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Tip: Switch palace switches normally disappear if you replay the level. However, if you insert them as direct Map16 and use the hex-edit at $00EEB2 in the ROM map, you can replay the level without a problem.Not logged in.
Posts by MrGreenThunder
MrGreenThunder's Profile - Posts by MrGreenThunder
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Wow bianco hills looks okay,but doesn't have the sunshine feel to it because of the pixelation of 128x128 to 32x32 well it looks okay but keep up the good work,every one wants to make super mario sunshine 64 wonder which one I'll play,you must be the first ever person to successfully port bianco hills into sm64 (y)
Originally posted by ShrooboidBrat
Well, I'd be happy to help with some of the music if you'd like me to.

Hmmm yeah I have some sunshine m64s that I'm not using and I have the shine sprite model,since now I know how to manually replace all the model in the game and over write datas,this project may be a blast
I could help you replace the star with a shine sprite
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Originally posted by Megaman511again
Originally posted by cackletta
I could help you replace the star with a shine sprite


Sure!

I could teach you how to import models manually and give you the shine sprite it has 47 triangles!
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Originally posted by Kazeshin
Originally posted by cackletta
You know I hate it when people make easy things look hard that's why it took me months to learn asm ,I thought I may reply to this,all what you did was to copy and paste a tree in sketchup to your level and make the textures non solid not giving it NO COLLISION,and you open the bubbly tree texture in tt64 and exported it and opened it in paint and erased it and placed the invisible under the tree not your so called TREE BEHAVIOUR,newbies will just read your post and be like wtf?!


do you even know, what you are saying?
there's a tree behavior(0x2AA4)... if you set the model ID to 00, you don't have to "erase" the textures.
also, non solid = no collision. if some faces are set to non solid, the importer will ignore them when creating the collision map.

Show off#w{=3}
Originally posted by Final Theory
Originally posted by Skelux
Contrary to what others are saying, this would be pretty simple, assuming that what you want done is essentially just this:
-Prevent camera from rotating around Mario
-Limit player and enemy movement to two axis

If this is all, I could probably pump something out in 20 minutes. Enemies might be a little trickier, but you may be able to get those working by adjusting the behavior of the randomizer.


Yes, pretty much just this.

Mario would only be able to go left and right just like in a 2-D platform game such as SMW. Mario would also be able to go up and down too, but not with the D-pad of course. Up and down would be for jumping, falling, climbing, wall jumping.

Most enemies would also have to be made such that they can only travel left and right as well.
Well whomps could be tricky since nsmb wii they can't be touched and are always in the back ground
Enemies like the sleeping piranha plant, blue thwomp, monty mole would not have to be changed at all since they don't have any walking movement.

Enemies like Amp, the silver electrified ball that moves in a circle that will fry you if you come into contact with it don't have to be restricted to moving only left and right either. The fact that they travel in a circle actually only makes the 2-D yet 3-D effect even cooler!

Bullet Bills could be restricted to only moving left and right like in SMW, but they also could be restricted to moving only in and out of the page (towards the camera and away from the camera) so that Mario would be jumping over the sides of them if that makes sense. And then of course you could not restrict them at all and have the Bullet Bill flying freely around at you while you try and dodge it while being restricted to only left and right movement. Tons of possibilities.

Chain Chomp wouldn't have to be changed as well. It could be moving around in 3-D while it can't detect Mario and since its attack depends on Mario's position it would only attack in 2-D so it would be like another 2D-3D effect.

This would only work though if Chin Chomp were on the same path as Mario or same axis. You could then place Chain Chomp off Mario's path for angled attacks from it.

It would be just awesome to be able to experience enemies and situations that you normally see in 3-D and then see them in 2-D.

Just think if you could fight Bowser as a 2-D battle, but once you grab his tail then you could trow him him 3-D. I don't know if that's possible, but that would be outstanding.

Plus implementing an idea like this opens up huge possibilities in SM64 hacking. You could have a 2-D game or a 3-D game or maybe a mix of both.

I'm even wondering if something like the effect stated in this thread that is in Super Mairo Galaxy 2 in this level.

http://www.youtube.com/watch?v=a5sCIYT2fvI



In that video you can see Mario exploring in a 2-D level, yet at certain special parts it then goes into 3-D. The level even rotates when Mario comes to a corner in the level. I don't know how advanced that would be to program in, but the effect is priceless.

I don't have any coding experience with SM64 so that's why I'm basically just stating the idea here. Would be pretty cool to see happen though.

Well the whomp could be tricky since its always in the background and can't be touched only when they try to ground pound and the thwomps in sm64 are always moving
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Originally posted by Donaldthescotishtwin
Only that TileMolester doesn't work on my PC.

