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05-02-22 10:26:30 PM
Jul - Posts by bonifarz
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bonifarz
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Posted on 10-20-07 11:01:01 AM, in Post your SM64 mods, patches and screenshots here! (NO ROM LINKS!) Link
Originally posted by Johnnyaf
Hi, this is my first hack, and I hope you like it... Once I upload it
onto a file hoster. Sorry, i need to find one on google. I will If people like the photos.
First, photos... I don't know how to post them yet I'm sorry. I stink at HTML.
Well, here is the link to them(kindof): http://s67.photobucket.com/albums/h281/Figue6/
Changes:
Outside of castle: Not much, just some deformed goombas, and some invisible chuckyas(supposed to be peach hugging mario and throwing him)
Inside Castle: None noticable.
Bob-omb's Battle Feild-Chain Chomp Playpen: Tons of chomps everywhere. New missions, and a pointless boss for fun(or to look at the pain you would need to go through to beat him).
Whomp's Fortress-Clones Gone Wrong: Chomp stars, Star Crushers(guess what those are), deformed marios, etc.
Jolly Roger Bay-Sharks ahoy: Sharks, chuckyas, same names, freezes A LOT. That last picture of it was where it froze last.
Cool, Cool, Mountain-Chuckya Mountain: Most annoying level Try going down the slide without shortcuts or getting thrown off by Chuckyas.
I might make a whole game if people like the first levels when I upload it.
I made it hard (at least for me), but its possible. I did it without any codes(except infinite lives, it makes things faster.
(edit) I noticed that one of the previous hacks has some of the same little ideas on bob-omb's battlefield, such as a whomp and a chomp on the top, I did not copy that, because I worked on it before finding this place, just in case of any possible confusion.


My first impression: This mod is great!

In my opinion, difficult mods as this one are the most convincing reason to emulate good old N64 games on your PC.
I just went through the first 12 stars of lvls 1 and 2. Man, I enjoyed it more than any other ROM so far. Therefore: YES, keep up the good work!
And yeah, make it difficult. In later levels, you might want to add tons of flames and invincible types of enemies. This way, you might also block some passages and force the player to take longer pathways to get through an area. Just be as creative as you were so far.

Has anyone else experienced that this SM64 hack sometimes gets hung up/frozen on project64? Thanks to quicksaves, thats not a real problem. Probably the game was not designed to handle that many chomps at once =)


bonifarz
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Posted on 10-21-07 09:33:02 AM, in Post your SM64 mods, patches and screenshots here! (NO ROM LINKS!) Link

Those lock ups seemed to appear at specific areas, but with no guarantee. For instance, when you want to "get past the other chomps", the game occassionally freezes, but it is still possible to get the star. Another critical area is the white ramp in the 1st level.

One more thing: I am testing to get 100+ coins in those levels that are done so far. This seems to be a brute challenge, since you have to get most of them from the posts the chomps are chained to. Let's see if that is possible . . .
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Posted on 10-22-07 07:55:05 AM, in Post your SM64 mods, patches and screenshots here! (NO ROM LINKS!) Link
Originally posted by bonifarz

One more thing: I am testing to get 100+ coins in those levels that are done so far. This seems to be a brute challenge, since you have to get most of them from the posts the chomps are chained to. Let's see if that is possible . . .


The 2nd level of Johnnyaf's mod allows to collect about 70 coins. (I got only 62)
The 1st and 3rd one seem to include more coins, where some of them such as mass chain chomp fields and chukas on the slide (!) will be hardly possible to get. You dont want to back jump kick all the way to the top of the slide to get some more coins

3rd and 4th level seem to be under construction.

Suggestion to any modder: Include some blue switch and put the blue coins such that collecting them needs to perform some nice speed run.
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Posted on 11-18-07 09:48:03 AM, in Post your SM64 mods, patches and screenshots here! (NO ROM LINKS!) (last edited by bonifarz at 11-24-07 11:15 AM) Link

Great, the forum is back to normal.

Thanks to XkeeperNaN and everyone who put so much effort in restoring the boards.

I will gladly post another beta of a new SM64 hack soon.

Greetings,
Bonifarz

EDIT: here is the thread
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Posted on 11-21-07 02:09:57 PM, in Another modding project: Bonifarz64 (last edited by bonifarz at 04-20-08 11:14 AM) Link
______________________


version0.4.1 at mediafire

midnight color edition

mushroom color edition

_____________________



The M- and midnight editions have some textures of different color in it.
Otherwise, all three files are the same.
Feel free to leave a comment



Greetings.

I am Bonifarz and I was not creative enough to give this project a better name.



KEY FEATURES
____________


° Save early, save often. This Mod is supposed to be a challenge for advanced players.

° Some new Mario Textures.

° Mario neon colors. I hope it doesn't hurt your eyes. Otherwise: TT64 helps you.

