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Posts by DobieMeltfire
DobieMeltfire's Profile - Posts by DobieMeltfire
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Hello everyone! Welcome to Super Mario 64 - Year of the Plumber updated thread!
Any comment, question or suggestion are always welcome!

This is a progressing updating rom hack! So if you were you expecting big surprise release I'm sorry to disappoint you. There be little to no secret here so I'm laying it out! And If anyone want to support this hack, I would highly appreciate it and you will be credited on the next update!

If you want to make changes to the hack itself please PM me here or my youtube channel. It will be updated in the base rom and you will be credited for what you done.

Credits
If you decide to donate your codes and your spare time to me, you will be credited here!

Kazeshin
MarioCrash64

HACK UPDATE 7/21

- New star count hud
Kazeshin
- Faster KtQ
Kazeshin
- Improve wall jumping camera
Skelux ASM Tutorial video
- Skip mario intro screen
Kazeshin
- Kaze's music changer
Kazeshin

To Do List

- Dialogs Improvements
- Fix floating tree glitch in FF
- Fix warps in main hub
- Add 3rd music in FF
- Reexport levels using GSPro (Thanks to Kazeshin and Kinopio for telling this )

To do Later

- Update the Main Hub (Bye Bye Cirrus Castle, Hello Cirrus Coast)
- Sunset Square
- Lavender Lighthouse
- Make Whomp King a more difficult boss

About Super Mario 64 - Year of the Plumber

This is a full hack with around 125 stars with custom musics, custom background, interesting dialogue, Nicely detail levels with various range of difficulty.

This rom hack was highly inspired from all my favorite earlier 3D platformer games such as Spyro and Banjo Kazooie

You will notice spyro like portals that will warp to levels and I also use a warp system that keeps the player in a same level even after grabbing a star or losing a life.

STORY

The Lunar-Omb army has invaded New Nimbus Land and Now it up Mario and Sukitu (Latitu's younger more edgier cousin) to save New Nimbus with the power of the wishing stars!

Level List (UPDATE 7/22)
This section will be update very often!
So check for newly added musics, photos and info.

Starter Roulette Slide
Music
-PIC-

Cirrus Castle (C3 Demo)
Music
-PIC-

---- Hub 1: Cirrus Coast ----
Theme: A large beach like hub with spyro portals. This will replace Cirrus Castle
Music 1

COURSE 1: Fractus Fields
Theme: Day time, Large open fields
Difficulty:
Music 1
Music 2
Music 3
-VIDEO-
-PIC-

COURSE 2: Choco Cove
Theme: Morning time, Ruins
Difficulty:
Music 1
Music 2
-VIDEO-
-PIC-

COURSE 3: Sunset Square
Theme: Sunset time, Small City
Difficulty:
Music 1
Music 2
-VIDEO-
-PIC-

COURSE 4: Lavender Lighthouse
Theme: Night time (Purple-ish sky background), Large open fields
Difficulty:
Music 1
-VIDEO-
-PIC-

---- Hub 2: Stratus Lake ----
Theme:
Music 1
-VIDEO-
-PIC-

COURSE 5: Pagoda Peaks
Theme: Day time (Green-ish sky background), Asia theme level
Difficulty:
Music 1
-VIDEO-
-PIC-

COURSE 6: Carnelian Canyon
Theme: Sunset time (red-ish sky background), Canyon theme level
Difficulty:
Music 1
-VIDEO-
-PIC-

COURSE 7: Rokujuuyon Ruin
Theme: Day time (Yellow-ish background), Deadlyer Ruin with Boos
Difficulty:
Music 1
-VIDEO-
-PIC-

COURSE 8: Blue Breeze Bay
Theme: Fog time? (Blue-ish fog background), Harbor theme level
Difficulty:
Music 1
-VIDEO-
-PIC-

---- Hub 3: Noctilucent Town ----
Music 1
-PIC-

COURSE 9: Golden Glacial
Theme: Sunset time (likely reuse the same sunset BG)
Difficulty:
Music 1
-VIDEO-
-PIC-

COURSE 10: Sunken Sanctuary
Theme: I'm not sure with this one (suggestion?) it a watery scary theme level.
Difficulty:
Music 1
-VIDEO-
-PIC-

COURSE 11: Quartz Quarry
Theme: It will be a larger remake of New Nimbus Quarry
Difficulty:
Music 1
-VIDEO-
-PIC-

COURSE 12: Kalimari Kingdom
Theme: Well... somewhere between a Desert and a Kingdom. I hope it turn out great!
Difficulty:
Music 1
-VIDEO-
-PIC-

