Posted on 11-03-17, 04:11 pm (rev. 1 by TheSunCat on 11-06-17, 03:57 pm)

Shyguy
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I didn't know where to post this question... So it is on both K64 and NMG.

I think the title is very good at describing this idea.

Here it is:
I want to have a custom hub world. Kind of like in SM64, I want to be able to walk into a painting (or maybe something else) and go into a stage. I have an idea for this, but it is only theoretically possible. Here are my steps (they probs won't work):
1. Create a zone for each galaxy (as to not be affected by object limit of MarioFaceShipGalaxy). Use ViewAreas to unload objects from the "galaxies", as to not overload the game.
2. Place a teleporter where you want the entrance of the galaxy to be in the hub world (the glowing things in the Comet Observatory/FaceShip, or pipes, or PetitPorters with no timer (if that's even possible), or anything you can think of
3. Make it spit you out at your "galaxy"

Only one problem: Stars
I could use a group switch, but how would you know how many stars you collected (by stars, I mean whatever I made the switches be)?

My best idea would be to use a switch that unlocks a specific door to a galaxy, but then I wouldn't have a counter for stars, just a star that unlocks another one.

Any ideas?
Thanks in advance,
~TheSunCat
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If I made an SMO level editor, would you use it?
Posted on 11-05-17, 08:41 pm (rev. 2 by Islender on 11-06-17, 05:07 pm)

Ninji
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I love hacking Galaxy
This might be useful,

1. Everything in this game (apart from the GUI, of course!) is a galaxy. Even the title screen! They all have a Mario spawn point.He doesn't spawn though, of course. I've seen someone (think this was Super Hackio) add new world, and make mario walk around aimlessly on a small planet.

2. I know about 'global switches' they are used with TicoFat and it saves that state of how Mario unlocked that galaxy. You could make things trigger the apperance of the Power Stars which then allows you to link multiple SW_ switches that are activated from one object e.g. Ground Pound Switch. That could spawn Power Star and activate the 'global switch' which triggers a door in another world (the hub).

3. You could add ViewGroup areas to allow the game to run smoothly and only show objects when you are in the area. (I think)

4. PetitPorters with no timers are IMPOSSIBLE without ASM. Plus mario would still be rainbow.

5. (My head is so tired right now)

Will add some more info later, in the morning
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Posted on 11-06-17, 01:27 pm (rev. 1 by TheSunCat on 11-06-17, 01:36 pm)

Shyguy
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Thanks! Here are my thoughts:

1. I am aware that different areas in the game each have galaxies. Not everything though. I have gotten the adding a new world and "walking around" thing kinda working (if you don't count that it randomly crashes after a few secs)

2. How do I use those? I thought they were hardcoded.

3. Yes, that is my current plan (from the main post, I forgot to mention it).

4. Good to know, now I have to cancel a bunch of bonus areas (or add more rewards for the added difficulty!).

5. I just got a cat and it wouldn't let me sleep (now he sleeps separately from me ).

6 (?). Looking forward to that! (what time is your morning? It's 8:35 for me)
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If I made an SMO level editor, would you use it?
Posted on 11-06-17, 03:41 pm (rev. 3 by Islender on 11-06-17, 05:04 pm)

Ninji
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1. Ok, plus you can add Goombas and bob-ombs to world maps without crash (I did it). Dunno bout grand world maps though.

2. I think they are. Pretty sure you have to modify existing ones.

3. Ok, add it to the post.

4. You could still keep the bonus areas, which teleport Mario there and trigger a SW_Appear to make a pipe appear ontop of the PetitPorter so when you teleport back, you land onto pipe. So it is 'hidden' under the teleporter but the collision is with the pipe. Or for a nice effect, use the pipes that suck you in in underwater levels from SMG1. They are unused in SMG2.

5.

6. I am in England. And what is my time in the morning? 7:00
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Posted on 11-06-17, 03:55 pm

Shyguy
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1. You can add objects to any galaxy. I don't see how that can help me though.

