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 Waluigi Pinnball [mkwiigamer/ALPHAMARIOX]

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PostSubject: Re: Waluigi Pinnball [mkwiigamer/ALPHAMARIOX]   Mon Sep 13, 2010 1:15 pm

yeah.It looks great.I will now only change some backgrounds and textures and so.

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PostSubject: Re: Waluigi Pinnball [mkwiigamer/ALPHAMARIOX]   Thu Sep 16, 2010 7:20 pm

ok Very Happy
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PostSubject: Re: Waluigi Pinnball [mkwiigamer/ALPHAMARIOX]   Sun Sep 26, 2010 6:25 am

First video of Waluigi Pinball:


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PostSubject: Re: Waluigi Pinnball [mkwiigamer/ALPHAMARIOX]   Sun Sep 26, 2010 2:58 pm

Hmmm... funky textures

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PostSubject: Re: Waluigi Pinnball [mkwiigamer/ALPHAMARIOX]   Sun Sep 26, 2010 3:10 pm

the texures are bad i know. I will fix this

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PostSubject: Re: Waluigi Pinnball [mkwiigamer/ALPHAMARIOX]   Sun Sep 26, 2010 3:37 pm

Oh ok.

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PostSubject: Re: Waluigi Pinnball [mkwiigamer/ALPHAMARIOX]   Mon Sep 27, 2010 8:19 pm

That video gave me inspiration to make a new track. I'll call it Waluigi Rainbow! It's going to have a big Waluigi planet under the rainbow track in space!
Rainbow Road has a VERY complex CPU route.
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PostSubject: Re: Waluigi Pinnball [mkwiigamer/ALPHAMARIOX]   Tue Sep 28, 2010 7:58 am

nice idea

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PostSubject: Re: Waluigi Pinnball [mkwiigamer/ALPHAMARIOX]   Tue Sep 28, 2010 7:58 pm

THANKS for making your Waluigi Pinball over Rainbow Road. My new track, Waluigi Rainbow, is awesome. I think I'll credit you just for giving me the "colored Walugi" inspiration.
I'll post it here as soon as I fix the Y of the CPU routes. The entire track is a ramp (just like Waluigi Pinball) and the CPUs bother so much about the Y position that sometimes they'll go the other way around (ignoring the X and Z) just to fufill the Y. They must really like that letter.
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PostSubject: Re: Waluigi Pinnball [mkwiigamer/ALPHAMARIOX]   Tue Sep 28, 2010 8:21 pm

Cool. CPU routes are the hardest.

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PostSubject: Re: Waluigi Pinnball [mkwiigamer/ALPHAMARIOX]   Tue Sep 28, 2010 8:44 pm

In courses like Rainbow Road, Luigi Circuit and GCN Peach Beach.
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PostSubject: Re: Waluigi Pinnball [mkwiigamer/ALPHAMARIOX]   Tue Sep 28, 2010 8:54 pm

No, Item routes are the hardest. They sometimes can take "shortcuts" (the route divides into two) where the CPUs don't. The new KMP is from DK's Jungle Parkway. There is only one CPU route section, one checkpoint section, but 9 item route sections. That level's KMP is a good one to make your level over. It has 87 objects and very simple routes. Another good one is N64 Bowser's Castle.
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PostSubject: Re: Waluigi Pinnball [mkwiigamer/ALPHAMARIOX]   Tue Sep 28, 2010 8:56 pm

Both Item and CPU routes are the hardest. But in SNES GV2, it's object positions.
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PostSubject: Re: Waluigi Pinnball [mkwiigamer/ALPHAMARIOX]   Tue Sep 28, 2010 9:01 pm

That level has 672 objects. How come the game doesn't crash?!?
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PostSubject: Re: Waluigi Pinnball [mkwiigamer/ALPHAMARIOX]   Tue Sep 28, 2010 9:03 pm

I have no clue, but it may have something to do with the hexes.
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PostSubject: Re: Waluigi Pinnball [mkwiigamer/ALPHAMARIOX]   Tue Sep 28, 2010 9:09 pm

If somebody tried to put 672 objects in the same level in New Super Mario Bros. Wii the game would surely crash.
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PostSubject: Re: Waluigi Pinnball [mkwiigamer/ALPHAMARIOX]   Tue Sep 28, 2010 9:17 pm

Makes logical sense. Again, it's the hexidecimal codes in the game or level which determines the crashing point.
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PostSubject: Re: Waluigi Pinnball [mkwiigamer/ALPHAMARIOX]   Wed Sep 29, 2010 7:26 am

i think i will import a other kmp to fontence flor.

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PostSubject: Re: Waluigi Pinnball [mkwiigamer/ALPHAMARIOX]   Wed Sep 29, 2010 10:37 am

Everything in the game is in hexadecimal code, duh. Just because there isn't a program to edit it then you call it hexadecimal, and when there is, it's not?!?
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PostSubject: Re: Waluigi Pinnball [mkwiigamer/ALPHAMARIOX]   Fri Oct 01, 2010 9:34 pm

ok
/back2
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PostSubject: Re: Waluigi Pinnball [mkwiigamer/ALPHAMARIOX]   Sat Oct 02, 2010 3:02 am

WORK ON WALUIGI PINBALL CANCELD TILL THE SZS MODIFIER UPDATES ARE RELEASED

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PostSubject: Re: Waluigi Pinnball [mkwiigamer/ALPHAMARIOX]   Sat Oct 02, 2010 7:18 am

Makes sense. I've stopped all CT making until that happens, too.

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PostSubject: Re: Waluigi Pinnball [mkwiigamer/ALPHAMARIOX]   Mon Oct 04, 2010 7:46 pm

Yes. But this is like the Man on the Moon type of exploration, We as hackers have just started breaking into the ISO. Soon, we'll be able to make tracks with more or less than 3 laps.
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PostSubject: Re: Waluigi Pinnball [mkwiigamer/ALPHAMARIOX]   Mon Oct 04, 2010 8:13 pm

We should be able to add tracks and cups (to the menu, track selector) by editing the NW4R layouts and the main.dol. That's actually possible, as they did it to NSMBW which likely shares the menu format.
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PostSubject: Re: Waluigi Pinnball [mkwiigamer/ALPHAMARIOX]   Mon Oct 04, 2010 8:17 pm

We should make a program to simply the hex editing so that it's easier for others to edit.
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