---- Hub 4: Virga Academy ----
Music 1
-PIC-

COURSE 13: Wyvern Woods
Theme: Overcast Background, A large open woods that leads a tall mountain. (uhh.. think of a skyrim theme level. I will even add dragon skulls if I can.)
Difficulty:
Music 1
-VIDEO-
-PIC-

COURSE 14: Cloud Carpit
Theme: Getting very creative here. A floating castle theme level with purple and green color background. Definitely sound "Spyro-ish" don't you think?
Difficulty:
Music 1
-VIDEO-
-PIC-

COURSE 15: Moonlight Metropolis
Theme: A night time city theme level. Another level inspire from Spyro the Dragon can you guess which one?
Difficulty:
Music 1
-VIDEO-
-PIC-

OTHER VIDEOS

C3 Video

OTHER PHOTOS



















Deadline
Well... There is no deadline! this is a progressing hack! I guess you can say It like watching tree grow, but whenever the rom hack is ready you will know for sure! in the meanwhile I will feed you with updates as othen as I can!

Download
7/12 - C3 Demo Release - Patch / Pre-Patch
7/21 - Beta Version - For beta tester this is not a official release - Pre-Patch

--------------------

MeltFire's Youtube Channel
MeltFire's Sound Cloud Account

I still have a way to go, but I'm making great progress now that I have things more organize. (my desktop was very cluttered)

As of now I am working on releasing 1/4 of the game (or a large demo) which will be the first four levels and the hub.

--my progress 11/10--

25% -- Hub 1 (Alpha stage) (background and music done)
25% -- Fractus Fields (Alpha stage) (background and music done)
85% -- Choco Cove (Beta stage) (the video wasn't final version done)
10% -- Sunset Square (Only background and music done)
10% -- Lavender Lighthouse (Only background and music done)

Fractus Fields early stage





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MeltFire's Youtube Channel
MeltFire's Sound Cloud Account

Originally posted by Vinnyboiler
Are you planning on using any other textures in your hack? Sometimes non-sm64 textures can really help a hack to look fresh.


That right my focus in level environment is to avoid that cliche SM64 atmosphere (super bright green grass and blue sky). So I am going to be using mix of my own textures and some re-color textures as well as textures from other games. In those photos I was using standard textures for testing.

Also I recently completed an import for Fractus Fields. I will post later on.

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MeltFire's Youtube Channel
MeltFire's Sound Cloud Account

Not much of much of a update. I was mostly working on more BGM. Here you go. Also here my import for Fractus Fields BGM. I hope you like!

Fractus Fields BGM



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MeltFire's Youtube Channel
MeltFire's Sound Cloud Account

Goomba Harbour and the Frozen Super Slide level lookin epic!

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MeltFire's Youtube Channel
MeltFire's Sound Cloud Account

This is more then a game... This is art!

I'm contacting President Barack Obama he must see this!

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MeltFire's Youtube Channel
MeltFire's Sound Cloud Account

Your looking for the OBJ exporter plugin?

Go to Messiaen Mario 64 Level Importer page site.
https://sites.google.com/site/messiaen64/level-importer

Press Ctrl + F

type "OBJ exporter plugin" and you should find the download link.

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MeltFire's Youtube Channel
MeltFire's Sound Cloud Account

(restricted)
(restricted)
Also I won't mind helping... occasionally but I will give Toads Turnpike a shot and see how the result turn out.

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MeltFire's Youtube Channel
MeltFire's Sound Cloud Account

Hello everyone! long time no see! I would have made a surprise comeback with a new game play video, but I think this level is not complete enough to make a video yet. At least it worth posting updated pictures which this is why I am here.







The level model in the gameplay pictures are different then in GS.















As you can see it not quite complete yet. I'm currently working on the "underground star" which a warp pipe lead to that blue underground area.

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MeltFire's Youtube Channel
MeltFire's Sound Cloud Account

Same here I'm using some cheap 3rd party X360 usb controller from ebay.

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MeltFire's Youtube Channel
MeltFire's Sound Cloud Account

I'm finally done with the level models. Now to start adding level objects. Here some update photos.














Originally posted by Donaldthescotishtwin
Looking impressive where do you get your Backgrounds from? are they from any game or are they custom made?.


They are all custom made with MS Paint and Gimp. You start off with a 256x256 and start drawing the background detail (ex: hills, clouds, etc) as close to the center as possible (around 128 point) then save as bitmap image.

