Kuribo64
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03-28-24 05:17 PM
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SquidEmpress
Posted on 04-07-13 03:17 PM Link | #19379
Just to let you know, there will be a short canal with with cenent docks that lead to the Goomba village. Unfortunetly, I can't post drawings, but I cam describe the level. It will be a replacement for a secret level so it is not going to be extensive like the normal levels. Think of it as a Pianta Village Lite.

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mariogalaxythree
Posted on 04-07-13 03:26 PM Link | #19380
How come Pinna Park won't work?

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Fiachra
Posted on 04-07-13 03:48 PM Link | #19381
Posted by mariogalaxythree
How come Pinna Park won't work?

In order to get the rides to work you'd need to be able to import animation, which can't be done yet and without the rides, there's not really any point in Pinna Park.

It will be a replacement for a secret level so it is not going to be extensive like the normal levels.

That's ok, I'll need to add lots of secret levels, there's room for over 30 of them. Goomba Village sounds good.

mariogalaxythree
Posted on 04-07-13 03:50 PM Link | #19382
Will it be possible in the near future?

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SquidEmpress
Posted on 04-07-13 03:52 PM (rev. 2 of 04-07-13 03:56 PM) Link | #19383
Just a question: is it buggy to have lava and water side by side? That will be in the canal and in the village.

Edit: From what I have seen when using Action Replay, lava appears to be a flat object. As a tribute to the ink goop over the water in Ricco Harbor, I plan on having lava overflowing onto the water's surface.

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Thanks to kaj for helping to port my Acmlmboard 2.5 layout to Acmlmboard 2.064!


mariogalaxythree
Posted on 04-07-13 04:45 PM Link | #19386
In Pianta Village, the lava is created from the Chain Chomps. Are you referring to that pond?

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Fiachra
Posted on 04-07-13 04:54 PM Link | #19388
Posted by mariogalaxythree
Will it be possible in the near future?

I don't think so. There'll probably an animation viewer with basic editing of existing animations though.

Posted by HRËT
Just a question: is it buggy to have lava and water side by side? That will be in the canal and in the village.

Edit: From what I have seen when using Action Replay, lava appears to be a flat object. As a tribute to the ink goop over the water in Ricco Harbor, I plan on having lava overflowing onto the water's surface.

Lava isn't an object, it's a collision type, like water, so having them side by side wouldn't cause any problems. It may be tricky however getting them both in the same level as no level contains collision data for both types, so I'll have to figure out and edit the CLPS data section within the overlays.

mariogalaxythree
Posted on 04-07-13 05:00 PM Link | #19391
So if this is right, Fire and Ice together would work?

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Fiachra
Posted on 04-07-13 05:05 PM Link | #19400
Posted by mariogalaxythree
So if this is right, Fire and Ice together would work?

Yes, as these are set by assigning collision types to each face.

Also, this is getting a bit off-topic.

Fiachra
Posted on 05-08-13 07:53 PM Link | #22096
Finished porting Sirena Beach and Hotel Delfino. Video/screenshots in first post.

I haven't done the hotel casino yet though. I'm going to try and port the level used in the battle with King Boo under the casino as the level where you have to fight King Boo to unlock Luigi in SM64DS.

The next level's going to be Delfino Plaza.

MK7tester
Posted on 05-11-13 03:46 PM Link | #22281
This is looking great Fiachra! Nice work!

Fiachra
Posted on 06-21-13 05:04 PM Link | #26299
Finished porting Delfino Plaza. Video and screenshots in first post.

I think that's the last "big" level I'm porting from Mario Sunshine, the rest'll be the smaller 1-star levels like the big slide and lily pad ride and also entirely new levels.

Also, I've started porting SM64DS Editor to Java. So far I've got all of File IO and NDS filesystem stuff (NitroROM, NitroFile etc.), ROM patching (the main patching, not additional patches) and the text editor working. I'll be working on that as well as my SM64DS hack.

Tahcryon
Posted on 06-21-13 05:09 PM Link | #26303
Amazing, Fiachra. Pretty interesting location for the those character-changing rooms. And the textures don't look that bad either ;)

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[04/15/2018]gridatttack: I still think the whole smg2.5 team are still in middle school lol
[04/15/2018]gridatttack: and they are 14yrs old
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Arisotura
Posted on 06-21-13 05:11 PM Link | #26304
Nice!

Also glad that the Java port is becoming a reality. I wish I would have had the time and motivation to get it started so we could have worked together, but atleast it's a reality now. That'll be nice for the Linux users out there.

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NSMBHD - Kafuka - Jul
melonDS the most fruity DS emulator there is

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mariogalaxythree
Posted on 06-21-13 05:12 PM Link | #26305
I will say, this is pretty good! Even the textures, which were crappy on the original SM64ds.

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Goembario
Posted on 06-21-13 09:40 PM Link | #26349
Wow your an amazing hacker/modler/texture wizard Lol :LOL:
Love your SM64DS ports/hacks!

Arisotura
Posted on 06-21-13 09:53 PM Link | #26350
I remember seeing a custom SM64 level that almost looked like it could have been from a Gamecube/Wii game. So yeah, guess making good textures helps.

____________________
NSMBHD - Kafuka - Jul
melonDS the most fruity DS emulator there is

zafkflzdasd

Goembario
Posted on 06-21-13 09:58 PM Link | #26351
Wow if someone can make a N64 game that has the (texture) quallity of a gc/wii game, then you are a damn good at making/placing textures :3

Arisotura
Posted on 06-21-13 10:28 PM Link | #26353
Indeed. However, when you look closer, you notice that the geometry and the textures are less detailed. The N64's texture filtering helps, though.

____________________
NSMBHD - Kafuka - Jul
melonDS the most fruity DS emulator there is

zafkflzdasd

Goembario
Posted on 06-21-13 10:33 PM Link | #26354
Hmm that makes me curious to see the game/mod you have seen :P
Can you link me to it or give the name of the mod :3 ?
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