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Posts by messiaen

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Hi, first post here :). I'm creating new level in Super Mario 64 using geometry imported from various levels and simple custom models for walls/terrain. Some videos:

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A experimental custom behavior (inspired by "Brutal Mario", as the initial idea was to use Yoshi):

<object width="425" height="355"><param name="movie" value="http://www.youtube.com/v/85DxCZvCEdk&hl=en"></param><param name="wmode" value="transparent"></param><embed src="http://www.youtube.com/v/85DxCZvCEdk&hl=en" type="application/x-shockwave-flash" wmode="transparent" width="425" height="355"></embed></object>

This is still in the very beggining, but I hope to release in a few months a SM64 hack with 2 or 3 brand new levels. There are other videos here.
You are doing a nice work on this! Your level design is very creative, especially taking in account the limitation of these "blocks". I'm fixing the texture problems (incorrect texture mapping) for the next release and I was wondering if you would like to be a beta tester for it?
I was looking at some old files and found this videogame-ish composion I did back in 2000. As far as I remember, this was written in a few hours to test a software synthetizer (too bad I lost the original samples).

I think the solos between 0:30-00:48 and especially 1:50-2:20 would really fit well into a Megaman Hack :).

Hope you enjoy it!

Link.
Alternate Link.

And ouch, that ending is way too cheesy! :D.
Hi, I like the "Keytastrophe Mainland", I think it can be used as a strong chorus but it needs a middle section.

I took the liberty to write something in 10 minutes, hope you like it :). It is a bit too short, but maybe with some extra 8 measure it would be almost the same size as the initial section.

Since your main melody revolves around D-G, in this little section I go from D to A, creating a new element.

You can also create more interest by varying the main theme/ostinato, because when you compose with restricted harmonies/ranges like this, you can spice things up using some simple variations, especially rhytmic ones.

Keytastrophe Mainland with experimental middle section



Thanks :), too bad I lost a lot of other MIDI files on a recent HD crash.
Hi, if anyone is interested in SM64 Hacking this is an interesting add-on you might want to experiment. Release and download link for v0.2 on the next post!:
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Lots of custom and/or imported/remodeled objects in Mario64's "Flatworld Battlefield" (patch to be released soon):

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... and a Rainbow Road in Mario 64! (WIP)

<object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/bWMTBIem1Oo&hl=en&fs=1"></param><param name="allowFullScreen" value="true"></param><embed src="http://www.youtube.com/v/bWMTBIem1Oo&hl=en&fs=1" type="application/x-shockwave-flash" allowfullscreen="true" width="425" height="344"></embed></object>
-----------------------------------------------
FLAT LETHAL LAVA LAND V0.2 - by messiaen
-----------------------------------------------


This patch is an adaptation of the Flatworld concept to Lethal Lava Land, it replaces the polygons/collision from the level with a flat plane. Besides it, some objects now have individual solidity, so you can move them around and replicate them as many times as you want. To make them solid, you must select the appropriate behavior (see list below). There is also a special set of behaviors which makes the objects collision detectable by the enemies and also make them visible all the time. Use them *VERY* sparingly, because they lead to severe slowdown. The volcano uses the same kind of behavior, so be careful when using it.

There is a sample 2-star level included, so you can get an idea how to use the custom objects. Area 2 doesn't work properly, so forget about it for now.

Screenshot of the Sample Level:


Playthrough of the first star (you may want to play it first before watching the video!):

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Features of v0.2:
-------------------

- One "Flat" Lethal Lava Area (second area doesn't work)
- All objects from Lethal Lava Land
- Individual collision for Volcano, Platform with Arrows and Octogonal Lava Platform
- A modified "flat" version of the Platform with Arrows (Model 0B), so you can build more interesting platforms.
- Solidity/Scaling Behaviors
- Descriptions files

Solidity Behaviors:
----------------------

56E4 - Solid Platform With Arrows (model 0C)
5714 - Solid "Flat" Platform With Arrows (model 0B)
56FC - Solid Octogonal Lava Platform (model 05)
577C - Solid Volcano (Normal scaling)
5758 - Solid Volcano (300%)
572C - Solid Volcano (200%)
576C - Small Inverted Pyramid (200% scaling)

Special Behaviors (enemies can detect its collision)
---------------------------------------------------------

Use these sparingly, especially if you already have one or more volcanos in the level.

