Register - Login
Views: 99799056
Main - Memberlist - Active users - Calendar - Wiki - IRC Chat - Online users
Ranks - Rules/FAQ - Stats - Latest Posts - Color Chart - Smilies
05-03-22 06:15:49 AM
Jul - Posts by Celux
Pages: 1 2 3 4 5 6 7 8 9 10
Celux

Red Cheep-cheep
Level: 32


Posts: 154/202
EXP: 202421
For next: 4021

Since: 09-22-08


Since last post: 7.2 years
Last activity: 3.7 years

Posted on 08-01-12 01:01:22 AM, in Help/Questions about Toad's Tool 64 and SM64 hacking Link
Originally posted by Me-me
Thanks for the help Celux and Skillux, it worked nicely

However the pushable part of my model is not where I want, I'll experiment some more;
but in case you're interested


This is my model:

The red arrow points to where this object is pushable, but my goal is to make it pushable where
the green arrow is.

Any ideas? I'm experimenting with the 0x0E command right now, to see if it has any effect. It seems like it controls the collision sphere around the object (In other words, unrelated to my problem ^^'')


When importing with frauber's importer, offset the Y position so the bottom of the model is at 0 on the Y axis. You can figure out the exact offset by positioning an object at the bottom of the model in TT64 then negating it.
Celux

Red Cheep-cheep
Level: 32


Posts: 155/202
EXP: 202421
For next: 4021

Since: 09-22-08


Since last post: 7.2 years
Last activity: 3.7 years

Posted on 09-25-12 12:16:44 AM, in SM64 Boundary Patch (Download) Link
I've updated the patch to 1.1, it can be downloaded here: http://www.mediafire.com/?3m26yv2mw3e4dwa

Changes:
-Fixed Vanish Cap walls
-Fixed Whomp collision
-Slightly lowered Mario's shadow
Celux

Red Cheep-cheep
Level: 32


Posts: 156/202
EXP: 202421
For next: 4021

Since: 09-22-08


Since last post: 7.2 years
Last activity: 3.7 years

Posted on 09-26-12 12:28:28 AM, in SM64 Boundary Patch (Download) Link
Originally posted by Tamkis


I've updated the patch to 1.1, it can be downloaded here: http://www.mediafire.com/?3m26yv2mw3e4dwa

Changes:
-Fixed Vanish Cap walls
-Fixed Whomp collision
-Slightly lowered Mario's shadow




Nice to see some bug fixes for this patch.
(I wasn't even aware of those ones.)

Celux, in the v1.0 patch, there were two other bugs that I noticed. I do not know if you addressed these in the revised (v1.1) patch, but here goes:

#1. The game crashes when Mario is near complex level geometry.
The following depicted error never occurred until after I applied the patch. It happens occasionally.

---

---

In PJ64:
"Unhandled R4300i OpCode at: 8005C0B0
tne r0,r0
Stoping Emulation !"

I am guessing that the OpCode's param are overwritten somehow. "TNE" is an exception trap that occurs when two values do not equal. A reg will always equal itself, especially r0, so the exception is always skipped. This error occurs mostly around that and other complex geometry shapes.

#2. The game occasionally freezes (not crashes) for apparently no reason.


I will see if the v1.1 patch remedies the problems.



Did you also have the lag/music patch applied when you saw that error? It could be caused by the patch, or even by not having the patch.

If that has no effect, It might even be because of the modified collision code. Making the models on that stand non-solid could fix it.
Celux

Red Cheep-cheep
Level: 32


Posts: 157/202
EXP: 202421
For next: 4021

Since: 09-22-08


Since last post: 7.2 years
Last activity: 3.7 years

Posted on 10-01-12 09:47:04 AM, in Any Japanese text need translating? Link
I was tearing apart Pokemon Snap in hope of finding some unused content from the early videos. All I was able to find is this screen, level ID 0x18 and last on the table.


Among other things, I now have useless documentation on music format, level script/polygon data locations in the rom, free movement which works poorly because it stops each section of the level being loaded, and this photo which Professor Oak better give me top marks for.


