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Posts by shyguyhex
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Originally posted by IllumiNavi
They are, back when SM64 was made, computers probably couldn't create as defined textures. If I wanted to create textures similar to the ones in SM64, I would open the image in MS Paint, and save it. MS Paint bumps the quality of images down when you save them.


The resolution is limited by the N64's hardware (or emulator's software), so the texture resolutions are still the same.
Also MS Paint only bumps the quality down when you save an image with a compressed format (like jpeg).


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Everyone knows the thread's here mosky; but only a few people know how to make custom objects, and they all have their hands full right now. The thread's not a bad idea. Give it time, people might start posting here if and when asm/c gains some popularity around here.

(Also please don't bump your own thread just to bump it, thanks)


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Modelling is looking pretty cool so far but one critique I might have is that the overall texture color palette seems a bit mismatched/unnatural looking in places.



And mosky, please avoid quoting large images, or at least try something like this for your layout, so you wouldn't need to worry about it:

Header:
Code
<style>
.mosky2000 .quote img {max-width: 100px; height:auto;}
</style>
<div class="mosky2000">

Footer:
Code
</div>


(It makes images within quotes become thumbnails)


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Originally posted by MilleniumLuigi
Teach me o' wise one....

Originally posted by Kazeshin
look at the tutorial ive been posting since ages on that.


I went ahead and put a link to the vid in the useful resources thread


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Originally posted by SuperZora
Don't want to sound rude, but do you think I will go through 10 pages to find 1 music? I don't think so.


The music page has a filter feature (ctrl+f)


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Try taking some time out of your day to make random doodles, even if your not good at drawing, it's something to get the right hemisphere of your brain jogging a bit.

As for blockiness, I would try focusing on modelling a natural looking terrain before adding platforms and structures.


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Yep that's the right address, in rom you'll find those two 0x0064's (100's) at 0x8BB2 and 0x8BBE

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Originally posted by IllumiNavi


Those are actually 4 byte pointers to some short assembly routines.

8026FE9C:


If you scroll through the asm code here, it would be pretty easy to collect any missing addresses.
(all the routines in that area start with a jal) #w{:>}

There's also another number for Mario's action at 8033B17C


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Oooh very cool, can't wait to see that in action

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Those plants totally remind me of Minecraft farming #w{:>}

Also that cel-shading thing you did looks amazing kinopio


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I think he thought you meant collision. I thought the same thing the first time I read your post #w{=P}

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Open your rom in a hex editor and do a hex replacement (Ctrl+R for hxd)

1624352C32 -> 15382C2A2C
('Mario' -> 'Luigi')

160A1B1218 -> 151E121012
('MARIO' -> 'LUIGI')


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Welcome to the forum Xyrephim,

It depends on what kind of hack you're trying to make.

You can have a look at the Hacking help/FAQ thread and the Useful resources thread to get started.

Most people stick to Sketchup, frauber/skelux's SM64 level importer, and Toad's Tool 64 as their primary tools.

Any further questions like this one should be asked in the Hacking help/FAQ thread.

Thanks, and enjoy your stay


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shyguyhex's Profile - Posts by shyguyhex