Tile molester kills roms :3
Originally posted by Kazeshin
well, i won't fix it yet; there are several things, that keep me busy. maybe later. i want to create a "more objects patch" before. (btw, make suggestions, i've allready got:
- sonic bumpers
- noteblocks
- koopa checkpoints
anything else?

will sonic have an homing attack?it'd be good to have him jump instantly like the special triple jump,but no sparkles,and change his voice,I know mario voice address in sub drag's sound tools
#smw{:|}Now we have 2 people doing super mario sunshine 64,wonder which one I'll play....hmmm Both! :P
Originally posted by Kinopio
Originally posted by cackletta
#smw{:|}Now we have 2 people doing super mario sunshine 64,wonder which one I'll play....hmmm Both! :P


I am not going to make a sms64.
At most I would have made only the Delfino Plaza, but I abandoned the project. #ab{:P}

Wow! Making it 3 people :p capto-obvious or something like that is also making super mario sunshine 64 but you quitted :(
Originally posted by Kinopio
Originally posted by Kazeshin
Originally posted by Kinopio
Skillux patch came to my mind because the level broke right after I applied the patch. I verified that the levels are still there, because TT64 opens them and all the objects are in place.
Do you have any ideas of what could be the cause of this problem?

Is there a credit patch for 64mb rom? If not, do you know any alternative?

btw, let's call it skelux' patch, i'm like 100% sure it is;
also, he actually did this:


new frand star behavior:
ROM Addr: 0021B514 Hex Behav: 13001714
00 06 00 00 <-start
11 01 00 01 <-object flags
10 2A 20 00 <-sets interaction to "warp hole"
10 05 00 00 <-enables interaction
2D 00 00 00 <- saves initial position (not sure, if even necessary)
08 00 00 00 <-start loop
0C 00 00 00 80 2A AA 60 <-copied from warp hole and warp pipe
0C 00 00 00 80 2B 32 9C <-from original behavior (movement etc)
09 00 00 00

since it should get spawned with bparam2=0 warpout ID 00 should be changed to whatever your credit level should be. you'll have to hexedit it in yourself. there's also a tutorial for getting mroe warp outs, but it won't work good for bowser levels, since it costs objects to add warps on that way.

Thanks, but where do I write the warpout ID?

You don't actually write in warpout ID you select in the behaviour bar in TT64
Originally posted by Flame8765
Here's a screen of Learning Block Fort, the first level in my hack called Super Mario Realm (I'll make a progress thread as soon as I'm done placing objects)

I tried to design this level so that it subtly teaches players both basic and advanced moves without any instruction getting in the way (like the first level in Super Metroid). Even though most people are highly skilled at the games they hack, some casual/noob players might have a hard time with SM64's more advanced moves. Learning Block Fort is meant to try fixing that. It's the easiest level in the whole game, but has a couple of harder acts for experts.


Now this is something unique I have never ever,I mean ever seen in any super mario 64 hack,jolly good show,I really admire those A(s) on the floor :)

can we delete those junk threads like I'm getting an error or help expanding my rom
Originally posted by RIT123
Originally posted by Flame8765
Here's a screen of Learning Block Fort, the first level in my hack called Super Mario Realm (I'll make a progress thread as soon as I'm done placing objects)

I tried to design this level so that it subtly teaches players both basic and advanced moves without any instruction getting in the way (like the first level in Super Metroid). Even though most people are highly skilled at the games they hack, some casual/noob players might have a hard time with SM64's more advanced moves. Learning Block Fort is meant to try fixing that. It's the easiest level in the whole game, but has a couple of harder acts for experts.


You can also try making a secret level for learning the basic moves before entering the first hub. After you completed the level and collected the star, you will be transported to the hub world. Afterwards when you start the game, you will appear at the hub. That will save you a main level.

That's exactly what he's doing -_-
I have two questions that need answering the first one is:-

1)How do I replace mario's models manually(without using the model replacer,since it can't over write mario's entire body part).

The second one:-

2)How do I change animations like when mario is doing the long jump that is Z+A instead of the long jump animation(ya hoo!)He has the triple jump animation,is it possible,please tell me!

I want this hack to be unique :)
Originally posted by Kazeshin
Originally posted by cackletta
How do I replace mario's models manually(without using the model replacer,since it can't over write mario's entire body part).


Originally posted by cackletta

I could teach you how to import models manually and give you the shine sprite it has 47 triangles!


i see some interference.

however, it's not easily teachable, how to import custom models; it takes a lot of knowledge and explanation. i'd suggest to look into the importer log and look, what he has written into the rom (display list pointer / collision pointer)

Ok how about the over writing animations?
Originally posted by Kazeshin
Originally posted by RIT123

You can also try making a secret level for learning the basic moves before entering the first hub. After you completed the level and collected the star, you will be transported to the hub world. Afterwards when you start the game, you will appear at the hub. That will save you a main level.

if someone is advanced enough to do that, he's also advanced enough to break the strange limit of 31 levels.

It will be good to know how to break the limit of 31 levels kazeshin tell me :)
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MrGreenThunder's Profile - Posts by MrGreenThunder

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