800AF3C0 - current level ID
800AC03C - script table
800AC058 - level table
800E303C - load level (A0 = level ID)
0: beach
1: tunnel
2: volcano
3: river
4: cave
5: valley
6: rainbow clouds
7: dummy
8: title
9: rate pictures
A: dummy
B: professor oak
C: pokemon album
D: professor oak
E: pokemon report
F: professor oak's check
10: dummy
11: credits
12: credits
13: secret credits
14: credits
15: beach demo
16: gallery
17: gallery
18: japanese screen
Celux

Red Cheep-cheep
Level: 32


Posts: 158/202
EXP: 202421
For next: 4021

Since: 09-22-08


Since last post: 7.2 years
Last activity: 3.7 years

Posted on 10-02-12 12:12:52 AM, in Any Japanese text need translating? Link
Originally posted by divingkataetheweirdo
@Celux:
Here's what the japanese screen says:

"It's a charming photograph, isn't it?

A - See the next
B - Enough already
Z - Remove/show message"



Thanks.
Whichever button you press, It just takes you to the photo check screen from here.
Celux

Red Cheep-cheep
Level: 32


Posts: 159/202
EXP: 202421
For next: 4021

Since: 09-22-08


Since last post: 7.2 years
Last activity: 3.7 years

Posted on 10-24-12 08:48:08 AM, in SM64 Multiplayer Release (Download) (last edited by Celux at 08-26-13 02:52:56 PM) Link
A mod I have created which turns the original Super Mario 64 into a multiplayer game.
See the readme.txt for details.

Download [v1.2]


<object width="480" height="360"><embed src="//www.youtube.com/v/RMATgQgD5L8?version=3&hl=en_US" type="application/x-shockwave-flash" width="480" height="360" allowscriptaccess="always" allowfullscreen="true"></embed></object>
Celux

Red Cheep-cheep
Level: 32


Posts: 160/202
EXP: 202421
For next: 4021

Since: 09-22-08


Since last post: 7.2 years
Last activity: 3.7 years

Posted on 10-24-12 11:50:27 PM, in SM64 Multiplayer Release (Download) Link
Originally posted by DarkSpacer
Awesome concept!

Only problem, your Readme dosen't make it clear what ROM to use...I used an original unextended, then an extended, and neither of those worked...so what ROM do I use?

Unless it's the same problem that Apioeus had with his Nightmare 64...I'm trying that next...

Edit: Nope, wasn't that problem.


An original 8mb SM64 (U) rom should work. If not, It may be a problem with the rom you have. The 'last modified' date shouldn't be after 2000.
Celux

Red Cheep-cheep
Level: 32


Posts: 161/202
EXP: 202421
For next: 4021

Since: 09-22-08


Since last post: 7.2 years
Last activity: 3.7 years

Posted on 10-25-12 12:05:05 AM, in SM64 Multiplayer Release (Download) (last edited by Celux at 10-25-12 12:07:35 AM) Link
Originally posted by ShenoxVII
I have some suggestions,

Perhaps you could make it so the marios can Battle each other, as in, IF you butt slam on somebody they will get crushed, when you punch them they get hit and knocked back, and perhaps maybe make it so the marios can Wall Kick Off of Each other.

Also if you could perhaps implement the 2nd mario to be completely redone as the luigi model from vltone, and maybe make a major rom hack with levels requiring some team work techniques to finish the levels.

I been having lots of fun, thanks a lot. also Give me your RDB file modification for your rom hack, I'll add it to www.pj64k.blogspot.com so people can use mario hack on their regular kaillera emulator.


Hmm, looks like I got the internal name wrong, but It still shows up in PJ64.

