StarCraft 64 Mass Media, Inc. / Blizzard Nintendo 64 2000

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StarCraft 64 Mass Media, Inc. / Blizzard Nintendo 64 2000
Super Cream 64 v6 Update Patch Notes
Ya know how I said the last update was the definitive final update. I lied. Mostly a mix of adding new outfits, some small additions (mostly
Unless mentioned, updates listed will be featured for all versions. General Fixes/Updates
Opening logo has been updated
Dialog has been updated to address typos and new changes (thank you Saralene for the help!)
Legacy Puppycam camera has been readded and set to default. Can be changed at anytime in Options > Camera. Big thank you to AloXado320 (and SM64ex-Alo in general) for implementing this suggestion.
(PC/Switch) A brand new config file called cream64config.txt will generate instead of using the default sm64config.txt to prevent conflict with other mods. You may need to reconfig your binds and settings if you've played previous builds. The new config file is still located in the same folder as the previous config.
Game will no longer crash from landing after a triple jump. A fix carried over from SM64ex-alo.
Cheese follow code has been updated. Cheese will now spawn in the Castle Grounds and disappear when the ending cutscene starts.
Camera readjust whenever the player landed from flying in the default/lakitu cam has been fixed. Leftover code from Chao Bandstand was causing the issue back when flying put you into Wing Cap Cam. - The following levels affected will now behave properly whenever you landed: Big Boo's Haunt, any level that used 8 Directional Cam, the aquarium room inside the castle and any Eggman fight.
Levels
Melancholy Mines (formally Cavern of the Metal Cap): - Added a floor to make advancing to the upper level much easier - Removed a spot that could cause softlocks and replaced it with a wall grate.
Mission Street (formally Secret Aquarium): - Minor updates to fix some collision and remove some geometry - (PC/Switch) Added two Beatmania IIDX machines & a Pop'N Music machine in the arcade inside the theater with new music to accompany them. - (PC/Switch) "Is it me or did that strange Accelgor in the window look at me funny?"
Big Boo's Haunt: - King Boo Boom's hitbox has been adjusted to actually fit the model. - This also means the Big Boo in the merry-go-round now has that same hitbox so keep that in mind.
Music & SFX
Music have been updated for: - File Select - Melancholy Mines - Post-End Credits
Silver's voice quip has been updated to actually be from him. Previous was from Trunks from Xenoverse cause it was funny.
Added new noise whenever the player gets squished and takes damage.
All but a handful of outfits now have unique star collecting jingles, barring a few repeats with some. The few left will use the default jingle.
Outfits
Outfit selection has been updated: - (N64) Removed: Amy, Creamocchia, Klonoa and Vanilla outfits. Added: Detective, Princess, Lunar New Year and Drummer. - In addition, Drummer and Mario have unique star collecting jingles while the rest use the default. - (PC/Switch) Removed: Denji and Roger Rabbit outfits. Added: Junihotoe, Princess, Detective, Drummer, Lunar New Year, Shadow, Silver, NiGHTS, Princess Daisy, Sakura (SF Alpha), Luke (SF6), Richter, Charlotte, Mimi, Ryuta, Peppino, AVGN, Kairi (BBS), Parappa, Vanny, Madotsuki, Arle, DQ3 Hero, Sybil, Olimar, Pit, Ribbon, Rukia, Jin Kariya, Carrot, Cream (Eto Ranger), Sakura (CCS), Pomni, Tammie, Cacee, Lily, Pastel, Dina, Magenta, Midnight & Terry outfits. You can view all the selectable outfits here. - N64 version outfits viewable here. - Several outfits have been updated since v5. These may also include changes to Cheese's model: - Minor updates: Riders, Winter, Spring, Daniela - Major updates: Ichiban, Travis, Jack, Dudley, Roll, Maria, Goku, Pan, Anya, DQ3 Mage, KZ, Caroline, Pocky, Johnny and Dot.
(PC/Switch) Selecting outfits has been slightly updated: Users can press Up or Down on DPad to move up list by increments of 10. If not working by default then must be binded in Options > Controls.
There's prolly so much more that I'm missing but hey that's the jist of it at least. Links below to play and/or compile your version of choice.
