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04-25-24 09:02 PM
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Main - Posts by SuperMario64DS

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SuperMario64DS
Posted on 12-06-14 01:54 AM, in SM64: Last Impact (SM64 Major Hack, assembly hacks) [WIP] Link | #52281
Sure thing, I'll send some your way. If you have any specific themes in mind, let me know - I can certainly make more for you.

SuperMario64DS
Posted on 12-07-14 02:52 AM, in Questions that don't require their own thread Link | #52349
Posted by Rainbow Mario
Jesse added a ball to Flip-Swap and it crashed. Any idea why? Does the ball need any text or something? There was a MSBT file named "Tamakoro" that had the text for the ball turorials. Does an new entry in the the text file have to be added and link to the ball or something?


The best thing to do in situations like that is to examine a level that uses the object and compare it to the level you're currently editing. Perhaps it requires the "Star Ball opener" object?

SuperMario64DS
Posted on 01-21-15 05:11 AM, in Recommendations - What are your favourite web-designs? (rev. 7 of 01-21-15 05:27 PM) Link | #54825
I've spent the past several months building an online CMS (Content Management System) that I plan to release as "free-ware" sometime this year.

Essentially, it's a "clean-slate" - Focus was centered on ease-of-use for developers so that they can get it to do anything they need, only supplying necessitates such as a user management and a base page-creation system.

Development began for a single purpose (Launch a personal site) that I'm actively working towards. The issue - I'm creatively challenged, and perhaps colour blind. That would explain the seemingly lack of basic structuring in projects such as Jungle Island and a slew of failed projects.

I do understand HTML in it's entirty (CSS and JavaSript [In jQuery form] included), but I don't understand how to arrange it in such a way that it looks attractive. I'd rather not display failed attempts.

What I invision is some sort of whitespace-based layout, similar to a website such as Nintendo's or Google to a lesser extent. In the back of my mind I have this vision for a 'modern website' that I cannot seem to fully realize.

I see some of you create BlargBoard themes, you're into level design, etc. I'm hopeful that some of you may have experience in web design as well. More than anything, I'd like to hear external thoughts and opinions on web design and website structure in general. Whether that's in the form of personal experiences or external resources (Such as books), I'll gladly take any advice given.

Edit: To give you an idea of some of the struggles I'm having:

1. Fixed (1000-1200px) or full screen width? Though one looks cleaner, the other allows more content space. Conversely, 'limitless' width can get ridiculous (Wikipedia) and 'limited' width can make it hard if you to fit everything in.

2. The 'gist' of the site is to be able to search the contents of the site - It's purpose is to hold information, ranging from articlex, blog entries and specialized data. Where would this potentially massive search form go?

3. Navigation - Sidebar? Left? Right? Top? Should it follow on scroll?

It really sounds ridiculous, but this has been the most difficult aspect of building this site. While doing the bulk of the work on the site's backend, I had invisioned this 'layout' as I implemented features - It disappeared the moment I actually began building the design.

SuperMario64DS
Posted on 01-22-15 06:26 AM, in Porting Super Paper Mario to GC (Documentation) Link | #54950
It's interesting that you want to do this, but if I may ask, why? Not against the idea - Just not getting why you'd want to backwards port something.

Would it happen to be that you wish to utilize a GameCube controller? (I assume Super Paper Mario does not support the GC controller; I haven't played it) - If so, it may be easier to modify the game on the Wii itself to accept input from a GC controller, or, as I've heard, it's technically possible to interpretate GC input as Wii Remote input.

Alternatively, why not look into rebuilding the game the game within The Thousand Year Door rather than port a large application from one system to another? If it's as you say, then Super Paper Mario is likely a build off of The Thousand Year Door. I'd bet that you'd have less trouble porting assets between both games rather than porting an entire game itself.

SuperMario64DS
Posted on 01-23-15 01:19 AM, in Porting Super Paper Mario to GC (Documentation) Link | #55026
Posted by supergamecube
It has to be ported from the wii because Super Paper Mario uses a heavily modifyed Thousand-Year Door engine. The required game play mechanics are not in the Thousand-Year Door's programming.


While that's true, you seem to not realize something - Both games, at their core, are probably 100% identical (Give or take a few variable factors). That said, you'd probably have more luck inserting data from Super Paper Mario into The Thousand Year Door rather than port a Wii game to the GameCube.

For instance, people have successfully swapped data between Sonic the Hedgehog 1, 2, 3 & CD without porting the games to Sega CD/Genesis. Now, they could if they wanted to (And they have to a degree), but ask anyone around - It's considerably less of a task to pick and choose bits of data rather than move large sets of data. In your case, you're looking to port an entire game to a foreign system when really, all you need it's base engine (Which exists in TTYD).

If you ever got to point where you could actually port games from one system to another (And you will, if you stick to it), you'd also be more than capable of swapping data between both games - Which would be a considerably less daunting task.

