program called fix_mml which can correct the .mml files produced by tinymm (the octave raisers/lowerers are inverted) so they are (almost) ready for import.

So, the steps to custom music will be (assuming you are working from a MIDI file):

1 - Convert MIDI to .mml using tinymm (or another program)
2 - If tinymm is used, run the file through mml_fix
3 - Manually edit the .mml sequence (it's a text file) to include tempo, volume and other settings.
4 - Run the importer to produce a .m64 file
5 - Use insert_seq to save the sequence into the ROM


1. There is a translated verison of the program available too
2. I looked at the tutorial, and there are a few things that make me unsure, like adding instruments
3. Maybe you can combine tinymm and mml fix to get rid of a few steps.
4. Can you make a tutorial video on this after you release the program?
Stevoisiak
Member
Level: 38


Posts: 193/283
EXP: 345780
For next: 24667

Since: 11-22-07

From: New York, Long Island

Since last post: 12.4 years
Last activity: 5.6 years

Posted on 12-24-08 10:08:43 PM, in My gift to you~ A Christmas Romhack Link
In the description, you should mention what game this is a hack OF. Is it a Super Mario World hack, a Metroid Hack, Super Mario Bros...
Stevoisiak
Member
Level: 38


Posts: 194/283
EXP: 345780
For next: 24667

Since: 11-22-07

From: New York, Long Island

Since last post: 12.4 years
Last activity: 5.6 years

Posted on 12-26-08 08:14:31 PM, in PM someone from their page Link
Originally posted by Gig
... You never noticed the "Send Private Message" link?

Er.

Its at the bottom of the page! Why would I look there?
Stevoisiak
Member
Level: 38


Posts: 196/283
EXP: 345780
For next: 24667

Since: 11-22-07

From: New York, Long Island

Since last post: 12.4 years
Last activity: 5.6 years

Posted on 12-27-08 06:46:36 PM, in My gift to you~ A Christmas Romhack Link
Originally posted by Gig
Originally posted by Stevoisiak
In the description, you should mention what game this is a hack OF. Is it a Super Mario World hack, a Metroid Hack, Super Mario Bros...

If you honestly cannot tell what it is a hack of by the screenshots, you have no business ever playing NES ROM hacks.

No, I can tell that it's a Mario 1 hack, but if it wasn't obvious, or a noob came, they'd want to know what game it was first. Besides, I could easilly hack Mario World to use 8 bit graphics. (Which surprisingly, I have yet to see in one of those Mario World=Mario 1 hacks.
Stevoisiak
Member
Level: 38


Posts: 197/283
EXP: 345780
For next: 24667

Since: 11-22-07

From: New York, Long Island

Since last post: 12.4 years
Last activity: 5.6 years

Posted on 12-30-08 04:43:55 PM, in Stuff inside the checksum protected area (Title Screen, etc.) Link
Originally posted by sennar2006
Hi guy... excume I want to modify the text PRESS START... how I can modify that text?

Wrong place. Did you not see the big forum up top titled "Toad's Tool 64 help / how-to"?
Stevoisiak
Member
Level: 38


Posts: 198/283
EXP: 345780
For next: 24667

Since: 11-22-07

From: New York, Long Island

Since last post: 12.4 years
Last activity: 5.6 years

Posted on 12-30-08 04:46:01 PM, in How to modify the door star? Link
Originally posted by sennar2006
the first boss in mario 64 needs 8 stars. I would to modify the number with twelve. The door must remains closed until 12 stars.. Is it possible with toad's tool 64?

Wrong place. Post this in the big forum up top titled "Toad's Tool 64 help / how-to".
Stevoisiak
Member
Level: 38


Posts: 199/283
EXP: 345780
For next: 24667

Since: 11-22-07

From: New York, Long Island

Since last post: 12.4 years
Last activity: 5.6 years

Posted on 12-30-08 04:51:01 PM, in My gift to you~ A Christmas Romhack Link
Originally posted by Darkdata
Or, you know, you could read the readme?

