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Acmlm's Board - I3 Archive - ROM Hacking - General Super Mario 64 hacking / TT64 Progress thread | New poll | | Thread closed |
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James Mcguire Red Goomba Since: 06-03-06 From: England Last post: 6602 days Last view: 6602 days |
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Originally posted by Bio.exe I know he did, but I'm just saying that it is difficult and requires much coding.. Anyway! KEEP GOING VL_Tone! |
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richyawyingtmv Bouncy Since: 11-18-05 From: England Last post: 6432 days Last view: 6430 days |
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According to BGNG on the MFO forums, both editors are being released on the 23rd.
Originally posted by BGNG (edited by richyawyingtmv on 06-20-06 08:08 AM) |
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tahu363 Red Paragoomba Since: 05-31-06 Last post: 6556 days Last view: 6556 days |
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Hey VL-Tone, i have a question, and it is a weird question, because i am, yes, a n00b. but i was wondering that in your editor since we can move and place new objects in the levels using the editor, will the newly placed enimies conform to the new terrain?
for instance, the yoshi on the roof has a glitch that if you watch long enough he will walk over the edge and simply dissappear. i always thought that it meat that the yoshi can only be placed on a flat surface and if it was on a wavy or jagged one when he moved to the slanted part he would dissapear. using the editor can we make yoshi move along a slanted area, such as the grassy area to the extreme upper right of the castle or will he dissapear? please do not get mad at me for asking such a long boring question, i am a n00b. also i was wondering, will it be possible to map the path of an enemy? will i be able to put a shy guy near the castle top and make it fly in continual circles? because in the normal game when a shy guy sees you he will swoop down from his planned path and try to hurt you, i want to eliminate this. thank you so much in advance VL tone, and god bless you for your hard work and dedication. ps when the editor is released, will it be on your site? because i visit alot and there is nothing there about the editor or its progress. will you kindly post the link to the download on this thread? thank you again. Luke Calo |
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jensthecomposer Paratroopa Since: 05-18-06 From: Norway Last post: 6435 days Last view: 6430 days |
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I may answer some of these questions. About yoshi, I know you cant place any lower place
than the castle roof because he's programmed to disappear when he comes lower than a special 'z' position. I think the best thing to do is to just wait for the editor, which should be released either tomorrow or a few days later an then start asking these questions!! I'm pretty sure that VL will have the editor downloadable on his own or a new homepage and on www.romhacking.net. And I'm sure the link will be posted here!! |
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tahu363 Red Paragoomba Since: 05-31-06 Last post: 6556 days Last view: 6556 days |
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I could be wrong, but did'nt someone say before that romhacking.net wanted to have nothing to do with the editor or edited mario 64 levels when they were released? | |||
Darkdata 980 Since: 02-25-06 From: Newfoundland Last post: 6430 days Last view: 6430 days |
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Originally posted by tahu363 They did not want any crappy/unfinished hacks. Thats what it was |
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tahu363 Red Paragoomba Since: 05-31-06 Last post: 6556 days Last view: 6556 days |
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oh, thank you! i am going to start a new thread just for posting mario 64 ips patches for when the editor comes out. i'm pretty sure that people would like trying out other peoples hacks, and people could probly share ideas and hash out their problems without having to annoy VL-Tone. Because as everyone knows, within the 1st week of the editors release VL-Tone will be up to his neck with emails from n00bs who dont know how to use the program. so i made a new thread to take alot of weight off VL-Tones back, so when the editor comes out just post any hacks of sm64 in the thread, and it does NOT matter the quality or extent of the hack just post it. the new thread is on top of this one in rom hacking. the thread name is "the place for mario 64 ips patch posting and help"
please, it is my first thread, help it thrive! Luke |
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Koneko Plasma Whisp Since: 11-17-05 From: Tartarus. We get faster internet than you. Last post: 6431 days Last view: 6430 days |
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Wasn't it already established that the ROM would be too big to make an ips of?
If this problem has already been resolved, I apologise for my intrusion. |
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VL-Tone Paratroopa Since: 11-18-05 Last post: 6621 days Last view: 6621 days |
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Welcome tahu363 and others that joined this thread.
I don't have time to adress your questions, but many of the things you are asking won't be answered until I actually use my editor instead of just building it. So please wait until the release before asking: "will the editor be able to do this or that?" Tahu363, thanks for trying to help with the thread you made, but I'll make a new thread when I release the editor, and that's where people will be able to ask questions. If there are too many "n00bs" then we'll try to find a solution by then. About the new release date... June 23rd will mark the 10th anniversary of the n64 release (and Mario 64) in japan. Though I think it would be a great date, I don't want to delay my editor twice, so I was thinking more about the 25th, since my days off from work are the 23rd and 24th. Since I talked about the 23rd date with BGNG before, he thought that I wanted to delay until then... So now there's some confusion about the date... I'll have a page for the editor when it's released. Ok now here's the daily update (in my time-zone, it's still the day after I announced daily updates, so I kept my promise ) I implemented the selection boxes and started to implement other 3d controls. I stumbled across some little problem. The coins, aside from not being rendered correctly, produces too many polygons. Every frame of animation appear on top of each other, and all different coin size animations are included. With a lot of coins on the screen, the editor tends to slow down (maybe because it has to try to layer too many transparent polygons on the same plane?). As I said before, some objects won't display correctly, it was part of the original plan for v1.0b. I don't understand exactly how to deal with animated polygons, and decided it wasn't a priority. I'll have to find a solution for coins. Now I'm working on integrating the special objects found after the collision data. In the screenshot, blue boxes are for x24 objects and green for the x40 objects (from the x39 pointer). Well I have to eat too so I'm gonna take a snack and then continue. Maybe you'll see another update by the end of the night. |
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INSERT COIN Double metal axe Since: 11-18-05 From: wtf am i bored Last post: 6433 days Last view: 6433 days |
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I must say something... Awesome.