N64: https://romhacking.com/hack/super-cream-64 PC/Switch: https://github.com/Gamebunn/Cream64_PC
There is a 3DS version on a certain app but it's on v3 and, as of right now due to various issues, there's no plans to porting all the new stuff over. Could change later but I'm ready to move on.
Had some extra space now in the Mission Street level and dammit I wanted to do something about it. And I've been in a real Pizza Tower mood sooooooooooo...
I split the place into two different stores. The first one is based on the most recent (as of this post) story pic by Sonic Channel, with Tikal and Chaos opening up a pizza place in Mystic Ruins. It's real cute and you can read it here. The pizza tower inspired Tikal and Chaos pic on the bottom left is by GadgetTR (sauce here).
The second is good boy, Peppino, checking out one of his licensed pizza joints and uhhh....just being Peppino.
I really gotta stop putting more things into this level cause man it's a lot. Don't even want to say that's it cause I feel at some point, there will be another thing and don't wanna jinx it lol.
Road to Cream64 v1 Part 2: All in the Family
With the main player model ready to go, it was finally time to get to everything else. Starting with Peach herself, it was time to get Vanilla into the game.
To start, I had to get an idea on how Peach was rigged and this was something I had to mostly do on my own. Fast64 has an import tool to grab models and their rigs straight from the game itself, so you can (kind of) easily swap models out without having to change anything else, so long as everything was put back that is.
Mario 64's T-Poses are not traditional ones but rather they come imported as a crumpled mess, like so.
Here's Peach's for example. Mario is just about the same, as well as a bunch of other enemies and stuff. Don't get me started on Bowser, we'll get to him much later. But generally once you have it imported, most people would uncrumple the T-Pose to get an idea on where everything else. This is very intimidating at first, so you make a save where it's already uncrumpled. There's another method that you can use to guide you but, again, I'll get to that later.
So here we are, after going back and adding her proper "Princess" textures. Stuff like the crown and the jewel on her chest are taken straight from Peach's model, but everything else was remade from scratch. Get it as close as her original outfit but still keep it very princess-y. Now to get her back in that crumpled state we saw earlier.
And there we go, she's ready to be imported in-game. The Fast64 tool has a little button that lets you keep a model's default rest position to however you like, which makes editing the more complicated models easier since going back to edit mode shifts the bones back to rest position.
And you can do the same method to get it back to its normal position. Just be careful on how you rotate things cause you can accidently rotate two bones on the wrong axis and it'll mess up everything. Lost too many good Mario rigs that way...
Some code given to me by the simpleflips' romhack discord, I can easily warp to the ending to see my results. Took a few tries actually but once it was all done, everything looked great! However, there was still one last thing left: the blinking.
Most models have blinking, which uses a switch bone usually where it would happen, so the head in this case. The Mario rig that comes with fast64 already has it set, so it's just a matter of swapping textures. For anything you import, it doesn't come with textures so you have to fill in the blanks (it does come with its UVs so it's not super hard if you know what you're doing).
For the blinking, you have to find the specific bone that does it and then manually add the textures that way. Peach is somehow unique in that she has seven states, all but one are a repeat of another. Here's the first three from the most recent version I got of her as an example.
So a lot of the early importing was a lot of trial and error till just figuring out which bone does it and in which order, using the Mario switch states as an idea. You could prolly dig around the code and see how its laid out but I sure didn't know how at the time! Anyway, Princess Vanilla was done. She showed up properly in all the spot Peach usually does and that means I'm ready to continue.
Next is the unappreciated boi, Gemerl. Former Eggman goon turned protector of small and large bunnies. The plan for him was simple: he's the new Koopa the Quick. Sounds easy enough, and honestly it was mostly (after some help) but man just trying to get him rigged was uhh...something.
The original idea was to rig him to the existing Koopa model and go from there but as you can see, it was not the greatest looking thing. Koopa the Quick's model and animations are obviously shared with the normal Koopa model so I had to be careful when modifying the animations, if I did. In the end, I scrapped this idea and went with a suggestion: using Mario's rig.
Huge feet aside, it did work out though actually using the Mario rig was a bit of a hassle cause when importing the Mario rig, it also includes the bones that are handle by the game's code such as telling which hand holds things or scaling certain limbs when attacking, etc etc. And since Cream also shared that same rig now, whatever Cream did, so did Gemerl. The solution was to go through the rig and delete all those bones so that nothing gets mirrored to whatever the player was doing.
