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Originally posted by Celux Turn off "skip checksum" in the TT64 preferences. You will need to load another rom to do this. |
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| Jul - SM64 Hacking (Archive) - Super Mario 64: The Missing Stars RELEASED! (Download link on first post) | - - ![]() |
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Originally posted by Celux Turn off "skip checksum" in the TT64 preferences. You will need to load another rom to do this. |
| Celux Red Cheep-cheep Level: 32 Posts: 23/202 EXP: 202231 For next: 4211 Since: 09-22-08 Since last post: 7.2 years Last activity: 3.7 years |
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Thanks a lot Blaster .Also, I've decided to call my next level "The Time Tower". |
| messiaen Catgirl Level: 68 Posts: 353/1085 EXP: 2594032 For next: 134768 Since: 11-20-07 Since last post: 8.1 years Last activity: 7.2 years |
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| Celux: I can get a different set of enemies for your second level (but I can't mix enemies from several different levels). When you get some of the basic level layout worked out, send me a ppf patch that I will do the required modifications. Here's a video of the talkable NPCs. Loading Peach/Yoshi in this level is only possible due to the extended memory support. Music is from Mario Kart 64, but I think it fits well: <object width="425" height="350"> <embed src="http://www.youtube.com/v/7ynL2WM8jHU" type="application/x-shockwave-flash" width="425" height="350"> </embed> </object> I got a cool piranha plant by accidentally using Yoshi animation pointer. Some of the collision spheres still have to be tweaked, but it's a simple behavior edit: From 'Tree Behavior': 21C8B0/002AB0 10 2A 00 40 <-- Type of interaction with the collision sphere 21C8B4/002AB4 23 00 00 00 [00 50] [01 F4] <-- Coordinates 21C8BC/002ABC 10 05 00 00 <-- Probably some flag for enabling the sphere. (more can be found at the Behavior thread). In this particular case, these are the coordinates for the sphere: Horizontal dimension = 80 (dec) "00 50" Height = 500 (dec) "01 F4" ____________________ Mario 64 notes @ http://sites.google.com/site/messiaen64/ |
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| Messiaen, that new patch for fixing the huge platforms texture mapping shrinks one of the faces on model id h45. The other huge platforms are okay though. |
| SecretGlitch Nobody random Level: 10 ![]() Posts: 12/14 EXP: 3811 For next: 603 Since: 10-26-07 Since last post: 13.5 years Last activity: 13.1 years |
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| Well, messiaen, I've figured out the culprit of the odd coin draw distance. (it also affected some other graphics, including the stars' eyes.) It's the tilting platform. It seems that the type of movement you set for the platforms will affect the level graphically. I had them set to "Tilt in Y direction", which causes the coin to practically disappear. When I set the platforms to "Tilt slowly around X" the coins were visible really far away, and visible quite close-by (about 8 steps away), but invisible anywhere inbetween. For some reason, it doesn't matter what movement you set for the tilting platforms, it'll tilt the same way no matter what. EDIT: Well, it doesn't matter. If I only have one tilting platform, it'll do that weird close-far thing. But when I turned all the tilting flatforms back on, the coins don't show at all again. |
| messiaen Catgirl Level: 68 Posts: 358/1085 EXP: 2594032 For next: 134768 Since: 11-20-07 Since last post: 8.1 years Last activity: 7.2 years |
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Blaster: Ops, my mistake again . Let's hope I get it right this time (patch coming up soon). Any progress on your level?SecretGlitch: That's odd, but it could be because I did some modifications to make objects visible all the time. I'll see what I can do when you send me a ppf patch. Celux: Do you think you could do something with the "Rainbow Road" I released some time ago? It's very limited but it could get in the hack as a bonus if someone works on improving it. ____________________ Mario 64 notes @ http://sites.google.com/site/messiaen64/ |
| Celux Red Cheep-cheep Level: 32 Posts: 25/202 EXP: 202231 For next: 4211 Since: 09-22-08 Since last post: 7.2 years Last activity: 3.7 years |
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Sounds Good. If you like, i'll make a replica of Rainbow road .Edit: Actually, I think a shrinked version of rainbow road would be good, with a koopa shell. ____________________ Like my new icon? Its so degrading isn't it. |
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Originally posted by messiaen I have done two more rooms since last time and one star. |
| messiaen Catgirl Level: 68 Posts: 360/1085 EXP: 2594032 For next: 134768 Since: 11-20-07 Since last post: 8.1 years Last activity: 7.2 years |
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Celux: I'm not sure how much it's possible with the Rainbow Road patch, as far as I remember there aren't a lot of different "track pieces". So, you may want to go for something very simple yet fun. Meanwhile I have to rip "Rainbow Road" music from MK64 .Blaster: Nice, can't wait to play something from it. ____________________ Mario 64 notes @ http://sites.google.com/site/messiaen64/ |
| Stevoisiak Member Level: 38 Posts: 131/283 EXP: 345475 For next: 24972 Since: 11-22-07 From: New York, Long Island Since last post: 12.3 years Last activity: 5.6 years |
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Originally posted by SecretGlitch Yeah. I noticed that in certain areas the HUD, stars, and various objects got glitched up. However, this glitch CAN cause some effects with the star. I love when the star gets a shy guys graphics! ![]() P.S. Theres a glitch with the tree in your mod. It took me 5 minutes to get out, even WITH moon jump. ![]() Edit: Originally posted by messiaen Well then just use the object set from castle grounds. They have practicly every object in the game. |
