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11-02-05 12:59 PM
1 user currently in Rom Hacking: hukka | 2 guests
Acmlm's Board - I2 Archive - Rom Hacking - If a Super Mario 64 level editor came out you would...
  
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stag019
Posts: 78/299
Originally posted by RT-55J
I would edit that one level a certain way so it would be slightly different in that one way so I could make a new level thing. [/justtoannoyyou]

I'd use it to make a hack called "Super Mario Moonshine" "Luigi 64".

Well, since this is already bumped, I might as well say, Im working on Luigi 64.
/thread.php?id=15759
Sukasa
Posts: 1411/1981
For such a complex editor, some of the MIO0 has been cracked fairly well.

If I were to get my hands on an editor, I would go back and first make the kind o f level that I dreamed up a while ago, then make another one, but this time a full-out hack.
Spel werdz rite
Posts: 2/108
Such an editor would be complex. Play the game through and look at everything. Editing object and the ground could be tough. Creating all those events. And sprite placement, ouch!
Plus I've seen posts that sm64 data is a bit encrypted and getting past that would be a nice challenge. This will one day come, our advances in gaming are phenominal.
geterkikzkid
Posts: 13/15
Originally posted by stag019 DAVALLR, mario isn't a sprite anyways he's a polygon.

He's a 3D model with polygons in it, I used to do 3D models when I made games, but all I do now is make 2d ones since everyone said I sucked, BTW I am almost done making powerguy.
BOT If there was a Level Editor for super mario64 I would die of a heart attack so lets not hope this happens
EDIT: well the level i'd make is a level off of umm, I don't know, I'd probbably get bored with it, The game i'm aiming at hacking is starfox for the snes, I wanna complatley hack that game, but mostly text hack it.
Tanookirby
Posts: 100/509
All right, I know the trick on Tall Tall Mountain. I was a little confused.
HyperLamer
Posts: 4923/8210
We need to figure out the pointers, and preferrably optimize the compression code to match Nintendo's, then we can start working on cracking it.
Kefka
Posts: 3158/3392
Originally posted by Tanookirby
Originally posted by Kefka


What does that have to do with the already existent trick in Tall Tall Mountain? Anyway, yea, that idea had been implemented into SMB3 by DahrkDaiz. He abandoned that project, but it was still cool I think. He actually got it fully working.


What exactly is the trick in Tall Tall Mountain?


....Are you kidding?

I said something like "I'd put a hidden passage in a wall on Tall Tall Mountain that leads to a slide" and then you said "And for your mountain level..." and then went on about changing the season/weather in the game...

The Tall Tall Mountain trick is the friggin slide!
Tanookirby
Posts: 74/509
Originally posted by Kefka


What does that have to do with the already existent trick in Tall Tall Mountain? Anyway, yea, that idea had been implemented into SMB3 by DahrkDaiz. He abandoned that project, but it was still cool I think. He actually got it fully working.


What exactly is the trick in Tall Tall Mountain?
Kefka
Posts: 3157/3392
Well, I'm sure that when the programmers of SM64 were making the game, they had guys create an editor for the game designers. This would only be practical, and I'm pretty sure most games are like that anyway. Therefore... if we could just jack that.......




Then a SM64 editor would be easy to imagine.
Scatterheart
Posts: 219/342
"Dear Mario. Please come to the castle, as I'm horny.
Yours hungrily, Princess Toadstool... Bitch!"

That Ice/Desert World sounds really cool! I'm suprised Nintendo hasn't done something like that already. One thing is a must though: PLENTY OF SLIDES!!! They're awesome! Maybe make a slide leading into two different sections of a stage, and maybe one of those warps to get back up... Or maybe not let 'em back up at all.

... 2 castles!!!
... Another Giant/Small Land that doesn't involve annoying water. And death air things... Like... Falling to your death, gotta go!
... I'll come back later when I get more ideas
Ailure
Posts: 9911/11162
Originally posted by HyperHacker
There's not just Star Fox. There's an F-Zero X editor in the works a few topics down.

Anyway I'd probably make some really tripped out version of the game.
And there is a Super Mario Kart editor too.

The thing is, both of thoose games could as well be done 2D. Sure they can jump, but otherwise there isn't much height in thoose games.

Oh, how possible would a level editor for SM64 be? I heard all stuff about how hardcoded stuff is in that game, but if someone at least figures out how to compile levels and stuff...
Kefka
Posts: 3153/3392
Originally posted by HyperHacker
You mean Super Mario 64 2 or Super Mario Bros 2 64?

Originally posted by Kefka
I would first edit Star Fox 64 to make it both harder, yet easier to get more points in... we're talking like, max out points on Area 6 That would be funny and cool.

Anyway, then I would edit Tall Tall Mountain and put a hidden wall in it that leads to a slide...

Oh wait...

