ArthurtillyAs a result of the recent SM64 leaks, the ROM hacking community uncovered the assets of an unused enemy, dubbed "Motos" from the names within the code. The model, animations and all the code was present. This is a result of adding the data back into the game. The code suggested that he shared a lot in common with bullies (referred to as "Otos") and would have been present in Lethal Lava Land, so this is where I put him.
The model and animations were unearthed by AWiseguyEh on Discord, and the code was ported into decomp by me. Like a lot of unused assets, the code was not particularly functional, so I added to it to turn Motos into a fully developed enemy. The main changes I made were:
* Adding the "falling over" state (this animation was unused in the original code) * The lava death and blue coin (he was invincible) * Speeding him up * Changing the velocity of his throws slightly
It's crazy to think that we had no idea about anything regarding this enemy until now.
New Beta Enemy Found in SM64 After 25 Years - MotosArthurtilly2020-07-27 | As a result of the recent SM64 leaks, the ROM hacking community uncovered the assets of an unused enemy, dubbed "Motos" from the names within the code. The model, animations and all the code was present. This is a result of adding the data back into the game. The code suggested that he shared a lot in common with bullies (referred to as "Otos") and would have been present in Lethal Lava Land, so this is where I put him.
The model and animations were unearthed by AWiseguyEh on Discord, and the code was ported into decomp by me. Like a lot of unused assets, the code was not particularly functional, so I added to it to turn Motos into a fully developed enemy. The main changes I made were:
* Adding the "falling over" state (this animation was unused in the original code) * The lava death and blue coin (he was invincible) * Speeding him up * Changing the velocity of his throws slightly
It's crazy to think that we had no idea about anything regarding this enemy until now.SM64 The Green Comet: Green Comet RELEASE!!!!!!Arthurtilly2024-04-01 | Because SM64: The Green Comet is such a good hack, I decided to make a green comet edit of it. Hope you enjoy.
Credit to @Arthurtilly for the original hack, go check him out!
Download: romhacking.com/hack/sm64-the-green-comet--green-cometBouncy Road but its slightly impossibleArthurtilly2024-03-14 | Rhythm Tengoku's decompilation is now officially shiftable so I made this monstrosity.Recreating Lethal Lava Land in Mario Builder 64! (SM64 Level Editor)Arthurtilly2024-03-01 | Mario Builder 64 is a SM64 ROM hack currently being developed by myself and Rovertronic. It functions as an easy-to-use level editor and player for SM64 levels, functioning similar to Mario Maker. It even supports saving levels to files and loading other people's levels, so sharing levels is easy, and works on a real Nintendo 64.
Rovert's channel: @rovertronicEPIC Shell Course in SM64 Mario Maker! #mariobuilder64 #sm64 #shortsArthurtilly2023-12-01 | Made with Mario Builder 64, an upcoming SM64 hack by me and @rovertronic ! Subscribe for more!Mario Maker for SM64! #sm64 #supermariomaker #sm64hacksArthurtilly2023-11-29 | Made with Mario Builder 64, in development.SM64 but every star is cut in halfArthurtilly2023-08-30 | Awesome hack I made to spite Rovert. 60 stars total, of course.
Download: romhacking.com/hack/sm64-but-every-star-is-cut-in-halfSick Beats Endless - Max Score (Rhythm Tengoku)Arthurtilly2023-05-08 | This is not a TAS, rather it is a modified version of the game containing autoplay. I'm pretty sure this is the first proper Rhythm Tengoku code modification. The autoplay works perfectly on most games, although it does not work on Rat Race, Quiz Show and Bouncy Road (and also not Mechanical Horse and Mannequin Factory).Remix 6 with the different game versionsArthurtilly2023-04-19 | onion?
Made with the Rhythm Tengoku decomp
Yes some of the games are unchanged, those are just the ones with no alternate versions.Sick Beats but its literally impossibleArthurtilly2023-04-11 | Something other than Rhythm Tweezers this time, no more funny onion video. Once again made with the Rhythm Tengoku decomp.
I tried to make the rating you get a Try Again but turns out it's impossible to make that happen, if there are no cues there's nowhere to fail so you always get an OK.
Version 1.1 of the SM64 Randomizer introduces a new aesthetic option for randomizing the color of stars. It also expands the number of seeds from 65,536 to 100,000, adds a new options preset, and contains many new minor features, bug fixes, impossible spawn fixes and engine improvements.