As you said before, did you actually port Mario Kart: Double Dash!! to the DS, or did you merely port one of the game's assets to Mario Kart DS? There's a huge difference there.

In the case of both Paper Mario games, they're likely similar enough that programming between both games could be swapped with little modification.

SuperMario64DS
Posted on 01-23-15 05:16 PM, in Porting Super Paper Mario to GC (Documentation) (rev. 3 of 01-23-15 05:26 PM) Link | #55052
Posted by BlackYoshi485
@SuperMario64DS you're talking about a engine porting, that doesn't happened in one day, that takes weeks, maybe months,


Err, and what he's saying is easier...? What's he's talking about is literally "engine porting", and what I'm talking about is "asset porting".

Is it easier to:

a) Build a new restaurant; new building, new furniture & such,
b) Airlift a building full of extractable supplies from one location to another, or
c) Use an existing building, and only bringing supplies and additions as needed.

???

Posted by BlackYoshi485
if that could be sooooooo easy, you would see a complete port of Sonic Colours to PS3(Sonic Colours uses a heavily modified Unleashed engine)


That's like comparing Windows 95 to Windows 7.

I don't like how you're putting words into mouth. Did I say 'easy'? Or did I say easier?

Consider what you just said - You just suggested that porting entire games from one system to another is difficult. That's what I was trying to convince the OP not to do.

Something that started development on the GameCube, as a sequel to a GameCube title, likely uses a lot of the same code that it's GameCube predecessor does. The difference? One was made to execute on the Wii, and the other the GameCube. That given, they both have dependencies on their own systems; as a whole, they can't easily be moved around (Such as buildings; they need to stay in place). But what about what's inside the building? Sure, you could dismantle the building, take each individual piece and rebuild it somewhere else, or you could simply take what you need from the building and put it into another perfectly good building.

Of course, it wouldn't be a copy-paste job (The ventilation sytem as it is now won't fit in the building we're moving to), but with minour alterations and careful examination of the environment we're moving to, it will work. A square meter is always square meter no matter where you are.

SuperMario64DS
Posted on 01-24-15 06:24 AM, in Luigi Circuit in Super Mario Sunshine (rev. 3 of 01-24-15 06:25 AM) Link | #55089
Would that happen to be Luigi Circuit from Mario Kart DS?

I'm guessing that you initially import as BDL and then convert to BMD? I'd love to see how Galaxy Models look, such as Throw Back and Grand Finale Galaxy.

SuperMario64DS
Posted on 01-24-15 06:31 AM, in Super Mario Sunshine Hacking Information (rev. 2 of 01-24-15 06:33 AM) Link | #55090
Posted by Luigi
...seems nobody here is really interested in SMS hacking...well maybe miluaces changed that.


[image]

how about now


Shut. Up.

I'd give it a whirl if we ever got an 'easy' tool, it's always been one of my favourites. Kudos for the POC.

SuperMario64DS
Posted on 01-24-15 06:35 AM, in Super Mario Sunshine Hacking Information (rev. 3 of 01-24-15 06:38 AM) Link | #55092
Posted by Luigi
http://blastsoftstudios.com/downloads/SMSBinEditor121.zip

Try it out. Load up a level, and hit Preview in 'Tools'. ;)


I love you. (For the link, naturally)

But seriously, pretty cool stuff. Perhaps Kuribo64 will open up to "Super Mario" hacking in general. It wouldn't hurt.

SuperMario64DS
Posted on 01-24-15 06:45 AM, in Luigi Circuit in Super Mario Sunshine Link | #55096
Posted by Luigi
Galaxy models are a lot more complex than SMS models are...sometimes you have to reduce size by a lot just to get that stuff loaded.


I simply don't see Throw Back Galaxy being more than the GameCube could handle. Grand Finale? Maybe, but I'd have to see for myself. It could be an interesting way to showcase this kind of work.

(post in restricted forum)

SuperMario64DS
Posted on 01-24-15 07:03 PM, in Super Mario Sunshine 64 DS Link | #55128
Hey, you received an acknowledgement from the Hat in Time developer:

https://twitter.com/MekuCube/status/558995814618771458

Nice work!

SuperMario64DS
Posted on 01-25-15 07:51 PM, in Super Mario Sunshine 64 DS Link | #55195
Some pretty crazy stuff has been going on around here lately, and this is no exception! Absolutely outstanding, no complaints here.

SuperMario64DS
Posted on 01-26-15 10:44 PM, in Recommendations - What are your favourite web-designs? (rev. 2 of 01-26-15 10:44 PM) Link | #55266
Posted by StapleButter
I'd say, just provide it with a generic layout and an easy way to make different layouts. The best layout really depends on what the site will be used for.


Ah, this is for my personal site though. The templating system I invented already makes that easy.

The process always goes the same:

1. Sketch,
2. Build rough draft,
3. Experiment with draft,
4. Rebuild from scratch using draft as reference point,
5. Dislike the outcome,
6. Scrap,
7. Repeat.

