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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 07-25-06 10:26 PM, in General Super Mario 64 hacking / TT64 Progress thread Link
@ dsgamer

http://board.acmlm.org/thread.php?pid=135380&r=1#135380

Try that page for help with tile mollestor.

Btw, did you extend the rom you used?
proffessor_gad

Red Koopa








Since: 01-27-06
From: Mars

Last post: 5938 days
Last view: 5938 days
Posted on 07-29-06 12:44 AM, in General Super Mario 64 hacking / TT64 Progress thread Link
That's a cool video vl, but can you please release the patch to go with it as well? It would really lift our spirits.
proffessor_gad

Red Koopa








Since: 01-27-06
From: Mars

Last post: 5938 days
Last view: 5938 days
Posted on 07-29-06 10:26 PM, in General Super Mario 64 hacking / TT64 Progress thread Link
Of course it will hurt you. It still behaves like a chainchomp, just with a modified model. Btw, nice goomba parade.... But when you stomp on one of them, does it affect the others. Or are they all different objects?
proffessor_gad

Red Koopa








Since: 01-27-06
From: Mars

Last post: 5938 days
Last view: 5938 days
Posted on 07-31-06 03:08 PM, in General Super Mario 64 hacking / TT64 Progress thread Link
"Sprites are rasterized images. Static. Pre-created. 3D objects are called Models when they're made out of polygons. When you have a 3D sprite, it has to be made out of voxels."

Oh really? I create 2d billboards in my games all the time out of "3d" triangles, not voxels. Voxels are cyllindrical, not 2dimentional. Unless you have a tool like sculptor or something, I think that making a 3d game with voxels is near impossible.
proffessor_gad

Red Koopa








Since: 01-27-06
From: Mars

Last post: 5938 days
Last view: 5938 days
Posted on 07-31-06 05:16 PM, in General Super Mario 64 hacking / TT64 Progress thread Link
Near impossible for me in gml, that is .....
proffessor_gad

Red Koopa








Since: 01-27-06
From: Mars

Last post: 5938 days
Last view: 5938 days
Posted on 08-04-06 09:11 PM, in General Super Mario 64 hacking / TT64 Progress thread Link
You are my hero!


Do you happen to know of any other behavior codes? Like for bobombs, trees, ect...
proffessor_gad

Red Koopa








Since: 01-27-06
From: Mars

Last post: 5938 days
Last view: 5938 days
Posted on 08-06-06 04:54 PM, in General Super Mario 64 hacking / TT64 Progress thread Link
@jensthecomposer

Wow! Thanks for all of that info. Now if only I knew the format of the polygons in the game.... I could make my own editor!

@ Watcher

In the hack, the marble emitters in bobomb battlefield became marbles themselves, and they were moved to the marble hole.
proffessor_gad

Red Koopa








Since: 01-27-06
From: Mars

Last post: 5938 days
Last view: 5938 days
Posted on 08-06-06 05:16 PM, in General Super Mario 64 hacking / TT64 Progress thread Link
I think that I should make an application for messing up behavior codes. I'm just not sure if gml is capable of editing external hex. Though it can easly edit external text docs....

But yeah, we should start doing some serious hacking since we got behavior codes sorted out. I didn't think that it would be this simple. So simple, that even I could do it!
proffessor_gad

Red Koopa








Since: 01-27-06
From: Mars

Last post: 5938 days
Last view: 5938 days
Posted on 08-06-06 06:02 PM, in General Super Mario 64 hacking / TT64 Progress thread Link
@ luke calo

You have to use the extended rom.

@ hack_lover

Here is how you do it ~
#1) Get the sm64 rom
#2) Decompress or extend it with sm64 rom extender
#3) Download a hex editor
#4) Learn how to edit things with the hex editor
#5) Learn how to hack sm64 with hex editor
#6) Practice hacking sm64
#7) Make a hack, and release it (or a patch of it) !
proffessor_gad

Red Koopa








Since: 01-27-06
From: Mars

Last post: 5938 days
Last view: 5938 days
Posted on 08-08-06 11:10 PM, in Super Mario 64 Hacking discussion thread - READ THE FIRST POST BEFORE POSTING! Link
Super mario Nightmare 64!


Ok, when I was about 7 years old I had a nighmare.... In that nightmare I was mario, and I was in bobomb battlefield. There were chainchomps everywhere. Some of them even chased me around. I finally reached the star and escaped.

That's why this hack is called, what it is called. If you play this hack, be prepared for level crashing, oversized goombas, chainchomps, Chestchomps/Icechomps, and everybody calling you luigi.

Download - http://www.badongo.com/file/1200259

Apply patch to extended rom, and use an emulator with checksum fixing support (such as 1964).

Have fun, but beware!

Credits~ Super luigi 64, vl-tone, proffessor_gad, rstewart215804, jensthecomposer, and sezrio.


