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Main - General SM64DS hacking - Editor development New reply

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Fiachra
Posted on 01-27-14 01:57 PM Link | #38060
skawo: I know what the issue is, it's finding the same character (space) in two character lists, should be a very simple fix. As a temporary fix, change line 43 of bin/Release/extended_ascii.txt from "112=1= " to "#112=1= " (without the double quotes).

Crashdance22: That's been a problem for a while, I'll look into it soon.

skawo
Posted on 01-31-14 06:24 AM (rev. 3 of 01-31-14 08:14 AM) Link | #38155
System.OverflowException: Arithmetic overflow
in SM64DSe.INitroROMBlock.ReadBlock(UInt32 addr, UInt32 len) w C:\Users\Fiachra\Documents\Visual Studio 2010\Projects\SM64DSe Mono\SM64DSe\NitroROM.cs:line 626
in SM64DSe.LevelEditorForm.AddSpace(UInt32 offset, UInt32 amount) w C:\Users\Fiachra\Documents\Visual Studio 2010\Projects\SM64DSe Mono\SM64DSe\LevelEditorForm.cs:line 918
in SM64DSe.LevelEditorForm.AddObjectSlot(Int32 type, Int32 layer, Int32 area, Int32 off) w C:\Users\Fiachra\Documents\Visual Studio 2010\Projects\SM64DSe Mono\SM64DSe\LevelEditorForm.cs:line 1017
in SM64DSe.LevelEditorForm.RelocateObject(LevelObject obj, Int32 layer, Int32 area) w C:\Users\Fiachra\Documents\Visual Studio 2010\Projects\SM64DSe Mono\SM64DSe\LevelEditorForm.cs:line 1175
in System.Windows.Forms.PropertyGridInternal.PropertyGridView.CommitValue(GridEntry ipeCur, Object value)
in System.Windows.Forms.PropertyGridInternal.PropertyGridView.FilterReadOnlyEditKeyPress(Char keyChar)
in System.Windows.Forms.PropertyGridInternal.PropertyGridView.OnEditKeyPress(Object sender, KeyPressEventArgs ke)
in System.Windows.Forms.Control.ProcessKeyEventArgs(Message& m)
in System.Windows.Forms.Control.WmKeyChar(Message& m)
in System.Windows.Forms.Control.WndProc(Message& m)
in System.Windows.Forms.TextBox.WndProc(Message& m)
in System.Windows.Forms.PropertyGridInternal.PropertyGridView.GridViewEdit.WndProc(Message& m)
in System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


This seems to be the error that causes that bug with objects (like with the Bob-omb buddy or the 1UP Mushroom). It happens when you try to change which stars the object appears in.


By the way, is there a way to disable the fact that certain maps draw an additional part (for instance, the ship in JRB) on the minimap on certain stars? Will there be?

[image]

Fiachra
Posted on 01-31-14 01:58 PM Link | #38166
I think that error is because your overlays have become corrupt. The bug fixes made recently should stop that happening to new overlays. I'm currently working on importing and exporting levels as XML, you'll be able to use that to export, then re-import the corrupted levels and should fix the problem.

It is possible already.

If you open the minimap editor, with the default settings you'll see:
[image]

If you uncheck 'Is minimap', set the size to 256x256, uncheck 'Decompress' for NSC and remove the filename you'll see:
[image]

Replace the area with the ship with the contents of what the ship would be covering in an image editor.

Then import your minimap using these settings.

skawo
Posted on 01-31-14 02:07 PM Link | #38168
Wait, all of them? This overlay wasn't touched before, and the error happenned on the last version...

And, nice, thanks for the information.

Fiachra
Posted on 01-31-14 02:16 PM Link | #38169
"This overlay wasn't touched before, and the error happened on the last version..." - What version was the overlay modified with? Was it R65 or R66?

skawo
Posted on 01-31-14 02:17 PM Link | #38170
R66

Fiachra
Posted on 01-31-14 02:25 PM Link | #38171
If the overlay wasn't modified at all in a version before R66, can you send me that overlay? What object causes the problem?

skawo
Posted on 01-31-14 02:36 PM (rev. 6 of 01-31-14 02:47 PM) Link | #38172
Well, uh, let me explain a bit more:

This error sometimes shows up after changing the Object's Star setting. If you just quit the editor after it happens and don't save, after opening it again you are able to change the setting fine, and no problems will occur.

Now, you did, it looks like, fix it so that if you don't quit and save after this occurs the object gets deleted or something (before, if you saved, you'd get the BoB problem) but the point is that the arithmetic overflow shouldn't happen in the first place, right?


---------------
Also, this reminds me: Adding views/exits/whatever is not fixed; making one, saving, quitting, then viewing the level again will always trigger the "fixer" thing. Sure, you can get it proper that way, but...

Fiachra
Posted on 01-31-14 03:33 PM (rev. 2 of 01-31-14 03:35 PM) Link | #38175
"Adding views/exits/whatever is not fixed" - You're right. It seems the levels I had tested on all had lists with even numbers, ones with odd numbers weren't being handled correctly. I've fixed it now though and it'll be in the next revision. The problem was with calculating how much room needed added, it may (?) have been the cause of the star-changing issue - I'll see if I can reproduce the error.

Skelux
Posted on 02-05-14 03:40 AM (rev. 4 of 02-05-14 11:08 AM) Link | #38262
I'm just wondering, how far has animation editing progressed? I'd like to be able to replace certain enemy models. If it hasn't progressed very far, is there an empty bca which could be used to prevent replaced models from freezing?

