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Main - Posts by messiaen |
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Cheep-cheep Level: 32 Posts: 123/193 EXP: 204878 Next: 1564 Since: 05-26-08 From: Porto Alegre, Brazil Last post: 4467 days Last view: 4795 days |
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. |
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Cheep-cheep Level: 32 Posts: 124/193 EXP: 204878 Next: 1564 Since: 05-26-08 From: Porto Alegre, Brazil Last post: 4467 days Last view: 4795 days |
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. |
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Cheep-cheep Level: 32 Posts: 125/193 EXP: 204878 Next: 1564 Since: 05-26-08 From: Porto Alegre, Brazil Last post: 4467 days Last view: 4795 days |
Posted by Arbe 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. |
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Cheep-cheep Level: 32 Posts: 126/193 EXP: 204878 Next: 1564 Since: 05-26-08 From: Porto Alegre, Brazil Last post: 4467 days Last view: 4795 days |
Looking forward for this release. I've played the demo some months ago and I loved it, it's truly very high-quality work.
I find ambitious projects like this very inspirational, keep up the hard work! |
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Cheep-cheep Level: 32 Posts: 127/193 EXP: 204878 Next: 1564 Since: 05-26-08 From: Porto Alegre, Brazil Last post: 4467 days Last view: 4795 days |
Posted by Arbe I have no words to describe how stupid (and generic) that line of reasoning is. Seriously, what a shitty attitude . |
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Cheep-cheep Level: 32 Posts: 128/193 EXP: 204878 Next: 1564 Since: 05-26-08 From: Porto Alegre, Brazil Last post: 4467 days Last view: 4795 days |
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). |
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Cheep-cheep Level: 32 Posts: 129/193 EXP: 204878 Next: 1564 Since: 05-26-08 From: Porto Alegre, Brazil Last post: 4467 days Last view: 4795 days |
Posted by Godot 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. |
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Cheep-cheep Level: 32 Posts: 130/193 EXP: 204878 Next: 1564 Since: 05-26-08 From: Porto Alegre, Brazil Last post: 4467 days Last view: 4795 days |
This is an experimental, proof of concept hack written in C which gives Mario the ability to throw fireballs. Its unrelated to the Mario 64 hack ("The Missing Stars") I'm working on, hence why I'm posting on this thread.
The fire direction depends on the current Mario rotation, but since this is affected by automatic camera moves, sometimes its hard to control it. I had to offset a bit the fire position so that it doesn't hit Mario right away (the problem is more the collision with his shadow/ground dust and other small objects constantly spawned than Mario itself). |
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Cheep-cheep Level: 32 Posts: 131/193 EXP: 204878 Next: 1564 Since: 05-26-08 From: Porto Alegre, Brazil Last post: 4467 days Last view: 4795 days |
Yep, right now it's just a quick proof of concept. Mario 64 was coded in C (and probably most N64 games). Anyone interested in writing hacks in C for the N64 should check this tutorial/already set-up GCC/MIPS binutils.
Edit: corrected link. Other N64-programming goodies can be found at the GNU Zelda ROM Tool GoogleCode page, including some nice Gex 64 hacks. |
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Cheep-cheep Level: 32 Posts: 132/193 EXP: 204878 Next: 1564 Since: 05-26-08 From: Porto Alegre, Brazil Last post: 4467 days Last view: 4795 days |
Some random screenshots .
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Cheep-cheep Level: 32 Posts: 133/193 EXP: 204878 Next: 1564 Since: 05-26-08 From: Porto Alegre, Brazil Last post: 4467 days Last view: 4795 days |
The title screen looks nice, however if you want some feedback you should post screenshots of your tracks, there's not much feedback to give on your screenshots.