(edited by proffessor_gad on 08-08-06 11:24 PM)
(edited by proffessor_gad on 08-08-06 11:31 PM)
proffessor_gad

Red Koopa








Since: 01-27-06
From: Mars

Last post: 5938 days
Last view: 5938 days
Posted on 08-08-06 11:58 PM, in Super Mario 64 Hacking discussion thread - READ THE FIRST POST BEFORE POSTING! Link
Originally posted by Tanks
Originally posted by Watcher
Originally posted by Tanks
I'll add stuff if i can like the video link (with VL's Permission of course)

I think its alreadly there.
On topic: FreeDOS + do you want me to add VL-Tone's posts here or not? Or do I post them in the Wiki?


yeah your right, the vid was there. my bad , I still might add stuff , and yes you really should post VL's posts, don't wait for free dos to say yes or no just do the important things, like editor updates, or posts explaining what it can do.

P gad - is the rom your working with compressed or decompressed? and hex editor are you using? for some reason, my stuff won't work and I just want to make sure im doing stuff right or using the right rom/tools.


Decompressed (though I wish it were compressed), and I used xiv2 to make the hack. Note - The game only works on emulators that fix checksum errors before executing (eg mupen64,1964). I'll release an ips soon.
proffessor_gad

Red Koopa








Since: 01-27-06
From: Mars

Last post: 5938 days
Last view: 5938 days
Posted on 08-09-06 01:21 AM, in Super Mario 64 Hacking discussion thread - READ THE FIRST POST BEFORE POSTING! Link
Also works on these -

Halfway on wet dry world (underground town has red coins, so it messes up), and halfway in tiny huge island (place with red coins messes up).

Works in snowman land 2(Forgot it's name), and in all water levels. Chain chomp might look different in those levels though.
proffessor_gad

Red Koopa








Since: 01-27-06
From: Mars

Last post: 5938 days
Last view: 5938 days
Posted on 08-12-06 07:36 PM, in Super Mario 64 Hacking discussion thread - READ THE FIRST POST BEFORE POSTING! Link
Wow! That hack is awesome!

May I include that patch in the sm64 cool hacks folder I will release soon?
proffessor_gad

Red Koopa








Since: 01-27-06
From: Mars

Last post: 5938 days
Last view: 5938 days
Posted on 08-22-06 11:05 PM, in Super Mario 64 Hacking discussion thread - READ THE FIRST POST BEFORE POSTING! Link
http://fusoya.panicus.org/lips/index.html

^ Lunar ips patching utility ^

I don't think that Ninja would work for *.ips files.
proffessor_gad

Red Koopa








Since: 01-27-06
From: Mars

Last post: 5938 days
Last view: 5938 days
Posted on 09-16-06 08:50 PM, in Super Mario 64 Hacking discussion thread - READ THE FIRST POST BEFORE POSTING! Link
If it's rgb, that means it's red/green/blue with 256 different pixel value possiblilities. Or in other words- 256 possible red, 256 possible green, and 256 possible blue.

If red green and blue equal the same number, the pixel's color is black and white.

If I'm going off topic... I'm sorry.
proffessor_gad

Red Koopa








Since: 01-27-06
From: Mars

Last post: 5938 days
Last view: 5938 days
Posted on 09-25-06 02:53 PM, in Super Mario 64 Hacking discussion thread - READ THE FIRST POST BEFORE POSTING! Link
I agree. Vl-tone should not be treated like a god, that would only spoil him (and perhaps let him have ideas about putting a price on the editor). He should be respected as an intellegent and hard working Director/Macromedia programmer, and a proffessional sm64 reverse engineerer. Nothing more.

If you want candy from the candy man, don't beg borrow or steal...... Wait.
proffessor_gad

Red Koopa








Since: 01-27-06
From: Mars

Last post: 5938 days
Last view: 5938 days
Posted on 10-03-06 08:08 PM, in Super Mario 64 Hacking discussion thread - READ THE FIRST POST BEFORE POSTING! Link
Have you tried clicking on this link? -XVI32
proffessor_gad

Red Koopa








Since: 01-27-06
From: Mars

Last post: 5938 days
Last view: 5938 days
Posted on 10-03-06 11:22 PM, in Super Mario 64 Hacking discussion thread - READ THE FIRST POST BEFORE POSTING! Link
Well I use that hex editor and I never get that type of trouble. The worst that ever happens is a checksum error, but that can be fixed by using 1964 as your emulator.
proffessor_gad

Red Koopa








Since: 01-27-06
From: Mars

Last post: 5938 days
Last view: 5938 days
Posted on 10-06-06 08:28 PM, in Super Mario 64 Hacking discussion thread - READ THE FIRST POST BEFORE POSTING! Link
Originally posted by Shiryu
I hope it works the same way that it does in RAM...


Bad mistake..... Trust me, I though just the way you did, and I'm still regretting that I spent the time trying to do it.
proffessor_gad

Red Koopa








Since: 01-27-06
From: Mars

Last post: 5938 days
Last view: 5938 days
Posted on 10-06-06 11:19 PM, in Super Mario 64 Hacking discussion thread - READ THE FIRST POST BEFORE POSTING! Link
How about a- "Super mario 64 hacking for dummies : an idiot-proof guide"

Or something along the lines.
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Acmlm's Board - I3 Archive - - Posts by proffessor_gad


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