Pages: 1 2 3 4 5 6 7
Posted on 07-29-11, 10:06 pm in IMPORTANT: Rules of this forum
Kuriboss

Posts: 83/138
Since: 05-05-11

Last post: 4345 days
Last view: 2768 days
Here are a few rules you should respect when posting in this forum.

* No links to warez. Warez includes, but is not limited to: ISOs and ROMs, BIOS/firmware dumps. Such links will be removed, persisting to post them will get you banned.
* Do not use the board's uploader for warez. Doing so will get you banned and the files in question removed.
* Do not ask for warez. Doing so will get your thread closed (or your post deleted if the post was in another thread). Persisting to do so may get you banned.

I wish I didn't have to post that, but apparently some people are lacking some common sense in that regard :/
Posted on 07-29-11, 10:10 pm in IMPORTANT: Rules of this forum
Kuriboss

Posts: 84/138
Since: 05-05-11

Last post: 4345 days
Last view: 2768 days
The rules that apply in the SM64DS hacking forum, also apply here.
Posted on 07-29-11, 10:21 pm in How to get on top of the roof without the canon
Kuriboss

Posts: 85/138
Since: 05-05-11

Last post: 4345 days
Last view: 2768 days
Indeed. But hey, there's another, easier method to get on the roof without the cannon...

* Mega-Mario looks at SM64DSe

P
Posted on 07-31-11, 11:40 am in Happy Birthday Thread!
Kuriboss

Posts: 86/138
Since: 05-05-11

Last post: 4345 days
Last view: 2768 days
Happy birthday, uTopia! Enjoy it
Posted on 07-31-11, 05:20 pm in Happy Birthday Thread!
Kuriboss

Posts: 87/138
Since: 05-05-11

Last post: 4345 days
Last view: 2768 days
Odd. I don't recall such a bug in the board software... I'll look into it anyway.
Posted on 08-01-11, 11:20 am in Introduce yourself here!
Kuriboss

Posts: 88/138
Since: 05-05-11

Last post: 4345 days
Last view: 2768 days
Yup. Welcome aboard, Dirbaio! Enjoy your stay and what else to say? Perhaps you could also post about NSMBe here
Kuriboss

Posts: 89/138
Since: 05-05-11

Last post: 4345 days
Last view: 2768 days
Lookin' nice also, don't bother making a fully-rendered fence. Make the fence like other fences in SM64DS, that is, a flat textured polygon.

Also, I can't help but wonder, how are you going to make Mario not fall from under the planet? Because SM64DS's gravity is mostly fall-down.

(offtopic: learning the multiplication table at 14? what kinda school is that? and I thought French school was retarded)
Posted on 08-01-11, 06:43 pm in Funny videos/clips xD
Kuriboss

Posts: 90/138
Since: 05-05-11

Last post: 4345 days
Last view: 2768 days
Moving this thread to the more appropriate less-serious forum.

Kuriboss

Posts: 91/138
Since: 05-05-11

Last post: 4345 days
Last view: 2768 days
Well, fully-rendered fences sure are a nice thing, but you guys should keep in mind that the DS has a (very) limited polygon count. It's something like 2048 polygons per frame, that is, 122880 polygons per second. Going above this limit causes slowdowns and glitches. And that amount of polygons has to be shared between Mario, objects and the level (and some objects, like Goombas, are fairly well defined).

As for that gravity trick, it's the same employed with the SSL pillars... idk if it can let the character walk on a ceiling at all. Also, the character would fall down as soon as he stops.
Kuriboss

Posts: 92/138
Since: 05-05-11

Last post: 4345 days
Last view: 2768 days
Seems a little too big.

Also, those textures make me think, someone should definitely try making Minecraft levels
Kuriboss

Posts: 93/138
Since: 05-05-11

Last post: 4345 days
Last view: 2768 days
Some recording of your progress would be nice, indeed. If this project gets somewhere, it would be the first public SM64DS hack (besides my testing crap).

