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05-16-24 11:36 AM
Acmlm's Board - I3 Archive - - Posts by donrayiv
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donrayiv

Shyguy








Since: 05-30-06
From: Wataga, IL

Last post: 6378 days
Last view: 6330 days
Posted on 05-30-06 07:44 PM, in General Super Mario 64 hacking / TT64 Progress thread Link
Hello, VL-Tone. I joined this board simply for this reason, making cool levels out of Super Mario 64. I have been waiting for this for a long time, and finally someone has done it! I really like the look of the editor and can't wait to try it! I have some questions.I understand that some of what I hope for won't be in the beta version but it never hurts to ask...

First, is it possible to edit the background? For example, i want to create a space themed level. Can I edit the background into a starry outer space scene?

Second, In the outdoor area of the castle (front), can you extend the area to make more level hub areas. Like say I make the Top and basement floors inaccesible and delete the level data. Can I make a tunnel where the hill is and make it lead to an open field with a house that has a few paintings and a Bowser level?

Third, you said something about editng the textures. Does this mean that I can change Mario into Yoshi or change Bowser into a fire-breathing Chain Chomp? That would be really cool. Thank you for reading my questions.
donrayiv

Shyguy








Since: 05-30-06
From: Wataga, IL

Last post: 6378 days
Last view: 6330 days
Posted on 06-12-06 01:33 PM, in General Super Mario 64 hacking / TT64 Progress thread Link
Yeah, it'd be cool to have a giant Mario fighting a giant Bowser or micro Mario fighting King Bob-Omb...

Anyway, VL-Tone, will you include the ROM Extender and the Text Wrangler with the editor? And will model editing/sprite editing be included, if not then in a later version?

Is there a code to change the M on Mario's cap to an L? Or to change Mario's model with Yoshi?
donrayiv

Shyguy








Since: 05-30-06
From: Wataga, IL

Last post: 6378 days
Last view: 6330 days
Posted on 06-12-06 03:28 PM, in General Super Mario 64 hacking / TT64 Progress thread Link
Oh, the hack thing was for when the editor comes out, so that I can start it. That's why it's coming soon, or should I say later?

Are there any other good SM 64 Gameshark code sites out there besides Proffessor_Gad's?

The Big Yoshi code wrecks the game, for when I go in the castle, the game freezes. I use PJ64.


(edited by donrayiv on 06-12-06 02:35 PM)
donrayiv

Shyguy








Since: 05-30-06
From: Wataga, IL

Last post: 6378 days
Last view: 6330 days
Posted on 06-12-06 09:40 PM, in General Super Mario 64 hacking / TT64 Progress thread Link
Are there any codes for changing other colors, like Yoshi's or Bowser's? Are there other size codes? Anyway, these clothing codes are neat! with a few modifications, you can "play as anyone" you want. For example, I am working on a Waluigi code and I almost got him.

Back on topic: I think VL-Tone is just busy with the editor, that's why we haven't seen him in a while. I can't wait for this editor! I am curious, though, is the sprite/model moving/adding easy or difficult?

This may be really stupid of me, but... on that movie showing the level editor's capabilities, how does Mario do a somersault without diving and jumping? It's at the beginning of the video. Also, was a patch released for the Luigi hack that VL-Tone made for the movie "Luigi is really real 2005"?


(edited by donrayiv on 06-13-06 12:44 AM)
donrayiv

Shyguy








Since: 05-30-06
From: Wataga, IL

Last post: 6378 days
Last view: 6330 days
Posted on 06-13-06 11:19 AM, in General Super Mario 64 hacking / TT64 Progress thread Link
The editor looks good, and easier than I expected . Will the commands for pipes be available for 1.0? Or are they warps?

Also, I have my Waluigi code.
8107EC40 800F
8107EC38 BB00
8107EC38 800F
8107EC3A BB00
8107EC20 0000
8107EC22 0000
8107EC28 0000
8107EC2A 0000

Yeah, this is starting to get old.
donrayiv

Shyguy








Since: 05-30-06
From: Wataga, IL

Last post: 6378 days
Last view: 6330 days
Posted on 06-14-06 05:55 PM, in General Super Mario 64 hacking / TT64 Progress thread Link
I have a question. By using this editor, is there a way to get the Test levels is the game? I have always wanted to know how to play those test levels...
donrayiv

Shyguy








Since: 05-30-06
From: Wataga, IL

Last post: 6378 days
Last view: 6330 days
Posted on 06-14-06 06:16 PM, in General Super Mario 64 hacking / TT64 Progress thread Link
Originally posted by HyperMackerel
Originally posted by VL-Tone
I fixed the blurb about the music track in my post so that people don't think they can edit the music.