It's very useful you know.

I already said I know its a mario 1 hack, Im just saying, you know what, never mind. I know enough from the last time I almost got banned to just stop here. Anyway, I do love the hack! It really was made nicely. Cant wait to finish it.
Stevoisiak
Member
Level: 38


Posts: 200/283
EXP: 345780
For next: 24667

Since: 11-22-07

From: New York, Long Island

Since last post: 12.4 years
Last activity: 5.6 years

Posted on 01-04-09 04:20:32 PM, in The great Luigi 64 easter egg hunt. Link
Originally posted by waluigimaster
PS: I have not and will not tell anyone the easter egg



People already reveiled the trick a few posts back. We already know to type L Is Real.
Stevoisiak
Member
Level: 38


Posts: 201/283
EXP: 345780
For next: 24667

Since: 11-22-07

From: New York, Long Island

Since last post: 12.4 years
Last activity: 5.6 years

Posted on 01-09-09 06:47:03 PM, in mml2m64: Music Macro Language importer for Mario 64 / Zelda 64 Link
Originally posted by Delmaru
Oh, I didn't know you didn't have support for looping yet.
Also, how come it shows that you can open a .m64 with Project64?

I guess Messiaen forgot that the m64 extendion is already used to repersent a type of rom file.
Stevoisiak
Member
Level: 38


Posts: 202/283
EXP: 345780
For next: 24667

Since: 11-22-07

From: New York, Long Island

Since last post: 12.4 years
Last activity: 5.6 years

Posted on 01-14-09 07:36:49 PM, in MariOZMAV - a Super Mario 64 level viewer (last edited by Stevoisiak at 01-14-09 04:37 PM) Link
Originally posted by xdaniel
Hoping that this bump is acceptable...

http://magicstone.de/dzd/random/MariOZMAV_v03_src.rar - the most recent binary and source code to MariOZMAV. It's rather untested and all since I last worked on it, I guess, a week before Christmas, but I hope it'll be useful to someone nonetheless, even if it's just for the F3D interpreter or whatever...

(insert text about new features and technical details here)

Well, that's it so far, I guess. If anyone wants to improve upon this program, feel free to do so, since I'm not sure if I will devote much more time to MariOZMAV... While I really do like Mario 64, I just don't have as many fond memories of playing it as of Zelda OoT, for example, and those tend to play quite a big part in most projects and such that I'm working on.


I think that is a good enough reason to bump the thread. Just be sure to update the first post with a link to the new version. Also, I hear someone is making a level editor for Legend of Zelda. It's called Utility of Time. Maybe you can help work on that.
Stevoisiak
Member
Level: 38


Posts: 204/283
EXP: 345780
For next: 24667

Since: 11-22-07

From: New York, Long Island

Since last post: 12.4 years
Last activity: 5.6 years

Posted on 01-15-09 09:16:38 PM, in MariOZMAV - a Super Mario 64 level viewer Link
Originally posted by Metal_Man88


Hey you. You don't say when bumps are acceptable.

Next time I see you post things like you own the place, you'll own some deleted posts instead.

Anyway. Stevo is correct, especially since you are contributing something. But you don't have to update the first post. And I won't tell you what to do, unlike somebody else, who thinks he's a mod when he's not. :p

Sorry. It's a force off habbit. In a lot of other forums, it is ok because I am only stating my opinion. I'll try to stop though.
Stevoisiak
Member
Level: 38


Posts: 205/283
EXP: 345780
For next: 24667

Since: 11-22-07

From: New York, Long Island

Since last post: 12.4 years
Last activity: 5.6 years

Posted on 01-18-09 08:51:07 PM, in Toad's Tool 64 v0.5.994b bugfix release! Bug reports go here! Link
I got 2 bugs for you. If TT doesn't have a certain amount of RAM on startup it will crash with some kind of #mycolor error. However, you can use as much ram as you'd like once it starts loading the ROM. Also, I have load textures from rom, but they don't display correctly in TT. (The textures are all green for greenscreening)




