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Main » Trash » 362 days of no SM64DSe release...
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Posted on 02-04-12, 02:59 pm
Kuriboss

Posts: 129/138
Since: 05-05-11

Last post: 2749 days
Last view: 1172 days
That is, one year minus three days.

Now what? I'm unsure what to do. I'm not sure whether to discontinue the project or not. But I don't want people to be waiting forever either.

More info on the blog. (if you can't log in there, you need to register there, even if you're already registered here. Board accounts can't be used on the blog.)

Tell me what you think. Please don't just say 'no dont discontinue the project'. I have lost most of my motivation to work on it. The project, if I leave it, will need someone who can code and has motivation, or it'll die. If all you want is a new release, you should either learn to code and make one yourself, or just wait till something happens.

SM64DSe isn't discontinued until I explicitly say so. If I leave it, I'll release the most recent source code I have. Additionnally, all v2 releases are provided with their respective source code. And all versions can be opened in Reflector.
Posted on 02-04-12, 08:59 pm
Micro-Goomba Micro-Goomba


Posts: 19/19
Since: 05-11-11

Last post: 2870 days
Last view: 1624 days
I'm guessing that it's only model importing that's doing your head in right now?

If it is, and you still want to want on the SM64DSe despite the lack of motivation, perhaps you work on other areas in SM64DS hacking. I'm sure something like music hacking would be an interesting area to explore (and there's quite a bit or NDS music hacking done though NSMBDS as well) and wouldn't be that complicated to implement.

Just my advice, I can fully understand you discontinuing this project if you're not motivated in it.
Posted on 02-04-12, 09:41 pm (revision 1)
Kuriboss

Posts: 130/138
Since: 05-05-11

Last post: 2749 days
Last view: 1172 days
Hmm yeah, but eventually people will complain about the model importing issues and how it's getting the way of proper level editing, and I'll be banging my head over that crap again.

But I got an idea. Instead of discontinuing the editor, I may open a googlecode or github repo and put the source there. This way, interested people could help coding for the editor. Dirbaio may or may not be part of this.

Now, I want to be sure that the repo will serve a purpose. If it never ever sees a commit, well, it'll most likely mean that the project is dead until I get motivation and time.
Posted on 02-05-12, 09:32 am
Goomba Goomba


Posts: 20/22
Since: 06-22-11

Last post: 2767 days
Last view: 2746 days
If you are bored, you can try to make a collision importer for mkds.
Maybe after you did some other things then sm64ds you will be back motivated.

Ps. The specifications are almost the same. And you can look in my code (kcl) for some help.
Posted on 02-05-12, 04:50 pm
Kuriboss

Posts: 131/138
Since: 05-05-11

Last post: 2749 days
Last view: 1172 days
So basically you're suggesting me to go bash my head against MKDS collision maps rather than SM64DS collision maps. I said on the blog that model importer issues are the most annoying I'm facing. Actually, those collision problems are my number one motivation killer. Doing the same with another game won't motivate me more.
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