![Pyrollux Jay](/img/default-banner.jpg)
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Pyrollux Jay
เข้าร่วมเมื่อ 31 ก.ค. 2012
How To Port SM64 DS Models Into SM64
SM64DSe Ultimate: github.com/Gota7/SM64DSe-Ultimate
Fast64: github.com/Fast-64/fast64
Please don't ask me to make SM64 DS in SM64 or for a rom I am 1. stupid and 2. not doing that
Fast64: github.com/Fast-64/fast64
Please don't ask me to make SM64 DS in SM64 or for a rom I am 1. stupid and 2. not doing that
มุมมอง: 166
วีดีโอ
mario does drugs and goes to hell - World's First 3D 60fps Console SM64 Hack!
มุมมอง 62611 หลายเดือนก่อน
hey guys welcome to my youtuvbe video mario does a lot of druigs in this one and it use kaze totally finished engine for mario and i think yoiu guys will like ti thank you
Cozies' Geo Node-based Sunlight Lighting Tutorial
มุมมอง 21711 หลายเดือนก่อน
Download the file needed here: cdn.discordapp.com/attachments/745103484998909983/1151594956876689528/vertex_lighting_geo_nodes.blend or: drive.google.com/file/d/1pRZzYic92cERGuy6L7STidUvtj-vZj7E/view?usp=drive_link Toggling the occlude lights option can change how the lights look if you don't want geometry affecting other geometry lights, you can have as many of these as you want in the level w...
Reading every character's description in Ultra Custom Night
มุมมอง 7K11 หลายเดือนก่อน
epic new speedrun category rules for the speedrun are mentioned throughout the video and not just at the start whoops. sorry if my audio is quiet i didnt know lol
Star Road Retooled Release Trailer!
มุมมอง 4.5K2 ปีที่แล้ว
BPS download below (It's inside the zip file) (help: th-cam.com/video/dDNMz2SyGtY/w-d-xo.html) LINK HERE: drive.google.com/file/d/1b9j8Gzb00ts4CZxH6znLqS7DpVd4f53g/view?usp=share_link Stardisplay layout here: drive.google.com/file/d/1vqCIOrPqfLWY-diPW6iBv38sUMZlnz5w/view?usp=share_link Current version: Old engine 1.1.1 readme: USE THIS sites.google.com/view/shurislibrary/project64-301n OR drive...
Star Road Retooled's (sadly rejected) F3 2021 Trailer
มุมมอง 5683 ปีที่แล้ว
Star Road Retooled's (sadly rejected) F3 2021 Trailer
SM64 Rom Manager Complex/Recent Features Tutorial
มุมมอง 4.1K3 ปีที่แล้ว
Feel free to watch this while modelling or something, it doesn't require full attention. docs.google.com/document/d/1pSYR91UiMVKnP3PyvJiCdwRF5wNS_nZzMe-r2WPQUJk/ Epic Document Sorry my mic isn't good I use $10 Gaming Earbuds early vid is importing complexities and things later in vid is custom objects n stuff
Another Star Road Retooled Preview
มุมมอง 3503 ปีที่แล้ว
yeah everything here is wip and things do be kinda broken still but hopefully this video helps show at least some of the effort this has undergone, even if most of it is optimization that you can't see because its Just That Good tm
A Certainly Overdue Star Road Retooled Update (read desc.) (With OG Music)
มุมมอง 2993 ปีที่แล้ว
Yeah this project is still being worked on, progress has p much only been shown in hacking discords. There's been an unreasonably large amount of technical issues but once everything's all said and done this should be a super-stable romhack with all the modern quality-of-life things. THIS MUSIC ISN'T FOR THIS LEVEL, I'm not changing any of the original music barring vanish cap because of it bei...
