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04-26-24 10:28 PM |
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Main - Posts by MarioFanatic64 |
MarioFanatic64 |
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Member The guy who does things. Level: 31 Posts: 21/207 EXP: 183479 Next: 1884 Since: 12-05-13 From: Australia Last post: 2366 days ago Last view: 2085 days ago |
Sounds fine to me. This hack is for the Sunshine levels. If you don't want to do extraneous work then you don't have to. |
MarioFanatic64 |
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Member The guy who does things. Level: 31 Posts: 22/207 EXP: 183479 Next: 1884 Since: 12-05-13 From: Australia Last post: 2366 days ago Last view: 2085 days ago |
Posted by Fiachra I'm just wondering if it'd look better if you used the Gamecube version of Delfino Plaza in the background. I'm not saying that your version looks bad, but it is low poly and low-res. I would suggest this image, but it has too many differences from the original Delfino Plaza. |
MarioFanatic64 |
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Member The guy who does things. Level: 31 Posts: 23/207 EXP: 183479 Next: 1884 Since: 12-05-13 From: Australia Last post: 2366 days ago Last view: 2085 days ago |
Posted by Krazyguy75 It's a nice thing to do while people are waiting for real info. |
MarioFanatic64 |
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Member The guy who does things. Level: 31 Posts: 24/207 EXP: 183479 Next: 1884 Since: 12-05-13 From: Australia Last post: 2366 days ago Last view: 2085 days ago |
Very good. Been following this hack for quite a while, being the biggest Fanatic of Mario 64 and whatnot.
I can't wait to play it later. |
MarioFanatic64 |
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Member The guy who does things. Level: 31 Posts: 25/207 EXP: 183479 Next: 1884 Since: 12-05-13 From: Australia Last post: 2366 days ago Last view: 2085 days ago |
xdelta patch isn't working for me.
"xdelta3: target window checksum mismatch: XD3_INVALID_INPUT" What region/version of the ROM do I need to use? EDIT: Never mind, just read the readme derp. |
MarioFanatic64 |
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Member The guy who does things. Level: 31 Posts: 26/207 EXP: 183479 Next: 1884 Since: 12-05-13 From: Australia Last post: 2366 days ago Last view: 2085 days ago |
Presenting: Australian Internet
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MarioFanatic64 |
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Member The guy who does things. Level: 31 Posts: 27/207 EXP: 183479 Next: 1884 Since: 12-05-13 From: Australia Last post: 2366 days ago Last view: 2085 days ago |
Posted by peyton Actually, the whole reason that level was hard in the first place is because the physics in the level were altered to unfairly push you around. It will be much easier in SM64DS, I think. |
MarioFanatic64 |
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Member The guy who does things. Level: 31 Posts: 28/207 EXP: 183479 Next: 1884 Since: 12-05-13 From: Australia Last post: 2366 days ago Last view: 2085 days ago |
Posted by BlackYoshi485 I don't think this is a good idea. You've been allegedly making this hack for a long time now, since the days of DSHack, but still we're yet to see anything in-game. Make levels first, extra stuff later. People need to actually see stuff if you want your hack to get attention. |
MarioFanatic64 |
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Member The guy who does things. Level: 31 Posts: 29/207 EXP: 183479 Next: 1884 Since: 12-05-13 From: Australia Last post: 2366 days ago Last view: 2085 days ago |
I was having mixed feelings of posting this here as this board is basically a sister-site to NSMBHD where this hack is already well-known and more relevant, but I just thought I might be able to reach more people the more I spread the info.
So, this is a compilation of two hacks that I produced throughout a 4-year span. In 2012 I released my second NSMB hack, New Super Mario Bros. 5: Clone Tag Team which introduced a new feature into the game (controlling two Mario’s at once). It was a fairly succesful project so shortly after finishing that project I put my other projects aside to work on a sequel that was fresher and funner. Clone Tag Team 2 is absolutely packed with content, features more creative and daring level design, new features, and a beautiful new graphic art style with a plethora of themes. In Clone Tag Team 2, everything is bigger and better and there is a new musical soundtrack. These hacks are complete and available for download now. In Clone Tag Team, there are 69 new, original levels with 11 remade from past Mario games. Of these levels, 19 of them include a Clone which acts like a second playable character. In Clone Tag Team 2, there are 81 brand-new levels, and 36 of which contain a Clone. The catch is if one Mario dies, so does the other, which makes you rethink how you play the game. Of course, the Clone is not for everybody. That's why if you play as Luigi (By holding L+R on the File Select screen), the Clone will not appear (which was totally by design, it took SO much ASM hacking to pull that off.) Anyway, enough rambling. Here's the download link for the double pack. Enjoy these hacks. I was developing these from March 2010 until July 2014, and they are my children. |
MarioFanatic64 |
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MarioFanatic64 |
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Member The guy who does things. Level: 31 Posts: 31/207 EXP: 183479 Next: 1884 Since: 12-05-13 From: Australia Last post: 2366 days ago Last view: 2085 days ago |
IIRC the water in the lily pad ride kills you if you touch it. Does that still happen? |
MarioFanatic64 |
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Member The guy who does things. Level: 31 Posts: 32/207 EXP: 183479 Next: 1884 Since: 12-05-13 From: Australia Last post: 2366 days ago Last view: 2085 days ago |
MarioFanatic64 |
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Member The guy who does things. Level: 31 Posts: 33/207 EXP: 183479 Next: 1884 Since: 12-05-13 From: Australia Last post: 2366 days ago Last view: 2085 days ago |
Bumping this thread because of an update.
