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04-23-23 11:34 PM
Acmlm's Board - I3 Archive - - Posts by proffessor_gad
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proffessor_gad

Red Koopa








Since: 01-27-06
From: Mars

Last post: 5938 days
Last view: 5938 days
Posted on 04-11-06 08:00 PM, in Super Mario 64 Text Wrangler 1.0b Release! Link
Maybe I should translate super mario 64 into Russian? It is possible with the extended rom, just that I might not have enough space for the words. Most russian words are bigger than English words. Maybe you should implement a feature that will add more room (extend the rom) for text?
proffessor_gad

Red Koopa








Since: 01-27-06
From: Mars

Last post: 5938 days
Last view: 5938 days
Posted on 04-12-06 08:19 PM, in General Super Mario 64 hacking / TT64 Progress thread Link
Once the level editor is released, only one thing will be missing. An object editor.
proffessor_gad

Red Koopa








Since: 01-27-06
From: Mars

Last post: 5938 days
Last view: 5938 days
Posted on 04-13-06 03:50 PM, in General Super Mario 64 hacking / TT64 Progress thread Link
@ Raccon sam

Can you upload an ips with the chainchomp ontop of the mountain? And maybe the pacman also?
proffessor_gad

Red Koopa








Since: 01-27-06
From: Mars

Last post: 5938 days
Last view: 5938 days
Posted on 04-13-06 04:55 PM, in General Super Mario 64 hacking / TT64 Progress thread Link
Ok.
proffessor_gad

Red Koopa








Since: 01-27-06
From: Mars

Last post: 5938 days
Last view: 5938 days
Posted on 04-14-06 03:23 PM, in General Super Mario 64 hacking / TT64 Progress thread Link
K, thanks. I am gonna be away for a while, so you guys don't to anything "big" without me. Cya.
proffessor_gad

Red Koopa








Since: 01-27-06
From: Mars

Last post: 5938 days
Last view: 5938 days
Posted on 04-29-06 11:44 PM, in General Super Mario 64 hacking / TT64 Progress thread Link
Even better- In version 2, you can place objects into the room by moving the mouse to where you want the object to be, and clicking. I know of one script that can convert screen coordinates into 3d coordinates....
proffessor_gad

Red Koopa








Since: 01-27-06
From: Mars

Last post: 5938 days
Last view: 5938 days
Posted on 05-01-06 12:07 AM, in General Super Mario 64 hacking / TT64 Progress thread Link
It might be challenging, but fully possible. It would convert the screen x, y, coordinates into game x,y,z(as 0) coordinates and then change the z into what it should be according to the terrain found in that x,y position. The only problem would be overlapped terrain....
proffessor_gad

Red Koopa








Since: 01-27-06
From: Mars

Last post: 5938 days
Last view: 5938 days
Posted on 05-02-06 01:41 AM, in General Super Mario 64 hacking / TT64 Progress thread Link
Well, since you think that mouse-oriented creation of objects is so hard... Perhaps I should create an exe demonstrating the technique (yes, it will include terrain) ?
proffessor_gad

Red Koopa








Since: 01-27-06
From: Mars

Last post: 5938 days
Last view: 5938 days
Posted on 05-02-06 04:14 PM, in General Super Mario 64 hacking / TT64 Progress thread Link
I am rather new to Rom Hacking. But I have had previous experience in creating/designing 3d/2d games from scratch. I am not a professional, I am still learning, but I can do some pretty basic things. Currently I am studying the mapping of terrain based purely from triangle drawing codes. If all goes well I will be able to write out a script for triangle terrain detection that could be implemented into this editor, as well as 3d games.
proffessor_gad

Red Koopa








Since: 01-27-06
From: Mars

Last post: 5938 days
Last view: 5938 days
Posted on 05-04-06 01:54 AM, in General Super Mario 64 hacking / TT64 Progress thread Link
Well, my way didn't use rays, it used vectors. The only problem the code had was camera angles(you have stated this already). The code relied on the room(level's)width and height and put that into the calculating formula. But rays would work better in this case because of the "terrain" collissions. The vector detection was meant primarily for flat surfaces, and sometimes had division by zero errors . But it is nice to know that you will implement mouse-oriented object creation in future versions. Hope everything goes well. Signing off, Proffessor_gad
proffessor_gad

Red Koopa








Since: 01-27-06
From: Mars

Last post: 5938 days
Last view: 5938 days
Posted on 05-05-06 03:46 PM, in General Super Mario 64 hacking / TT64 Progress thread Link
x,y,z rotations? Nice!