[0ED61ED8-87F81B02-C:45]
Good Name=SM64 Multiplayer 1.0
Internal Name=SM64 Multiplayer0.91
RDRAM Size=4
Counter Factor=2
Save Type=First Save Type
CPU Type=Recompiler
Self-modifying code Method=Cache
Use TLB=Yes
Linking=Global
Reg Cache=Yes
Use Large Buffer=No
Delay SI=No
SP Hack=No
Status=Compatible
Plugin Note=[video] missing dissolve effect (see GameFAQ)
Core Note=
Clear Frame=0
Self Texture=0
Primary Frame Buffer=0
Resolution Width=-1
Resolution Height=-1
Culling=1
Emulate Clear=0

Also, for the RDX:
[0ED61ED8-87F81B02-C:45]
Good Name=SM64 Multiplayer 1.0
Developer=Nintendo
ReleaseDate=1996/09/26
Genre=Platform
Players=4
ForceFeedback=No
Celux

Red Cheep-cheep
Level: 32


Posts: 162/202
EXP: 202421
For next: 4021

Since: 09-22-08


Since last post: 7.2 years
Last activity: 3.7 years

Posted on 10-26-12 12:12:06 AM, in SM64 Multiplayer Release (Download) Link
Originally posted by wazapc
wow this is really awesomme, love this.
had a really great time playing this with a friend of mine it was really awesome.

Just a couple of questions:
are you going to continue to update this hack ?
and with this hack how far can you go?
like is there even a possibility to adjust the camera's and such?
I'm just a bit curious, because i really don't know anything about this .


Yes, there are still glitches I want to fix.
I don't know, 30 kilometers?
The camera is heavily modified.


Originally posted by ShenoxVII

Okay I think you messed some things up, The file's CRC info isn't [0ED61ED8-87F81B02-C:45] It's [0ED6437A-224DBC66-C:45]. Unless you fix this the rom file comes up as a broken file and can't be used on netplay.

I was pretty horrified this morning when I realised I uploaded a faulty PJ64k update which was downloaded 1300 times over night. I've updated the download again with corrected checksum. I don't even know why it changed, I didn't modify the rom.
Celux

Red Cheep-cheep
Level: 32


Posts: 163/202
EXP: 202421
For next: 4021

Since: 09-22-08


Since last post: 7.2 years
Last activity: 3.7 years

Posted on 10-31-12 01:42:06 AM, in SM64 Multiplayer Release (Download) Link
1.1 is up, grab it here: http://www.filebox.com/lmtw35udbnfe
Celux

Red Cheep-cheep
Level: 32


Posts: 164/202
EXP: 202421
For next: 4021

Since: 09-22-08


Since last post: 7.2 years
Last activity: 3.7 years

Posted on 11-05-12 08:03:27 AM, in SM64 Boundary Patch (Download) Link
Updated to version 1.2, here are the changes:
-Fixed object animations outside boundary (such as stars from ! boxes, and ground-pound particles)
-Minor fix for wall collision outside bounary
-Patch also removes the level intro messages
Celux

Red Cheep-cheep
Level: 32


Posts: 165/202
EXP: 202421
For next: 4021

Since: 09-22-08


Since last post: 7.2 years
Last activity: 3.7 years

Posted on 11-30-12 10:37:58 PM, in Super Mario Star Road RELEASE! (Download avaliable) Link
Originally posted by Akorax
I did my best to bring this to the Wii for making it more available and also to get the classic feeling of playing it on a console.

This is how far I got:
- I deleted padding and brought it down to about 41MB in size. (Have not tried emulating it after that)
- I tried to inject this into Majora's Mask since it is to my knowledge the only WAD-file out there which should use 8MB of memory like this mod/ROM does.
- The hex of the prepatched version is 50.331.648 lines of hex (fifty million)
- The injection requires it to be at max 28,444,267 lines of hex.(56,5% of the original)

(Also there is no guarantee that a injection will work even if the size is cut down, sadly.)

I'm not sure if there is any values other then the empty ones that can be deleted to reduce size and I'm not even sure about the empty ones either since the might have to stay at certain points for memory addresses to work correctly.

Any info or help is greatly appreciated.

EDIT: Used a older method for compression and managed to get as far as to the spinning N64 logo before the game froze.


