Kuribo64
Views: 20,061,230 Home | Forums | Uploader | Wiki | Object databases | IRC
Rules/FAQ | Memberlist | Calendar | Stats | Online users | Last posts | Search
04-26-24 03:41 PM
Guest:

Main - Posts by Hiccup

Pages: 1 2 3 4 5 6 7 ... 37 38 39 40 41
Hiccup
Posted on 11-24-13 03:31 PM, in Load different stars for Test Map 1? (rev. 2 of 11-24-13 07:30 PM) Link | #35301
https://kuribo64.net/?page=thread&id=324

Thanks
I'm not sure what it is talking about though.

Hiccup
Posted on 11-24-13 03:36 PM, in Did SuperWhomp256 at the old forum, get a new account here? Link | #35302
I want to ask him how he modified the playing of animations played in-game(since they can't be played properly with an PC application).

Posted by SuperWhomp256
6. In the intro (when starting a new save file), Wario points at the castle before all three of the moustached men head in. This animation can be used in-game as well as others which I believe are unused.

Hiccup
Posted on 11-24-13 04:06 PM, in Creating new path/nodes doesn't number/create them correctly [Bug] Link | #35304
[image]

I'm not sure what is happening, because I'm not sure what is meant to happen.

Hiccup
Posted on 11-24-13 07:11 PM, in Wiki (rev. 5 of 11-25-13 09:21 AM) Link | #35309
https://kuribo64.net/?page=wiki&id=Super_Mario_64_DS


Yeah, it's short. But you have to start somewhere.


Hiccup
Posted on 11-25-13 09:21 AM, in Wiki Link | #35324
Good idea.

Hiccup
Posted on 12-07-13 02:35 PM, in A question about SMG2 Link | #35761
Posted by NeoBlitzX7
I first installed HBC via Smash Stack. I had to remove everything because my WiiU freezed in Riivolution and HBC. Then I tried it again but nothing happened.

Shall I direct you to WiiBrew?

Hiccup
Posted on 12-12-13 07:11 PM, in Kaizo Mario 64 DS Revived! Link | #35962
You may have to recreate what you've done in another rom. It is possible to transfer levels from one ROM to another, though it requires hex editing.

And this time make backups.

Hiccup
Posted on 12-14-13 10:41 AM, in Editor development Link | #36056
Could you add the ability to replace levels and/or star selects to the editor? I know that might seem like I'm being lazy, but it is a GUI editor isn't it?

Hiccup
Posted on 12-14-13 12:07 PM, in Object Database Contributions (rev. 2 of 12-14-13 12:59 PM) Link | #36057
ACTR=200 - OBJ=21 - KURIBO - Goomba
That well-known enemy from SMB.

BankReq:
3=1

Parameter1:
0= Normal
3= Mario Cap (If player is the same as cap - cap disappears when Goomba is stomped).
4= Luigi Cap
5= Wario Cap
19= Silver Star and coin

21 - NOKONOKO - Koopa
Well-known enemy from SMB. Can be kicked out of its shell, and awards a blue coin if killed while shellless. Eat the red variation for one-off fire breath. And kick the red shell to knock out enemies, like when you eat a green shell.
Parameter1:
0= Green
1= Red


42 - PICTURE_GATE - Painting
Jump-through paintings in the castle. Needs an exit to work properly.
Parameter1:
Units: width from 0 to F
16s: height from 0-F
4096s,256s: painting from 00-12

