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04-05-21 11:19 PM
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Main - Posts by Stygmax

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Stygmax
Posted on 12-29-12 08:47 AM, in Full List Of Galaxies And Descriptions (organized, finished) Link | #2296
Ah yes, then I saw Rolling Halfpipe. :P

Sorry 'bout that.
Status: It was really, really fun, guys - thanks for the ride!

Stygmax
Posted on 12-29-12 08:55 AM, in Kuribo64 Town Square Link | #2298
And it appears to be climbing at a rather extreme rate.

I found "Unit Spartan" on the old forum yesterday, he was apparently active a while ago and contributed the idea for Toxic Terror. I gave him a link to Kuribo64, but he left. He was responding to old threads and I think was an excellent member of the project.
Status: It was really, really fun, guys - thanks for the ride!

Stygmax
Posted on 12-29-12 10:40 AM, in Model Ripping from SMG2 Link | #2307
I've been parsing through my incomplete ISO to see if there was anything of use there, And I found ObjectData to be relatively full. All I need to know is, how do you get models out of, for example, QuestionCoin.arc? I want to be able to see them in BMDView.

Any help appreciated.
Status: It was really, really fun, guys - thanks for the ride!

Stygmax
Posted on 12-29-12 10:57 AM, in ISO Extraction (rev. 2 of 12-29-12 10:58 AM) Link | #2311
I have a problem.

When I use CleanRip to get my ISO, it quits without an error log at about 81% of the rip completed. I don't have the IOSs for USBLoaderGX, which would probably work better. My ISO right now is therefore incomplete and unusable. Is there another way to get an ISO out there that's NOT pirating it?

This isn't really an extraction problem but I didn't want to make another thread.
Status: It was really, really fun, guys - thanks for the ride!

Stygmax
Posted on 12-29-12 11:01 AM, in ISO Extraction Link | #2313
Is there another way to get an ISO out there that's NOT pirating it?


Sorry, I'm not going back on this.
Status: It was really, really fun, guys - thanks for the ride!

Stygmax
Posted on 12-29-12 11:05 AM, in ISO Extraction Link | #2316
I'm gonna try USBLoaderGX with WiiMod. If that doesn't work then I guess I got no ISO.
Status: It was really, really fun, guys - thanks for the ride!

Stygmax
Posted on 12-30-12 09:09 AM, in [Comet Chasm Galaxy] Comet Chasm Level Design (rev. 2 of 12-30-12 09:10 AM) Link | #2405
Wait, we're going to have to import Dark Matter. Unless you mean the "Poison Swamp" stuff, because Dark Matter was only in SMG1.

We just shouldn't make in-game references to the name of the substance unless we really know what it is. :P
Status: It was really, really fun, guys - thanks for the ride!

Stygmax
Posted on 12-30-12 09:12 AM, in [Buzzing By Galaxy] Buzzing By Galaxy Level Design Link | #2406
Posted by Polari
This was a jungle/bee-themed galaxy, right? I've always wanted a mission like that in a 3D Mario (Wild Glide Galaxy doesn't count)

Standard enemies: Scuttle Bugs, Wigglers, Hanging Spiders, Choppahs.

We also decided that Bugaboom is the boss...

All that's left is the layout of the jungle :P


Remind me again, were Wigglers in SMG2? I just can't remember right now. :P
Status: It was really, really fun, guys - thanks for the ride!

Stygmax
Posted on 12-30-12 09:19 AM, in [Solar Coaster Galaxy] Solar Coaster Galaxy Level Design Link | #2407
I like the idea of whirlwind events, one after the other. You could use a Purple Coin Ball for the Pachinko Machine, and modify it to have no Purple Coin inside. I don't think we're using the Purple Coin Ball anywhere else.
Status: It was really, really fun, guys - thanks for the ride!

Stygmax
Posted on 12-30-12 10:57 AM, in Discoveries Link | #2414
I did NOT make this discovery, and It's been known, but we could still use it somehow.

There are Red and BLUE Koopa Troopas in the game and giant counterparts as well.

[image]
Status: It was really, really fun, guys - thanks for the ride!

