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The Showoff Thread
Forum Index - Non-SMW Hacking - Super Mario 64 Hacking - Project Showoff & Discussion - The Showoff Thread
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Oh..! That's neat. How would you go about importing the model for the coins though? Is there coding involved? If it's simple hex, that's no problem..

Still very usable and nice to look at. Thank god you know what you're doing. :P
If you release a patch pls credit me for making the coin model.

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My Channel - http://www.youtube.com/skilllux64
Originally posted by KochiyaStar
Oh..! That's neat. How would you go about importing the model for the coins though? Is there coding involved? If it's simple hex, that's no problem..

Still very usable and nice to look at. Thank god you know what you're doing. :P


in my next veriosn of the script importer, there will be a repointer. i don't think, anyone will use it, but it's used to repoint vertex data. so i had to import my model into a trashrom, use my repointer and then copy+paste the data over the old coins. after that, i had to redo geo layouts (adding shadows, repointing) and to redo display lists (loading 3 different RGBAs; 0x06ing). that was the model part;
the coding part was quite short, i'll quote it from my notes:

(red is annotation, just for the forum)
Originally posted by My Notes
21A70C : jump to 21AEB8/0010B8;

;change all 0x21 00 00 00 to 0x32 00 00 64 this is just optional, wouldn't change anything; 64 (dec 100) is scaling in perce,t can be changed and all 0F 1A 00 01 to 0F 13 0A 00 1A would be animation frame, 0A is Y rotation; original coins used 4 animations, this one actually rotates
except for the some single coin behaviors; change the 0x21 to a 0x0F 13 0A 00 and put it to a loop



;asm changes:
802AB7F0-80245000:

LUI AT, 0x4120
MTC1 AT, F4
LUI V1, 0x8036
LW T7, 0x1160 (V1) V1 remaines unchanged most of the time, so i took this to save space. because of the JAL
MUL.S F6, F0, F4
SWC1 F6, 0x00B8 (T7)
JAL 0x80383BB0
NOP
LW T8, 0x1160 (V1)
SW V0, 0x00C8 (T8) i think, this affects moving direction, i had to keep it, otherwise coins from boxes would go into the same direction
SW V0, 0x00D4 (T8) starting rotation of coins in boxes is somewhat random

_________________---
802ABA28: LUI T1, $8036
802ABA2C: LW T1, $1160 (T1)
802ABA30: SW r0, $00D0 (T1) no x rotation for spawned coins. especially useful for whomops, cause they are rotatet, when they spawn coins
802ABA34: LW RA, 0x0014 (SP)
802ABA38: JR RA
802ABA3C: ADDIU SP, SP, 0x0020
_____


behavior 0x8D0:
00 06 00 00
11 01 00 01
10 12 00 00 for coin rings i put the x rotation to 0
32 00 00 64
1E 00 00 00 drop to ground (actually, isn't necessary)
04 00 00 00 13 00 08 70

at 21A670: the behavior had to be longer, because of the x rotation fix. so i jumped with 0x04 to this point. had to shorten Mr.I's coin after that
08 00 00 00
0C 00 00 00 80 2A BA 40
0F 13 0A 00
09 00 00 00
_______________________
Mr. I coin:

00 06 00 00
11 01 00 01
0C 00 00 00 80 2A B7 A4
30 00 00 00 00 1E FE 70 FF BA 03 E8 03 E8 00 C8 00 00 00 00
0E 0A 00 34 this one puts Y speed, so it looks like in the original
08 00 00 00
0C 00 00 00 80 2A B8 60
10 3E 00 05 sets the itneraction parameter to 5 (gives 5 coins)
0F 13 0A 00
09 00 00 00
Interessting work, Kazeshin. There are not that much amount of people, who can actually do this. Not only that the most here are mentally disturbed, but also because they like to be lazy as shit and stalk VL-Tone to complete TT64, a great person, who actually haves a life. (I never expected, that people would surprise this. Surpriseception)

I've been working with MIPS R4300i Assembly for a quite while, I also got how addresses, values are being counted and loaded. I admit, it quite confused me at the beginning, but later it was really simple.

As I see, you're the only one here with enough knowledge about MIPS. Is it possible, if you can make a MIPS Assembly tutorial? I heard someone made one, but was quite bad, so I'm asking if you're able to do it.

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Your layout has been removed.
Originally posted by UGotBalls
As I see, you're the only one here with enough knowledge about MIPS. Is it possible, if you can make a MIPS Assembly tutorial? I heard someone made one, but was quite bad, so I'm asking if you're able to do it.


"quite bad" is expressed too nice, lmao.
i might do one, if i get bored, but that tutorial has to cover behavior scripts too, because you'll need them, before you can actually do something with ASM. if i'd do one, i'll do it in earliest 1 week, because i've got to decode level scripts before.
Originally posted by Kazeshin

"quite bad" is expressed too nice, lmao.
i might do one, if i get bored, but that tutorial has to cover behavior scripts too, because you'll need them, before you can actually do something with ASM. if i'd do one, i'll do it in earliest 1 week, because i've got to decode level scripts before.


Well, I can't really say anything to it, as I didn't see the tutorial yet. But if the most people hate it, then it's likely the tutorial is bullshit.

If you mean by "behavior scripts" the original stuff provided by VL-Tone, BGNG, etc. in the original SM64 Hacking docs, then you're 100% correct. Most people don't get what he meant, but explaining it would be a really good start into SM64 Hacking. Maybe explaining on the side how Hex Editing works, what the hexadecimal(base 16 digit system) is, etc.