PAINTINGS:
0= Bob-omb Battlefield
1= Whomp's Fortress
2= Jolly Roger Bay (Bubbles)
3= Cool Cool Mountain (Snowmen)
4= Hazy Maze Cave (Silver Pool)
5= Lethal Lava Land (Evil Face)
6= Shifting Sand Land (Stone Wall)
7= Dire, Dire Docks (Blue Shimmer)
8= Snowman's Land (Pale Wallpaper)
9= Wet-Dry World (Skeeter Enemy)
A= Tall, Tall Mountain
B= Mountain Slide (Rocky Wall)
C= Tiny-Huge Island (Goombas)
D= Tick Tock Clock (Clock Face)
E= Goomboss Battle (Mario)
F= Big Boo Battle (Luigi)
10= Cheif Chilly Challenge (Wario)
11= Battle Fort [Unused] (Early Top-down View of the Battle Fort)
12= Sunshine Isles

other paintings are an individual object (such as OBJ 275) or part of the level model.

e.g.
0134 painting 01, height 3, width 4
0168 painting 01, height 6, width 8 ie bigger




Hiccup
Posted on 12-15-13 02:11 PM, in Object Database Contributions (rev. 3 of 12-16-13 05:12 PM) Link | #36105




Nice NameOBJACTRInt. NameReqs.FilesParam.Descr.

Piranha Plant59250PAKUN3=1/data/enemy/pakkunNoneClassic enemy from SMB.

Sleeps most of the time, but if a player comes too close, wakes up and starts chomping.
Piranha Plant (Hidden)314253PAKUN23=1/data/enemy/pakkunNoneA hidden Piranha Plant that grows into visibility when approached.
Venus Fire Trap (Small)313252FIREPAKUN_S3=1/data/enemy/pakkun And the fireballs?NoneA small fire-breathing Piranha Plant that grows into visibility when approached.
Venus Fire Trap (Big)312251FIREPAKUN3=1/data/enemy/pakkun And the fireballs?NoneA large fire-breathing Piranha Plant that grows into visibility when approached.

Hiccup
Posted on 12-16-13 05:10 PM, in Modify Title Screen (rev. 3 of 12-16-13 05:12 PM) Link | #36144
In the main text file?
You can use the Super Mario 64 DS Editor to edit it.

Looking forward to see how you go about this. What language are you translating to?

You might want to edit the E version of the ROM, because it has more characters in the font.

Hiccup
Posted on 12-18-13 08:06 AM, in My christmas present to you! [Decide my next] [custom level!] Link | #36228
I voted for a remake.

Preferably a SM64 remake with all stars, as accurate as possible.

Hiccup
Posted on 12-22-13 07:14 PM, in Object Database Contributions (rev. 18 of 12-24-13 03:06 PM) Link | #36516


Nice NameOBJACTRInt. NameReqs.FilesParam.Descr.

King Bob-omb56189BOMBKING2=2/data/enemy/bombking/? King of the bob-ombs, can be found on top summit of Bob-omb Battlefield.
Bowser40279KOOPACan only be used in Bowser fight levels/data/enemy/koopa/Parameter1:
0= Dark World Behaviour Patterns
1= Fire Sea Behaviour Patterns
2= Sky Behaviour Patterns (Can only be used in Sky - Fight)
-
Boo67209TERESA0=2/data/enemy/teresa/Parameter1:0= Normal
1= Stays still, doesn't turn transparent, cannot be defeated or stomped but can be eaten which triggers the usual line "You can't eat ghosts" and can be pushed around by walking into it.
2= Slightly erratic chasing movement, triggers "ghosts don't die" text, otherwise normal
3= Spawns two of the Para1:1 ghosts in the same place
4/FF04= Transparent, slightly bigger, flies away forever after being approached. Used in castle corridor.
5,FF05= Big Boo's Haunt cage, like it was just spawned.
6= Appears normal, needs investigation?
7= Spawns three Boos, one of them may be Para1:2 behaviour, needs investigation?
8= Doesn't chase or turn transparent, but moves in a circle, otherwise normal.
9,10=Appears normal, needs investigation?
A,FF0A= Contains yellow coin instead of blue coin
B= Doesn't spawn
100= Wears Luigi Cap
Chases the player. Stops and turns transparent when looked at, revealing a blue coin inside.
Big Boo / King Boo67209BOSS_TERESA0=2/data/enemy/teresa/ (&)
/data/enemy/boss_teresa/
Parameter1:
0= Normal
1= Does not appear to spawn. Needs investigation.
2= Spawns when all Para1:2 Boos are defeated.
3= King Boo (may require object LUIGI to function)
4= Stays still, doesn't turn transparent, cannot be defeated or stomped but can be pushed around by walking into it.
5= same as 4
500= Appears when approached, needs Star Marker to spawn star.
The Boo's larger brethren. Takes 3 hits to destroy. This actor also covers King Boo.




