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CREEPYPASTA HACK: MARIO64 (Finished After 3 Year Hiatus)
Forum Index - Non-SMW Hacking - Super Mario 64 Hacking - Project Showoff & Discussion - CREEPYPASTA HACK: MARIO64 (Finished After 3 Year Hiatus)
Pages: « 1 2 » Link
Intended as the spiritual successor to the creepypasta game MARIO, this SM64 Hack is HEAVILY based on the SM64 creepypasta and loosely based on the SMW Hack MARIO. It will have some new concepts and a continuation to the original story being that the SM64 Creepypasta was waaaaaay too vague. It will include a lot of little easter eggs, and certain eggs if you use GS codes. Explore as much as you please whence this is released. I know my previous creepypasta hack was basically my answer for people on YT requesting a BEN DROWNED 64.
That's what the Green Demon Challenge REALLY is. THIS will be much more thought out, and will be more than just a "above average" TT64 hack. I don't know if I will have this released in time for C3, but I will try. Also, IDK if it will have an "Ending" or not. I might make it open-ended. Here is a screenshot of "The Hallway Scene"...


Please give any feedback for suggestions. P.S. ALL OF THE EASTER EGGS ARE FOR COMEDIC RELIEF BTW.


Update- Later Today: Preview for The Hallway of Death...


Update 2019:

Hack is FINALLY finished. After a major shift in priorities for the past 3 years, I finally got around to finishing this hack.

The storyline has been dramatically altered, and custom c coding that wasn't in the original has been implemented.

All easter eggs have been removed in favor of ARG hints for my channel's ongoing ARG where I'm reviving/finishing old hacks of mine sitting in the archives. As my quote suggests, I intend to not cancel ANY of my progress and will get around to finishing them eventually.


Check out the release trailer if you're interested in seeing a brief glimpse of some gameplay:



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I promise to never cancel my hacks
Coming Soon, the storyline and maybe a teaser or sumthing like that...

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I promise to never cancel my hacks
Those toad eyes d. ... let's see how this comes.
And those screenshots made me somehow want to play your creppy hack #lm{owev1}

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Working on SM64: A New Adventure
https://www.youtube.com/watch?v=ZxVwAPAQdnc
http://i.imgur.com/qblZTfb.png
Originally posted by lezg_g
Those toad eyes d. ... let's see how this comes.
And those screenshots made me somehow want to play your creppy hack #lm{owev1}


I'm working some c codes for spooky stuff like random sounds playing, random messeges/graphics appearing on the HUD at random, custom behaviors and what not. ETC.

Currently I'm screwing up Yoshi and stuff in Bom-Omb Battlefield...

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I promise to never cancel my hacks
Originally posted by Frike The Dragon

That sounds cool, but how do you plan on doing it? Do you know enough ASM?


if he knows the c stuff, he can screw up marios behavior by printing out a few words, editing marios position, making dialogs appear and editing his coin/star/lifecount, which is an epic meme.
Originally posted by Kazeshin
Originally posted by Frike The Dragon

That sounds cool, but how do you plan on doing it? Do you know enough ASM?


if he knows the c stuff, he can screw up marios behavior by printing out a few words, editing marios position, making dialogs appear and editing his coin/star/lifecount, which is an epic meme.


I plan to use converted C code,(as in converted to GS) since I'm more patient with GS codes by patching them manually in a hex editor.
ASM is like French where I may know 3-5 words of it, and C is like Old English to me, which is a bit complicated, but I understand enough of it to get the job done because it uses logic. And I like logic.

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I promise to never cancel my hacks
the issue is that c usually doesnt get the job done and is more vocabulary and less logic than asm. id advice you to try asm, but its of course up to you wether you want create a horribly compiled code that might not even work the way you intend to and is way longer in a language that is annoying with a patching process that takes years or a decently working code.
Originally posted by Kazeshin
the issue is that c usually doesnt get the job done and is more vocabulary and less logic than asm. id advice you to try asm, but its of course up to you wether you want create a horribly compiled code that might not even work the way you intend to and is way longer in a language that is annoying with a patching process that takes years or a decently working code.