SM64 Randomizer is a ROM hack designed to create a new game every time you play. When you select a file, a "seed" is created which governs stuff such as the placement of objects in levels, the star requirements on doors and the warps to new levels. These things will stay the same throughout your playthrough. You can also set a specific seed, or pick between many different options that change the experience of your playthrough in the Options Menu.
Report any impossible stars, bugs or suggestions in the SM64 Randomizer Discord server!
Changelog (v1.1):
NEW FEATURES
- Added a new aesthetic option for randomizing the color of stars. - Increased range of possible seeds from 65,536 to 100,000. - Added a new "Sprint" preset for 30 star nonstop no-save. - The range of values for the BitS door has been increased to now encompass all multiples of 10. - Having Keep Structure ON and Adjusted Exits ON will now make all levels available in all parts of the castle, instead of all courses being locked to their area. - Moneybags are now randomized. - The Extreme preset has been modified slightly: --- Stars required reduced from 110 to 100. --- Keep Structure has been turned ON. - When Random Level Spawns is ON, you will now have a 50/50 chance to spawn in either THI island. - Added a tiny chance for singleton coins to be replaced with moneybags. --- The chance is higher on Danger spawns and will never happen on Safe spawns. - Added a new kind of seed easter egg.
BUG FIXES, SPAWNING FIXES, ENHANCEMENTS
- Fixed a critical bug causing Mario to often spawn on slippery slopes in v1.0.1. - Objects will now never spawn inside each other and will no longer spawn inside warp pipes. - Improved raycasting algorithm, preventing many impossible spawns inside walls. - WMotR red coins now do proper safety checks and won't get stuck inside geometry. - Big piranha plants in THI now count as key objects. - Thwomps now have a larger wall check radius when spawning. - Keys will take you out of the Bowser arena in non-stop. - Merged the repo with HackerSM64 for performance and stability benefits. - Implemented a better RNG system. - Fixed avoidance points for the BitFS warp and the SSL pyramid elevator. - Added a Danger-only avoidance point in BitDW for the slopes under the seesaw platforms. - The skybox in BBH will no longer render inside the floor of certain rooms. - Some parts of the Options menu have been reordered and reworded. - Removed black bars from the top and bottom of the screen. --- Adjusted seed and settings ID printing in accordance with thisSM64 Randomizer v1.0 Is Here! [Release & Download]Arthurtilly2022-10-15 | Note: This version is outdated, the latest version is v1.1.1 found here: youtube.com/watch?v=wido_zCkg_g
The new version of SM64 Randomizer is finally here! The major addition in this version is the Options Menu which contains MANY new options allowing you to tweak the experience of the game to your liking. This includes settings like object spawn difficulties, warp scramble on/off, crazy Mario colors and many other things! The update also contains a huge number of bug fixes, impossible star fixes, and spawn scrambling fixes for a much cleaner experience than any previous version.
Big thanks to Kaze Emanuar for helping to create the UI of the Options Menu, and as always a huge thanks to JoshDuMan and nim for all their help with the randomizer! And of course, thanks to all of our betatesters as well.
SM64 Randomizer is a ROM hack designed to create a new game every time you play. When you select a file, a "seed" is created which governs stuff such as the placement of objects in levels, the star requirements on doors and the warps to new levels. These things will stay the same throughout your playthrough. You can also set a specific seed, or pick between many different options that change the experience of your playthrough in the Options Menu.
Report any impossible stars, bugs or suggestions in the SM64 Randomizer Discord server!
- The Options Menu has been added with many new options to pick from. There are so many options that I cannot describe them all in this changelog, but the "Options Guide.txt" file in the download has a comprehensive overview of all of them. - The main menu has been revamped to look nicer and have proper credit. - Seeds and options selected now save to a file. - Seeds of existing files now display next to the file icons. - Existing files can have their seeds and options overwritten by selecting the seed/option before choosing the file. - The printing of seeds on menus has been revamped to be more aesthetically pleasing and easier to read. - The Random Seed seed generation has been fixed to be more random. - - This removes the need to wait on the file select for a couple seconds to ensure the seed is new. - Nonstop mode, which was previously a separate rom, is now integrated into the base randomizer as one of the options. - - It is also now possible to complete all main courses in one visit in nonstop mode. - Added a couple new seed easter eggs.
