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03-28-24 09:12 AM
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Fiachra
Posted on 12-07-13 05:39 PM (rev. 2 of 12-07-13 07:37 PM) Link | #35776
"15 Main Levels and 14 Secret Levels" - There'll (hopefullyly) be 15 main levels but there not be as many secret levels and some may be left as the original ones, eg. Kuriboss, King Boo and Chief Chilly.

Edit: About the black background for Delfino Plaza minimap: I forgot that I've since moved Delfino Plaza to Castle Backyards (posted patch recently to change starting level in Editor Development thread) so it probably would be possible now.

Nintega Dario
Posted on 12-21-13 01:55 AM Link | #36401
Hey Fiachra,
Are you thinking of adding some custom bosses to Super Mario Sunshine 64 DS?

NeoBlitzX7
Posted on 12-21-13 01:14 PM Link | #36424
Man you do really AWESOME work! I'm very excited to play that game, because it is cool to experience Sunshine in that new way. Thank you for making this hack. :) So how far's the progress?

Stomatol
Posted on 12-21-13 05:33 PM (rev. 2 of 12-21-13 06:16 PM) Link | #36451
Whenever I try to launch the room on my Cyclo DS evolution the screen just turns white, I suppose noone knows a fix for this? :/

EDIT: Oh wait, it didn't even patch correctly, can anyone explain to me how to use xDelta?

Fiachra
Posted on 12-21-13 06:53 PM Link | #36453
Posted by Nintega Dario
Are you thinking of adding some custom bosses to Super Mario Sunshine 64 DS?

Although it would be possible to replace their models with bones import/export working, you'd still be stuck using their original animations and behaviour so I'll just be leaving them as they are plus I like the original ones.

Posted by NeoBlitzX7
... So how far's the progress?

All of the big Sunshine levels have been ported meaning 7/15 of the main levels and the new hub level (Delfino Plaza) are done. This means I still have 8 new custom levels to make as well as secret levels (though I am getting some help with that). I had made 2 custom levels but really they're not great so they've been dropped. I'm currently working on custom level based on Whomp's Fortress.

Posted by Stomatol
... can anyone explain to me how to use xDelta?

You need to make sure you're using a clean (unpatched, untrimmed) European copy of SM64DS.
Open xdeltaUI.exe and select the 'Apply Patch' tab
For 'Patch' select the file 'PiantaVillage(E)14022013.xdelta'
For 'Source File' select the clean EUR SM64DS ROM
For 'Output File' enter the name and location of where you want the patched ROM saved
Click 'Patch'.

Stomatol
Posted on 12-21-13 07:02 PM Link | #36454
Posted by Fiachra
Posted by Stomatol
... can anyone explain to me how to use xDelta?

You need to make sure you're using a clean (unpatched, untrimmed) European copy of SM64DS.
Open xdeltaUI.exe and select the 'Apply Patch' tab
For 'Patch' select the file 'PiantaVillage(E)14022013.xdelta'
For 'Source File' select the clean EUR SM64DS ROM
For 'Output File' enter the name and location of where you want the patched ROM saved
Click 'Patch'.


That's exactly what i did, but when i tried to open the rom in SM64DSe after i patched it, it was just a normal ROM.

Fiachra
Posted on 12-21-13 07:25 PM Link | #36455
Are you opening the file in you selected in 'Output File', this should have a different name than your clean ROM?

"... it was just a normal ROM" - Did you check all the levels?

Stomatol
Posted on 12-21-13 07:29 PM Link | #36457
Posted by Fiachra
Are you opening the file in you selected in 'Output File', this should have a different name than your clean ROM?

"... it was just a normal ROM" - Did you check all the levels?


Oh well, my bad. I only checked bob-bomb battlefield, still it wont load on my DS, only works on emulators for me :/

NeoBlitzX7
Posted on 12-23-13 08:29 AM Link | #36545
Level based on Whomp's Fortress? Sounds interseting.

Stomatol
Posted on 12-29-13 12:15 AM (rev. 2 of 12-29-13 12:15 AM) Link | #36861
Does the patch include all the completed levels? I can only find Bianco Hills and Pianta Village

zKenshi
(post deleted) #36862

zKenshi
Posted on 01-06-14 08:03 AM Link | #37249
I patched my rom and didn't work, what is the name of a clean european rom, or if not, how can I check to be sure mine is?

Polar Hacker
Posted on 01-06-14 05:54 PM Link | #37265
This is awesome! Keep it up!

Fiachra
Posted on 01-06-14 06:37 PM Link | #37266
Posted by zKenshi
I patched my rom and didn't work, what is the name of a clean european rom, or if not, how can I check to be sure mine is?


There only is one version of the European ROM. You'll know it's trimmed if it's under 16.0MB.

zKenshi
Posted on 01-10-14 01:56 AM Link | #37392
Tried again with a bigger rom (16.8MB) and it doesn't run after the initial screen.

lemmingscanfly
(post deleted) #37602

Tahcryon
Posted on 01-14-14 05:23 AM Link | #37603
Posted by lemmingscanfly
Hey Fiachra! You should try and get a hold of a guy on youtube called Skelux
(guy who made sm64 star road), he may be able to help with some things. He also knows about getting custom music in there.


Skelux is already on this forum...

Anyway Fiachra, what level are you working on now? Some sort of bonus level, or one of the main ones?

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skawo
Posted on 01-14-14 08:23 AM Link | #37604
By the way...
Has anyone tried this on an actual DS?

Desmume, for instance, sometimes lies a bit and will show the level fine (unless you put in there something outrageously hi-poly, I guess), but when you try the levels on hardware polygons start just disappearing everywhere.

Stomatol
Posted on 01-14-14 08:47 AM Link | #37605
Posted by skawo
By the way...
Has anyone tried this on an actual DS?

Desmume, for instance, sometimes lies a bit and will show the level fine (unless you put in there something outrageously hi-poly, I guess), but when you try the levels on hardware polygons start just disappearing everywhere.


It works fine on my DS except sometimes Mario glitches out and becomes part invisible, isn't a big problem though, since it only lasts for a while

skawo
Posted on 01-14-14 09:54 AM (rev. 3 of 01-14-14 09:56 AM) Link | #37606
Posted by Stomatol
Posted by skawo
By the way...
Has anyone tried this on an actual DS?

Desmume, for instance, sometimes lies a bit and will show the level fine (unless you put in there something outrageously hi-poly, I guess), but when you try the levels on hardware polygons start just disappearing everywhere.


It works fine on my DS except sometimes Mario glitches out and becomes part invisible, isn't a big problem though, since it only lasts for a while


Yeah, thing is, if you were to now add objects to the level they would start disappearing in a similar fashion. Not a big deal for this project, but people making levels should keep in mind that Desmume won't show this and that the poly limit is lower than what these levels have.
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