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03-29-24 02:13 PM
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Main - Posts by StarPants

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StarPants
Posted on 03-06-18 09:03 PM, in Kuribo64 Town Square Link | #93523
Have you tried playing them with cemu?


I didn't like 3D world and 3D land as much as the earlier games, not being able to move the camera freely in a 3D game is definitely not my cup of tea

NSMBU was ok but i didn't personally like the music as much as in NSMB and NSMBW

Also there are too many worlds themed around food. The devs must have been hungry or something.

StarPants
Posted on 03-06-18 11:41 PM, in Alternate Universe Link | #93532
Isn't that just a parallel universe tho

perpendicular universe sounds like a universe that intersects with ours at some point

StarPants
Posted on 03-07-18 07:49 AM, in Alternate Universe Link | #93538
Posted by Swingball
From my knowledge, I believe that's what a dimension is. Correct me if I'm wrong though.


From my knowledge, I believe 'perpendicular universe' was just a joke

and we missed it

StarPants
Posted on 03-11-18 12:20 PM, in The General Project Screenshot/Videos Thread Link | #93618
Yeah Bullet Bills are a good addition since the game is originally way too easy

Are you planning to make levels from scratch too?

Anyway, the story looks interesting and i hope you will finish this!

---

Since sm64ds stuff is posted here now, i'd like to share an ASM hacking test i made a month ago with the old header file (sm64ds.h) and NSMBe. I was basically trying to implement Fire Flower using the Bouncing Lava Bubble object and faced a minor problem.



After that i have been studying mibts' header files and i think they are very powerful. I might do a decent Fire Flower hack someday but i have another ASM hack thing to do before that.

Any tips on how to record desmume with better quality are welcome. I used XSplit Broadcaster for this one.

StarPants
Posted on 03-11-18 12:47 PM, in Those little things that annoy you Link | #93619
People calling 3D models with clearly more than 2048 polys "low poly" (i'm not saying they use the term incorrectly, it just annoys me)

StarPants
Posted on 03-11-18 05:51 PM, in Kuribo64 Town Square Link | #93624
Can't they just map the controls differently for each game? I don't see a reason why they couldn't

StarPants
Posted on 03-11-18 08:02 PM, in Kuribo64 Town Square Link | #93630
Isn't the whole point of virtual console to play things of the past? Or is virtual console itself becoming a thing of the past?

StarPants
Posted on 03-11-18 08:39 PM, in ask shit to StapleButter, get answer 3 months later Link | #93636
why is Swingball in parentheses?
[image]

StarPants
Posted on 03-11-18 09:13 PM, in ask shit to StapleButter, get answer 3 months later Link | #93640
Are there other Acmlmboard features i don't know about?

StarPants
Posted on 03-12-18 09:37 AM, in The General Project Screenshot/Videos Thread Link | #93644
Posted by natnew
Also, DeSmuMe has a built-in recording feature, in File -> Record AVI. It's what I used in my video, if you need an example. Bonus: It lags the game significantly, but it won't show on video.

How did i miss that

Next time i might use desmume HD for recording, no matter if it lags

Posted by natnew
I'm not planning on adding new levels from scratch, because A) Last time I tried Model Importing it didn't go so well, and B) it's supposed to be a trek through the previous worlds, and seeing what the conflict has caused all over. More info in the soon-to-come thread.

I agree that custom levels wouldn't probably work that well with the concept of your hack

No reason to be afraid of model importing tho :)

StarPants
Posted on 03-13-18 09:23 PM, in Yoshi and the Bob-omb War Link | #93664
Looks very nice! I like the story :)

The demo doesn't quite patch tho :P What version of the rom did you use?

StarPants
Posted on 03-14-18 05:06 PM, in Yoshi and the Bob-omb War Link | #93677
Yay it worked

It was quite fun to play and the red coins felt like Nintendo placed them

The conflict in Whomp's Fortress didn't feel very much like organised warfare, more like overall chaos and terror. I think that's ok, but you might consider having clearer lines of battle in later courses as the conflict escalates. Off course, the battle doesn't need to look completely realistic, that would be impossible without ASM hacking as the red Bob-ombs are just static and black Bob-ombs just go around in circles. With their original behaviors, it would be quite challenging to make them look like they are aware of each other.

But it definitely would be really cool tho if you could make the bombs actually kill each other >:)

Just a few thoughts, don't listen to me since you probably know what you're doing

StarPants
Posted on 03-16-18 06:06 PM, in Those little things that annoy you Link | #93695
That's not even annoying


It's torture

StarPants
Posted on 03-17-18 11:06 PM, in Kuribo64 Town Square Link | #93719
Posted by Swingball
What exactly were you doing online anyhow?

I was wondering the same thing. Also, what country is that?!

StarPants
Posted on 03-20-18 12:50 PM, in Those little things that annoy you Link | #93754
When i have planned to do some rom hacking during the compulsory swedish class... But it turns out that my school has some kind of theme day going on

StarPants
Posted on 03-20-18 10:51 PM, in Yoshi and the Bob-omb War Link | #93762
Sounds like a pretty typical workflow to me :D

StarPants
Posted on 03-24-18 09:55 PM, in Editor development Link | #93786
The exe appears to be in SM64DSe\bin\Release as always

StarPants
Posted on 04-02-18 01:29 PM, in SM64DS Editor Help Thread - Post your questions here Link | #93921
Well, the address of the general actor spawner function is 0x02010E2C (source: both ASM patch templates) but i don't think you want to touch that.

According to my recent ram watch session, when a Bob-omb explodes and respawns, the unique ID of the respawned Bob-omb is the same as the original Bob-omb's unique ID. Also, exploded Bob-ombs are "alive" in the Actor Death Table. My conclusion is that the Bob-ombs aren't actually despawned and respawned, they are just hidden for a moment. You would need to programmatically detect when a Bob-omb explodes in order to despawn it, but i don't know how to do that.

StarPants
Posted on 04-03-18 05:42 AM, in Castle Grounds Hacking Link | #93936
Why Bob-omb Battlefield xml? That sounds rather unnecessary

StarPants
Posted on 04-04-18 03:04 PM, in SM64DS Editor Help Thread - Post your questions here Link | #93955
Great job! I tried it and it worked. I wish I was more familiar with No$gba.
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Main - Posts by StarPants

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