By the way, even though there are now 4 (!) Super Mario Kart editors (if you count mkEdit), strangely I haven't seen yet any "complete" hack with nice track design (though someone posted in romhacking.net some pics of a promising project). |
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Cheep-cheep Level: 32 Posts: 134/193 EXP: 204878 Next: 1564 Since: 05-26-08 From: Porto Alegre, Brazil Last post: 4467 days Last view: 4795 days |
Posted by "DiscoPeach" 1) MkEdit (AFAIR this was more a programming experience for the author, there's no graphics support) 2) Track Designer 3) "MAKE" 4) Epic Edit (haven't tested this one, but judging from the screenshots the functionality seems similar to Track Designer) MAKE is the only one that can edit the AI and seems to be the most advanced, so you should probably start with it. There's an english translation at romhacking.net. |
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Cheep-cheep Level: 32 Posts: 135/193 EXP: 204878 Next: 1564 Since: 05-26-08 From: Porto Alegre, Brazil Last post: 4467 days Last view: 4795 days |
Last preview of this hack, I hope to finish it till the end of the month:
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Cheep-cheep Level: 32 Posts: 136/193 EXP: 204878 Next: 1564 Since: 05-26-08 From: Porto Alegre, Brazil Last post: 4467 days Last view: 4795 days |
Not that my name choice is very original, but I really don't like the fact that you named your hack exactly the same as mine, especially since you obviously know about it. Other than that, good luck on whatever you're working on. |
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Cheep-cheep Level: 32 Posts: 137/193 EXP: 204878 Next: 1564 Since: 05-26-08 From: Porto Alegre, Brazil Last post: 4467 days Last view: 4795 days |
Posted by xpCynic Now that I'm pretty much done with the hack, I'm working a bit more on the custom music. The "Moo Moo Farm" is one of the earliest songs I've used, it sounds pretty different from the original because of the instruments, but I still think it's an ok upbeat song. I have to check again if there is a better instrument mapping, but unfortunately samples are grouped in sets and each sequence can only use one of them. I know how to change the instrument set used in a sequence, but mixing samples from different sequences (which would give much more confort for ports) would require completely rewriting the sound structs. As for original music, there's one custom song, which I think turned out quite hypnotical . (You can listen an early version of it here, but it has been expanded and improved). I got a bit demotivated on writing more music because my own music tool (which imports from .mml) is too limited and buggy and I'm not sure how to deal with some critical problems. |
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Cheep-cheep Level: 32 Posts: 138/193 EXP: 204878 Next: 1564 Since: 05-26-08 From: Porto Alegre, Brazil Last post: 4467 days Last view: 4795 days |
This is the first ever "complete" hack of Mario 64. It contains brand new levels and the gamplay has been changed in many aspects.
Main Features: - 38 stars in about 10 levels - A Day/night cycle replacing (most) act selectors - Choose to play as Mario or Luigi - Modified enemies, objects and bosses (too many to list!) - Custom music, including one original song (the town "night" music). - A new final boss fight Some screenshots: Download Page |
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Cheep-cheep Level: 32 Posts: 139/193 EXP: 204878 Next: 1564 Since: 05-26-08 From: Porto Alegre, Brazil Last post: 4467 days Last view: 4795 days |
A small (and bizarre!) modification of Mario 64 written in C:
Not easy to fight a boss and at the same time beat the computer on a game of Pong. |
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Cheep-cheep Level: 32 Posts: 140/193 EXP: 204878 Next: 1564 Since: 05-26-08 From: Porto Alegre, Brazil Last post: 4467 days Last view: 4795 days |
There's this recent tool by Omega45889 and Giangurgolo. |
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Cheep-cheep Level: 32 Posts: 141/193 EXP: 204878 Next: 1564 Since: 05-26-08 From: Porto Alegre, Brazil Last post: 4467 days Last view: 4795 days |
Some docs (by JASP) about the SMB3 music format I have found on the ACMLM3 archive. |
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Cheep-cheep Level: 32 Posts: 142/193 EXP: 204878 Next: 1564 Since: 05-26-08 From: Porto Alegre, Brazil Last post: 4467 days Last view: 4795 days |
I have been tempted for a while to try writing a MML importer for a NES game, since I have done a similar tool for Mario 64 (from Addmusic's code).
I wonder if there's any space left in the ROM to make inserting custom music a bit easier? I have almost zero experience hacking the NES, but at least I could make a simple converter to output the binary data for the tracks and leave insertion/replacing to the user. |
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