SPAWNS / OBJECTS
- Fixed many impossible / oob spawns and spawn scrambles. - Red coins and singleton coins no longer spawn super high in the air. - More objects have been randomized: koopas, underwater shells, BBH cage boo, clams, kelp, fish - Many possible yet difficult spawns now only occur when spawn safety is set to Dangerous. - - These spawns include Tuxie in WKWW section, spawns in the WDW cage or above the BitFS cage - Water level diamonds in WDW no longer randomize to ensure all water levels are reachable. - Removed 6th boo in BBH.
GENERAL FIXES
- Fixed many crashes, glitches and softlocks. - Spawning inside a red coin will no longer render the red coin star uncollectable. - Secrets and piranha plants killed will no longer reset between areas. - CotMC now has a proper death warp into HMC instead of sharing HMC’s death warp. - Treasure chests are easier to activate and no longer spawn a duplicate orange number when opened. - Red coin star markers now appear in the three Bowser stages. - If Keep Structure is off (default) then the key doors in the castle will resemble ordinary doors. - If star door randomization is set to either On or None, the star door opening animation will never play and the 1 and 3 star doors in the castle will resemble ordinary star doors. - Randomized star door amounts now should never result in seeds becoming impossible due to impossibly high star requirements. (This becomes a big problem with adjusted exits) - Improved camera in some locations. (such as BBH roof) - Removed most act specific requirements for Koopa the Quick, DDD Manta Ray, Merry-Go-Round Big Boo, CCM Snowman and TTM Monkey Cage. - Removed course entry dialog and star milestone dialog. - Coins in formations will no longer snap to the death barrier.
OPTIONS MENU
- The default settings are the options which most closely resemble the older versions of the randomizer. - The Presets menu allows you to choose from some recommended option combinations. - The options of a file will be displayed along with the seed on menus. - - If the options match a preset, the name of the preset will be displayed, otherwise a unique Settings ID will be displayed. - - Aesthetic options do not factor into this display at all.Blender Default Cube 64Arthurtilly2022-09-18 | Shitpost hack I made in like 30 minutes lmao
This is the release trailer for my SM64 ROM hack Gravity Swap 64! This hack took hundreds of hours to make, so I hope you enjoy it. I had to recode many many bits of code in the game to get gravity to work in every direction.
If you're playing this hack, make sure you check out Challenge Mode! It's the most fun part of the hack by far and has something for everyone, with 100 challenges of varying difficulty. You can also play Normal Mode where the gravity switches randomly every 30 seconds and you play through the vanilla game.
Please read the included README.txt file for more detailed information on the hack!
This hack is not console compatible.
-------------------------------------------------------------------------------------------------------------- Follow my twitter! twitter.com/arthurtilly413
Shoutouts to Simply for commissioning this hack! It would not exist in its current form without him.
Thanks to Wiseguy for helping out with improving a small bit of the mathematics behind the gravity system a while ago.
Music: youtube.com/watch?v=GdzvsNM-2UARhythm Tweezers but its slightly impossibleArthurtilly2021-08-17 | Funny onion video. This was made with a new tool that should make Tengoku cue modding much easier.(yes this is a rhythm heaven channel now)
This hack aims to prove how competent texturing is just as, if not more important than, good level geometry. I started with the original model files from Shining Stars 1 (provided to me by Pie) and tried to keep as much of the original geometry as possible while retexturing the levels to look nicer. I also mixed up the themes and object placements of the levels, in order to make the actual experience of playing through the hack more original.
This is NOT in any way meant to be a remake of Shining Stars, NOR is it meant to be comparable to Pie's own hack "Shining Stars Repainted" which is a remake of the original hack. It is simply meant to be a relatively-low effort hack to demonstrate the importance of texturing.Super Unagi 64Arthurtilly2020-11-12 | Download: http://www.mediafire.com/file/i1uioueoxuz7aqp/Unagi64.bps/file
Why did I make this
thanks gtmSM64s SSL Pyramid On Its Side? (Planetary Gravity Engine Test)Arthurtilly2020-10-24 | This is a showcase of the state of the planetary gravity engine I've been working on, which allows Mario to be pulled by gravity in any direction. The main improvements since my last video on this are to the camera and vector math. I showcase different uses, most notably in the pyramid in SSL.
