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04-23-22 08:28:11 PM
Jul - NO! GO TO STAR! - Experimental Platform Battlefield Beta 001 New poll - New thread - Thread closed
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messiaen
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Posted on 04-09-08 06:46:51 PM (last edited by messiaen at 04-16-08 07:30 PM) Link
Hello!

This is a very simple custom level built from FlatWorld Battlefield.

It features a custom platform model with moveable collision. You can replicate it many times as a 0x24 object. The level design for this is still very crappy, but hopefully you can create something better with it .

To open this in TT64 you will need first to erase the M64GeometryDataFlat.m64 from your Toad's Tool folder.



Download suspended until version 002 ! (Version 001 should have been called "CrashWorld Battlefield"

Thanks to rstewart215804 for sharing some collision data info.
Kenshi
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Posted on 04-11-08 10:57:31 PM Link
NICE JOB!!!! amazing work.

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messiaen
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Posted on 04-12-08 12:03:47 AM (last edited by messiaen at 04-11-08 09:35 PM) Link
Thanks! Did you experience any crashes on your emulator? I am very worried about some random crashes I get, it seems I haven't found yet a stable "solid" behavior script. If I can't fix that really soon, I'll delete this thread until I got something more reliable.

Besides that problem, I'll try to adjust texture coordinates and get a few more "terrain blocks" for version 002, so hopefully it will be much more interesting than this one. Also, I need people to help with Level Design (no hex skills required, just some TT64 experience) and testing.
rstewart215804
User
Crazed Mario 64 Hacker!!!
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Posted on 04-12-08 01:17:17 AM Link
So in the demo did you assign the giant plane to terrain type 000A (death) and just left the platforms type 0000 (normal)?

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OoBurns
?
Level: 60


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Posted on 04-12-08 05:48:12 AM Link
Originally posted by messiaen
Thanks! Did you experience any crashes on your emulator? I am very worried about some random crashes I get, it seems I haven't found yet a stable "solid" behavior script.

I tried this out, an I also got some crashes (in Project64; didn't try it in any other emulators). It generally crashed when I landed on a platform.

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messiaen
Catgirl
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Posted on 04-12-08 02:31:19 PM (last edited by messiaen at 04-16-08 03:33 PM) Link
rstewart215804: Yes, I just set the Flatworld terrain to 000A and lowered the "Y" vertice values. I didn't delete the level terrain polygons, just set them clockwise, so they won't show up in the game (but will in TT64 if you don't enable culling). The reason for that is if I just replaced the 0xBF commands with 00 values, or set the triangles to 00, 00, 00, TT64 will crash. There is some explanation for this on some older thread.

Edit: While checking for collision errors (and indeed I found one in my platform), I discovered something very interesting. Collision triangles are also sensitive to culling, so clockwise/counter-clockwise DOES matter. In fact, you can have one kind of fake wall which can only be trepassable by one side! I can't remember seeing that kind of use in the game, but it could be used for hidden areas.

Update: I still get some errors, but those occur only on some rotated platforms. Also, be sure to check the behavior thread for some interesting update regarding scaling commands!

Preview Screenshots for Version 002


Building Level Geometry with 0x24 objects.

I also had another idea for this, but I would need some help with it. Maybe I could create 2 copies of FlatWorld Battlefield in my release: one would be just a "geometry level" creator. All its loaded 0x22/0x21 commands would be custom blocks/platforms/terrains, etc. Then some custom program would read the 0x24 object data and write it as level terrain in the *other* Flatworld, so it wouldn't waste useful 0x24 objects slots for this. I think this would be a feasible way to create levels from scratch using the current TT64 interface and would require very simple coding (this is the part where I need help, I could design the program and prepare the ROM, but writing the program is something beyond my current knowledge).

One note about extending bank 0x13 (behavior bank): TT64 works well with extended banks, detects new behaviors and assign them new labels. However, I am not sure if there is too much RAM space for bank 0x13 for expansion. One of the side effects I noticed is that if you expand it too much, the game may crash or you'll miss some textures in the game! Behaviors are very short, so probably this won't be a problem, but I don't want to abuse my luck .

Since my custom behaviors are only used in the Flatworld level, there is one easy solution, and that is writing the custom behaviors to the 0x07 or 0x0E Bank, which are very expansable. That is, they will be only loaded in FlatWorld, unlike the 0x13 bank which is loaded all the time. The problem is that probably TT64 won't support this. It will create a new behavior, however when you assign it to some model, it will point to bank 13, and you have to manually change the 0x24 command to point to bank 07.

Maybe this is a too specific need to be added for now in TT64, but if you want a lot of new behaviors inside a level, or modified ones without affecting the global 0x13 bank, that could be one interesting feature. Let me stress that TT64 is already amazingly flexible to modifications (thanks a lot for that VL-Tone).
Lyskar
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Posted on 04-21-08 01:39:17 AM Link

Time/Date

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Posts

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Metal_Man88
Local Moderator
Deleting this thread, obsoleted by Beta 002.

Please don't make a new thread every time you make an improvement.

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Jul - NO! GO TO STAR! - Experimental Platform Battlefield Beta 001 New poll - New thread - Thread closed


Rusted Logic

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

31 database queries, 2 query cache hits.
Query execution time:  0.079590 seconds
Script execution time:  0.017457 seconds
Total render time:  0.097048 seconds


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