Stygmax
Posted on 12-30-12 11:06 AM, in Discoveries Link | #2419
The Red Koopa walks in circles and its shell can home in on enemies. The Blue Koopa acts like a green one, and its shell turns green when you pick it up and the Koopa doesn't respawn.

However, the GIANT Blue Koopa will give a coin when defeated, unlike the red and blue ones.

[image]
Status: It was really, really fun, guys - thanks for the ride!

Stygmax
Posted on 12-30-12 11:08 AM, in [Solar Coaster Galaxy] Solar Coaster Galaxy Level Design Link | #2421
But how would that end in a star? I mean, other people might like quick, progressive challenges.
Status: It was really, really fun, guys - thanks for the ride!

Stygmax
Posted on 12-30-12 11:10 AM, in Discoveries Link | #2423
Are there any other colors?

*Checks the Object Database*
Status: It was really, really fun, guys - thanks for the ride!

Stygmax
Posted on 12-30-12 11:14 AM, in Discoveries Link | #2425
Yeah, I just saw. So the obj_arg value is 1=Red, and 3=Blue. I'm assuming it's a freeze when you input the ID as 2.

But is it possible to add custom IDs through the Riivolution patch kinda like how the custom slots for CTGPR were made? Could we possibly use unused obj_arg values for custom Koopa colors?
Status: It was really, really fun, guys - thanks for the ride!

Stygmax
Posted on 12-30-12 11:17 AM, in Discoveries (rev. 2 of 12-30-12 11:18 AM) Link | #2428
Well I know we probably wouldn't use more Koopa colors, but just theoretically. Custom content is extremely useful for other things, like custom world map slots.

And are we just going to avoid ASM hacking?
Status: It was really, really fun, guys - thanks for the ride!

Stygmax
Posted on 12-30-12 11:24 AM, in [Digital Circuit Galaxy] Digital Circuit Galaxy Main Level Design Link | #2429
I guess the Flip-Swap moving electric bars will be big here. And were Amps in SMG2?
Status: It was really, really fun, guys - thanks for the ride!

Stygmax
Posted on 12-30-12 11:35 AM, in Discoveries Link | #2434
I know MN1 is with his Ice Flower experiments. But nobody seems to jump at the idea of custom content.
(I know it's hard)
Status: It was really, really fun, guys - thanks for the ride!

Stygmax
Posted on 12-30-12 11:36 AM, in [Digital Circuit Galaxy] Digital Circuit Galaxy Main Level Design Link | #2436
Glem3 did the second one. .__0

Ah well, BTT.
Status: It was really, really fun, guys - thanks for the ride!

Stygmax
Posted on 12-30-12 01:17 PM, in Martboo's Flip Swap Level Link | #2472
I wish less levels over Flip-Swap were made. :P

Why not use something else no one uses like Sweet Mystery?
Status: It was really, really fun, guys - thanks for the ride!

Stygmax
Posted on 12-30-12 01:25 PM, in Discoveries (rev. 2 of 12-30-12 01:26 PM) Link | #2473
It's actually really easy to make new stars. Here's a tutorial by NWPlayer123. (I guess this counts as a discovery :P)

I have successfully added a 243rd star, and it's all thanks to MN1's BCSV editor and blank's msbconv
Here's a download
https://dl.dropbox.com/u/56043942/FlipIntoANewUniverse.zip
The way you do it is
1) Edit the ScenarioName.msbt in SystemMessage to add a new star. Here is what I added in.


talk 1
0
8
0
0
255
255


Flip into a new Universe!




2) Extract the Scenario file of a galaxy and edit the ScenarioData.bcsv to add a new "Normal" star
3) Edit the map to link the new star. For example, I changed the 2 green stars to scenarios 4 and 5 so i edited the obj_arg that links to the scenario number. Then I duplicated the normal star and linked it to scenario 3.
Compile and pack it all up and test!


Read more: http://www.supermariogalaxy2-5.com/index.cgi?board=levelcreation&action=display&thread=1423#ixzz2GYqQYzuD

Status: It was really, really fun, guys - thanks for the ride!
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Main - Posts by Stygmax

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