OMFG SPOILER! And how do you plan to do that to Star Fox with a Mario 64 editor?


I'm just that good. I can edit the Adventures of Lolo with a SM64 level editor if I need to.
Originally posted by Tanookirby
Originally posted by Schwa
don't forget the Bulleys and that big purple Bob-Omb that rockets toward you, picks you up and throws you away! (You know what I'm talking about I hope...)


I believe that the enemies you are talking about are the Chuckyas.

And for your mountain level, maybe you can make the lava/desert area one half of the level and the other half identical except that it is a really cold snow level. Mario can jump into pipes to alternate between the temperatures. Where there would be lava would instead be solid rock you can walk on. Normal water in the hot part of the stage would be frozen solid in the cold part. Certain gaps would be filled with water that can drain your energy quickly. Mario can also find Spindrifts and Mr. Blizzards instead of Pokeys and Bullies.


What does that have to do with the already existent trick in Tall Tall Mountain? Anyway, yea, that idea had been implemented into SMB3 by DahrkDaiz. He abandoned that project, but it was still cool I think. He actually got it fully working.
Tanookirby
Posts: 58/509
Originally posted by Schwa
don't forget the Bulleys and that big purple Bob-Omb that rockets toward you, picks you up and throws you away! (You know what I'm talking about I hope...)


I believe that the enemies you are talking about are the Chuckyas.

And for your mountain level, maybe you can make the lava/desert area one half of the level and the other half identical except that it is a really cold snow level. Mario can jump into pipes to alternate between the temperatures. Where there would be lava would instead be solid rock you can walk on. Normal water in the hot part of the stage would be frozen solid in the cold part. Certain gaps would be filled with water that can drain your energy quickly. Mario can also find Spindrifts and Mr. Blizzards instead of Pokeys and Bullies.
Schwa
Posts: 1502/2214
Les' see here, guys...

You want some o' The Schwa's level ideas? How about these?

-Mahogany Mountain. It would be a lava/desert mountain with Pokeys, Goombas, Fly Guys, a Koopa Troopa for good measure, and don't forget the Bulleys and that big purple Bob-Omb that rockets toward you, picks you up and throws you away! (You know what I'm talking about I hope...) One of the Stars (#1 - BLAST TO THE HOT SUMMIT)would be at the VERY top of the mountain, which would be impossible to get to, so you'd have to hunt for the Bob-Omb Buddy and open the cannon, climb as high as possible to where the cannon sits, and blast to the Star, and if you missed you'd go sailing back to Start and take a dip in the laval pool. Another Star (#4 - CHAIN CHOMP FIASCO) would be collected by defeating 3 small Chain Chomps (a new enemy, but all you'd have to do is recuce the distance of the polygon points to make the objects smaller) by pounding the posts (couldn't change the behavior of the enemies, lol) and freeing them. Then the star would appear.

Or how 'bout...

-Rainbow Road, just like in SMKart 64! It would be very similar to Rainbow Ride, only more land and less pits. Think of a continuous, seemingly infinite obsticle course of moving platforms, loop-dee-loops (yes, walk on walls in these cases, just like in Bowser in the Sky), corkscrews (ditto, but a WAY cool thought) and enemies that make you spring up and spin like a propellor; I'd use those to get over gaps. And there could me 8 Red Coins along the way and a Star at the end, another Star if you got the coins, and... Am I good or what? Boo-yah!
HyperLamer
Posts: 4910/8210
You mean Super Mario 64 2 or Super Mario Bros 2 64?

Originally posted by Kefka
I would first edit Star Fox 64 to make it both harder, yet easier to get more points in... we're talking like, max out points on Area 6 That would be funny and cool.

Anyway, then I would edit Tall Tall Mountain and put a hidden wall in it that leads to a slide...

Oh wait...

OMFG SPOILER! And how do you plan to do that to Star Fox with a Mario 64 editor?
The Kins
Posts: 493/595
Three Words: Mario 2 64.
Kefka
Posts: 3146/3392
I would first edit Star Fox 64 to make it both harder, yet easier to get more points in... we're talking like, max out points on Area 6 That would be funny and cool.

Anyway, then I would edit Tall Tall Mountain and put a hidden wall in it that leads to a slide...

Oh wait...
Xenon Odyssey
Posts: 58/63
I'd slowly formulate some story to relate it to the Mario series.

And make an entirely new game.
stag019
Posts: 7/299
OOOOOOOOOKKKKKKKKKKKKK.
Just pretend I never said anything.
Imajin
Posts: 413/452
Originally posted by stag019
Who said this was a project? This is a what would you do! Where are the screenshots? What exactly are you talking about?

I was posting what I inevitably end up doing... I don't see where the confusion is?
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Acmlm's Board - I2 Archive - Rom Hacking - If a Super Mario 64 level editor came out you would...


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