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| Jul - Posts by gamekrazzy |
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| gamekrazzy Member Level: 28 ![]() Posts: 41/199 EXP: 127122 For next: 4216 Since: 03-06-09 Since last post: 1035 days Last activity: 379 days |
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| I saw a thread on here that I believe had to deal with stars and the act choosing not availiable. I was wondering if someone can either give me the link to it, because I am truly getting tired of searching, or if you know how, can you tell me how to get rid of the act choosing at the begginning of a level? I'll keep looking, at the same time hoping for an answer. -------------------- ![]() |
| gamekrazzy Member Level: 28 ![]() Posts: 42/199 EXP: 127122 For next: 4216 Since: 03-06-09 Since last post: 1035 days Last activity: 379 days |
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| If it is possible, wouldn't access to objects not found in levels, be cool. And I mean this in a way Noobs can get to it. Basically no Hex code for objects not found in levels. One object that most people might want is to have access to warp pipes in every level. It gives it more of a SMB feel. Of corse for me I could simply use Messians Patch to add warp pipes in bob-omb battlefield and Whomp's Fortress. But for some reason the patch wont work, and Messian does not know how to help me. So I can't even be creative in that respect. -------------------- ![]() |
| gamekrazzy Member Level: 28 ![]() Posts: 43/199 EXP: 127122 For next: 4216 Since: 03-06-09 Since last post: 1035 days Last activity: 379 days |
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| I think it would be useful, but as for jumping and most of the things we do on this, we guess, are eyes are able to tell if something seems proportional or not. Now a case scenario where you need to measure is making upside down pipes work, I have actually gotten 1 to work with alot of guessing. If I had measured though I would have found how much is needed to make it work. The complicated feature to this is that when the pipe is off just a little bit, instead of warping, mario jumps and either cannot hit the warp, or hits his head on ceiling of it. I tried to do it a second time, but i failed. This might have something to deal with blocks being above it. -------------------- ![]() |
| gamekrazzy Member Level: 28 ![]() Posts: 44/199 EXP: 127122 For next: 4216 Since: 03-06-09 Since last post: 1035 days Last activity: 379 days |
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| XD! school always gets in the way... -------------------- ![]() |
| gamekrazzy Member Level: 28 ![]() Posts: 45/199 EXP: 127122 For next: 4216 Since: 03-06-09 Since last post: 1035 days Last activity: 379 days |
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| Messian, you know the idea of making the bob-ombs deal more damage gave me an idea, what if there was no health bar. Just think we could have a 3D mario bros game. Considering though we would have to find out how to change mario's size when he hits a mushroom and stuff, becomes fire mario when fire. If you keep up with expiramenting, we could as an entire group (This forum) work together on a 3D mario bros project. No health, and when you get hit you die, or you resize back to normal. I know this is off topic, but I mean when this project of yours is done, this could be an idea worth taking. XD! I can't do it, I have hardly any experiance in coding, except Byond and easy stuff like that. -------------------- ![]() |
| gamekrazzy Member Level: 28 ![]() Posts: 46/199 EXP: 127122 For next: 4216 Since: 03-06-09 Since last post: 1035 days Last activity: 379 days |
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| Do you know how far from the ground an upside down pipe needs to work? This is in the measurements from TT64 of course. Oh and VL-Tone, I am sure that in SM64 they did not apply all physics such as Air resistance into the game, so wouldn't the jumps not be resisted by anything allowing Mario to go up at a constant rate, so there is a specific point above the ground that causes mario to fall. Obviously the speed going up is less than going down. Now my question is was the falling at a constant rate? EDIT: NVM the fact that there is an acceleration tells me no, so I guess the higher up mario is, the faster he comes down. And in order to keep that at a constant speed there needs to be a resisting force (Basically Gravity is applied.) Can't you find out how high mario goes by applying it in an equation? F/a = m. and if gravity is applied here, we can apply more equations to find out how high Mario goes! -------------------- ![]() |
| gamekrazzy Member Level: 28 ![]() Posts: 47/199 EXP: 127122 For next: 4216 Since: 03-06-09 Since last post: 1035 days Last activity: 379 days |