P.S.- Wouldn't zrot be pretty much equivilent to the direction in which the object is pointing?
proffessor_gad

Red Koopa








Since: 01-27-06
From: Mars

Last post: 5938 days
Last view: 5938 days
Posted on 05-11-06 02:01 AM, in General Super Mario 64 hacking / TT64 Progress thread Link
There was one for the crummy beta version... But hey, don't take it from me. It's for vl-tone to decide.
proffessor_gad

Red Koopa








Since: 01-27-06
From: Mars

Last post: 5938 days
Last view: 5938 days
Posted on 05-13-06 11:22 PM, in General Super Mario 64 hacking / TT64 Progress thread Link
It is not as easy as it seems... Especially when it comes to terrain mapping.
proffessor_gad

Red Koopa








Since: 01-27-06
From: Mars

Last post: 5938 days
Last view: 5938 days
Posted on 05-15-06 03:12 PM, in General Super Mario 64 hacking / TT64 Progress thread Link
One thing I did note while playing the game- Terrain data almost never overlaps. That is probably why they had so many objects... Cool cool mountain, and teresa obake are exeptions. I think that teresa obake was probably seperated into several parts, just like tall tall mountain's slide and wet-dry world. Was the floating isle in bobomb battlefield an object, or part of the terrain?
proffessor_gad

Red Koopa








Since: 01-27-06
From: Mars

Last post: 5938 days
Last view: 5938 days
Posted on 05-16-06 09:22 PM, in General Super Mario 64 hacking / TT64 Progress thread Link
Well the floating isle in bobomb battlefield is a good example of where terrain data overlaps. There is land underneath the isle that was mapped out digitally. I find this interesting because I myself have not yet been able to achieve this in my games.
proffessor_gad

Red Koopa








Since: 01-27-06
From: Mars

Last post: 5938 days
Last view: 5938 days
Posted on 05-30-06 01:48 PM, in General Super Mario 64 hacking / TT64 Progress thread Link
Billboards..... It is interesting to note how many of them they used! Even the bottom of the goombas was a billboard. The trees are billboards, coins are billboards, pokies are billboards, bowser bombs are billboards, aaaaaaaaahhhh! To many billboards!
proffessor_gad

Red Koopa








Since: 01-27-06
From: Mars

Last post: 5938 days
Last view: 5938 days
Posted on 06-04-06 03:16 PM, in General Super Mario 64 hacking / TT64 Progress thread Link
Well that post isn't really related to super mario 64 "hacking", but it is related to super mario 64.

Btw, vl-tone can you lend me a model of peach's castle and bobomb battlefield? I want to use it as a tester in my "terrain from loaded model engine". Please have it in *.obj format. Thank you before hand.
proffessor_gad

Red Koopa








Since: 01-27-06
From: Mars

Last post: 5938 days
Last view: 5938 days
Posted on 06-06-06 02:03 PM, in General Super Mario 64 hacking / TT64 Progress thread Link
Well give the guy a break. You don't know how busy he is.... Or do you? I mean work in the morning and then programing in the afternoon, day after day after day. I wouldn't blame him if he didn't make it on time.
proffessor_gad

Red Koopa








Since: 01-27-06
From: Mars

Last post: 5938 days
Last view: 5938 days
Posted on 06-09-06 08:53 PM, in General Super Mario 64 hacking / TT64 Progress thread Link
Originally posted by HyperMackerel
Some fun can be had making giant enemies by editing RAM. )



Hello handsome. Hee hee hee.

Edit- Ooops. Forgot to give credits. Credit to luke calo for gameshark code- Mega mario.


(edited by proffessor_gad on 06-09-06 07:57 PM)
proffessor_gad

Red Koopa








Since: 01-27-06
From: Mars

Last post: 5938 days
Last view: 5938 days
Posted on 06-09-06 09:41 PM, in General Super Mario 64 hacking / TT64 Progress thread Link
Lol!
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Acmlm's Board - I3 Archive - - Posts by proffessor_gad


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