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Main - ROM Hacking - A Mario64 Hack built from scratch (Progress Thread) New thread | New reply

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messiaen
Posted on 11-27-08 09:04 PM (rev. 4 of 11-27-08 09:12 PM) Link | Quote | ID: 95031


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Hi, this is an ambitious project some of you may already know from the Screenshots/Video thread.

It's a collaborative project (actually, so far only two people but I'm looking for more people to help) that has been going on for about two months and whose purpose is to make the first ever Mario 64 hack from scratch.

Levels are built mainly from an enhanced version of my "Platform Battlefield" patch, which is an modification of the Flat terrain setting included in the last versions of Toad's Tool 64.

It will feature about 5 complete new levels, plus many other areas to explore. I don't have a storyline or title yet. Other features include the option to play as Mario or Luigi, a Day-Night Cicle, music from other games as well as custom music, tweaked enemies AI and more!

Current team:

messiaen - asm, music, level design and misc stuff
celux - level design

Screenshots:

Choose to Play as Mario or Luigi (the Luigi model was made by VL-Tone):



Day-Night Cycle:




Talkable NPCs:




Misc screenshots:










You can wath some videos from earlier stages of this hack in my YouTube Channel.

Kawa
Posted on 11-27-08 09:19 PM Link | Quote | ID: 95032


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The term "day/night cycle" makes me cringe. Aside from that, this sounds impressive.

That Luigi looks good, btw. VL did a nice job there.

Wait, is that a Yoshi wearing a shirt?

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blackhole89
Posted on 11-28-08 02:55 AM Link | Quote | ID: 95035


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It's interesting to see a larger hack of a 3D game like this being in the works and you certainly seem to be doing good progress. However, I think that "day/night cycle" of yours looks quite off, mostly thanks to the very saturated textures not working well with darkening to begin with and the whole thing requiring to be either much darker or at least receive somewhat of a blue tint to come off as credible and somewhat good-looking nighttime lighting. Since I know of no half-decent hacks of SM64 released yet, my advice to you would be generally putting meticulous level design above potentially half-baked gimmicks for now.

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messiaen
Posted on 11-28-08 02:24 PM Link | Quote | ID: 95062


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Hmm, I'll think over about the day/night. So far, it was more a test than anything, but you do have some good points which made me more aware of some flaws. I should really focus now on level design (which is the hardest part given the limitations of the models). I might explore some other effects with polygon colors later on.

The day-night counter variable will probably be very useful to set seemingly random events inside an area.

messiaen
Posted on 01-25-09 12:43 AM Link | Quote | ID: 99377


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It's been a while so I thought I should provide an update on this project.

I took a long break but I am still working on this, and a final version will be released in a few weeks. It will be shorter than I have originally planned, but it will still feature about 20 stars, distributed among 7 'areas', 2 of them being complete levels.

The day/night alteration, albeit primitive, will be included. Besides the surprise value, its used in a few spots as a replacement for 'acts' (ie, certain itens only appear during the night or day).

I'm trying to polish it as much as I can and pacience allows, in order to make this a fun hack to play. No crazy jumping or advanced moves will be required in order to get all the stars, though one or another may be a bit challenging.

messiaen
Posted on 01-29-09 06:04 PM Link | Quote | ID: 99743


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Couldn't resist doing a short video . Sorry for the audio desync, I guess VirtualDub didn't calculate the right correlation between video frames/audio.


knuck
Posted on 01-29-09 07:31 PM Link | Quote | ID: 99753


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Even though the day/night code might need polishing, the idea is awesome enough to make it worth it.
Video looks good too.

infidelity
Posted on 01-31-09 05:08 PM Link | Quote | ID: 99867


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This looks amazing!

messiaen
Posted on 02-08-09 04:32 PM Link | Quote | ID: 100309


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Thanks .

I have polished a bit more the day/night stuff, so its becoming quite central in the hack. Now the music is also changed, butterfiles won't show up, different ambient noises are produced, and important NPC/events will only happen either at day or night.

I think its quite cool because, along with the absence of "act selectors", the overall effect is of a more non-linear gameplay compared to the original game.

messiaen
Posted on 02-25-09 08:51 PM Link | Quote | ID: 101834


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This hack will be called Super Mario 64: The Missing Stars (thanks to Darkdata for suggesting it).

Luckily, all the letters used were available in the colorful text font used by some print functions of the game, so here's a new title screen, replacing Mario's face:



The demos still use the original moves.

