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Originally posted by dirbaio wow
i'm glad you're still working on it...
You have a black screen'd level?
Mail it to me and i'll try to see what's wrong

I made a thread on it here awhile ago.
http://jul.rustedlogic.net/thread.php?id=8064
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Hi, all. I am working on a SM64 hack, but I'm keeping it out of the way until I get my other stuff done.
Anyway, the reason l'm here is because every hack I've seen so far had the same problem. I don't know if it's because they're "As is" beta releases or they just didn't know what to do with it, but it's actually quite simple. I'm talking about the in game text messages. I'm sure you know how the box the text appears in game sometimes cuts off your text, usually limiting you to 4 or so lines per sentence to avoid such cut offs. (Though most just ignore it and type away)
You can change how long the text block is vertically and change where it shows up on the horizontal axis by changing two of those three params at the top of Text Wrangler. You can learn more by reading this short post back on the 2nd page of the SM64 board.
http://jul.rustedlogic.net/thread.php?id=2101
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Yeah, same level as last time, but it's a bit different. You see, I imported a new, glitchless Area and remade my level in it. About 1/10th of the way in, I decide to test it to make sure it at least plays... And, well, it does, but it's very glitchy.
When the screen faded in, all l saw was the background, at first. After about 3 seconds, the level itself, and Mario, kind of wiped in like a slow loading picture on a browser. I started moving right and the background was all wrongly placed. It didn't match up with the tileset like the original 2-3, y'know? After I reach the small drop, the screen goes back to showing nothing but the background. I can move around, but I can't see anything. By the time l fell into an unfinished pit, everything popped back up, only a few frames before Mario died.
It's a lot easier to understand if you see it yourself. I put the file up for download, as I've no idea what's wrong. Must be something up with the Hex Edit stuff, but I don't know. If you guys can't figure this out, l'll just work around it somehow...
2-3: Problem Area 2
The proper Destination Entrance is 1, just FYI.
And if you need to compare the two Areas:
Original 2-3 Area 2
Destination Entrance is also 1.
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Originally posted by dirbaio Hmm...
What you're saying is weird... I'll try to have a look at it at some time...
Anyways, you should ask questions like these on the questions thread instead of their own thread...
Well, it's a weird Area, it seems. I heard others having trouble with it, too.
Sorry, I'll stop posting threads about all my hacking problems. I usually get ignored otherwise, though. ._.
I guess I'm used to there being an entire Board for people to post hacking problems.
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Feature requests, huh? Well, I WAS going to suggest a copy-paste between levels and Areas, but I see someone already did. And you said you put it in your "fixme" dealie. A friendly reminder after 5 pages won't kill anything, right?
But I want to bring up the "Force Mini Mario Always" value. I know it may be the same physics, but they're not the same animations(walking). Even so, Mario walks slower with it checked(I think?). He also can't seem to run on water. Just sayin', maybe it isn't Mini Mario Physics, exactly. I'd say moon-walk, or low gravity?
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Originally posted by dirbaio Hmmm...
That's quite weird...
Does that happen only with that level?
And, are you using 5.1 or 5.2 compiled from svn?
Yeah, its the only level that does this... Oh, and here's the kicker: If I open 1-Cannon in a different ROM, like the original one, NSMBe5 can open it just fine. I must've changed something in the level in NSMBe4 that NSMBe5 doesn't like...
I'm using version 5.1.0.0, to be exact. Since it's most definitely the level l made, I figure I should... upload it on MediaFire so you could maybe understand it better. Do I do that too much?
Here it is.
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Bump for update. New .ppf patch and video added as the hack now goes up to 2-4.
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Schneider? In a Dark looking world? I say... it's from that F-Zero evil guy's machine: The Dark Schneider!
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Certainly looks different. I'd prefer to wait until more than one level is finished. But... if memory serves, I think the cats said stuff when they were collected.
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Reminds me of MGS3... "So, how does it taste?"
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"James Kong." Now why didn't I see that coming? 
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I know it's a huge bump, but I saw something that isn't true on the wiki...
Originally posted by The Wiki This is supposed to be spoken by the Happy Mask Salesman if you talked to him while wearing the Giant's Mask. This is impossible though, as you can't wear the Giant's Mask outside of the Twinmold boss battle, and if you try anyway (using glitches or the Gameshark), the game will freeze.
I tried talking to the Happy Mask Salesman by using the "Link's Face Modifier" code on the Virtual Console, US region. He said the exact text Prince Kassad found, and it even highlighted the mask's name in red, IIRC. I'm not sure for whom it crashed on, or which method they used to wear the mask, but it definitely didn't crash for me.