Here's a Download Link to the new updates: https://kuribo64.net/get.php?id=AiR4ZagmDiRXWZ7Z And a changelog: Clone Tag Team 1 Small changes here and there, nothing particularly special. Scrolling left on Clone levels have been re-enabled after it's implementation in v1.3. If you don't like this, then there aren't any major changes between this version and v1.3 so just stick to v1.3 for now. The opening cutscene no longer plays if you wait on the Title Screen. Patch have been changed to .xdelta for Mac users. This also allows more advanced ROM modifications for future updates. Clone Tag Team 2 1-2: You can no longer be pushed through the ceiling by moving platforms. 1-Tower: Fixed a camera issue with the Secret Exit. 2-2: You can no longer get stuck by jumping over the ceiling of the cave. Values of Star Coins 1 and 2 have been swapped accordingly. 2-4: Getting to the Secret Exit with Mario will no longer cause a Time Up instadeath. 2-Castle: A third Clone no longer spawns if you linger near the exit from the first Sky Area, fixes random instadeaths and audio errors. 2-A: Tile misplacement corrections, small change in level design with how Star Coin 1 is acquired. 5-Tower: You can no longer be pushed through the ceiling with Mini Mario. Patch have been changed to .xdelta for Mac users. This also allows more advanced ROM modifications for future updates. |
MarioFanatic64 |
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Member The guy who does things. Level: 31 Posts: 34/207 EXP: 183479 Next: 1884 Since: 12-05-13 From: Australia Last post: 2366 days ago Last view: 2085 days ago |
Posted by BlackYoshi485 Super Mario 3D Land is way too different than 64/Sunshine for that to work. |
MarioFanatic64 |
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Member The guy who does things. Level: 31 Posts: 35/207 EXP: 183479 Next: 1884 Since: 12-05-13 From: Australia Last post: 2366 days ago Last view: 2085 days ago |
What I like about Galaxy 1 is that the planets were generally larger- you often started on an iconic, large planet and your mission would eventually veer off onto other smaller planets as you get closer to locating the Power Star. I love the Hub World, unlike bland World Maps it provides a sense of proper connectivity- instead of feeling like every "level" is just a simple chunk of land in space like SMG2's Starship Mario, you get the feeling in the Comet Observatory that they are a part of the world that you actually have to travel to and makes the world feel very authentic. Plus, I like having a large-ish area where I'm not crippled by an objective, time limit or general linearity that prevents me from taking a break from Power Star catching. There's a few other things I like about SMG1; one is the amount of different style of objectives to get Power Stars, there's a bunch of races that feature very different gameplay, several different kinds of collecting missions and generally a lot of variety in gameplay. And the inclusion of a story is a rarity in Mario games, but it works- it doesn't try to hard to be a movie- but it's something to enhance your experience and it doesn't take anything away from the actual game. I loved Rosalina's storybook, and I really enjoyed seeing some of the cutscenes at the beginning and the end of the game.
What I like about Galaxy 2 is that there is a crazy amount of content. While there aren't many missions per level, every mission is unique and the levels are designed very well. You can finish the story segment of the game but you're still only 25% complete. The Green Stars were like a bonus round- the game didn't need them to be complete, but the addition of them along with the huge task of finding each and every one secretly hidden in the game, and how hard some of them were to obtain is what separated the boys from the men. That's another thing there, Galaxy 2 tended to have much more challenging stars and completing it is a real achievement worthy of the title "Master of Galaxies". While Galaxy 2 shares the same art direction of Galaxy 1 there is generally a lot more color and that really brings the game to life- that and the uplifting music. Whether it was the 60-strong orchestra or the simple synthesized tracks, the music was always fitting to the environment. Altogether, when it comes to the core gameplay, this game was generally much more polished, a higher quality of game, even if the game did sacrifice the more cinematic experience of the original Galaxy, something I hope returns when Nintendo have the resources to provide both without any extra sacrifices, it was definitely a better "Mario" experience. My vote goes to Galaxy 2. There's just something about having the first sequel to a Mario game since 1992 which really hyped me up for this game, having been disappointed for some time that my favorite Mario game, Super Mario 64, never got the sequel it so deserved. And it was this hype of having a sequel to my second-favorite Mario game that really lifted my spirits up and made me truly optimistic what lay in store for Mario- and unlike most hype- this game reached and exceeded my expectations. |
MarioFanatic64 |
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Member The guy who does things. Level: 31 Posts: 36/207 EXP: 183479 Next: 1884 Since: 12-05-13 From: Australia Last post: 2366 days ago Last view: 2085 days ago |
As far as gameplay goes, 64/Sunshine and 3D Land are nothing alike. |
MarioFanatic64 |
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Member The guy who does things. Level: 31 Posts: 37/207 EXP: 183479 Next: 1884 Since: 12-05-13 From: Australia Last post: 2366 days ago Last view: 2085 days ago |
Nice! It's too bad that NSMBHD has a 1-World Demo Rule because it would be great for you to show this off over there. |
MarioFanatic64 |
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Member The guy who does things. Level: 31 Posts: 38/207 EXP: 183479 Next: 1884 Since: 12-05-13 From: Australia Last post: 2366 days ago Last view: 2085 days ago |
Posted by Ningamer That doesn't mean he has to make a demo though. It's his choice whether or not to make a beta available. |
MarioFanatic64 |
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Member The guy who does things. Level: 31 Posts: 39/207 EXP: 183479 Next: 1884 Since: 12-05-13 From: Australia Last post: 2366 days ago Last view: 2085 days ago |
Posted by Fiachra If you do find where the shadow is located, you could always make it a simple circle shape. They do that all the time. |
MarioFanatic64 |
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Member The guy who does things. Level: 31 Posts: 40/207 EXP: 183479 Next: 1884 Since: 12-05-13 From: Australia Last post: 2366 days ago Last view: 2085 days ago |
Posted by skawo Protip: World 1 and 3 also share the same Castle. |
Main - Posts by MarioFanatic64 |
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