Yeah, what I meant was be prepared for people asking how to edit the music anyway.

Originally posted by donrayiv
I have a question. By using this editor, is there a way to get the Test levels is the game? I have always wanted to know how to play those test levels...

Unfortunately there doesn't seem to be any in the N64 version.


Darn... but wait. What about those level's in the level select... the ones that "reset" the game, I may be wrong but I heard that they were/are hidden test levels that are either in the game or taken out and replaced. If they are in there, could the method used in the SM64DS test levels be used? Oh well, I can create my own test levels anyway with VL-Tone's editor, who needs test levels when you have the freedom to make your own?
donrayiv

Shyguy








Since: 05-30-06
From: Wataga, IL

Last post: 6378 days
Last view: 6330 days
Posted on 06-16-06 03:49 PM, in General Super Mario 64 hacking / TT64 Progress thread Link
Originally posted by HyperMackerel
Ah, thanks. Found it.

BTW, don't forget about the castle courtyard. If you can spare them (or someone finds out how to add more) you could convert a few different levels into various outdoor places connected to different parts of the castle, or to eachother through pipes or whatever you want. It'd really be kinda neat to have an entire level with 7 stars outside the castle, if that's possible.

Wow... This possibility really expands the use of this editor. Think about it, you can literally create a SM64 version of Super Mario World, minus Yoshi, unless you use model editing to make that work. But, the fact of an interactive overworld that you can spend hours exploring without even going into a painting really boggles my mind.

Imagine starting at the castle, beating the levels there and going to another area like past a door from the courtyard and boom, you're in a little town area, with houses that have paintings. It'd be like Delfino Plaza from SMS, excepty there's ore. You can exit the town and go to a snow covered mountain with a few levels, then a firey inferno, then a desert, and maybe even space, minus the zero gravity effect. I was thinking about this, and how cool it'd be.

Plus, this way, you could create a game with an excellent replay value to the point where all you want to do is explore this massive world you've created. This editor can really attract a lot of Mario fans, VL-Tone. Great job.
donrayiv

Shyguy








Since: 05-30-06
From: Wataga, IL

Last post: 6378 days
Last view: 6330 days
Posted on 06-16-06 05:37 PM, in General Super Mario 64 hacking / TT64 Progress thread Link
I can't wait for the polygon editing. I hope I can do everthing I want to, the thought of that "overworld" idea makes me really anticipate the polygon editing. I have tons of ideas for a SM64 Hack. Think of the ways you can change the game! Remember the so-called Mario 128 (possibly Super Mario Galaxy)? Well, you can make it with this editor.

On a side note, when we have the ability of editing the models and sprites, we can create a whole new game. I like the thought of grabbing a Chain Chomp by the chain and swinging him around and throwing him at a bomb as a replacement for Bowser. Or increasing the difficulty by making "Bowser Clones" like VL-Tone showed way back. I already have an idea where you go into a chamber where you have to "de-chain" Chain Chomp so that you go behind the gat, only to meet another Chain Chomp and etc. until you earn your star for all that hard work.

I have a question. Is is possible to change the values of things... like a secret star that gives you three instead of one, or a coin that gives you ten coins. ALso, How many levels can you make at a maximum? Can you extend that maximum with something like a .dll?
donrayiv

Shyguy








Since: 05-30-06
From: Wataga, IL

Last post: 6378 days
Last view: 6330 days
Posted on 06-17-06 04:29 PM, in General Super Mario 64 hacking / TT64 Progress thread Link
Has VL-Tone decided if the editor pre-release is tomorrow? Or is it the 19th? And by limited, does he mean that there are less features then on the official release, or that it'll be available for a small amount of time?
donrayiv

Shyguy








Since: 05-30-06
From: Wataga, IL

Last post: 6378 days
Last view: 6330 days
Posted on 06-19-06 01:08 PM, in General Super Mario 64 hacking / TT64 Progress thread Link
I have a last-minute question. With the beta version, can we do what VL-Tone did and replace models with others? By that I mean like what he did and change the Yoshies into butterflies type of thing? Like make a game where you play as a Koopa, or a Goomba, or even Bowser?
donrayiv

