Releases: ChaoticBuilder/Ultrabell
v0.12.9
v0.12.9-dev-13
v0.12.9-dev2 temporarily removed sounds playing through warps due to sound sequenc…
v0.12.9-dev-10
I forgot to post a release here for a few months lmao
v0.12.8
I keep procrastinating with other sm64 hacks and fucking celeste so just have another version while I try to sort my shit out aaaaaaaaaaa
uh
delta time
dialog skip (press z)
a few bugfixes
the bob theme is wip, it's a more accurate recreation of the ssk wf theme, so expect it to be complete by next version (if I STOP FUCKING PROCRASTINATING SO MUCH)
baiiii
v0.12.7.3
Alright so I was going to make a release when I actually added the new level in, but I just can't help myself
I decided to completely revamp Plains bc I figured out vertex coloring, I really tried to make it look epic, you gotta see it tbh :3
don't really wanna make a changelog so just read the commits -w-
Just so that you guys aren't completely in the dark, similarly to when I was first adding plains in, I'm also giving a level preview below as well, just know it's extremely basic rn xd
use level select and select suteji0 (stage 0) at the end of the list :3
v0.12.7.2: adjusted bowser exit cutscene to be even more accurate
I really need to add another level I just really don't want to aaaaa
Anyways, here's the changelog in no particular order at all
- Ultrabell now has a User Manual! (WIP)
- Replaced the pretty much useless "always kick" option in the dive config option (idk why I did that when Mario kicks in most airborne actions anyways) with a new "Auto dive" option, this works kinda like the vanilla system, however instead of relying on Mario's speed, it instead is based on how much you're moving the control stick, which is a lot more intuitive!!
- Reduced the size of the hack a TON through some methods listed in the Misc section (like genuinely it went from being like 8.1MB to 7.8MB, and I can probably reduce it even further just cuz there's so much stuff still left it's insane)
- Removed the whirlpool, and added the water mines in DDD :3
- Red Coin Stars no longer exit you out of the level, it's a nice QOL feature
I totally didn't steal from B3313 - There's a new dialog font! It's still heavily WIP, but it's pretty nice
StoleUsed some assets from the new TPP Showfloor! (Some animations and instruments :3) Huge credits to them (also my Bowser Exit Cutscene recreation was used too in 96fb which is 🔥 like holy shit I feel so honored lmfao)- Speaking of that, it also helped me finally figure out how to get sounds to play through transitions! I've been like trying to do that for like a week now and it was driving me insane lmfao
- Updated the Athletic theme
- Updated the HUD Cross to have a nicer palette
- Adjusted the positions of HUD positions to now properly scale with the width / height of the game, and the star / coin x position is now closer to the proper positioning! (Not exactly though, as I think the Dec 95 positioning is too close to the center for my liking ;3)
- Adjusted some instruments in HMC and DDD
- Overhauled the Door Cutscenes entirely! (The variant that has the camera near Mario, to be specific) As you can see in the video, the push camera now has the camera pointed toward Mario as he enters the room, (unfortunately revealing how the rooms system unloads rooms but I can't fix that without editing the level model) and the pull variant is in the top left corner, watching Mario open the door! (I changed these because the wall clipping was annoying me, and I got bored of the normal cutscenes)
- Adjusted the Bowser Exit Cutscenes to be more accurate to the footage, (and also fixed a dumb bug too)
- Reverted Mario's roll calculation whilst flying to semi-vanilla, I just could not get it to work properly tbh
Misc:
- Cleaned up code some more
- (mostly just sounds)
- Finally figured out how to use the asset extractor properly, and adjusted things to be more size efficient, with 2 main things, duplicate files, and reducing size of sounds, with the duplicate files, (eg. coin_tilt_right.ia16 and coin_tilt_right.custom.ia16) I figured out how to get the asset extractor to just ignore the file entirely, and with the sounds, I just either reduced the sample rate (waterfall), or went in and cut out the part that doesn't get used! (painting noise) :333
- Breakdancing has a test dialog, ignore that, I'm using it to test the new dialog font, it will be gone in the next version
- Mario's "YAHA!!!" on the title screen now plays a bit later
v0.12.7.1
Hey! So uh I was going to make this version when I actually added another level, but I've actually been kinda busy with another project
It's not quite at a ready stage yet, but it's another Shoshinkai-like that I'm helping work on! (Mostly just coding currently)
When the Creator of it feels like it's more ready for a release, I recommend you go check it out! It's going to be a very big Internal Plexus :3
Now as for this version:
- Made some more custom textures use separated files
- Bowser's Sub now appears in all acts
- A new Athletic theme is used in Sky levels
- Adjusted the spike and 5th red coin position in Plains
- Plains now uses a custom pixel art version of the E3 Painting! (Drawn by yours truly :3)
- Added a secret mode for Level Select ;3
- Adjusted some misc stuff
Enjoy!
v0.12.7-h1
small update/hotfix for ABC
v0.12.7
man 7 hotfixes for 1 version is insane 💀
anyway prob gonna like actually stop posting versions for a bit, since I don't really know what else to do, so I'm going to actually try focusing on making levels and shit again
assuming I actually do that and I don't do another v0.09.1 again lmao
- Changed the Readme a bit,
- Added a few more Beta Animations from TPP,
- New Title BG and shit, I don't think there's really that much diff so yeh
Remember to stay 'a=-q=ew-gtor-e=sc,z' chat
v0.12.6-h7
unused eye direction