° The levels are accesible in a different order, from the top down to the basement

° There are 101 coins per level, 8 red ones, 17 blue ones and none from enemies

° Entering the castle is difficult already. This should give you a motivation not to run out of lives.




REQUIREMENTS
_____________


° Super Mario 64 (U).z64 (see legal stuff)

° an emulator (Project 64 is a good choice)

° a gamepad is highly recommended

° SM64 rom extender

° ppf-omatic


FURTHER INFO
____________

Modified levels are

° castle grounds

° clouds bonus stage

° wing and metal cap switches

° tick tock clock

° rainbow road

° wet dry world

° tall tall mountain


further fixes in version 0.4:

° Some shortcuts have been disabled

° Noob-friendly way into the castle


COMMENT
________


New screens and videos will be added as soon as I find the time for it.

This mod represents my personal opinion of what would be nice to do when you have such a powerfull tool as TT64 on your disposition. I spent far more time on testing than on modding itself, just to make sure all the riddles are possible to beat and that you cannot take shortcuts that would allow you to skip the most difficult parts.

Therefore, I would be very happy if you do not only spot out bugs and glitches, but tell me whenever the logics of riddle breaks down. For instance, if you would find a way to climb up the tick tock clock level when the mechanics inside are not moving, I would have made a mistake in my level design.


Feel free to leave any comment, as long as it is constructive. And do not say it is too difficult. I am indeed far away from playing gosu style, but I just tested it again. Once you found how to solve the level, it should not take more than 10 Minutes until you got to the ceiling of tick tock terror.

Thanks to VL-Tone for having created such an amazing tool, I really enjoyed messing around with SM64 so far.



GALLERY
_______

I know that I do not have any talent in creating screenshots that are representative.


Thanks to Roger for his inspiration.


Intro. Does somebody know how to modify the colormap here?



Bonifarz heads on the savegame cards


Bonifarz on camere and life icons


The final part of Hypsiphobia is the toughest passage so far. You will have to make all the way up here several times to get all stars. I changed this levels structure to be more linear.



Another time for a rush, this time in the bonus stage rainbow rampage.


Sliding fun in the vertical maze.


What's so interesting about this pic? There is nothing. Right. Well. That is one of the examples where the removal of some objects makes the gameplay so much harder than the addition of many obstacles or enemies.



VIDEOS
______

Do not watch these demos if you want to solve my puzzles yourself. It might spoil the fun. However, it gives you a taste of the mods contents

<object width="425" height="355"><embed src="http://www.youtube.com/v/fISgyr-qem4&rel=1" type="application/x-shockwave-flash" wmode="transparent" width="425" height="355"></embed></object>
howto part 1

<object width="425" height="355"><embed src="http://www.youtube.com/v/polvY9-MhBg&rel=1" type="application/x-shockwave-flash" wmode="transparent" width="425" height="355"></embed></object>
howto part 2

§ uploading §
howto part 3

§ coming soon §
trailer



Legal stuff, as usual:
_________________

The described file is a ppf patch that allows you to play a mod of SUPER MARIO 64. However, this requires a specific rom to extend, patch and emulate: Super Mario 64 (U).z64.

The use of such a rom is not perfectly legal. If you want to have fun with this patch, you agree to either have the original version of the game as a N64 cartridge,or to use the emulated version only for testing purposes.

I do not claim any rights on the contents of the patch itself. It has been created with freeware and may be used, replicated or taken as an inspiration by anyone who wants to do so.






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Bonifarz
bonifarz
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Posted on 11-23-07 07:14:13 AM, in Another modding project: Bonifarz64 Link

Thanks for your first feedback.

Originally posted by Me-me
I finally got into the castle!
This is a VERY hard mod!
All skilled sm64 players should check this out.
Good mod bonifarz!


At this point, I want to emphasize that the castle grounds might have been rather monotonous to go through and that - in my opinion - the following three sections will get more and more entertaining. At least that is what I hope. Of course, you will realize that the game will get quite a bit harder as well. Especially the other 5 speedrun parts I implemented so far (which is anything related to a switch ) will give you a rather rewarding feeling of pride once you beat them.

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Posted on 11-23-07 05:12:58 PM, in Another modding project: Bonifarz64 (last edited by bonifarz at 11-23-07 02:15 PM) Link

Thank you.

Of course, I will include that in the next release.
For anyone who is curious about it, here is the little work of art




By the way, you can also put questions in here in case you get stuck somewhere.



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Posted on 11-23-07 07:11:08 PM, in Title screen changing! (last edited by bonifarz at 11-23-07 04:11 PM) Link
Have there ever been attempts to modify the screen right after that one as well? That part where you can pull around various parts of Marios head could be nice to hack. The textures should be no problem, but what about the color sheme?