As of now I have seven layouts associated with the project that are not in use. I began each with the intention that it would be the final product, but I eventually some to dislike it and start all over again. I am noticing a steady improvement with each design, but my unsurity about how others will receive it keeps pushing me to try harder each time.

Again, still open to options. If anybody is decent with this kind of thing or has suggestions/references, I'm all ears.

SuperMario64DS
Posted on 01-27-15 02:43 AM, in Recommendations - What are your favourite web-designs? (rev. 3 of 01-27-15 02:53 AM) Link | #55313
Posted by StapleButter
go Acmlmboard

Nah, honestly, I don't know. It mostly depends on what the site hosts.


Hmm, not sure how to explain this... It's a 'fansite' for an online game - A revival of one long-dead that I've recently been given authority over. Without going into too much detail, a 'competing site' threw it out of business by replicating it's key services quite some time ago. (I'll PM your more details on this if you'd like - Else, you may not get why my struggles with this are exceptional)

Conceptually, it's like 'Sonic Retro' - It offers various services depending on the subdomain:

http://www.sonicretro.org // Main/Blog
http://info.sonicretro.org // Wiki
http://forums.sonicretro.org // Forums

My site is precisely that + 1 - A Wiki, a blog, a forum and a searchable 'database' of items found within the online game.

Notice how Sonic Retro keeps all three uniform? My issue exactly - Creating a 'base' capable of being able to operate the three in a way that makes sense.

For instance, all four sections have a search bar. However, one in particular (The one with the 'items') will need an exceptionally larger search bar for various reasons (Eg, 'item type' & such). So, where does this larger search bar go?

Yes, it's absolutely SILLY, but numerous reasons (Such as the current layout of the 'competing site') limit what I can do. The users are used to things being a certain way - And the 'competing' site hits the nail right on the head - There aren't too many other ways to do it AND be right about.

To be fair this 'competing site' not only killed the original, but practically ripped of the concept (Taking terms we coined, etc) (In addition to its layout at the time - Said site has since updated). Still, this was far too long ago to do anything about it now. The original owner didn't take the appropriate actions to hold them accountable.

SuperMario64DS
Posted on 01-27-15 11:03 PM, in Super Mario Sunshine 64 DS (rev. 3 of 01-27-15 11:10 PM) Link | #55371
Why not think back to the abilities each character has in their own games?

Luigi has the ability to stun (Flashlight) and 'consume' (Poltergust) enemies in Luigi's Mansion. Perhaps he could suck enemies in and be given a coin/whatever (Coin, Silver Star) right away. For each enemy consumed, a meter (Similar to the mechanic implemented with FLUDD) could fill up with 'dust' that allows Luigi to stun enemies. Alternatively, have no meter and include the Stun/Flash Light stun in addition to consuming enemies.

There's not much to say for Yoshi - He's the most different of the four. He already has a jump aid and can throw projectiles. Give him the ability to carry more than one egg at once as in his own games?

I never liked Wario, honestly. Incorporating his 'nasty' may rob what charm there is. I see multiple options here:

-Have Wario stay Wario. For anyone looking for classic SM64 gameplay, give him wall jump & such. Downside is that he'll more or less be another Mario without FLUDD.
-Replace him. Rather than give Wario a unique gameplay element, allow the 'special' trait of the 4th character to be that their new. Daisy, for example, is 'tough' and could inherit Wario's ability to break the black bricks/launch enemies farther. Naturally you have a multitude of other choices though.
-Scrap him.

Just not in favour of seeing any of Wario's Smash Bros. 'moveset' making and form of appearance here.

Of course the second option depends on the amount of dedication - I understand the difficulties of behind incorporating an entirely new character, though I'm not familiar with SM64DSe's animation process.

SuperMario64DS
Posted on 02-01-15 03:38 AM, in SM64DS Editor Help Thread - Post your questions here Link | #55650
Would it be acceptable to ask a question outside the scope of the editor itself?

Curious - What tools are to be used for dis-assembling & re-assembling as far as DS games go? More specifically, I'd like to experiment modifying the core functions of a title (SM64DS (PAL)).

SuperMario64DS
Posted on 02-01-15 04:25 AM, in Editor development (rev. 3 of 02-01-15 04:35 AM) Link | #55652
Not sure if this is a bug or a function of the game/importer - There seems to be no support for negative scale values, which is an issue because I wish to invert a model. I've read the documentation and attempted to do so manually, yet I seem to be missing something (The 'offset' to the bone section both relative and not relative does not appear to be the 'bone section' as described by the documentation of the bone section).

SuperMario64DS
(post deleted) #55660

SuperMario64DS
Posted on 02-24-15 02:44 AM, in Zelda DBG - Forest map test !! Link | #56823
That's really cool! Are you planning on building a full hack?
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Main - Posts by SuperMario64DS

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