Lol. Patching anything in hex can eat hours away pretty fast.But I think I'm gonna take my shot on C,(Hope I don't regret the decision), and if I don't like how long it takes, I'll try ASM. It's that it's much harder to understand, but I probably could figure ASM if I actually tried. I just prefer vocabulary over logic, (even though I'd prefer logic over other subjects).

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I promise to never cancel my hacks
Originally posted by Kazeshin
if he knows the c stuff, he can screw up marios behavior by printing out a few words, editing marios position, making dialogs appear and editing his coin/star/lifecount, which is an epic meme.

Originally posted by Kazeshin
the issue is that c usually doesnt get the job done and is more vocabulary and less logic than asm. id advice you to try asm, but its of course up to you wether you want create a horribly compiled code that might not even work the way you intend to and is way longer in a language that is annoying with a patching process that takes years or a decently working code.

Anything that can be done in assembly can also be done in C. Also, compiling C code with optimizations can produce assembly that is as efficient as writing it by hand. However, understanding assembly can allow one to write better C code.
C, like asm, is all logic and arithmetic. I agree that the patching process for C code is more cumbersome than running something like CajeASM for assembly. A quick Makefile or shell script and use of 'dd' for patching makes it all quite manageable.

Originally posted by Blakeoramo
But I think I'm gonna take my shot on C,(Hope I don't regret the decision), and if I don't like how long it takes, I'll try ASM.

I recommend trying both. See what you like. Understanding one will help figure out what the other is doing. Don't be afraid to ask questions if you have them.
Originally posted by Frike The Dragon
So you're telling me you can hack the game by simply writing some code in C? Please tell me how / send me a tutorial, I'm curious. :O

Yes. But you have to convert the codes to GS format, to which then you have to patch to the game, (which is a bit of a pain TBH), and you should be able to find a C coding tutorial in the Data and ASM Repository Section. And there should be a tutorial video or so on YT. The couple forums on it are a bit down so... I'll send the links when I'm on PC, (I'm using my phone right now, lol). And I'm also trying to figure a way to super-compress audio, so that I can import entire Wav format songs by making them play at any speed I please, instead of 1 "locked" speed. I'm only investigating this, as there was a similar effect done with some of the "gibberish" in Banjo-Kazooie so they could use some of the same voice clips, but have nobody recognize it.

EDIT: Frauber mainly used C codes for The Missing Stars. Essentially 75% of the coding done in the game was in C, and only 25% for any other type of coding. I plan to base at least a few of my C codes off the Missing Stars Source code and a few other codes not from TMS, but for the other 60% of my codes, I intend to base them off no codes, that way MOST of them are COMPLETELY original.

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I promise to never cancel my hacks
Originally posted by Frike The Dragon
So you're telling me you can hack the game by simply writing some code in C? Please tell me how / send me a tutorial, I'm curious. :O


Originally posted by queueRAM

Anything that can be done in assembly can also be done in C. Also, compiling C code with optimizations can produce assembly that is as efficient as writing it by hand.


i meant that he wouldn't be able to modify any existing codes with just knowing the C ressources, unless he would know how to create a C code back from an ASM code. I don't know if the c compiler has been improved since i last saw an ASM code it compiled, but the ones i saw used a low of unnecessary instructions, weird registers and had no optimization at all. if it's been updated from that state, using C would be somewhat reasonable, if you are more comfortable with it and think it's faster. (also, hes probably at a state of knowledge, where he hooks it from marios debug menu and puts the code at 80400000 or something, so he should really look into hacking a bit deeper, if he wants to do all the customizations hes talking about in his project threads.)

if you look at tarek's shop guy for example, you can find a bunch of examples of weird register usage and unoptimized code:

804054a4: LW V0, $0000 (GP)
804054a8: LW V0, $009C (V0)
804054ac: LHU V0, $0012 (V0)
804054b0: SLL V0, V0, $10
804054b4: SRA V0, V0, $10
or if you look at all those printfunctions,....




frauber has learned ASM before hes created those C ressources, they were basically intended to make the coding process faster, not to obliterate learning MIPS asm.
Originally posted by Kazeshin
if you look at tarek's shop guy for example, you can find a bunch of examples of weird register usage and unoptimized code:

804054a4: LW V0, $0000 (GP)
804054a8: LW V0, $009C (V0)
804054ac: LHU V0, $0012 (V0)
804054b0: SLL V0, V0, $10
804054b4: SRA V0, V0, $10
or if you look at all those printfunctions,....

