Kuribo64
Views: 19,851,480 Home | Forums | Uploader | Wiki | Object databases | IRC
Rules/FAQ | Memberlist | Calendar | Stats | Online users | Last posts | Search
03-28-24 05:11 PM
Guest:

0 users reading Super Mario 64 DS Weird secret. | 1 bot

Main - General SM64DS hacking - Super Mario 64 DS Weird secret. Hide post layouts | New reply

Pages: 1 2
BlackYoshi485
Posted on 07-24-13 11:29 PM Link | #28890
I was found a unused thing inside the play room door( in the 1nst floor?)
[image]

NoSkinnedKoopa
Posted on 07-25-13 05:46 AM Link | #28905
Woah, that is interesting...

MK7tester
Posted on 07-25-13 05:51 AM Link | #28906
I've already heard about this, but yeah, it's cool that they left it in.

shibboleet
Posted on 07-25-13 05:53 AM Link | #28907
It's interesting, but I've known that for ages though xD

____________________
a

MK7tester
Posted on 07-25-13 05:54 AM Link | #28908
Also those textures on the wall are really ugly.

shibboleet
Posted on 07-25-13 05:55 AM Link | #28909
Of course they'd be. It's beta, what would you think? :P

____________________
a

Gericom
Posted on 07-25-13 06:08 AM Link | #28912
I knew already. As for the walls, it seems to be a wrong palette.

MK7tester
Posted on 07-25-13 06:10 AM Link | #28913
Posted by Luigi
Of course they'd be. It's beta, what would you think? :P


Just pointing it out.


Also, this was already added on TCRF a long time ago.

Skelux
Posted on 07-25-13 07:06 AM Link | #28914
"Super Mario 64 DS Weird secret."
I saw this title and thought 'I'll bet it's the unused peach slide room.', then I opened the thread. Ho, ho, ho.

Arisotura
Posted on 07-26-13 01:15 AM Link | #28989
You can also make it usable ingame by modifying the door's parameters appropriately and removing the warp behind the door.

It appears the room has no collision, though. Otherwise, pretty much everything is there, from the sign on the wall (dunno if the sign reads the right text though) to the hidden warp to the Peach slide.

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

zafkflzdasd

Fiachra
Posted on 07-26-13 09:48 PM Link | #29054
If you wanted to use it properly you could export the level model and import it over the collision file but not the model (you can now do this more easily in the KCL editor).

Arisotura
Posted on 07-26-13 10:56 PM Link | #29065
Someone should do that. It'd be interesting to know what the sign in there says.

Or alternately we could just try to figure out how the hell message IDs work. (they don't map to IDs in the BMG files linearly. Of course, that'd have been too easy)

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

zafkflzdasd

MK7tester
Posted on 07-26-13 11:15 PM Link | #29067
Actually on TCRF it reads

"The sign is assigned to the same message as the sign in the final room and has exactly the same settings."

Hiccup
Posted on 07-27-13 12:56 PM Link | #29096
Yes, I just compared the settings.

natnew
Posted on 07-31-13 04:13 PM Link | #29340
http://youtu.be/L19gRvTjHjE

turns out, there are no textures either. snd that sign is nonexistent.

[OFF TOPIC]also, Starlight, you walking goomba and koopa are out of sync[/OFF TOPIC}

____________________

[image][image][image]

Fiachra
Posted on 07-31-13 05:22 PM (rev. 4 of 07-31-13 07:17 PM) Link | #29343
If you generate the collision by importing the exported level model over the collision map and move the .BMD and .KCL files into another level, you can access the room fine (but without the objects). I don't know why the room appears as black, there must be a reference to some code in the level's overlay or something.

You may also be able to fix the broken texture by importing a new one over through the texture editor. Will try at home later.

Edit:
Yes, it's possible to fix the textures. Here's the BMD with fixed textures and the KCL with working collision for the room:
http://www.sendspace.com/file/w0y724
Import them over another level's and you can explore it (no objects though).


[image]

Arisotura
Posted on 08-01-13 09:27 AM Link | #29376
IIRC I got the room's graphics to appear.

It's just that to save graphics power, the castle model is split into multiple parts (named r0, r1, and so on).

Only one of those parts is displayed at once. When you use a door, it has parameters that tell the game to show another model part.

For the unused room to show up when you enter it, you need to configure the door right.

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

zafkflzdasd

natnew
Posted on 08-01-13 12:08 PM Link | #29379
I thought it was just multiple areas. while I was falling I could see everything.

____________________

[image][image][image]

Fiachra
Posted on 08-01-13 05:10 PM Link | #29393
Posted by Mega-Mario
For the unused room to show up when you enter it, you need to configure the door right.

Should have realised. Here's a patch to access the fixed version of the original Princess' Room:
http://www.sendspace.com/file/wowrm7

BlackYoshi485
Posted on 08-03-13 04:29 AM Link | #29473
Good!
Pages: 1 2

Main - General SM64DS hacking - Super Mario 64 DS Weird secret. Hide post layouts | New reply

Page rendered in 0.037 seconds. (2048KB of memory used)
MySQL - queries: 29, rows: 239/239, time: 0.009 seconds.
[powered by Acmlm] Acmlmboard 2.064 (2018-07-20)
© 2005-2008 Acmlm, Xkeeper, blackhole89 et al.