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03-29-24 03:18 PM
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Main - Posts by PSISly

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PSISly
Posted on 12-09-14 02:59 AM, in Super Mario Sunshine 64 DS Link | #52512
I've been following the hacks at Kuribo64 for a while now, and finally bothered to make an account. Let me just say, Fiachra, this is amazing, and I'm really looking forward to playing this.
I'm going to be purchasing a flashcard for this, and I plan to use a DS Lite for it. Is there a specific card that would work well for this hack on a DS Lite with a 32 GB Micro SD card?

PSISly
Posted on 12-09-14 10:10 PM, in Super Mario Sunshine 64 DS Link | #52528
Posted by skawo
supercardDSTWO would be the best option


Supercard DSTWO is never the best option for anything; it's a slow, hacky mess of a card with unnecessary features that break the actual games. Does NOT only apply to SM64DS hacks, it applies to all of them, and I bet if you booped around you'd find retail games that are broken on it as well.


Yeah,I heard the DSTwo isn't the best option from some people. I was thinking about the R4i Gold (I think that's the name?)
Is that one good enough to work? And have other purposes for NSMB hacks as well?

PSISly
Posted on 12-09-14 10:24 PM, in Super Mario Sunshine 64 DS Link | #52531
Posted by gridatttack
Posted by PSISly
Posted by skawo
supercardDSTWO would be the best option


Supercard DSTWO is never the best option for anything; it's a slow, hacky mess of a card with unnecessary features that break the actual games. Does NOT only apply to SM64DS hacks, it applies to all of them, and I bet if you booped around you'd find retail games that are broken on it as well.


Yeah,I heard the DSTwo isn't the best option from some people. I was thinking about the R4i Gold (I think that's the name?)
Is that one good enough to work? And have other purposes for NSMB hacks as well?


Oh well. I never really had one, so I dunno, but this is what ive heard before.

I have a TTDS (since 4 years) and it has been working fine. But I guess an R4 would be the one to get. I honestly dunno whats the difference between all the versions.


I'm new to all these flashcards, and I'm just looking for one I can get the most out of. I don't really understand it much either, hah.

PSISly
Posted on 12-30-14 03:30 AM, in Super Mario Sunshine 64 DS Link | #53444
Posted by Fiachra
I've looked at adding F.L.U.D.D. before but it required too many triangles to display which caused issues with the already very high polygon counts in the level models. The DS can't display over 2048 triangles on screen at once and large graphical glitches appear when testing on the actual console. Otherwise I would add it.


What about something such as the short sleeve tee Mario wears in Super Mario Sunshine? Would that be an easy alternative to match the theme of the game, for Mario and Luigi?

PSISly
Posted on 01-02-15 01:33 PM, in Banjo Kazooie ds [Cancled] Link | #53695
I'm really looking forward to playing this, I really love how well Spiral Mountain turned out, and it has me excited to see more screenshots and videos. Keep up the good work!

PSISly
Posted on 01-02-15 06:29 PM, in Banjo Kazooie ds [Cancled] Link | #53714
Posted by Celestial
You should port all the levels (making them low-poly of course), and maybe even Banjo as a playable character!


Haha, it'd be cool to see the characters replaced with Banjo characters, like Banjo over Mario or Luigi, Kazooie over Yoshi, and even Grunty or Klungo over Wario!

PSISly
Posted on 01-11-15 06:11 PM, in Super Mario Sunshine 64 DS Link | #54211
That screenshot did it. I can't wait any longer :D

PSISly
Posted on 01-12-15 08:07 PM, in Super Mario Sunshine 64 DS Link | #54247
Posted by Fiachra
Posted by DaChatter
Delfino Plaza also looks quite empty it out in the video that you had posted earlier on YouTube. Where are the Pianta and Toads? Where are the market stalls run by the Pianta's?

The videos were never meant to show finished levels, just the imported models. Also, there won't be market stalls due to size/complexity limitations on the level model.


Is there a chance we could see some of the updated models in a trailer when you come closer to finishing the hack?

PSISly
Posted on 01-12-15 09:48 PM, in Super Mario Sunshine 64 DS Link | #54249
Ah, alright. I'll still be looking forward to seeing those as well!

PSISly
Posted on 01-22-15 12:18 AM, in Super Mario Sunshine 64 DS Link | #54902
I forgot if this had been mentioned before, but is F.L.U.D.D going to be a power-up (similar to, say one of the bro's caps, where you touch it and it grants you their powers and appearance), or be permanently attached to Mario throughout the entire game?
That is, if everything works out well with F.L.U.D.D.