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| Yes, but if you edit the warps so that they do not take you to a star completion warp. (Castle Grounds 1-8 to Castle Grounds 1 - other #) for example it doesn't give the option to save. Because by doing this the game doesn't realise that the level was complete. This would be what I am planning on doing, a step by step game, warping from level to level by changing warp 240 to a different level warp. As for this, because it doesn't pertain to what I am going to do, I can get rid of the star selection and it won't effect a thing. Edit: I got rid of act selecters, and guess what I noticed. First time I got rid of them I only got rid of it for Bob-omb battlefield. Turns out what happens is that it takes you to an act that is not an act. It thinks it is still in Castle Grounds, because stats are only availiable, but exit level and other options are not. What this leads me to believe is that it doesn't take you to an act, but rather to all the acts put in one. If something is not in all acts, it isn't there. I.E pink Bob-ombs in bob-omb battlefield. the third rolling ball in the thing. Because the ball generaters generate at random speed they are not always the same, so the ball generater isn't there. What I am curious is to why stars such as the one behind chain chomps gate disappear. But that is my theory. Also I noticed this in whomps fortress to. It gets rid of the bob-ombs, and it gets rid of tower at top as well as Whomp. Like I said. Only explanation I got here is that it doesn't take you to just 1 act, but rather all acts in 1. Also, by changing the level to 00 instead of 1b it goes to the last act. Well IDK, but at least after act 1. Now a question because I don't like to double post. Where is the warp that tells you where mario starts when you start a game. Where in Checksum? I found that the rom adress for warps and stuff only pertain to the location of where the warp is. because warp 1-4 and warp 1-40 are different warps with different rom adresses. But the first 8 bytes for there location are the same. -------------------- ![]() |
| gamekrazzy Member Level: 28 ![]() Posts: 48/199 EXP: 127122 For next: 4216 Since: 03-06-09 Since last post: 1035 days Last activity: 379 days |
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Originally posted by Marioforever45 actually I doubt that, VL-tone already said that it might come out later My guess would be Friday April 3, 2009, and anyways I want a version that works don't you. --------------------
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| gamekrazzy Member Level: 28 ![]() Posts: 49/199 EXP: 127122 For next: 4216 Since: 03-06-09 Since last post: 1035 days Last activity: 379 days |
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| Hey, this guy said he isn't going to be coming back so why are people posting here. Anyways, this won't get much attention until it is moved to the hacking section, because this has nothing to deal with Mario 64. I would not be able to help this guy much because I havn't had experience in programming except for Byond, and I know a little Binary to an extent, I understand what the 1 and 0 meen, and what they add up to when together. Which of course has to deal with hex, but I have no clue what the letters meen. I know FF is 255 total. -------------------- ![]() |
| gamekrazzy Member Level: 28 ![]() Posts: 51/199 EXP: 127122 For next: 4216 Since: 03-06-09 Since last post: 1035 days Last activity: 379 days |
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| They all look good to me. You are good at drawing. I can't imagine what your art would look like when it is clean and colored. -------------------- ![]() |
| gamekrazzy Member Level: 28 ![]() Posts: 52/199 EXP: 127122 For next: 4216 Since: 03-06-09 Since last post: 1035 days Last activity: 379 days |
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| Hope you like it! Randi: ![]() I will edit this post and add more pics later. -------------------- ![]() |
| gamekrazzy Member Level: 28 ![]() Posts: 53/199 EXP: 127122 For next: 4216 Since: 03-06-09 Since last post: 1035 days Last activity: 379 days |
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| I probably should not ask this, but will this have the option to use premade objects that are in the game as well as imported. This is for the level editor. Because for some reason Messian's "Platform Battlefield" does not work on TT64 for my computer. And I need to be able to add objects to my level. I also do not have knowledge of 3d modelling. And what I want to make only requires the premade objects/platforms. Just the simple cube would work. -------------------- ![]() |
| gamekrazzy Member Level: 28 ![]() Posts: 54/199 EXP: 127122 For next: 4216 Since: 03-06-09 Since last post: 1035 days Last activity: 379 days |