Even if MIPS is a RISC processor, it can be really confusing for beginners. But later they will love it, as it's far easier than a CISC processor. That's for sure.

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Your layout has been removed.

Sundown Swamp

Here's this thing. It's a jungle level with purple ooze; I have something similar to the Beast Makers levels from Spyro 1 in mind, but it doesn't really show yet. Textures are from Chameleon Twist 2.

Very unfinished. It's missing walls and extra terrain and everything.

i modified skelux' model replacer, so that you can import way bigger title screens and all body parts of Mario. I've implemented to import over custom locations too and - if this executable works for othe rppl - i will implement areal importing to this thing. i'd like to send the beta version of it, so anyone can test it, because my programs usually don't work on other computers, i don't know, why.

download:

http://bin.smwcentral.net/u/21427/Projekt12.exe

here are some screenshots:






(animations still work properly)

for the titelscreen:


(this model should use ~1/10 of what you can use. It's not my model, btw)
oh, i've also added shadings, which is a work of 10 seconds.


Originally posted by Kazeshin
i modified skelux' model replacer, so that you can import way bigger title screens and all body parts of Mario. I've implemented to import over custom locations too and - if this executable works for othe rppl - i will implement areal importing to this thing. i'd like to send the beta version of it, so anyone can test it, because my programs usually don't work on other computers, i don't know, why.

download:

http://bin.smwcentral.net/u/21427/Projekt12.exe

here are some screenshots:

SCREENSHOTS OF AWESOME LOOKING THINGS

(animations still work properly)

for the titelscreen:

COOL LOOKING TITLE SCREEN

oh, i've also added shadings, which is a work of 10 seconds.


Wow Kaze, this is absolutely amazing! Kudos to you!






Originally posted by Kazeshin
i modified skelux' model replacer, so that you can import way bigger title screens and all body parts of Mario. I've implemented to import over custom locations too and - if this executable works for othe rppl - i will implement areal importing to this thing. i'd like to send the beta version of it, so anyone can test it, because my programs usually don't work on other computers, i don't know, why.

download:

http://bin.smwcentral.net/u/21427/Projekt12.exe

*Epic screens of Wario and a high-poly Waluigi*


HORY-A-CRAPU!! Looks amazing as always! I'll edit this post as soon as I get the chance to test it out. As of right now, though, I can at least run the program. Thank you very much #ab{:D}
congrats kaze, it is really impressive ;)
An early attempt at completely replacing the default camera and player movement/display behaviors. Movement is a constant speed, by this point you could only walk around and jump with similar physics to Paper Mario.
This is my latest creation:



This time I choose a mountain environment. It is not the classic snowy setting, but it is grassy and colorful like in warmer seasons. Although there is still snow on the upper parts.
I wanted to add variety to the level, so there are also a mine and a sawmill, which are both explorable.

Enjoy the video: link
If one would make Paper Mario in Super Mario 64, this would be a very complicated thing to do.
Only the physics would be cool to made (and a Super Paper Mario gameplay would what i would look for.

@Kinopio, that's so pretty! You should work on the edges: they're mostly hard, you should soften them, otherwise the whole level will look a big colored
piece of crystal.

Editing, i was forgetting:

I made a new level model, but it's something of very pretentious.



Link to youtube video
The video explains itself.

Sorry for the asshole face i approach this work.

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My deviantART
My Youtube channel
My avatar
Watch, i made a Super Mario 64 level
Alessio I have to tell you something...

Your Super Mario 64 level and texture work is absolutely outstanding!

This is honestly some of the best creations I've ever seen.

This is top quality and I love it.

This is what I think of when I think of a SM 64 hack.

Your work is seriously a work of art!

Keep it up. This is jaw dropping fantastic!!!!!
Originally posted by Alessio

@Kinopio, that's so pretty! You should work on the edges: they're mostly hard, you should soften them, otherwise the whole level will look a big colored piece of crystal.

thanks, I use few polygons and I try to make shapes as simple as possible because I want my level to match N64 game graphic complexity (and of course because simpler models save me a lot of time :P). I rely much more on creating eye pleasing contrast with color and textures.

The problem with the edges is that the level importer only applies flat shading to model faces, so triangles are much more visible (it's like in the first virtua fighter).
I am almost sure that SM64 engine can handle gouraud shading which provides a smooth shading. It is mostly applied to objects like the warp pipe and the cannon, and also in the grassy part outside the castle.
If this will be implemented in further version of the level importer, it would help a lot to make our level looks better.
in sketchup you can smooth edges. this is also getting imported into SM64. you can create smooth shadings with that.
Originally posted by Kazeshin
in sketchup you can smooth edges. this is also getting imported into SM64. you can create smooth shadings with that.


really? 0_0
you mean by deleting edges holding control + eraser?

edit: just tried! it works really well, great advice ;)
Originally posted by Kinopio
Originally posted by Kazeshin
in sketchup you can smooth edges. this is also getting imported into SM64. you can create smooth shadings with that.


really? 0_0
you mean by deleting edges holding control + eraser?


rightlcik->smooth
or mark some edges and rightclick->smooth edges and set the options in the upcoming window like you prefer it.
http://www.youtube.com/watch?v=vMJ17t8_ttM
my yoshi. i will add the jump animation later. maybe i'll put the "hop" soundeffekt als jump sound and the "twiggy!" as sound, when you jump on him.
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Forum Index - Non-SMW Hacking - Super Mario 64 Hacking - Project Showoff & Discussion - The Showoff Thread

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