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Posted on 11-23-07 08:35:36 PM, in Another modding project: Bonifarz64 (last edited by bonifarz at 11-27-07 11:07 AM) Link
Hi again.

I have just tried out HyperCam and decieded to give you a little help for the start of hypsiphobia. If you want to be creative and find out how to do it yourself, don't watch. If you beliefe I can beat my own riddles at all, well, here you go.

<object width="425" height="355"><embed src="http://www.youtube.com/v/tzyymppQWho&rel=1" type="application/x-shockwave-flash" wmode="transparent" width="425" height="355"></embed></object>


youtube help1






EDIT:

One more video, in case the sceenshots are not enough

cheap youtube trailer


____________
EDIT: cleanup




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Bonifarz
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Posted on 11-24-07 01:20:46 PM, in Title screen changing! (last edited by bonifarz at 11-24-07 05:08 PM) Link

Yep, I already asked Roger about the loaction of that texture to speed up my own work with tile molester. It seems to be powerfull, but it takes its time to locate stuff. However, he did not share his wisdom yet

Just as the old alchemists who kept all of their work for themselves...


EDIT:
____



FOUND IT!
hex offset: 00AF89B5
width: 16x

so you can do it yourself, just as I did:



and the loadscreen itmems are here
00B20A54

for something like



http://www.romhack.de/utilities/grafik.php

enjoy

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Bonifarz
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Posted on 11-25-07 10:16:40 AM, in Title screen changing! Link
Originally posted by Tanks
As old as that is.... meh... It's nice but I did that back when I was an SM64 n00b in training.


I perfectly agree with you.

If there already exists a thread with a collection of texture adresses for tile molester, a link would be very nice. Otherwise, I suggest we start something like that, maybe in here or in the other thread with the usefull hint for the Mario icon.

This way, other people also benefit when you waste time locating the textures
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Posted on 11-26-07 04:35:09 PM, in GFX Location(s) for File Select screen icons? Link
Originally posted by Matthew Coburn
Hi all,

I'm looking for the GFX location in the EXTended SM64 ROM for the File Select Textures, eg. the Mario Block and Head slabs of stone icons.

If you can point me to the location, that would be greatly helpful for my hack, and perhaps some other members.

Thanks,
Matthew Coburn



Hi there.

I assume you have taken a look at the other thread you have previously been posting in. Why do you start a new thread? Or why didn't you give it a more general title, for instance GFX Location(s) for tile molester


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bonifarz
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Posted on 11-26-07 04:53:26 PM, in Title screen changing! (last edited by bonifarz at 11-28-07 10:38 AM) Link
Originally posted by Matthew Coburn
The file select items for me load up like this:
Any Ideas?



I think there already exist several threads about the use of that program. However, a proper search button would be helpfull for the forums. Therefore, let me give you a small Tutorial.

When you have load the rom, you have to choose the right codec.
VIEW > CODEC > 16 bits per pixel, rgb format. Then you can browse the rom efficiently using the up, down, left, right, page up and page down keys. If you see some pattern in multiples of its own, you only have to adjust the width of the current view. This can be done quickly and easily with shift and left or right. Voilà, you're done. Some of the textures, such as trees are "hidden" because of a byteshift, so you will have to play around with the + and - keys as well. Once you have found something nice, make sure to bookmark it. (These bookmarks are rom specific!)

If you don't know what to do with 00B20A54...
uhmm, that is just the hex offset:
NAVIGATE > GOTO LINE > hexadecimal, absolute

Have fun.


Good luck.


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Bonifarz
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bonifarz
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Posted on 11-30-07 07:47:14 AM, in The Patches Thread Link
Originally posted by Ebeb
Here's my patch of my texture hack Super Mario 64: Opposite Colors Edition. It's been done for a while, but I never actually got around to making a patch.
http://files.filefront.com/Super+Mario+64+Opposite+Chppf/;9151359;/fileinfo.html



Not really a new idea. Still it looks nice.
But why did you double post exactly the same thing
in here as in the the "post your SM64 mods here" thread?





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bonifarz
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Posted on 12-03-07 07:35:59 AM, in Japanese Text in SM64 English ROM Found! Link

Yes, I have seen it too.

Maybe there is a gameshark that will make use of it.
I don't think there is much more than that.

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Posted on 12-03-07 02:07:03 PM, in Post your SM64 mods, patches and screenshots here! (NO ROM LINKS!) Link


I do not want to disencourage you, but most of the conversions could probably have done in seconds using some scripts. However, that is not the point. You obviously used TT64 to do something more or less creative and the result is somewhat still interesting to see. You may want to use this work as a point to start from when you design new riddles or enemies to make your mod unique.

Posting in here does not require any hacking skills, it is the idea that counts and the interest in the provided tools. I can think of more interesting things than staring at a hex editor

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Posted on 12-08-07 07:08:13 PM, in Mod project: Luigi's mansion 64 Link


Judging from the screenshots and checklist, this project seems to be well planned and innovative in designed. I just got the patch and can't wait to give it a try.