5790 - Octogonal Lava Platform for Enemies
57A4 - "Flat" Platform With Arrows" for Enemies
57B4 - Solid Platform With Arrows for Enemies

Download link. Patch to an extended Super Mario (U)! ROM.

*** IF YOU USE THIS ON YOUR MOD/HACK/VIDEO, PLEASE GIVE THE APPROPRIATE CREDITS ***
Most likely it's something related to your ROM, the patch doesn't touch any area of the ROM related to the lava. A few questions:

1 - Everything else worked ok?
1 - Did you use the MAC Rom Extender to extend your ROM? If so, the patch may (and probably) won't work, I need to create a separate patch for it.
2 - Is your original (non-extended) ROM called Super Mario 64 (U) [!].z64 ?
PPF stands for "Playstation Patch Format". While the IPS format is pretty much the standard for SNES hacking, it doesn't support larger files such as N64 ROMs, that's why I have to use it. You can use PPF-O-Matic 3 to apply these patches.
I have been working on documenting the SM64 sequenced music format for a few days. Here is a SM64 port of the classic Super Mario Bros Underwater theme!

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Koopa-The-Quick Trajectory Modifier v0.2



This simple program helps you creating a custom Koopa-The-Quick race in Bob-Omb's Battlefield using Toad's Tool 64 v0.5.98b interface. Earlier or newer versions of Toad's Tool 64 aren't supported.

Features

- Edits and expands Koopa's trajectory up to 146 coordinates
- Edits Koopa's star spawn position
- Koopa Speed Modifier (Normal / Double / Triple)

How to use

- Apply koopa_trajectory.ppf patch to an extended Super Mario 64 ROM.
- Delete the "M64GeometryDataFlat.m64" file from your Toad's Tool 64 folder.
- Open the patched file and wait for the polygon decoding process.
- Open the file in Toad's Tool 64 and go the Bob-Omb's Battlefield course and do the desired modifications.
- Save your work, quit Toad's Tool 64 and run KoopaFrontend.exe to patch the modifications to a ROM of your choice.

How it works

The ROM patched with koopa_trajectory.ppf is used to collect new coordinates for the race. Koopa's trajectory is mapped as 0x24 objects in the Bob-Omb's Battlefield level. You can extend his trajectory up to 146 coordinates or use less coordinates than the original path if you want. In either case, an object with a X, Y, Z position of 0,0,0 will determine the end of the trajectory. The last object in the level is reserved for the star position.

Download Link for v0.2. (Win32)

Sample race:

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Video tutorial
I'm not a huge Metroid fan, but my advice is to be careful about the overall difficulty level. Some of the Metrois hacks I tried to play are way too hard, and thus no fun for anyone but the hardcore Metroid fan. Judging from your screenshots, that doesn't seem to be a problem, so I may give it a try it when it's done :).

As far as storyline goes, I don't care much for that, however something related to lightness x darkness seems like a tangible possibility.
Thanks :). I've written this program more for learning purposes (it's my second ever program and my first one for Windows) than anything, and also to test how flexbible is Koopa-The-Quick. He can fall from great distances, however his jumping is a bit limited.

When I got some time, I'll make it edit also the path of the metal balls that go down the mountain, I found this data a few days ago but haven't tried anything yet.


More Super Mario Bros (NES) music in Mario 64:

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Music fomat specs.
<object width="425" height="350"> <param name="movie" value="http://www.youtube.com/v/b440u_4qgUM"> </param> <embed src="http://www.youtube.com/v/b440u_4qgUM" type="application/x-shockwave-flash" width="425" height="350"> </embed> </object>
The main terrain is a modified "Flatworld Battlefield". The house is built by some custom objects which I use as level geometry.

There are also a few 'invisible' ASM hacks to get a bit more behavior flexibility.
There's another editor that edit computer AI (Make), perhaps you can combine both tools?

When I experimented with TrackDesigner, I used a trick that can reduce your work: copying a few curves from another track and pasting into your current work. It's hard to find the right graphics to make curves look natural (and that's what I don't like about your screenshot), so it's easier to get a few samples and work with track "chunks".

Afterwards, you can customize it the way you want, adjust amplitude, etc.