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Posts by MilleniumLuigi
MilleniumLuigi's Profile - Posts by MilleniumLuigi
Pages: « 1 2 3 4 5 674 75 »
All level designs are currently complete, right now it's a matter of fixing glitches and adding items and enemies. Trailer coming June 1st.

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New layout by RanAS!
This question might be a bit tough. Probably involves some ASM. How could I create a star coin item in the game? I have models/textures for it. I would like there to be 3 per level, and after collecting 3, have a star appear. I want to use this to phase out 100 coin missions. This will not be in my current hack, it's for another hack I currently have in development on the side. I know I need to import the model, use kaze's importer, then give it a custom behavior, just wondering how to write and where to put a custom behavior.

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New layout by RanAS!
Ok, hopefully cackletta sees my previous post. hope it isn"t to complicated to explain.

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New layout by RanAS!
Everything is going well! Just adding items, all bugs seem to be fixed. Trailer will be ready by June 1st, and the demo's scheduled release date remains the same.

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New layout by RanAS!
Originally posted by cackletta
Originally posted by MilleniumLuigi
Ok, hopefully cackletta sees my previous post. hope it isn"t to complicated to explain.

Actually its just a little complicated, I'll explain it though.

1. Load your star coin model in the Level importer 1.9S and click on the custom importer.
2. Replace any model you want, I recommend you replace castle in the sky so the steps will be simplified (Make sure your level uses the Rainbow Ride object bank In the Ram Bank tab in the importer).
3. Behavior replacing- We will be replacing "TH island top trap" behavior. At 219F74 Paste my compiled star coin behavior;
Code
00 06 00 00 11 01 00 41 0C 00 00 00 80 2A B6 50 1B 00 00 XX 08 00 00 00 0C 00 00 00 80 2B 2D AC 0C 00 00 00 80 2A B7 0C 0F 03 05 00 10 3E 00 05 09 00 00 00


Where XX is the model I.D loaded
If the model you replace is "Castle in the Sky" the model I.D will be 0F you can know this by selecting the object and looking at the model I.D bar. So you'll use
Code
00 06 00 00 11 01 00 41 0C 00 00 00 80 2A B6 50 1B 00 00 0F 08 00 00 00 0C 00 00 00 80 2B 2D AC 0C 00 00 00 80 2A B7 0C 0F 03 05 00 10 3E 00 05 09 00 00 00


4. Launch TT64, Select your level, Select "Castle in the Sky" Change the Behavior from the Behav bar. "TH island Top Trap Behavior." Move it to your level and your are done. #tb{'U'} What's left to test it. Have questions? Ask me, Also you should learn how to code a Custom Object. and note anything like 0x123456 is actually 12 34 56.

Mod edit: Fixed table stretch.

Ok, so this behavior will do what I want? After collecting 3 star coins I want a star to appear. Would this behavior do that?

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New layout by RanAS!
(restricted)
(restricted)
Hello! Hope this won't be of too much trouble, but i'd like a layout with this background
http://fc03.deviantart.net/fs70/i/2013/222/7/7/super_smash_bros__wii_u___3ds___luigi_by_legend_tony980-d6hjy7b.png
And the lining around post content to be a SMW pipe like the one around the site's menu box. Thanks alot :)

Mod edit: Removed table stretch.

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New layout by RanAS!
You don't need to use it through toads tool, go to the level settings tab and set the music to what you just imported. When you import the level it will play your music in-game.

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New layout by RanAS!
quick update

All courses are currently being edited for bugs and with TT64.

Star coins are currently being added into the game.

last few glitches being tackled.

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New layout by RanAS!
(restricted)
Originally posted by cackletta
Originally posted by MilleniumLuigi
Ok, hopefully cackletta sees my previous post. hope it isn"t to complicated to explain.

Actually its just a little complicated, I'll explain it though.

1. Load your star coin model in the Level importer 1.9S and click on the custom importer.
2. Replace any model you want, I recommend you replace castle in the sky so the steps will be simplified (Make sure your level uses the Rainbow Ride object bank In the Ram Bank tab in the importer).
3. Behavior replacing- We will be replacing "TH island top trap" behavior. At 219F74 Paste my compiled star coin behavior;
Code
00 06 00 00 11 01 00 41 0C 00 00 00 80 2A B6 50 1B 00 00 XX 08 00 00 00 0C 00 00 00 80 2B 2D AC 0C 00 00 00 80 2A B7 0C 0F 03 05 00 10 3E 00 05 09 00 00 00


Where XX is the model I.D loaded
If the model you replace is "Castle in the Sky" the model I.D will be 0F you can know this by selecting the object and looking at the model I.D bar. So you'll use
Code
00 06 00 00 11 01 00 41 0C 00 00 00 80 2A B6 50 1B 00 00 0F 08 00 00 00 0C 00 00 00 80 2B 2D AC 0C 00 00 00 80 2A B7 0C 0F 03 05 00 10 3E 00 05 09 00 00 00


4. Launch TT64, Select your level, Select "Castle in the Sky" Change the Behavior from the Behav bar. "TH island Top Trap Behavior." Move it to your level and your are done. #tb{'U'} What's left to test it. Have questions? Ask me, Also you should learn how to code a Custom Object. and note anything like 0x123456 is actually 12 34 56.

Mod edit: Fixed table stretch.

Ok, I followed you all the way up to the last step, everything is done, but how do I change it in the behav bar? Leave it to me, to not understand the most likely easiest part of the whole thing xD

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New layout by RanAS!
Originally posted by pikachu101
Originally posted by MilleniumLuigi
Originally posted by cackletta
Originally posted by MilleniumLuigi
Ok, hopefully cackletta sees my previous post. hope it isn"t to complicated to explain.