Keep up the good work.

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Posted on 12-09-07 01:58:35 PM, in PixelScrambler: A fortran program for automized texture modding (last edited by bonifarz at 12-26-07 06:04 PM) Link
Overview

Pixelscrambler is a tool that allows you to tune the colors of an extended,
possibly modified ROM of SM64. It reads your tilemolester bookmarks
from an xml file, takes them as offset and ending of the textures you wish
to adjust and optionally tunes the Mario colors. An xml file with the
bookmarks of most textures is provided as well. The program does not
have a GUI, but it should be easy to use and ...fast.


download: http://www.mediafire.com/?4m3c4vjmndx


Example: Turning day into night.

We want to dim the colors, reduce the saturation and add some blue.
Because reducing the lightness of bright colors in HSL space yields
strong hue fluctuations, we also reduce red and green.


The input.txt for the above example.





The head and tail of terminal output (verbose on)


Load screen


Castle at night.


Lethal Lava Land.


Night flight.


The following passage is found in the README.txt


About the files:

The .exe file is a standalone application of the .f90 code created with
gfortran. I provide it for Windows users who do not want to compile
themselves. To run the program, it must be located in the same
directory as the input.txt, the bookmark file and the rom you wish to
read from (otherwise, include the path in the filenames).
If you place a copy of the bookmark file out.xml in your
tilemolester/resources directory and give it the appropriate name,
it will be loaded by tilemolester as well. The program will create two
files, the processed rom and an optional colorsample that can be
viewed with tilemolester.


Screenshot of tilemolester with the bookmarks from out.xml


About the input file:

Most input is commented.
The first three lines give the names of your files,
followed by one line of options and six lines defining
how to process the colors of your rom.


About the options:

The options line is read up to the first blank space or comma,
anything that follows is comment.
Recognized keywords are mario, verbose, sample, wait and swap.
Excluding mario conserves the mario colors.
Excluding verbose reduces terminal output.
With sample, a mapping of both, RGB and HSL space is written in a .z64 file.
The option wait is helpful if you run the .exe by double click
and you don't want to have the window closed on exit.
The option swap switches between big and little endian byte order.


About color transformations:

Consider each coordinate in color space normalized to the interval from 0 to 1.
Scaling factor and shift define a linear function: (color-0.5)*factor+0.5 + shift
Recommended are shifts in [-0.5 , 0.5] and factors of 1 (default).
All values except for hue are capped to the interval from 0 to 1.
Therefore, any scaling factor other than +/- 1 and any amount of shift will
cause a loss of color information. The hue value is not capped but has periodic
boundary conditions. This means you can shift the colors on the hue spectrum
without losing information.


About the colorsample:

With the option sample, a color sample is written, which contains
all possible input and output colors and can be viewed with tilemolester.
The four coloumns are mappings of RGB input and output,
followed by HSL input and output. Note that only that part of HSL space
is shown, which is sampled by your color settings.


A part of the colorsample of the above example.


About custom bookmarks:

If you wish to use your own bookmark file, make sure to have all offsets
arranged in pairs of both, a (group of) textures offset and ending.
The ending is the offset of the first tile NOT to process. If you don't want
to use an xml file from tilemolester, flag all decimal offsets by the patterns
offset=" and ".




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Posted on 12-09-07 02:18:06 PM, in PixelScrambler: A fortran program for automized texture modding Link
Originally posted by Xkeeper
Some, uh, screenshots of what this does would be nice.


Thanks. I thought it would be clear. Tilemolestor Screenie for that job added.



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Posted on 12-10-07 05:41:45 AM, in PixelScrambler: A fortran program for automized texture modding Link
Originally posted by Xkeeper
...

It looks like something you could do in Paint or Irfanview. Uh.



Uh... let me explain.
First of all, it does not process any picture format, but accesses the rom directly to overwrite the regions bit by bit. That would not be such a big deal if TT64 could export all the textures or tilemolester was a bit more flexible in exporting and importing.

Second, even if you could easily export the textures you wish to modify, you would have to process one after the other and import them all again. Here you can sweep over as many regions as you wish in one run, each possibly containing several textures.

Third, the software you mentioned seems to have very limited color adjusting capabilities. The example I gave was just to invert the colors, which is trivial, but you can adjust the strength and scale of the r g and b channel separately as well.

Fourth, if the program is useless indeed, that is no problem. I implemented it to learn something and decided to share my insights.




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Pages: 1 2
Jul - Posts by bonifarz


Rusted Logic

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

28 database queries, 49 query cache hits.
Query execution time: 0.079875 seconds
Script execution time: 0.041915 seconds
Total render time: 0.121790 seconds