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Main » SM64DS hacking » SM64DSe Changelog (latest version: 2.0 beta3)
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Posted on 08-10-11, 12:44 am (revision 6)
Kuriboss

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Planned for next release (2.0 beta4 or 2.0 final):
* Better collision with imported models, as well as trying to fix some nasty hardware bugs
* Minimap editing
* Adding(/removing) levels -- don't count on it for the next release, maybe later... I have other things to do for now...
* Compatibility with JAPv2 (two versions of the JAP ROM! argh) -- unable to find that ROM so far, so uh... fuck.
* Model exporting


v2.0 beta3:
* ROMs patched by it finally run on R4/acekard flashcarts
* Imported levels have better collision
* Fixed possible little issues with the interface
* Added options to the model importer (swap Y and Z axes, don't generate collision map, etc)

v2.0 beta2:
* Fixed possible level corruption when adding/removing objects
* Multiplayer levels can now be opened with non-EUR ROMs

v2.0 beta1:
* full rewrite to C#
* (experimental and glitchy) model importer for levels
* graphical rendering for many objects
* integration of the Object Database with autoupdate feature and all
* compatibility with JAP ROMs
* ability to add/remove objects
* ability to edit warps and views
* many more; too many to be listed here ;P

v1.01:
* Fallback rendering mode for old graphics cards/drivers. This mode may be less performant than normal mode. Actually it's more performant. Fuck VBOs.

v1.0:
* 3D preview 'n' all
* Support for simple objects (trees and coins)
* Support for changing object banks
* NO$GBA should now load edited ROMs fine

v0.5: (actually versionless)
* first release; unattractive and even repelling
* ohh nostalgia
Posted on 08-11-11, 02:51 pm
Shyguy Shyguy


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Posted by Mega-Mario
Planned for next release (2.0 beta4 or 2.0 final):
* Better collision with imported models, as well as trying to fix some nasty hardware bugs
* Minimap editing
* Adding(/removing) levels
* Compatibility with JAPv2 (two versions of the JAP ROM! argh)
* Model exporting



Oh mahn, that's one good update =D

Posted by Mega-Mario
* Adding(/removing) levels

Please say that it's unlimited, Please say that it's unlimited, Please say that it's unlimited, Please say that it's unlimited, Please say that it's unlimited, Please say that it's unlimited, Please say that it's unlimited!!!!!!!!!!!!!!
Posted on 08-11-11, 07:44 pm

 

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I wish But the rom is limited. I think
Posted on 08-11-11, 07:53 pm
Kuriboss

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It can't be unlimited. The amount of RAM in the DS is limited. The maximum ROM size a DS can handle is limited. Basically, everything is limited.

However, there should be quite a lotta room to use
Posted on 08-11-11, 11:24 pm

 

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Cant..... wait.....
Posted on 08-11-11, 11:26 pm
Shyguy Shyguy


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Posted by Mega-Mario
It can't be unlimited. The amount of RAM in the DS is limited. The maximum ROM size a DS can handle is limited. Basically, everything is limited.

However, there should be quite a lotta room to use


oh well, better than nothing I guess =P
Posted on 09-11-11, 12:44 pm


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Posted by Mega-Mario
It can't be unlimited. The amount of RAM in the DS is limited. The maximum ROM size a DS can handle is limited. Basically, everything is limited.

However, there should be quite a lotta room to use
Well, 256MB ROMs do exist, so there should be plenty of space
Posted on 09-11-11, 07:02 pm
Kuriboss

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Yep. I think one can go with pretty much lots of levels. What's more limited is how many stuff you put in your level. It must fit in the DS's tiny 4MB of RAM. Currently, levels are restricted to a total of 32KB, though it may be made expandable in the future if it's required. Also, each new level will need new files, and the file mapping table is stored in RAM...
Posted on 09-12-11, 01:27 pm


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Well, you could use the DS memory expansion pack, though this would make it unplayable on a DSi/3DS[citation needed] and if you don't have that.
Posted on 09-12-11, 05:10 pm
Kuriboss

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No. I'm not taking decisions that could reduce the SM64DS hacking userbase (which is already tiny enough). The memory expansion only comes with the shitty DS browser. Relatedly, DSi compatibility would not be quite interesting since the DSi isn't an interesting console. 3DS compatibility isn't worth it (not to mention, the 3DS hasn't been hacked ).
Posted on 09-15-11, 02:20 pm (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 09-15-11, 04:09 pm
Kuriboss

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Level data is stored in overlays. I didn't want to change that because there'd be too many code to patch.

I found 32k to be a satisfying compromise between lacking level space and the game going out of RAM and crashing. Now, I figure I could make that changeable... but first tell me you managed to make a working level that fills the whole 32k
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