| messiaen Catgirl Level: 68 Posts: 361/1085 EXP: 2594032 For next: 134768 Since: 11-20-07 Since last post: 8.1 years Last activity: 7.2 years |
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| Some glitches may be caused by the "Wire Box", I used some different RSP commands borrowed from another object to get the transparency, and it somehow affects other objects. I have never seen anything happening with stars or the HUD though. But changing a bit the topic, now that I have worked a bit with a conditional command to load Mario/Luigi based on the player's choice, It wouldn't be hard to implement a day-night cycle. All that I would need is a few different versions of some of the backgrounds or choosing a background order using existing ones. So, one background would be used for the morning, another one for afternoon, another one for the night, etc. Basically, the game would keep a RAM variable, an integer which would be incremented each time you enter a level. Then, every 3 levels (or any other number) you enter the backgrounds would advance to the next setting. The same variable could be used for cool effects, such as: talk to Yoshi early in the morning and you'll get a star. I have never really messed with Tile Molester or graphic utilities that can edit ROM textures, so I was wondering if it would be possible to make a few varations of the same background (ie, make it a bit darker) to get even more variety. A long time ago someone posted a program to change RGB of textures, I was wondering if something similar to this would work. ____________________ Mario 64 notes @ http://sites.google.com/site/messiaen64/ |
| VL-Tone Member Super Mario 64 forum moderator Level: 53 Posts: 336/621 EXP: 1135501 For next: 21618 Since: 07-27-07 From: Montreal, Canada Since last post: 4.7 years Last activity: 1.2 years |
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| Celux Red Cheep-cheep Level: 32 Posts: 26/202 EXP: 202231 For next: 4211 Since: 09-22-08 Since last post: 7.2 years Last activity: 3.7 years |
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Originally posted by Stevoisiak Heh... I found that one in my mod too. I tried fixing it by making 3 branches rather than 4, but even that left the glitch there... But at least it made it less likely .
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| Doogie1012 Member Level: 15 Posts: 6/35 EXP: 14542 For next: 1842 Since: 10-21-08 Since last post: 11.6 years Last activity: 9.2 years |
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Originally posted by messiaen O.M.G, that is an awesome idea. When you do implement the day and night cycle, can you make a detailed tutorial on the steps taken to do that and how it works (like explain the ASM for example). If its not to much to ask of course. I would love to see a tut on how you implemented character switching on the menu as well, that would be sweeeet. |
| AAA Member Level: 15 Posts: 16/35 EXP: 14807 For next: 1577 Since: 04-23-08 Since last post: 13.3 years Last activity: 13.5 years |
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| I came up with an idea/suggestion: After Mario/Luigi steps on a cap switch, the player can then select the cap power they gained using the D-Pad. Just a small suggestion. |
| Darkdata Ruins!? ♥ Level: 103 ![]() Posts: 724/2892 EXP: 11436160 For next: 35246 Since: 07-04-07 Since last post: 193 days Last activity: 1 day |
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Think carefully about your dialog. If you get characters wrong, you will be eaten by the fans.
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| messiaen Catgirl Level: 68 Posts: 362/1085 EXP: 2594032 For next: 134768 Since: 11-20-07 Since last post: 8.1 years Last activity: 7.2 years |
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| VL-Tone: Great, the background importer/exporter as well as the distribute functions will make things much easier! AAA: I'm not sure what to do about cap switches, I guess it will be better to leave all caps enabled from the beggining. Doogie1012: There are some commented .txt files in the hack folder. Select_mari r_luigi.txt (damn smile!) is the code for the main selector at the title screen, be warned that it isn't very well written . You should take a look at some of the links of the ASM Hacking to get an initial grasp of MIPS. In the beggining it can be very hard but after a while you can recognize the patterns. Feel free to leave a question in that topic or ask for some basic help.cpubasic14: Don't worry, the dialog written until here was just experimental, I'll probably leave this area to someone else. The alcoholic piranha plant was just a joke. ____________________ Mario 64 notes @ http://sites.google.com/site/messiaen64/ |
| AAA Member Level: 15 Posts: 17/35 EXP: 14807 For next: 1577 Since: 04-23-08 Since last post: 13.3 years Last activity: 13.5 years |
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Originally posted by messiaen I could possibly help with some of the text. I have a great imagination.
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| Darkdata Ruins!? ♥ Level: 103 ![]() Posts: 725/2892 EXP: 11436160 For next: 35246 Since: 07-04-07 Since last post: 193 days Last activity: 1 day |
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Originally posted by messiaen IT's the Princesses text more than the Plant. (Though really, that joke would work, just replace it with Empirical-Grow(tm)) ____________________ |
| weckar User Level: 11 Posts: 16/16 EXP: 4578 For next: 1407 Since: 04-19-08 Since last post: 13.5 years Last activity: 14.0 years |
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| That plant looked pretty cool with the yoshi animations. I wonder if it would work the other way around? |
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| Jul - SM64 Hacking (Archive) - Super Mario 64: The Missing Stars RELEASED! (Download link on first post) | - - ![]() |
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