Star Road Retooled Preview 1 but better
มุมมอง 3674 ปีที่แล้ว
th-cam.com/video/c4NOnfcpEQs/w-d-xo.html old preview An attempt at remaking Star Road to be overall better with a bunch of modern 2020 romhacking stuff. Plan for the game is to make it completely console compatible, so there might be some visible culling in some places, but overall it should look better either way. THIS IS VERY INCOMPLETE BY THE WAY I was gonna include PPP into this version of ...
i downwarped in doom eternal by dashing onto a statues giant horn
มุมมอง 144 ปีที่แล้ว
doom eternal abc challenge when tho
Sonic Riders TE with some reshade filters
มุมมอง 1494 ปีที่แล้ว
dont ask me why super sonic or aiai look weird i dont know either
The Summer of 1996 - Short SM64 romhack
มุมมอง 2824 ปีที่แล้ว
Normal version: drive.google.com/file/d/1l4meiwCNGMimEhhAkumnh9b5FV60aRz1/view?usp=sharing Console version: drive.google.com/file/d/1fdh_Yx7xC4wubDIWV-ps2SiNSZFrKO4y/view?usp=sharing Low-end version: drive.google.com/file/d/11QBHL1L2efm8omsi_379_LEC6XkrH1mX/view?usp=sharing (low-end is for devices that are old/not-powerful) For those of you coming from Simpleflips' romhack competition 11, the v...
the worst mario 64 romhack softlock ive ever seen
มุมมอง 1545 ปีที่แล้ว
the worst mario 64 romhack softlock ive ever seen
I despise everything this took me like 5 hours to do
มุมมอง 205 ปีที่แล้ว
I despise everything this took me like 5 hours to do
rise, my son (wandersong ch5 spoilers sorta)
มุมมอง 245 ปีที่แล้ว
rise, my son (wandersong ch5 spoilers sorta)
Mario sits on his ass for a little under two minutes and dies suddenly due to cardiac arrest
มุมมอง 475 ปีที่แล้ว
Mario sits on his ass for a little under two minutes and dies suddenly due to cardiac arrest
Talk about having free times on your hands. Thank You!!!
Good job
The one game that should’ve gotten a anime or a OVA
Get this guy a :real:
02:07:11
This is exactly what I was looking for. Thank you!
_Chaotic Final Exam_ 's artwork is something of a cruel joke almost. Generally looks poor, even the intro, also animated btw, looks a bit goofy depending on who you are and how you look at it. But a year later, _Tower of the Magician_ comes out with the quality you'd expect from previous games in the series... but then a year later, the Korea-exclusive _Secret of Elysium_ comes out, it stars Arle again... using the same soddin' assets from _Chaotic Final Exam!_ I really hope the game's poor artwork coming back for round 2 is more of an in-house joke than an actual serious decision.
well secret of elysium was pretty much an asset flip possibly because it was not done by the usual compile guys in Japan but yea final exam's artstyle is pretty wacky
He skipped multiple Ultimate custom night characters
He only skipped one
@@Awesomeguy8310 don't care + yb better
@@echothesilent4693leave this comment section rn
what even is YB@@xxar6
bro who cares and do you know how long it would take try it yourself then
27:10 Hearing him laugh turning the Endoplush into the Elder Guardian genuinely made me laugh
Can you make tutorial on how to restore beta into sm64 n64 nintendo ds 150 stars rom hack please????
star world wetooled incoming???
Respect
God bless
1:27 Did he just do what I think he just did? 😧
Good vid
this looks sick. does it work with project64?
