More Mario 64 in Zelda OoT

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Uploaded by on Feb 7, 2010

Thanks to spinout, imports from Mario 64 into Zelda OoT now have proper collision, even using the collision information from SM64 instead of recreating it via the mesh's vertices. The converter still has some issues - from smaller graphical glitches like in this video to only roughly half of a level showing up in OoT - but everything considered, it's a nice achievement already. Again, many thanks to spinout for coding the collision and scene data handling!

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  • Wow looks great, though it seems the black squares cause some sort of alpha issue, as you can see it through the other polygons, but definitely good job on it, keep up the good work man. :D

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  • So thats what it says under the Star, L is for LINK! lol

  • YOU SHALL NOT PASS!! Said the scarecrow.

    

  • Use arrows to kill goombas :D

  • Link is Real 2401

  • Suggestions

    Add Water to the fountain

    Fix Black squares

    add poes (boos)

    =)

  • Why wasn't there poes in place of the boos? :(

  • So...the scarecrows from Ocarina of Time are about as important as doors in Mario 64? xP

  • @gamemaster468 I think it's called Zelda 64 converter, or Mario 64 converter.

    Thats the name of the program.

  • im just wanting to put this out there but are you using the debug rom?

  • The scale of the maps is incorrect, thats why there are black squares.

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