2. And.. How shall I do that?

3. Done.

4. Good idea. I'll be sure to use that. Although it would be cool if I just used the underwater pipes. They would replace PetitPorters.
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If I made an SMO level editor, would you use it?
Posted on 11-06-17, 04:01 pm

Ninji
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1. Yes, but world maps will crash with anything other than small planets/goombas/bob-ombs

2. Sorry,

4. Yeah, but you could keep the PetitPorters for the effect. So it looks like a small TwisterSan is coming out of it, and 'sucks' you into the PetitPorter.
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Posted on 11-06-17, 04:03 pm

Red Paragoomba
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About 2. What video was it? I may have seen it before
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Posted on 11-06-17, 04:07 pm

Ninji
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I love hacking Galaxy
Dont remember Was the one you saw removed? BTW I think it was MrBean (not rean)(not sure tho).
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Posted on 11-06-17, 04:08 pm

Red Paragoomba
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:thinking:

what was this video about?
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Posted on 11-06-17, 04:15 pm (rev. 1 by Aurum on 11-06-17, 04:16 pm)

Super Koopa
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This thread is... strange. Most of your ideas or conclusions are illogical or wrong.
1. PetitPorters don't create the Rainbow Mario effect. However, that object will always change the music.
2. Global and local switches have been discussed in another thread. They are not hardcoded, difficult to set up or anything.
3. Every level in this game is, technically, a galaxy. Even the world maps, but they are loaded differently. Plus, don't experiment with adding new world maps. It just won't work without memory patches. For example, each world map has multiple flags that are checked whenever the player visits a world map for the first time.
4. ViewGroupCtrlArea is used to handle rendering for objects. Rendering =/= loading the object! Adding to many objects will crash the game anyway, no matter how many ViewGroupCtrlAreas you're using.
I don't want to ruin the fun or anything, but you should reconsider if you really want to experiment with these things.

EDIT: Also, please stay on-topic.
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[22:47:32] Tahcryon: Sad to hear that you won’t be shitting out SMG levels, Aurum
[22:47:42] Aurum: shitting out smg levels
[22:47:47] Aurum: I really wish it would be like this
[22:47:57] Aurum: it would make things so much easier
Posted on 11-06-17, 04:29 pm

Shyguy
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2. I will look for that, it really makes me want to experiment.
3. I just wanted to see if I could get as far as others have, I know it is not possible to add one w/o patches.
4. It will crash even if they are in different zones?
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If I made an SMO level editor, would you use it?
Posted on 11-06-17, 04:38 pm

Super Koopa
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4. Yes, it does. You'd have to set up a bunch of scenarios as well, but this will crash the game as well.
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[22:47:32] Tahcryon: Sad to hear that you won’t be shitting out SMG levels, Aurum
[22:47:42] Aurum: shitting out smg levels
[22:47:47] Aurum: I really wish it would be like this
[22:47:57] Aurum: it would make things so much easier
Posted on 11-06-17, 04:42 pm

Red Paragoomba
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Wait, so does that mean that the object limit (was it 500?) can be bypassed if you use multiple zones?

Sorry, I've gotten lost now... Someone refresh me. (Or, don't...)
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Posted on 11-06-17, 04:58 pm

Shyguy
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Wait, so does that mean that the object limit (was it 500?) can be bypassed if you use multiple zones?

Sorry, I've gotten lost now... Someone refresh me. (Or, don't...)

According to Aurum, the object limit can be bypassed, but you need to set up a bunch of scenarios, but.. that will crash the game?

My current question is, how would I duplicate an object (or apply a patch to only one instance of the object?)? I need multiple SceneChangeArea's to warp Mario to different galaxies.
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If I made an SMO level editor, would you use it?
Posted on 11-06-17, 05:01 pm (rev. 4 by Islender on 11-06-17, 05:03 pm)

Ninji
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I love hacking Galaxy
Back on topic:

Hackio: No, sorry SunakazeKun just said.

BUT if they are 'stationary' objects (not enemies e.t.c) you could just make one big model for it and cut out the sides that the player will never be able to see,in blender, to reduce polygons. You can kinda... bypass it (dunno how to put it)

SunakazeKun, I swear it creates that slight rainbow effect when you are about to be teleported back? Or is it just me?


BTW: What the video was about was stated in a previous post, you must have really lost yourself, Hackio
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