ROM Hack Super Mario Sunshine 64 DS

Fiachra

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The following is the list of SMS levels that'll be included:

Delfino Plaza, replacing Castle Grounds
Bianco Hills
Ricco Harbour
Ricco Harbour Underground Sewers (Secret/Castle Secret Stars)
Noki Bay
Noki Bay Underwater City (Secret/Castle Secret Stars)
Noki Bay Red Coin Bottle (Secret/Castle Secret Stars)
Gelato Beach
Hotel Delfino
Sirena Beach (entrance to Hotel Delfino) (Secret/Castle Secret Stars)
Hotel Delfino Casino (Secret/Castle Secret Stars)
Pianta Village Day
Pianta Village Night
Pinna Park
Super Slide (Secret/Castle Secret Stars)
Lily Pad Ride (Secret/Castle Secret Stars)
Pachinko Machine (modified to use cannon) (Secret/Castle Secret Stars)
Delfino Airstrip (Secret/Castle Secret Stars)
 

Fiachra

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Making progress with the secret/bonus levels:

get.php


I'm currently working on Ricco Harbour Sewers.

Also, while not related to this hack, I also made a very demo to show off the editor's features for SMWCentral's C3 2014:


The thread can be found here.
 

GHANMI

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That's fantastic, almost a new game getting released...
The title screen getting modified is all what's missing.

And the Zelda hack is really nice imho. Just some sound effects and models being swapped and maybe even Zelda II could be recreated using it (along with some assets from Brawl Kid Icarus stage and maybe OoT 3D?). But don't you think the textures are being stretched too much?
 
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jfelipe27

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hi fiachra, i have a question, you are still working in the proyect? i hope that, when you will put the new progres, i hope for this game, thanks
 
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Fiachra

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Yes, I'm still working on this project. Practically all of the level models are done, I now need to add all the stars, enemies etc.

Screenshots_20140922.png

The above screenshots show:
Completed Ricco Harbour Sewers, Casino Upper with Pianta, Updated and completed 'Hillside Cave' level by GBAtemp user '†Nømura', Almost complete Delfino Airstrip, Practically completed Pachinko Game, Updated and completed 'Rainbow Tunnel' by '†Nømura', Practically complete Casino Lower, Updated model for Gelato Beach, Updated model for Noki Bay

All the level models previously shown have been updated and now look much better, though only two are shown above.

I've made a tutorial that shows how I replaced the Pianta model:


The latest version of SM64DSe is always available here.
 

jfelipe27

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Yes, I'm still working on this project. Practically all of the level models are done, I now need to add all the stars, enemies etc.


The above screenshots show:
Completed Ricco Harbour Sewers, Casino Upper with Pianta, Updated and completed 'Hillside Cave' level by GBAtemp user '†Nømura', Almost complete Delfino Airstrip, Practically completed Pachinko Game, Updated and completed 'Rainbow Tunnel' by '†Nømura', Practically complete Casino Lower, Updated model for Gelato Beach, Updated model for Noki Bay

All the level models previously shown have been updated and now look much better, though only two are shown above.

I've made a tutorial that shows how I replaced the Pianta model:


The latest version of SM64DSe is always available here.



wow, great, thanks
 

MarioFanatic64

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It must be really hard making mods of super mario 64 ds compared to new super mario bros. :blink:


Yes it is. 3D is just inherently harder to do than 2D, which is why I don't tackle the 3D Mario's. Not only do you have to design coherent 3D environments but they must also look good and play good, and you have to start over fresh with every new level you make. In the 2D Mario games you just have to make some tilesets and they can be used to your heart's content.
 
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Fiachra

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It must be really hard making mods of super mario 64 ds compared to new super mario bros. :blink:

Yes it is. 3D is just inherently harder to do than 2D, which is why I don't tackle the 3D Mario's. Not only do you have to design coherent 3D environments but they must also look good and play good, and you have to start over fresh with every new level you make. In the 2D Mario games you just have to make some tilesets and they can be used to your heart's content.

It's also much more difficult from a technical point of view. With a game like NSMB there aren't many file formats that you need to deal with and most custom graphics are going to be 2D images, whereas with a 3D game you have to deal with reading and importing the game's 3D model format, its collision map format and its animation format.

SM64DS is also one of the more difficult in this second regard for DS games; almost every DS game uses the 'NSBMD' and 'NSBCA' formats for 3D models and animation for which the official Nitro SDK tools are available and which is well supported. SM64DS however uses its own unique (but thankfully simpler) format for which no official tools or other documentation is available (probably due to it being such an early game), which meant having to write its importers from scratch. Thankfully though, its collision format was fairly standard within Nintendo games.

It means there's a lot more work that needs to go into a 3D level editor like SM64DSe than a 2D one as well as into the actual creation of the levels.
 
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Fiachra

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I'm trying to import a custom boss but am stuck with trying to get the model extracted and converted properly from SMS. Is there anyone with experience of 3D Studio Max (version 6) who would be willing to help me get a model exported in a certain format? I've been able to import models from SMS using MaxBMD and have the Nitro SDK plugins for exporting, however the MaxBMD plugin creates a "character" which, when exported with the Nitro SDK plugins is treated as one bone (the same also happens with the OpenCOLLADA exporter) - is it possible to convert this "character" into a skeleton that can be exported as separate bones? I've tried exporting to 3DS and importing again which does give me individual bones - however they're no longer attached to the mesh.
 
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