What the... Are you serious? You has made this Code in minutes
I take my hat off to you!! Thanks for the Code
I take my hat off to you!! Thanks for the Code
GhostlyDark's SM64 Reloaded Texture Pack V2.4.0 (2021-12-12)
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07-10-2016, 01:29 PM
What the... Are you serious? You has made this Code in minutes
I take my hat off to you!! Thanks for the Code 07-10-2016, 01:33 PM
I just found the bit flag in the save controlling the poles visibility in Dire Dire Docks and used the OR command to forcibly set that bit.
Website is gamemasterplc.com. Youtube Channel is gamemasterplc.
Ohh. Those really nice codes posted here. I believe I never had a Metal Cap combined with a Wing Cap before. The Metal + Vanish combo we all know from Dire Dire Docks of course. Actually, is there any in-game combo with the Wing Cap? Well... I tried through your code... And it suddenly appeared to me that the wings for the Wing Cap were not in HD... Weird, because I was pretty sure I did... So it turns out the game uses different wing textures for the Wing Cap and the Wing + Metal Cap. Any combinations with the Vanish Cap does not affect the textures for the wings, only the Metal Cap does.
Long story short... A quick update to Super Mario HD V1.3a (now V1.3b already). Which is only worth upgrading too if you like messing around with the Wing + Metal Cap combo. It is only two textures. Because of that, it is not the complete texture pack, but more like a small patch. If I have any more changes, I just add them into the patch, until it becomes large enough to do a complete update to V1.4. Super Mario 64 HD V1.3b - https://www.dropbox.com/s/f1ebrf2698cfj9...DS.7z?dl=0 (DDS) Super Mario 64 HD V1.3b - https://www.dropbox.com/s/w5619xbkphmiwr...NG.7z?dl=0 (PNG) I am still trying to find out the use of the Have Poles in Dire Dire Docks Gecko code. As far as I remember, the poles are always present except when during Dire Dire Docks for the very first time on the first star trying to board Bower's submarine. If I re-enter Dire Dire Docks' first star again after beating Bowser in the Fire Sea, the poles are present and the Submarine is gone. As far as I know, this level only uses the submarine once in the entire game, and when the submarine is active the poles are inactive. The code just forces the submarine to be always inactivate and the poles active? Just keep throwing more codes at this thread, it is hungry. I add them into the main post soon. As a side-note, is anyone playing with Double or Triple damage? Of course without the Metal Cap cheat, that prevents damage... EDIT: If you already downloaded the texture pack patch V1.3a, though luck. That patch is already outdated. Patch V1.3b adds two new missing HD textures for Dire Dire Docks. The link in this post has already been updated. I just happend to stumble upon these while testing the Enable Poles in Dire Dire Docks Gecko code. 07-11-2016, 06:02 AM
[color=#3333ff]AR Code for Super Mario 64 Virtual Console NTSC-U (NAAE01)[/color]
[color=#339933]All Objects Always Visible[/color] 031EDBF0 00000000 031EDCB8 00000000 031EDCD0 00000000 *This Code only was possible with the help of the documentation that Skelux Core kindly shared with Us in the next link: Skelux Documents
Seriously? You're not kidding me right? That is awesome. Let me test it, I add it into the main post. Ugh... I am slacking again because all these wonderful codes, I am supposed to work texture packs for Super Smash Brothers 64 and Paper Mario 64 ...
07-11-2016, 06:16 AM
(07-11-2016, 06:08 AM)Admentus Wrote: Seriously? You're not kidding me right? That is awesome. Let me test it, I add it into the main post. Ugh... I am slacking again because all these wonderful codes, I am supposed to work texture packs for Super Smash Brothers 64 and Paper Mario 64 ... Only objects. This Code does not work on coins and enemies....yet
It is a start so far, and I am really impressed. It does work very well. I add it into the main post soon. So practically we are only missing a 60 FPS code and extended view for coins and enemies before we have the most ultimate edition of Super Mario 64 ever presented. I wonder... Those documents made by Skelux look quite interesting. 3D coins seems cool. I can't remember that Super Mario: Star Road had any 3D coins through...
07-11-2016, 08:33 AM
That code gives me a white screen after loading a save or starting a new game. In the case of the existing save, I heard the birds chirping. I have only tried the Ishiiruka build 699 for now (DX11 renderer and 3D Vision enabled, among other things) and other AR and Gecko codes aren't interfering, I think. I'll try the latest official build tomorrow.
CPU: Intel Core i5 4670k @ 4.4GHz
GPU: GAINWARD GeForce GTX 1080 Phoenix "GLH" RAM: G.SKILL Ripjaws X DDR3 16GB 1600MHz CL7 OS: Windows 7 Ultimate x64
[color=#3333ff]AR Code for Super Mario 64 Virtual Console NTSC-U (NAAE01)[/color]
[color=#339933]Extended Draw Distance[/color] 0510E71C 00000000 0514F52C 00000000 05174078 00000000 0517410C 10000006 051EDBF0 00000000 051EDCB8 00000000 051EDCD0 00000000 051F0078 1000000D This Code only does not work on grouped coins and grouped goombas (oops, need more testing) *This Code only was possible with the help of the documentation that Skelux Core kindly shared with Us in the next link: Skelux Documents masterotaku, I will check that. [color=#ff3333]Edit:[/color] I have these Codes activated: Activate Cap Anywhere Extended Draw Distance Hide HUD Display Remove Dark Filter Widescreen Render Fix for 21:9 (Enabled Widescreen Hack) Zoom Out Camera All the Codes are working perfect. I specifically erased my saved games to begin a new one. Tested on dolphin-master-5.0-151-x64 and Ishiiruka.706(943e256).x64, the last available builds. Here is one screenshot with the Code enabled: Spoiler: Spoiler:
Great! I am speechless and I just had to update my screenshots because of that. Regarding the issue masterotaku mentioned, I don't hear the birds chipping. But I use the D3D12 backend as default for my games which I must say works without any issue. I don't really know what may cause the bird chirping sound, I use the same codes darkludx posted above (with the exception of Double Damage) on the latest official development build. Although I can hear the 8 red coin puzzle board shifting the tiles at the start of the Lethal Lava Land stage. You normally only hear that when you are coming close enough so it becomes visible.
A quick demonstration of the Extended Draw Distance code, can you spot the differences? In the first screenshot you can see that all One-Ups in the stage are visible while without the code not. Spoiler: EDIT: Thanks to gamemasterplc, the Widescreen Aspect Ratio Fix Gecko Codes also work for the Super Mario 64 Multiplayer version. |
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