Look at him go! The added benefit of using Mario's rig was that I could reuse his animations for Gemerl. The next thing was to import certain animations and export them in a certain order so that it lined up with Koopa's animations, so that once I edited some code, it would just know which animations to pick from without much effort.
Also for why he looked so big is cause I forgot Koopa the Quick has a unique scale of 4 (vs the normal Koopa being a scale of .8) so just had to adjust that as well as shrinking the trigger to talk to him and Gemerl was set! Two down, a couple more to go.
Last but not least were Cheese and Chocola. These would be the first model I just took from an existing source, in this case it's from Shadow the Hedgehog. Bunch of chao in a single room...
Normal chao would replace all the toads in the castle, while chocola would be replacing a single chao in the main lobby and cheese would follow you around as the cameraman lakitu.
Starting with the toads, their rig was mostly simple if needlessly full of extra bones, which is a common issue with most of the rigs. Would be nice to get of them if I had an idea on which one didn't completely break animations. Oh well.
Same rules applies to this rig and any future rigs but one thing that did help was the ability to import animations and use them as a reference while placing the new model in the same slot. Course, you could still use the model that came with the rig but you get an idea on how it'll move before it's fully in-game.
Best part is since Chocola will also be sharing the same model and rig, I just had to swap out some textures and add his cute lil' bowtie. This also meant I had to make a new actor just for him and then tell the game to pull his unique model id to replace one of the normal chao in the castle. Now onto Cheese.
Before following you around like normal, Cheese was meant to be the Camera. While not shown, he does have his own little cloud to sit on. Thankfully, Lakitu doesn't have many animations so he was easier to swap out compared to Toad. The Space Channel 5 logo was a suggestion and just having a little fun with the model. You'll rarely see it but hey it's there!
Slow and steady but the entire bun family is now fully in-game. There's still a few other NPCs I would add to v1 but I'll get to them later, this blog post is dragging on. Next one should focus on stuff like the UI changes and finally the enemy choices, ooooo.
Current batch of Cream Outfits from the last set.
Not quite done yet but I got most of the new outfits done from this final set.
In order: Sena (from Xenoblade Chronicles 3) with Lanz, Megaman X and Zero, a traditional Mexican forklorico dress with the design by CaptainQuack64, a design based on vtubers Dot_Lvl and Voxandra and the last one being Nezuko (from Demon Slayer) with Tanjiro.
There's still three left to finish for this set, alongside from smaller stuff that I'll eventually on this blog at some point. Enjoy the buns!
Super Cream 64 v5 Release Trailer & Patch Notes:
N64: https://romhacking.com/hack/super-cream-64 PC: https://github.com/Gamebunn/Cream64_PC Will also be available on sm64pcbuilder2 for easier compiling at some point. Will update when it's available.
Patch notes:
New Levels
Added two new levels, The Mountain of Sir Percival and Melancholy Mines, replacing Tower of the Wing Cap and Cavern of the Metal Cap in that order.
Changed up the collect star/death warps in Melancholy Mines to boot you back to the Castle Lobby rather than outside Hazy Maze Cave, unless you fall into the waterfall which just dumps you outside like before.
Updated the collision in Mission Street to make certain things easier to interact with.
Replaced textures in Big's patio to indicate boxes are not breakable.
Gigaboot's Pokemon Adoption Center has now expanded! Several other NPCs have arrived in the city, some additional art in places and two new stores have sprung up as well. Take a look when you can!
(PC Only) Added optional interior area to Pocky's Emerald Theater. Someone seems to be in there.
Charmy and Espio can be seen hanging around the two new levels! What are they up to?
Old Levels/Gameplay
(PC Only) Current outfit when grabbing a new star will be saved to the save file. Kind of a coin flip if it saves or not when grabbing a transparent star. Cause of this, old save files are not compatible with the latest version.
Adjusted the speed on the Tails race in Tiny Huge Island to be more fair.
Added secondary starting warps to Dire Dire Docks for Stars 3, 4 and 6 to make getting to the second area much easier. Note you must select the Star in the Act select.
(PC Only) Opening the pyramid top activates an unused cutscene. Didn't program it myself, just apart of the repo. In here to let people know that it'll happen.