Shyguy








Since: 05-30-06
From: Wataga, IL

Last post: 6378 days
Last view: 6330 days
Posted on 07-02-06 07:18 PM, in General Super Mario 64 hacking / TT64 Progress thread Link
Wow. I am really witnessing the full abilities of the GameShark. I leave the board for a few days and I come back with this massive new way to cheat. These are really impressive. Are there codes for changing others into other things. I think it'd be pretty funny watching Mario throw Peach into a bomb. Is it possible to change a certain enemy into Mario then edit that enemy's colors to make a Luigi enemy? That'd be hilarious! Should I create a topic for SM64 GS Codes?
donrayiv

Shyguy








Since: 05-30-06
From: Wataga, IL

Last post: 6378 days
Last view: 6330 days
Posted on 07-02-06 07:29 PM, in Super Mario 64 GameShark Link
Well, i thought that the thread about the editor should be about the editor, not GS codes. So I'm posting a topic for all of those GS codes and those sure to come. Happy posting! I'm sure I'll edit this post when ever I discover a new one.
donrayiv

Shyguy








Since: 05-30-06
From: Wataga, IL

Last post: 6378 days
Last view: 6330 days
Posted on 07-02-06 11:49 PM, in Super Mario 64 GameShark Link
That's wierd. It's fine for me, but what was that earlier with all the flashing lights and the M64 stuff? I got dizzy from whoever did that. Anyway, great codes, I didn't know about the cannon ones, that's pretty cool. I really like those "play as" codes, It's fun playing as a Star or Yoshi. Oh and Darkdata, great site. you even have my Waluigi code!
donrayiv

Shyguy








Since: 05-30-06
From: Wataga, IL

Last post: 6378 days
Last view: 6330 days
Posted on 07-03-06 01:27 AM, in Super Mario 64 GameShark Link
I have realized something. The The model codes are based off of model coords, right? If so, then could there be a code for Bowser, or Whomps or King Bob-Omb? And, are there codes for changing enemy models too? Like change a Goomba into a coin? Something like that. Also, is there a way to modify the codes so they all work globally?
donrayiv

Shyguy








Since: 05-30-06
From: Wataga, IL

Last post: 6378 days
Last view: 6330 days
Posted on 07-03-06 01:30 AM, in General Super Mario 64 hacking / TT64 Progress thread Link
Hmm, SMS reverse enginerring easier than SM64? That sparks my interest...

Anyway, Awesome splash screen VL, can't wait for the Toad to appear! Oh, by the way, a long time ago when I asked about the somersault, I meant the roll Mario does into the Giant Goomba. Again, this is probably a stupid question, but how did you do that?


(edited by donrayiv on 07-03-06 12:49 AM)
donrayiv

Shyguy








Since: 05-30-06
From: Wataga, IL

Last post: 6378 days
Last view: 6330 days
Posted on 07-03-06 01:45 AM, in Super Mario 64 GameShark Link
Hey, can you combine some of the codes, like a Yoshi and Goomba to get hilarious results? Also, can you combine the cannon codes (Darkdata's) to work at the same time? On a side note, I'd never thought I'd see the day when these Gameshark codes come in by the motherload, pretty cool! Now all I need to do is experiment with the code for the model changing to find other models to play as...
donrayiv

Shyguy








Since: 05-30-06
From: Wataga, IL

Last post: 6378 days
Last view: 6330 days
Posted on 07-03-06 06:07 PM, in Super Mario 64 GameShark Link
The restricted codes for the model changing codes don't work on 1964, as soon as I turn them on, the game freezes. I'm using the improved version of the codes too. Help!
donrayiv

Shyguy








Since: 05-30-06
From: Wataga, IL

Last post: 6378 days
Last view: 6330 days
Posted on 07-03-06 08:44 PM, in Super Mario 64 GameShark Link
Wierd. Use this: 8133B4D6 36AC. But then, that works only in front of the Castle. I have another question. Where do the "model pointers" codes work? whenever Iput them in on PJ64, it doesn't work. Instead the game freezes. I tried again on 1964, but the game just froze whenever I entered another level. It also froze ith the four part code that works in front of the castle. could you make a working 1964 version?
donrayiv

Shyguy








Since: 05-30-06
From: Wataga, IL

Last post: 6378 days
Last view: 6330 days
Posted on 07-03-06 09:43 PM, in Super Mario 64 GameShark Link
Maybe I'll send Bombchicken a PM regarding all the errors, and we'll wait and see...


(edited by donrayiv on 07-03-06 08:44 PM)
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Acmlm's Board - I3 Archive - - Posts by donrayiv


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