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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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Spazzup™ Goomba Since: 01-30-06 From: Canada Last post: 6780 days Last view: 6780 days |
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Heh, it's great
That Warp Zone idea would work really well IMO.. it should probably be on a new map though |
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Chainlink1061 Paratroopa Since: 02-01-06 From: Salinas, California Last post: 6472 days Last view: 6474 days |
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I got it to work, YAY!!!!!! (YOU ARE A GENIUS!)
Anyways, can you really edit the whole level? Not just enemies/objects, but I'm talking about ground arangement, and stuff like that. EDIT: If you go underneath the big Goomba with a metal cap, he'll bounce back and fourth forever XD (edited by Chainlink1061 on 02-01-06 09:58 PM) (edited by Chainlink1061 on 02-01-06 10:00 PM) |
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VL-Tone Paratroopa Since: 11-18-05 Last post: 6659 days Last view: 6659 days |
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Originally posted by proffessor_gad I'd rather work on making the editor useable for beta testers than spending my time on doing level edits and releasing patches. So no more level edits until I release the beta. Chainlink1061: For now, the editor doesn't edit the polygon geometry, and it wont until version 2. (edit: Hmmm, I hope that didn't sound too harsh, I forgot to reply to the rest of your post, but here it is: Thank you for the compliment but I'm not a genius! Interesting bug you got with the Goomba, I guess they are never normally found in levels that contain a vanish cap box to prevent this bug from happening?) But even if geometry editing won't be available at first, the following levels still could have major structure edits since they are built out of multiple platform objects that could be moved without editing the geometry. Note: these are new screenshots, before that, these levels didn't display all platforms, but thanks to Cellar Dweller's help I implemented most of the remaining object types. As for texture coloring, here is the Castle, with the green hills at last! The window on the tower doesn't appear, this is a bug I should try to fix (in my first images, I positioned the tower manually, but now it's positioned from level data). Trees are implemented at last, but they suffer from a texture repeat problem, and a z-ordering problem in some particular context. Here are the shadows that now appear on the castle and under the bridge. (edited by VL-Tone on 02-01-06 10:58 PM) (edited by VL-Tone on 02-02-06 12:49 AM) (edited by VL-Tone on 02-02-06 12:49 AM) (edited by VL-Tone on 02-02-06 12:50 AM) |
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Raccoon Sam Boomerang Brother Custom Title Since: 11-20-05 From: Correct Last post: 6469 days Last view: 6469 days |
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Hey. That's awesome. | |||
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: 6469 days Last view: 6469 days |
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Oooooooh. So are those shadows just objects or part of the textures, or some whole new thing you had to implement? | |||
spydark Newcomer Since: 01-26-06 Last post: 6837 days Last view: 6837 days |
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this is so amazing...though I would like to see this thing in action inside of a level...cant wait to mess around with this thing...just hope I could use it | |||
Chainlink1061 Paratroopa Since: 02-01-06 From: Salinas, California Last post: 6472 days Last view: 6474 days |
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To VL-Tone: Can you add objects and enemies directly, or do you have to change existing ones? | |||
proffessor_gad Red Koopa Since: 01-27-06 From: Mars Last post: 6499 days Last view: 6499 days |
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I left a question about gameshark in movie codec, but I have a comment that I would like to post here. Wet-dry world is so stange!!!!! The underground part of the world and the top part of the game are completely different level parts, and they have different water levels also! Here is what I did. I went to the underground part of the level, and I drained the water there. Next, using gameshark moonwalk I leviated back to the tunell which had brought me to the underground city. Then while |
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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: 6469 days Last view: 6469 days |
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Yeah, I've done that. The level is split into two areas, since it'd be wasteful to have it all in memory when half isn't being used. When you're in the tunnel, once you reach a certain point in which you can't see either area, one is removed from memory and the other is loaded. Nintendo does this all the time. The water thing is simply because there are two separate water areas; during normal gameplay, the 'town' one would be at the highest level if you were in the tunnel, lining it up with the other one, so you don't notice. When the town water level is low, you can walk right into the other water area.