PSISly
Posted on 01-25-15 07:44 PM, in Super Mario Sunshine 64 DS Link | #55194
Posted by Fiachra
F.L.U.D.D. with Hover, Rocket and Turbo Nozzles:




[image]


That is amazing!! I completely forgot that this was SM64DS while watching it!
Which buttons trigger F.L.U.D.D's actions?

PSISly
Posted on 01-26-15 10:18 AM, in Super Mario Sunshine 64 DS (rev. 2 of 01-26-15 10:21 AM) Link | #55221
What if Luigi had the Poltergust, but instead of using water to hover, it shoots dust or wind to hover?
Basically a re-skin of F.L.U.D.D.

As for Wario, he could somehow have access to garlic, and do his trademark Wario Waft as an option similar to hovering.

PSISly
Posted on 01-31-15 12:17 PM, in Super Mario Sunshine 64 DS Link | #55589
I like the idea of other power-ups from SMG or NSMB, if you didn't already decide on something. Personally, I'd love to see a return of the Hammer Bro Suit, or Kuribo's Shoe from SMB3, but again, just an idea for power-ups.

PSISly
Posted on 02-01-15 03:07 AM, in Super Mario Sunshine 64 DS Link | #55649
I have one more question about this, and I promise I'll stop bothering you in this forum.
I know you implemented Petey Piranha, but I couldn't help but wonder if the giant Wiggler from Gelato Beach is possible, since a Wiggler boss is already present in SM64?

PSISly
Posted on 02-01-15 02:47 PM, in Super Mario Sunshine 64 DS Link | #55665
Posted by Fiachra
I'm going to try to make him bigger but not giant as it would be too hard to defeat a giant version without the dune buds (which won't be implemented).


Alright, thank you for responding. Good luck with your progress as well!

PSISly
Posted on 02-03-15 12:43 AM, in Super Mario Sunshine 64 DS Link | #55786
Posted by GuyWithThePie
The palm trees are flat because the trees in Super Mario 64 DS are flat textures to begin with. Making the trees 3D is unnecessary and would probably take up too much space, time, and effort.


The palm trees in the Sunshine Isles level are actually a fully 3D tree unlike the other trees throughout the game.

PSISly
Posted on 02-07-15 01:23 AM, in Banjo Kazooie ds [Cancled] Link | #55948
Oh no! I hope the bug is solved soon, this along with SMS64DS, I've been looking forward to!

PSISly
Posted on 02-07-15 02:51 PM, in SM64DS Editor Help Thread - Post your questions here Link | #55967
Ok, i've decided that I want to begin my first hack. I had tried before, using Blender and other tools, but I could never get anything working right, as I have never tried ROM Hacking before.
Basically, I want to make "Donkey Kong 64 DS", by importing the levels from the game. I don't mean to be any trouble, but I don't even know where to begin. I was wondering if someone could talk me through the steps, or guide me in the correct direction. Thank you.

PSISly
Posted on 02-08-15 02:10 PM, in SM64DS Editor Help Thread - Post your questions here (rev. 2 of 02-08-15 02:23 PM) Link | #56024
I tried ripping the starting area from DK64 (DK's Treehouse, ect.) and imported the wrl. into Blender. The model isn't only untextured, but some of the ground is missing as well, but i'm sure this is due to in-game render distance, as the area behind Donkey Kong is what was missing.
Regardless, I deleted unnecessary models and exported it as an Obj., and when I tried to import over the SM64DS Test Level, it took a while to load, and when it eventually did, I changed the scale to 7, which seemed to match the size of Donkey Kong compared to Mario. I clicked import, and the long loading continued, followed by a crash.
I'm probably just too inexperienced to do all of this. I apologize for always bugging you in your SMS64DS forum, and here as well, i've just taken an interest in hacking, and hoped to start my own. I really enjoy the Nintendo 64 platformers, and wanted to re-create some of those using SM64DSe. I like the fact that most of the N64-era platformers take inspiration from Super Mario 64, (Banjo Kazooie, Donkey Kong 64, Conker's Bad Fur Day, ect.) and Jesse's Spiral Mountain import inspired me to do this.
Thank you for willing to help me with this, I really do appreciate it.

*Edit*
I re-tried it exporting the model as a DAE, and it imported, but the model's faces are all inverted, appearing invisible on the front side.

PSISly
Posted on 02-08-15 02:31 PM, in SM64DS Editor Help Thread - Post your questions here Link | #56027
Posted by jjesss064
You need to delete textures and remap them. Rareware's games uses alot of textures and the nds can't handle that. also deleting polyongs might not be a bad idea either.


To my knowledge, the model is completely un-textured upon import.
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Main - Posts by PSISly

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