I've already tried manually extending a Sin & Punishment wad so the whole rom would fit it, but no success because of the 8mb patch. I would have expected it to work considering that Sin & Punishment uses 8mb anyway, so frauber must have done something pretty funky.
Celux

Red Cheep-cheep
Level: 32


Posts: 166/202
EXP: 202421
For next: 4021

Since: 09-22-08


Since last post: 7.2 years
Last activity: 3.7 years

Posted on 01-23-13 06:37:36 AM, in Monkey Ball Touch & Roll Beta Findings (last edited by Celux at 01-23-13 06:38:42 AM) Link
The rom of this game seems to contain an abundance of unused content. I will be posting any videos or screenshots of it in this thread. The 'stage' folder contains 70+ more levels than It should. I'll start with the 6 beta survival mode levels, which can be seen in this video:
<object width="480" height="360"><embed src="http://www.youtube.com/v/liVVzSAosH8?hl=en_US&version=3" type="application/x-shockwave-flash" width="480" height="360" allowscriptaccess="always" allowfullscreen="true"></embed></object>
Celux

Red Cheep-cheep
Level: 32


Posts: 167/202
EXP: 202421
For next: 4021

Since: 09-22-08


Since last post: 7.2 years
Last activity: 3.7 years

Posted on 01-24-13 11:56:58 PM, in Monkey Ball Touch & Roll Beta Findings Link
7 Unused golf levels.

<object width="480" height="360"><embed src="http://www.youtube.com/v/wqsPlfSK_ao?version=3&hl=en_US" type="application/x-shockwave-flash" width="480" height="360" allowscriptaccess="always" allowfullscreen="true"></embed></object>
Celux

Red Cheep-cheep
Level: 32


Posts: 168/202
EXP: 202421
For next: 4021

Since: 09-22-08


Since last post: 7.2 years
Last activity: 3.7 years

Posted on 03-08-13 04:21:06 AM, in Post your SM64 mods, patches and screenshots here! (NO ROM LINKS!) (last edited by Celux at 03-08-13 04:24:43 AM) Link
Just finished coding this, It is a flexible scrolling texture behavior which can be placed in a level in TT64 and configured to scroll any number of textures. There doesn't seem to be any relevant thread to post this in which isn't ancient and would cause metalman to violently dismember me.

Originally posted by
----------------NOTES----------------
Memory Position (Upper Half) = 0x8000 + ObjectX
Memory Position (Lower Half) = ParamAx16^2 + ParamB
Number of Polygons = ObjectY
Animation Speed = ObjectZ

Coordinate to Memory Position Table:
8 = 0x8041
32 = 0x8042
128 = 0x8043
512 = 0x8044
2048 = 0x8045
8192 = 0x8046

Number of Polygons/Animation Speed Table:
8 = 1
32 = 2
128 = 3
512 = 4
2048 = 5
8192 = 6

----------------SCRIPTS----------------
0x21D538 (13003738)
00 04 00 00
11 01 20 41
08 00 00 00
0C 00 00 00 80 2E C9 08
09 00 00 00

----------------CODE----------------
0xA7908:
//START
ADDIU SP, SP, $FFE8
SW RA, $0014 (SP)

//GET MEMORY POSITION
LUI T0, $8036
LW T0, $1160 (T0)
LUI A0, $8000
LB T1, $0020 (T0)
SLL T1, T1, $10
ADDU A0, A0, T1
LH T1, $0188 (T0)
ADDU A0, A0, T1

//GET POLYGON COUNT
LB A1, $0024 (T0)
XORI A1, A1, $0040
ADD T7, A1, A1
ADD A1, A1, T7

//GET ANIMATION SPEED
LB A2, $0028 (T0)
XORI A2, A2, $0040
SLL A2, A2, $4
ORI T8, R0, $0000
ORI A3, R0, $0000

//MULTIPLY RESET
ADDI T8, T8, $0001
BNE T8, A2, MULTIPLY RESET
ADDI A3, A3, $0040

//LOAD LOOP COUNTER
LH S0, $0040 (T0)
SLTI S1, S0, $0040
BNEZ S1, STORE LOOP COUNTER
ADDIU S0, S0, $0001
ADDIU S0, R0, $0001

//STORE LOOP COUNTER
SH S0, $0040 (T0)

