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DeathBasket

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Everything posted by DeathBasket

  1. It would be cool to make a blue Din's Fire that has an ice effect, though that would take extensive damage table modifying, or an assembly hack.
  2. Will this eventually be able to support adding waypoints to a map that has none? That could lead to some quite interesting ideas for things like horse races on custom maps (assuming waypoints are used by the right actors).
  3. SM64 music: Zelda 64 music: Thanks to xdaniel for the SF64 Toolkit, it helped mainly for easier editing of the files and CRC issues. The sequence format is pretty similar to SM64's and sequences from SM64 should work with little or no modifications. I've yet to test anything from Zelda 64 but I know there are a few differences between its format and the one used by SF64, I'm unsure how much editing is needed to get the sequences playing though. It should be possible to import sequences made with messiaen's music tools for SM64 with no issues. UPDATE: The sequence format SF64 uses seems to be between SM64's and Zelda's (makes sense seeing as it was released between these two games), sequences from Zelda 64 might import properly but there may be some unsupported commands used in some sequences which would explain why I got a crash after a few seconds when I imported the boss battle music from MM and not with other sequences I've tried. The main difference in the format is that SF64 uses 9x for track pointers in the channel header (like SM64) but Zelda 64 uses 8x. Random notes: 0x000DA030 = music sequences file sequence pointer table at 0x000BFDE0 (ROM) format: 00xx = number of sequences --[14 bytes of 00]-- sequence pointers: xxxxxxxx yyyyyyyy wwzz0000 00000000 x = start offset relative to file offset (0x000DA030) y = size w = unknown z = sequence type? some have 000000xx 00000000 wwzz0000 00000000, sequences may be unused or needs figuring out 0x8032EDE0 = sequence in RAM (Venom 2) 0x8034D370 = sequence in RAM (Corneria) sequence number 0x02 (Corneria): offset: 0x000E31D0 (ROM), 0x000091A0 in sequence file, size = 0x00002D80
  4. It looks good. Are those the in-game textures or are they loaded with a plugin? The only problem with making maps for Super Mario 64 is that the game limits the parts of the level you can access to 8192 and -8192 on the axes with invisible walls so you have to be careful with the size of your level.
  5. I used one of the versions where it's built in. It could be an emulation error on PJ64's behalf since it seems to work fine in Nemu.
  6. Regarding the crash error, can you try this with a version of the converter that uses collision_fixer.exe? I never had any crashes when spinout's converter relied on it but I've heard multiple times of people having problems with the newer versions that don't rely on it and I've had the same problem when using the SM64 to Zelda64 converter too.
  7. I find this game and its music very odd. It's very strange to play something like this because it's really not fun at all but you want to play it to the end to see what happens...
  8. Because it was win. Anyway, have a good day.
  9. I can't really put an order to it but I will list some of my favourite games: Zelda (Ocarina of Time and Majora's Mask) Super Mario Galaxy (1 and 2) Super Mario 64 Donkey Kong Country (2 and 3) Mario Kart Double Dash Super Mario Bros. 3 Super Mario World Mario Golf: Toadstool Tour Pokémon (Red and Blue versions) I could list more but these are the games I've played the most times/most often.
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