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| Posted on 02-19-11 07:27:04 PM, in Kirby Air Ride (last edited by PSI Purple at 02-19-11 04:32 PM) |
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(Oops, maybe I should've put "Debug Menu" in the title)
I see no wiki page or forum thread for this game at the moment, so here I go...
At ARCentral, there's a debug code for the PAL version of this game. It's not there for the US version, as I would've been all over it years ago if it were. That implies it either does not exist in the US version, or no one converted the code.
Enable Debug Menu/View Debug Info (Press X/Y at Start Menu) (Ralf)
H8G0-KAB3-ARJJ5
B7BZ-B8GQ-6Y6YK
For PAL version, in case you didn't see...
Anyway, the code seems to force the debugging option on. You can press X or Y on the Title Screen to go to a debug menu that looks very similar to the one for Melee(same developers, clearly).
Visual tests can be seen and scrolled through with the X and Y buttons.
I haven't gotten too far into the options for Air Ride or City Trial, but the Top Ride debug looks entirely different and has LOADS of stuff to change mid-game. A whole bunch of parameters can be changed with an in-game menu by pressing Start to pause. Camera stuff, Item stuff, player stuff, even some have charts with what looks to be equations.
Very different from anything I've seen.
You can edit the charts with the Control Stick, D-Pad and C-Stick.
I did go into City Trial and test some of the debugging stuff there. Again, very similar to Melee, you can hold a button and press a D-Pad direction to do some debuggy thing. Pressing Start then pressing Z advances a single frame. You can even make collision bubbles visible with one of the combos!
D-Pad down by itself scrolls through various menus which can be navigated with the L button + D-Pad directions and accepting a decision with L+A. One of them lets you activate any City Trial event at will and another resets the game time. There's also a menu to seemingly spawn enemies, but that crashes whenever l try.
Pressing D-Pad Up by itself freezes the camera in position, pressing it again makes the camera follow Kirby in a fixed angle, and once more resets the camera. When in the first two modes, the C-Stick sort of freely moves the camera around.
Trying to spawn a City Trial item(upgrades) in Free Run mode gives an error message, rather than freezing.
Didn't touch it, but it sure looks confusing.
One of the D-Pad Down menus is a Kirby colour-changer. Press B, A, or X for individual RGB values, Y to change all three at once. Scrolling down/up with L can bring up a menu for changing which direction the values go(up or down) and another menu is for changing a different set of colours for shading on Kirby.
I'm really not that great at explaining, but I just wanted to get this information out. Kind of odd l never heard about a debug mode for KAR until only yesterday! Hopefully, someone important will notice this thread and be able to add that KAR page.
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*Pops in to give input*
Originally posted by Damarioman Actualy I think at some point Kirby, Yoshi, BG, And thair pet Cesar I think?..., and of corse King Longspear (WooHaHa!) and his army would Be in an all out epic Battle againced General Guy and his army, and I'm Talking about Lord of the Rings x 1000 Epic!
Something like that would need a turn-based real-time strategy battle scene. 
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I was exploring the Sound Test of this game with that code. I heard two dialogues I swear I've never heard in the game. I put up a video of those two as part of a bonus video for my playthrough of the game. The only things in the video are the dialogues and where l think they fit in.
http://www.youtube.com/watch?v=hLoBE3gteKc
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I think that GoldenEye Editor in Perfect Dark mode could come in handy with uncovering beta elements. It can browse the level objects, action blocks(scripts), text files, and much more.
Page for the Editor
One of the things is an incomplete "Retaking the Institute" mission that's in the game's text...
Very incomplete...
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Originally posted by Joe ‰¡Ž²‚Ì‹——£[m]
89 A1 8E B2 82 CC 8B 97 97 A3 5B 6D 5D
横軸の距離[m]
c޲‚Ì”– ¶Šm—|
8F 63 8E B2 82 CC 94 96 ?? B6 8A 6D 97 7C
縦軸の薄(?)確慾
Hey, that almost makes sense. (If I've done it correctly, the missing character is probably one of: 左, 掌, 生, 攜.)
Whoa, that blew my mind. I knew the equation-y stuff probably meant something, but l didn't expect some kind of translation!
EDIT: Within the past month, there's been some guys going through the KAR Debug Menu to make a guide on how to use it. The YouTube videos on this channel show off quite a few unused tracks, rides, and the like. I highly recommend giving it a look.
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