//CALCULATE TEXTURE POSITION
LH T2, $0000 (A0)
BNEZ S1, WRITE TEXTURE POSITION
ADD T2, T2, A2
SUB T2, T2, A3

//WRITE TEXTURE POSITION
SH T2, $0000 (A0)
ADDI A1, A1, $FFFF
BNEZ A1, CALCULATE TEXTURE POSITION
ADDIU A0, A0, $0010

//END
LW R31, $0014 (R29)
JR R31
ADDIU R29, R29, $0018

Celux

Red Cheep-cheep
Level: 32


Posts: 169/202
EXP: 202421
For next: 4021

Since: 09-22-08


Since last post: 7.2 years
Last activity: 3.7 years

Posted on 03-09-13 03:26:16 AM, in Post your SM64 mods, patches and screenshots here! (NO ROM LINKS!) Link
Updated the code to fix a few issues. 64x32 textures will loop correctly, the memory position can now start at up to 0x804F, maximum polygons per object is 15, made the animation speed more subtle, and provided a brief example at the bottom.

Originally posted by

----------------NOTES----------------
Memory Position (Upper Half) = 0x8000 + ObjectX
Memory Position (Lower Half) = ParamAx16^2 + ParamB
Number of Polygons = ObjectY
Animation Speed = ObjectZ

//If Lower Half is >0x7FFF, subtract 0x10000
Coordinate to Memory Position Table:
8 = 0x8041
32 = 0x8042
128 = 0x8043
512 = 0x8044
2048 = 0x8045
8192 = 0x8046
8256 = 0x8047
8320 = 0x8048
8384 = 0x8049
8448 = 0x804A
8512 = 0x804B
8576 = 0x804C
8640 = 0x804D
8704 = 0x804E
8768 = 0x804F

Number of Polygons/Animation Speed Table:
8 = 1
32 = 2
128 = 3
512 = 4
2048 = 5
8192 = 6 (Max Speed)
8256 = 7
8320 = 8
8384 = 9
8448 = 10
8512 = 11
8576 = 12
8640 = 13
8704 = 14
8768 = 15

----------------SCRIPTS----------------
0x21D538 (13003738)
00 04 00 00
11 01 20 41
08 00 00 00
0C 00 00 00 80 2E C9 08
09 00 00 00

----------------CODE----------------
0xA7908:
//START
ADDIU SP, SP, $FFE8
SW RA, $0014 (SP)

//GET MEMORY POSITION
LUI T0, $8036
LW T0, $1160 (T0)
LUI A0, $8000
LB T1, $0020 (T0)
SLL T1, T1, $10
ADDU A0, A0, T1
LB T1, $0021 (T0)
SLL T1, T1, $10
ADDU A0, A0, T1
LH T1, $0188 (T0)
ADDU A0, A0, T1

//GET POLYGON COUNT
LB A1, $0024 (T0)
XORI A1, A1, $0040
LB T1, $0025 (T0)
ADD A1, T1, A1
ADD T7, A1, A1
ADD A1, A1, T7

//GET ANIMATION SPEED
LB A2, $0028 (T0)
XORI A2, A2, $0040
SLL A2, A2, $3
ORI T8, R0, $0000
ORI A3, R0, $0000

//MULTIPLY RESET
ADDI T8, T8, $0001
BNE T8, A2, MULTIPLY RESET
ADDI A3, A3, $0080

//LOAD LOOP COUNTER
LH S0, $0040 (T0)
SLTI S1, S0, $0080
BNEZ S1, STORE LOOP COUNTER
ADDIU S0, S0, $0001
ADDIU S0, R0, $0001

//STORE LOOP COUNTER
SH S0, $0040 (T0)

//CALCULATE TEXTURE POSITION
LH T2, $0000 (A0)
BNEZ S1, WRITE TEXTURE POSITION
ADD T2, T2, A2
SUB T2, T2, A3

//WRITE TEXTURE POSITION
SH T2, $0000 (A0)
ADDI A1, A1, $FFFF
BNEZ A1, CALCULATE TEXTURE POSITION
ADDIU A0, A0, $0010

//END
LW R31, $0014 (R29)
JR R31
ADDIU R29, R29, $0018

----------------EXAMPLE----------------
//This will alter 13 polygons starting from 0x8049531A at speed 4.
Object Behavior: h003738
ParamA: h53
ParamB: h1A
Coordinates: 8384, 8640, 512