Hiccup
Posted on 12-24-13 01:23 PM, in Kaizo Mario 64 DS Revived! (rev. 2 of 12-24-13 03:42 PM) Link | #36603
Please post some screenshots!

Natnew's new video:
http://www.youtube.com/watch?v=EIvrmuWwh-s

Hiccup
Posted on 12-24-13 02:33 PM, in Object Database Contributions (rev. 4 of 12-24-13 03:51 PM) Link | #36609
Posted by Luigi
Posted by Fiachra
It does, yes. I've it updated with mine anyway but it's not publicly editable. The next commit will have the changes in it.

We need to decide how it'll be managed. If there's no online database, I'll probably get people to edit objectdb.xml and upload the changes then merge them all for the next revision. I was just copying my notes here until then.

Publicly editable? uhh..what? It can be edited, just change the objectdb.xml

But I'm wondering, what isn't public to require the changes to the xml?

He meant the XML on his harddrive.

If you want to contribute, post here!

Nice NameOBJACTRInt. NameReqs.FilesParam.Descr.

1-up Mushroom49276ONEUPKINOKONone/ARCHIVE/ar1.narc/data/normal_obj/1up_kinoko/Parameter1:
0=
Gives you an extra life.


Hiccup
Posted on 12-24-13 03:41 PM, in The CTRL+V Game Link | #36611
http://www.youtube.com/watch?v=EIvrmuWwh-s

Hiccup
(post deleted) #36789

Hiccup
Posted on 12-30-13 01:28 PM, in Editor development Link | #36918
I would like:
* Text editor: to not go back to the top when saving text

Hiccup
Posted on 12-31-13 05:25 PM, in Editor development Link | #36998
Thanks for the build and the information!

Hiccup
Posted on 01-02-14 12:49 PM, in Object Database Contributions (rev. 8 of 01-05-14 10:58 AM) Link | #37114



Nice NameOBJACTRInt. NameReqs.FilesParam.Descr.

Brick Block2415BLOCK_LNone/data/normal_obj/obj_block/
* broken_block_l.bmd
* broken_block_l.kcl
None Those big, orange brick block cubes. Anyone but Yoshi can break them. Cannot contain anything other than coins a "BLK_SOMETHING_TAG" object is inside it and has the correct parameters.
Super Mushroom Create Tag267319KINOKO_CREATE_TAGNone/data/normal_obj/scale_up_kinoko/
* scale_up_kinoko.bmd
None Tells KINOKO_TAG (268) to spawn a Super Mushroom, if half inside the bottom of a post and it is pounded (not run around). Only one Mushroom spawning pole per area will work.
Block Super Mushroom Tag270322BLK_SKINOKO_TAGNone/data/normal_obj/scale_up_kinoko/
* scale_up_kinoko.bmd
None Spawns S. Shroom if it's half out of the bottom of a Brick Block, Big Brick Block and the block gets destroyed.
Pages: 1 2 3 4 5 6 7 ... 37 38 39 40 41

Main - Posts by Hiccup

Page rendered in 0.026 seconds. (2048KB of memory used)
MySQL - queries: 21, rows: 137/137, time: 0.011 seconds.
[powered by Acmlm] Acmlmboard 2.064 (2018-07-20)
© 2005-2008 Acmlm, Xkeeper, blackhole89 et al.