Oh my god bro how
oh my god kaze is doing fucking ps2 graphics on the goddamn thing
Dunno which one's on drugs right now: Mario or the voice guy
um actually celestio 64 is already 60 FPS on console
FIIIIINE desc updated to say 3d
I'm Captain Lou Albano, talking to you about drugs. Kids, don't be afraid to say no. Anyone that asks you to use drugs is not your friend. Drugs can, and will kill. Remember, don't be afraid to turn to your priest, your rabbi, your minister, your moms, your dads, your teachers, because drugs can kill. And if you do drugs, you go to hell before you die. Please
I've been learning blender and fast64 finally. So I much appreciate a tutorial that actually relates to SM64
Wow
Wait this is a real anime
pretty sure it's a joke cutscene from the madou games 😂
The ending to _Chaotic Final Exam,_ pretty sure. There's no Madou anime afaik.
thats cool and all but i believe you are the T
I want to say that this video has been extremely helpful to me, but I have a couple of questions: First, is there a way to make separate areas in Rom manager? Not like, different level areas, like how the slide in CCM is a different map from the main mountain in CCM, but like different areas as in the JRB room or BBB room or Bowser 1 room in the castle lobby, where they are the same map but they load in the geometry only when you're close to or inside the room. Second, is it possible to create semi-transparent Water geometry? Like you see in the castle grounds or ttm, where they have semi-transparent waterfalls?
rooms are not supported in rom manager, and translucency is accomplished by having a textures format be rgba32 (32x32) (full color and translucency) ia8 (64x64) or ia16 (32x64) (all i formats are black and white) and set the displaylist to transparent
@@pyrolluxjay thanks for the update. I’d figured that rooms weren’t supported but it’s good to get confirmation. I also did manage to figure out translucency. I had been trying to use vertex alpha but I imagine that rom a manger doesn’t support that either? The way I ended up getting it to work was by setting the alpha of the material to be semi-transparent which is a lot easier than alpha transparency anyway.
When I try to insert certain objects like koopas and cap switches, they appear as blue and red arrows in the editor and they just don’t show up at all in-game. Can someone please explain how to fix this?
they need the be selected in the object bank, click the specific level and go to the object bank tab
i forgot to upload the download link on the youtube upload im a Fool
I'm guessing you redid all of the music as well? Some of the songs in the original were a little too loud and the choice of instruments were a little too harsh, I think. Thank you for making this and I'm looking forward to the console patch!
the music is significantly more optimized and some other fixes were done (both with that process and bugs with the originals, vanish cap music was changed to be a remix of c9's music because i got an m64 of it from sm64pie and it sounded way better
Amazing
Is there a way to play this on a Linux through Retroarch?
yeah you just need to use the hack64 web patcher to patch your rom (or parallel launcher) and itll work
@@pyrolluxjay Okay. Thanks!
I tried to put a level i made over castle grounds and and when I load the level I just die immediately. How do I fix that?
make sure your default spawn point is set by going to the level tab of the level editor (object placing ui) and hit set default spawn position, while highlighting your mario start warp, needed for that level only
do you know what music is playing starting at 0:03
1:00 advice: make copies of your rom file with the config file 2:20 advice: the 64 megabyte size made by rom manager is more than you will ever need 3:40 instruction (rom trimming): you can open the rom in hxd and delete garbage data 5:53 advice: Pyro Jay uses LINK's GLideN64 v.4.1, it "should be the plugin you use for romhacks" 8:10 advice: only use custom levels for Rom Manager 9:07 advice: Object Banks 9:22 advice: importing OBJ files, Graphics Editor for textures and their behaviours Graphics Editor / Textures: 10:40 advice: texture formatting 11:48 advice: I* format textures, can do 64x4 12:50 advice: RGBA16 and RGBA32 colors 13:34 advice: CI8 and CI4 are recommended texture formats for efficiency 14:15 advice: IA and I textures - all monochrome formats 