There's these things in certain levels. They don't look dangerous but they sure are freaky lookin'.
Princess Secret Slide has the same layout and collision but is now given a visual makeover.
You can now fly off from pole vaulting.
Cream Outfits
Moved switching outfits to the DPad. For the PC version, you may have to rebind it in Pause > [R] Options > Controls.
Added several new Cream outfits, totally up to 64.
Removed: Cinnia Cream and Bean Cream
Newest added since v4.3: Cheese the Chao, TF2 Engineer, Demon Slayer Nezuko, MM8 Roll, Megaman X, Castlevania: RoB Maria Renard, Xenoblade Chronicles 3 Sena, a Mexican Forklorico Dress for CaptainQuack64, Kate the Wolf for MainMemory_ and Dot_Lvl and Voxandra for Dot_Lvl. You can view the whole set of them here.
Reshuffled the Cream outfits in the N64 version. It's now: Normal, Riders, Winter, Spring, Unicorn, Halloween, Yukata, Swimsuit, Young Vanilla, Amy Rose, Mario, Klonoa and Creamocchia.
The "We did it!" soundclip when grabbing a star is now replaced when wearing certain outfits. Those being: Klonoa, Sena, Kitten, Layla and Katalina.
The Collect Star theme will now change with certain costumes. Those being: Tails, Mario, Klonoa, Ichiban, Travis, Jack, Austin, Dudley, Engineer, Goku, Pan, Roll, Megaman X, Lan, Vergil, Maria, Sora, Dawn, Serena, DQ3 Mage, Wonder-Bun, Sena and every outfit past that.
To follow up on that, the Austin outfit has a unique jingle that'll play when actually grabbing a star or key.
The Mario, Klonoa and Creamocchia outfits in the N64 version also have these themes with the Klonoa outfit keeping the Wahoo!
Music and Sounds
Castle Interior now has a new track: Apotos - Day from Sonic Unleashed.
The following stages and actions also have new tracks since v4: Bob-Omb Battlefield, Whomp's Fortress, Big Boo's Haunt (main and merry-go-round), White Park Carnival, Tiny-Huge Island, Eggman 3 Phase 1 and riding the shell.
Landing the final hit on Eggman 3 will play a proper finale track.
Credits track has also been replaced with its regular version. Midi version still on N64 due to space.
Added new soundbytes for the following NPCs: Layla, Kitten and Katalina
Since v4: The results screen will now play a random clip from 5 different voice samples. All from SF3 Third Strike.
The End track has been replaced with a new one.
And the Rest!
(PC Only) Rings have been replaced with 3D models. Big thanks to Alonwoof for implementing them!
Giant Mario head has now been replaced with a proper Cream head, as seen in the video. Big thank you to BWGLite for implementing it!
Added an extra animation for Amy's third encounter in BBH to indicate new dialog.
Updated some models and animations for certain NPCs.
Game Credits sign at start of game has been updated to reflect the additional changes added as well as a new "Cream and Vanilla design" credits section.
Dialog has been updated for certain NPCs and actions.
Karaoke Bar has some brand new karaoke champs!
Credits have also been updated to reflect new changes.
There are now two ending pictures instead of just the one.
Man I sure hope I got everything.
Last of the Cream Outfits
Went ahead and got the last couple left done.
in order: Maria Renard with Ritcher from Castlevania: Rondo of Blood, The Engineer and The Demoman from Team Fortress 2 and finally Roll (her Megaman 8 design) with Megaman Cheese.
And that's all 64 different outfits for the hack (least in the PC build). Some mild frustrations with some alts and also some points of me gettin' real lazy but overall, really happy with how they all came out. Hope there's something for everyone who they try the final build!
YO LOOK AT HER MOVE, SHE SCHMOOVIN'
After a hectic holiday season, I finally have time to get back to my usual romhackin' stuff. Still need to finish the interior of this movie theater but I've made some good progress in the past few days.
Added several props to the lobby, like the claw machines filled with various plushies of friiiiiends and a sonic one cause the owner's playing favorites. Next is some extra arcade games such as the three DDR cabs, which if everything hopefully works out, will each play a track when the player stands on them.
Still a lot to get done but I'm happy these last few days have been extremely progressive.