Shoutouts to Wiseguy for helping me to improve my bad vector math.Shining Stars Retextured - Sunlit Skyway (Comparison) [Preview 2]Arthurtilly2020-08-18 | Preview of the third course of Shining Stars Retextured, Sunlit Skyway! This level has been changed from a bleak stormy level to a bright grassy one. I also included a comparison with the original level from Shining Stars 1.
This hack aims to prove how competent texturing is just as, if not more important than, good level geometry. I started with the original model files from Shining Stars 1 (provided to me by Pie) and tried to keep as much of the original geometry as possible while retexturing the levels to look nicer. I also mixed up the themes and object placements of the levels, in order to make the actual experience of playing through the hack more original.
This is NOT in any way meant to be a remake of Shining Stars, NOR is it meant to be comparable to Pie's current project "Shining Stars Repainted" which is a remake of the original hack. It is simply meant to be a relatively-low effort hack to demonstrate the importance of texturing.Testing: Planetary gravity in SM64Arthurtilly2020-05-04 | Still very glitchy and a WIP
Known bugs: * Switching gravity while underwater with the Metal Cap will be very glitchy. * Standing underneath a moving checkerboard platform will make Mario likely fall off, although most other platforms are fine. * Horizontal/vertical wind will not work when flipped. * Mario will rotate his head the wrong way in first person. * Lots of invisible walls because Nintendo doesn't like putting ceilings down much, expect a lot of ceilings not to be standable. * JRB star 1 is impossible due to the warp floor into the ship killing you.Shining Stars Retextured - Rockridden Snowfields / Volcanic-Red Skyruins [Preview 1]Arthurtilly2020-01-27 | This hack aims to prove how competent texturing is just as, if not more important than, good level geometry. I started with the original model files from Shining Stars 1 (provided to me by Pie) and tried to keep as much of the original geometry as possible while retexturing the levels to look nicer. I also mixed up the themes and object placements of the levels, in order to make the actual experience of playing through the hack more original.
This is NOT in any way meant to be a remake of Shining Stars, NOR is it meant to be comparable to Pie's current project "Shining Stars Repainted" which is a remake of the original hack. It is simply meant to be a relatively-low effort hack to demonstrate the importance of texturing.WSRM2018 - SM65 Incident Commentary HighlightsArthurtilly2019-08-03 | "The literal best video on the Internet. If you don't watch this, you're missing out." - InfiniteVoid316, 2018
For the Winter SRM 2018 finale, me, Void, Space and Fokoro did a co-op 120 star run of the infamous Super Mario 65. It turned out way worse than any of us could have imagined.
This version of SM64 Randomizer has many new features in it, such as randomizing secrets and treasure chests. It also contains a ton of logic updates such that any random seed has a very high chance of being 100% completable.
Big thanks to JoshDuMan and nim for a ton of help with coding for this version!
SM64 Randomizer is a ROM hack designed to create a new game every time you play. When you select a file, a "seed" is created which governs the placement of objects in levels, the star requirements on doors and the warps to new levels. These things will stay the same throughout your playthrough unless you reset the game.
- All known OoB spawns have been fixed. - Randomized secrets, treasure chests and single coins. - The text that signs display is randomized. - Added act numbers above stars. - Camera will follow stars when they spawn. - Gave minion bullies and big piranha plants sparkles to differentiate them. - Increased render distance of some important objects. - Seed is displayed after collecting a star as well as when collecting the Grand Star. - The version is now displayed in the file select screen. - Added a bunch more easter eggs to the file select screen. - Mostly fixed object shuffling when re-entering a level - Mostly fixed object shuffling when travelling between subareas - Fixed bad spawns in the TTM slide - Fixed Mario spawning in places that make it impossible to progress. - Fixed important objects spawning in the vanish cap room in BBH. - Fixed sign and metal box hitboxes. - Fixed the Bob-omb Buddy spawning in areas unreachable without the cannon. - Fixed many bad spawning areas. - Fixed certain objects unloading when Mario gets near.When the randomizer breaksArthurtilly2019-04-17 | well thenSM64 Randomizer v0.4 - Major logic updates! (many seeds 100%-able)Arthurtilly2019-04-07 | Note: This version is outdated, the latest version is v1.1.1 found here: youtube.com/watch?v=wido_zCkg_g
This version of SM64 Randomizer contains a major amount of logic fixes and bug fixes to make a 100%-able seed much much more likely. While not all seeds have 120 stars possible, only 1 or 2 seed changes will be required to get all of them. v0.5 will hopefully make 120 stars almost always possible on any one seed.
