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messiaen
Posted on 05-26-08 12:20 AM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 84174


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Hi, I'm working on a few SM64 custom solid blocks for "Flatworld Battlefield" so that you can build simple levels with them. Here is a bunch of them:



The drawing/disappear distance is set to maximum, so they are shown on screen all the time, just like level terrain except that you can move them in Toad's Tool. Limited, but fun ! They will be released along with a sample level.

messiaen
Posted on 05-26-08 11:31 PM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ (rev. 2 of 05-27-08 02:58 AM) Link | Quote | ID: 84225


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That looks nice Racoon Sam . It seems like after the TT64 was released few people continuted working on SM64 hacking, but there are still interesting possibilities. Here is an (outdated) screenshot of some mushroom platforms (with movable collision maps) on "Flatworld":


messiaen
Posted on 05-29-08 07:16 PM, in Super Mario 64 notes (rev. 3 of 05-29-08 07:43 PM) Link | Quote | ID: 84376


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Wow, that is very nice! Here is my little contribuition regarding behaviour commands:

0x32 - Scales polygon and collision data (at least when a 0x2A pointer is present)

[0] = Command byte
[1] = Always zero
[2,3] = Scaling factor

0x23 - Sets a collision sphere

[0] = Command byte.
[1,2,3] = Always zero, unused?
[4] = 00 or 01 (?)
[5,6,7]= Some kind of coordinates?

For the collision sphere to work, you need to set these two indexes with the 0x10 command:

0x05 - Necessary to "turn on" the collision sphere (10 05 00 00)

0x2A - Type of interaction (ex: 10 2A 00 02)
Values: 02 = grab,
04 = door
40 = climb object

There are others 0x2A values but I haven't looked at those.

If you with to test/experiment with behaviors, use this as a guide.

messiaen
Posted on 05-29-08 09:42 PM, in Super Mario 64 notes Link | Quote | ID: 84394


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CellarDweller already did. Here is the link.

You can hove lots of fun by swapping and adding 0x0C calls. Here is one example of a simple behavior edit. The same behavior with a experimental fixed camera. I'm trying to get a simple Isometric Mario level .

And to save you some time, you can edit the behaviors directly from the RAM. The behavior bank begins at 0xEB180, and after you change something you have to exit the level before the changes have effect.

messiaen
Posted on 05-31-08 12:02 PM, in Super Mario 64 notes (rev. 2 of 05-31-08 12:29 PM) Link | Quote | ID: 84485


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Again, these are nice discoveries! Upon changing/removing some 0x28 commands a few days ago, I noticed that the Bob-omb animations became glitched. Not only that, but when they exploded they would "respawn" at their initial point.

By the way, do you know know much data can be stored in each RAM segment using the 0x17 and 0x18 commands ? Also, is there a fixed point in memory to start loading each RAM segment? What is the relevant file here, segment_functions.txt ?

messiaen
Posted on 06-10-08 12:40 AM, in Red Falcon, Contra editor (Formerly "Contra hacks...") (rev. 2 of 06-10-08 12:46 AM) Link | Quote | ID: 84858


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Didn't find anything on DataCrystal, Romhacking.net and Zophar's Domain. I found some notes on this site, but they are very general.


Wait, there is this:

http://www.youtube.com/watch?v=Gm6C33RSjCE

messiaen
Posted on 06-11-08 02:09 AM, in Red Falcon, Contra editor (Formerly "Contra hacks...") (rev. 2 of 06-11-08 02:09 AM) Link | Quote | ID: 84888


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TT SS LLLL tttt ????
Jugle: 00 00 0180 0180 7186

Changing this in the level header seem to affect the pallete.

messiaen
Posted on 07-04-08 05:56 PM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 86787


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A bunch of custom/imported objects in Mario 64's "Flatworld Battlefield":



... and a Rainbow Road!


messiaen
Posted on 07-04-08 10:45 PM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 86826


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That Rainbow Road is actually customisable , as it consists of a bunch of "track pieces" (custom models with individual solidity behaviors). Here is it with the original texture:



I haven't worked on it for a while, but the idea is to create a simple slide level. Also, I'm not really working on a hack, because I'm still testing how the game performs on a level which uses only solid objects instead of a level geometry. However, I have released a few patches of earlier versions of my "improved" Flatworld, you can find them at the .. other board . Eventually, I would like to finish a 6-star level.

messiaen
Posted on 07-05-08 09:46 PM, in Super Mario 64 star locations Link | Quote | ID: 86884


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Not in TT64, you will need to dig it in the ASM. I guess the King Bob-omb would be easier to change, because you can find its coding in RAM by looking at the address called by the 0x0C behavior script command.

messiaen
Posted on 07-14-08 10:21 PM, in super mario 64 editor Link | Quote | ID: 87466


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The #mycolor is a random bug that happens before you open a ROM. Just open the TT64 again and most likely it won't happen.