Raccoon Sam
Posted on 02-25-09 09:13 PM Link | Quote | ID: 101837


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Looks fantastic! Are there 26 stars in total in the game, as the title suggests?

Either way, good job. If I can suggest something, change the tiling 'Super Mario 64' in the background to something else. I'm not saying that it's absolutely horrifying or anything like that, it's just that it reminds me too much of the original SM64. Maybe even a simple recolor of the tile would look nice? I dunno.

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messiaen
Posted on 02-25-09 10:13 PM (rev. 3 of 02-26-09 03:20 PM) Link | Quote | ID: 101839


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I share the same feeling about the title screen. Something else would fit better, however I lack the graphical skills to do it.

If anyone wants to give it try and see if they can come up with something which might fit, feel free to try it and contact me in a PM. This texture is at 0xB11A30 in the extended ROM. Otherwise I'll just leave the way it is.

Also, there are 28 stars, so I guess I should fit two more into the title screen for coherence .

Edit: Darkdata did a nice background for the title screen: Updated Title Screen.

Raccoon Sam
Posted on 02-26-09 07:18 PM Link | Quote | ID: 101878


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Looks snazzy, but the artifacts on the edges bother me.

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Arbe
Posted on 02-26-09 09:41 PM Link | Quote | ID: 101883

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An under-detailed summary: It's very bland.

messiaen
Posted on 03-04-09 01:02 AM (rev. 2 of 03-04-09 01:03 AM) Link | Quote | ID: 102095


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Posted by Arbe
An under-detailed summary: It's very bland.


There is a cool upbeat song (Good Egg Galaxy), a new background, moving stars around the title, the blinking press start (plus after 20 seconds or so the demo starts) and yet, in an under-detailed summary, it's very bland ? I have no clue what else could be done, any more gimmick and it would become too hyperactive for a mere title screen.

Anyway, Darkdata made a new background that looks a bit more fitting and I have moved the "press start" up a bit, so I guess I'm done with the title screen.

Quick Curly
Posted on 03-04-09 02:37 PM Link | Quote | ID: 102107


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All of your progress up to this point is awesome, messiaen! Keep up the excellent work!

messiaen
Posted on 03-14-09 12:59 PM (rev. 2 of 03-14-09 01:01 PM) Link | Quote | ID: 102857


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Couldn't work on this for a while due to lack of time, but now I'm doing some intensive work to finish this off. Here's a video showing a small bit of one of the areas in the hack and a modified Whomp's battle.

I have doing some work modyfing objects code so that the hack offers some fresh gameplay ideas. In this battle, Whomp has more hitpoints, spits fire and gets up quicker (this is probably not the last version, there's a few more things to tweak).

Another addition is a new star counter, which shows the number of stars in the current level and how many of them you already found. This was needed because I got rid of act selectors (except for two levels found later into the hack).

Omi
Posted on 03-14-09 02:01 PM Link | Quote | ID: 102864


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Another addition is a new star counter, which shows the number of stars in the current level and how many of them you already found. This was needed because I got rid of act selectors (except for two levels found later into the hack).


If you obtain a star during the level, do you still exit the level, or are you able to just continue after getting a star if you choose too? It'd be a nice thing to have, I always found it annoying having to re-enter stages (Lethal Lava Land for example)

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messiaen
Posted on 03-14-09 03:10 PM Link | Quote | ID: 102874


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Posted by Godot

Another addition is a new star counter, which shows the number of stars in the current level and how many of them you already found. This was needed because I got rid of act selectors (except for two levels found later into the hack).


If you obtain a star during the level, do you still exit the level, or are you able to just continue after getting a star if you choose too? It'd be a nice thing to have, I always found it annoying having to re-enter stages (Lethal Lava Land for example)


When you get a star in the initial areas you are thrown back to the main area, which serve both as a hub and a full level on its own. On later levels (two of them which actually feature act selectors), you are warped to an adjacent area so you can quickly return to it.

I think it may be a little less annoying than the original game, because even if you are warped to the main area over and over, from time to time the game will switch to night mode, which features different stars/objects/music. Also, the main area features several variations of NPCs position/messages for variety.

Parasyte
Posted on 03-14-09 08:59 PM Link | Quote | ID: 102889


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The original point to exiting the level after collecting a star was that, depending on which star you chose to go after before entering the stage, things in the level are changed to accommodate you getting that star. I can't think of any specific example off the top of my head since it's been several years since I touched the game. And far longer since I actually tried playing through it.
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Main - ROM Hacking - A Mario64 Hack built from scratch (Progress Thread) New thread | New reply

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