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04-26-24 02:04 PM
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Main - Posts by Kazeshin

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Kazeshin
Posted on 12-05-14 05:35 PM, in SM64: Last Impact (SM64 Major Hack, assembly hacks) [WIP] Link | #52255
Posted by Polari
Hm, this looks pretty cool, and gives off a much different feel than the original SM64. Some of this stuff would be perfect for a LoZ hack, really. How long did that take to program and how many glitches did you have to fix for it to work properly? :P


i spent a small amount of time on it every day because of university and other projects/stuff in the hack, so i cant really tell, but something around 2 and 4 hours;
there weren't many glitches, i tested the functionalities one after another, the main part was getting the single bodyparts to rotate towards each other.

Kazeshin
Posted on 12-06-14 12:37 AM, in SM64: Last Impact (SM64 Major Hack, assembly hacks) [WIP] Link | #52277
Posted by SuperMario64DS
If at any point you might ever need any assistance with level assets such as models or textures, I'd be more then happy to lend my resources.


i wont need any help with modelling, i enjoy making these myself and some other guy who's a tad better than i am looks over them afterwards and adds some decoration, so we are fine with that;
i would surely like some textures though. im collecting rips of most games, so i have textures available in my folders; stuff im searching for includes:
Luigi's Mansion
Mario party(4 to 6)
mario galaxy 1

(basically, games with as low res as possible - cartoonish textures)


on a sitenote, i just finished a new patch for more objects in SM64, allowing other SM64 hacker to use some of my customizations aswell:
https://www.youtube.com/my_videos?o=U

Kazeshin
Posted on 12-13-14 04:43 PM, in SM64: Last Impact (SM64 Major Hack, assembly hacks) [WIP] (rev. 2 of 12-13-14 04:44 PM) Link | #52664
Reworked the snake temple graphically and finished coding it:

https://www.youtube.com/watch?v=m56I_G3yXos

Kazeshin
Posted on 12-14-14 06:16 PM, in SM64: Last Impact (SM64 Major Hack, assembly hacks) [WIP] Link | #52712
this is course 2, i started with course 2 though. im about 5% done basically.

Kazeshin
Posted on 01-03-15 06:06 PM, in SM64: Last Impact (SM64 Major Hack, assembly hacks) [WIP] Link | #53760
small update, i've finished another powerup.
this will probably be used in more than one level, because it's quite iconic for mario. maybe i'll add a new fireball model at some point.
i've imported a new sound for it aswell.

[image]
also, health is now limited to 6, because it was quite impossible to die to healthloss in the original game.

Kazeshin
Posted on 01-03-15 10:14 PM, in SM64: Last Impact (SM64 Major Hack, assembly hacks) [WIP] Link | #53772
Posted by Gmanextreme9
Is the FLUDD power-up exclusive to that one level you showed it in?

yes, i dont want to overuse it. i don't like how it would either reduce the difficulty stupidly or force me to very weird level designs. so i cant really use it for much.

(post in restricted forum)

Kazeshin
Posted on 01-11-15 12:31 PM, in Super Mario Sunshine Custom Level - Hotel Lacrima [all] [new] Link | #54174
looks somewhat interesting. will there be blue coins?

Kazeshin
Posted on 01-13-15 07:29 PM, in SM64: Last Impact (SM64 Major Hack, assembly hacks) [WIP] Link | #54263
if you've been wondering why the last preview is so old, i was busy with:
- rewrite whole engine to be faster
- reduce loading time lag
- work on course 2
- college trash

and this:
https://www.youtube.com/watch?v=lSy3N3QDrm4

now that the basic work is done, i got my tools together and the engine is ready, i can start working on levels properly. expect next preview in 2 weeks or so. (unless exams take up more time than expected)

Kazeshin
Posted on 01-14-15 10:13 AM, in SM64: Last Impact (SM64 Major Hack, assembly hacks) [WIP] Link | #54276
Posted by skawo
Why do you worry about the difficulty so much? Changes and statements like these make me worried this will be yet another Mario 64 hack which goes overboard with it. The snake level already looked like platforming which's too precise for level 2 and the clunky controls the game has, and now we also know that you can only fall from said snake about twice, as the health was limited too.


the snake level has FLUDD, so i thought it would be okay to have slightly harder platforming;
overall i was aiming for a hack which is harder than the original, but still playable. i wanted to give casuals a small challenge for an any% playthrough and make the 100% playthrough pretty hard.
after im done with the hack for the biggest part i will try to get casuals to betatest this, so i could lower the difficulty as much as needed.
i myself was speedrunning this game few years ago and therefore don't really feel the difficulty/have a hard time rating it properly.