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| I haven't really started on it yet, but here is what I think would be a good idea. I do not have much pics, but I will. Apparently my idea is not good enough for me to make a proposal right now(as a new thread). So I will start it here Note:Clay Mario 64 idea gone. Here it goes. Ok, what I am thinking is basically a Super Mario Bros styled Mod. This means that I want it to have the feel of a classic Mario Game, BUT IN 3D! Here are several plans I am wanting involved. 1.) Stars are gone! Instead, this is going to be a start to finish styled game. At the end of the level would be a Pipe, and you would enter the pipe to go to the next level. 2.) Pirahna Plants in Pipes. IDK how I should do this, but I do know that the sleeping Pirahna Plants are able to work with this. It would be much better with the pirahna plants that are in Huge Small World. The huge fire spewing ones. But that might end up glitchy. Here is a pic of the Pirahna Plant Pipe(sleeping). Note:Forget the stars at top screen. ![]() 3.) Finally, this will start from the bob-omb battlefield, and end at Bowser Battle3.(which will be edited.) That means because it runs consecutavely, there are no Saves in this. So what I am planning on doing is just starting the game without save selection or anything. (This will probably take the longest to do). It also means that there will be no Act selection screen. (Messian posted a post on "stuff inside checksum" on that...) Thanks. Edit: Now that I think about it, considering some of these pipes will not have warps, I can lower it, to have the fire spewing pirahna plant work better... -------------------- ![]() |
| gamekrazzy Member Level: 28 ![]() Posts: 55/199 EXP: 127122 For next: 4216 Since: 03-06-09 Since last post: 1035 days Last activity: 379 days |
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| actually, I believe, just like messian did with bob-ombs, there is a way to make Mario take more damage (Dies). I believe there is a way to make the fall cause more damage (Dies). EDIT: Here is a video of what I have done so far. Please view. ![]() -------------------- ![]() |
| gamekrazzy Member Level: 28 ![]() Posts: 56/199 EXP: 127122 For next: 4216 Since: 03-06-09 Since last post: 1035 days Last activity: 379 days |
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| You should be able to do that now, if you have a hex editor. I believe you change the terrain type. Go to the adress of Terrain type for castle grounds(Expert) and copy the decimal form. Go to that location, change the 4th byte in that address to 02 and the terrain is now snow. Now it doesn't look like snow, but the game thinks it is. as you might see when walking on the dirt path. Note:This also makes the water deal damage. I think this might mak it so that if you fell you would fall into it, but that might be part of the solidity. -------------------- ![]() |
| gamekrazzy Member Level: 28 ![]() Posts: 57/199 EXP: 127122 For next: 4216 Since: 03-06-09 Since last post: 1035 days Last activity: 379 days |
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| Yeah, do what RDX said. Also, you might want to get a hex editor for max editing capabilities. BTW Nice to meet you. -------------------- ![]() |
| gamekrazzy Member Level: 28 ![]() Posts: 58/199 EXP: 127122 For next: 4216 Since: 03-06-09 Since last post: 1035 days Last activity: 379 days |
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| XD! Bob-omb has a point! I am getting restless, but Messian says he is having trouble with time because of him having 2 jobs or something li ke that. Anyways, I have gotten started on my hack(There is one video on Youtube.). XD! I might be able to do this solo, but I will need help finding specific rom adresses and stuff. Anyone here know where the rom address is for Mario's Start location? Oh, and I agree with you Messian, I have beaten every 3D Mario game I have. So yeah, get rid of moon jump and level select. -------------------- ![]() |
| gamekrazzy Member Level: 28 ![]() Posts: 60/199 EXP: 127122 For next: 4216 Since: 03-06-09 Since last post: 1035 days Last activity: 379 days |
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| That's cool. XD! I noticed you can chang behavior and the way things look simply by switching to expert on TT64. Anyways, the caps and stuff. Does this mean if I simply add to a level an empty object, change it's behavior to wing cap and it's geometry to star, would it stay in the air like a star if you placed it so high. That would be cool if you were aiming for a Galaxy Mario Effect. -------------------- ![]() |
| gamekrazzy Member Level: 28 ![]() Posts: 62/199 EXP: 127122 For next: 4216 Since: 03-06-09 Since last post: 1035 days Last activity: 379 days |
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| Thanks Messian. I have a question about the death at bottom floor. I have gotten rid of the texture layout for the Flatworld Battlefield level, and now I am wondering if someone can tell me how to set the colision data so that when Mario hits the floor, he dies. -------------------- ![]() |
| gamekrazzy Member Level: 28 ![]() Posts: 63/199 EXP: 127122 For next: 4216 Since: 03-06-09 Since last post: 1035 days Last activity: 379 days |
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| Wow, sounds cool. Just one question, is this a strait forward game, after collecting the star you go to the next level(Meaning there is 6 stars total) or is this (x) of stars per level, like in Messians Hack? Oh and I would appreciate pictures. -------------------- ![]() |
| Pages: 1 2 3 4 5 6 7 8 9 10 |
| Jul - Posts by gamekrazzy |
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