Also, this board isn't very active-- we need to get more people to find it
Posted on 08-10-11, 12:44 am in SM64DSe Changelog (latest version: 2.0 beta3) (revision 6)
Kuriboss

Posts: 51/138
Since: 05-05-11

Last post: 4345 days
Last view: 2768 days
Planned for next release (2.0 beta4 or 2.0 final):
* Better collision with imported models, as well as trying to fix some nasty hardware bugs
* Minimap editing
* Adding(/removing) levels -- don't count on it for the next release, maybe later... I have other things to do for now...
* Compatibility with JAPv2 (two versions of the JAP ROM! argh) -- unable to find that ROM so far, so uh... fuck.
* Model exporting


v2.0 beta3:
* ROMs patched by it finally run on R4/acekard flashcarts
* Imported levels have better collision
* Fixed possible little issues with the interface
* Added options to the model importer (swap Y and Z axes, don't generate collision map, etc)

v2.0 beta2:
* Fixed possible level corruption when adding/removing objects
* Multiplayer levels can now be opened with non-EUR ROMs

v2.0 beta1:
* full rewrite to C#
* (experimental and glitchy) model importer for levels
* graphical rendering for many objects
* integration of the Object Database with autoupdate feature and all
* compatibility with JAP ROMs
* ability to add/remove objects
* ability to edit warps and views
* many more; too many to be listed here ;P

v1.01:
* Fallback rendering mode for old graphics cards/drivers. This mode may be less performant than normal mode. Actually it's more performant. Fuck VBOs.

v1.0:
* 3D preview 'n' all
* Support for simple objects (trees and coins)
* Support for changing object banks
* NO$GBA should now load edited ROMs fine

v0.5: (actually versionless)
* first release; unattractive and even repelling
* ohh nostalgia
Posted on 08-11-11, 07:53 pm in SM64DSe Changelog (latest version: 2.0 beta3)
Kuriboss

Posts: 95/138
Since: 05-05-11

Last post: 4345 days
Last view: 2768 days
It can't be unlimited. The amount of RAM in the DS is limited. The maximum ROM size a DS can handle is limited. Basically, everything is limited.

However, there should be quite a lotta room to use
Posted on 08-15-11, 12:01 pm in We're back!
Kuriboss

Posts: 96/138
Since: 05-05-11

Last post: 4345 days
Last view: 2768 days
Sorry for the small downtime. I just had no idea that I had to log in to bplaced every 3 months to keep the account alive
Posted on 08-15-11, 12:47 pm in We're back!
Kuriboss

Posts: 97/138
Since: 05-05-11

Last post: 4345 days
Last view: 2768 days
Nah, even if this site goes down permanently, SM64DSe will still be updated until I mention I'm stopping it (or until I die).

Honestly, after logging in to bplaced and reading Google-translating the message, I was relieved. Phew, just inactivity timeout. It's not a dumbass who uploaded their SM64DS ROM on the site.
Posted on 08-24-11, 11:10 am in We're back!
Kuriboss

Posts: 98/138
Since: 05-05-11

Last post: 4345 days
Last view: 2768 days
Oh god. Every time I see that face, I get the urge to punch it.

And don't worry guys, Kuriboard64 is always back! ;P
Posted on 08-24-11, 11:10 am in SM64DS Editor not loading ROM under Mono
Kuriboss

Posts: 99/138
Since: 05-05-11

Last post: 4345 days
Last view: 2768 days
OpenTK should work under Linux. I posted a sticky about that, read it and see if that solves issues...
Posted on 08-26-11, 12:25 pm in SM64DS Editor not loading ROM under Mono
Kuriboss

Posts: 100/138
Since: 05-05-11

Last post: 4345 days
Last view: 2768 days
That sticky may also apply to Mac users, so I advise you read it instead of whining all over the internet.

Also, a proper install of OpenTK may help, so see their website for more info.
Posted on 08-31-11, 12:10 pm in Hacking the act selector (revision 2)
Kuriboss

Posts: 101/138
Since: 05-05-11

Last post: 4345 days
Last view: 2768 days
(offsets in this thread are for the EUR ROM)

0x02075298 -> table that maps level IDs to act selector entry IDs
0x0209CAB4 -> star completion bitmap for each act selector entry, loaded from save data (bit1-7 = star 1 to 7, bit0 = 100-coins extra star). The star counter shown by the act selector is calculated from that table.
0x0209CAD2 -> max number of coins collected in the level for each act selector entry, loaded from save data (8bit)
Posted on 08-31-11, 08:41 pm in SM64DS Hacking Questions
Kuriboss

Posts: 102/138
Since: 05-05-11

Last post: 4345 days
Last view: 2768 days
Future versions of SM64DSe may support replacing any model and not just levels. I just need plans to expand the model importer to every model in the game, and animation has to be taken into account (given I have no idea how that obscure shit works, it may take long ).
Pages: 1 2 3 4 5 6 7
Main » Mega-Mario » List of posts