This is my first attempt, where I found out that the collision wasn't quite right. I later found that the collision was in a separate file: This is my attempt at vertex shading. Stages such as Master 2 use this: This is my custom texture test. You can tell what it's a picture of: I tried SMB2, the files were exactly the same: I later edited the lz file (which is compressed). My first attempts crashed the game, but later attempts I placed some objects. Note that none of these have the correct collision, or in the case of the last one, has no collision at all. And there you have it. Me hacking Super Monkey Ball!
If you could port City Escape, it would bring new meaning to "Rolling around at the speed of sound". Of course, it probably wouldn't work very well in reality, but for some reason I'm obsessed with mixing engines and levels from different games.
I think I saw you posted this stuff somewhere else. I don't know much about Monkey Ball but I've done a lot of work hacking other Gamecube games (mainly the Metroid Prime series); there's a lot of stuff common to a lot of Gamecube/Wii titles, particularly graphical stuff, so I'd be happy to help on that type of thing if you need it!
First playable custom level (kind of)! Note this level was made with the game's existing objects (yes, the floor exists in the game). I believe once we get a proper OBJ/MTL to GMA/TPL converter (instead of the hacky one I made), we can make better levels. Like how SM64 hacking started with just moving objects, you couldn't import custom models.
sign me the FUCK up good shit go?? sHit Let my interest alone be enough to fuel this project towards satisfactory realization. Just gimme 10 good custom maps.
After finally making a Windows build of the tool, I tried it on an obj of Emerald Coast 1 generated by SALVL... and it does nothing but spit out "Syntax error in ECoast1.mtl:" endlessly. I don't have the slightest clue how to debug the program, but here's the obj/mtl.