Posted on 08-01-11, 11:09 am in Introduce yourself here!
Micro-Goomba Micro-Goomba

 

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Hi
I'm Dirbaio. Most of you probably already know me from the NSMB Editor.

I'm from Spain and i'm 16.
Posted on 08-20-11, 04:32 pm in Introduce yourself here!
Micro-Goomba Micro-Goomba

 

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Thanks all
Posted on 08-20-11, 04:34 pm in SM64DS Editor not loading ROM under Mono
Micro-Goomba Micro-Goomba

 

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As far as I know, SM64DSe doesn't work under Mono

It's not easy to get stuff working under Mono, specially if you're using fancy stuff like OpenGL to render 3D stuff.
Posted on 09-09-11, 03:20 pm in SM64DS Level Editor Future Features?
Micro-Goomba Micro-Goomba

 

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Since this looks like a suggestion thread, I'll drop some here. They are mostly suggestions to make using SM64DSe easier.

- Make the camera able to be controlled by the level editor. Something like WASD to move horizontally and E/C or R/F to move vertically. These should move horizontally/vertically in relation to the level, not the actual camera orientation.

- Make moving objects easier. When you select an object, 3 arrows appear around it, one along each axis. The user can then drag on one arrow to move the object just on that axis. Also, the user should be able to still drag the object itself, but then it should move only horizontally in relation to the level.

- There should be also a way to move the objects *on* the ground. You drag it somewhere, and it gets placed right at the ground/walls under the mouse. Useful for levels with slopes and such.

- Finally, all objects should have shadows. Just a darker circular spot projected onto the level model right under the object itself. Much like SM64DS itself does. Shadows will make far more easier to tell where the object is, for example, whether it's right on the ground or floating in the air.

These are based on my first thoughts on using the editor. It's like "AWww, everything would be so much easier if I could do *that*".

Posted on 09-15-11, 01:59 pm in SM64DS Level Editor Future Features?
Micro-Goomba Micro-Goomba

 

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Posted by Mega-Mario
- What do you mean exactly by that? The camera can already be controlled by mouse (left click + drag to move, right click + drag to rotate, mousewheel to zoom). If you mean keyboard control, well, v1 had some that I didn't reimplement in v2. Now, WASD would be specific to QWERTY keyboards (and no I don't want to have to take a billion keyboard layouts into account). v1 would use numpad keys, but then laptops can fuck themselves... someone already reported the impossibility to zoom on laptops with no mouse. But fuck that. Using the editor without a mouse would be a pain in the ass anyway. Also the 'move in relation to the level' would be separate commands, having them be the default commands may be confusing.


For the keyboard layout bullshit, can't you just use the arrow keys? These are in all keyboard layouts, in laptops and desktops. If not, then you could somehow make it configurable.
(and LOL, you just made me remember French keyboards are AZERTY)

My computer is a laptop, but I still use an external mouse. But the mousewheel is broken, that's why I didn't notice the zoom feature. That's why I thought that the only way to move the camera was to pan sideways. Still you should make the editor easy to use without a mouse wheel or an external mouse.

And by "relative to the level" I meant vertically only. So WASD move the camera in relation to the view but ONLY horizontally. So if you look down and press W, you DONT go down, you go forward. Then two additional keys to go up/down. I didn't mean W/S move in X axis even if you're looking along the Y axis.

Posted by Mega-Mario

- v1 had that. Yet another feature I have to reimplement. However, objects in v1 were represented as cubes, so making shadows was easy. Now, with the graphical rendering, it's getting more complicated.


Yeah, I know Still, I think it doesn't matter if the shadow is the shape of the object. I think that a simple circle will be enough For example, SM64DS itself renders all the shadows as circles, and it looks good enough. And, if you were able to do square shadows, circular ones will be easy too
Posted on 09-15-11, 02:20 pm in SM64DSe Changelog (latest version: 2.0 beta3) (revision 1)
Micro-Goomba Micro-Goomba

 

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And some SLOT-2 flashcarts can also have extra memory. For example the one that I have, an EZFlash IV.
Still, MM is right in not wanting to use that, because I can tell you very very few people have it.

I wonder why levels are max 32KB? Does it use static allocation for the level? Or is it a stupid overlay file organization?
Posted on 09-17-11, 11:53 am in SM64DS Level Editor Future Features? (revision 1)
Micro-Goomba Micro-Goomba

 

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Then, just do a "low-res" long cylinder consisting of many side polygons. If you look closely, you can see that's what SM64DS is doing.
http://cboard.cprogramming.com/game-programming/133658-opengl-draw-cylinder-yourself.html

Posted on 03-01-12, 07:51 pm in Introduce yourself here!
Micro-Goomba Micro-Goomba

 

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Oh hai El!

Nice to see you here
Posted on 03-01-12, 07:53 pm in SM64DS hacking FAQ
Micro-Goomba Micro-Goomba

 

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Multiplayer hacks might work with multicart, or with FlashMe'd DS's, or with the firmware.nds file that's floating around the net (which is basically FlashMe as a NDS file)
Posted on 05-17-12, 10:07 pm in Mario Kart DS Tables
Micro-Goomba Micro-Goomba

 

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LOL man.

Finding things is not magic. It takes time and skill, you need to know ARM assembler, have a debugger, and a lot of patience.

And first of all, you need to know WHAT DATA are you looking for! Asking someone else to look for "important data" will certainly NOT work.
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