Yikes. The fact that it is using GP-relative accesses indicates that he did not use the right compiler flags. I recommend the following gcc flags:
Code
-mtune=vr4300 -march=vr4300 -mno-local-sdata -mno-gpopt

As far as optimization goes, you can either go with -O2 or -Os. Description of these flags can be found on gcc docs on MIPS Options

The SLL/SRA pairs are usually due to 16-bit accesses and casts ensuring the data is 16-bits and sign-extended. Anyway, perhaps this is best discussed in another thread. I'll read through frauber's notes and see if anything needs updating.
That'd be cool if there was a comparison and contrast style thread so people can choose what they feel is "more compatible" with them.

ALSO UPDATE!

This Hack Has Been Re-Named... To MARIO64 cus it looks more like a file name than MARIO 64; P.S. This Hack will be "related" to the storyline of New Super Mario 64 in a vague way, and will clue people in, my "ultimate storyline" that will span in the timeline from right before SM64, to the Epilogue of Galaxy 2. I can't wait for people to piece ALL of the clues. I've already given some already...

I also plan to show off a string of text and A new level within 3 days, and give hints to NSM64 1-3/MARIO64's Ultimate Storyline.

Hint 1: Look Everywhere for hints. They will be in places you wouldn't expect...

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I promise to never cancel my hacks
Should I Keep This Feature?

https://www.youtube.com/watch?v=xLTW9NlQxA8

Thanks #smw{:TUP:}

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I promise to never cancel my hacks
Title Screens for both THIS hack and NSM64 can be found here...

https://www.youtube.com/watch?v=DBjDWneOXGg

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I promise to never cancel my hacks
I really like how you have shaped the "New" in the NSM64 title screen. It really suits the title screen!

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Congratulations! You have just met BroDute's number 1 fangirl.


Another creepypasta hack?

#ab{>_>}

#ab{<_<}

What you have now looks alright, the only thing I can think of suggesting is making the voice on the title screen silent (leave the coin sound but remove 'It's-a-me, Mario', it might sound more eerie that way).

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Twitter
Originally posted by KTBHacking
Another creepypasta hack?

#ab{>_>}

#ab{<_<}

What you have now looks alright, the only thing I can think of suggesting is making the voice on the title screen silent (leave the coin sound but remove 'It's-a-me, Mario', it might sound more eerie that way).


I was kinda planning to do that. Lol

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I promise to never cancel my hacks
Yeah I would find that very freaky.

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Congratulations! You have just met BroDute's number 1 fangirl.


Can everyone here please list all of the cliché things you can think of that are in scary games, creepypasta games, scary/creepypasta ROM Hacks so that I can AVOID doing those cliché things for MARIO64. I know the name is already pretty cliché, but... It's a SM64 Hack, what are ya gonna do? Right? I plan to rewrite the story for this so that it can be linked to NSM64, (I already have it planned out in my head), because the story as of now takes place after the latest Mario game instead of around the time of SM64, so yeah... I'm working on 3 more "secret" mini hacks which I plan to keep as secret as I can,(unless any beta testers or developers of my Mini-Hack leak them and turn against me), and I also contemplating to make a new update to The Green Demon Challenge, calling it "TGDC 2.0: BENDROWNED 64". It would add more stars, features, music, levels, coding stuff... I might make a patch so anyone can add the BEN npc in SM64 also, just cus. I have a few more levels planned in my head for NSM64, (Levels, 1 original composition, "Unamed Water Level Theme", custom enemies and powerups potentially?), and have the base story from 1-3 planned out in my head; along with ideas of when I could release a unused/ beta levels Hack as well.

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I promise to never cancel my hacks
Pages: « 1 2 » Link
Forum Index - Non-SMW Hacking - Super Mario 64 Hacking - Project Showoff & Discussion - CREEPYPASTA HACK: MARIO64 (Finished After 3 Year Hiatus)

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