Originally posted by Mario Master 12
Holy crap how long did that take?


Months! But I take my time... This is a free time hobby after all.

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MeltFire's Youtube Channel
MeltFire's Sound Cloud Account

Originally posted by ShrooboidBrat
Mario Kart 64 - Rainbow Road

I'll start working on that soon.


Originally posted by Dark Mario Bros
I have one ...

NSMB (DS) Athletic theme

and i have one ask ... how insert music in SM64 rom ?


You use the obj importer to import sequences into your rom if that you were looking for.

However If you want to know how to make your own sequences. There plenty of tutorial videos

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MeltFire's Youtube Channel
MeltFire's Sound Cloud Account

Originally posted by captnobvious
Hello, I'm having a little problem adding 0x0E objects in a custom level. Every time I add an object of said bank in my level (which has about 4600 faces) and it is loaded in memory, the game freezes and Project64 start displaying error codes.
I think it is related to the huge amount of faces my level has, as I tried to add them in smaller levels, where worked perfectly but I'm not very sure.
Can it be related to something else or should I reduce the number of faces of my level?


I recently bump into the same problem when I started added objects from Whomps Fortress into my level. The game will freeze whenever I get close to a "Clock-Like Rotating" or a "Concrete Bridge" objects. It really unfortunate since my levels are heavily design upon 0x0E objects...

I'm already redesigning my levels, but this still be a big help thanks.

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MeltFire's Youtube Channel
MeltFire's Sound Cloud Account

Originally posted by Kazeshin
try deactivating some objects, to figure out, which gives error codes.
you probably forgot smth.
you should be allowed to have 6500 faces.

it could also be,that there are to much faces in a small room. trz setting the start warp somewhere else and walk around, to find that place. theb reduce the faces at that spot.


I think your right Kazeshin I just found out that Fractus Field have 3029 faces! and that not including the objects. I going to try to cut down the polygons and see if that helps.

EDIT: Nevermind!!! It still happen! Then again do people even uses 0x0E objects in their hacks?

BS187 what 3D modeler are you using?

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MeltFire's Youtube Channel
MeltFire's Sound Cloud Account

Well I just posted a video while ago. you can see the problem for yourself. Though if necessary I will send you copy to help me with the problem.

Problems with 0x0E objects

http://www.youtube.com/watch?v=Pifdt1vWE5k

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MeltFire's Youtube Channel
MeltFire's Sound Cloud Account

I think I finally know what the problem with the 0x0E objects. After many hours of chopping down the count of polygons and textures of my level. I finally got 0x0E objects to work! So here the story.

(Note that "Materials" is the number of textures in the model)
(Also I'm using my Fractus Field model from the Year of the Plumber page)


1st test (hours of cutting down polygons and textures in my level)
CRASH!!!
(Still too much polygons and textures)
Picture 1


2nd test (Cut down even more polygons and textures)
CHASH!!!
(Too much textures this time....):
Picture 2

3rd test (Just cut down the textures to 30)
(In this point the level look drastically different and not to my liking ...sign)
SUCCESS!!!... though not quite...
Picture 3

The "Clock-Like Rotating Bridges" works
Picture 4

And the "Tumbling Bridges" works... But.
Picture 5

when I get close to bridges... this happens. don't know why. So I went back GS and cut out the entire bottom half of the level. (The blue basement part of the level)
Picture 6

Picture 7

4th test
CELEBRATE!!! (keep in mind it around 3:00 am at the time)
Picture 8

At the very least now I know why it happens and to know that my hack is not corrupted.
Also keep in mind I'm using the Boundary Patch 1.2 and Lag and Music Fix Patch and I'm using Skelux's Shading Importer.

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MeltFire's Youtube Channel
MeltFire's Sound Cloud Account

Fractus Fleld Preview

Pagoda Peaks BGM

Lavender Lighthouse BGM

Well I finally finished Fractus Fleld. It would been done a lot sooner though. Now to start working on Sunset Square and Lavender Lighthouse then afterward rework on Choco Cove.

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MeltFire's Youtube Channel
MeltFire's Sound Cloud Account

Sure I like to help, but I have a question though. Will this group be trading level models or the beta rom hack for testing. And if so how? (assuming there will be some sort of open trade storage site to download and upload at any time like mediafire)

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MeltFire's Youtube Channel
MeltFire's Sound Cloud Account

Pages: « 1 2 3 4 5 6 7 »
DobieMeltfire's Profile - Posts by DobieMeltfire

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