There aren't many TT64 users in this forum, but you can get more help and find mods/hacks/technical documents at the official TT64 forum.

messiaen
Posted on 07-17-08 09:18 PM, in Flat Lava Land v0.2 - A 100% modular Mario64 level! (rev. 4 of 07-18-08 12:34 AM) Link | Quote | ID: 87589


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----------------------------------
FLAT LETHAL LAVA LAND V0.2
----------------------------------


This patch is an adaptation of the Flatworld concept to Lethal Lava Land, it replaces the polygons/collision from the level with a flat plane. Besides it, some objects now have individual solidity, so you can move them around and replicate them as many times as you want. To make them solid, you must select the appropriate behavior (see list below). There is also a special set of behaviors which makes the objects collision detectable by the enemies and also make them visible all the time. Use them *VERY* sparingly, because they lead to severe slowdown. The volcano uses the same kind of behavior, so be careful when using it.

There is a sample 2-star level included, so you can get an idea how to use the custom objects. Area 2 doesn't work properly, so forget about it for now.

Screenshot of the Sample Level:


Playthrough of the first star (you may want to play it first before watching the video!):



Features of v0.2:
---------------------

- One "Flat" Lethal Lava Area (second area doesn't work)
- All objects from Lethal Lava Land
- Individual collision for Volcano, Platform with Arrows and Octogonal Lava Platform
- A modified "flat" version of the Platform with Arrows (Model 0B), so you can build more interesting platforms.
- Solidity/Scaling Behaviors

Solidity Behaviors:
-----------------------

56E4 - Solid Platform With Arrows (model 0C)
5714 - Solid "Flat" Platform With Arrows (model 0B)
56FC - Solid Octogonal Lava Platform (model 05)
577C - Solid Volcano (Normal scaling)
5758 - Solid Volcano (300%)
572C - Solid Volcano (200%)
576C - Small Inverted Pyramid (200% scaling)

Special Behaviors (enemies can detect its collision)
---------------------------------------------------------------

Use these sparingly, especially if you already have one or more volcanos in the level.

5790 - Octogonal Lava Platform for Enemies
57A4 - "Flat" Platform With Arrows" for Enemies
57B4 - Solid Platform With Arrows for Enemies

Download Link. Patch to an extended Super Mario (U)! ROM.

*** IF YOU USE THIS ON YOUR MOD/HACK/VIDEO, PLEASE GIVE THE APPROPRIATE CREDITS ***

messiaen
Posted on 07-19-08 01:42 AM, in Super Mario 64 notes Link | Quote | ID: 87666


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from struct_object.txt :

/* 4 @ 0x194 - another floating point value if unset, default is 1000.0 (solidity related?)*/

This is probably the disappear(drawing?) distance of the solidity triangles pointed by the 0x2A command. In my experimental levels, I set in some objects a maximum value with the 0x0E command (ie, 0E 43 4B FF) to get the collision loaded all the time, so that enemies can walk on it. However, it slow downs the game if overused (unless the collision data loaded is VERY simple).

Behavior command 0x34 is related to a very simple type of animation used by some objects (ie, the flames which use the Burning behavior 0x0C84).

messiaen
Posted on 07-21-08 02:23 AM, in New Super Mario Bros. 3 Hack Link | Quote | ID: 87768


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I watched the videos you posted a few weeks ago and I really liked the level design. I haven't played any SMB3 hack yet, but I'm looking forward for this one. As for the title screen, although it's still a WIP, I think you need to make the "new", "3" and "hack" stand a bit more. Also, what's that "200%" next to "silas" ?

messiaen
Posted on 07-22-08 07:28 PM, in New Super Mario Bros. 3 Hack Link | Quote | ID: 87844


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Just curious, have you ever released a demo of this? If not, what about releasing a 1 or 2 worlds demo?

messiaen
Posted on 07-24-08 06:51 PM, in Lazy Shell - Super Mario RPG Editor Link | Quote | ID: 87928


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Now I understand why it's called Lazy Shell ! Perhaps it would be a good idea to introduce a rating and/or approval system for the submitted patches.

messiaen
Posted on 07-27-08 08:05 PM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 88089


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A bunch of stuff in Mario64: custom title screen, modified goombas and new mushroom platforms.


messiaen
Posted on 07-28-08 12:44 AM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 88106


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And then sell it as a Hong Kong Original.

messiaen
Posted on 07-30-08 04:25 PM, in Red Falcon, Contra editor (Formerly "Contra hacks...") Link | Quote | ID: 88232


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Really amazing!

Trax, do you have screenshots from other levels? Have you made any progress with the vertical ones?

messiaen
Posted on 08-01-08 05:22 AM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 88324


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Fun with Mario 64 title screen:

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Main - Posts by messiaen

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