Actually its just a little complicated, I'll explain it though.

1. Load your star coin model in the Level importer 1.9S and click on the custom importer.
2. Replace any model you want, I recommend you replace castle in the sky so the steps will be simplified (Make sure your level uses the Rainbow Ride object bank In the Ram Bank tab in the importer).
3. Behavior replacing- We will be replacing "TH island top trap" behavior. At 219F74 Paste my compiled star coin behavior;
Code
00 06 00 00 11 01 00 41 0C 00 00 00 80 2A B6 50 1B 00 00 XX 08 00 00 00 0C 00 00 00 80 2B 2D AC 0C 00 00 00 80 2A B7 0C 0F 03 05 00 10 3E 00 05 09 00 00 00


Where XX is the model I.D loaded
If the model you replace is "Castle in the Sky" the model I.D will be 0F you can know this by selecting the object and looking at the model I.D bar. So you'll use
Code
00 06 00 00 11 01 00 41 0C 00 00 00 80 2A B6 50 1B 00 00 0F 08 00 00 00 0C 00 00 00 80 2B 2D AC 0C 00 00 00 80 2A B7 0C 0F 03 05 00 10 3E 00 05 09 00 00 00


4. Launch TT64, Select your level, Select "Castle in the Sky" Change the Behavior from the Behav bar. "TH island Top Trap Behavior." Move it to your level and your are done. #tb{'U'} What's left to test it. Have questions? Ask me, Also you should learn how to code a Custom Object. and note anything like 0x123456 is actually 12 34 56.

Mod edit: Fixed table stretch.

Ok, I followed you all the way up to the last step, everything is done, but how do I change it in the behav bar? Leave it to me, to not understand the most likely easiest part of the whole thing xD

You have to be on expert mode and the behav bar will appear just change it from there.

I am in expert, i see the behavior bar, but he do I use it to change the behavior? Is there a list of behaviors I have t choose from, and if so, how do I get to it? I hate toads tools layout lol, I can never seem to get my head around it.

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New layout by RanAS!
Originally posted by Kinopio
Originally posted by MilleniumLuigi

I am in expert, i see the behavior bar, but he do I use it to change the behavior? Is there a list of behaviors I have t choose from, and if so, how do I get to it? I hate toads tools layout lol, I can never seem to get my head around it.

Just click on the icon inside the behavior bar, it should appear a list on the left column from which you can choose the behavior.

Thanks alot!

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New layout by RanAS!
Sadly, I come with bad news :(

Trailer will be postponed for a few days yet, as I want to showcase the star coin in this trailer, but i'm still trying to get the bugs out of it. Sorry about the delay! The demo SHOULD still be released on time :)

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New layout by RanAS!
Originally posted by cackletta
Don't forget to give credits for the Star Coin behavior.

Don't worry :) you'll get the credit for it, Thanks again :)

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New layout by RanAS!
Hold down on the control stick and keep pressing jump, eventually you'll jump out :)

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New layout by RanAS!
Originally posted by elezard
wut let me try.....nope, nothing. i alraedy knew thats how do do it, but it isn't freaking working. andive seen people do it in SMST......weird.
i have no idea what would cause such a thing.

Keep trying at it, i remember it being hard to jump out of water, after a bit of trying he usually jumps out. I had a difficult time with it too.

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New layout by RanAS!
Just ran into an issue, I added the TH island top trap behavior to the castle in the sky after importing my star coin model. Now, not only are the coins 2D for some reason, but when I come close to any of the 3 star coins I placed on a map for testing, I get this error, and the emulation stops.



Also, this was taken from my TestRom, so everything you see in the image gameplay wise is not final and should not be expected in my SM64 Adventures in PipeLand hack :)

One other issue I am having, is for my second course, when I jump in the pipe it loads me into the first mission automatically, no act selector, and no toads tool placed objects appear. I double checked and am SURE the act selector for course 2 is enabled in the level importer. I'm having a similar issue in my bonus course. In my bonus course, at the beginning I want a ! box that has a koopa shell in it. I placed the box, set the contents, enabled it for all acts, and saved. When I enter the course it does not appear. I then realized it had no act selector (which it wasn't supposed to), so I changed it to be available for all acts except the last one. It still does not appear. Any help is greatly appreciated. Sorry for the huge post!

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New layout by RanAS!
Originally posted by elezard
half of Mario's body just kinda hops out like hes swinmming IN the air but he doesnt really, you know, JUMP. did this happen to you too? been tryig for 5 mins now.....







EDIT: it works in p64 2.1, but my save file for SMST isnt there in p64 2.1. is there a way to bring it over?


Hmmm.....not sure of a way to bring over the save file :(. You can do a save state in pj 64 (whatever version you have here), then load the save state in pj 64 2.1. It will be an exact replica of where you were in the other save file. I'm not sure how this will affect the ROM, since you are loading a state from a separate version of pj 64. It may result in corruption of the ROM, so I advise testing it on another rom first. And also, I am able to jump using pj 64 1.6, so i'm not sure if this is a bug with earlier versions or not.

NOTE: if you exit project 64 with out getting a star and saving, the save state won't be loaded and you'll need to reload it next time you play the game.

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New layout by RanAS!
Pages: « 1 2 3 4 5 674 75 »
MilleniumLuigi's Profile - Posts by MilleniumLuigi

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