![]() ![]() There is no content at all in the game that benefits from it, except the satisfaction of murdering Goombas with it. I am afraid through that adding custom powerups such as the Fire Flower and Ice Flower to SM64 does little to enhance your experience. Super Mario: Star Road 2 promises to add real custom content (should the hack ever get releases ). So, the only way to add them is through create a hack of it like Super Mario: Star Road (no custom powerups through, but it had some reskins of enemies such as Goombas). Super Mario 64 however is a different tale, as these powerups you mentioned never existed in the game's code to start with. But I have seen video's that restored both lost powerups for SMG2. The Red Star powerup still remained in the game's code, which was easy to retrieve. Super Mario Galaxy 2 for example removed two powerups since the first Galaxy game: The Ice Flower and Red Star. Having these custom powerups certaintly feels neat, but I am afraid is can not be done through using AR or Gecko codes. Sadly, there hasn't been that much sucess it seems on porting those N64 hacks of SM64 to the virtual console, except for the Multiplayer edition. There aren't any good Zelda hacks for example, so I prefer creating a "your own Hard Mode Edition" for Master Quest through AR codes. Most hacks aren't that great through, Star Road and Newer Super Mario Bros. A lot of SM64 hacks were made with the Project64 V1.6 (with their old plugins) in mind. GlideN64 is actually much more accurate than Glide64 through and allows for more enhancements. The old plugin has issues with the water boundaries, but GlideN64 completly blackens the entire game. Using Project64 2.0 and newer and using newer GFX plugins such as the updated Glide64 of GlideN64 will break the hack. It requires to still use the old Glide64 Final plugin. Unfortunately it is way too broken, it is not the hack that is that broken through, but the Nintendo 64 emulation itself. The most popular hack for SM64 would be Super Mario: Star Road. I get you what you mean with what is possible for SM64. There is also Newer: Summer Sun, Newer: Holiday Special and Another Super Mario Bros. Yup, I am aware of Newer Super Mario Bros. I'll download the new HUD and play around with both versions. I'm using an older version of the multiplayer edition but I just updated to 1.3.1 after reading your reply. All it would take is the community to come together. I'm not sure if you played the Newer Super Mario Bro's mod, if you have then think of this like Newer Mario 64. Imagine all that stuff above plus being able to play up to 4K with HD textures. The point though is that there so much potential. I realize you only do textures and I don't mean to go off topic with these above. For instance scripts that add, fire flower power or ice flower power ups: or even a bee power up But I mean even aside from that there's a lot of really cool stuff out there. Already touched on before is the 60 fps and increased draw distance. I think really the next big enhancement for this game will be code enhancements. ![]() (assuming permissions are okay of course) Possibly some could even be borrowed from texture packs of other games. ![]() Replacements can be hard to come by as well but I'm sure there's a few more out there. The quality of the texture at a certain point cannot enhanced by increased resolution anymore. I realize exactly what you mean about resizing. I haven't seen it in game myself yet but I see that you've already added it to the downloads, thank you. I liked the HUD better because it seems to be more true to the game itself. There is no health bar in V1.3.1, it is represented through digits instead for Mario and Luigi separately.Īh I see. Which version of the Multiplayer edition do you use? The texture pack supports V1.3.1 only of Skelux's hack. ![]() There is not much of a difference when scaling MollyMutt's skies further to 1024x1024, I will need a xBRZ scaling batch tool for that. Anyway, I resized the texture with an xBRZ filter, I add it to my todo list for V1.2 (I need to fix the TM logo in the opening scene too). You most likely need a mega texture for that. The issue of that the textures stretches all the way from the top to bottom of the Jolly Roger Sea, surrounding the entire square. Regarding the Jolly Roger Bay, I am afraid there is not much else to do, I try to scale it through. You can mix the textures as you like through. I suppose I reupload the alternative HUD then. It also had a 16:9 version, but that was not needed anymore since there were 16:9 Widescreen codes available. It used to be an alternative download until I removed it. That is Mollymutt's original HUD interface. ![]()
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