Basically it's like water that retains its shape. A strange concept indeed. I think such things have actually been created... |
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VL-Tone Paratroopa Since: 11-18-05 Last post: 6659 days Last view: 6659 days |
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Originally posted by Chainlink1061 Sorry guys, I was busy these last few days. Chainlink1061, to answer your question, the first release won't enable you to add new objects. This is the kind of thing I'll work to add in version 1.5 or 2.0. I decided to rewrite some part of my editor from scratch, as it was a little patchy and got too much overhead. I'll adopt a more OOP based approach. Also, I decided to get rid of HEX values in the main interface. I'll do an inventory of all the polygon objects found in the game, and assign them numbers (in decimal). Same thing for behaviors, and MIO0 banks found in the game. That will make the editor much more easy to use. At the same time I'll keep some power user features so that you can find what hex pointer the decimal numbers refers to, and possibly these values them when it could be useful. I already partly implemented a feature where beta testers will be able to contribute by adding description to objects and behaviors, when they are not already defined. Then, by sending me back a .txt file, I'll be able to integrate those back into the editor. You'll be able to add descriptions for each polygon asset, behavior pointer, labels for the 2 parameter bytes used by specific behaviors, and descriptions of possible values for those 2 parameters (either as 2 separate bytes or a single 16-bit value). I'll try to add descriptions before releasing the beta, but for any missing ones, people will be able to contribute if they want |
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proffessor_gad Red Koopa Since: 01-27-06 From: Mars Last post: 6499 days Last view: 6499 days |
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Will editing levels cause us to loose the ability to use game shark codes? Because just a little while ago I hacked around with mario 64, and changed the PRESS START sign into a PRESS STOP sign, and then I was unable to use the emulator's built-in game shark. Note- When I did this, I was only able to use 1964; in other words I could not use pj64 or nemu emulator.
And will you add you're name to the Credits list? |
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Raccoon Sam Boomerang Brother Custom Title Since: 11-20-05 From: Correct Last post: 6469 days Last view: 6469 days |
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My little brother's interested in this stuff very much. Thanks VL-Tone. He's loving Romhacking now!
He also suggested a name: "GISMeT" (Graphics/Interface Super Mario editing tool). Heh, that little bugger. |
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spydark Newcomer Since: 01-26-06 Last post: 6837 days Last view: 6837 days |
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how about G.I.S.M.O
Graphics/Interface Super Mario optimizer |
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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: 6469 days Last view: 6469 days |
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Super
Mario Alteration & Reconfiguration Tool gad: They should work fine. The emulator might use ROM checksums to identify the game, though, so you'd have to add the codes again. |
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NEONswift Bee Since: 11-18-05 Last post: 6470 days Last view: 6469 days |
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Trying to make names that work well as Acronyms always comes off really forced..How about something simple like one word to describe it as a mario editor.
for example: TOADSTOOL |
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proffessor_gad Red Koopa Since: 01-27-06 From: Mars Last post: 6499 days Last view: 6499 days |
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It is to bad that http://pages.infinit.net/voxel/Mario64edit01b_Readme.htm doesn't work anymore. | |||
D3stiny_Sm4sher Ninji Since: 02-04-06 From: Searching for t3h g4t3... Last post: 6514 days Last view: 6514 days |
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Dude, fan-made Mario 64 games?
I drool at the thought. |
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max Blipper i'm a pixie !!! Since: 11-17-05 Last post: 6730 days Last view: 6469 days |
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Originally posted by NEONswift toadstool sounds great. possibly emphasise the tool if you make a logo or something like toadstool |
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dcahrakos 490 Since: 11-17-05 Last post: 6686 days Last view: 6686 days |
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yeah I have to agree, toadstool sounds perfect for the name. and like max said, if you make a logo, emphasis on tool would be a good idea. | |||
Smallhacker Super Koopa I AM A Group Of Officially Frustrated Younglings, G.O.O.F.Y. MEMBER |
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Some other name suggestion (caused by borendom)
P owerful I nteractive P olygon E ditor S uper M ario O bject O organizing T ool H eaven I nteractive T hree-dee S uper A dvanced M ario E ditor (I liked that one) Lunar Magic 64 *shot* |
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Acmlm's Board - I3 Archive - ROM Hacking - General Super Mario 64 hacking / TT64 Progress thread | | Thread closed |