Edit: I have an updated method of fixing minigame sound effects which will have 100% of them working. After applying this code, set music byte 2 in your level to 33(0x21).
Byte 1 should be 39(0x27).

0xD0BC in SDAT, 0x1DEC in info.bin (pointer 0x1244)
0A 00 00 00
02 04 00 00
32 00 00 00
02 04 00 00
35 00 00 00
02 04 00 00
37 00 00 00
02 04 00 00
38 00 00 00
02 04 00 00
50 00 00 00
02 04 00 00
4C 00 00 00
02 04 00 00
07 00 00 00
02 04 00 00
06 00 00 00
02 04 00 00
0B 00 00 00
01 02 00 00
21 00 00 00

skawo
Posted on 02-05-14 10:27 AM (rev. 4 of 02-05-14 11:46 AM) Link | #38265
Hmm, that one doesn't appear to work for me. The sounds do work indeed, but the minigame music doesn't play at all. You sure you didn't edit a SWAR in your ROM or something? You don't load in the Minigame SWAR (39 00 00 00) //EDIT: Blurt, 39 is not the minigame swar.

Skelux
Posted on 02-05-14 11:09 AM (rev. 2 of 02-05-14 11:13 AM) Link | #38268
Posted by skawo
Hmm, that one doesn't appear to work for me. The sounds do work indeed, but the minigame music doesn't play at all. You sure you didn't edit a SWAR in your ROM or something? You don't load in the Minigame SWAR (39 00 00 00)

Corrected. 0x73C4E8 is not a relevant address in this case, you will have to extract the SDAT to apply this. Try 8 as byte 3, I can confirm this one works.

skawo
Posted on 02-05-14 11:45 AM Link | #38269
Well, I was doing that in the first place...but...
It seems that you can't change the music in BoB or something. That's why it didn't work...

Fiachra
Posted on 02-05-14 01:14 PM Link | #38271
Skelux: Importing and exporting models' bones is documented here:

http://code.google.com/p/sm64dse/wiki/ExportingAndImportingModelBones

For example you could export Mario's model, split up a new character in a similar way and make you name the 'Objects' the same as in the exported bones file and imported it you'd have a new custom character with good looking animation (I've successfully done this myself). If your new model is of a similar shape/structure it should look fine. If not you'll need to manually edit the animation files. To disable any animation set the first 8 bytes if the .BCA file to zero (sets number of bones to animate to zero).

Thanks for the patch, will update the patch in the editor.

Skelux
Posted on 02-06-14 12:33 AM Link | #38292
Posted by Fiachra
Skelux: Importing and exporting models' bones is documented here:

http://code.google.com/p/sm64dse/wiki/ExportingAndImportingModelBones

For example you could export Mario's model, split up a new character in a similar way and make you name the 'Objects' the same as in the exported bones file and imported it you'd have a new custom character with good looking animation (I've successfully done this myself). If your new model is of a similar shape/structure it should look fine. If not you'll need to manually edit the animation files. To disable any animation set the first 8 bytes if the .BCA file to zero (sets number of bones to animate to zero).

Thanks for the patch, will update the patch in the editor.


Thanks, I think I understand. I'll have a go at importing something and post the results.

Fiachra
Posted on 02-06-14 02:12 AM (rev. 2 of 02-06-14 02:17 AM) Link | #38297
A few other things, some models eg. the characters have textures animated using .BTP files (sequence of textures to swap) such as Mario blinking. You could find every BTP file and manually change the texture, palette and material names but it's much easier to give your new model's materials, textures and palettes the same name. Material names are set using the name defined in your model, texture names are set to the diffuse map filename (leave out the extension to get a match to the original) and palettes are the texture name + "_pl" - most (all?) models use this for palette names so should be fine. If your material, texture and palette names don't match the original and you've not changed the BTP file your level will crash on entry.

Importing bones is also supported for DAE models. Each node is a separate bone. To load the .bones file add a tag at the start.

The part on the wiki page about not scaling refers to: your new model should be about the same size as the one you are replacing, otherwise there'll be gaps between bones as they're still being moved to same positions but they're smaller than the original. If you need to have a different size you'll need to reduce the scale manually in the BCA file.

I'll update the wiki page soon to make everything clearer.

Skelux
Posted on 02-06-14 03:03 AM (rev. 2 of 02-06-14 03:03 AM) Link | #38298
I manually changed all of the group names in an OBJ file to 'o' and added the bones file at the beginning, but it keeps producing errors. I'll send you the file in a moment, if you could please take a look.

skawo
Posted on 02-06-14 10:16 AM Link | #38300
By the way, level areas...will defining them ever be possible? Or, is it already possible somehow?

Fiachra
Posted on 02-07-14 02:11 PM Link | #38323
Posted by Skelux
Edit: More useful tweaks. NOP 0xD166C to disable level intro messages, NOP 0xD41B8 to disable the first bowser message when you enter Peach's Castle.

Thanks, those are good to have, will add them to patches list.

Posted by skawo
By the way, level areas...will defining them ever be possible? Or, is it already possible somehow?

I believe level areas are defined by parent bones within the level model, with bone importing it should be possible to split your level model up into different chunks and set their parent_offset to 0 within the .bones file when importing. You would then need to manually update the value at 0x74 within the overlay to the number of areas. I've never tried it myself.

skawo
Posted on 02-09-14 04:43 AM (rev. 2 of 02-09-14 04:48 AM) Link | #38376
The texture editor is a bit broken: sometimes replacing a texture replaces another. Like, say, in Mario's head cap model, replacing mario_eye_2 replaces mario_head.
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Main - General SM64DS hacking - Editor development New reply

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