Celux

Red Cheep-cheep
Level: 32


Posts: 170/202
EXP: 202421
For next: 4021

Since: 09-22-08


Since last post: 7.2 years
Last activity: 3.7 years

Posted on 03-17-13 02:22:03 AM, in Post your SM64 mods, patches and screenshots here! (NO ROM LINKS!) Link
The first preview of Super Mario Star Road 2, enjoy.
<object width="640" height="360"><embed src="http://www.youtube.com/v/haWDxT2QG34?hl=en_US&version=3" type="application/x-shockwave-flash" width="640" height="360" allowscriptaccess="always" allowfullscreen="true"></embed></object>

YouTube Page

Celux

Red Cheep-cheep
Level: 32


Posts: 171/202
EXP: 202421
For next: 4021

Since: 09-22-08


Since last post: 7.2 years
Last activity: 3.7 years

Posted on 06-09-13 03:29:47 AM, in SM64 Level Importer Thread (Skelux Branch) (last edited by Celux at 01-29-15 06:46:48 PM) Link
My branch of Frauber's importer. Below is a video of the application and a list of all noteworthy changes. Among these, the most significant are scrolling textures, a greatly improved MusicXML importer which rarely requires any MIDI editing for a good result, support of up to 70 sequences, removal of many bugs, and improved interface.

Download 1.9.2S


<object width="480" height="360"><embed src="http://www.youtube.com/v/DGruBMKGY4U?version=3&hl=en_US" type="application/x-shockwave-flash" width="480" height="360" allowscriptaccess="always" allowfullscreen="true"></embed></object>

Changes in 1.9.2S:
*Increased 3D draw distance, no clipping in large levels
*Significant improvements to tweak syntax, you may need to manually update old tweaks
*Collision types work when importing without textures
*Enabled importing of alpha textures in custom importer
*Added three new water types
*Tweaks for changing cap music also fix the music in their corresponding level
*Tweak for changing ROM internal name
*Custom importer allows more space for title screen importing
*Fixed miscalculation causing custom BG to overwrite other levels
*Fixed miscalculation of bank 0x0E size
*Fixed slight misalignment of texture mapping
*Fixed collision not being centered in custom importer
*Fixed model offset position in custom importer
*Fixed incorrectly labeled music sequences
*Fixed mislabeled instruments and collision types
*Fixed bug in maximum size for custom importer
*DMA copy code at 0x101B84 is not rewritten every import
*Four new tweaks by Kaze
*Improved efficiency of display list conversion
*Further improvements to interface

Changes in 1.9.1S:
*Allowed importing of a separate model for collision
*Added the option to apply a tweak automatically after importing
*Increased RCVI hack from 3x to 4x regular
*Reversed a change in display list conversion which would increase size
*Six new tweaks created by Kaze
*Minor changes to interface

Changes in 1.9S:
*Added custom model importer and various presets
*Added tweak manager and various tweak files
*A basic hex editor is included in the miscellaneous tab
*Flawless obliteration of all stretched textures
*Removed polygon limit, though results may be unstable
*Skipping of opening has been moved in to the tweak manager
*Star requirement editing has been added to the tweak manager
*Can disable messages displayed after collecting certain amounts of stars
*Fixed loading of settings in 'Level Settings' tab
*Fixed collision parameter descriptions
*Updated collision type descriptions
*Fixed music silence bug which was incorrectly fixed in earlier versions
*Added palm tree to default geometry layouts
*Fixed conflicting model ID on TTM and RR 0x0E object banks
*Changed default import level to Bob-Omb's Battlefield
*Added option not to center the model
*Removed texture scale setting
*Minor interface improvements
*Improved efficiency of display list conversion