So, does this editor have samekind of things like LM? And how do we shape level? Is it premade and you can only move it or it can be pulled and pushed everywhere? |
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James Mcguire Red Goomba Since: 06-03-06 From: England Last post: 6602 days Last view: 6602 days |
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I'm hoping that you can reshape the land, but in the first version I don't think it will be able to. You have to think that LM edits 16bits games and this will be editing 3d 64bit games. So I guess it would be possible, but we may have to wait until v2 or something for it.
Keep going VL!!!!!! |
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Raccoon Sam Boomerang Brother Custom Title Since: 11-20-05 From: Correct Last post: 6431 days Last view: 6430 days |
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Well, you could make those coins invisible, and an additional "Add Coins" button, which makes the Coins to the selected points. This process would be done at the very end of the editing job.
So first, edit whatcha want, then add the "Coin Points" which would be practically invisible. Then press the "Add Coins" button which adds the coins to the selected points. This would slow it down, but who cares, because you're done with the editing! |
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1337_Ac3 Shyguy Since: 04-22-06 From: sweden Last post: 6439 days Last view: 6431 days |
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VL_tone, you do realize that you are now a living god??
Since you use macromedia director you use the language LISP (or wtf director uses..) right?? Thats fucking incredible.. |
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FreeDOS + Giant Red Koopa Legion: freedos = fritos Since: 11-17-05 From: Seattle Last post: 6430 days Last view: 6430 days |
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Originally posted by James Mcguire Actually, both editors are for a specific game, and the Nintendo 64 is a 32-bit machine (with two processors). |
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HyperHacker Star Mario Finally being paid to code in VB! If only I still enjoyed that. <_< Wii #7182 6487 4198 1828 Since: 11-18-05 From: Canada, w00t! My computer's specs, if anyone gives a damn. STOP TRUNCATING THIS >8^( Last post: 6431 days Last view: 6431 days |
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The N64 has 16-bit, 32-bit and 64-bit elements. It's a bit confusing. | |||
DJ Bouche Koopa Since: 11-22-05 From: Bligh Park, NSW, Australia Last post: 6593 days Last view: 6593 days |
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Originally posted by The Ultimate koopa There's the &ppp=[posts per page] part of the link as well, which I told Acmlm to add a while back... it should still work, though it really should be made a mandatory part of the thread link. On topic: 3D editors take a far different approach usually... and usually goes in the way of level objects/enemies/such before being able to edit the terrain (opposite from older times like Mario Improvement when we could only edit the background and not the sprites )....well I guess that whole thing is dependant on what you find on the game too. However, thinking of and implementing an efficient method of editing terrain is tricky, and might have to be temporarily resorted to depending on external modeling tools via importing/exporting. Of course, I have no idea what VL-Tone's approach will be on this.. but the time will come. Anyhow, if I haven't already said it, awesome job, looking forward to this. |
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C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 6431 days Last view: 6430 days |
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Originally posted by The Ultimate koopa ewww, I laready know that and St edit:my bad sta stag0 Biopwn: really? stag0 st Biopwn: d'oh stag01 stag (edited by Bio.exe on 06-21-06 11:00 PM) (edited by Bio.exe on 06-21-06 11:02 PM) (edited by Bio.exe on 06-22-06 01:21 AM) (edited by Bio.exe on 06-22-06 01:22 AM) (edited by Bio.exe on 06-22-06 01:22 AM) |
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James Mcguire Red Goomba Since: 06-03-06 From: England Last post: 6602 days Last view: 6602 days |
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How are we going to distribute our hacks if they are going to be too big for IPS???? We can't distribute actual roms, so what the hell are we going to do?! | |||
Dan Purple Leever Since: 11-18-05 Last post: 6439 days Last view: 6430 days |
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There are other patching formats about. NINJA patches is at least one. | |||
VL-Tone Paratroopa Since: 11-18-05 Last post: 6621 days Last view: 6621 days |
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Here comes my daily update...
I didn't post an update yesterday since the board was down at the time, and I decided to go to bed, and today I was working. I have my next two days off and this is when I'll finish the release version, I won't sleep if it takes that Here's a screenshot of Rainbow Ride, with all three main types of objects. I changed the colors for the selection boxes. Red is for x24 objects, blue for x40 macro objects and green for the x43 "special objects". I'm currently rewriting 3d controls to move objects and the camera. Aside from that, descriptions for items is the main thing missing. As for IPS patches, they should be small, because you have to make them using an extended ROM as a basis, and people that want to apply the patches will have to extend the ROM before applying the patch. Only the differences between an extended ROM and a modified one will be contained in the IPS. |
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Acmlm's Board - I3 Archive - ROM Hacking - General Super Mario 64 hacking / TT64 Progress thread | | Thread closed |