SM64 Randomizer is a ROM hack designed to create a new game every time you play. When you select a file, a "seed" is created which governs the placement of objects in levels, the star requirements on doors and the warps to new levels. These things will stay the same throughout your playthrough unless you reset the game.
- Big thanks to JoshDuMan for a ton of help with coding. - Thanks to the betatesters: Cheese, Loohhoo, Revo, Bewtsy, GTM, Heroic, Hyper, JoshDuMan, nitrostwitch, Shep, SuperM789, Zimbo, egg, red, Zaxon.
Changelog (v0.4):
- Added some easter eggs in the file select menu - Objects will no longer spawn behind walls (mostly) or inside ceilings. - PSS and the CCM slide have objects spawn in appropriate places. - JRB star 1 will now spawn normally. - Objects can spawn at any height underwater. - Removed intro cutscene. - Mr. Is and wooden posts won't spawn too close to walls. - Warps will now scramble correctly after a game over or save and quit. - Cork boxes are now randomized. - No more insta-death spawns in SSL. - Objects won't spawn inside the BitFS warp. - Added star requirement to door between the pillar room and the main basement. - Fixed weird camera at the top of BoB and WF. - Fixed several crashes. - Many other tweaks to make the game as possible as possible.SM64 Randomizer v0.3 - General increase in playability, view seed from pause menuArthurtilly2019-03-31 | Note: This version is outdated, the latest version is v1.1.1 found here: youtube.com/watch?v=wido_zCkg_g
This version of SM64 Randomizer contains a bunch of tweaks added in order to reduce the number of unobtainable stars drastically. The changes will be most noticable in BBH and CotMC. Additionally, pausing the game now displays your seed in case you find a really cool seed and want to share it.
SM64 Randomizer is a ROM hack designed to create a new game every time you play. When you select a file, a "seed" is created which governs the placement of objects in levels, the star requirements on doors and the warps to new levels. These things will stay the same throughout your playthrough unless you reset the game.
Changelog (v0.3):
- The seed can now be viewed in the pause menu. - Objects should no longer spawn in ceilings. - The maximum steepness threshold grounded objects can spawn on has been reduced. - Various tweaks to make BBH and CotMC more randomizer-friendly. - Maximum star requirement for lobby doors reduced from 30 to 25. - Objects now spawn facing a random angle. - In THI area 3, all red coins / red coin star will always spawn below the floor and the wiggler star will always spawn above the floor. - The Bob-omb Battlefield painting will never link to TotWC, VCutM or PSS in order to prevent getting stuck at the beginning of the game.SM64 Randomizer v0.2 with Seed Selection (and better logic for randomization)Arthurtilly2019-03-30 | Note: This version is outdated, the latest version is v1.1.1 found here: youtube.com/watch?v=wido_zCkg_g
This version of SM64 Randomizer adds a seed select menu, which means that racing is now possible by entering the same seed. There is also some added logic to the randomization, meaning there will be fewer unobtainable stars.
SM64 Randomizer is a ROM hack designed to create a new game every time you play. When you select a file, a "seed" is created which governs the placement of objects in levels, the star requirements on doors and the warps to new levels. These things will stay the same throughout your playthrough unless you reset the game.
Changelog (v0.2):
- Added seed selection menu in file select. - Fixed the warp to CotMC in HMC not being scrambled. - [!] boxes and ground enemies will no longer spawn underwater, except in WDW. - Objects will no longer spawn past the loading zones in DDD and WDW. - The red coin star in TotWC no longer has a chance of spawning on top of a tower. - Death warps for WMotR and CotMC are made fairer. - The door leading to the endless staircase now requires 70 stars. - TotWC and BBH now have scrambled star requirements, and the entrance to BBH will always spawn.SM64 Randomizer - Release!Arthurtilly2019-03-29 | Note: This version is outdated, the latest version is v1.1.1 found here: youtube.com/watch?v=wido_zCkg_g
SM64 Randomizer is a ROM hack designed to create a new game every time you play. When you select a file, a "seed" is created which governs the placement of objects in levels, the star requirements on doors and the warps to new levels. These things will stay the same throughout your playthrough unless you reset the game.