Changes in 1.8.1S:
*GUI background fixed for widescreen displays
*Error handling for write-protected MTL file
*Handling of various minor errors
*Explanations of scrolling textures when labels are clicked
*Mist and toxic haze is displayed correctly
*Multiple water boxes display correctly
*Added option to create invisible water boxes
*Added texture scale option for water boxes

Changes in 1.8S:
[Model Conversion]
*Scrolling textures have been added to the Special Material tab
*Death floor extends beyond original boundaries
*Fog works on alpha textures
*Experimental transperency option
*Most stretched textures are corrected automatically
*Vertices exceeding the maximum range are corrected
*Added texture scale option
*Shading options are numeric
[Music]
*Supports up to 70 music sequences
*Descriptions of each instrument set added
*Music XML Converter incorporated into program
*High notes are shifted down octaves until valid
*Chords are imported almost perfectly
*Added Vibrato setting for each channel
*Can select the percussion channel from instruments list
*Selected instrument set is saved to file and recalled when importing
*Channels 10 to 15 are working
*Working pitch and transposing options
*Fixed music volume problem with certain sequences
*XML containing notes of 1/128 length or less import correctly
[Interface]
*Improved aesthetics
*Simplified directory structure
*Last directory for each dialog is saved
[Memory Banks]
*Bank 0x0E objects are working in levels of any size
*Overriding music size restrictions should not interfere with maximum level size
[Misc]
*New Easter Eggs added
*Added option to enable extended boundaries
*Added a PPF applier to the Misc Settings tab
*SM64 ROM will be automatically patched if not prepared for importer
*An incorrectly prepared ROM can be opened but importing is disabled
*CRC is automatically corrected
*Added an incomplete text editor
*Fixed bug causing trajectory to occasionally read incorrectly
*Added option to disable level intros
*Added option to enable widescreen improvements
*Main patch file does not alter credits
*Included many sample sequences

Changes in 1.7S:
*Support for up to 20,000 polygons
*Roms are extended to 64mb
*Option to enable VC hack to solve lag
*Normals are imported into the level (sketchup pro exporter needed)
*Level models are perfectly centered
*Increased water box, death height limits
*Automatic correction of Mario shadow size (TT64 shrinks it)
*Various less noticeable changes

Any feedback or suggestions will be considered.
Celux

Red Cheep-cheep
Level: 32


Posts: 172/202
EXP: 202421
For next: 4021

Since: 09-22-08


Since last post: 7.2 years
Last activity: 3.7 years

Posted on 06-14-13 07:21:52 AM, in SM64 Multiplayer Release (Download) (last edited by Celux at 06-14-13 07:23:28 AM) Link
There's not much to be done about the cannons, if I allow the screen to switch to cannon view then the other player will not be able to see where they're going.

I could try de-randomizing their behavior so they behave consistently.

Top of the list is still the random crashing, which I am having trouble finding a cause for.

Anyway, I'll get onto 1.2 after a final SMSR update.
Celux

Red Cheep-cheep
Level: 32


Posts: 173/202
EXP: 202421
For next: 4021

Since: 09-22-08


Since last post: 7.2 years
Last activity: 3.7 years

Posted on 06-22-13 01:58:05 AM, in SM64 Level Importer Thread (Skelux Branch) Link
Originally posted by ottokas
Time for helpdesk!

First of all, thanks for this awesome new version.

So what i wanna do is to have invisible geometry in mario. What i did is imported simple cube (made in sketchup of course) without any textures. The cube was textured with roms original textures from haunted house. Is there a way to do it properly, like editing material file or sth? One way to solve it is to export textured and collision model separately, but it would be too complicated i guess...

Edit: after infinite trouble with alpha textures i managed to create sloped cubes, where mario can hold on a ledge. Note the shading.


Create a PNG with a fully transparent alpha layer. Gimp or photoshop can do this.
Pages: 1 2 3 4 5 6 7 8 9 10
Jul - Posts by Celux


Rusted Logic

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

27 database queries, 49 query cache hits.
Query execution time: 0.080106 seconds
Script execution time: 0.036999 seconds
Total render time: 0.117105 seconds