Kazeshin
Posted on 01-18-15 09:52 PM, in SM64: Last Impact (SM64 Major Hack, assembly hacks) [WIP] Link | #54569
https://www.youtube.com/watch?v=KvjW4obKYhU

new preview is out!

Kazeshin
Posted on 01-19-15 06:03 PM, in SM64: Last Impact (SM64 Major Hack, assembly hacks) [WIP] Link | #54616
Posted by Gmanextreme9
Very nice preview! I really like what you did with the beta trampoline and the balloon.


it's not actually the beta trampoline. i've only used the textures of it, because i thought it would make people associate a springish behavior with it.

the actual beta trampoline has very few code in the original SM64 rom and it is malfunctioning. (it doesn't scale the part with the "?" properly and won't move mario)

Kazeshin
Posted on 01-28-15 08:55 PM, in Blast Corps Hacking Link | #55406
i've barely looked at your site, but some stuff seems rather weird;


0x271394 Timer (2400=stop timer)
0x2B0874 Sideswipe Hydraulic Use (2400=never loose hydraulics)
0x2B0875 Sideswipe Hydraulic Use (2400=never loose hydraulics) [Alternate 1]
0x2B0876 Sideswipe Hydraulic Use (0001=gain hydraulics instead of using them)

im assuming both(...) of these ramvalues are taken from gameshark codes. "2400XXXX" is basically "Addiu r0, r0, $XXXX" in mips assembly, which means "do nothing".
documenting 80271394 as "timer" is like calling "gravity force" Y position. (FYI 81271392 0002 would make the time go twice as fast, ffff would make it go backwards)
im fairly sure at 802b0874 is an "addiu" or "addi" instruction, so setting the halfword at 802b0876 to "0001" rather than something negative will invert the effect.

you've basically documented trivial things you found in gameshark codes here... i wont really bother much with this, but i suggest you to learn the basics of MIPS assembly if you want to be a "pioneer hacker" for an N64 game.

Kazeshin
Posted on 01-31-15 02:16 PM, in The General Project Screenshot/Videos Thread Link | #55593
https://www.youtube.com/watch?v=WYcFUm0TPoI
something for the sm64 community.

Kazeshin
Posted on 01-31-15 02:45 PM, in The General Project Screenshot/Videos Thread Link | #55596
they are more like midway points, id find a selection menu very annoying.

Kazeshin
Posted on 02-01-15 10:28 AM, in SM64: Last Impact (SM64 Major Hack, assembly hacks) [WIP] Link | #55657
you have to apply the other 2 before. they are all based on the previous one.

Kazeshin
Posted on 02-02-15 07:05 PM, in The General Project Screenshot/Videos Thread Link | #55745
https://www.youtube.com/watch?v=0m5aFtzI-IA
found a bunch of new unused behaviors in SM64.

Kazeshin
Posted on 02-22-15 07:25 PM, in SM64: Last Impact (SM64 Major Hack, assembly hacks) [WIP] Link | #56655
new preview.
https://www.youtube.com/watch?v=_0aUEWnt2Wk

Kazeshin
Posted on 02-23-15 06:27 PM, in SM64: Last Impact (SM64 Major Hack, assembly hacks) [WIP] Link | #56755
what exactly do you mean by "the clipping of the clouds"?

Kazeshin
Posted on 03-02-15 04:23 PM, in The General Project Screenshot/Videos Thread Link | #57136
https://www.youtube.com/watch?v=_kg9FvAJTUk
gay ass oot hack
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Main - Posts by Kazeshin

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