15:04 advice: I16 has too many transparency layers, only 32x32 possible 15:17 advice: IA4, 3 bits monochrome, 1 bit alpha, I4 4 bits monochrome 16:18 advice: CI8 and CI4 can both use transparencies -Display lists 16:30 advice: Select Displaylist 17:02 advice: Displaylist: 2 - Solid Decal 17:38 advice: Translucent decals 19:30 advice: Flipping textures 19:52 advice: Enable two-sided faces allows your texture to be visible on both sides 20:15 advice: Enable mirror, corner of a circle mirrored on both axes into full circle (Clamp fixes problems with textures turning translucent at edges) Collision Editor: 20:55 advice: Solid or Non-Solid 21:50 advice: Enable Texture Animation "can animate/scroll in four directions" 22:10 rant: "paintings are awful" 22:40 advice: Collision Types, never need anything below 7B unless using paintings 22:50 advice: Collision Types, brief explanation of use
Model Converter: 23:50 advice: Fog, brief mention 24:10 advice: Scaling - "500 is good for SketchUp users" 24:28 advice: Center model should be off, should be done in workspace instead Level Manager: Special boxes 24:55 advice: Water, Toxic Haze, Mist - Edges are default size, Scale is texture appearance, Water Type alters appearance Area Settings 25:55 advice: Default Terrain Type: "This you don't need to touch unless your level is Snowy or Sandy" (don't touch Big Boos Haunt because it's "cringe" lol) 26:10 advice: Environment Effects 26:58 advice: Camera Preset, Music, Area Background, Area Start Message, Echo Level, Camera Frustrum (not explained) Area Model 27:46 rant 28:00 advice: Texture Animations, brief 28:15 rant: Area Model - V More Level Editor: ranting, "don't use as reference for how this looks in-game" 30:35 advice: Whenever making a start point, click on Level tab and Set to selected Object for Default Start Position, "you only need to do that for Castle Grounds" 31:00 advice: Mario Start 1 must be set to all Acts (ignore 6) if it's in the overworld 31:22 advice: Creating object Three Goombas, then changing Type - spawning in the sky will still cause them to spawn on the ground 32:00 advice: (brief) Object movement controls 32:30 advice: (brief) Behaviour Parameters, always max of 255 except bParam 3 which is 254 - "3 and 4 are glitchy, there is a fix for 4 in the tweaks menu" 33:00 rant: goombas and object banks 33:20 rant: More Objects and graphical glitches 34:14 rant: GUI ribbon 34:25 advice: Collision - Death Floor, needs to be 2500 units below where wanted, to allow for fade out 35:34 rant: Tools tab, Script Dumps, Texture Editor 36:30 advice: Two-sided faces, you can only have collision on one side of the face
37:00 rant: Launching rom Running the ROM: 37:40 Demonstration: Four goombas and scuttlebug, texture sizes, water level, death floor Custom Objects: 39:10 advice: Custom Objects Manager, Import->Import from Database, enabling Global Behavior Bank 40:15 advice: Model Bank Manager, "Model-ID, if you don't know what to put, use late 70s-early80s", community help doc has list of free IDs 41:30 advice: importing custom models, Model Converter 42:05 advice: Collision Editor, into Model Bank Manager "Don't touch Collision Pointer" 43:15 advice: Replacing scuttlebug models with new custom model 43:50 demonstration: replaced model 44:30 rant: (brief) Model Bank Manager - "There's also a little model bank, you shouldn't really use this unless you really want something to be everywhere" "You still need to enable it [in Level Manager - Object Banks]" 45:10 rant: Tweaks, positive opinions of Parallel Lakitu Camera, Skip Mario Screen and Opening, Slope Fix Running the ROM: 46:34 rant: Jabu plugin, aspect ratio 47:15 demonstration: Scuttlebug replaced model, Angry Sun imported object 48:30 rant: Jabu does not like decals 49:30 demonstration: Animated texture on jar, two-sided texture with one-sided collision, texture commentary 50:36 advice: Widescreen can occasionally cause objects not to render outside camera -general level demonstrations Custom Objects: 52:05: long instructional: Making new object (see previous custom objects timestamp), using box model again, textures, behaviors bank 55:40: instructional: using in Level Editor Running the ROM: 56:24: demonstration: Custom object crash diagnosis - Level Manager Global Model Bank not enabled 56:43: advice: "Local model IDs have priority over the global model's, global model has priority over vanilla model IDs, which is why I was able to replace the scuttlebug with the box" 57:05: demonstration: Custom object ingame