Not all of the textures have been replaced yet, so some of them are still easilly visible. Ingame, I can easily see the green textures, except the fences, which I assume is just an issue with their transparancy.
Stevoisiak
Member
Level: 38


Posts: 206/283
EXP: 345780
For next: 24667

Since: 11-22-07

From: New York, Long Island

Since last post: 12.4 years
Last activity: 5.6 years

Posted on 01-22-09 08:03:56 PM, in SM64 Landscapes? Link
It is posible, but since the terrain importer isn't done, you'd need to get your hands dirty and do a bit of manual hex hacking.
Stevoisiak
Member
Level: 38


Posts: 207/283
EXP: 345780
For next: 24667

Since: 11-22-07

From: New York, Long Island

Since last post: 12.4 years
Last activity: 5.6 years

Posted on 01-23-09 07:00:17 PM, in Super Mario 64: The Missing Stars RELEASED! (Download link on first post) Link
Originally posted by messiaen
After a few months without firing up TT64, I'm working again on this hack. My plan is to release a beta version in a few weeks, and after it the future of this project is uncertain. The only external contribution will be Celux's "Secret Woods" level, as most people who were working on a level gave up or disappeared.

So, it will feature 2 complete levels (Secret Woods + Lava level) plus 5 other playable areas, each one with one or two stars. The day/night stuff is incomplete and buggy, but will still be featured as it plays a important role in some stars. Most areas doesn't have act selectors (ie, like Peach's Secret Slide), but instead rely on the day/night alternation for variety.

I don't want to spoil away some of the surprises, so I probably won't post more screenshots/videos until it's released.

Well, I may continue my hack. I'm probably gona scap my area and make a slide, if yo could rip a few slide pieces for me. Also, what about that DDR level that was contibuted?
Stevoisiak
Member
Level: 38


Posts: 208/283
EXP: 345780
For next: 24667

Since: 11-22-07

From: New York, Long Island

Since last post: 12.4 years
Last activity: 5.6 years

Posted on 01-23-09 10:07:56 PM, in Super Mario 64: The Missing Stars RELEASED! (Download link on first post) Link
Originally posted by messiaen
Sorry, at this point I will only accept a 100% working 6-star level for the hack, built solely with the base patch. What I'll do over this weekend is to upload the "Koopa Canyon" level (the one showed in an earlier video) in case anyone wants to try finishing it.

I'll also need very soon a few people to test the hack, see if there are major bugs, how is the difficulty, if puzzles are balanced, etc. If anyone is interested, just send a PM. I'll give priority to older members.

I actually forgot about the DDR mod. It's a very ingenious mod of the Castle Grounds, but I"m not sure yet how to reproduce it on a "Flatworld-like" level. I'll see what can be done about it.

Well, then maybe I can make a slide a part of the level, like they did on Tall Tall Mountain.
Stevoisiak
Member
Level: 38


Posts: 209/283
EXP: 345780
For next: 24667

Since: 11-22-07

From: New York, Long Island

Since last post: 12.4 years
Last activity: 5.6 years

Posted on 01-28-09 01:45:52 PM, in Changing a stage's sky texture Link
Originally posted by Metal_Man88
I can't find a relevant topic this should belong in, so it's okay. Although if someone knows of a larger topic it could be put in that is relevant, feel free to note it.


Theres an older topic called background swapping. That may be a suitable place.

http://jul.rustedlogic.net/thread.php?id=3469
Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14
Jul - Posts by Stevoisiak


Rusted Logic

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

33 database queries, 43 query cache hits.
Query execution time: 0.107210 seconds
Script execution time: 0.022615 seconds
Total render time: 0.129826 seconds