This hack is still quite new so some stars may not be possible, but I have made sure that almost every star will be possible. You should certainly be able to beat the game with any seed, and if the warps or objects are too inconvenient, you can simply reset the game to get a new seed without losing any progress.Autumnal Architecture - SM64 The LentiLevels Rebooted Course 1 (Preview)Arthurtilly2019-02-25 | A preview of a hack I am working on, SM64 The LentiLevels Rebooted. This hack aims to be a full version of the never-completed demo of SM64 The LentiLevels released by LentiLP, as well as remaking all the existing levels.
Don't expect this hack to be out for a while, it is quite low on my list of priorities.
SM64 - The Green Comet is an SM64 hack that aims to replicate the concept of Super Mario Galaxy 2's Green Stars, by putting stars in tricky to find places. There are 121 stars overall, including a fully custom bonus level.
Note: I know there are the two error messages on startup, some of the tweaks I added made the ROM incompatible with SM64 Editor so I couldn't remove them.Launch Stars in SM64 (Programming with C)Arthurtilly2018-12-07 | This is an example of how C can be used to program in SM64. This was made with the SM64 decompilation project, which is still unfinished and only accessible to a select few.
The code I wrote can be found here for anyone who is interested: pastebin.com/g8jmFc5c
(The reason the model is just the regular star is because the decomp project can't support custom models yet.)
And before you ask, no I will not give a ROM download.Crudelo-Sphere: Getting to the impossible sign (alternate route) [Super Mario 74: Extreme Edition]Arthurtilly2018-10-14 | This is an alternate way to get to the impossible sign in Crudelo Sphere. The old way is shown in this video: youtube.com/watch?v=c664eWpnbtM . This way is a lot harder, but I believe I am the first to have proven this method possible at all.
This video is TAS.[TAS] SRRv1.3 Metal% in 5:30Arthurtilly2018-10-12 | My first attempt at a TAS that is actually relatively fast and not just a demonstration.SM64 Screen Transition editing for Green CometArthurtilly2018-09-03 | I managed to make the screen transitions in SM64 turn dark green instead of black, like they do in Galaxy 2 while collecting Green Stars. I thought it was pretty cool, so I showed it off here.
only reason i'm actually posting this to youtube is because discord won't play my stupid video fileSummer SRM Star Adventure - C13: Tick-Tock Reset - Full Stage in 2:55 (TAS)Arthurtilly2018-08-16 | A TAS I made of the entirety of Course 13 of Summer SRM Star Adventure, made by scuttlebug_raiser. I made this TAS because of the gimmick of Course 13 which allows you to collect multiple stars without leaving the level. I wanted to try coming up with a route through the level.
This is the first TAS I've ever made that is actually intended to be fast and not a demonstration. This is why some of it is a little sloppy, but I tried my best.
Summer SRM Star Adventure is a meme hack created for the finale of the Summer SM64 Romhack Marathon that ended on August 14th. It has 125 stars total.SS3 SotSC - On top of the C2 entrance (Theory TAS)Arthurtilly2017-12-27 | I'm sure everyone who's ever played SS3 has wondered what's on top of here, so I TASed it to find out.
(maybe i make too many of these)testArthurtilly2017-12-05 | ...SMG Spinjump in SM64! [Download]Arthurtilly2017-11-21 | Coding a thing completely unrelated to my Odyssey physics mod.
Credit to Bacon for like 20% of the code, I guess...
(i mean it was such a simple bit of code he gave me i could probably have made the same thing in 10 minutes but whatever)
I might add wallkicking after a spin in a later update.
SM64: The Green Comet is a ROM hack of Super Mario 64 that adds new star locations into the original game, in a style reminiscent of the second half of Super Mario Galaxy 2.
Three courses are available in this demo: Bob-omb Fields, Old Fortress and Jolly Roger Bay. There are 18 stars in total.
Ignore that one star in Jolly Roger Bay in the middle of the water, that was a mistake I made, it's fixed now.
Huge thanks to Toasterketchup for the footage for this trailer!