58:30 advice: when replacing objects and models of objects, it may not work with others, "usually stuck with collision" "don't replace anything that has 2A pointer, or has collision that you can jump on because it will not work with custom models unless you make a new behaviour with it" "every model that you make needs to have different collision" "If I used the same box model as I did before the scuttlebug, it would not have worked since that model did not have collision, and it would have also be in a different place in the ROM, which would cause the ROM to break" "You can't have two models using the same collision pointers, so you need to make a new custom object with a new custom behavior, every time you want to have a custom object." Level Editor: 59:44: demonstration: Changing custom scuttlebug to Pink Bob-Omb Running the ROM: 1:00:13: demonstration: Pink Bob-Omb Level Editor: 1:00:50: rant: watch if you have motion sickness (GUI ranting) Custom Objects/Behaviours in Quad64: 1:02:48: rant/demonstration: Opening ROM hack, viewing Script Dumps, custom objects, copying scripts into ROM Manager Behavior Bank Manager ROM Manager: 1:05:40: rant: Custom objects continued Running the ROM: 1:06:29: rant/demonstration: Star Road Retooled visuals and objects 1:07:05: rant/demonstration: Palm tree with fog, Chain Chomp without post, moving platforms, custom behaviors 1:10:24: rant/demonstration: SM64RM Texture Editor, Text Editor - Sound Effects, Tweaks, Music Table, Custom Objects Manager, Level Manager (only areas 1-3 can have echo) 1:14:45: rant/demonstration: Star Position Editor, changing where bosses drop stars 1:15:15: rant/demonstration: Coin Properties 1:15:35: rant/demonstration: Trajectory Editor, HUD 1:16:28: rant/demonstration: Object that removes box on getting 10 stars, visual discrepancies between Level Editor and game
@@InsideOutAnus ty very much for tolerating me enough to write down all of the timestamps, greatly appreciated
@@pyrolluxjay thank you for making one of the few videos even mentioning most of these features.
This is unbelievable that some People want the bitching Bees back. These Enemies was so brocken in the Original Game. Same for the Fly Guys. So glad they aren't longer in Star Road. Thank you Pyro Jay for this beautiful Remaster.
I’ve made a custom map for Mario 64 in blender and imported it. I loaded in the game, and went to the stage. Everything is fine, but the collision on the map is weird. Random invis walls, slope corner soft locks, and platform ledge grabs not working half of the time.
use all BOTH recommended and official tweaks in rom manager, and make sure you use death floors if you want bottomless pits, document in desc will tell you how to do that
console compatibility and some bug fixes will come soon enough for those asking!
sorry 1.1 is taking so long, ive been busy with a lot of things irl, theres a good amount of edges i've been trying to buff off, including struggling with trying to get some of the music to sound better
should be coming soon, not the console compat part, thats still a decomp version thing thatll be significantly more time away but other fixes are v soon sorry for the wait n stuffs
@@pyrolluxjay awsome to see this project. Keep up the good work you're an inspiration💗
I can't believe how Star Road still is one of the best romhacks ever made, even after so many years,
I know right. I still haven't found a hack I enjoy more.
you did am amazing job
Will there be console port? I will like to play this on my ps vita on the go.
I want this to be console compatible because I really want to play this hack on an actual Nintendo 64 console, I hope Kaze Emanuar sees this hack and makes it console compatible like he did with the original star road
all my love /o/
What is the difference between this and the original Star-Lord?
video explains it, but mostly just general improvments all around, especially technical ones
yo hey this game was cool to playtest and pyro is a cool guy. all love to this project
This NEEDS to be on PC Port!
The perfect christmas gift <3
This NEEDS to be on PC Port!
pls add bee
No.
No
Let's fucking gooooo duuuude!
This NEEDS to be on PC Port!
th-cam.com/video/e5M2RMAvG2U/w-d-xo.html see developer commentary in this VOD, this took a lot out of me